CGDD 4113 Final Reviewksuweb.kennesaw.edu/~rguo/2017_Fall/CGDD4113/Slides/... · 2015. 12. 6. ·...

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CGDD 4113 Final Review

Chapter 7: Maya Shading and Texturing

Maya topics covered in this chapter include the following:

• Shader Types• Shader Attributes• Texturing the Axe• Life, Love, Textures and Surfaces• UVs, oh, UVs!

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Shader Types• Shader Types are

loosely defined by how they reflect light and highlights (specular)

• Lambert• Phong• Phong E• Blinn• Anisotropic• Layered Shader• Ramp Shader

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Shader Attributes• Color• Transparency• Translucence• Ambient Color• Incandescence• Bump Map• Diffuse• Glow• Specular Color• Reflectivity• Reflected Color

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Life, Love, Textures and Surfaces –Texturing the Red Wagon

• Creating shader networks and file textures

• Understanding the relationship between meshes and how their textures lay across them is important

• Use ramps to position colors and textures

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The magic of UVs• UVs define the coordinate

space along a surface or mesh

• UVs must be laid out well for textures to be applied properly

• Projection nodes can place textures on objects with poor UVs

• The UV Editor allows you to manipulate and export UVs to be painted or aligned in Photoshop

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Introducing Autodesk Maya 2015

Chapter 8: Introduction to Animation

Maya topics covered in this chapter include the following:

• Keyframe animation– Animating a ball

• Throwing an Axe– Path Animation

• Object Replacement• Setup for Animation• Animating a Catapult

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Keyframing• Bouncing a ball is

the best introduction to animation concepts

• It’s usually best to begin with overall animation and timing keyframes, then finesse

• Creating a hierarchy to help isolate animation

• Editing Animation –Graph Editor

• Reading and Adjusting Animation Curves

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Animating Along a Path

• Creating Text in Maya

• Objects can travel along a pre-defined path (a curve)

• Objects may also deform along their animation path

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Introducing Autodesk Maya 2015

Chapter 9: More Animation!

Maya topics covered in this chapter include the following:

• Skeletons• Binding to Geometry• IK• Constraints• Set Driven Keys• Rigging• But wait, there’s more!

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Skeletons and Kinematics• Skeletons

are a way to visualize pivots in a hierarchy

• FK and IK• Walk Cycle

Mechanics– Pose– Time– Refine– Check

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Binding to Geometry• Drawing the

Skeleton into place

• Moving joints for proper placement in the model

• Smooth Bind• Interactive

Bind• Editing Binds

for better animation results

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IK, ok?• IK is a way to solve

the motion of a skeletal rig

• IK Handles are positioned and animated which in turn pose and animate the skeleton

• IK Handles can keep your feet on the ground!

• IK Walk cycle is a little bit less traumatic than FK

• Character animation gets easier with tons of practice and attention!

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Constraints• Constraints keep

objects in a specific relation to each other and are very useful for rigging and setup

• Point• Orient• Scale• Aim• Geometry and

Normal• Parent

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Set Driven Keys• SDKs maintain

controls of object attributes through another object’s actions

• You can create complex movements of several parts of an object by assigning an SDK to run multiple joints or parts or even shader settings like color.

• What, did he say color?

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Rigging• Automating

animation is a huge time saver

• Time spent in rigging is time saved in animation

• Complex systems can be animated based on the animation of a single object

• We create relationships between the mechanics of the locomotive so that the rotation of a single wheel drives everything else

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Simple Character Rig• Controllers are animated,

not the IK handles or joints!

• Relationships and constraints are setup to connect the controllers to the appropriate parts of the rig.

• Node Editor can be handy to set exact relationships.

• Setting up a heel control.

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Introducing Autodesk Maya 2015

Chapter 10: Maya Lighting

Maya topics covered in this chapter include the following:

• Basic Lighting Concepts• Maya Lights• Light Linking• The advancement of smoothie

technology in the past decade• Shadows• mental ray Lighting• mental ray Physical Sun and Sky• Special Lighting Effects

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Lighting Concepts• You have to

learn how to see all over again

• Proper Exposure

• Three-Point Lighting Basics– Key Light– Fill Light– Rim Light

• Practical Lights

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Maya Lights• Light Attributes

– Intensity– Emit

Specular/Diffuse

– Decay Rate• Types of Lights

– Ambient– Directional– Point– Spot– Area– Volume

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Light Linking• Linking

Lights allow you to light some objects in the scene but not others

• Gives you greater control in your scene

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Only the Shadow Knows

• Creating Shadows– Depth Map

serve most purposes and are relatively fast to render

– Raytraced Shadows are more accurate but more costly to render

– Soft shadows may be had using mental ray or raytracing

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Light Effects• Volumetric effects

such as fog add atmosphere to your lights

• Lens Flare can heighten realism

• Shader Glow mimic glowing objects, but are Shader based and not light based

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