Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Saturday, February 13, 2010

T0922 - 3D Buzz Mastering Maya Advanced Modeling 4 DVD


3D Buzz : Mastering Maya: Advanced Modeling
Video Training + projects | 4 DVD


These videos will teach you many techniques and every single tool for all three of Maya's modeling surface types: Polygons, NURBS, and Subdivision Surfaces. Throughout the 116 hour class, you will progress through seven separate modeling projects, each covering a fully demonstrated model. Push your skills to the next level as you are guided through the construction of a handgun with silencer, night vision goggles, two separate characters (one male and one female) each using two entirely different modeling and artistic styles, as well as an F-18 fighter jet and a Lamborghini Murcielago!

Nowhere else on the planet can you find so much modeling education in one place, all for a price that will save you thousands of dollars!

Project 1: The SOCOM Pistol
This first project of the Maya Advanced Modeling curriculum will introduce you to Maya's robust polygonal modeling toolset, and is the only video out there showing you every single tool available within Maya (version 7.0), and giving you solid examples on how you can use them. After this solid introduction, you'll complete your first model, the SOCOM pistol complete with silencer and under-barrel Laser Aiming Module (LAM)! Throughout the videos, you'll learn smooth and lower-poly workflows, as well as how to employ a wide variety of tools and techniques!

Project 2: The Lamborghini Murcielag
Once you understand and have mastered the available polygon tools in Maya, it's time to expand out and get into good polygonal workflow issues and how to properly lay out your polys to create the best looking models you can. In this video, we show you how you can create the Lamborghini Murcielago through a very powerful and easy-to-master workflow, by which you create a 3-dimensional line drawing of the model, and build each and every polygon upon it.

The videos cover the creation of each and every panel of the exterior, the rims, brake discs and calipers, as well as the interior, seats, steering wheel, dashboard, a basic engine block, and more!

Project 3: The Night-Vision Goggles
Maya boasts one of the most complete NURBS modeling solutions in the effects industry and with these videos you can finally take the intimidation out of using them! Starting from the very beginning with NURBS surface theory, these videos lay down the ground rules of what you must keep in mind when creating NURBS surfaces, as well as demonstrating every tool available, along with every single setting for those tools! Learn about the creation of curves and surfaces, and how to create your very first seamless model of a pair of cartoony night-vision goggles!

Afraid of NURBS? Fear them no longer! This video has everything you need to get up to speed quickly!

Project 4: The Dash Cunning Character
Once you have general mastery over the NURBS toolset, it's time to really sink your teeth in and start using NURBS to create some impressive models. This video will walk you through the creation of your very own cartoony NURBS character, Dash Cunning! You'll see how to attach and detach NURBS surfaces to create a seamless surface, as well as how what workflow considerations you must remember to create a patched model! You'll also learn how you can apply MEL scripting to speed up your NURBS workflow by creating a customized HUD to handle many of the common modeling functions!

To top it all off, you'll learn how you can convert your NURBS surfaces into other surface types, allowing for easier rigging and texturing later on!

Project 5: The Black Widow Spider
This video puts you in control of Maya's Subdivision Surfaces (SubDs), allowing you a tremendous amount of power for creating a variety of organic models! Building upon the skills from the Polygon projects (SOCOM Pistol and Lamborghini Murcielago), you'll learn how you can apply the polygonal toolset to create SubD models, and how to use the hierarchical nature of SubDs to add extreme amounts of detail to your creations! We cover addition and removal of detail, along with creasing, mirroring, and every available tool for SubD modeling.

The videos also demonstrate the creation of your first SubD model, the Black Widow spider, using photographic reference.

Project 6: The Realistic Human Character
One of the key tests of mettle for any modeler is the creation of a realistic human being. In this video, we will approach the creation of a female model by using photographic referencing. Using polygons to design the base model, you'll see how to add in believably realistic human details with the SubD toolset, until you have a believable and ready-to-rig and animate human being!

Project 7: The F-18 Hornet Jet Fighter
Once you have learned all available surface types in Maya, it's time to put all of them to use in a single model. This video demonstrates the creation of an F-18 Hornet jet fighter from the Blue Angels show squadron. Rife with a huge supply of on-site photographic references, you'll see how to create the entire exterior surface of the plane, as well as how to create a highly detailed cockpit included ever display, knob, switch, and dial (not to mention a few extras we threw in for good measure)! You'll also see how to rig up a set of landing gear for set-driven key animation, as well as how to create a functioning canopy that opens and closes at your command!

Sunday, December 27, 2009

T0882 - SimplyMaya Santa Modeling



SimplyMaya Santa Modeling

If you really love the holidays then the cartoon Santa is a great tutorial. We will start off this tutorial by creating image planes to create the correct shape and proportion of are Santa. Some of the modeling techniques used will be shaping in nurbs, converting to polygons to add details and then into sub’ds to define the final shapes.

Once the modeling of our new character is complete we will start preparing our model for texturing. The first step is laying out the Uv’s for all the separate parts of the body to make them flat so we can get a nice clean UV snap shot for our painted textures. On completion of are UV snap shot we will import into the paint program Photoshop. You will learn how to use layers for different areas as well as how to stain up certain parts of the body like the head and shirt for a more natural look.

more: _simplymaya.com/movie_pages/tutorial.mhtml?tut_id=141

Friday, December 25, 2009

T0863 - Gnomon workshop Mental Ray Fundamentals Rendering Techniques with Matt Hartle



On this DVD, Matt focuses on the fundamental implementation and functionality of Mental Ray from within Maya. He covers many areas, beginning with an in-depth exploration of the interface of Mental Ray, including the use of MEL scripts to access custom features. Next,

he shows an initial scene setup using a custom naming script to label files automatically and correctly as they are output. Many other topics are covered in depth, including setting up basic frame buffers, using diagnostics to debug your scenes, various implementations of motion blur including the rasterizer (rapid motion), lens shaders, a custom shader allowing you to blur in post, depth of field, displacement utilizing the latest techniques, including a thorough explanation of ccmeshes (Catmull-Clark meshes) and how to access them from within Mental Ray for Maya.
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More Info : http://www.thegnomonworkshop.com/dvds/mha04.html

Topics Covered :

Mental Ray Interface
Initial Scene setup
MEL Commands for Scene Setup
Memory and Performance
Raytracing
Sampling and Contrast Threshold

Translation
Basic Frame Buffer
Diagnostics
Motion Blur
Depth of Field
Displacement
Approximation Editor

Chapters :

01: Mental Ray for Maya Overview
02: Render Globals: Common Tab
03: Render Globals: Mental Ray Tab
04: Memory Management, BSP
05: Memory Mapped Textures
06: Image Quality and Diagnostics
07: Image Output: Framebuffers and render layers
08: Motion Blur
09: Depth of Field
10: Displacement
11: Surface Approximation Nodes


Thursday, December 24, 2009

T0855 - Learning Autodesk Maya 2009 Foundation


Learning Autodesk Maya 2009 Foundation: Official Autodesk Training Guide
Sybex | ISBN: 1897177518 | November 17, 2008 | 640 pages | PDF | 126 MB | DVD |





  • Learning Autodesk Maya: Foundation is a full-color book that offers students a hands-on approach for learning how to use Maya, the industry-leading 3D animation and effects software. You will work with real movie footage, interactive tutorials and step-by-step lessons to understand the basics of modeling, texturing, animating, and visual effects. The companion DVD, which includes instructor-led tutorial videos and other resources for extended learning, will further reinforce the topics covered in the book so that you can become better acquainted with the Maya User Interface. DVD Companion Included.

T0849 - I3D Tutorials - Introduction to Rendering with Mental Ray in Maya 2009


This training product is designed for anyone who needs to learn about the mental ray renderer and how to use it in a workflow designed specifically for Autodesk Maya. The mental ray renderer is used in the visual effects, film, architecture, and product visualization industries, among others. This professional renderer can be quite difficult to use and overwhelming for newcomers to rendering and mental ray technology. Taking you step by step and explaining how to use the mental ray renderer in terminology anyone can understand, this training product covers many aspects of mental ray with in-depth lessons that cover both basic principles and fundamentals, as well as production workflows and methods of trouble shooting issues that can appear during an actual production.


By covering mental ray in an easy to understand manner, you will get a unique training experience unlike any offered anywhere else. Some of the subjects covered in depth with this training product include Global Illumination, Final Gathering, area lights, Caustics, tone mapping, Importons, Irradiance Particles, and production workflows for mental ray. This training product includes all project files and assets needed to follow along with the instructor. This training product includes all project files and assets needed to follow along with the instructor. Project files require Maya 2009 and up.



• 00 Intro
• 01 Overview
• 02 Test Rendering
• 03 Render Settings
• 04 Maya Lights
• 05 mental ray Area Light
• 06 Global Illumination Part 01
• 07 Global Illumination Part 02
• 08 Global Illumination Part 03
• 09 GI Example Part 01
• 10 GI Example Part 02
• 11 GI Example Part 03
• 12 GI Example Part 04
• 13 Final Gathering Part 01
• 14 Final Gathering Part 02
• 15 Final Gathering Part 03
• 16 Sun and Sky Part 01
• 17 Sun and Sky Part 02
• 18 GI and FG United
• 19 Caustics Part 01
• 20 Caustics Part 02
• 22 Importons Part 02
• 21 Importons Part 01
• 23 Irradiance Particles Part 01
• 24 Irradiance Particles Part 02
• 25 Irradiance Particles Part 03
• 26 Conclusion

T0843 - Lynda.com - Maya 2009 New Features


2009 New Features, George Maestri demonstrates several breakthrough updates in the latest version of this 3D modeling, rendering, and animation tool. He explores the upgrades to the interface and covers soft selection and other modeling tools. George then delves into more complex new features, including the Asset Manager for organizing objects and nodes within a scene; animation layering to blend, merge, group, reorder, override, and add to preceding layers; Maya Muscle, for creating lifelike skin motion; and nParticles, a new particle system. Exercise files accompany the course.

T0839 - The Gnomon Workshop Mental Ray Production Practices


Sunday, October 25, 2009

T0785 - AUTODESK Maya Mudbox Hyper-real Hand Modeling


Video ini mengungkapkan teknik pendekatan dan artistik yang artis CG Jeff Unay gunakan untuk membuat model tangan yang hiper-realistik dengan Autodesk Maya dan Autodesk Mudbox.

In part one you will see how to sculpt the primary forms of the hand. In part two you will follow a 2 hour time-lapse of sculpting which include Jeff's comments. In parts 3 and 4 you will continue detailing the hand and preparing for deformations. In part 5 you will see how to incorporate blend shapes for use in conjunction with the joint rig. Part 6 concludes the series through sculpting the finger and thumb deformations with a look at the final result of all shapes working with the joint rig.

Please note: This is a compilation of the video podcast series 'Model and Sculpt a Hand' which was previously released under the Maya Video Podcast 'Modeling' section.

Saturday, October 10, 2009

T0776 - Gnomon Workshop Mental Ray Lighting and Shaders Rendering Techniques with Matt Hartle


In the second DVD of this series, Matt Hartle focuses on lighting, shaders, and High Dynamic Range Imaging (HDRI) within Mental Ray for Maya. Mental Ray supports most of Maya's features, in addition to many others. This DVD shows you how to get the best use of Mental Ray to render fluids, particles, fur, geometry based paint effects, blurry reflections and refractions, area lights, contour rendering, and High Dynamic Range images.


3 1/2 hours of lecture.

Saturday, October 3, 2009

T0758 - Digital Tutors Animating Creatures in Maya Insects


Learn an artist-friendly workflow to creature rigging and a solution-based approach to building controls for faster animation in Maya. Contains over 6 hours of project-based training for setup artists learning new methods of rigging multi-limbed creatures.

Popular highlights include:

* Building Skeletons from Anatomy
* Painting Weights for Rigid Deformations
* Spring IK Solver
* No-Flip IK
* Innovative Broken Hierarchies
* MEL Scripting for Rigging and Animation
* Visual Limiter Controls
* Sculpt Deformer
* Blend Shapes
* Character Sets
* Smooth Binding

Lesson Outline:

1. Creating a MEL script to align objects to bones 9:52
2. Using MEL to snap objects 13:41
3. Preparing the scene for rigging 7:52
4. Beginning the skeleton based on insect anatomy 7:09
5. Creating joints for the insect’s head 7:04
6. Adding joints to the insect’s back legs 9:33
7. Finishing the chains for the insect’s legs 5:23
8. Creating an intuitive broken hierarchy set up 4:37
9. Adding broken hierarchy control to our rig 5:12
10. Applying Spring IK handles to the legs 7:37
11. Building a control object reservoir 11:33
12. Adding a control to the front left leg 9:16
13. Finishing the set up of the front left leg 10:39
14. Completing the back left leg and the right front leg 8:53
15. Wrapping up the insect’s limbs 7:45
16. Setting up the head control 9:23
17. Rigging the mandibles and antennas 11:35
18. Creating the gaster’s control 7:40
19. Avoiding flipping in IK chains 5:08
20. Adding a control for the petiole 2:51
21. Controlling the thorax 9:43
22. Setting up warning controls 9:35
23. Adding broken hierarchy control to the thorax and sting 6:31
24. Finishing the control rig 7:15
25. Working with Character sets 10:38
26. Binding the insect 11:54
27. Painting weights – Completing the gaster 6:54
28. Painting weights – Finishing the head 8:46
29. Painting weights – Working on the petiole 11:14
30. Painting weights – Starting the thorax 9:03
31. Painting weights – Finishing the thorax and the left front leg 7:57
32. Mirroring wieghts – Left legs to the right legs 3:17
33. Smoothing the weights of the sting and end of the gaster 9:03
34. Finishing the gaster 9:10
35. Completing the weights of the back left leg 11:15
36. Finishing the left middle legs weights 9:56
37. Correcting the weights of the front and mid throax 13:56
38. Smoothing the head and antenna deformations 9:51
39. Mirroring wieghts – Checking deformations 10:37
40. Controlling the insect’s smooth division level 4:36
41. Rigging the sting and gaster using deformers 12:32
42. Preparing the scene for animation 10:27
Total Run Time:6:09:40

T0754 - Gnomon Maya Training Deformers 1 - 3 (3 Disk)


Gnomon Maya Training Deformers 1: Clusters And Blendshape |

Deformers are intuitive and interactive tools used to sculpt surfaces into new shapes, circumventing the need to edit vertices one-by-one. Maya offers a large suite of unique deformers which can be used in conjuction with each other to yield complex effects. Whether you are rigging a character or designing a crashing wave, a thorough understanding of Maya’s deformers is crucial. Simple mistakes made early on can cause big problems down the road.

Clusters and Blendshape are two indispensible deformers which you will find yourself relying on over and over again. Clusters allow you to apply transform node functionality to multiple vertices, while Blendshape is a morphing tool. We examine the application of these deformers to NURBS, Polygons and Subdivision surfaces (including NURBS patch models), with a focus on higher-level workflow techniques.

Gnomon Maya Training Deformers 2: Sculpt, Lattice And Wrap |

Sculpt deformers are spherical objects which create rounded deformations. They can be used to simulate effects such as liquid pumping through tubes, or a character chewing and swallowing food. Lattice and Wrap deformers are unique in how they allow you to deform surfaces with low-res shapes. The potential uses are therefore quite varied: a high-res NURBS patch-model can have facial expressions designed using just 40 points, a character can be animated squeezing itself through a keyhole, a dynamic simulation can have its performance quadrupled, and so on. This lecture addresses several examples with a focus on workflow and application.

Gnomon Maya Training Deformers 3: Wire, Wrinkle And Jiggle |

Wires and Wrinkles are curve deformers, which are useful as both sculpting and effects tools. While a wire can be used to reshape or animate a character’s brow, they can also be used to create ripples, ocean swells or burrowing creatures.

Jiggle deformers are unique in that they do not deform surfaces via direct user manipulation. Their purpose is to create automated secondary shape animation (inertia-driven follow through). For example, a character’s thighs can exhibit the correct amount of wobble as he walks or a bird’s feathers can react naturally to the flapping of its wings. In this lecture we also discuss the pros and cons of Jiggle deformers vs Softbody dynamics.

Friday, October 2, 2009

T0739 - GNOMON MAYA TRAINING DVD IMAGE BASED MODELING ADVANCED


In the first DVD of this image modeling series, Greg Downing teaches you how to transform your film or digital photographs into highly realistic 3D models. Image modeling, known as photogrammetry, is a general tool that is useful for visual effects, videogames, visualizations that require digitizing real sets, props, or in some cases, characters. Once the objects are image modeled, any 3D manipulation is possible: adding, removing or destroying parts of a scene, adding effects such as fog, or camera moves that would be impossible with a real movie camera. Greg shows how to photograph for photogrammetry, and introduces how to calibrate, model and texture with Realviz ImageModeler. He finally shows how to import the textured models into the 3D application of your choice. Over 3 1/2 hours of lecture.

In the second DVD of this image modeling series, Greg Downing delves into more advanced photogrammetry techniques. This lesson teaches you how to perform image-based modeling and texturing within Maya using cameras calibrated for Realviz ImageModeler. Greg shows you how using panoramas for photogrammetry allows you to construct a location with a minimal number of images. He then illustrates how to calibrate those panoramas in Realviz ImageModeler for image-based modeling and texturing within Maya. This DVD assumes a basic familiarity with polygonal modeling, and though the examples are demonstrated within Maya, the workflow is applicable to any 3D package. Over 2 1/2 hours o

T0736 - Autodesk Maya Techniques Animator Friendly Rigging Part III DVD 1 & 2


Part III A,B & C will continue on the creation of a biped rig and focus on the arms and hands
Determine the needs of the rig in advance so that you can make the best possible decisions when building it
Examine the various part of the rig in detail to understand their functions
Learn helpful solutions to ensure you fulfill those needs

Learning Objectives
Each section will include specifics on:
Acquiring reference
Analyzing reference
Breaking apart the rig into appropriate segments
Process for analyzing every control
Isolate section of body and analyze it's motion
Determine motion requirements
Analyze possible control solutions
Explore ideas
Analyze animator interaction
Weigh control vs. speed
Automation vs. control
Part IIIA covers rigging the arms for the biped rig

Product Details

Product Details
Skill Level: Intermediate
Format: e-DVD [approx. 120 minutes]

T0730 - Digital Tutors - Intermediate poly Training Kits


T0729 - Digital Tutors - Introduction to RenderMan® for Maya 2.0

Give your work a visual edge. Learn production tested techniques and begin creating cinematic-quality imagery using Pixar's award-winning technology. Contains nearly 6 hours of project-based training. Perfect for new and intermediate artists.

Popular highlights include: Rendering Displacements; Lights and Shadows; Reflections and Refractions; Motion Samples; Bokeh; Caustics; Point Cloud Based Occlusion; Depth of Field Effects; Global Illumination; Color Bleeding; Creative Uses for CSG; Rendering Fur; Sigma Hiding; Curve Rendering; Image Based Lighting; Sub-Surface Scattering; RenderMan Texture Baking; Custom Passes; Custom Shaders;

Lesson Outline
Introduction and project overview
In this lesson we will learn the topics and techniques in this project.

Loading the RenderMan plugin and rendering
In this lesson we will learn how to load the RenderMan for Maya 2.0 plugin and render with it.

Rendering the images in different ways
In this lesson we will take a deeper look at the way the images are rendered

Working with the Shared Geometric Attributes Node
In this lesson we will learn how to share attributes amongst multiple objects

Working with Maya shader networks
In this lesson we will learn about Maya shaders and how they fit with Renderman for Maya

Using Displacements
In this lesson we will learn how to setup displacements with procedural textures

Rendering ZBrush displacement maps
In this lesson we will learn how to render ZBrush displacement maps in Renderman for Maya

Different ways to use shadows
In this lesson we will learn of the different shadow types available in Renderman for Maya 2.0

Raytraced shadows
In this lesson we will learn how to setup raytraced shadows

Reflections
In this lesson we will learn how to setup reflections

Controlling reflections with trace sets
In this lesson we will learn how to limit reflections using trace sets

Refractions on objects
In this lesson we will take a look at refractions on objects

Depth of Field effects
In this lesson we will learn how to apply Depth of Field effects in our render

Motion factor
In this lesson we will learn about using the Motion factor to fix our displacements

Bokeh effects
In this lesson we will learn how render a scene with Bokeh

Motion blur
In this lesson we will learn how to activate and tweak Motion Blur

Shutter opening
In this lesson we will explore shutter opening and shutter timing

Camera blur
In this lesson we will learn how to activate Camera blur

Motion samples
In this lesson we will learn about Motion samples to evaluate better Motion Blur

Rendering particles
In this lesson we will learn how to render Maya particles with Renderman

Constructive Solid Geometry
In this lesson we will learn about CSG or Constructive Solid Geometry

Rendering Paint Effects with shadows
In this lesson we will learn how to render paint effects with shadows in RenderMan 2.0

Rendering Maya Fur and Sigma Hiding
In this lesson we will learn about rendering Maya Fur and activating Sigma hiding

Using curves as render objects
In this lesson we will learn how to render Maya curves with Renderman

Introduction to Sub-surface Scattering
In this lesson we will learn how to setup SSS in your scene

Alternative Sub-surface Scattering workflow
In this lesson we will take an alternative view at SSS setup

Creating caustic effects
In this lesson we will learn how to activate and render Caustics

Global Illumination
In this lesson we will learn how to setup global illumination

Occlusion effects
In this lesson we will learn how to activate occlusion effects

Baking global illumination to textures
In this lesson we will learn how to use a bake pass to store the occlusion effects

Point Cloud Based Occlusion
In this lesson we will learn how to create PTC Occlusion

Color bleeding
In this lesson we will learn how to create color bleeding effects

Baking textures
In this lesson we will learn how to bake our effects to a file texture

Creating multiple passes in OpenEXR format
In this lesson we will learn to output multiple passes in the OpenEXR file format

Reading output statistics
In this lesson we will learn how to output and read statistics

Writing your own constant shader
In this lesson we will learn how to create a constant Renderman shader

Writing your own noise shader
In this lesson we will use our own custom attributes for a shader inside of Maya.

Writing your own diffuse shader
In this lesson we will learn how to apply diffuse shading in RSL

Creating a custom displacement shader
In this lesson we will learn how to generate our own displacement maps

Creating a custom light shader
In this lesson we will learn how to build a custom light shader

Conclusion
In this video we will end the project with some final words

T0728 - Digital Tutors - Rigging Quadrupeds in Maya

Software: Maya 8.5 or higher
Run Time: 6 hrs. 46 min., 4 discs
Availability: Ships next business day
Digital -Tutors Rigging Quadrupeds in Maya

Learn time-saving rigging techniques and the principles of building solution-based rigs and controls for more efficient animating. Contains nearly 7 hours of project-based training. Perfect for intermediate artists.

Popular highlights include:

* Constructing Effective Hierarchies
* Broken Hierarchy Systems
* Building Rig from Reference Skeleton
* Building an FK Spline System
* Incorporating MEL for Speed
* Custom Shelf for Tools
* Characters Sets
* Sub-Character Sets
* Set Driven Keys
* IK Solvers for Proper Limb Functionality
* Constraints
* Advanced Hip Control
* Painting Weights
* Connection Editor
* Reverse Lock System
* Muscle Deformation with Influence Objects
* Corrective Shapes for Mesh Deformations

Lesson Outline:

1. Introduction and project overview 2:56
2. Setting up a Display Layer and a Custom Shelf 7:10
3. Wrapping up the Custom Shelf 5:30
4. Ironing out a solid naming convention 7:01
5. The use of Groups for scene cleanliness and organization 10:34
6. Beginning the construction of the skeleton 10:55
7. Mirroring the Joint Chain of the left Pelvic Limb 5:02
8. Building the Thoracic Limb Joint Chain 6:34
9. Creating the bones for the upper body 7:27
10. Examining the local Rotation Axis of the upper body Joint Chain 3:06
11. Working on the ears 6:24
12. Building the tail 2:46
13. Bringing the rig together- the Pelvis 4:24
14. Setting up the tail to help avoid Counter-Keying 4:35
15. Finishing Joint Connections and cleaning up the scene 2:30
16. Binding the horse 4:56
17. Exploring wire frame coloring 5:27
18. Using Maya's Paint Weights tool to edit influences 11:07
19. Painting weights around the Thorax 10:55
20. Working on completing the top of the Thoracic Limb 7:58
21. The effectiveness of Maya's Component Editor for modifying weights 5:20
22. Fixing the deformations of the left Fetlock 3:02
23. Weighting the Pastern 4:00
24. Finalizing the deformations of the Thoracic Limb 3:16
25. Bringing our attention to the left Pelvic Limb 2:08
26. Adjusting the Pelvic weights 4:38
27. Working on the hip bone 4:05
28. The Stifle Joint's influence 3:08
29. Focusing on the Tarsal Joint 3:05
30. Utilizing Corrective Blend Shapes 8:10
31. Using Set Driven Keys to tie attributes together 2:54
32. Weighting the Fetlock of the Pelvic Limb 5:09
33. Finishing up the left Pelvic Limb 5:14
34. Exploring Maya's time-saving Mirror Weights tool 5:21
35. Starting the process of building Control Objects 5:33
36. Setting up the Reverse Lock feature for the Phalangeal Joints 5:23
37. Working on the connections of the Reverse Lock Joints 7:32
38. Building the curves to control the horse's legs 7:38
39. Continuing the work of the control curves 4:21
40. Finishing the set up of the limb control curves 13:17
41. Adding the Carpal and Tarsal controls 6:49
42. Finishing the connections of the knee controls 6:43
43. The Thoracic shoulder controls 7:49
44. Creating the bones for the Spline FK back vertebrae 3:36
45. Connecting the Spline IK 6:30
46. Constraining clusters to the FK Driver Joint Chain 4:31
47. Starting the controls for the back vertebrae 6:55
48. Joining the upper body controls 2:58
49. Adding the Broken Hierarchy System 6:56
50. Setting up the hips 7:27
51. Commencing with the Cervical rig 5:03
52. Constraining the neck clusters to the Cervical Driver Chain 3:07
53. Setting up control curves for the Cervix 3:27
54. Continuing the set up of the control curves for the Cervi 8:27
55. Adding custom attributes to control the base of the horse's neck 5:16
56. Troubleshooting techniques 4:22
57. Working on the head 4:29
58. The ear controls 5:51
59. Starting the tail rig 4:25
60. Working on control curves to drive the tail 12:04
61. Finishing the set up of the tail 3:12
62. Adding a visible Global Control 8:53
63. Cleaning up the display of the scene 3:34
64. Character and sub-character sets 10:40
65. A concept for the jaw control 15:35
66. Establishing influence objects for muscle jiggle 13:01
67. Using influence objects to get rid of unwanted deformations 7:55
68. Conclusion 1:25
Total Run Time: 6:46:01

T0727 - Digital Tutors - Mastering Maya Render Nodes



Enhance the visual quality of your work with over 2 hours of project-driven training. Ideal for beginner to intermediate users.

Popular highlights include:

  • Maya Utility Nodes

  • Sampler Information

  • Condition Nodes

  • Interactive Shading Networks

  • Distance-driven Shading Networks

  • Advanced Color Correction

  • Hypershade Nodes

  • Switch Nodes

  • Render Nodes Overview


Lesson Outline:



































































































































































1.Introduction and project overview0:35
2.The Bump 2d and Bump 3d nodes3:53
3.The Condition node6:35
4.The Distance Between node4:32
5.The Height Field node6:26
6.The Light Info node4:39
7.The Multiply-Divide node (part 1)2:43
8.The Multiply-Divide node (part 2)4:05
9.The Plus-Minus-Average node (part 1)3:56
10.The Plus-Minus-Average node (part 2)7:05
11.The Plus-Minus-Average node (part 3)3:00
12.The Reverse node4:14
13.The Sampler Info Node6:22
14.The Set Range node4:00
15.The Stencil node3:27
16.The Blend Colors node2:30
17.The Clamp node3:06
18.The Contrast node2:31
19.The Gamma Correct node3:09
20.The RGB to HSV and HSV to RGB nodes4:48
21.The Luminance node5:11
22.The Remap Color node6:08
23.The Remap Hsv Node3:59
24.The Remap Value node3:00
25.The Smear node3:59
26.The Surface Luminance node4:39
27.The Single Switch Utility6:34
28.The Double Switch Utility7:40
29.The Triple Switch Utility (part 1)2:54
30.The Triple Switch Utility (part 2)6:21
31.Array Mapper and Particle Sampler Info nodes5:54

Total Run Time:


2:19:00

T0726 - Digital Tutors - Mental ray Workflows in Maya Caustics



Learn creative practices for caustics, reflecting and refracting light rays, and time-saving rendering techniques that can be used in an array of scenarios that require caustic effects.
Contains over 2 hours of project-based training. Perfect for intermediate artists.

Popular highlights include:
Understanding Caustic Photons
Emitting Photons from Various Light Sources
Controlling Photon Energy and Decay Rates
Altering Photon Color Attributes
Separating Caustics from Direct Lighting
Tuning Caustic Scale, Radius, and Accuracy
Photon Tracing with Transparent Surfaces
Saving and Re-using Caustic Photons Maps
Dielectric Material Properties
Troubleshooting Rendering Errors
Using the Map Visualizer
Photon Interactions with Maya Materials
Photon Interactions with mental ray Materials

T0725 - Digital Tutors - Creature Rigging in Maya Insects


Learn an artist-friendly workflow to creature rigging and a solution-based approach to building controls for faster animation in Maya. Contains over 6 hours of project-based training for setup artists learning new methods of rigging multi-limbed creatures.


Popular highlights include:



  • Building Skeletons from Anatomy

  • Painting Weights for Rigid Deformations

  • Spring IK Solver

  • No-Flip IK

  • Innovative Broken Hierarchies

  • MEL Scripting for Rigging and Animation

  • Visual Limiter Controls

  • Sculpt Deformer

  • Blend Shapes

  • Character Sets

  • Smooth Binding


Lesson Outline:
























































































































































































































1.


Creating a MEL script to align objects to bones

9:52



2.


Using MEL to snap objects

13:41



3.


Preparing the scene for rigging

7:52



4.


Beginning the skeleton based on insect anatomy

7:09



5.


Creating joints for the insect's head

7:04



6.


Adding joints to the insect's back legs

9:33



7.


Finishing the chains for the insect's legs

5:23



8.


Creating an intuitive broken hierarchy set up

4:37



9.


Adding broken hierarchy control to our rig

5:12



10.


Applying Spring IK handles to the legs

7:37



11.


Building a control object reservoir

11:33



12.


Adding a control to the front left leg

9:16



13.


Finishing the set up of the front left leg

10:39



14.


Completing the back left leg and the right front leg

8:53



15.


Wrapping up the insect's limbs

7:45



16.


Setting up the head control

9:23



17.


Rigging the mandibles and antennas

11:35



18.


Creating the gaster's control

7:40



19.


Avoiding flipping in IK chains

5:08



20.


Adding a control for the petiole

2:51



21.


Controlling the thorax

9:43



22.


Setting up warning controls

9:35



23.


Adding broken hierarchy control to the thorax and sting

6:31



24.


Finishing the control rig

7:15



25.


Working with Character sets

10:38



26.


Binding the insect

11:54



27.


Painting weights - Completing the gaster

6:54



28.


Painting weights - Finishing the head

8:46



29.


Painting weights - Working on the petiole

11:14



30.


Painting weights - Starting the thorax

9:03



31.


Painting weights - Finishing the thorax and the left front leg

7:57



32.


Mirroring wieghts - Left legs to the right legs

3:17



33.


Smoothing the weights of the sting and end of the gaster

9:03



34.


Finishing the gaster

9:10



35.


Completing the weights of the back left leg

11:15



36.


Finishing the left middle legs weights

9:56



37.


Correcting the weights of the front and mid throax

13:56



38.


Smoothing the head and antenna deformations

9:51



39.


Mirroring wieghts - Checking deformations

10:37



40.


Controlling the insect's smooth division level

4:36



41.


Rigging the sting and gaster using deformers

12:32



42.


Preparing the scene for animation

10:27


T0724 - Digital Tutors - Artists Guide to RenderMan for Maya


Created exclusively for Pixar, this Artist's Guide to RenderMan for Maya 3.0 is a great course for new users of this powerful rendering system. This course will cover the steps needed to load the plug-in, render your images and take control of the final quality of the render. Best of all it is a free course sponsored by Digital-Tutors and Pixar.
Introduction and Project Overview
This video is an overview of what we will cover in this course.
Loading the Plugin and Rendering
In this lesson we will learn how to load the RenderMan for Maya plug-in and render our first image
Render time subdivision of polygon surfaces
We will cover the powerful system of sub-dividing your polygon surface during the rendering phase.
Rendering curves
In this lesson we will cover the workflow of rendering curves as geometry.
Shared Geometric Attributes
To keep our scene efficient and light we will use SGA as a way of managing all of our custom attributes we have set.
Constructive Solid Geometry - CSG
In this lesson we will dissect the process of setting up render time booleans.
Soft shadows with area lights
This lesson will cover the process of adding soft shadow attributes to the area light.
Rendering multiple passes
In this lesson we will go over the process of rendering multiple passes out of RenderMan for Maya.
Rendering muliple cameras for stereo
This lesson will teach you how to render multiple cameras for use in a stereo composite.
Adding custom attributes per object
In this lesson we will learn how to keep the scene efficient by only adding attributes to objects that need them.
Using Zbrush displacements
In this lesson we will render a Zbrush created displacement map.