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Chapter 2: A Primer on Mathematics
Figure 2.1: A triangle for use in the following equations.
Figure 2.2: A triangle in need of solving.
Figure 2.3: A vector visualized in 3D space.
Figure 2.4: The standard depiction of the vector.
Figure 2.5: Vector addition.
Figure 2.6: Vector subtraction.
Figure 2.7: The dot product is visualized.
Figure 2.8: Finding the cross product.
Chapter 3: MEL Basics
Figure 3.1: The Command Line.
Figure 3.2: The Command Shell.
Figure 3.3: The Script Editor.
Figure 3.4: Script Editor options.
Figure 3.5: The Polygon Sphere Options box.
Chapter 5: The Script File
Flowchart 5.1: What a typical flowchart looks like.
Chapter 6: Geometry
Flowchart 6.1: Icosahedron generator flowchart.
Figure 6.1: The intersecting rectangles defining the icosahedron.
Figure 6.2: The locators in the viewport.
Figure 6.3: The remapped vertex numbers .
Figure 6.4: Vertex creation order and normal direction.
Figure 6.5: The separate objects that form the icosahedron.
Figure 6.6: Merge Vertex Options box.
Flowchart 6.2: Grass generator flowchart.
Figure 6.7: Variety of grass looks.
Figure 6.8: The creation settings for the blade of grass.
Figure 6.9: The bend result.
Figure 6.10: Using negative bend to put the flat side down.
Flowchart 6.3: The flowchart for our procedure.
Figure 6.11: Ten random blades of grass.
Figure 6.12: Five hundred blades of grass.
Figure 6.13: Densely packed grass.
Figure 6.14: Generating 1000 pieces in a much sparser area.
Figure 6.15: Determining area.
Figure 6.16: 40,000 pieces of grass.
Figure 6.17: Organic-looking grass.
Figure 6.18: A density setting of 100.
Figure 6.19: A density of 1500.
Figure 6.20: Density of 325.
Figure 6.21: A 1x1 patch of grass with our new density setting at 50%.
Figure 6.22: A 6x6 patch of grass with our new density setting at 50%.
Figure 6.23: The results.
Figure 6.24: Our goal, the geodesic sphere.
Figure 6.25: Bisecting edges to produce a circle.
Flowchart 6.4: Our procedure visualized.
Figure 6.26: A circle defined by five vertices.
Figure 6.27: The circle defined by bisecting the edges of our five-sided circle.
Figure 6.28: The circle is now more defined.
Figure 6.29: The subdivided edges.
Figure 6.30: Two subdivisions. triangulated.
Figure 6.31: A sphere, but the edges of the icosahedron are still unsmoothed.
Figure 6.32: The finished geodesic sphere.
Chapter 7: Animation
Flowchart 7.1: The plan for our first tool.
Flowchart 7.2: The second tool is somewhat more complex.
Figure 7.1: The up and downstream connections.
Chapter 8: Expressions
Figure 8.1: The flying ball.
Figure 8.2: Moving the wing pivot points into position.
Figure 8.3: The Expression Editor window.
Figure 8.4: The Graph Editor shows the sine wave results.
Figure 8.5: Adding a dynamic attribute.
Figure 8.6: The ball with a skeleton controlling its deformation.
Figure 8.7: Creating a driven key animation.
Chapter 9: Lighting and Rendering
Figure 9.1: A raytraced reflecting sphere.
Figure 9.2: A cubic reflection mapped sphere.
Flowchart 9.1: Auto-reflect flowchart.
Figure 9.3: A diagram of how reflection maps work.
Figure 9.4: The cube in cubic reflection.
Figure 9.5: The guide image used as a reflection.
Figure 9.6: The reflection reference geometry.
Figure 9.7: The six renders assigned as the reflection maps.
Figure 9.8: Multiple executions of the reflection script.
Flowchart 9.2: Adding the render smoothing attribute.
Flowchart 9.3: Flowchart of the attribute modification script.
Flowchart 9.4: Modified flowchart.
Figure 9.9: The Render Globals window.
Figure 9.10: The added attributes.
Figure 9.11: The connections to
defaultRenderGlobals
.
Figure 9.12: The Pre and Post Render setup.
Figure 9.13: The viewport view.
Figure 9.14: The rendered view.
Figure 9.15: Editing a scriptNode in the Expression Editor.
Chapter 10: Creating Tools in Maya
Figure 10.1: A window with all options on.
Figure 10.2: The typical Confirm dialog.
Figure 10.3: A Prompt dialog.
Figure 10.4: A Progress window.
Figure 10.5: A columnLayout with five buttons .
Figure 10.6: A rowLayout with five buttons.
Figure 10.7: A gridLayout with nine buttons.
Figure 10.8: A four-paned paneLayout.
Figure 10.9: A window containing a tabLayout.
Figure 10.10: The same frameLayout, both open and closed.
Figure 10.11: The same window; the second view has a scrollLayout.
Figure 10.12: A shelfLayout.
Figure 10.13: Nesting layouts.
Figure 10.14: Packing 500 buttons into a single window.
Figure 10.15: Various fields.
Figure 10.16: Using groups vs. individual elements.
Figure 10.17: A slider vs. a scroll control.
Figure 10.18: Color Picking Sliders.
Figure 10.19: The textScrollList control.
Figure 10.20: Checkboxes in use.
Figure 10.21: A six-button radio collection.
Figure 10.22: Various buttons.
Figure 10.23: Using the text control for labeling.
Figure 10.24: Placing an image in a window.
Figure 10.25: The different separators available.
Figure 10.26: A window design diagram.
Figure 10.27: Breaking down the user interface elements.
Figure 10.28: Designing the UI layout hierarchy.
Figure 10.29: Further refinement of the UI hierarchy.
Figure 10.30: Visualizing the hierarchy in the Hypergraph with transforms.
Figure 10.31: The textField window.
Figure 10.32: The window created using the default Maya values.
Figure 10.33: The same window, using our template.
Figure 10.34: Our proposed UI.
Figure 10.35: Breaking down the UI elements.
Figure 10.36: The results.
Figure 10.37: The results with thinner buttons.
Figure 10.38: The window width is now based on the names of the lights in the scene.
Figure 10.39: The addition of a scrollLayout.
Figure 10.40: The Grass Generator UI design.
Figure 10.41: Breaking down the window to the formLayout.
Figure 10.42: Inserting a columnLayout.
Figure 10.43: The finished UI mapping.
Figure 10.44: The window in which we will build.
Figure 10.45: Adding the Grass Style and Detail pull- downs .
Figure 10.46: Adding the Density slider.
Figure 10.47: The dimension fields are added.
Figure 10.48: The labeled floatFields and the added separators.
Figure 10.49: Adding the buttons to the columnLayout makes a rather non-dynamic window.
Figure 10.50: Now using the formLayout to control element placement.
Figure 10.51: The finished window.
Chapter 11: Customizing the Maya Interface
Figure 11.1: A typical marking menu.
Figure 11.2: A popup menu.
Figure 11.3: The checkbox, optionBox, and radioButton menuItem options.
Figure 11.4: The subMenu.
Figure 11.5: Disabled menu items.
Figure 11.6: The basic modeling view of Maya.
Figure 11.7: Adding a menu to the main interface.
Figure 11.8: the Maya 4.0 Startup Scripts directory in Windows.
Figure 11.9: Popup menu attached to controls.
Figure 11.10: Possible design for the window.
Figure 11.11: Alternative design for the proposed window.
Figure 11.12: The best possible design.
Figure 11.13: UI element breakdown.
Figure 11.14: The finished window, with popups.
Figure 11.15: The default Marking menu for joints in Maya.
Figure 11.16: The addition to the Marking menu now appears.
Figure 11.17: A Modeling panel with focus.
Figure 11.18: The difference between focus and under pointer status of panels.
Figure 11.19: Entering code into the Hotkey Editor.
Figure 11.20: The Maya Blend Shape Editor.
Figure 11.21: Blender window breakdown.
Figure 11.22: The first build of the UI.
Figure 11.23: The properly sized modeling panel.
Figure 11.24: th2:Project Conclusion and Review
Figure 11.25: A Modeling pane.
Figure 11.26: The new blend shape editing panel.
Figure 11.27: The Outliner, designed to be a vertically oriented editor.
Figure 11.28: Maya does not prevent the user from resizing panels into unusable sizes.
Figure 11.29: Panel entry for our new panel.
Figure 11.30: The Blendshape Plus panel in the Maya interface.
Figure 11.31: Tearing off the panel gives us a free window with the creation of our scripted panel.
Figure 11.32: A panel with all the default HUDs active.
Figure 11.33: The Heads-Up sector layout.
Figure 11.34: The HUD remains the same.
Figure 11.35: HUDs are removed as the panel is resized.
Figure 11.36: Block layout.
Figure 11.37: Our NURBs HUD.
Chapter 12: File Handling in MEL
Flowchart 12.1: The plan for our data gathering script.
Figure 12.1: The default Maya fileDialog window.
Figure 12.2: Our scene report plan as viewed in a Web browser.
Flowchart 12.2: The procedure to write out the file.
Flowchart 12.3: The flowchart of the procedure that reads in skinning data.
Flowchart 12.4: A diagram to clarify the code used to parse our data.
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The MEL Companion: Maya Scripting for 3D Artists (Charles River Media Graphics)
ISBN: 1584502754
EAN: 2147483647
Year: 2003
Pages: 101
Authors:
David Stripinis
BUY ON AMAZON
Oracle Developer Forms Techniques
Base Tables
Tracking QUERY_ONLY Mode
Working with Trees
Creating a Tree Item
Planting and Growing Trees -Dynamically Adding Nodes Along with Data to an Existing Base Tree
Cisco IP Telephony (CIPT) (Authorized Self-Study) (2nd Edition)
Malicious Call Identification
Cisco Attendant Console Features
Securing Cisco Unified CallManager Administration
Summary
Remote Management Tools
C++ GUI Programming with Qt 3
Rapid Dialog Design
Creating Main Windows
Implementing the File Menu
Subclassing QWidget
Reading XML with DOM
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Using Arrays
Setting Log or Semilog Scales
Introduction
Tackling Troublesome Problems
Calculating Future Value
The New Solution Selling: The Revolutionary Sales Process That Is Changing the Way People Sell [NEW SOLUTION SELLING 2/E]
Chapter Six Defining Pain or Critical Business Issue
Chapter Nine Selling When You re Not First
Chapter Twelve Controlling the Buying Process
Chapter Thirteen Closing: Reaching Final Agreement
Chapter Fifteen Sales Management System: Managers Managing Pipelines and Salespeople
Oracle SQL*Plus: The Definitive Guide (Definitive Guides)
Working with PL/SQL
Line Editing
Using Substitution Variables
The DESCRIBE Command
Section B.2. Formatting Character Strings
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