cgdd 4113 final reviewksuweb.kennesaw.edu/~rguo/2017_fall/cgdd4113/slides/... · 2015. 12. 6. ·...
TRANSCRIPT
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CGDD 4113 Final Review
Chapter 7: Maya Shading and Texturing
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Maya topics covered in this chapter include the following:
• Shader Types• Shader Attributes• Texturing the Axe• Life, Love, Textures and Surfaces• UVs, oh, UVs!
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Shader Types• Shader Types are
loosely defined by how they reflect light and highlights (specular)
• Lambert• Phong• Phong E• Blinn• Anisotropic• Layered Shader• Ramp Shader
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Shader Attributes• Color• Transparency• Translucence• Ambient Color• Incandescence• Bump Map• Diffuse• Glow• Specular Color• Reflectivity• Reflected Color
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Life, Love, Textures and Surfaces –Texturing the Red Wagon
• Creating shader networks and file textures
• Understanding the relationship between meshes and how their textures lay across them is important
• Use ramps to position colors and textures
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The magic of UVs• UVs define the coordinate
space along a surface or mesh
• UVs must be laid out well for textures to be applied properly
• Projection nodes can place textures on objects with poor UVs
• The UV Editor allows you to manipulate and export UVs to be painted or aligned in Photoshop
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Introducing Autodesk Maya 2015
Chapter 8: Introduction to Animation
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Maya topics covered in this chapter include the following:
• Keyframe animation– Animating a ball
• Throwing an Axe– Path Animation
• Object Replacement• Setup for Animation• Animating a Catapult
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Keyframing• Bouncing a ball is
the best introduction to animation concepts
• It’s usually best to begin with overall animation and timing keyframes, then finesse
• Creating a hierarchy to help isolate animation
• Editing Animation –Graph Editor
• Reading and Adjusting Animation Curves
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Animating Along a Path
• Creating Text in Maya
• Objects can travel along a pre-defined path (a curve)
• Objects may also deform along their animation path
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Introducing Autodesk Maya 2015
Chapter 9: More Animation!
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Maya topics covered in this chapter include the following:
• Skeletons• Binding to Geometry• IK• Constraints• Set Driven Keys• Rigging• But wait, there’s more!
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Skeletons and Kinematics• Skeletons
are a way to visualize pivots in a hierarchy
• FK and IK• Walk Cycle
Mechanics– Pose– Time– Refine– Check
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Binding to Geometry• Drawing the
Skeleton into place
• Moving joints for proper placement in the model
• Smooth Bind• Interactive
Bind• Editing Binds
for better animation results
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IK, ok?• IK is a way to solve
the motion of a skeletal rig
• IK Handles are positioned and animated which in turn pose and animate the skeleton
• IK Handles can keep your feet on the ground!
• IK Walk cycle is a little bit less traumatic than FK
• Character animation gets easier with tons of practice and attention!
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Constraints• Constraints keep
objects in a specific relation to each other and are very useful for rigging and setup
• Point• Orient• Scale• Aim• Geometry and
Normal• Parent
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Set Driven Keys• SDKs maintain
controls of object attributes through another object’s actions
• You can create complex movements of several parts of an object by assigning an SDK to run multiple joints or parts or even shader settings like color.
• What, did he say color?
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Rigging• Automating
animation is a huge time saver
• Time spent in rigging is time saved in animation
• Complex systems can be animated based on the animation of a single object
• We create relationships between the mechanics of the locomotive so that the rotation of a single wheel drives everything else
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Simple Character Rig• Controllers are animated,
not the IK handles or joints!
• Relationships and constraints are setup to connect the controllers to the appropriate parts of the rig.
• Node Editor can be handy to set exact relationships.
• Setting up a heel control.
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Introducing Autodesk Maya 2015
Chapter 10: Maya Lighting
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Maya topics covered in this chapter include the following:
• Basic Lighting Concepts• Maya Lights• Light Linking• The advancement of smoothie
technology in the past decade• Shadows• mental ray Lighting• mental ray Physical Sun and Sky• Special Lighting Effects
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Lighting Concepts• You have to
learn how to see all over again
• Proper Exposure
• Three-Point Lighting Basics– Key Light– Fill Light– Rim Light
• Practical Lights
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Maya Lights• Light Attributes
– Intensity– Emit
Specular/Diffuse
– Decay Rate• Types of Lights
– Ambient– Directional– Point– Spot– Area– Volume
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Light Linking• Linking
Lights allow you to light some objects in the scene but not others
• Gives you greater control in your scene
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Only the Shadow Knows
• Creating Shadows– Depth Map
serve most purposes and are relatively fast to render
– Raytraced Shadows are more accurate but more costly to render
– Soft shadows may be had using mental ray or raytracing
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Light Effects• Volumetric effects
such as fog add atmosphere to your lights
• Lens Flare can heighten realism
• Shader Glow mimic glowing objects, but are Shader based and not light based
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