Lesson 17 NURBS Rigging

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

Hierarchy Organize the hierarchy and name all your nodes Open your scene. – Open your scene from the last assignment. Rename Multiple Objects Rename multiple files easily and simultaneously. – Select all the objects that have similar names, such as the hair. – In the top right corner of the application, set the rename option […]

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Lesson 16 NURBS Texturing

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

Texturing NURBS UV mapping is not required on NURBS since texture coordinates are determined by the U and V directions of the NURBS surface itself.   Checker Texture To view the default UV maps, create both a Lambert and checker texture and assign them to the body geometry. – HYPERSHADE || Create a Lambert material; […]

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Lesson 14 Animation

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

Reference Instead of working directly with your previous file, we are going to referencethe penguin. Reference is a read only and loaded into the current scene. It allows you to animate the character leaving the rig file untouched. If you update the rig file, the file referencing it will get updated. Create a Reference – […]

Lesson 13 Rigging

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

Rig Hierarchy Your Outliner should be cleaned and organized. All your elements should be under on master node, which makes placement of your character easy in different scenes. Open your last scene. – 032812_13-Rigging_01.ma Geometry Group – Select all the bound geometry in your scene. Note: It might be easier to select the geometry from […]

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Lesson 11 Blend Shapes

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

 Sculpting A Surface How to use the Artisan Tool to sculpt a surface. Practice using the Artisan Tool to sculpt the surface on a sphere. Make A Test Sphere – Create a polygonal sphere. – Set it’s construction history in the Channel Box > Inputs > polySphere1 to the following; SubDivision Axis: 60; SubDivision Height: […]

Lesson 10 Skinning

Posted on Posted in AutoDesk Maya, Foundation 2008, Tutorials

Parent Binding The simplest type of binding is to parent geometry to joints. Parenting geometry to joints is very fast and needs no tweaking, but requires the pieces of a model to be separate. Ex: An arm would be split into an upper part and lower part. There are scenarios where this is appropriate for […]

After Effects Shortcut Keys

Posted on Posted in After Effects, Tutorials

TIMELINE: Reveal all keyframes on the layer: U Position: P Scale: S Opacity: T Rotate: R Display more than one feature: HOLD SHIFT + (feature) MARKERS AND COMMENTS: Add Markers to your Timeline: Drag cursor to a point on your timeline. PRESS SHFT + (1-9). DBL CLICK on the marker to add notes in the […]