Art of Maya
Art of Maya
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3D Computer Graphics 7
3D Computer Animation 8
Technical Creativity 10
The Animation Pipeline 12
Exploring Maya 23
The Workspace 24
Objects and Components 28
Dependency Graph 30
Transformations 32
Animation 35
Animation Techniques 36
Setting Keys 38
Modeling 41
Geometry 42
Modeling Techniques 44
NURBS Surfaces 46
Polygon Modeling 48
Deformations 51
Deforming Objects 52
Deformers 54
Table Of Contents
Character Animation 57
3D Characters 58
Animating Characters 60
Digital Cinematography 69
How Light Works 70
Casting Shadows 72
Rendering 75
Rendering Scenes 76
Render Output 78
Interactive 3D 81
Interactive 3D 82
Game Creation 84
Maya
A N I N T R O D U C T I O N T O 3 D C O M P U T E R G R A P H I C S
3D Computer Graphics
Animation is an art form created and cultivated over the last century.
shape and form at a single point in time, animation lets artists explore a world
decades has had a big impact on the world of animation. Digital characters
and sets can now be built and animated, then presented in different media
formats such as film, video and interactive games. Characters and visual
Autodesk® Maya® is a 3D animation system that lets artists play the roles
Broadcast
There is a good chance that anyone involved in the
early years of 3D computer graphics has had to
animate a flying logo. This use of 3D offered a new
and dynamic way of getting the message across –
always important in the world of advertising.
Since then, the use of 3D in broadcast has evolved
and more sophisticated artwork is being produced.
3d computer graphics
THE ART OF MAYA
Feature Films
The last few years have seen a sharp rise in the use of 3D in feature
films. While many films have integrated 3D into existing live-action
scenes, Pixar’s Toy Story® became the first feature-length animation
that used 3D exclusively for characters and sets. Sony Pictures
Imageworks’ Stuart Little® took this one step further and made a digital
mouse the star of a live-action movie. Digital creatures, characters and
Technical Creativity
A s an artist working in a new medium, you must
first understand the technical aspects of your
new tools before you can reach your full creative
potential. Just as a painter must learn how a particular
paint mixes and dries on canvas, and a photographer
must learn what film speed works best with a partic-
ular lens, a 3D artist must learn the basics of setting
keyframes, working with 3D geometry and setting
up materials and lights for photorealistic rendering.
To fully master computer animation, you must
have a balance of artistic and technical skills. Not
only must you learn how to work with shape, form,
motion, color and texture, but also you must learn
how the computer interprets all of these elements.
While Maya will allow you to go far without under-
standing all the technical details, you will have
greater creative freedom with more knowledge.
ence. The best way to learn is to dive in and start Cel Animation
working. Cel animators create 2D art through motion. Cel animation includes
traditional techniques such as squash and stretch, anticipation,
overlapping action and follow through. Many of these 2D techniques
Getting Started with Maya translate very well into 3D environments.
There are several steps to getting started with Painting
Maya. This book is designed to give you a concep- Painters learn to work with color, light, shape, form and composition.
tual understanding of how Maya works, while the On the computer, these skills help create texture maps, position lights
Learning Maya | Foundation book gives you project- and compose scenes.
digital scene. Try to build and animate your favorite useful for framing scenes.
10
THE ART OF MAYA
11
The Animation Pipeline
12
THE ART OF MAYA
Animating in Maya
Looking at the animation pipeline
from the perspective of a Maya
user, several stages use animation as
their foundation—such as modeling, Modeling Materials Characters Lights Effects
and Textures and Cameras
characters and effects.
Since almost any attribute in Maya
can be animated, you can begin
Animation
preparing for the animation process
at any time.
After setting up and animating
a scene, you can render and
composite the 3D objects and bring Rendering
13
Time and Space
With 3D computer animation, artists work in a digital world where space,
color, texture, time, shape and form are tools for creating images and
sequences of images.
language based on numbers. In fact, Maya scenes and images are really
While artists do not have to know how the numbers are interpreted by
the computer, they do need to understand some of the ways in which space,
color and time are quantified and recorded. Learning how the computer
stand how this information relates to their own perception of time and space.
3D Space
E very day, you come into contact with three-dimensional objects
and spaces. You have learned how to recognize and work with
three dimensions in your daily routine and have an intuitive feel
for how it works. If you have ever drawn a sketch, built a model or
sculpted a model, you also have a creative feel for how shape and
form can be described in 3D.
Three-dimensional objects can be measured and quantified. If Two Dimensions
you have ever measured the length, width and height of an object, When you measure the width and height of an
object, you are analyzing two of its dimensions.
you have analyzed its three dimensions. You can also determine an The X and Y axes can be used to find points on
object’s position by measuring it in relation to another object or to a an object, such as the center of the wheel or
point in space. In Maya, you can explore three-dimensional objects the position of the headlight in this two-
dimensional space.
and recreate them on screen as rendered images complete with lights
and shadows.
Origin Transformations
Points in a 3D coordinate system are measured against When an object is moved, rotated or scaled, the X,
an origin point. This point is assigned a value of 0, 0, 0. Y and Z axes are used for reference. An object is
moved along, rotated around, or scaled along the
Axis indicator chosen axis line. Values for these transformations
To help you visualize the three axes, are stored for each of the three axes.
each is given a corresponding RGB color.
X – red
Y – green
3D Space
Z – blue
16
THE ART OF MAYA
Perspective Space
When you visualize objects in the real world, you do
not usually think about axis lines and 3D coordinates.
Instead, you see the world in perspective where lines
vanish to the horizon and objects get smaller as they
get further away. A Perspective view allows you to
visualize a 3D space in a way similar to how you
view the world through either your eyes or the lens Top view Perspective view
of a camera.
Most artists have learned to sketch a 3D scene
in perspective or use drafting techniques to create
more accurate perspective drawings. With Maya,
the 3D Perspective view is automatically calculated
for you, based on a camera position and a view
angle that you set.
of your animation to match the have the 60 fps (50 fps PAL) timing or you can
timing as measured in seconds. output a 30 fps (25 fps PAL) sequence and use a
compositing system to convert it to Fields. For fast-
Playback moving objects,rendering directly to Fields offers
When you preview your animations, you will often smoother playback since each Field displays half-frame
use interactive playback. You can set the Playback intervals.
Speed by selecting Window > Settings/Preferences
> Preferences and selecting the Timeline category. Frame 1 Frame 2
The default Playback Speed is Play Every Frame.
At this speed, Maya will play every frame in your
scene one after another. The actual playback speed
will depend on your workstation’s ability to process
the animated elements in your scene. Setting your
time and space
18
THE ART OF MAYA
Double Time
At a frame rate of 24 fps, a 6 minute animation would require 8640 Frame 1 Frame 3 Frame 5
frames (24 fps x 360 sec). Animators working with either cel animation A B C
or stop-motion sometimes use double time, where only every second
frame is created, then repeated twice. Double animations don’t play
back as smoothly as the full frame rate, but they save you in rendering
A A B B C
time. Students, especially, might consider this option when confronted
with a tight deadline. You can set up double time by setting By Frame
to 2 in Maya Render Settings window, under the Common Settings tab. Frame 1 Frame 2 Frame 3 Frame 4 Frame 5
Pivot Points
tion
n mo You animate objects in Maya based on a single
Position in X
t wee
In-be point called the pivot point. The pivot for the whole
Key scooter would lie on the ground, while the pivot
for a wheel would be at its center. The position of
Key the pivot sets the center of the axes for rotating or
scaling objects in your scene.
Time in Frames
19
Bitmap Space
A bitmap is a representation of an image, consisting of rows and
columns of pixels, that is stored color information. Each pixel
(picture element) contains a color value for a number of channels –
red, green and blue. When you view these channels together at a high
enough resolution, all of the different colors form a complete image.
These images can then be output to video, film or printed on paper.
Bitmap images play a number of roles in an animation system
such as Maya. When Maya renders a scene, the geometry, lights and
materials are calculated from the camera’s point of view and a bitmap
image or a series of images results. Further manipulation of the
image in two dimensions is then possible using compositing or paint
packages. Bitmap images are also used as texture maps to help add
color and detail to the surfaces in scenes.
Pixels
Up close, you can clearly see Bitmap Sources
the grid of pixels that make up Bitmap images are common in
the bitmap image. computer graphics and can be created
and manipulated in paint, compositing
and 3D rendering packages.
Full Resolution
As pixels are presented at a higher
resolution, the grid is no longer
Bitmap Channels visible and you get a clearer view of
Each pixel is made up of at least three the final image.
color values – red, green and blue.
These channels combine to create
the visible color.
Maya uses the term Image resolution to refer to the total pixel size of the bitmap image. Display resolution
refers to how many pixels you will find in one inch on the screen. This resolution is measured in pixels per inch
(ppi) or dots per inch (dpi). Monitors have a display resolution of about 72 dpi, although your graphics card
may offer several settings which will alter this value.
As an animator, you will focus on producing images with a particular Image resolution such as 640 x 480
pixels for video or one of a variety of resolutions for film. The default Display resolution for these images is 72
dpi. If you are taking an image to print, you will need to consider a Display resolution of around 300 dpi. This
value may be higher or lower depending on your printing needs. Below, you can see how different resolutions
look when printed. You can see how the 300 dpi image provides a higher quality image on the printed page.
time and space
2” x 2” @ 72 dpi (144 x 144 pixels) 2” x 2” @ 150 dpi (300 x 300 pixels) 2” x 2” @ 300 dpi (600 x 600 pixels)
20
THE ART OF MAYA
Other Channels
In a typical bitmap, the first three channels Computer Monitor Display Video Monitor Display
contain color information. You can also create
other channels that offer useful information about Bitmap File Textures
the image. Maya is able to render images with Bitmaps can be used to texture objects in Maya. They can be used to
mask and depth channels for use in compositing add color, bump, transparency and other effects on a surface. The RGB
packages. These channels can be used when you and the alpha (mask) channels can all be used to texture the object.
want to layer several images together seamlessly, Bitmaps used as textures can add detail to geometry without
including live-action plates created outside Maya. requiring any extra modeling. These bitmaps are ideally saved as Maya
IFF files and work best with image resolutions that use base-2 such as
256 x 256, 512 x 512, or 1024 x 1024. This is because these sizes fit best
with Maya bitmapping algorithm used to filter textures.
When objects are rendered, textures are affected by the lighting and
shading on the object, then output as another composed bitmap image.
In an animation, each frame would be rendered as a different bitmap
that creates motion when played back at the right frame rate. These
images can also be output to video or to film.
21
Exploring Maya
Before exploring modeling and animation concepts, it is a good idea to become
familiar with the Autodesk Maya user interface. The user interface is where 3D
artists display and organize scenes, save and open files, and transform and
animate objects. While developing these skills, 3D artists learn just how they can
Maya has a very clean user interface where many of the elements
share generic editor windows. At first, this may make it difficult to distinguish
different parts of a scene but with experience, 3D artists learn the power of this
paradigm. The generic way in which Maya presents information makes it very
easy to transfer skills from one area of Maya to another. This lets 3D artists focus
24
THE ART OF MAYA
Recent Commands
Recent Commands Menu Sets Hotbox Controls
display a list of the last These are the menus associated With the Hotbox Controls you can turn
few tools and actions with the various menu sets. on all menus or pick and choose the
used. This is useful when menus you want in the hotbox. You can
commands are repeated also turn off the workspace menus.
several times.
This is a single shaded view panel with the hotbox being used to
access tools. Most likely, you will configure the workspace some-
Marking Menus
where between this minimal setup and the default setup. Marking menus are accessed by selecting a hotkey and clicking with
your left mouse button. The menu appears in a radial form so that all
Hotkeys your options are simply a stroke away. Once you learn the location of
Hotkeys will give you quick access to many of the menu options, you can quickly stroke in the direction of an option
the tools found in Maya. To set up hotkeys, select without having to see the menu itself. Because the menu is radial, it is
Window > Settings/Preferences > Hotkey Editor. very easy to remember the location of each menu option. It will only
The Hotkey Editor lets you set up either a single key take a short time for you to master this way of accessing tools.
or a key and a modifier key such as Ctrl, Shift or Alt, You can set up your own marking menus by building them in
to access any tool in Window > Settings/Preferences > Marking Menu Editor, then assigning
Maya that is listed the new marking menu to a hotkey.
in the Editor.
It is also possible
to build custom
commands using a
MEL (Maya Embedded
Language) script.
This feature allows First Use Expert Use
you to set up the UI to When you first use a marking menu, press the As you become an expert, you can quickly press the
hotkey, click and hold it with the mouse while you hotkey and click+drag to the desired location in the
The Hotkey Editor gives you access to completely reflect your view the options, then drag to the desired location menu. The menu doesn’t appear and your selection
all of the tools in Maya. own workflow. in the menu. quickly flashes by.
25
Viewing 3D Scenes
Extra Views
W hen building a scene in Maya, you work in
three-dimensional space. Orthographic and
Perspective view cameras offer several ways of
In addition to the default views,
you can create your own
looking at the objects in your scene as you work. cameras. To add a new 2D view,
There are also different display options that change select Panels > Orthographic >
the way objects in your scene are shaded. New > and select Front, Side or
Top. To add a new 3D view, select
Default Views Panels > Perspective > New.
In Maya, the default views are set as Perspective,
top, front and side.
The Perspective view is a representation of your Orthographic views Camera views
object in 3D space, allowing you to move along the To create new orthographic views, To create a new camera, select
select Panels > Orthographic > Panels > Perspective > New. You
X, Y and Z axes. The top, front and side views are New. Make a back view panel by can also select Create > Camera
referred to as Orthographic views and allow you to creating a new front view and change from the menu which offers some
move in two dimensions at a time. Translate Z to -100 and Rotate Y to unique camera options.
180 in the Channel Box.
Dolly
in many other views
Press the Alt key plus the right mouse
including the button to dolly in and out of your
Orthographic, scene. Using the mouse wheel also has
Hypergraph, the same effect. Note that a dolly is
different from a zoom. Dollying moves
Hypershade, your camera closer to or farther from
Visor and your subject. Zoom is accomplished by
Render View. changing the focal length of a lens.
26
THE ART OF MAYA
Shading
The Shading menu in Maya offers several options for displaying
objects in a scene. Shading can be different for each view panel,
allowing geometry to be shown at different levels of complexity.
The more detailed a scene becomes, the greater the need to
simplify the objects in it. Although Maya is very good at processing Bounding Box Points Wireframe
complex levels of geometry, it is a good idea to view your objects in Bounding Box displays Points shading displays Wireframe shading is
objects as boxes. This objects as a group of the default shading
a less complex shading mode until you are ready to render or make is useful when working points that represent the quality in Maya.
adjustments to those objects. with complex scenes. shape of the object.
There are several shading display options to choose from. The
default shading in Maya is Wireframe. Other display options include:
Bounding Box, Points, Flat Shade, Smooth Shade, Hardware Lighting,
Wireframe on Shaded and X-Ray.
Show Menu
The Show Menu allows you to show and hide different elements of
a scene. You can show all or none or specific items such as NURBS Flat Shade Smooth Shade Hardware Texturing
curves, lights or cameras. Flat Shade displays all or Smooth Shade displays Hardware Texturing
only the selected objects all or only the selected displays smooth-shaded
The Show Menu is accessible from all views and can hide items with lower resolution, objects, as smooth sur- surfaces with textures.
in one view while displaying them in another. faceted display. faces with surface color
and shading properties.
27
Objects and Components
Y ou can transform objects in Maya by selecting objects and their
components. Selection masks allow you the flexibility to select
only the items you want in a scene. These masks are grouped into three
A simple hierarchy where
middleFingerGroup is the parent of
categories: Hierarchy, Object type, and Component type selections. middleFinger and middleFingerNail.
Skeleton Joints
Curves Skeleton joints are used
Turning off the curve to help control characters.
selection means you can
not select the curves in
the scene.
Objects and Components
Handles
IK handles are applied
Surfaces to joint chains for ani-
Selecting by surfaces mation control.
allows you to select the
surface geometry of
an object.
Deformations
Deformers such as cluster
flexors and lattices modify
Dynamics the shape of an object.
Dynamic objects such as
particles can be separately
selected by toggling the
Dynamics button on.
Points Faces
Component Types Points such as CVs Faces are patches
and polygonal vertices created by inter-
In order to change the shape of an are used to modify the secting lines.
object in Maya, you need to modify shape of an object.
component type information.
There are a variety of Hulls
component types such as points, Param Points Hulls are guides that
Param points are points connect CVs. They can
isoparms, faces, hulls, pivot points be used to select and
that lie directly on a curve
and handles. These components or surface. transform rows of CVs
can be used to interactively modify at once.
exploring maya
28
THE ART OF MAYA
29
Dependency Graph
E verything in Maya is represented by a node with attributes that can be
connected to other node attributes. This node-based architecture allows
connections to be made between virtually everything in Maya. Node attri-
butes determine such things as the shape, position, construction history
and shading of an object. With this architecture, you can create inter-object
dependencies, shading group dependencies, and make your own node
connections.
Node Dependencies
In the diagram below you can see the nodes that are
dependent on each other to make up a chess piece.
Dependency Graph
Hypershade
Using the Hypershade, you can make materials and textures and
view the node dependencies used to create them.
exploring maya
Hypergraph
The Hypergraph window can also be used to view and create
shading group dependencies. However, it does not have swatches as
the Hypershade does.
30
THE ART OF MAYA
Channel Box
Attribute Editor In the Channel Box, you can edit any keyable
In the Attribute Editor, attributes on the selected node.
you can adjust the
attributes on the input
and output connections
of a selected node.
Hypergraph
In the Hypergraph window,
you can see the input and
output connections of a Connection Editor
selected node. The Connection Editor allows you to make connections
between nodes attributes.
Hypergraph
In the Hypergraph, you can view the result of connections
made in the Connection Editor.
Construction History
When an object is built in Maya, Input nodes can be viewed in the
Dependency Graph containing information on how the object was
created. These Input nodes allow you to edit an object based on the Construction History On
geometry used to build it. For example, if you were to create a curve
and use the Revolve Tool to make a surface from it, the curve used to
create the surface would hold information as to how the surface was
created. Using construction history, you can go back to the original
curve and alter the shape of the object. Construction History Deleted
31
Transformations
T ransformations are changes made to an object’s position,
orientation and scale in space. The Transform node holds all of this
information and the Transformation Tools such as the Move, Scale and
Rotate Tools are used to transform an object along the X, Y and Z axes.
Manipulators
Manipulators are used to move, scale and rotate objects in ortho-
graphic and 3D space. Each of the manipulators use red, green and Move/Rotate/Scale Tool
blue colored handles. These match the colors of the X, Y, Z locator at This tool incorporates the Move, Rotate, and
the bottom left corner of the view, making it easier to distinguish the Scale manipulators into one tool. Select Modify >
Transformation Tools > Move/Rotate/Scale
direction of the transformation. These handles are designed to constrain tool to use this tool.
the transformation to one, two or three axes at a time, allowing for
complete control.
QWERTY Hotkeys
To work quickly and
q
efficiently in Maya, the
QWERTY hotkeys offer
a fast way to access the
transformation tools.
To select the tool you w
want, simply press its
e
corresponding key on
Move Tool Rotate Tool Scale Tool the keyboard: Select r
The Move Tool has a handle The Rotate Tool has a ring for the With the Scale Tool, you can scale (q), Move (w), Rotate
for each X, Y and Z axis and X, Y and Z axes. One ring moves non-proportionally in X, Y or Z. You (e), Scale (r), Show
a center handle to move relative to the view, and a virtual can also scale proportionally by
relative to the view. sphere rotates in all directions. selecting the center handle. Manipulators (t). In
addition to these tools,
t
Maya offers access to
Setting Pivot Points for Transformations the last tool you used by y
Objects are transformed around their pivot point location. This is impor- pressing the y key.
tant to be aware of because the position of your pivot point affects the
Transformations
outcome of your transformation. To change the location of your pivot Use the QWERTY shortcut keys on your
point, select a Transform manipulator and press the Insert key on a PC or keyboard to select and transform the
objects in your scene.
the Home key on a Mac. Move your pivot point to the desired location
and press the Insert or Home key again to set the pivot point.
Reset Transformations
Once you have manipulated an
object, you may not be satisfied
with its new transformation. To
reset your object to its original
position, select Modify >
Reset Transformations.
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THE ART OF MAYA
Gimbal
In Gimbal mode
you can rotate your
object in only one
axis at a time.
Local Normal
Universal Manipulator
The Universal Manipulator is similar to the Move/
Rotate/Scale Tool, but it lets you transform objects
with greater
precision. When
you click on its
manipulator
Object World
handles, a
numerical input
field appears
2D Transformations for you to enter
When transforming an object using the Move Tool in the top, front a precise value
and side views, you are constrained to move only in two dimensions. by which you
When using the Rotate and Scale Tools in an Orthographic view, you can transform
can transform an object in both two and three dimensions. an object.
33
Animation
When 3D artists animate, they paint with motion instead of color. As an object
moves, rotates or changes shape over time, it is being animated. This motion
motion will attempt to mimic real-world events such as an object falling off
a table, while at other times, it will take the form of an actor telling an
audience a story.
Models that are animated must be set up with mechanical properties that
define how they work. To have a door open and close or a drawer slide in
and out, 3D artists must understand the mechanics of their models so they
There are a number of tools for creating motion in Maya software. In some
cases, 3D artists will animate all the parts of an object separately. In others cases,
they use higher level controls to help streamline their workflow. Situations can
even be set up where the animation of one object controls that of another.
Animation Techniques
W hen you animate, you bring to life otherwise static and motion-
less objects. You take aspects of the object such as its position,
size, shape and color and change these over time. If these changes are
set up properly, you create motion that instills character and life in
the object.
In Maya, there are a number of ways to animate an object.
Path Pivot
Using a bouncing ball as a common example, it is possible to explore
the different animation techniques available in Maya. In a real project,
you will most often combine several of these techniques to achieve the
best results. Translate Pivot
Setting Keys
Setting keys or keyframing, is the most fundamental technique for Scale Pivot
animating in 3D on a computer. This technique involves recording
attribute values as keys for one or more objects at particular points in Rotate Pivot
time. As you set multiple keys, you can play back the scene to see your
object animated.
Setting keys gives you a great deal of control over timing. When Hierarchical Animation
you animate using keys, you generate animation curves that plot the You set many of your keys on the Transform
key values against time. These curves are great tools for analyzing and nodes of your object. By grouping an object to
editing the motion of an object. Other animation techniques are usually itself, you can set up different nodes with their
own pivot points and orientation, then key them
combined with some keyframing. Most animation you do in Maya will on their own. This added complexity isn’t really
involve some form of setting keys. required for a bouncing ball, but can be very
useful for more complex objects where you
want different levels of animation.
Keying Attributes
By setting keys on attributes at
different times, you define the
Animation Techniques
motion of an object.
Path Animation
Path animation involves attaching the object to a curve where points
on the path are used to determine where the object will be at
particular points in time. It is easy to understand the way an object When building a hierarchy for motion
path animations, it is always helpful to
moves around in 3D space through a path, since its curve clearly reserve a node for the motion path.
depicts where the object is going.
Method 1 Method 2
A curve is used to represent Here, a curve is used to replace
the path of the bouncing ball. the X and Z translation of the ball
This method lets you describe while the Y translation, rotation
Path Pivot
the path of the bounce by and scaling are keyed normally.
shaping the curve, but timing This method is ideal if you want
the bounce requires the set- to animate the ball bouncing
animation
36
THE ART OF MAYA
Roll Clip
Here, a clip is created for
the rolling of the ball. This
clip contains keys for the
Rotate Z, Translate X and
Translate Y of the ball.
Drivers
Set Driven Key lets you use one attribute to drive other attributes. Blended Clips
Here, the Translate X of the ball drives the Translate Y and roll of the The blending of the two
ball. As the ball moves forward, the bouncing action takes place. The clips has the ball bounce
resulting animation curves map the keyed attributes to Translate X several times while getting
instead of time. closer to the ground and
rolling forward.
Expressions
Another way of animating object attributes
is through expressions. Expressions can be Dynamic Simulation
mathematical equations, conditional statements To animate a ball that is bouncing off a series of objects or against
or MEL commands that define the value of a given a non-flat terrain, a dynamics simulation is required for the most
attribute. Expressions are evaluated on every frame. realistic results. The ball can be turned into a rigid body that is
You can animate using an expression when you propelled forward using dynamic attributes. Forces such as gravity
have a mathematical relationship that you want to or wind can then be applied to the ball to bring it to the ground.
achieve. In the case below, the absolute value of a Objects in the scene can also be turned into rigid bodies so the ball
sine wave creates the bounce of the ball. will collide with them. If they are passive, they will not be affected by
the collision. If they are Active Rigid Bodies, they will move as the ball
hits them. In the end, the simulation can be baked to turn the motion
into keys.
abs (sine)
Bounce Expression
A sine wave placed on time creates the bouncing
motion. An absolute value function keeps the motion
in positive Y and the forward motion is driven directly Fields Passive Rigid Bodies
by time. Other multipliers are used to control the size Objects can be subjected to fields Passive objects are used as collision
such as gravity, wind or turbulence. objects by active objects, but
of the bounce and the phase of the motion. Expressions they do not react to either forces
are evaluated at every frame of the animation. or collisions.
37
Setting Keys
F or an object to be animated, it must change over time. For example,
a car might move forward or a light might blink on and off. To
animate these changes in Maya, you need to set keys for the car’s
Translate X attribute or for the light’s intensity. Keys are used to mark
attribute values at specific times. Then, animation curves are used to
determine the value in-between the keys.
As a 3D artist, setting keys is one of your most important tech-
niques. This animation technique can be easily applied to your objects
and the results can be easily edited. Once you are familiar with this
technique, you will soon find that you spend less time setting keys and
more time editing the motion.
Keying Attributes
Keying Attributes In Maya, virtually every attribute is keyable.
When you set keys, you key values for one or more of an object’s As you learn more about the different nodes
attributes at specific frames in time. These keyframes set the values, available in Maya, you will begin to discover
unique possibilities for animating your
while tangents set at each key determine the interpolation in-between models. For example, if you keep an object’s
the keys. This interpolation results in an animation curve that can be Construction History, you can set keys on
edited in the Graph Editor. This editing feature helps you control the the Input node’s history. You can also set
keys on attributes belonging to lights,
quality of your motion. materials, cameras and other node types.
38
THE ART OF MAYA
Manipulator
Keys can also be set using your manipulator as a reference. In the
Set Key options, you can choose to either use the manipulator or
the manipulator handles as the keyable attribute. Therefore, keys
would be set depending on which manipulator you are working with.
This allows you to focus your keyframing on the attributes you are
currently editing.
Character Menu
If a character has been selected from the Character menu found
under the playback controls, only that node will be keyed with
Set Key. The use of this menu assumes you have chosen a character-
focused workflow when setting keys. You can set the character to Graph Editor Dope Sheet
None to set keys on other objects in the scene. This window offers a view of the animation curves The Dope Sheet focuses on keys. You can select
themselves. This makes it possible to view the keys hierarchically and edit them using this window.
in-between motion and edit curve tangents. You can For example, you can use the Dope Sheet Summary
also move keys around and edit their values. to edit keys for all the selected objects.
39
Modeling
Modeling is the process of creating shape and form on screen. Models
in
Maya can be hard objects with sharp edges or organic objects with a
softer look. Using one of several geometry types, 3D artists can build
surfaces,
will learn how to use manipulators and different view panels to navi-
gate this virtual world so they can focus on sculpting and building their
models.
also be aware of how the model will be used down the line. Models
might need to bend or twist or simply move around your scene. Also,
the way surfaces are texture mapped will depend on how they were
Geometry
T he mathematics of geometry is used by the
computer to determine what you see on the
screen. The Maya user interface gives you tools to
edit geometry without having to understand the
math behind it.
In order to build complex scenes, you need
to understand how to manipulate geometry and
how the geometry will be animated and texture
mapped down the line. A good looking model is only
complete when it satisfies the needs of all aspects of
the animation process.
Curves
When two or more points are Points
connected, you have a curve. Curves Points are defined in three dimensions
are useful for defining the shape of an using X,Y and Z coordinates. In Maya,
object. They can also be used as paths control points are used to help define
for animating objects. Since curves the shape of object types such as curves
only have one dimension, they cannot (CVs), surfaces (vertices, edit points)
be rendered. Instead, they can play a and lattice deformers (lattice points).
key role in defining how surfaces work
Geometry
Objects
One surface is often not enough to fully
define an object in 3D. When a series of
surfaces is positioned in relation to each
other, you begin to get more complex
Surfaces models. These models require grouping to
When a series of lines is connected in two bring together the parts into a selectable
directions, you have a surface. Surfaces can hierarchy that can work as a single object,
be textured and rendered to create 3D images. while not denying you access to the
When you shine light onto a surface, you can individual parts.
modeling
42
THE ART OF MAYA
Geometry Types
One of the first decisions you have to make when you start a project is how you are going to build your models. There are
four types of geometry: polygons, NURBS, Subdivision and Bezier surfaces.
You can use any geometry type to create either simple or complex models. You can use one geometry type as a starting
point for another or you can build models that combine geometry types. In general, if you are building organic shapes, you will
probably use NURBS or Subdivision Surfaces. They will give you smooth surfaces and have the fewest control points, making
edits to the surface easier. Since NURBS are limited to a four-sided patch, there are limitations to the types of organic shapes
you can make from a single surface. This is where it is beneficial to use Subdivision Surfaces because they can represent many
more types of shapes with a single surface. If you are building non-organic shapes, such as a desk or wall, it is easier to use
polygons because they easily make shapes like corners or edges. If you are building a surface that combines hard edges with
an organic shape, Subdivision Surfaces work well. In this chapter, you will learn more about your options so you can decide on
the geometry that best suits the way you want to work.
43
Modeling Techniques
C hoosing the geometry type that best suits your model will depend
on several factors, such as: how the model is going to be used,
how complex the model has to be, whether the model will be animated
and deformed and what kind of texture maps will be used. If you are
unsure of what type of geometry to work with, it is possible to begin
with NURBS because it can be converted to polygons or Subdivision
Surfaces later. Polygons, however, cannot be converted to NURBS, but
can be converted to Subdivision Surfaces.
The model on the left was created from a NURBS primitive sphere that had several
spans and sections in both directions to have sufficient detail. The Artisan Sculpt
Surfaces Tool was used to create the main shape, which was then tweaked with
CV manipulation. The model above began as a polygon cube. It was then scaled,
had faces extruded and was finally converted to a Subdivision Surface.
Network of Curves
For more precise surfaces, a
network of curves can be used to
control the shape and parameter-
ization of the surface. Surfaces can
be created from curves, trim edges
or isoparms. For industrial types
of modeling, creating a network of
curves is essential for smooth and
precise surfaces. There are several
tools within Maya to create a
network, such as: Snap to curves
and Point Snapping, intersecting
and projecting curves, Animated
Snapshots, curve rebuilding and
surface curve duplication.
The thumb was created using a profile curve for the base of the thumb and
modeling
attached to a motion path. The curve was scaled and deformed at the end of
the path to the shape of a thumbnail. Finally, an Animated Snapshot was per-
formed to create the curves to use for a Loft.
44
THE ART OF MAYA
Mirroring half
of head
The human head is one surface and not mirrored. Instead, it was created using The left model displays only those CVs that are being modified. By pressing F, the view is focused to
the Artisan Paint Tool with the Reflection feature that sculpts on both halves center on whatever is selected, making tumbling the camera easier for evaluation of the affected surfaces.
at the same time. The alien head was modeled as one half and mirrored as a -1 The model on the right uses the Paint Selection Tool to select front surface vertices, avoiding wrong
scale in the X-axis. selections on the opposite side of the model.
45
NURBS Surfaces
T he foundation of a NURBS surface is the NURBS curve. To create NURBS
surfaces efficiently, you must be proficient in creating good curves. The same
principles behind NURBS curves are applied to NURBS surfaces since the
two are related. There is an obvious difference: a NURBS curve has only
one direction, while the NURBS surface has two directions. The two direc-
tions on a NURBS surface have an origin and together they define the
Normals of the surface, which determine the front and back of the
surface. Being aware of these surface properties will help when using
certain modeling and rendering operations, such as attaching surfaces
or texture placement.
Anatomy of a NURBS Surface
The components of the NURBS surface are very similar to those
of the NURBS curve, except the edit points are not moveable.
NURBS surfaces have CVs, hulls and spans which define the shape
of a four-sided surface. NURBS models, whether they are organic or
industrial in nature, are generally made up of several adjoining four-
sided patches. As with the NURBS curve, it is desirable to define surfaces
with the fewest evenly spaced isoparms or CVs. As earlier stated, the
quality and type of curve will affect the characteristics of the surface.
However, the surface parameterization can be modified after creation by
duplicating the surface curves at the desired locations and re-lofting.
Hulls
The hull comprises straight lines that
connect CVs. When you select a hull, you
are actually selecting all of its associated Isoparms
CVs. The hull offers a better visual cue for Isoparms are lines that represent cross-sections in the U and
the distribution of CVs in a crowded area. V directions. Isoparms can be inserted, removed, used to make
curves and snapped to. If you select an isoparm that's not a span
or section, it displays as yellow dots. If you select an isoparm
that is a span or section, it displays as a solid, yellow line.
This distinction is important for some modeling actions.
NURBS Surfaces
Control Vertices
They do not exist on the actual
surface but are used to manipulate
the shape of the surface.
Spans
modeling
46
THE ART OF MAYA
Building Surfaces
The majority of the surfacing tools begin with creating curves defining the surface.
In some cases, the curves are used to create simple surfaces that are then rebuilt and
modified by CV manipulation. Other times, the curves are used to create much more Fillet Blend Surface
complex surfaces that would be difficult to attain otherwise. To help you understand The Fillet Tool creates a seamless blend between
two surfaces. The three types are: Circular Fillet,
the operation of the tools, view the Help Freeform Fillet and Fillet Blend. These terms are
Line as you scroll through the menus. discussed later in this chapter.
Profile Curve 1
Profile Curve 2
Rail 2
Birail Surface
The Birail Tool creates a surface by using two or Profile Curve 3
more profile curves that sweep along two rails.
The profile curves must intersect the rail curves
to create a surface. Profile and rail curves can be
isoparms, Curves-on-Surface, trim boundaries, Freeform Fillet
or boundary curves of an existing surface.
The advantage of this tool over the Loft is Rail 1
greater control with the addition of rails.
Loft Surface
A Loft Surface is created when a surface is applied
to a series of profile curves that define a frame.
There must be at least two curves or surface
isoparms and ideally the same parameterization for
each curve, to achieve a clean surface. If the curves
have the same curve degree and parameterization,
Primitives the Loft Surface will have the same number of spans
NURBS primitives are common geometric in the U direction.
objects such as spheres, cubes and
cylinders. Primitives are often used as
the foundation for other shapes.
Deformed
Half Sphere
Curve 1 Curve 2
Revolve Surface
The Revolve Tool creates a surface defined by a
profile curve that revolves around a defined axis.
Trim Surface Extrude Surface The use of construction history is very useful to
To create a trimmed surface, a closed Curve-on- The Extrude Tool creates a surface by sweeping a cross-sectional profile curve tweak the shape after the revolve operation. The
Surface is required. There are various ways of along a path curve. The profile curve can be an open or closed curve, a surface front fender began as a revolved surface that was
creating these curves which will be discussed later isoparm, a Curve-on-Surface or a trim boundary. The extruded surface on this then scaled, deformed and finally trimmed. The
in this chapter. model creates a lip for the scooter surfaces and gives the illusion of depth. tire and rims are simple revolves.
Path Curve
47
Polygon Modeling
P olygons can be defined as a number of connected points that
create a shape or face. Points are connected by edges that surround
the resulting face. A face can exist as triangles, quadrangles (quads) or
Polygon Creation
To create a polygon shape, select Mesh >
Create Polygon Tool. After placing a point, use
n-gons. Joined together, they create a polygon mesh. A polygon mesh the middle mouse button to alter its position.
can be created using the Primitives that come with Maya, but a more
complex shape results from using the Maya polygon editing 2 nd Click 3 rd Click
operations. A polygon mesh can also be created by a conversion from
NURBS, Subdivision Surfaces, Paint FX, Displacement or Fluids. 1st Click
Polygon Components
Each polygon mesh consists of components that are modifiable to help
create and edit the mesh. These main components are vertices, edges,
faces and UVs. There are polygon editing operations in Maya that allow After the 3rd click, the polygon can be completed
by pressing Enter. The dashed line represents the
you to edit these components. You will need to select the individual
final edge.
components that you wish to modify, by toggling on Convert compo-
nent selection (Preferences > Modeling > Polygons). Maya will
automatically switch to the right component type for any given edit
operation and perform the operation as instructed.
5 th Click
Vertices Selected Vertices Edges
A vertex is a point in 3D space. Edges connect vertices by drawing 4 th Click
Three or more connected vertices a straight line between them.
make a face. Press F9 for A single edge can be moved,
Vertex Selection mode. scaled or rotated. Press F10 You can continue to place points until the desired
for Edge Selection mode. shape is achieved. Press Enter to finish.
Use the right mouse button over the model to access a marking menu that will
allow you to change selection modes interactively. This method allows you to
select multiple component types.
48
THE ART OF MAYA
Polygon Primitives
Maya includes several polygon primitives that can give
you a starting point for your model. The majority of these
primitives are closed shapes and all primitives are created
with a default set of UV information. These primitives have Sphere Cube Cylinder Cone Plane Torus Prism Pyramid Pipe Helix Soccer Ball Platonic Solid
Joining Objects
Sometimes you will create the individual parts of a model
The lower faces of the front were and then want to join them together. For objects to be
split for the nose and the middle joined, they must match certain criteria. The objects
edges were moved up to create must be combined to create a single object and must have
the eyebrow area. The nose and their Normals pointing in the same direction. Combining
eyes were created by splitting objects will create a single object with construction history
faces in the appropriate areas and relating back to the original objects. The separate pieces
then moving vertices to get the of the new object are called shells. Shells are pieces of an
desired shape. object that are not connected to the rest of the object by
shared edges. Objects that are combined with opposing
Normals will give an unexpected result when their edges
are merged. This is because their edges run in different The torso and arms are selected The three objects have been
directions. This is true for appending polygons between and ready to be combined. Mesh > combined into one object.
shells as well. Combine to do this. However, there are three sepa-
rate shells.
The border edges of the left arm and left torso The same steps as before are applied. But, Here you can see the problem. The left arm and
opening are selected and the Edit Mesh > the result is different because the edge torso have their Normals pointing out, while the
Merge operation is applied. The arm and torso direction of the two shells are opposite each right arm’s Normals are pointing in. You could
now share common edges and the holes in the other. Maya was able to merge the front solve this by selecting a face on the right arm,
left side of the torso and left arm are closed. edge of the right arm and the rear edge of select Normals > Reverse > Options. Toggle
the torso, but could not continue and stopped on All faces in the shell and Reserve user
The eyes and neck were further merging edges. normals and then press Reverse Normals. The
refined and then the edges of right arm's Normals now follow the rest of the
the model were smoothed in object and the edges can be merged properly.
the proper areas.
49
Deformations
In the real world, some objects are hard and some are soft. The surfaces
on the soft objects can be bent and folded into different shapes. This
Maya®.
shape.
great
Deforming Objects
M any objects in our 3D world are able to change their shape —
a soft chair gives as someone sits in it, a rubber ball squashes
and stretches as it hits the ground, and human skin bends as the elbow
rotates. To achieve these kinds of effects in Maya, surfaces have to
be able to have their shape animated. This means animating the
positions of control points instead of simply translating and rotating
the whole object. A face with no
deformations.
Types of Deformation
In Maya, there are a number of ways to change or deform the shape
of an object. These deformers can be used to help you model surfaces
or animate organic forms. While there are a set of tools in Maya called
deformers, there are other tools that change the shape of objects. By
becoming familiar with all of these techniques, you can best decide
which one can be used in your work.
The same face after using
surface deformation to
reshape the nose, add
smile, round out the cheeks,
widen the chin, and make
folds for eyelids.
Deformers
Maya has a category of tools called deformers that either
perform a specific type of surface deformation such as
twist or bend or make the process of deforming a surface CV and Vertex Edits
easier in some way. For example, a lattice is a cage-like The most rudimentary method of deforming a curve
manipulator made of a small number of lattice points. or geometry is to select component level control
Each lattice point controls several control points in a points and translate, rotate or scale them. This is
specified region of the surface. Moving one lattice point useful when you need to move a surface point to a
can affect many control points on the surface that would specific location.
be difficult to select and move individually.
Deforming Objects
52
THE ART OF MAYA
Deformer Sets
When a deformer is created, certain control points of
the surface will be affected by it. The control points
that are affected by a given deformer are said to be
part of that deformer’s membership. Maya keeps
track of which control points are members of which
deformers by using sets. It is possible to add or
remove control points from a deformer’s set member-
ship by selecting Edit Deformers > Edit Membership A non-deformed sphere with its CVs displayed. The same sphere with a lattice deformer applied.
Tool. The top rows of lattice points have been moved up
to deform the sphere.
To select the lattice, click on Edit Deformers > A row of CVs is removed from the lattice’s mem-
Edit Membership Tool. This highlights the CVs on bership with the Edit Membership Tool. Now the
the sphere that are affected by the lattice. The yel- deformer has no effect on those CVs.
low CVs are part of the lattice’s membership.
Deformer Order
One of the many powerful and flexible features of deformers is the ability to layer
multiple deformers together. For example, you could apply Bend, Lattice, Blend Shape, Click+drag
to reorder
Skeleton and Cluster deformers on the same object and all will interact to produce the
final deformation. However, the order in which Maya evaluates these deformers does
affect the final shape. Fortunately, you have control over the order in which the deformers
are evaluated.
53
Deformers
L attices, clusters, wires, sculpts and wraps are deformers that can
manipulate a large number of points using simpler objects and,
therefore, offer a mechanism to animate points in a more controlled
and predictable manner. Lattice, cluster, wire, sculpt and wrap
deformers are used in both the modeling and animation process,
with the focus being more heavily on animation. These deformers are
located under the Deform menu and each offers a unique solution for
deforming surfaces.
When any deformer is used as a modeling tool, you can use a
Delete History operation to bake in the deformations. If you are not
satisfied with the resulting deformation, you can simply delete the
T Divisions
deformer and the surface will snap back to its original shape.
Lattice Deformer
A lattice deformer surrounds a deformable object with a cage-like box
that you can manipulate to change the object's shape. Operations such
as translation, rotation or scaling can be applied to the lattice object
or to the components to deform the underlying surface. The lattice can
UD
encompass the entire object or any number of control points. Even a
ivis
lattice can be deformed since it is also a deformable object.
ion
When a lattice is created, there are actually two lattices created:
s
an influence lattice and a base lattice, the latter of which is invisible S Divisions
by default. When the influence lattice is edited, the resulting deformed
surface is generated by calculating differences between the lattice
points of the influence lattice and the base lattice.
Lattice Deformer
You can specify the lattice's structure in terms of
S, T and U divisions. The greater the number of
divisions, the greater the lattice point resolution.
Soft Modification Tool
The Soft Modification Tool lets you push and pull
Deformers
History
Every time you use the Soft Modification Tool, a softMod node is cre-
ated, allowing you to go back to previous nodes and make changes.
These nodes can also be animated just like any other deformers.
54
THE ART OF MAYA
Flexors Clusters
Flexors are special deformers designed for use with Using clusters solves some fundamental problems for keyframing
rigid skinning. They provide various types of defor- control points. These points can only have their position in space
mation effects that improve and enhance the effects animated because they don’t have a Transform node. Clusters are
provided by rigid skinning. There are three types of deformers that create a set out of any number of control points from
flexors that can be attached to a skeleton: lattice, one or more multiple surfaces and provide them with a Transform node.
sculpt and joint flexors. Once they are applied, the Once a cluster has been created, you have the ability to keyframe its
joint is usually rotated to see the effect of the flexor scale and rotation based on the cluster’s Transform node’s pivot point.
and further adjustments can be made. Set Driven You can also group clusters into a skeleton hierarchy.
Key is an ideal tool to set up a relationship between
the flexor and its affecting joint. Weight of 0.5
Cluster icon
Weight of 1.0
55
Character Animation
One of the most challenging and rewarding forms of computer graphics is
with the deformation of a skinned surface to set up a character that walks, talks and
is animated with expression and tries to speak to the audience through its actions is
considered a character. In fact, the same techniques used to animate a dog might be
Autodesk Maya allows you to combine all the controls found on different parts
of a character into one or more character sets. This makes it easier to pose characters
and work with them in the Maya non-linear Trax animation system. These techniques
3D Characters
A 3D character is a digital actor. Whether your character is a tin can that bounces with
personality, or a photorealistic human being, the animator will need to control it
easily and interactively. The specific requirements of the character's motion will dictate the
complexity of the character's controls. Maya offers many tools for the creation of these
digital performers.
A Typical Character
The character’s mechanics must be convincing to an audience and the skin and clothing
must also move and bend properly. Maya includes a number of tools that help you
manage the parts that make up a typical character. This process of preparing character
controls is called rigging and is used to let the animator focus on the process of animating.
A fully rigged character can be quite complex as it brings together skeleton joints, surfaces,
deformers, expressions, Set Driven Key, constraints, IK, BlendShapes, etc.
locators. You can then animate the constraint joints to make them move together. Binding
weights to make a character pick something up or places points from a surface into clusters that
grab hold of a fixed object. are then associated with particular joints.
Character Resolution
A fully rigged 3D character includes many bound
surfaces and deformers that can slow down the
character animation
58
THE ART OF MAYA
59
Animating Characters
T o animate a character, you must deal with a large number of attri-
butes that are scattered around the many joints, IK handles and
Transform nodes that make up the character. A number of tools can
help you consolidate these attributes and make it easier to set keys on
your character.
Character Sets
Character Sets offer you high-level control over your character. These
sets let you collect attributes from different parts of a Character and
edit and set keys on them in a single place. Keys set on Character Sets
are transferred to the associated attributes.
Character Sets are given special treatment when they are high-
lighted on the Character menu. A highlighted character is keyed by Sub-characters
the Set Key Tool (S key), even if its parts are not selected in the work- Sub-characters can be created for different parts
of a character to give you more control. These
space. Highlighted characters also show up in the Graph Editor without breakdowns should mimic areas that you want to
having to be selected. animate as a group.
Character Set
This is essentially the root set of a character. It
may not contain any attributes if you are using
it with Sub-character sets. Select Character >
Create Character to create one of these sets.
Sub-Character Set
A Sub-character set is a
typical character set that has
been assigned to a character.
Select Character > Create
Sub-character to create one
Animating Characters
Attributes
Some attributes will be part of a character or Relationship Editor
sub-character when they are created. To add more If you select Character > Set Current Character
attributes, you can highlight them in the Channel Character Pop-up Menu Set > Character Set Editor or Character Set
Box, then select Character > Add to Character This pop-up menu found next to the timeline in the Editor from the Range Slider toolbar, you open the
Set. You can also use the Relationship Editor to lower right of the workspace lets you quickly select Relationship Editor. Highlight a Character Set on the
add attributes to characters. and edit characters and sub-characters. The char- left, then click on attributes on the right to add them
acter set highlighted here is the active character. to the Character Sets.
character animation
60
THE ART OF MAYA
Constraints
Constraints allow you to control a
character using other objects (such
as locators). Constraints let you
control parts of a character like the
position of IK handles with a point
constraint or the rotation of joints
with an orient constraint.
The advantage of constraints
is that they are flexible. If an arm
or leg cannot reach its constraint,
it pulls away from the constraint
gently, rather than being abruptly Arm Eyes Elbows and Knees
stopped. When you see this A character’s hands can be constrained Aim constraints can be used to control a A pole vector constraint can be used to
using point and orient constraints. You character’s eyes. These would be parented control the positioning of elbows and knees.
pulling, you can quickly adjust may want to parent these to the shoulders to the head but could still be moved on These locators help orient the IK handle’s
other constraints to minimize the so they move with the body. If you have their own to offset the gaze. It is a good pole vector, which helps prevent the IK solu-
pulling of the first constraint. any finger attributes, you may want to idea to use a different locator for each eye tion from flipping. Pole vector constraints can
use the locator as a Control node. to avoid having a cross-eyed look. also be parented to parts of the body.
pelvis constraint
feet constraints
running board constraints
Step 3: Key Initial Weighting Step 4: Key Final Weighting Control Nodes and Manipulators
While the character walks freely, the character con- As the character sits on the scooter, the character’s Dynamic or custom attributes can be added to specific nodes to
straints are keyed at 1 and the scooter constraints constraint weights are keyed at 0 and the scooter let you animate several other joints or attributes using one control.
are keyed at 0. This puts the character constraints constraint weights are keyed at 1. Now you can Some custom attributes could roll a finger while others could control
in control until the character sits down. You will animate the scooter and the character will follow. an eye’s pupil dilation. These attributes would later be included in a
want to add the Constraint node’s weight attributes You might want to animate the scooter constraint character set for automatic keyframing.
to a Character node to make sure they are keyed weight for the pelvis to move up and down as the
with the character. scooter goes over bumps.
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Materials and Textures
While geometry describes the shape of an object, its material describes
how its surface will appear when rendered. In the real world, when light
hits a surface, it reacts to the surface qualities. Some of the light is absorbed
and some is reflected. A shiny object reflects light directly, while a matte
object diffuses the light. While reflected light does not actually illuminate
reflectivity, transparency and surface detail must all be set. Maya uses
Textures let 3D artists create more complex looks for their surfaces.
Material Qualities
Before actually looking at a more complex shading network, it is
useful to consider the various material qualities that you will be trying
to achieve. A basic understanding of how an object is shaded can be The geometry shown as a wireframe becomes more
translated into attributes on shading network nodes in Maya. realistic with the addition of shading networks that
add color and texture.
Reflections
Shading Your Models
Surface Relief
Surface relief, such as bumps and scratches, helps
add a realistic look to a surface. This effect can be
achieved with special textures called bump and
Displacement Maps.
Transparency
It is possible to see through transparent areas, such as
the glass on this jar, while opaque areas, such as the
label, cap and paint, remain solid. Transparent surfaces,
such as glass, can also bend light. This is called refraction
and can be achieved in Maya using Raytracing.
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Surface Materials
M aterials in the real world react to light by absorbing or reflecting it.
Polished surfaces are shiny because they reflect light with strong highlights,
while rough surfaces have a softer look because they disperse light. A Material
node is a mathematical shading model that simulates a natural reaction to light.
The Material node contains a number of attributes that let you control how
surfaces are shaded. Maya includes several material types, such as Phong, Blinn
and Lambert, that each define a different shading model. The Material node acts
as a focal point for shading and texturing information. It is then fed into the
Shading group node where it is combined with information about lights and the
geometry to be rendered.
Material Qualities
The behavior of light when it strikes a surface in real life is quite complex.
Surface imperfections can distort the angle at which light rays are reflected,
causing them to scatter, become trapped, or be absorbed. This type of scattered
reflected light appears soft and even and is known as diffuse light. Very smooth The Material nodes have attributes in
surfaces have little or no surface imperfections, so light is not absorbed and two main sections. Common Material
reflected light is more coherent or focused. When this light reaches our eyes, we Attributes are found on most Material
nodes, while the Specular Shading
see bright specular highlights. These real world behaviors are simulated in Maya Attributes change, depending on the
with the Diffuse and Specular attributes. chosen material type.
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THE ART OF MAYA
Tin material
(top layer) Transparency map
( top layer ) Reflection catchers Shadow catchers
Rust material Layered shader To create convincing results, you must set up your lighting and position your
(bottom layer) camera to match the background image to your model. While compositing, you
White areas of the map are completely transparent, while black areas are opaque. Shown above are would remove the image plane and render with a black background. The Use
the two materials and a map that would result in the layered shader. Background shadows are available in the rendered mask channel.
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Digital Cinematography
When preparing a digital scene, lights and cameras play a very important
role. Both lights and cameras make it possible to view objects in a realistic
context. Artistically, they both allow 3D artists to control the look of their
In some ways, the most difficult aspect of using lights and cameras
camera around without a clear sense of purpose or add too many lights
the story being told. Therefore, it is a good idea to consider how live-
source and a look at point that defines where the camera is pointing.
Adjusting these points sets the translation and rotation values on the
light’s Transform node.
The line between the eye and look at points defines the light’s
direction. Spot, Area and Directional lights must have their directions
set to work properly, while Ambient and point lights only require an eye
point position.
You can also position a light by selecting the light, then choosing
Panels > Look Through Selected. This lets you use the Alt key to dolly and
pan the view as if it were a camera. This method often makes it
more intuitive to position the light and its look at point.
Looking through a spot light.
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THE ART OF MAYA
Volume
Volume lights emit light in all
directions for a finite distance
based on a 3D geometric shape.
The light shape can be a box, a
sphere, a cylinder or a cone.
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Casting Shadows
O ne of the most dramatic aspects of lighting occurs in areas of no
light. Shadows add drama to your scene while helping to anchor
characters and props to the ground. If your character leaps into the air,
you know what is happening because the shadow and character no
longer touch each other.
In Maya, there are many factors that affect the look and quality of
your shadows. You can choose from Depth Map and Raytraced shadows
which offer different levels of quality and rendering speed. Sometimes
light attributes, such as Cone Angle, will affect your shadows and must
be taken into account. The more you know about how shadows are cast,
the easier it will be to adjust the appropriate attributes.
Step 1 Step 3
When rendering starts, a Depth Map is created that This measurement is then compared to the depth
measures how far the various objects are from the information stored in the Depth Map. If the point’s
light. White is used to show surface points closest distance is greater than the distance stored in the
to the light, while the various shades of gray show Depth Map, the point is in shadow.
a greater distance from the light.
Step 4
Casting Shadows
Step 2
When a point on a surface is being
shaded during the rendering process,
the distance is measured between the
point and the light source.
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Rendering
A 3D artist’s ultimate goal is to create a sequence of images that can be
and motion
are all taken into account and turned into bitmap images.
complexity needed to tell a story and the rendering speed that deter-
mines
Hardware Rendering
Hardware shading, texturing and lighting use the
computer’s graphics hardware to display objects on
the screen. The Maya hardware renderer presents
a seamlessly integrated rendering solution that
leverages the ever increasing power of next-genera-
tion graphics cards to render frames. It is currently
used primarily to render hardware-type particle
effects and previews, which are later enhanced in a
compositing application. However, this is changing
as the future of rendering lies in this type of Hardware Shading Hardware Renderer
Rendering Scenes
renderer, especially due to the performance advan- You can display hardware shading, The Hardware renderer can produce
texturing and lighting in any view panel broadcast-resolution images in less
tage over the other renderers. using the panel’s Shading menu. time than with software rendering.
Maya also supports CgFX and ASHLI hardware
shaders. To view these shaders, you must have
a qualified graphics card. They also can only be
rendered with the hardware renderer.
Software Rendering
All three software renderers use complex algorithms
to combine elements, such as geometry, cameras
and textures, with the physics of light to create final
bitmap images. Because some aspects of light’s true
behavior would be prohibitively slow to calculate,
most renderers let you employ shortcuts, such as
ambient lights, in place of Global Illumination to
make sure that rendering times support the
production cycle.
Software rendering has the advantage of being
more flexible than hardware rendering. Software
companies can add functionality by changing
algorithms in the code without being restricted by
rendering
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THE ART OF MAYA
4. Shading
Maya computes all of the texturing, lighting,
shading Anti-aliasing, 3D motion blur, etc. for the
visible surfaces in each tile.
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Render Output
B ased on your post-production requirements, your final rendered
image or sequence of images will need to suit the medium you are
outputting it to. These image properties, such as size, format and frame
padding, are set from the Render Settings Window.
Renderable Camera
The pop-up camera list allows you to
choose which camera will be used
Image Formats in the Batch render. It is possible to
The Image Formats pop-up list allows render from more than one camera in
you to specify the format you need your a Batch render. This Render Settings
rendered frames to be in. The online attribute does not affect which camera
documentation of Maya has a detailed is used while rendering in the Render
description of how each of these for- View window within Maya.
mats handles image, mask and depth
information. The Maya IFF file format
is also documented. Some formats are Render Resolution
only available on certain platforms. The Render Resolution refers to the
dimensions of a rendered frame in
pixels. The list of presets in Maya
allows you to quickly select a resolu-
tion from a list of those commonly
used in the industry.
Render Output
Rendering Animation
An image file name consists of three components when rendering an
animation: file name, frame number extension and file format exten-
sion. A combination of these three components is referred to as the
file name syntax.
The file name is the base name for all images in the animation
sequence. The frame number extension represents the frame in the
Time Slider in which the image is rendered. The file format extension
indicates your chosen file format. You can see these combined as a
preview at the top of the Render Settings window.
You need to tell Maya what frames to render when rendering an
animation. After a Start Frame and an End Frame are specified, Maya
renders all the frames in between by default. However, if you want to
rendering
render every 10th frame for test purposes, you can set the By Frame
attribute to 10. In this case, Maya only renders every 10th frame,
beginning with the Start Frame number.
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Interactive 3D
Through video games, visualization and the world wide web, 3D
computer graphics have moved beyond the movie screen and into our
ules. As such, game production has shifted away from the traditional
animation pipeline, adapting new ideas such as game engines and blind
data.
have rules that are required to get graphics to play in the most efficient
manner possible. Therefore, the kinds of models and textures that game
developers can
Animation
When playing a game, the player drives the motion of the scene. Therefore,
animation is stored in small sequences that are controlled using the joystick
(the player's control). For character animation, some systems support inverse
kinematics (IK) and some do not.
Interactive 3D
3D on the Web
While interactive 3D is most prevalent in video
games, similar content is beginning to appear
on the web for more mass-market consumption.
E-commerce sites are beginning to use technologies
such as VRML (virtual reality modeling language)
to let customers preview their products in 3D. Effects
Generally, effects are added to video games using 2D sprites that are composited
on the fly. With next-generation systems, there will be support for more complex
dynamics and particle effects. The limits are set by the system itself.
interactive 3d
Rendering
Whereas an animation is rendered to a series of still frames, games use
hardware rendering to present content to the player. Models and textures
must be designed for real-time playback. Lighting and texturing tricks help
attain faster playback.
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1 bit B&W Pixels 8 bit Color Pixels 24 bit Color Pixels Low Polygon 3D Next Generation
~ 1980 – 1990 ~ 1985 – 1994 ~ 1993 – Present ~ 1995 – 2000 ~ 2000 – Future
These games used simple bit- Adding more colors offered richer With a more complex color These games offer the freedom The polygon counts are now
maps to generate the game play. environments, but the limited space, 3D programs could now of motion within a 3D environ- becoming high enough for much
Graphics could be easily created palette meant that the sprites had be used to generate sprites. ment, but models maintained smoother artwork and more
using simple pixel based to be painted by hand. This created richer game- a jagged look because of low stunning visual effects.
paint systems. play environments. polygon counts.
Game Engine
The game engine is the software that handles the user’s input,
calculates animation and dynamics, and renders the graphics to the
screen. The game engine is built by the game developer to create
the most sophisticated game experience possible for players. When
designing a game engine, a developer must decide on a production
pipeline that matches the intended hardware platform.
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Game Creation
T o create a game environment, a game developer must put together
a wide range of digital content such as 3D characters, levels, motion,
behavior, textures, shaders and lighting. This information is then given
to game programmers, who build it into a real-time game. The coordina-
tion of all these parts is a complex undertaking that requires the game
developer to work with concept artists, modelers, animators, texture
artists, level designers, programmers, writers and musicians, to name a
few. With the ability for near photorealistic output from next-generation
systems (game consoles, graphics hardware and PCs), development
teams have grown from small teams of 5 or so people, to larger teams
of 30 or more.
Gaming Workflow
While a distinct workflow will vary from studio to studio, there is a basic
gaming workflow. This workflow, from design document to concept
art, game art, level building and game programming, is not necessarily
a linear one as all of these activities can happen at the same time.
Because of the number of tasks involved, establishing a workflow at the
beginning of a project can mean the difference between making a dead-
line and missing it.
Game Creation
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Textures
Textures are used to add detail where no geometric
detail exists. Some textures will be on what is
called a decal. A decal can be a singular texture
map or multiple textures laid out into a square to
maximize texture space.
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Official Autodesk Training Guide
8.0
Foundation
www.autodesk.com/store-maya