This is a two-hour series of 13 free videos, each less than 10 minutes long. In this series, we establish a firm foundation in Maya. We explore the entire animation production workflow, including:
Project Setup
Cameras and Scene Layout
Materials and Maps
Animation Keyframing
Function Curve Editing
Squash Deformer
Simple Lighting and Rendering
Compression Using Quicktime Pro
Supplemental material:
Project Files: Source images
This 3 MB Zip file includes two .PNG images used as texture maps in the tutorial. We provide a diffuse map and a bump map for a weathered planks material.
Supplemental material:
Lesson Notes
Lesson Notes complement tutorials. They reduce complex multi-stage procedures in 3ds Max to short bullet points. Brief explanations reinforce key concepts. The outline format helps learners focus on the content, rather than spend a lot of time reading. To access Lesson Notes, you need to join the guild.
Here is a sample of the Lesson Notes:
- Project asset management
- A typical Maya scene requires multiple linked files of several different types
- Project folders keep these files organized to avoid broken links such as missing texture files
- Look to see what/where the current project is: File > Project > Edit Current
- Create a new project folder structure: File > Project > New
- Give the project a new name
- Browse to find a suitable location for the project
- Click Use Defaults to fill in the standard subfolder names
- Load a previously created project: File > Project > Set
- Scene Layout
- Working Units
- Window > Settings / Preferences > Preferences
- In the Preferences dialog, Settings > Working Units
- Linear working units can be set to centimeter or inch
- Grid options
- Display > Grid > Options
- Set Grid Lines & Numbers color to a dark gray
- Perspective grid numbers and Orthographic grid numbers: choose On
Axes
- Length and Width: 500 (cm)
- Grid lines every: 100 (cm)
- Subdivisions: 10
- Clipping planes
- In the Perspective viewport, go to the Panel menu: View > Camera Attribute Editor…
- Good values for Near Clip Plane: 0.1 to 1.0
- Good values for Far Clip Plane: 10000.00 to 100000.00
- Far Clip should never be more than six orders of magnitude greater than Near Clip
- Repeat this for each viewport (Front, Side, Top)
- Choose View > Camera Attribute Editor
- Set Near Clip to 1.0 and Far Clip to 10000.00
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