Thursday, August 16, 2012

Class schedule

Week 1
Wed - intro to maya, workflow, file management and savin. Basic UI, navigating the workspace, creating and transforming primitives in XYZ space.
Fri- intro to maya, refresh class 1. Framing your composition, intro to lighting + rendering. Render settings.

Week 2
Wed - Project 1 due, project 2 idea due. Basic modeling overview. Geometry types, focus on polys. Lattices and non-linear deformers. Intro to component mode and history.
Fri - Modeling from reference photos. Using image planes. Plan of attack, poly modeling demo. Draw poly tool, Split face and extrude tools. Box modeling, smoothing.

Week 3
Wed - Poly modeling continued. Understanding edge loops/rings. Selection menu tools. Curve modeling techniques. Modeling with nCloth.
Fri - Working with shaders. Using the hypershade and procedural textures. Intro to UVs. Creating and editing UVs.

Week 4
 Wed - Creating quality seamless textures in photoshop. Color, spec and bump maps. Intro to mental ray rendering. Lab.
Fri - Lighting + mental ray demo. Mental ray shaders. Scene organization using display layers.

Week 5
Wed - Using paintFX to create grass, trees, clouds, etc. Lab. Camera settings and depth of field.
Fri - Workshop/lab.

Week 6
Wed- Workshop/lab, project 2 due next class.
Fri - Project 2 due, project 3 idea due. Intro to animation. Setting and editing keyframes in the timeline. Bouncing ball exercise. Dope sheet.

Week 7
Wed - Character reference due. Animation review. Modeling for animation, character modeling lab. Creating skeletons for characters.
Fri - Models for animation due. Blendshapes. Creating and editing skeletons. Binding geometry to skeleton. Painting weights.

Week 8
Wed - IK setup. Character rigging workshop/lab. Finish character rigging for next class.
Fri - Storyboards for animation due. Blocking out rough animation and camera shots. Animating camera moves. Path animation.

Week 9
Wed - Animation, continued. Adding weight and overlap to animations. Playblasting animation.
Fri - Intro to the graph editor. Adjusting keys and tangents in the graph. Animating FX (rain, fire, etc). Cloth.

Week 10
Wed - Animation workshop. Rendering animation.
Fri - Animation workshop, animations due next class.

Week 11
Wed - Project 3 due, final project research and development.
Fri - Final project idea due. Advanced modeling using subdivision surfaces. Particle systems, nParticles. Using fields.

Week 12
Wed - Displacement mapping and non-photoreal rendering techniques. Toon shading/outlines.
Fri - Rigid body deformations. Intro to fluid effects.

Week 13
Wed - Advanced rendering techniques. Autodesk photofly workshop.
NO CLASS Nov 25

Week 14
Wed - workshop.
Fri- workshop.

Week 15
Wed - workshop.
Fri - Final project due

Wednesday, November 16, 2011

Final Projects

Your final project can be either another still life (Project 2) or another animation (Project 3)

Your final project should be your best work yet, and is due the last day of class.

Animation projects due today

Please submit your finished animations in a folder with your name on it to:

Chestnut share/_Maya_DT116/Project3_Final

Tuesday, August 30, 2011

Project 1, due Wednesday 9/7

Project 1 – Primitive Composition - 1 week, due Monday 9/7 – 20 %

1. Create sketches and/or gather reference for what you want to create. Think landscape, portrait, or even abstract.

2. Use primitive geometry and lights to create the needed shapes and color.

3. Frame your composition and render three images at 640 x 480 resolution.

4. Have fun!

Examples from previous Project 1 submissions are shown below.











Maya basics

Welcome to DT-116, Introduction 3d Modeling, Texturing, and Animation using Maya.

Maya is a technical tool designed for creative people.
Many of the tools in Maya "feel" like real world construction/FX/filmmaking techniques.
Making mistakes is the only way to learn anything, so keep practicing and you will become better and faster!

Work in maya is saved in scene files, called maya binary (.mb) files.

It's up to you to manage your scene files and bring them with you to class!
By default, Maya will save scenes in documents/maya/projects/default/scenes.

Saving strategies:
Save often - at least every 15 mins.
Save a new version of your file (flower_v1.mb, flower_v2.mb, etc...) each time you make a major change.
Always store your work somewhere safe. Flash drive, drop box, etc all good options.


Getting around:


spacebar (tap) - toggle between fullscreen of current camera and modular view
spacebar (hold) - hotbox menu (allows you to access all of Maya's menus)

apple or alt key + left mouse button - orbit camera
apple or alt key + middle mouse button - move camera
apple or alt key + right mouse button OR mousewheel - zoom/track camera

Z key- undo

A key - zoom to frame the whole scene
F key - zoom to frame the currently selected object

4 key - wireframe shading
5 key - smooth shading
6 key - hardware texturing
7 key - viewport lighting on/off


Creating things, selecting and moving things:

Create>polygon primitives>have fun!

Once you have an object, click in the empty workspace to de-select it. Click on it again to re-select it.

Q key - normal "select" cursor
W key - move tool
E key - rotate tool
R key - scale tool

You can still "select objects" when you have the move/rotate/scale manipulator active, but using the Q key can make selection easier because you won't accidentally click on one of the manipulator handles and adjust it unintentionally.

When you want to select multiple objects, you can either drag a box around them in the workspace, or add them to the selection one at a time:

Shift+select - add to selection
Ctrl+ select - remove from selection


Shading and Lighting

Create>lights

I recommend using the directional, point and spot lights for now. You can really get everything you need out of these three lights to make amazing lighting.

directional lights - these create a "wave" of light rays that all travel parallel. They fill the whole scene, but only from one direction. Orientation is important when using directional lights, position is not.

point lights - sort of like a lightbulb that radiates in 360 degrees. Position is important when using point lights, orientation is not.

spot lights - they have a starting point, and travel in a cone in the direction you aim them.
Postion and orientation are both important here.