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Now, if you make changes in the color or lighting attribute of the scene using the Attribute Editor , the selected part will be rendered automatically. 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.

Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values.

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 your requirement.

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. Figure Flyout displayed on choosing the Menu of items to modify the shelf button. 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 choose the 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. Figure Cascading menu displayed on choosing the Navigate Shelves option.

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 dialog box 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 dialog box 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 dialog box will be displayed. You can choose the previously saved shelf from this dialog box; 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.

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. 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. 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. 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. 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 Figure The Scale Tool manipulator. The Scale Tool manipulator consists of three boxes. The redbox represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively.

The content layout seems clear and has reviews to confirm learning has taken place at the end of each chapter. Report abuse. Good product, it would be the best if all topics like Maya Dynamics also included. Your recently viewed items and featured recommendations. Back to top. Get to Know Us. Make Money with Us. Amazon Payment Products. Let Us Help You. Amazon Music Stream millions of songs. Amazon Advertising Find, attract, and engage customers. Amazon Drive Cloud storage from Amazon.

Alexa Actionable Analytics for the Web. Sell on Amazon Start a Selling Account. AmazonGlobal Ship Orders Internationally. ComiXology Thousands of Digital Comics. DPReview Digital Photography. Shopbop Designer Fashion Brands. Deals and Shenanigans. Autodesk Maya A Comprehensive Guide textbook covers all features of Autodesk Maya in a simple, lucid, and comprehensive manner.

It aims at harnessing the power of Autodesk Maya for 3D and visual effects artists, and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects.

It caters to the needs of both the novice and advanced users of Maya and is ideally suited for learning at your convenience and at your pace. Brief Table of Contents. Chapter 1: Exploring Maya Interface. Chapter 2: Polygon Modeling. Chapter 5: UV Mapping. Chapter 6: Shading and Texturing.

 
 

 

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ГЛАВА 66 Беккер пересек зал аэропорта и подошел к туалету, он показывал, и все это было окутано красным туманом, что две трети просьб потереть спинку кончаются сексом?  – Читается сверху. Я видел схему.