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Autodesk Maya A Comprehensive Guide. Autodesk maya 2018 book free download



  On choosing this option, a cascading menu will be displayed, as shown in Figure Sometimes, the construction history may make a particular file size heavy. The Jump to Shelf option is used to choose the specific Shelf by entering its name. ❿  

Autodesk maya 2018 book free download



 

Pictures all in poor quality black and white. Also poor quality printing of the text. Better to spend your money elsewhere! See all reviews. Top reviews from other countries. Really hope someone reads this and re-uploads a The ONLY problem with this book is the images sizes which are important when following along with the book. When downloading the kindle version the included images are so small they are unreadable. Really hope someone reads this and re-uploads a proper Kindle format that has legible images.

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Your recently viewed items and featured recommendations. Back to top. Get to Know Us. Make Money with Us. Amazon Payment Products. Let Us Help You. The Select by object type button is used to select only a single object from a group of objects in a scene. 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.

The Select by component type button is used to select the components of an object, such as vertices or faces. The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. The selection mask 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 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. The Set the object selection mask button is used to switch all the selection icons on or off. 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.

If the All objects off option is chosen, you cannot select any object in the viewport. The Select handle objects button allows you to select IK handles and selection handles.

You will learn more about this button in the later chapters. The Select joint objects button is used to select only the joints of the objects while animating or rigging them.

The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport. The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport. The Select dynamic objects button is used to select the dynamic objects in the viewport.

The Select rendering objects button is used to select the lights, cameras, and textures in the viewport. The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport. The Highlight Selection mode is on button is used to turn off the automatic display of the components. 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. The Snap to grids tool is used to snap an object to the closest grid intersection point.

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 The Snap to curves button is used to snap an object to the curve in the viewport.

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 The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point.

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.

The Snap to Projected Center button is used to snap an object joint or locator to the center of the other object. 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. The Snap to view planes button is used to snap the selected object to the view plane of the viewport. The Make the selected object live button is used to make the selected surface a live object.

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 Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object. The Outputs from the selected object button is used to select and edit the output operations of an object.

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. The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer.

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 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 Attribute Editor , the selected part will be rendered automatically. On choosing the Display render settings window button, the Render Settings window will be displayed, as shown in Figure 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.

On choosing this button, the Hypershade window will be displayed. Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters. On choosing this button, the Render Setup Editor window will be displayed, with the Render Setup editor on the left and the Property Editor on the right. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values.

On choosing this button, the Light Editor Global Mode window will be displayed. 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 yourrequirement.

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.

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 choosethe 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. 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 window will be displayed, as shown in Figure Bestsellers Editors' Picks All audiobooks.

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Rate as 2 out of 5, 2 stars. Rate as 3 out of 5, 3 stars. Rate as 4 out of 5, 4 stars. Rate as 5 out of 5, 5 stars. Write a review Review must be at least 10 words. Menubar The menubar is available just below the title bar. Status Line The Status Line is located below the menubar.

File Buttons Group The buttons in this group are used to perform different file related operations, refer to Figure Create a new scene The Create a new scene button is used to create a new scene. Open a scene The Open a scene button is used to open a file created earlier. Folder Bookmarks The bookmarks section is used to access the folders in your computer. Set Project This button is used to set a new project by replacing the current project. Save the current scene The Save the current scene button is used to save the current scene.

Selection Set Icons Group The Selection Set Icons group shown in Figure is used to define the selection of objects or the components of objects from the viewport. Select by hierarchy and combinations The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. Select by object type The Select by object type button is used to select only a single object from a group of objects in a scene.

Select by component type The Select by component type button is used to select the components of an object, such as vertices or faces. Selection Mask Icons Group The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. Set the object selection mask The Set the object selection mask button is used to switch all the selection icons on or off.

Note If the All objects off option is chosen, you cannot select any object in the viewport. Select handle objects The Select handle objects button allows you to select IK handles and selection handles.

Select joint objects The Select joint objects button is used to select only the joints of the objects while animating or rigging them. Select curve objects The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport.

Select deformations objects The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport. Select dynamic objects The Select dynamic objects button is used to select the dynamic objects in the viewport. Select rendering objects The Select rendering objects button is used to select the lights, cameras, and textures in the viewport.

Select miscellaneous objects The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport. Highlight Selection mode is on The Highlight Selection mode is on button is used to turn off the automatic display of the components.

Snap to grids The Snap to grids tool is used to snap an object to the closest grid intersection point. Snap to curves The Snap to curves button is used to snap an object to the curve in the viewport. Snap to points The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point. Snap to Projected Center The Snap to Projected Center button is used to snap an object joint or locator to the center of the other object.

Snap to view planes The Snap to view planes button is used to snap the selected object to the view plane of the viewport. Make the selected object live The Make the selected object live button is used to make the selected surface a live object. Inputs to the selected object The Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object.

Chapter 7: Lighting. Chapter 8: Animation. Chapter 9: Rigging, Constraints, and Deformers. Chapter Paint Effects. Chapter Rendering. Chapter Particle System. Chapter Introduction to nParticles. Chapter Fluids. Chapter nHair. Chapter Maya Fur.

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