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Pictures all in poor quality black and white. Save Geospatial visualisations matter – Civil engineering meets online gaming: Removing the barriers to entry by making it easy to create immersive geodata visualisations that tell a story and explain a process.
 
 

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Getting Started with Unity 5 by Dr. Related Podcast Episodes. Matterport creates a realistic 3D space model for all types of built spaces enabling clients and stakeholders to explore and evaluate properties with Is R the language of geospatial data?

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Doing so will certainly result in better engagement. Geospatial visualisations matter – Civil engineering meets online gaming: Removing the barriers to entry by making it easy to create immersive geodata visualisations that tell a story and explain a process.

Maple Precision has incorporated insights from the gaming industry to create a platform that organises spatial data for a Co-founded my first business in , entrepreneur since then. Went from startup owner to executive in a multi-national company, then back to startup founder. Related Articles. Related categories Skip carousel. 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. Outputs from the selected object The Outputs from the selected object button is used to select and edit the output operations of an object.

Render the current frame The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer. Display render settings window On choosing the Display render settings window button, the Render Settings window will be displayed, as shown in Figure Display and edit connections in shading networks On choosing this button, the Hypershade window will be displayed.

Toggle pausing Viewport 2 display update This button is used to pause Viewport 2 display update. Input Line Operations Group This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Absolute transform The Absolute transform area is used to move, rotate, or scale a selected object in the viewport.

Note The Absolute transform area takes the center of the viewport as a reference for transforming an object. Relative transform The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure Rename The Rename area is used to change the name of a selected object.

Select by name 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 Sidebar Buttons Group The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. Note By default, the keyable attributes of selected object s are displayed in the Channel Box. Navigate Shelves The Navigate Shelves option is used to choosethe previous or next Shelf of the currently chosen Shelf.

Next Shelf The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. Delete Shelf The Delete Shelf option is used to delete a shelf.

Load Shelf The Load Shelf option is used to load the shelf that was saved previously. Save all Shelves The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya. Tool Box The Tool Box is located on the left side of the workspace.

Select Tool The Select Tool is used to select the objects created in the viewport. Lasso Tool The Lasso Tool is used to select an object by using a free hand marquee selection. Move Tool The Move Tool is used to move an object from one place to another in the viewport. Note A pivot is a point in 3D space that is used as a reference point for the transformation of objects.

Note While rotating, moving, or scaling an object, different colored handles are displayed. Quick Layout Buttons Using the buttons in the Quick Layout buttons area, refer to Figure , you can the toggle the display of layouts as required. Auto keyframe toggle The Auto keyframe toggle button is used to set the keyframes. Animation preferences The Animation preferences button is used to modify the animation controls.

Start your free days. Reviews What people think about Autodesk Maya 0. Rate as 1 out of 5, I didn’t like it at all. Rate as 2 out of 5, I didn’t like it that much. Rate as 3 out of 5, I thought it was OK. Rate as 4 out of 5, I liked it. Rate as 5 out of 5, I loved it. Rating: 0 out of 5 stars. Write a review optional. 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 window will be displayed. You can use this window to set the options for that particular tool or menu item. On clicking the arrow, the corresponding cascading menu will be displayed.

The Status Line is located below the menubar. 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 be displayed 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 window.

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. Next, choose Add to Menu Set from the shortcut menu displayed; the selected menu items will be added to the Menus in menu set area. Now, choose the Close Window button to close the window. The buttons in this group are used to perform different file related operations, refer to Figure The tools in this group are discussed next.

The Create a new scene button is used to create a new scene. 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. The Open a scene button is used to open a file created earlier. 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. The Save the current scene button is used to save the current scene.

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 Undo the last action button is used to remove the last applied action and the Redo the last undone action button is used to apply the last undone action again.

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. The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order.

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. 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. Autodesk Maya Basics Guide. Kelly Murdoch. Kelly L. Special offers and product promotions No cost EMI available on select cards.

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Read more Read less. Customer reviews. 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. If the images where legible this would be a definite 5-star review. Report abuse. This book is not so helpful.

Your recently viewed items and featured recommendations. Back to top. It aims at harnessing the power of Autodesk Maya for 3D and visual effects artists, and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects.

It caters to the needs of both the novice and advanced users of Maya and is ideally suited for learning at your convenience and at your pace. Brief Table of Contents. Chapter 1: Exploring Maya Interface.

Chapter 2: Polygon Modeling. Chapter 5: UV Mapping.

 

Autodesk maya 2018 a comprehensive guide pdf download free download.Autodesk Books

 

Written by renowned author and 3D artist Kelly L. Murdock Autodesk Maya Basics Guide is designed to give 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.

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 examples 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. Welcome to the world of Autodesk Maya Autodesk Maya is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node based 3D software finds its application in the development of films, games, and design projects.

A wide range of 3D visual effects, computer graphics, and character animation tools make it an ideal platform for 3D artists. The intuitive user interface and workflow tools of Maya have made the job of design visualization specialists a lot easier. Autodesk Maya A Comprehensive Guide book covers all features of Autodesk Maya in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya for 3D and visual effects artists, and designers. This book will help you transform your imagination into reality with ease.

Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects. It caters to the needs of both the novice and advanced users of Maya and is ideally suited for learning at your convenience and at your pace. The first page of every chapter summarizes the topics that are covered in it. Consists of hundreds of illustrations and a comprehensive coverage of Autodesk Maya concepts and commands.

Real-world 3D models and examples focusing on industry experience. Step-by-step instructions that guide the user through the learning process. Additional information is provided throughout the book in the form of tips and notes. Self-Evaluation test, Review Questions, and Exercises are given at the end of each chapter so that the users can assess their knowledge. Additional learning resources at ‘mayaexperts. Who this book is for 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. What you’ll learnHow to create models using curves, NURBS, Polygons and moreHow to assign materials and textures to make realistic-looking modelsHow to use Paint Effects to paint on and quickly create complex 3D ModelsHow to use lights, cameras, and depth of field to render captivating scenesHow to use keyframes, motion paths and the Graph Editor to create animationsHow to use character rigging, skinning, and inverse kinematics to animate realistic movementsHow to add influence objects, skin weights and hair to a character for a more realistic lookHow to use dynamics to create fire, smoke, lightning, explosions, cloth and ocean effectsHow to enable raytracing, motion blur, and fog effects for increased realismHow to render stills and animations using Maya Vector and Mental Ray for different looksHow to use the Command Line and MEL Scripting to work fasterAbout Autodesk Maya Maya is a program, created by Autodesk, used to model, animate, and render 3D scenes.

With Maya, you can create and animate your own 3D scenes and render them as still images or as animation sequences. Create in 3D with Tinkercad! If you can dream it, you can create it—using Tinkercad. This free tool gives everyone the power to create 3D models, regardless of your level of experience.

Tinkercad is for everyone! With more than 4 million designs posted in the Tinkercad community, the platform is also popular with teachers around the world. Why not join in on the fun? Create your Tinkercad account and join the community Use the drag-and-drop tools to build 3D images Export your designs to have them 3D printed Learn the principles of great 3D design Tinkercad is truly fun for all ages, and this hands-on guide makes it faster and easier to start using it right away!

Autodesk Maya A Comprehensive Guide book covers all features of Autodesk Maya software in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya for 3D and visual effect artists, and designers. This Autodesk Maya book will help you transform your imagination into reality with ease. Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation.

In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer.

Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software-agnostic examples lead you through useful 3D lighting set-ups.

Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource www. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems.

This book has been written with the tutorial point of view and the learn-by-doing theme to help the users easily understand the concepts covered in it. The book consists of 12 chapters that are structured in a pedagogical sequence that makes the book very effective in learning the features and capabilities of the software.

Salient Features: Consists of 12 chapters that are organized in a pedagogical sequence. First page of every chapter summarizes the topics that are covered in it. Step-by-step instructions that guide the users through the learning process. Several real-world mechanical engineering designs as tutorials and projects.

Additional information throughout the book in the form of notes and tips. Self-Evaluation Tests and Review Questions at the end of the chapters for the users to assess their knowledge. Technical support by contacting ‘ [email protected] ‘. The content and exercises have been added to this training guide in the same order that the objectives are listed for the Autodesk Revit MEP Electrical Certificated Professional exam. Kelly L. Murdock’s Autodesk 3ds Max Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe.

The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels.

Whether you’re new to 3ds Max or an experienced user, you’ll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users, will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over tutorials — complete with before and after files — help users at all levels build real world skills.

Start modeling right away with this hands-on guide to learning Autodesk Maya Introducing Autodesk Maya is the official guide to the most popular and complex 3D application on the market. Building from the ground up, this book combines straightforward text with practical examples that make it easy to absorb the basics and start designing and animating your own digital models and scenes. The tutorials offer realistic challenges and clear explanations, laid out in fun, step-by-step lessons that help you gain confidence and learn by doing.

You’ll delve into CG and 3D core concepts and production workflows, then get right to work designing an animation of the solar system as you learn the interface and basic tools. As your modeling skills grow, you’ll build a steam locomotive, a starfish, a table lamp, and much more as you learn to rig your model for animation, create fabric motion with nCloth, and add the lighting and effects that bring your scenes to life.

The companion website features downloadable project files that help you see how the pros do it, and the book includes real-world examples from talented users who were beginners just like you. Master the Maya interface, menus, and plug-ins Begin building simple animations right away Explore modeling, rendering, animation, and cloth motion Add lighting, rendering, dynamics, simulations, and effects If you want to work like the pros, Introducing Autodesk Maya is the perfect primer for getting started.

Explore the basic principles and techniques of 3D medical animation using Autodesk Maya Discover how to create basic animations? Murdock Kelly L.