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Keep Smiling

Maya 7 / Danny Riddell, Morgan Robinson, and Nathaniel Stein.

By: Contributor(s): Material type: TextTextPublication details: New Delhi : Pearson, 2006Description: xii, 548 p. ill. (some col.) ; 23 cmISBN:
  • 9788131701539
Subject(s): DDC classification:
  • 006.696 R5431
Contents:
1. Chapter 1: maya basics 2. About maya 3. Mayas interface 4. Beginning a project 5. Importing, exporting, and referencing 6. Maya help 7. Chapter 2: navigating and changing 8. The interface 9. Dollying, tracking, and tumbling 10. Using the view menu 11. Changing the layout 12. Changing the interface 13. About display options and smoothness 14. Keyboard shortcuts 15. Chapter 3: creating primitives and text 16. About primitive types 17. About nurbs primitives 18. About polygon primitives 19. About subdiv primitives 20. About text 21. Naming objects 22. About construction history 23. Chapter 4: transforming objects 24. And components 25. Moving, rotating, and scaling objects 26. About pivot points 27. Duplication options 28. Mirroring and instancing objects 29. Soft-modifying objects 30. Chapter 5: selection modes, hiding, 31. And templating 32. Selecting objects 33. Selection modes and masks 34. Using quick select sets 35. Hiding and templating 36. About layers 37. Chapter 6: grouping, parenting, and aligning 38. Grouping 39. Parenting 40. Grouping vs. Parenting 41. Aligning and snapping objects 42. The snap align tools 43. Chapter 7: nurbs curves and surfaces 44. About nurbs objects 45. About nurbs curves 46. Creating nurbs curves 47. Editing nurbs curves 48. Opening, closing, and attaching curves 49. Altering whole curves 50. Interactions between curves 51. Creating surfaces from curves 52. Surface curves and trims 53. Modifying and matching nurbs surfaces 54. Chapter 8: polygons 55. Modeling polygons 56. Creating and deleting polygon components 57. Splitting and merging polygon components 58. Subdividing and merging 59. Refining polygons 60. Surface normals and display 61. Chapter 9: subdiv surfaces 62. Subdiv surface components 63. Refining subdiv surfaces 64. Creasing subdiv surfaces 65. Mirroring and subdivs 66. Subdiv hierarchies 67. Working in polygon mode 68. Sculpting subdivs 69. Chapter 10: skeletons and rigging 70. About joints 71. Adjusting hierarchies 72. About ik handles and solvers 73. About spline ik 74. About constraints 75. The connection editor 76. Basic rigging 77. About full body ik 78. Chapter 11: parenting and binding 79. To a skeleton 80. Parenting to a skeleton 81. Using rigid bind 82. Using smooth bind 83. Chapter 12: animation 84. Animation controls 85. About setting keyframes 86. Setting animation preferences 87. Importing sound files 88. About the graph editor 89. About the dope sheet 90. Muting animation channels 91. Ghosting 92. Path animation 93. About the trax editor 94. Previewing your animation 95. Chapter 13: deformers 96. Nonlinear deformers 97. Blend shapes 98. Lattices clusters 99. Sculpt deformers 100. Jiggle deformers 101. Wire deformers 102. Wrinkle deformers 103. Wrap deformers 104. About deformer weights 105. About the deformation order 106. Hiding, showing, and deleting deformers 107. Chapter 14: shaders, materials, and mapping 108. About the hypershade 109. About ipr renders 110. About materials 111. About texture-mapping nurbs surfaces 112. Combining materials 113. About projection maps 114. About texturing polygons 115. Editing uvs 116. Swimming textures 117. Texturing using painting tools 118. Chapter 15: creating lights 119. About lighting 120. Setting up for lighting 121. About lights 122. Mapping images to lights 123. Looking through a light 124. Light linking 125. About shadows 126. Chapter 16: cameras and rendering 127. About cameras 128. About rendering 129. About the maya software renderer 130. About the maya hardware renderer 131. About the maya vector renderer 132. About mental ray 133. About render layers 134. Chapter 17: mel and expressions 135. About the script editor 136. About mel commands 137. About variables 138. About loops and if statements 139. About procedures 140. Using mel scripts 141. Using expressions 142. Chapter 18: dynamics 143. Particles 144. Emitters 145. Render types 146. Fields 147. Collisions 148. Rigid-body dynamics 149. Soft-body dynamics 150. Effects 151. The dynamic relationships editor
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includes index

1. Chapter 1: maya basics
2. About maya
3. Mayas interface
4. Beginning a project
5. Importing, exporting, and referencing
6. Maya help
7. Chapter 2: navigating and changing
8. The interface
9. Dollying, tracking, and tumbling
10. Using the view menu
11. Changing the layout
12. Changing the interface
13. About display options and smoothness
14. Keyboard shortcuts
15. Chapter 3: creating primitives and text
16. About primitive types
17. About nurbs primitives
18. About polygon primitives
19. About subdiv primitives
20. About text
21. Naming objects
22. About construction history
23. Chapter 4: transforming objects
24. And components
25. Moving, rotating, and scaling objects
26. About pivot points
27. Duplication options
28. Mirroring and instancing objects
29. Soft-modifying objects
30. Chapter 5: selection modes, hiding,
31. And templating
32. Selecting objects
33. Selection modes and masks
34. Using quick select sets
35. Hiding and templating
36. About layers
37. Chapter 6: grouping, parenting, and aligning
38. Grouping
39. Parenting
40. Grouping vs. Parenting
41. Aligning and snapping objects
42. The snap align tools
43. Chapter 7: nurbs curves and surfaces
44. About nurbs objects
45. About nurbs curves
46. Creating nurbs curves
47. Editing nurbs curves
48. Opening, closing, and attaching curves
49. Altering whole curves
50. Interactions between curves
51. Creating surfaces from curves
52. Surface curves and trims
53. Modifying and matching nurbs surfaces
54. Chapter 8: polygons
55. Modeling polygons
56. Creating and deleting polygon components
57. Splitting and merging polygon components
58. Subdividing and merging
59. Refining polygons
60. Surface normals and display
61. Chapter 9: subdiv surfaces
62. Subdiv surface components
63. Refining subdiv surfaces
64. Creasing subdiv surfaces
65. Mirroring and subdivs
66. Subdiv hierarchies
67. Working in polygon mode
68. Sculpting subdivs
69. Chapter 10: skeletons and rigging
70. About joints
71. Adjusting hierarchies
72. About ik handles and solvers
73. About spline ik
74. About constraints
75. The connection editor
76. Basic rigging
77. About full body ik
78. Chapter 11: parenting and binding
79. To a skeleton
80. Parenting to a skeleton
81. Using rigid bind
82. Using smooth bind
83. Chapter 12: animation
84. Animation controls
85. About setting keyframes
86. Setting animation preferences
87. Importing sound files
88. About the graph editor
89. About the dope sheet
90. Muting animation channels
91. Ghosting
92. Path animation
93. About the trax editor
94. Previewing your animation
95. Chapter 13: deformers
96. Nonlinear deformers
97. Blend shapes
98. Lattices clusters
99. Sculpt deformers
100. Jiggle deformers
101. Wire deformers
102. Wrinkle deformers
103. Wrap deformers
104. About deformer weights
105. About the deformation order
106. Hiding, showing, and deleting deformers
107. Chapter 14: shaders, materials, and mapping
108. About the hypershade
109. About ipr renders
110. About materials
111. About texture-mapping nurbs surfaces
112. Combining materials
113. About projection maps
114. About texturing polygons
115. Editing uvs
116. Swimming textures
117. Texturing using painting tools
118. Chapter 15: creating lights
119. About lighting
120. Setting up for lighting
121. About lights
122. Mapping images to lights
123. Looking through a light
124. Light linking
125. About shadows
126. Chapter 16: cameras and rendering
127. About cameras
128. About rendering
129. About the maya software renderer
130. About the maya hardware renderer
131. About the maya vector renderer
132. About mental ray
133. About render layers
134. Chapter 17: mel and expressions
135. About the script editor
136. About mel commands
137. About variables
138. About loops and if statements
139. About procedures
140. Using mel scripts
141. Using expressions
142. Chapter 18: dynamics
143. Particles
144. Emitters
145. Render types
146. Fields
147. Collisions
148. Rigid-body dynamics
149. Soft-body dynamics
150. Effects
151. The dynamic relationships editor

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