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Lesson 1 |
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Maya
Modelling |
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| a) |
Creating primitive objects |
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| b) |
Moving Objects in the 3D Space |
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| c) |
Maya
View Tools |
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| d) |
Layouts, Saved Layouts and saving shelf |
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| e) |
Channel Box and Manipulators |
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| f) |
Grouping and Parenting |
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| g) |
Spline Modelling |
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| 2) |
About
Nurbs (Non-uniform rational B-spline) |
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a) |
Creating Curve and Surfaces
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b) |
Attaching and closing Surfaces
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c) |
Duplicating curves |
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d) |
Lofting and revolving surfaces |
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e) |
Procedural Modeling |
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| 3) |
Invigorator |
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a) |
Fast work of importing Adobe Illustrator, Lightwave, OBJ,
3ds files into Maya for text and Logo treatments. |
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4) |
Rendering Overview |
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a) |
What is rendering |
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b) |
How
Maya renders
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c) |
Shader Networks
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d) |
Shading Groups
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e) |
Materials
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f) |
Lights |
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g) |
Maya architecture - i) Nodes
and Attributes ii) Hyper Graph iii) IPR (Interactive Photo
realistic Rendering) iv) Hypershade v) Outliner |
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5) |
Lighting |
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a) |
Type of lights – usage
of each, techniques for each |
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b) |
Light Linking |
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c) |
Reason for
light linking – matching
live footage lighting |
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d) |
Light attributes – What
you’re adjusting and why – show manipulators
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e) |
Light Fog
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Lesson
2 |
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6) |
Shadows |
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a) |
Depth map
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b) |
What
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c) |
Ray traced |
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d) |
When and why to use |
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7) |
Motion Blur |
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8) |
OptiFX Techniques and
Tips |
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a) |
Occlusion – as
applies to light glow |
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b) |
Auto – exposure – as
applies to Shader Glow |
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9) |
Rendering Performance |
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a) |
Selective Ray tracing |
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b) |
Multithreaded
tile – based
batch renderer concepts |
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c) |
Renderer |
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10) |
General Animation |
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a) |
Powerful Keyframing Tools
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b) |
Keyframing
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c) |
First Cut, copy and paste of
animated objects in the timeline
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d) |
Animation playblast for rapid
review of complex scenes |
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e) |
Path Animation |
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f) |
Animate an object along a curve
or surface
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g) |
Edit path or other animation
parameters during playback |
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h) |
Set Driven Key
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i) |
Establish Relationships where
one action automatically drives another |
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j) |
Dope sheet
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j) |
Rapid and intuitive global editing
of keyframe timing |
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k) |
Channel Box
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l) |
Quickly edit
an Object’s
attributes, one or more fields at a time |
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m) |
Graph Editor
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n) |
Precise Controlling on animated
parameter changes over time |
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11) |
Generalized Constraints |
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a) |
Comprehensive assortment of constraints |
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Lesson 1 |
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Organic Modeling |
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a) |
Editing Control Vertices (CV)
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b) |
NURBS Boolean - i) Apply subtraction,
intersect and union Operations across multiple NURBS surfaces
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c) |
Round - i)Create rounded bevels
of constant radius on any NURBS object
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d) |
Surface Offset - i) Create new
surfaces, offset from original specific value. ii) Working
with trimmed or untrimmed surfaces
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e) |
Enhanced Extrude - i) Scale and
Rotation Control for extruding a curve along a path
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f) |
Square - i) Create NURBS from
up to 4 curves |
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g) |
Global Stitching - i)Stitching
multiple adjoining surfaces together with full continuity |
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h) |
Subdivision of Surfaces |
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i) |
Maya Artisan
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j) |
Artisan’s
natural brush interface to interactivity sculpt and Paint
attributes on polygons and NURBS or add objects to surfaces |
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j) |
Dependency Graph
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k) |
Nodes, Attributes
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l) |
Connections
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m) |
Hierarchies and Dependencies
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n) |
Shading group nodes |
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o) |
Deformation Tools
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p) |
Lattices
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q) |
Sculpt Object
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r) |
Wires |
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Lesson
2 |
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| 2) |
Dynamics |
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a) |
Rigid Body Dynamics
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b) |
Realistic high speed simulation
of multiple rigid objects
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c) |
Dynamic Constraints such as nails,
hinges, barriers, pins and springs |
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d) |
Soft Body Dynamics
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e) |
Simulation of flexible objects
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f) |
Creation of secondary motion
effects like muscle jiggles, floppy hats etc
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g) |
Powerful Spring architecture
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h) |
Extensible Integrated Particle
System
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i) |
Powerful integrated particle
system with expression based control over
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j) |
particle attributes, motion and
dynamics
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k) |
Rotation, scaling, translation
or parenting |
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l) |
Manipulating particle, fields
and emitters
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o) |
Textured control of particle
emission
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m) |
Geometry instancing on single
or cycling geometry onto any particle
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n) |
Particle collision
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o) |
Particle Time Control
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p) |
Precise keyframe control by adjusting
the base timing for each individual
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q) |
particle object effect
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r) |
Fields |
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s) |
Applying fields like gravity,
vortex, air, turbulance etc.
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t) |
Custom fields via extensive dynamics
API
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u) |
ClipFX
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v) |
Library of
ready – made
effects like fire, curve and surface flow, shatter,
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w) |
fireworks and lighting |
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3) |
Software Particle Rendering |
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4) |
Hardware Rendering |
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5) |
Maya Paint Effects using
3D studio Paint (basics) |
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a) |
Powerful Painting Techniques
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b) |
Flickering flames
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c) |
Making Ropes
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d) |
Making Cities
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e) |
And many more
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f) |
Paint Effects brushes
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g) |
Natural Media Brushes
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h) |
Effects Brushes
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i) |
Brush Attributes
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j) |
Rendering Paint Effects
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k) |
Visor |
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6) |
Character Animation |
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a) |
Character Set up |
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b) |
Pose Based Characters |
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c) |
Skeletons and Inverse Kinematics (IK) |
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d) |
Skinning |
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e) |
Advance Layered Deformations |
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f) |
Integrated sound Synchronization |
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g) |
Integrated Motion Capture Concepts |
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h) |
Rigging with scripting |
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1) |
Maya Cloth |
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a) |
Create any Fashion in any Fabric |
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b) |
Animate any Fabric object |
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c) |
Unique Solver |
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d) |
Integration with Maya |
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2) |
Maya Fur |
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a) |
Artisan User Interface
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b) |
Using Artisan to paint fur
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c) |
Using the Artisan brush to comb
the hair
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d) |
Multiple Fur Type
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e) |
Using Multiple fur types
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f) |
Assigning Attributes to fur
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g) |
Applying Texture on the fur
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h) |
Animating Fur
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i) |
Fur Rendering
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3) |
Hair Effects |
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4) |
Match Moving Using
Maya Live |
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a) |
Match 3D Elements with Live action
shots
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b) |
Extract an exact duplicate of
the original camera from live action footage to
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c) |
precisely match the original
motion and seamlessly blend live action and CG
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d) |
elements
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e) |
Camera movement support |
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f) |
2D tracking
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g) |
Tolerant of noisy tracking observations
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h) |
Bi-directional tracking
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i) |
Different Solvers for different
Problems
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j) |
Interactive root frame solver
for complete interaction with the camera |
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k) |
extraction process
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l) |
Automated comprehensive solver
with exclusive Inverse Computer
Graphics
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m) |
Reconstructing Live action elements
as 3D Geometry
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n) |
Placing Maya 3D Locators in the
3D positions to easily constructing scene
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geometry and precisely position
3D objects relative to the live action scene.
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