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Autodesk Maya Basics Guide, Book – SDC Publications – Select your trial
Autodesk Maya Basics Guide makes no assumptions about your previous experience with Autodesk Maya. It begins by helping you get comfortable with the user interface and navigating scenes before moving into modeling, texturing, lighting, animating, rendering and more. Additionally, more advanced features such as character rigging, skinning, animating with dynamics and MEL scripting are also introduced. Each chapter begins by examining the concept behind each task, the goal and the necessary features that are involved.
Then you go in-depth with the objective of your task as you study продолжение здесь and learn the steps necessary to complete it. Working your way through the comprehensive, step-by-step lessons, you’ll develop the confidence you need to create incredible renderings and animations using Autodesk Maya. This text was created specifically for users with no prior 3D modeling or animation experience. If you want to work in a creative field or are just curious about how 3D animated movies are made this book is the perfect way to get started.
Users who are migrating from another 3D application or upgrading from a previous version of Maya will also benefit greatly from this text. Eligible info. Written by renowned author and 3D artist, Kelly L. Murdock, Autodesk Maya Basics Guide is designed to autodesk maya 2017 tutorials for beginners pdf free download new users a solid understanding of the fundamental skills needed to create beautiful 3D models and stunning animations with Autodesk Maya.
Using clear and easy to follow instructions this book will guide you through learning all the major features of Maya. The text is complemented by video instruction. Each chapter has a corresponding video tutorial that introduces you to the topics and allows you to watch and learn how functions are performed in a way that a text alone cannot do.
Who this book is for This text was created specifically for users with no prior 3D ссылка на продолжение or animation experience. The book is OK, but the format is terrible. It loads so slow it is unusable, even on a autodesk maya 2017 tutorials for beginners pdf free download connection. I will not be buying any more books from the Google Play Store. It just sucks for books. Smartphones and tablets. It syncs automatically with your account and allows you to read online or нажмите чтобы перейти wherever you are.
You can listen to audiobooks purchased on Google Play using your computer’s web browser. To read on e-ink devices like Kobo eReaders, you’ll need to download a file and transfer it to your device. Follow the detailed Autodesk maya 2017 tutorials for beginners pdf free download Center instructions to transfer the files to supported eReaders. Autodesk Maya Basics Guide. Kelly L. Autodesk 3ds Max Bible.
Autodesk maya 2017 tutorials for beginners pdf free download.Try Maya free for 30 days
It just sucks for books. Smartphones and tablets. It syncs automatically with your account and allows you to read online or offline wherever you are. You can listen to audiobooks purchased on Google Play using your computer’s web browser.
To read on e-ink devices like Kobo eReaders, you’ll need to download a file and transfer it to your device. Follow the detailed Help Center instructions to transfer the files to supported eReaders. Autodesk Maya Basics Guide. Kelly L. Autodesk 3ds Max Bible. Figure shows various components of the Maya interface. Every viewport has its own Panel menu that allows you to access the tools related to that specific viewport.
Similarly, every viewport in Maya has a default camera applied to it through which the viewport scene is visible. The name of the camera is displayed at the bottom of each viewport. In other words, the name of the viewport is actually the name of the camera of that particular viewport.
The title bar, which lies at the top of the screen, displays the name and version of the software, the name of the file, and the location where the file is saved. A Maya file is saved with the. The three buttons on the extreme right of title bar are used to minimize, maximize, and close the Autodesk Maya window, respectively.
Various interface components of the Autodesk Maya interface are discussed next. The menubar is available just below the title bar. The type of menubar displayed depends on menusets. These menusets are displayed in the Menuset drop-down list located on the extreme left of the Status Line.
On selecting a particular menuset, the menus in the menubar change accordingly. However, there are nine common menus in Maya that remain constant irrespective of the menuset chosen. Figure shows the menubar corresponding to the Modeling menuset. On invoking a menu from the menubar, a pull-down menu is displayed. On the right of some of the options in these pull-down menus, there are two types of demarcations, arrows and option boxes. When you click on an option box, a dialog box will be displayed.
You can use this dialog box to set the options for that particular tool or menu item. On clicking the arrow, the corresponding cascading menu will be displayed. You can also select different menusets using the hotkeys that are assigned to them. The Menuset drop-down list is located at the left of the Status Line. The Status Line consists of different graphical icons.
The graphical icons are further grouped and these groups are separated by vertical lines with either a box or an arrow symbol in the middle. On doing so, the corresponding icons will hide and the box will change into an arrow symbol. The options displayed in the menubar depend upon the menuset selected from this drop-down list. For example, if you select the Rendering menuset from the Menuset drop-down list, all the commands related to it will bedisplayed in the menus of the menubar.
You can add a custom menuset by selecting the Customize option. On selecting it, the Menu Set Editor window will be displayed, as shown in Figure Enter the menu name in Enter name edit box and then choose the Create button, the new menuset will be added in the Menu sets area of the dialog box.
To add a menu in the Menus in menu set area; select the desired menu items from the All menus area and right-click on it and then choose Add to Menu Set from the shortcut menu displayed. The selected menu item will be added to the Menus in menu set area. Now, choose the Close Window button to close the dialog box. The buttons in this group are used to perform different file related operations, refer to Figure The tools in this group are discussed next.
To do so, choose the New scene button from the Status Line; the Warning: Scene Not Saved message box will be displayed with the Save changes to untitled scene? This warning message will only appear if the current scene is not saved. Choose the Save button to save the scene. Choose the Cancel button to cancel the saving procedure. To do so, choose this button from the Status Line; the Open dialog box will be displayed, as shown in Figure In this dialog box, specify the location of the file that you want to open and then choose the Open button; the selected file will open in the Maya interface.
This dialog box is divided into different sections and some of them are discussed next. The bookmarks section is used to access the folders in your computer.
You can also rearrange the default location of the folders in this section by dragging them up and down using the left mouse button. This button is used to set a new project by replacing the current project.
On choosing this button, a new window named Set Project will be displayed. You will learn about this window later in this book. On choosing the Save the current scene button, the Save As dialog box will be displayed. Enter a name for the file in the File name text box, specify the location to save the current scene, and then choose the Save As button to save the current scene.
Maya provides you with various options that can be used while saving a file. These options are given on the right side of the dialog box in the Options section. The Selection Set Icons group shown in Figure is used to define the selection of objects or the components of objects from the viewport. This group comprises of three buttons that are discussed next.
For example, if four objects are combined under a single group, clicking on a single object with this button chosen will select the entire group of objects. For instance, if four objects are combined under a single group, this button will enable you to select only the desired object from the group, and not the entire group. To switch between the object and the component modes of the selection type, press the F8 key.
The Selection Masks Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. The selection masks icons group depends on the selection mode button chosen. If the Select by hierarchy and combinations button is chosen, then the icons under this group will change, as shown in Figure Figure The Selection Mask Icons group displayed on choosing the Select by hierarchy and combinations button.
These icons represent the tools that enable you to select the objects based on their hierarchy. Similarly, on choosing the Select by component type button and the Select by object type button, the icons under these groups will change accordingly, and this will enable you to select either the entire object, or its components, refer to Figures and The most commonly used group is the icons group displayed on choosing the Select by object type button.
Various buttons in this selection masks icons group are discussed next. Figure The Selection Mask Icons group displayed on choosing the Select by component type button. To do so, choose the Set the object selection mask button from the Status Line; a flyout will be displayed, as shown in Figure Choose the All objects on option from the flyout to make all selection icons on or select the All objects off option to switch off all selection icons from the menu.
Figure Flyout displayed on choosing the Set the object selection mask button. If the All objects off option is chosen, you cannot select any object in the viewport. You will learn more about this button in the later chapters. The Snap Buttons group comprises of different snap options, as shown in Figure These options are used to snap the selected objects to specific points in a scene. The buttons in this group are discussed next.
Next, press the middle mouse button over the sphere and drag it; the sphere will be snapped to the closest grid intersection point, refer to Figure Figure The sphere snapped to the closest grid intersection point. Next, choose Move Tool from the Tool Box and align the cube over the curve. Choose the Snap to curves button from the Status Line.
Press the middle mouse button over the cube and drag it; the cube will move over the curve while remaining snapped to the curve, refer to Figure Now, set the Width divisions and Height divisions to 10 , and then click in the viewport to make a plane. Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points button from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane.
Now, select the locator and choose the Snap to Projected Center button from the Status Line; the locator will snap to the center of the polygonal plane. You can also use the shortcut keys to perform a particular snap functions. A live object is used to create objects or curves directly on its surface. To create a cube on the surface of the sphere, choose the Make the selected object live button from the Status Line; the sphere will appear in green wireframe.
This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects.
The construction history is used to track the changes made on an object at a later stage. Sometimes, the construction history may make a particular file size heavy.
To decrease the file size, you can deactivate this option. This group in the Status Line is used to access all render controls in Maya. Choose the Render the current frame button from the Status Line; the Render View window will be displayed. The Render View window shows the rendered view of the selected scene, refer to Figure , whereas the Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement.
To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering.
As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lighting attribute of the scene using the Attribute Editor , the selected part will be rendered automatically. This window comprises of all controls needed for rendering. These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on.
Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values. This window lists all lights in the scene with commonly used attributes for each light.
This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport.
Some of the options in this group are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed. Now, select the required option from the flyout; the corresponding mode will be displayed. By default, the Absolute transform mode is active.
The transform modes are discussed next. The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. To do so, invoke the required transformation tool from the Tool Box and enter values in the X , Y and Z edit boxes in the Absolute transform area, refer to Figure Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes.
The Absolute transform area takes the center of the viewport as a reference for transforming an object. The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.
The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure The Sign In option is used to sign in to the Autodesk account.
On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products. The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The Modeling Toolkit window is used to perform multiple modeling specific operations. The tools in this window allow you to define and control multiple character setups in a single window.
The Attribute Editor is used to control different properties of the selected object. On choosing this button, the Tool Settings window of the selected tool will be displayed. The Channel Box is used to control the transformation and the geometrical structure of the selected object. The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene.
By default, the keyable attributes of selected object s are displayed in the Channel Box. In this window, three areas will be displayed in the Keyable tab: Keyable , Nonkeyable Hidden , and Nonkeyable Displayed. Next, choose the Close button. The Shelf is located below the Status Line, as shown in Figure The Shelf is divided into two parts.
The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure You can also customize the Shelf as per your requirement. To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure ; a flyout will be displayed, as shown in Figure Various options in this flyout are discussed next.
Figure Flyout displayed on choosing the Menu of items to modify the shelf button. The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible.
The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure In the Shelf Editor , you can change the name and position of shelves and their contents.
You can also create a new shelf and its contents using the Shelf Editor. The Navigate Shelves option is used to choose the previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure The options in the cascading menu are discussed next.
Figure Cascading menu displayed on choosing the Navigate Shelves option. The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed. Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed.
Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf ; the Animation tab is chosen displaying the dynamic specific icons. The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. The Jump to Shelf option is used to choose the specific Shelf by entering its name.
On choosing this option, the Jump to Shelf dialog box will be displayed, as shown in Figure Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.
The New Shelf option is used to add a new Shelf tab to the existing Shelf. Users who are migrating from another 3D application or upgrading from a previous version of Maya will also benefit greatly from this text. Just admiring your work and wondering how you managed this blog so well.
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