Wednesday 19 February 2014

Maya Video Training ::.. Lesson 8_ Modelling an LCD (Language Urdu)

Maya Video Training ::.. Lesson 8_ Modeling an LCD (Language Urdu)



Basics of Polygonal Modeling

Polygons are the building blocks of 3D modeling. Just as atoms are the basis of all matter in the universe, polygons are the smallest renderable units that make up a 3D model. Just as atoms can be broken down into smaller particles, a single polygon can be broken down into smaller components. At its most basic level, a polygon is a triangular-shaped face defined by three vertices that are connected by three edges. Any 3D model that you render inside of Maya is made up of polygons,


Polygon Anatomy

here are three different types of components in a polygonal object: a vertex, an edge, and a face. Figure below, shows the components of a polygon, which are listed here:



• Vertex A point in space. The vertex is the most basic component of a polygonal model.
When Maya stores polygonal data it assigns each vertex in a model a unique identification number and gives that point’s location in 3D space. This information allows the software to reconstruct the model when a file is opened by connecting each vertex to another one with an edge. By editing the position of a vertex, you are changing the shape of the face that it creates.

• Edge The polygonal components that connect two vertices. The area between at least three connected vertices creates a face.

• Face A minimum of three vertices enclosed by three edges. Although you can create a face with any number of vertices, the faces will be broken up into triangles at render time. A triangular face is called a tri, a four-sided face is called a quad, and a face with more than four sides is called an n-gon. The collection of connected faces in a model is called a polygonal surface or a polygonal mesh.

• UV Every vertex in a 3D model can be assigned a coordinate in 2D space. Once the UVs are assigned, they can be edited in the UV Texture Editor to control the placement of a texture map on the 3D model.

• Normal Every polygonal face has a front and a back side. A surface normal indicates the direction of the front of the face. You can display the normal of a polygonal object by selecting the mesh and choosing Display | Polygon | Face Normals. The direction of the normal can be changed by selecting a mesh and choosing Normals | Reverse. A polygonal sphere displaying its normals is shown here:


 Video Lecture

In this Tutorial we Lear to Model a simple LCD using Maya Edit Poly Tools

like us and Spread the word
https://www.facebook.com/drzeeshanacademy


Maya Video Training ::.. Lesson 7_ Polygons and NURBS (Language Urdu)

Maya Video Training ::.. Lesson 7_ Polygons and NURBS (Language Urdu)

Create and Place Geometry

Now we’ll create some objects and place them in the scene using some of the transform tools. You’ll learn how to manipulate or view objects in the view window so that you can zoom in on objects and orbit around the scene. Since these are some of the most common actions you will use in every project, Maya offers some keyboard shortcuts to access them quickly. These will be discussed in various sections throughout the rest of this

1. To create a NURBS sphere object from the menu bar, choose Create | NURBS Primitives | Sphere. Click and drag somewhere on the grid to place and size a sphere. It does not matter where you place it as we will move it to a precise location later on.

2. Currently, this object is named nurbsSphere1. Let’s rename it to make sure that our project is well organized. Look on the right side of the Maya window and find the Channel Box. The first line in the Channel Box, nurbsSphere1, should be highlighted in gray. This is the name of the object’s transform node. Click in that field and type in Sun. Then press ENTER ( RETURN ). The node will now be named Sun, and Maya will update the shape node name to SunShape

3. We will place the Sun object at the origin of the scene, just as the real Sun sits at the center of our solar system. We can do this numerically by typing a value of 0 in the Translate X and Translate Z fields in the Channel Box.

4. When we created the sphere by clicking and dragging, the position was determined by the object’s transform node. However, the scale, in this case, was set by editing an input node of this object’s shape node.These are two different nodes that are hierarchically connected. To edit the scale, click the makeNurbSphere1 node listed under the Inputs section in the Channel Box. This node’s attributes will appear at the bottom of the Channel Box. Set the Radius attribute to a value of 3.

Video Lecture

In this lesson we learn the basic difference between Polygon and NURBS geometry types. 

like us and Spread the word



Maya Video Training ::.. Lesson 5_Understanding Maya Toolbox (Language Urdu)

Maya Video Training ::.. Lesson 5_Understanding Maya Toolbox (Language Urdu) 

The Toolbox

The toolbox, shown in Figure below, contains shortcuts to the most commonly used tools for all workflows.


The first three tools in the toolbox are the basic Selection tools. You can select an object in the view window by clicking the Selection tool and then clicking the object in the view window. To select multiple objects, you can either hold down the SHIFT key while clicking objects in the view window or choose the Lasso tool in the toolbox and drag a selection around all of the objects that you want included in your selection. When selecting components (subobjects of a shape), you can use the Paint Selection tool. This not only is useful for selecting multiple components at a time, but also keeps you from selecting components on the opposite side of the object you are selecting from.
 
The next four tools in the toolbox are called transform tools—the Move, Rotate, Scale, and Universal Manipulator tools. Select an object in the view window and then choose the tool from the toolbox. A sphere that has been selected, and the Move tool is active. Notice that a transform manipulator appears at the sphere’s pivot point. Three arrows extend from the manipulator tool: one red, one green, and one blue. By clicking and dragging the red, green, or blue arrow, you can constrain the sphere’s movements to the X, Y, or Z axis, respectively. The Rotate and Scale tools have their own unique manipulators whose colors correspond to the same three axes. The Universal Manipulator displays a manipulator around the selected objects that gives you access to all three transform functions. You will get plenty of practice using these tools in every chapter of this book.


TIP
You can use – and + keys to make the manipulators appear smaller or larger, respectively.

The next tool is the Soft Modification tool. This tool lets you quickly manipulate the shape of an object, similar to sculpting in clay. By clicking any object, you are able to move the manipulator and modify a region of the object.


The range of the effect and the falloff can be adjusted in the tool’s settings. 

The Show Manipulator tool can be used interactively to edit the attributes of certain kinds of nodes. Its exact functionality depends on what is selected. A common use for the Show Manipulator tool is to place a spotlight and set its direction. If a light is created and the Show Manipulator tool is chosen, two transform manipulators will show up in the view windows: one to control the position of the light and the other to control the light’s target. We will use the Show Manipulator tool to edit attributes of various types of nodes throughout this book.

Continuing down in the toolbox is a varying option that shows the last tool used. This can be useful when you are using a tool repeatedly. It saves you from having to select the tool from the menu or from the shelf.

Video Lecture 

In this lecture we discusses the basic features of Maya tool box. we talk about using Move, rotate, and Scale Tools.

like us and Spread the word
https://www.facebook.com/drzeeshanacademy

Saturday 15 February 2014

Maya Video Training ::.. Lesson 6_ Temple Modelling (Language Urdu)

Maya Video Training ::.. Lesson 6_ Temple Modelling (Language Urdu)

Polygon Modelling

 We are going to begin our modeling adventures in this book by modeling in polygons. In the past, polygonal modeling techniques were used to create rigid, or hard-edged, models for architecture and similar projects. Polygons have always been the standard geometry type used in the gaming industry for modeling both characters and environments. Due to technological advancements in polygonal and texturing toolsets, as well as a computer’s ability to handle large data sets, polygonal modeling has made its way into, and is now prevalent in, the film industry, previously dominated by NURBS modeling. This lecture presents the basics of polygonal modeling and starts you on your way to building creatures, castles, city streets, and more.

Basics of Polygonal Modeling

Polygons are the building blocks of 3D modeling. Just as atoms are the basis of all matter in the universe, polygons are the smallest renderable units that make up a 3D model. Just as atoms can be broken down into smaller particles, a single polygon can be broken down into smaller components. At its most basic level, a polygon is a triangular-shaped face defined by three vertices that are connected by three edges. Any 3D model that you render inside of Maya is made up of polygons,


In This Lesson We Learn how to create a simple Temple in Maya using basic primitive shapes and objects,


Tuesday 4 February 2014

Maya Video Training ::.. Lesson 4_Creating Objects in Maya (Language Urdu)

Maya Video Training ::.. Lesson 4_Creating Objects in Maya (Language Urdu)

Although the 3D production technology, Maya included, attempts to provide solutions to these order-of-operations issues, it is best to avoid them altogether by being educated on how every- thing fits together before you begin production. It is crucial that every single element in a 3D production—be it modeling, rigging, animation, or lighting—not attempt to outdo or become more prevalent than the others. Rather, all elements of production should make the best effort to support each other. The most successful productions are those for which the technology aids in clearly communicating a story.

Figure 1 (below) shows a block diagram of a general production pipeline used in many movie studios today. While individual studios handle everything a little bit differently, all of them follow this same general path.

In general, a good workflow should begin with a story. It becomes more and more evident everyday that just because our culture is blessed with all of this amazing technology, realizing its potential is impossible without great ideas for how to use it. Once a story is defined, the design of every element must be developed. It is very common that the design and story feed back on one another, exposing new possibilities and pushing the visual design further. This whole process falls under the preproduction phase of a production pipeline.



In this Tutorial we learn how to create Objects in Maya. We Discuss polygon, NURBS and Subdiv object type and its properties.

like us and Spread the word
https://www.facebook.com/drzeeshanacademy


Maya Video Training ::.. Lesson 3_Maya Viewport (Language Urdu)

Maya Video Training ::.. Lesson 3_Maya Viewport (Language Urdu)


The Workspace

The Workspace is composed of one or more view panels used to access different parts of the user interface. By default, only one panel is displayed when you start up Maya. This is the Perspective view, which is shown back in Figure 2-1. Figure 2-8 shows the Maya UI with three panels loaded: the Perspective view, the Hypergraph, and the Graph Editor. The Channel Box appears on the right side of the UI. This type of window layout may suit the needs of an animator pretty well.

In this example, the RT_shoulder object is selected. Its transform node is displayed in its hierarchy in the Hypergraph while the animation data for the object is displayed in the Graph Editor. With all of these panels available, an animator can select objects in the Perspective view window or the Hypergraph and use the Perspective view, Graph Editor, and Channel Box to analyze or make edits to the animation data. The exact use of these panels is discussed later in this chapter in the tutorial section.

The Channel Box

Recall from Chapter 1 that attributes of nodes are also referred to as channels. The Channel Box, shown in Figure 2-9, lets you view, edit, and keyframe all of the keyable attributes on any node of the object that is selected. A keyable attribute is an attribute that a keyframe can set on to enable that attribute to be animated. You will soon learn that most nodes contain a lot more attributes than those displayed in the Channel Box. However, by default, only certain attributes are set up to be animatable.

Maya’s Cameras

As you look at your scene through one of the view windows, it is important to realize that you are actually looking through one of Maya’s cameras. While cameras will be discussed in detail in Chapter 20, it is imperative that you learn right from the start how to manipulate your view as you look through them. The three most common tools used to manipulate a camera are Tumble, Track, and Dolly. The illustration here depicts these three actions as a camera that is viewing a cone object in the scene.
  • Tumble
  • Track
  • Dolly
The Tumble tool allows you to orbit, or rotate, around the camera’s center of interest. This tool will work only in Perspective view, because, for example, if you were to tumble in the Front view, you would no longer be looking at the object’s front—right? This tool can be accessed from the view window by choosing View | Camera Tools | Tumble Tool.
 

The Track tool will move, or pan, the camera from side to side or up and down. It can be accessed by choosing View | Camera Tools | Track Tool. 

The Dolly tool moves toward or away from the center of interest. This tool can be accessed by choosing View | Camera Tools | Dolly Tool. While these tools are all available from the view window’s menu bar, you will probably find it much more efficient to use keyboard/mouse button combinations to access them. The following table describes the shortcuts for accessing these tools. (Note that the Macintosh actions appear in parentheses.)

ACTION TOOL FUNCTION

ACTION                                                            TOOL                   FUNCTION
ALT -LMB-click
( OPTION -LMB-click) and drag—                   Tumble        View your scene from
                                                                                           all around by orbiting

ALT -MMB-click
( OPTION -MMB-click) and drag                     Track          Move a view              
                                                                                        horizontally and vertically

ALT -LMB-click-MMB-click
( OPTION -LMB-click-MMB-click)                Dolly       Move the view forward
                                                                                     and back
ALT -RMB-click ( OPTION -RMB-click) and drag

 

Video Lecture

In this video tutorial we learn the basic working of Maya Viewport and the camera navigation techniques.


Featured post

Addmision are open

  Offering Professional Courses in the field of  Multimedia, Animation and Graphics