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Autodesk Maya A Comprehensive Guide



 

Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points button from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane. The Snap to Projected Center button is used to snap an object joint or locator to the center of the other object. Now, select the locator and choose the Snap to Projected Center button from the Status Line; the locator will snap to the center of the polygonal plane.

The Snap to view planes button is used to snap the selected object to the view plane of the viewport. The Make the selected object live button is used to make the selected surface a live object.

A live object is used to create objects or curves directly on its surface. To create a cube on the surface of the sphere, choose the Make the selected object live button from the Status Line; the sphere will appear in green wireframe.

This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects. The Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object.

The Outputs from the selected object button is used to select and edit the output operations of an object. The construction history is used to track the changes made on an object at a later stage. Sometimes, the construction history may make a particular file size heavy. To decrease the file size, you can deactivate this option. This group in the Status Line is used to access all render controls in Maya.

The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer. Choose the Render the current frame button from the Status Line; the Render View window will be displayed.

The Render View window shows the rendered view of the selected scene, refer to Figure , whereas Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement.

To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering.

As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lighting attribute of the scene using Attribute Editor , the selected part will be rendered automatically. On choosing the Display render settings window button, the Render Settings window will be displayed, as shown in Figure This window comprises of all controls needed for rendering.

These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on. On choosing this button, the Hypershade window will be displayed.

Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters. On choosing this button, the Render Setup Editor window will be displayed, with the Render Setup editor on the left and the Property Editor on the right. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values. On choosing this button, the Light Editor Global Mode window will be displayed.

This window lists all lights in the scene with commonly used attributes for each light. This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Some of the options in this group are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed. Now, select the required option from the flyout; the corresponding mode will be displayed.

By default, the Absolute transform mode is active. The transform modes are discussed next. The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. To do so, invoke the required transformation tool from the Tool Box and enter values in the X , Y and Z edit boxes in the Absolute transform area, refer to Figure Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes.

The Absolute transform area takes the center of the viewport as a reference for transforming an object. The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.

The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure The Sign In option is used to sign in to the Autodesk account. On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products.

The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The Modeling Toolkit window is used to perform multiple modeling specific operations. The tools in this window allow you to define and control multiple character setups in a single window. The Attribute Editor is used to control different properties of the selected object.

On choosing this button, the Tool Settings window of the selected tool will be displayed. The Channel Box is used to control the transformation and the geometrical structure of the selected object. The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene. By default, the keyable attributes of selected object s are displayed in the Channel Box.

In this window, three areas will be displayed in the Keyable tab: Keyable , Nonkeyable Hidden , and Nonkeyable Displayed. Next, choose the Close button. The Shelf is located below the Status Line, as shown in Figure The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure You can also customize the Shelf as per yourrequirement.

To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure ; a flyout will be displayed, as shown in Figure Various options in this flyout are discussed next.

The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible. The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure In the Shelf Editor , you can change the name and position of shelves and their contents.

You can also create a new shelf and its contents using the Shelf Editor. The Navigate Shelves option is used to choosethe previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure The options in the cascading menu are discussed next. The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf.

For example, choose the Rendering tab; the rendering specific icons will be displayed. Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed.

Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf ; the Animation tab is chosen displaying the dynamic specific icons.

The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. The Jump to Shelf option is used to choose the specific Shelf by entering its name. On choosing this option, the Jump to Shelf window will be displayed, as shown in Figure Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.

The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf window will be displayed, as shown in Figure Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure The Delete Shelf option is used to delete a shelf.

On choosing this option, the Confirm message box will be displayed, as shown in Figure Choose the OK button to delete the selected Shelf. The Load Shelf option is used to load the shelf that was saved previously. When this option is chosen, the Load Shelf window will be displayed. You can choose the previously saved shelf from this window; the desired Shelf tab will be displayed in the shelf.

The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya. The Tool Box is located on the left side of the workspace.

It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface.

Various tools in the Tool Box are discussed next. The Select Tool is used to select the objects created in the viewport. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected. On invoking this tool, the manipulators will not be activated. The Lasso Tool is used to select an object by using a free hand marquee selection.

This tool is very much similar to the Select Tool. To select an object, invoke the Lasso Tool ; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object.

Then, release the left mouse button; the object inside the selection area will be selected. The Paint Selection Tool is used to select various components of an object. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport.

Next, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Vertex from the marking menu to make the vertex selection mode active.

Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices. To go back to the object mode, invoke the Select Tool and then press and hold the right mouse button; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive. You can also increase the size of the Paint Selection Tool cursor.

To do so, press and hold the B key on the keyboard. Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush. The Move Tool is used to move an object from one place to another in the viewport. To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip.

Select the object in the workspace that you want to move. To use the Move Tool , you need to create an object in the viewport. A sphere will be created. Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure These three color handles are used to move the object in the X, Y, or Z direction.

The colors of the handles represent three axes; red represents the X-axis, green represents the Y-axis, and blue represents the Z-axis. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions.

Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport. Change the settings as per your requirement in this window.

By default, the pivot point is located at the center of the object. To change the pivot point, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure Move the pivot point to adjust its position.

You can also put the pivot at the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator. A pivot is a point in 3D space that is used as a reference point for the transformation of objects. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure The Rotate Tool manipulator consists of three colored rings.

The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis. On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. This window contains various options for rotation. You can change the settings in this window as required.

To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; Scale Tool manipulator will be displayed on the object, as shown in Figure The Scale Tool manipulator consists of three boxes.

The red box represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes.

On selecting any one of these colored scale boxes, the default color of the box changes to yellow. You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. While rotating, moving, or scaling an object, different colored handles are displayed. These handles indicate different axes. You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively.

The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool. Using the buttons in the Quick Layout buttons area, refer to Figure , you can the toggle the display of layouts as required. You can also change the display of layout buttons. To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout.

Using these buttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure The Time Slider and the Range Slider, as shown in Figure , are located at the bottom of the viewport. These two sliders are used to control the frames in animation. The Time Slider comprises of the frames that are used for animation.

There is an input box on the Time Slider called Set the current time , which indicates the current frame of animation.

The keys in the Time Slider are displayed as red lines. The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation. The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback.

The Range Slider shows the start and end time of the active animation. The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range. The length of the Range Slider can be altered using these edit boxes.

At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers. This option helps you to blend multiple animations in a scene.

The Set the current character set is located on the right of the Range Slider. It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next. The Auto keyframe toggle button is used to set the keyframes. This button sets the keyframe automatically whenever an animated value is changed.

Its color turns blue when it is activated. The Animation preferences button is used to modify the animation controls. On choosing this button, the Preferences window will be displayed, as shown in Figure In the Preferences window, the Time Slider option is selected by default in the Categories area.

You can set the animation controls in the Time Slider and Playback area of the Preferences window. Choose the Save button to save the changes and close the window. The Command Line is located below the Range Slider. Choose the MEL button to switch between the two scripts.

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It is used to create assets for interactive 3D applications including video gamesanimated films, TV series, and visual effects. The IRIX -based projects were combined and animation features were added; the project codename was Maya. This was a particular influence in the open architecture of Maya, and partly responsible for it becoming popular in the animation industry.

After Silicon Graphics Inc. In the early days of development Maya started with Tcl as the scripting language, in order to pdf autodesk maya 2018 free its similarity pdf autodesk maya 2018 free a Unix shell language, but after the merger with Wavefront it was replaced with Nevis 390 free Embedded Language MEL. Maya 1. Following a series of acquisitions, Maya was bought by Autodesk in However, the name "Maya" continues to be the больше на странице name used for the product.

Maya is an application used to generate 3D assets for use in film, 201, games, and commercials. The software was initially released for the IRIX operating system. However, this support was discontinued in Основываясь на этих данных after the release of version 6. Maya was available in both "Complete" and "Unlimited" editions until Augustwhen it was turned into a single suite.

Users pdf autodesk maya 2018 free a virtual workspace scene to implement and edit media of a particular project. Scenes can be saved in a variety of formats, the default being. Maya exposes a node graph architecture. Scene elements are node -based, each node having its own attributes and customization. As a result, the visual representation of a scene is based entirely on a network of interconnecting nodes, depending on pdf autodesk maya 2018 free other's information.

For the convenience of viewing these networks, there is a dependency and a directed acyclic graph. Nowadays, the 3D models can be imported to game frwe such as Unreal Engine and Unity. The widespread use of Maya in the film industry is usually associated with its development on the film Dinosaurreleased by Disney and The Secret Lab on May 19, From Wikipedia, the free encyclopedia. Retrieved December 16, Archived from the original on November 15, жмите сюда Retrieved December 10, Archived from the original on Retrieved May 18, Maya books.

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The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure The Sign In option is used to sign in to the Autodesk account.

On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products. The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The Modeling Toolkit window is used to perform multiple modeling specific operations.

The tools in this window allow you to define and control multiple character setups in a single window. The Attribute Editor is used to control different properties of the selected object. On choosing this button, the Tool Settings window of the selected tool will be displayed. The Channel Box is used to control the transformation and the geometrical structure of the selected object.

The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene. By default, the keyable attributes of selected object s are displayed in the Channel Box. In this window, three areas will be displayed in the Keyable tab: Keyable , Nonkeyable Hidden , and Nonkeyable Displayed. Next, choose the Close button. The Shelf is located below the Status Line, as shown in Figure The Shelf is divided into two parts.

The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure You can also customize the Shelf as per yourrequirement.

To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure ; a flyout will be displayed, as shown in Figure Various options in this flyout are discussed next. The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible.

The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure In the Shelf Editor , you can change the name and position of shelves and their contents. You can also create a new shelf and its contents using the Shelf Editor.

The Navigate Shelves option is used to choosethe previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure The options in the cascading menu are discussed next.

The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed. Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed.

Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf ; the Animation tab is chosen displaying the dynamic specific icons. The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. The Jump to Shelf option is used to choose the specific Shelf by entering its name. On choosing this option, the Jump to Shelf window will be displayed, as shown in Figure Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.

The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf window will be displayed, as shown in Figure Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure The Delete Shelf option is used to delete a shelf.

On choosing this option, the Confirm message box will be displayed, as shown in Figure Choose the OK button to delete the selected Shelf. The Load Shelf option is used to load the shelf that was saved previously. When this option is chosen, the Load Shelf window will be displayed. You can choose the previously saved shelf from this window; the desired Shelf tab will be displayed in the shelf.

The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya. The Tool Box is located on the left side of the workspace. It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface. Various tools in the Tool Box are discussed next.

The Select Tool is used to select the objects created in the viewport. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected. On invoking this tool, the manipulators will not be activated. The Lasso Tool is used to select an object by using a free hand marquee selection. This tool is very much similar to the Select Tool.

To select an object, invoke the Lasso Tool ; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object. Then, release the left mouse button; the object inside the selection area will be selected. The Paint Selection Tool is used to select various components of an object. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport.

Next, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Vertex from the marking menu to make the vertex selection mode active.

Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices. To go back to the object mode, invoke the Select Tool and then press and hold the right mouse button; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive. You can also increase the size of the Paint Selection Tool cursor. To do so, press and hold the B key on the keyboard.

Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush. The Move Tool is used to move an object from one place to another in the viewport. To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip.

Select the object in the workspace that you want to move. To use the Move Tool , you need to create an object in the viewport. A sphere will be created. Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure These three color handles are used to move the object in the X, Y, or Z direction.

The colors of the handles represent three axes; red represents the X-axis, green represents the Y-axis, and blue represents the Z-axis. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions. Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport.

Change the settings as per your requirement in this window. By default, the pivot point is located at the center of the object. To change the pivot point, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure Move the pivot point to adjust its position. You can also put the pivot at the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator.

A pivot is a point in 3D space that is used as a reference point for the transformation of objects. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure The Rotate Tool manipulator consists of three colored rings.

The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis. On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. This window contains various options for rotation.

You can change the settings in this window as required. To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; Scale Tool manipulator will be displayed on the object, as shown in Figure The Scale Tool manipulator consists of three boxes. The red box represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes.

On selecting any one of these colored scale boxes, the default color of the box changes to yellow. You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. While rotating, moving, or scaling an object, different colored handles are displayed. These handles indicate different axes. You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively.

The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool. Using the buttons in the Quick Layout buttons area, refer to Figure , you can the toggle the display of layouts as required. You can also change the display of layout buttons. To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout.

Using these buttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure The Time Slider and the Range Slider, as shown in Figure , are located at the bottom of the viewport. These two sliders are used to control the frames in animation.

The Time Slider comprises of the frames that are used for animation. There is an input box on the Time Slider called Set the current time , which indicates the current frame of animation. The keys in the Time Slider are displayed as red lines. The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation.

The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback. The Range Slider shows the start and end time of the active animation.

The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range. The length of the Range Slider can be altered using these edit boxes. At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers. This option helps you to blend multiple animations in a scene. The Set the current character set is located on the right of the Range Slider.

It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next. The Auto keyframe toggle button is used to set the keyframes. This button sets the keyframe automatically whenever an animated value is changed. Its color turns blue when it is activated. The Animation preferences button is used to modify the animation controls. On choosing this button, the Preferences window will be displayed, as shown in Figure In the Preferences window, the Time Slider option is selected by default in the Categories area.

You can set the animation controls in the Time Slider and Playback area of the Preferences window. Choose the Save button to save the changes and close the window. The Command Line is located below the Range Slider. Choose the MEL button to switch between the two scripts. The MEL button is. Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Explore Ebooks. Bestsellers Editors' Picks All Ebooks.

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Then they talk to Logan Kilpatrick about the Julia programming language. They discuss the origin of the language, and They talk about how Luke got into programming from his interest in music, a Related Articles. Related categories Skip carousel. Menubar The menubar is available just below the title bar. Status Line The Status Line is located below the menubar. File Buttons Group The buttons in this group are used to perform different file related operations, refer to Figure Create a new scene The Create a new scene button is used to create a new scene.

Open a scene The Open a scene button is used to open a file created earlier. Folder Bookmarks The bookmarks section is used to access the folders in your computer. Set Project This button is used to set a new project by replacing the current project. Save the current scene The Save the current scene button is used to save the current scene.

Selection Set Icons Group The Selection Set Icons group shown in Figure is used to define the selection of objects or the components of objects from the viewport. Select by hierarchy and combinations The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. Select by object type The Select by object type button is used to select only a single object from a group of objects in a scene.

Select by component type The Select by component type button is used to select the components of an object, such as vertices or faces. Selection Mask Icons Group The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. Set the object selection mask The Set the object selection mask button is used to switch all the selection icons on or off.

Note If the All objects off option is chosen, you cannot select any object in the viewport. Select handle objects The Select handle objects button allows you to select IK handles and selection handles. Select joint objects The Select joint objects button is used to select only the joints of the objects while animating or rigging them.

Select curve objects The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport. Select deformations objects The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport.

Select dynamic objects The Select dynamic objects button is used to select the dynamic objects in the viewport. Select rendering objects The Select rendering objects button is used to select the lights, cameras, and textures in the viewport. Select miscellaneous objects The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport.

Highlight Selection mode is on The Highlight Selection mode is on button is used to turn off the automatic display of the components. Snap to grids The Snap to grids tool is used to snap an object to the closest grid intersection point. Snap to curves The Snap to curves button is used to snap an object to the curve in the viewport.

Snap to points The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point. Snap to Projected Center The Snap to Projected Center button is used to snap an object joint or locator to the center of the other object. Snap to view planes The Snap to view planes button is used to snap the selected object to the view plane of the viewport. Make the selected object live The Make the selected object live button is used to make the selected surface a live object.

Inputs to the selected object The Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object. Outputs from the selected object The Outputs from the selected object button is used to select and edit the output operations of an object. Render the current frame The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer.

Display render settings window On choosing the Display render settings window button, the Render Settings window will be displayed, as shown in Figure Display and edit connections in shading networks On choosing this button, the Hypershade window will be displayed.

Toggle pausing Viewport 2 display update This button is used to pause Viewport 2 display update. Input Line Operations Group This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport.

Absolute transform The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. Note The Absolute transform area takes the center of the viewport as a reference for transforming an object. Relative transform The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure Rename The Rename area is used to change the name of a selected object.

Chapter 6: Shading and Texturing. Chapter 7: Lighting. Chapter 8: Animation. Chapter 9: Rigging, Constraints, and Deformers. Chapter Paint Effects. Chapter Rendering. Chapter Particle System. Chapter Introduction to nParticles. Chapter Fluids. Chapter nHair. Chapter Maya Fur. Chapter Bullet Physics. Tutorial files zipped PDF file. Free Technical Support For free technical support, please email to.

Rendered Images. Click here to order. If you find any problems in downloading the files or the contents, please contact us at techsupport cadcim. Thank you. Following are the additional features of this book : Consists of 17 chapters that are organized in a pedagogical sequence covering a wide range of topics such as Maya interface, Polygon modeling, NURBS modeling, texturing, lighting, cameras, animation, Paint Effects, Rendering, nHair, Fur, Fluids, Particles, nParticles and Bullet Physics in Autodesk Maya The first page of every chapter summarizes the topics that are covered in it.

Consists of hundreds of illustrations and a comprehensive coverage of Autodesk Maya concepts and commands.



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