Maya 2020從新手到高手
內容描述
《Maya 2020從新手到高手》是一本講述如何使用中文版Maya 2020軟件來進行三維動畫製作的技術書籍。全書共分為12章,包含了Maya軟件的界面組成、模型製作、燈光技術、 攝影機技術、材質貼圖、渲染技術、粒子系統、流體特效等一系列三維動畫製作技術。《Maya 2020從新手到高手》結構清晰、內容全面、通俗易懂,各個章節均設計了相對應 的實用案例,並詳細闡述了製作原理及操作步驟,註重提升讀者的軟件實際操作能力。另外,本書附帶的教學資源內容豐富,包括本書所有案例的工程文件、貼圖文件和多媒體 教學錄像,便於讀者學以致用。《Maya 2020從新手到高手》非常適合作為高校和培訓機構動畫專業的相關課程培訓教材,也可以作為廣大三維動畫愛好者的自學參考用書。另 外,本書內容採用Maya 2020版本進行設計製作,請讀者註意。
目錄大綱
目錄
熟悉Maya 2020
1.1 Maya 2020概述 ··········································1
1.2 Maya 2020的應用範圍 ·······························1
1.3 Maya 2020的工作界面 ····························2
1.4 “新特性亮顯設置”對話框 ························3
1.5 菜單集與菜單 ·············································3
1.6 狀態行工具欄 ·············································5
1.7 工具架 ························································5
1.7.1 “曲線/曲面”工具架 ··························6
1.7.2 “多邊形建模”工具架 ·······················7
1.7.3 “雕刻”工具架 ···································7
1.7.4 “綁定”工具架 ···································7
1.7.5 “動畫”工具架 ···································7
1.7.6 “渲染”工具架 ···································7
1.7.7 “FX”工具架 ······································7
1.7.8 “FX緩存”工具架 ······························8
1.7.9 “Arnold”工具架 ································8
1.7.10 “Bifrost”工具架 ······························8
1.7.11 “MASH”工具架 ······························8
1.7.12 “運動圖形”工具架 ·························8
1.7.13 “XGen”工具架 ·······························9
1.8 工具箱 ························································9
1.9 視圖面板·····················································9
1.9.1 “快速佈局”按鈕 ·····························10
1.9.2 “視圖面板”工具欄 ·························11
1.10 工作區選擇器 ·········································14
1.10.1 “Maya經典”工作區 ······················15
1.10.2 “建模-標準”工作區 ······················16
1.10.3 “建模-專家”工作區 ······················16
1.10.4 “雕刻”工作區 ·······························17
1.10.5 “姿勢雕刻”工作區 ·······················17
1.10.6 “UV編輯”工作區 ·························18
1.10.7 XGen工作區 ···································18
1.10.8 “綁定”工作區 ·······························18
1.10.9 “動畫”工作區 ·······························19
1.11 通道盒 ····················································19
1.12 建模工具包 ·············································20
1.13 屬性編輯器 ·············································20
1.14 播放控件·················································21
1.15 命令行和幫助行 ······································21
第2章軟件基本操作
2.1 對象選擇···················································22
2.1.1 選擇模式 ·············································22
2.1.2 在“大綱視圖”中選擇 ·····················23
2.1.3 對象成組 ·············································24
2.1.4 軟選擇 ·················································25
2.2 變換對象···················································27
2.2.1 變換操作切換 ·····································27
2.2.2 變換命令控制柄 ·································28
2.2.3 復制對象 ·············································29
2.3 測量工具···················································30
2.3.1 距離工具 ·············································30
2.3.2 參數工具 ·············································31
2.3.3 弧長工具 ·············································31
2.4 Maya文件存儲 ··········································31
2.4.1 保存場景 ·············································31
2.4.2 自動保存文件 ·····································31
2.4.3 保存增量文件 ·····································32
2.4.4 歸檔場景 ·············································33
第3章曲面建模
3.1 曲面建模概述 ···········································34
3.2 曲線工具···················································34
3.2.1 NURBS圓形 ········································34
3.2.2 NURBS方形 ········································36
3.2.3 EP曲線工具 ········································37
3.2.4 三點圓弧 ·············································38
3.2.5 Bezier曲線工具 ···································38
3.2.6 曲線修改工具 ·····································39
實例操作:使用“Bezier曲線工具”製作碗
模型 ·································································39
實例操作:使用“EP曲線工具”製作酒盃
模型 ·································································41
3.3 曲面工具···················································42
3.3.1 NURBS球體 ········································43
3.3.2 NURBS立方體 ····································44
3.3.3 NURBS圓柱體 ····································45
3.3.4 NURBS圓錐體 ····································47
3.3.5 曲面修改工具 ·····································47
實例操作:使用“附加曲面”工具製作葫蘆
模型 ·································································47
實例操作:使用“放樣”工具製作花瓶
模型 ·································································50
第4章多邊形建模
4.1 多邊形建模概述 ········································52
4.2 創建多邊形對象 ········································52
4.2.1 多邊形球體 ·········································53
4.2.2 多邊形立方體 ·····································54
4.2.3 多邊形圓柱體 ·····································54
4.2.4 多邊形平面 ·········································55
4.2.5 多邊形管道 ·········································55
4.2.6 多邊形類型 ·········································56
實例操作:製作椅子模型 ·····························60
實例操作:製作石膏模型 ·····························63
4.3 建模工具包 ···············································64
4.3.1 多邊形選擇模式 ·································65
4.3.2 選擇選項及軟選擇 ·····························65
4.3.3 多邊形編輯工具 ·································66
實例操作:製作圖書模型 ·····························70
實例操作:製作單人沙發模型 ·····················73
實例操作:製作煙灰缸模型 ·························76
實例操作:製作茶幾模型 ·····························79
實例操作:製作矮桌模型 ·····························82
實例操作:製作塑料凳模型 ·························85
第5章燈光技術
5.1 燈光概述···················································90
5.2 燈光照明技術 ···········································91
5.2.1 三點照明 ·············································91
5.2.2 燈光陣列 ·············································91
5.2.3 全局照明 ·············································92
5.3 Maya基本燈光 ··········································93
5.3.1 環境光 ·················································93
5.3.2 平行光 ·················································94
5.3.3 點光源 ·················································95
5.3.4 聚光燈 ·················································96
5.3.5 區域光 ·················································96
5.3.6 體積光 ·················································97
實例操作:製作靜物燈光照明效果 ·············98
5.4 輝光特效·················································100
5.4.1 “光學效果屬性”捲展欄 ···············101
5.4.2 “輝光屬性”捲展欄 ·······················102
5.4.3 “光暈屬性”捲展欄 ·······················103
5.4.4 “鏡頭光斑屬性”捲展欄 ···············103
實例操作:使用輝光製作太空效果 ···········104
5.5 Arnold燈光··············································106
5.5.1 Area Light(區域光) ······················107
5.5.2 Skydome Light(天空光) ··············109
5.5.3 Mesh Light(網格燈光) ················109
5.5.4 Photometric Light(光度學燈光) ··109
5.5.5 Physical Sky(物理天空) ··············109
實例操作:製作室內天光照明效果 ···········111
實例操作:製作室內日光照明效果 ···········112
實例操作:製作床頭燈照明效果 ···············114
實例操作:製作室外陽光照明效果 ···········116
8.4.1 製作地板材質 ···································172
8.4.2 製作玻璃材質 ···································174
8.4.3 製作鋁制瓶蓋材質 ···························175
8.4.4 製作飲料材質 ···································176
8.4.5 製作枕頭材質 ···································177
8.4.6 製作床墊材質 ···································177
8.4.7 製作不銹鋼剪刀材質 ·······················178
8.4.8 製作天光照明效果 ···························179
8.4.9 製作射燈照明效果 ···························180
8.4.10 渲染設置 ·········································181
8.5 綜合實例:餐桌日光表現 ·······················182
8.5.1 製作玻璃杯子材質 ···························183
8.5.2 製作玻璃酒瓶材質 ···························184
8.5.3 製作南瓜材質 ···································185
8.5.4 製作金屬盤子材質 ···························186
8.5.5 製作桌子材質 ···································187
8.5.6 製作塑料杯子材質 ···························188
8.5.7 製作麵包材質 ···································188
8.5.8 製作日光照明效果 ···························189
8.5.9 製作輔助燈光照明效果 ···················190
8.5.10 渲染設置 ·········································191
第9章動畫技術
9.1 動畫概述·················································193
9.2 關鍵幀基本知識 ······································193
9.2.1 設置關鍵幀 ·······································194
9.2.2 更改關鍵幀 ·······································195
9.2.3 刪除關鍵幀 ·······································196
9.2.4 自動關鍵幀記錄 ·······························197
實例操作:製作盒子翻滾關鍵幀動畫 ·······198
實例操作:製作小球滾動表達式動畫 ·······200
9.3 動畫基本操作 ·········································202
9.3.1 播放預覽 ···········································202
9.3.2 動畫運動軌跡 ···································202
9.3.3 動畫重影效果 ···································202
9.3.4 烘焙動畫 ···········································202
實例操作:在Maya中對動畫進行基本
操作 ·······························································203
9.4 約束 ························································206
9.4.1 父約束 ···············································206
9.4.2 點約束 ···············································207
9.4.3 方向約束 ···········································208
9.4.4 縮放約束 ···········································208
9.4.5 目標約束 ···········································208
9.4.6 極向量約束 ·······································209
實例操作:製作扇子開合約束動畫 ···········209
實例操作:手臂骨骼綁定技術 ···················212
9.5 曲線圖編輯器 ·········································214
9.6 路徑動畫·················································216
9.6.1 設置路徑動畫 ···································216
9.6.2 設置路徑變形動畫 ···························217
實例操作:製作鯊魚游動路徑動畫 ···········218
實例操作:製作蝴蝶展翅循環動畫 ···········220
9.7 快速綁定角色 ·········································223
9.7.1 快速綁定角色的方式 ·······················224
9.7.2 “幾何體”捲展欄 ···························224
9.7.3 “導向”捲展欄 ·······························225
9.7.4 “用戶調整導向”捲展欄 ···············225
9.7.5 “骨架和裝備生成”捲展欄 ···········226
9.7.6 “蒙皮”捲展欄 ·······························226
實例操作:使用分步的方式來綁定角色 ···226
第10章流體動畫技術
10.1 流體概述···············································230
10.2 流體容器···············································231
10.2.1 “容器特性”捲展欄 ·····················232
10.2.2 “內容方法”捲展欄 ·····················232
10.2.3 “顯示”捲展欄 ·····························233
10.2.4 “動力學模擬”捲展欄 ·················235
10.2.5 “液體”捲展欄 ·····························235
10.2.6 “自動調整大小”捲展欄 ·············236
10.2.7 “自吸引和排斥”捲展欄 ·············237
10.2.8 “內容詳細信息”捲展欄 ·············237
10.2.9 “柵格緩存”捲展欄 ·····················240
10.2.10 “錶面”捲展欄 ···························241
10.2.11 “輸出網格”捲展欄 ···················241
10.2.12 “著色”捲展欄 ···························242
10.2.13 “著色質量”捲展欄 ···················244
10.2.14 “紋理”捲展欄 ···························245
10.2.15 “照明”捲展欄 ···························246
10.3 流體發射器 ···········································246
10.3.1 “基本發射器屬性”捲展欄 ·········246
作者介紹
來陽 出生於吉林省白山市,獲農業推廣碩士,風景園林碩士雙碩士學位。 Autodesk 3ds Max產品認證專家,計算機圖形圖像類暢銷書作者。工作經歷 曾就職於北京第五映像空間動畫製作有限公司,擔任三維動畫師,參與製作了大型三維兒童動畫片《蔬菜寶寶》和《企鵝部落》。曾就職於北京水晶石數字科技股份有限公司,擔任三維動畫師,參與製作了大量地產表現動畫項目。曾就職於長春知和國際動漫遊戲產業園,擔任三維動畫教師。現就職於長春科技學院視覺藝術學院,主講3ds Max、Maya等軟件的圖像技術課程。