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