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Introducing Maya 2009

Book Description

If you’re new to Maya, the industry-leading 3D animation and effects software, Introducing Maya includes step-by-step tutorials and easy-to-follow explanations to teach you the basics and nuances of this complex software. Whether you’re a student or a hobbyist, you can learn all about the Maya interface and the fundamentals of modeling, texturing, animating and visual effects with realistic examples. If you’re new to 3D animation or transitioning from another 3D application, this book will provide you with the tools you need to become proficient at Maya.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Table of Contents

  1. Copyright
  2. Acknowledgments
  3. About the Author
  4. Introduction
    1. What You Will Learn from This Book
    2. Who Should Read This Book
    3. How to Use This Book
    4. How This Book Is Organized
    5. Hardware and Software Considerations
    6. The Next Step
  5. 1. Introduction to Computer Graphics and 3D
    1. 1.1. Art?
    2. 1.2. Computer Graphics
      1. 1.2.1. A Preview of the 3D Process
      2. 1.2.2. Animation
    3. 1.3. The Stages of Production
      1. 1.3.1. Preproduction
        1. 1.3.1.1. The Script
        2. 1.3.1.2. The Storyboard
        3. 1.3.1.3. The Conceptual Art
      2. 1.3.2. Production
      3. 1.3.3. Post Production
        1. 1.3.3.1. Rendering
        2. 1.3.3.2. Compositing
        3. 1.3.3.3. Editing
        4. 1.3.3.4. Sound
      4. 1.3.4. How It All Works Together
    4. 1.4. The CG Production Workflow
      1. 1.4.1. Modeling
        1. 1.4.1.1. Character Modeling
        2. 1.4.1.2. Architectural and Environment Modeling
        3. 1.4.1.3. Props Modeling
      2. 1.4.2. Texturing
      3. 1.4.3. Animation
      4. 1.4.4. Lighting
      5. 1.4.5. Rendering
    5. 1.5. Core Concepts
      1. 1.5.1. Computer Graphics Concepts
        1. 1.5.1.1. Raster Images
        2. 1.5.1.2. Vector Images
        3. 1.5.1.3. Image Output
          1. 1.5.1.3.1. COLOR DEPTH
          2. 1.5.1.3.2. COLOR CHANNELS
          3. 1.5.1.3.3. FILE FORMATS
          4. 1.5.1.3.4. MOVIE FILES
        4. 1.5.1.4. Color
          1. 1.5.1.4.1. SUBTRACTIVE AND ADDITIVE COLOR
          2. 1.5.1.4.2. HOW A COMPUTER DEFINES COLOR
          3. 1.5.1.4.3. CMYK COLOR
          4. 1.5.1.4.4. VIEWING COLOR
        5. 1.5.1.5. Resolution, Aspect Ratio, Frame Rate
        6. 1.5.1.6. 3D Coordinate Space and Axes
      2. 1.5.2. Basic Design Concepts
        1. 1.5.2.1. Form, Space, and Composition
        2. 1.5.2.2. Balance and Symmetry
        3. 1.5.2.3. Contrast
        4. 1.5.2.4. Color
        5. 1.5.2.5. Narrative
      3. 1.5.3. Basic Film Concepts
        1. 1.5.3.1. Planning a Production
        2. 1.5.3.2. Lighting
      4. 1.5.4. Basic Animation Concepts
        1. 1.5.4.1. Frames, Keyframes, In-Betweens
        2. 1.5.4.2. Weight
          1. 1.5.4.2.1. SQUASH AND STRETCH
          2. 1.5.4.2.2. EASE-IN AND EASE-OUT
          3. 1.5.4.2.3. FOLLOW-THROUGH AND ANTICIPATION
      5. 1.5.5. Physics
        1. 1.5.5.1. Newton's Laws of Motion
        2. 1.5.5.2. Momentum
    6. 1.6. Summary
  6. 2. Jumping in Headfirst, with Both Feet
    1. 2.1. You Put the U in UI
      1. 2.1.1. A Quick Screen Roadmap
      2. 2.1.2. Keys and Syntax in Maya
      3. 2.1.3. Mouse Controls
      4. 2.1.4. Making Selections
      5. 2.1.5. Manipulating Objects
    2. 2.2. Project Overview: The Solar System
    3. 2.3. The Preproduction Process: Planning
    4. 2.4. Creating a Project
    5. 2.5. The Production Process: Creating and Animating the Objects
      1. 2.5.1. Creating the Sun and the Planets
        1. 2.5.1.1. Creating the Planets
        2. 2.5.1.2. Using Snaps
        3. 2.5.1.3. Making Saturn's Ring
      2. 2.5.2. Saving Your Work
      3. 2.5.3. Creating the Moons
      4. 2.5.4. Applying a Simple Shader
      5. 2.5.5. Creating the Animation
        1. 2.5.5.1. Mercury's Rotation
        2. 2.5.5.2. Grouping Mercury for a New Pivot Point
    6. 2.6. Maya Object Structure
      1. 2.6.1. Understanding Nodes
      2. 2.6.2. Parents and Children
    7. 2.7. The Solar System Resumed
      1. 2.7.1. Animating Mercury's Orbit Around the Sun
      2. 2.7.2. Creating Venus
      3. 2.7.3. Earth and the Moon
        1. 2.7.3.1. Grouping the Moon with Earth
        2. 2.7.3.2. Creating the Other Planets' Moons
        3. 2.7.3.3. Auto Keyframe
      4. 2.7.4. Using the Outliner
        1. 2.7.4.1. Correcting Hierarchy Problems Using the Outliner
    8. 2.8. Outputting Your Work
      1. 2.8.1. Playblasting
    9. 2.9. Summary
  7. 3. The Maya 2009 Interface
    1. 3.1. Navigating in Maya
    2. 3.2. Maya's Layout
      1. 3.2.1. The Main Menu Bar
      2. 3.2.2. The Status Line
        1. 3.2.2.1. Scene File Icons
        2. 3.2.2.2. Selection Modes
        3. 3.2.2.3. Individual Selection Masks
        4. 3.2.2.4. Snapping Functions or Snaps
        5. 3.2.2.5. Input and Output Connections
        6. 3.2.2.6. Render Controls
        7. 3.2.2.7. The Input Line Operations Menu and Fields
        8. 3.2.2.8. The Channel Box/Layer Editor
      3. 3.2.3. The Shelf
      4. 3.2.4. The Tool Box
      5. 3.2.5. The Channel Box/Layer Editor
      6. 3.2.6. Time Slider/Range Slider
      7. 3.2.7. Command Line/Help Line
    3. 3.3. Panels and Frequently Used Windows
      1. 3.3.1. Perspective/Orthographic Windows
        1. 3.3.1.1. Levels of Detail
        2. 3.3.1.2. Wireframe and Shaded Modes
      2. 3.3.2. The Manipulators
      3. 3.3.3. The Attribute Editor Window
      4. 3.3.4. Outliner/Hypergraph
        1. 3.3.4.1. The Outliner
        2. 3.3.4.2. The Hypergraph
      5. 3.3.5. Multilister/Hypershade
        1. 3.3.5.1. The Multilister
        2. 3.3.5.2. The Hypershade
      6. 3.3.6. The Graph Editor
      7. 3.3.7. The Script Editor
      8. 3.3.8. The Connection Editor
      9. 3.3.9. The Hotbox
      10. 3.3.10. Marking Menus
      11. 3.3.11. Menu Sets
    4. 3.4. Customizing Maya
      1. 3.4.1. User Preferences
      2. 3.4.2. Shelves
      3. 3.4.3. Hotkeys
      4. 3.4.4. Color Settings
    5. 3.5. Summary
  8. 4. Beginning Polygonal Modeling
    1. 4.1. Planning Your Model
      1. 4.1.1. An Overview of Polygons, NURBS, and Subdivision Surfaces
        1. 4.1.1.1. Polygon Modeling
        2. 4.1.1.2. NURBS Modeling
        3. 4.1.1.3. Subdivision Surfaces
        4. 4.1.1.4. Choosing a Method
      2. 4.1.2. Using Primitives
    2. 4.2. Polygon Basics
      1. 4.2.1. Creating Polygonal Primitives
      2. 4.2.2. The Polygon Tool
    3. 4.3. Poly Editing Tools
      1. 4.3.1. The Poly Extrusion Tools
      2. 4.3.2. The Wedge Face Tool
      3. 4.3.3. The Poke Face Tool
      4. 4.3.4. The Bevel Tool
    4. 4.4. Putting the Tools to Use: Making a Simple Hand
    5. 4.5. Creating Areas of Detail on a Poly Mesh
      1. 4.5.1. The Add Divisions Tool
      2. 4.5.2. The Split Polygon Tool
      3. 4.5.3. The Insert Edge Loop Tool
      4. 4.5.4. The Offset Edge Loop Tool
      5. 4.5.5. The Combine and Merge Functions
      6. 4.5.6. The Cut Faces Tool
      7. 4.5.7. The Duplicate Face Tool
      8. 4.5.8. The Extract Tool
      9. 4.5.9. The Smooth Tool
      10. 4.5.10. The Sculpt Geometry Tool
    6. 4.6. Modeling Complex Objects: The Classic Steam Locomotive
      1. 4.6.1. The Production Process
      2. 4.6.2. The Boiler Engine
        1. 4.6.2.1. Boiler Front Cap
        2. 4.6.2.2. Adding Details
        3. 4.6.2.3. The Undercarriage
        4. 4.6.2.4. Finishing the Boiler
        5. 4.6.2.5. Go Get 'Em, Cowboy (or Cowgirl)!
      3. 4.6.3. The Cabin
        1. 4.6.3.1. The Wheels
        2. 4.6.3.2. The Small Wheels, the Axle, and the Steam Pumps
    7. 4.7. Suggestions for Modeling Polygons
    8. 4.8. Summary
  9. 5. Modeling with NURBS, Subdivisions, and Deformers
    1. 5.1. NURBS!
      1. 5.1.1. The Lofting Method
      2. 5.1.2. Revolved Surface
      3. 5.1.3. Extruded Surface
      4. 5.1.4. Planar Surface
      5. 5.1.5. Beveled Surface
      6. 5.1.6. Boundary Surface
      7. 5.1.7. Combining Techniques
      8. 5.1.8. Surface History
    2. 5.2. Using NURBS Surfacing to Create Polygons
    3. 5.3. Converting a NURBS Model to Polygons
    4. 5.4. Editing NURBS Surfaces
      1. 5.4.1. Project Curve on Surface
      2. 5.4.2. Trim and Untrim Surfaces
      3. 5.4.3. Attach Surfaces
      4. 5.4.4. Detach Surfaces
      5. 5.4.5. Insert Isoparms
    5. 5.5. Patch Modeling: A Locomotive Detail
      1. 5.5.1. Starting the NURBS Pump
      2. 5.5.2. End Caps
      3. 5.5.3. Stitching and Tangency
    6. 5.6. Using Artisan to Sculpt NURBS
    7. 5.7. Modeling with Simple Deformers
      1. 5.7.1. Modeling Using the Bend Deformer
      2. 5.7.2. Adjusting an Existing Axe Model
    8. 5.8. The Lattice Deformer
      1. 5.8.1. Creating an Alien Hand
      2. 5.8.2. Creating Alien Fingers
    9. 5.9. Animating Through a Lattice
    10. 5.10. Subdivision Surfaces
    11. 5.11. Creating a Starfish
      1. 5.11.1. Converting to a Subdivision Surface
    12. 5.12. Building a Teakettle
      1. 5.12.1. Creating the Base Polygon Model
      2. 5.12.2. Converting to Subdivisions
      3. 5.12.3. Converting Back to Polygons
      4. 5.12.4. Taking the Kettle Further
    13. 5.13. Summary
  10. 6. Building the Red Wagon
    1. 6.1. Beginning the Project
    2. 6.2. Using Reference Planes
      1. 6.2.1. Creating Reference Planes for the Images
      2. 6.2.2. Mapping the Reference Planes
    3. 6.3. Modeling the Side Panels
      1. 6.3.1. Shaping the A Panel
        1. 6.3.1.1. Fixing Problem Areas
        2. 6.3.1.2. Smoothing the Panel
      2. 6.3.2. Using Booleans
        1. 6.3.2.1. Creating the Boolean Object
        2. 6.3.2.2. Fixing Tears
        3. 6.3.2.3. Cleaning the Faces Around the Handlebar Hole
      3. 6.3.3. Shaping the B Panel
      4. 6.3.4. Rounding the Edges
      5. 6.3.5. Cleaning Up the Scene
    4. 6.4. Modeling the Wagon Body
      1. 6.4.1. Creating the Floor
      2. 6.4.2. Creating the Bullnose
    5. 6.5. Inserting the Handlebar
      1. 6.5.1. Making the Handlebar
      2. 6.5.2. Making the Bolts
    6. 6.6. Modeling the Wheels
      1. 6.6.1. Creating the Profile Curve
        1. 6.6.1.1. Creating the Revolved Surfaces
    7. 6.7. Modeling the Wood Railings
    8. 6.8. Adding Extra Details
      1. 6.8.1. Railing Screws
      2. 6.8.2. Screws for the Wagon Body
      3. 6.8.3. Taking the Wagon Model Further
    9. 6.9. Summary
  11. 7. Maya Shading and Texturing
    1. 7.1. Maya Shading
    2. 7.2. Shader Types
      1. 7.2.1. The Lambert Shader Type
      2. 7.2.2. The Phong Shader Type
      3. 7.2.3. The Blinn Shader Type
      4. 7.2.4. The Phong E Shader Type
      5. 7.2.5. The Anisotropic Shader Type
      6. 7.2.6. The Layered Shader Type
      7. 7.2.7. The Ramp Shader Type
    3. 7.3. Shader Attributes
    4. 7.4. Texturing the Axe
      1. 7.4.1. The Metal Axe Head
      2. 7.4.2. The Wooden Handle
      3. 7.4.3. The Metal Spike
    5. 7.5. Textures and Surfaces
      1. 7.5.1. UV Mapping
      2. 7.5.2. Using Projections
      3. 7.5.3. Texture Nodes
        1. 7.5.3.1. Place2dTexture Nodes
        2. 7.5.3.2. Ramp Texture
        3. 7.5.3.3. Fractal, Noise, and Mountain Texture
        4. 7.5.3.4. Bulge, Cloth, Checker, Grid, and Water Textures
        5. 7.5.3.5. The File Node
        6. 7.5.3.6. Importing an Image File as a Texture
        7. 7.5.3.7. Using Photoshop Files: The PSD File Node
        8. 7.5.3.8. 3D and Environment Textures
        9. 7.5.3.9. Disconnecting a Texture
    6. 7.6. Texturing the Red Wagon
      1. 7.6.1. Assigning Shaders
        1. 7.6.1.1. Initial Assignments
      2. 7.6.2. Creating a Shading Network for the Wheels
        1. 7.6.2.1. Coloring the Wheel
        2. 7.6.2.2. Setting the Feel for the Materials
        3. 7.6.2.3. Creating a Bump
        4. 7.6.2.4. Tire Summary
      3. 7.6.3. Putting Decals on the Body
      4. 7.6.4. Working with UVs
        1. 7.6.4.1. Working with the A panels
          1. 7.6.4.1.1. WORKING IN PHOTOSHOP
          2. 7.6.4.1.2. CREATING AND ASSIGNING THE SHADER
          3. 7.6.4.1.3. COPYING UVS
        2. 7.6.4.2. Working with the B Panels
          1. 7.6.4.2.1. CREATING THE OTHER B PANEL TEXTURE
      5. 7.6.5. Texturing the Floor
      6. 7.6.6. Shading the Wood Railings
      7. 7.6.7. Finessing the Bullnose
      8. 7.6.8. Metal Shader
    7. 7.7. For Further Study
    8. 7.8. Summary
  12. 8. Introduction to Animation
    1. 8.1. Keyframe Animation—Bouncing a Ball
      1. 8.1.1. Creating a Cartoon Ball
      2. 8.1.2. Animating the Ball
        1. 8.1.2.1. The Graph Editor
        2. 8.1.2.2. Reading the Curves in the Graph Editor
        3. 8.1.2.3. Cartoon Ball
        4. 8.1.2.4. Understanding Timing
        5. 8.1.2.5. Squash and Stretch
    2. 8.2. Throwing an Axe
      1. 8.2.1. The Preproduction Process
      2. 8.2.2. Setting Up the Scene
        1. 8.2.2.1. Making the Axe
        2. 8.2.2.2. Making the Target
      3. 8.2.3. Preproduction: Keyframes and Motion Study
      4. 8.2.4. Animating the Axe: Keyframing Gross Animation
        1. 8.2.4.1. Setting Initial Keyframes
        2. 8.2.4.2. Creating Anticipation
      5. 8.2.5. Adding Follow-Through
      6. 8.2.6. Adding Secondary Motion
      7. 8.2.7. Motion Trails
      8. 8.2.8. Path Animation
      9. 8.2.9. Axe Project Summation
    3. 8.3. Replacing an Object
      1. 8.3.1. Replacing the Axe
      2. 8.3.2. Transferring Animation
    4. 8.4. Animating Flying Text
    5. 8.5. Rigging the Locomotive, Part One
      1. 8.5.1. The Scene Setup
      2. 8.5.2. Selection Handles
      3. 8.5.3. Animating the Locomotive
    6. 8.6. Animating a Catapult
      1. 8.6.1. Animating with Deformers
    7. 8.7. Summary
  13. 9. More Animation!
    1. 9.1. Skeletons and Kinematics
      1. 9.1.1. Skeletons and Hierarchy
      2. 9.1.2. Forward Kinematics: The Block Man
      3. 9.1.3. Creating the Skeleton
      4. 9.1.4. Attaching to the Skeleton
      5. 9.1.5. The Block Man: Walk Cycle
        1. 9.1.5.1. Starting Out: Frames 1 and 5
        2. 9.1.5.2. Frame 10
        3. 9.1.5.3. Frame 15
        4. 9.1.5.4. Frame 20
        5. 9.1.5.5. Frame 25
        6. 9.1.5.6. Frame 30
        7. 9.1.5.7. Completing the Cycle
        8. 9.1.5.8. Walk Cycle Wrap-Up
    2. 9.2. Skeletons: The Hand
      1. 9.2.1. Rigging the Hand
      2. 9.2.2. Binding to Geometry
        1. 9.2.2.1. Binding Overview
          1. 9.2.2.1.1. Creating a Rigid Bind
          2. 9.2.2.1.2. Creating a Smooth Bind
          3. 9.2.2.1.3. Detaching a Skeleton
      3. 9.2.3. Binding the Hand: Rigid
        1. 9.2.3.1. Editing a Rigid Bind
      4. 9.2.4. Binding the Hand: Smooth
        1. 9.2.4.1. Editing a Smooth Bind
    3. 9.3. Inverse Kinematics
      1. 9.3.1. Rigging the IK Legs
      2. 9.3.2. Creating an IK Walk Cycle
      3. 9.3.3. Further Uses for IK Chains
    4. 9.4. Basic Relationships: Constraints
      1. 9.4.1. The Point Constraint
      2. 9.4.2. The Orient Constraint
      3. 9.4.3. The Scale Constraint
      4. 9.4.4. The Aim Constraint
      5. 9.4.5. Geometry and Normal Constraints
      6. 9.4.6. Parent, Tangent, and Pole Vector Constraints
    5. 9.5. Basic Relationships: Set Driven Keys
      1. 9.5.1. Creating a Set Driven Key
      2. 9.5.2. An Advanced Set Driven Key: The Hand
        1. 9.5.2.1. Creating a New Attribute
        2. 9.5.2.2. Assigning the Set Driven Key
    6. 9.6. Application: Rigging the Locomotive
      1. 9.6.1. Setting Up Wheel Control
      2. 9.6.2. Controlling the Wheel Arms
      3. 9.6.3. Controlling the Pump Arm
      4. 9.6.4. Controlling the Back Wheel
      5. 9.6.5. Finishing the Rig
    7. 9.7. Summary
  14. 10. Maya Lighting
    1. 10.1. Basic Lighting Concepts
      1. 10.1.1. Learning to See
      2. 10.1.2. What Your Scene Needs
      3. 10.1.3. Three-Point Lighting
        1. 10.1.3.1. Key Light
        2. 10.1.3.2. Fill Light
        3. 10.1.3.3. Back Light
        4. 10.1.3.4. Using Three-Point Lighting
      4. 10.1.4. Practical Lighting
    2. 10.2. Maya Lights
      1. 10.2.1. Common Light Attributes
      2. 10.2.2. Light Types
        1. 10.2.2.1. Ambient Lights
        2. 10.2.2.2. Directional Lights
        3. 10.2.2.3. Point Lights
        4. 10.2.2.4. Spot Lights
        5. 10.2.2.5. Area Lights
        6. 10.2.2.6. Volume Lights
      3. 10.2.3. Lighting a Scene
    3. 10.3. Light Linking
    4. 10.4. Adding Shadows
      1. 10.4.1. Creating Shadows in Maya
        1. 10.4.1.1. Shadow Map Shadows
        2. 10.4.1.2. Raytraced Shadows
      2. 10.4.2. Controlling Shadows per Object
    5. 10.5. Raytracing Soft Shadows
    6. 10.6. mental ray Lighting
      1. 10.6.1. Global Illumination—A PDF Exercise on the CD
      2. 10.6.2. Image Based Lighting
      3. 10.6.3. Physical Sun and Sky
    7. 10.7. Lighting Effects
      1. 10.7.1. Volumetric Lighting
      2. 10.7.2. Lens Flare
      3. 10.7.3. Shader Glow Effects
    8. 10.8. Lighting the Red Wagon
    9. 10.9. Further Practice
    10. 10.10. Tips for Using and Animating Lights
      1. 10.10.1. Animating a Light
      2. 10.10.2. Using the Show Manipulator Tool for Lights
    11. 10.11. Summary
  15. 11. Maya Rendering
    1. 11.1. Rendering Setup
      1. 11.1.1. Choosing a Filename
      2. 11.1.2. Image Format
      3. 11.1.3. Frame Range
      4. 11.1.4. Camera
      5. 11.1.5. Setting Resolution
      6. 11.1.6. Selecting a Render Engine
        1. 11.1.6.1. Maya Software
          1. 11.1.6.1.1. USING RAYTRACING
          2. 11.1.6.1.2. RENDER QUALITY
        2. 11.1.6.2. Maya Hardware
        3. 11.1.6.3. mental ray for Maya
        4. 11.1.6.4. Maya Vector
    2. 11.2. Previewing Your Render: The Render View Window
      1. 11.2.1. Saving/Loading an Image
      2. 11.2.2. Keep/Remove Image
      3. 11.2.3. IPR Rendering
    3. 11.3. Reflections and Refractions
      1. 11.3.1. Raytraced Reflections
      2. 11.3.2. Rendering Refractions
    4. 11.4. Using Cameras
      1. 11.4.1. Creating a Camera
      2. 11.4.2. Camera Types
      3. 11.4.3. Camera Attributes
        1. 11.4.3.1. Focal Length
        2. 11.4.3.2. Clipping Planes
        3. 11.4.3.3. Film Back
        4. 11.4.3.4. Overscan
        5. 11.4.3.5. Environment
          1. 11.4.3.5.1. CAMERA IMAGE PLANES
          2. 11.4.3.5.2. IMAGE PLANE SEQUENCE
    5. 11.5. Motion Blur
    6. 11.6. Batch Rendering
    7. 11.7. Rendering the Wine Bottle
      1. 11.7.1. Selecting Render Settings Options
      2. 11.7.2. Setting Up the Scene
      3. 11.7.3. Setting Up the Camera
      4. 11.7.4. Batch Rendering and Playing Back the Sequence
    8. 11.8. mental ray for Maya
      1. 11.8.1. mental ray Quality Settings
      2. 11.8.2. Render Settings in Action!
      3. 11.8.3. Motion Blur with mental ray
    9. 11.9. Render Layers
      1. 11.9.1. Render Passes in mental ray
      2. 11.9.2. Rendering the Still Life in Layers
        1. 11.9.2.1. Test Rendering Everything Together
        2. 11.9.2.2. Creating a Shadow Pass
        3. 11.9.2.3. Batch Rendering with Render Layers
    10. 11.10. Final Gather
    11. 11.11. Ambient Occlusion
      1. 11.11.1. The Living Room
      2. 11.11.2. Rendering the Results
      3. 11.11.3. Compositing the Results
    12. 11.12. HDRI
    13. 11.13. Rendering the Red Wagon
      1. 11.13.1. Adding an IBL
      2. 11.13.2. Blurring the Reflections
      3. 11.13.3. Ambient Occlusion Pass
      4. 11.13.4. Wrapping Up the Red Wagon
    14. 11.14. Summary
  16. 12. Maya Dynamics and Effects
    1. 12.1. An Overview of Dynamics and Maya Nucleus
    2. 12.2. Rigid and Soft Dynamic Bodies
      1. 12.2.1. Creating Active and Passive Rigid Body Objects
      2. 12.2.2. Moving a Rigid Body
      3. 12.2.3. Rigid Body Attributes
    3. 12.3. Animating with Dynamics: The Pool Table
      1. 12.3.1. Creating the Pool Table and the Balls
      2. 12.3.2. Creating Rigid Bodies
      3. 12.3.3. Animating Rigid Bodies
      4. 12.3.4. Additional Rigid Body Attributes
      5. 12.3.5. Baking Out a Simulation
      6. 12.3.6. Simplifying Animation Curves
    4. 12.4. nParticle Dynamics
    5. 12.5. Emitting nParticles
      1. 12.5.1. Emitter Attributes
      2. 12.5.2. nParticle Attributes
        1. 12.5.2.1. The Lifespan Attributes
        2. 12.5.2.2. The Shading Attributes
      3. 12.5.3. nCaching Particles
      4. 12.5.4. Creating an nCache on Disk
    6. 12.6. Animating a Particle Effect: Locomotive Steam
      1. 12.6.1. Emitting the nParticles
      2. 12.6.2. Setting nParticle Attributes
      3. 12.6.3. Setting Rendering Attributes
    7. 12.7. Introduction to Paint Effects
      1. 12.7.1. Paint Effects Attributes
    8. 12.8. Toon Shading
    9. 12.9. Summary
    10. 12.10. Where Do You Go from Here?
  17. A. About the Companion CD
    1. A.1. What You'll Find on the CD
      1. A.1.1. Project Files
    2. A.2. System Requirements
    3. A.3. Using the CD
    4. A.4. Troubleshooting
      1. A.4.1. Customer Care
  18. Glossary