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Mastering Maya® 2009

Book Description

The Ultimate Maya 2009 Resource for Intermediate to Advanced Users If you already know the basics of Maya, now you can elevate your skills with Maya 2009 and the advanced coverage in this authoritative new reference and tutorial. From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professional-level instruction on Maya Complete and Maya Unlimited.

This fully updated book brings you up to speed on Maya 2009's new features and expands your skills with advanced instruction on cloth, fur, and fluids. You'll learn Dynamics, Maya Muscle, Stereo Cameras, Assets, rendering with mental ray, and more. Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this one-of-a-kind guide gives you valuable insight into the entire CG production pipeline.

If you've been looking for a complete, professional-quality Maya resource to turn to again and again, this is the book for you.

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

Table of Contents

  1. Copyright
  2. Dear Reader,
  3. Acknowledgments
  4. About the Authors
  5. Introduction
    1. 0.1. Who Should Buy This Book
    2. 0.2. What's Inside
    3. 0.3. How to Contact the Author
  6. 1. Working in Maya
    1. 1.1. Maya Nodes
      1. 1.1.1. Using the Hypergraph
      2. 1.1.2. The Connection Editor
      3. 1.1.3. Using the Outliner
      4. 1.1.4. Display Options in the Outliner
      5. 1.1.5. The Channel Box
      6. 1.1.6. The Attribute Editor
      7. 1.1.7. The Hypershade
    2. 1.2. Maya Projects
      1. 1.2.1. Create a New Project
      2. 1.2.2. Edit and Change Projects
    3. 1.3. Assets
      1. 1.3.1. Containers
      2. 1.3.2. Creating Assets from Containers
      3. 1.3.3. Using the Asset Editor
      4. 1.3.4. Template Containers
    4. 1.4. File References
      1. 1.4.1. Referencing a File
      2. 1.4.2. Using Reference Proxies
    5. 1.5. The Bottom Line
  7. 2. Maya Cameras
    1. 2.1. Image Size and Resolution
      1. 2.1.1. Set Image Size
      2. 2.1.2. Set Film Speed
    2. 2.2. Camera Settings
      1. 2.2.1. Creating a Camera
      2. 2.2.2. Camera Attributes
      3. 2.2.3. Clipping Planes
      4. 2.2.4. Film Back
      5. 2.2.5. Camera Shake
    3. 2.3. Custom Camera Rigs
      1. 2.3.1. Swivel Camera Rig
      2. 2.3.2. Swivel Camera Rig Asset
    4. 2.4. Depth of Field and Motion Blur
      1. 2.4.1. Depth of Field Settings
      2. 2.4.2. Creating a Rack Focus Rig
      3. 2.4.3. Motion Blur
    5. 2.5. Orthographic and Stereo Cameras
      1. 2.5.1. Orthographic Cameras
      2. 2.5.2. Stereo Cameras
    6. 2.6. The Bottom Line
  8. 3. NURBS Modeling in Maya
    1. 3.1. Image Planes
      1. 3.1.1. Creating Image Planes
      2. 3.1.2. Reference Plane Display Layers
    2. 3.2. Understanding NURBS
      1. 3.2.1. Understanding Curves
      2. 3.2.2. Understanding NURBS Surfaces
      3. 3.2.3. Surface Seams
      4. 3.2.4. NURBS Display Controls
    3. 3.3. Modeling NURBS Surfaces
      1. 3.3.1. Lofting Surfaces
      2. 3.3.2. Intersecting Surfaces
      3. 3.3.3. Trim Surfaces
      4. 3.3.4. Working with Trim Edges
      5. 3.3.5. Extruding Surfaces: Distance Extrude
      6. 3.3.6. Extruding Surfaces: Profile Extrude
      7. 3.3.7. Fillet Surfaces
      8. 3.3.8. Creating Rail Surfaces
      9. 3.3.9. Lofting across Multiple Curves
      10. 3.3.10. Live Surfaces
      11. 3.3.11. Project Curves on the Surface
      12. 3.3.12. Revolve
      13. 3.3.13. Using the Bend Deformer
    4. 3.4. Creating Realism
    5. 3.5. NURBS Tessellation
    6. 3.6. The Bottom Line
  9. 4. Polygon and Subdivision Surface Modeling
    1. 4.1. Understanding Polygon Geometry
    2. 4.2. Working with Smooth Mesh Polygons
      1. 4.2.1. Using Smooth Mesh Polygons
      2. 4.2.2. Selecting Components
      3. 4.2.3. Moving Components
      4. 4.2.4. Inserting Edge Loops
      5. 4.2.5. Extruding Polygons
      6. 4.2.6. Edge Creasing
      7. 4.2.7. Mirror Cut
    3. 4.3. Modeling with Deformers
      1. 4.3.1. Using a Lattice
      2. 4.3.2. Soft Modification Tool
    4. 4.4. Combining Meshes
      1. 4.4.1. Creating the Bolt Detail
    5. 4.5. Using Bevel Plus and Bevel Edges
      1. 4.5.1. Creating the Curves
      2. 4.5.2. Bevel Plus
      3. 4.5.3. Bevel Edges
    6. 4.6. Polygon Modeling with Paint Effects
      1. 4.6.1. Attaching Strokes to Curves
      2. 4.6.2. Modifying the Converted Stroke
      3. 4.6.3. Drawing Curves on a Live Surface
    7. 4.7. Converting NURBS Objects to Polygons
      1. 4.7.1. Revolve
      2. 4.7.2. NURBS Extrusions
    8. 4.8. Boolean Operations
      1. 4.8.1. Using Booleans
    9. 4.9. Sculpting Polygons Using Artisan
      1. 4.9.1. Sculpting Polygons
    10. 4.10. Advanced Polygon Modeling: The Head
      1. 4.10.1. Creating the Eye Socket
      2. 4.10.2. Creating the Mouth Area
      3. 4.10.3. Shaping the Mouth and Eye Areas
      4. 4.10.4. Creating the Nose
      5. 4.10.5. Connecting the Sections of the Face
      6. 4.10.6. Enhancing Lips and Eyelids
      7. 4.10.7. Creating the Cranium and Ear
    11. 4.11. Creating a Character
      1. 4.11.1. Transform Component
      2. 4.11.2. Offset Edge Loop Tool
      3. 4.11.3. Slide Edge Tool
      4. 4.11.4. Flip Triangle Tool
      5. 4.11.5. Sculpting the Head
    12. 4.12. Using Subdivision Surfaces
      1. 4.12.1. Working with SubDs
      2. 4.12.2. SubD Levels
    13. 4.13. The Bottom Line
  10. 5. Animation
    1. 5.1. Using Joints and Constraints
      1. 5.1.1. Joint Basics
      2. 5.1.2. Point Constraints
      3. 5.1.3. Aim Constraints
    2. 5.2. Inverse Kinematics
      1. 5.2.1. IK Handle Tool
      2. 5.2.2. Create a Master Control
    3. 5.3. Keyframe Animation
      1. 5.3.1. Creating Keyframes
      2. 5.3.2. Auto Keyframe
      3. 5.3.3. Move and Scale Keyframes on the Timeline
      4. 5.3.4. Copy, Paste, and Cut Keyframes
    4. 5.4. The Graph Editor
      1. 5.4.1. Animation Curves
      2. 5.4.2. Editing Animation Curves
      3. 5.4.3. Weighted Tangents
      4. 5.4.4. Additional Editing Tools
      5. 5.4.5. Breakdowns and In-Betweens
      6. 5.4.6. Pre- and Post-Infinity
    5. 5.5. Playblast and F Check
      1. 5.5.1. Create and View a Playblast
    6. 5.6. Driven Keys
      1. 5.6.1. Creating a Driven Key
      2. 5.6.2. Looping Driven Keys
      3. 5.6.3. Copying and Pasting Driven Keys
    7. 5.7. Animation Using Expressions
      1. 5.7.1. Conditional Statements in Expressions
    8. 5.8. Motion Path Animation
      1. 5.8.1. Create a Motion Path
    9. 5.9. Animating Constraints
      1. 5.9.1. Dynamic Parenting
    10. 5.10. Animation Layers
      1. 5.10.1. Create an Animation Layer
      2. 5.10.2. Layer Mode
      3. 5.10.3. Other Options in the Layer Editor
      4. 5.10.4. Layer Hierarchy
      5. 5.10.5. Merging Layers
    11. 5.11. The Bottom Line
  11. 6. Animating with Deformers
    1. 6.1. Animate Facial Expressions
      1. 6.1.1. Blend Shape Targets
      2. 6.1.2. Create Blend Shapes
      3. 6.1.3. Paint Blend Shape Weights
      4. 6.1.4. Adding Targets
      5. 6.1.5. Create a Custom Mouth Control Slider
      6. 6.1.6. Connect the Slider to the Blend Shape
    2. 6.2. Create Blend Shape Sequences
      1. 6.2.1. Create the Base Mesh
      2. 6.2.2. Create the Blend Shape Targets
      3. 6.2.3. Create the Blend Shape Sequence
    3. 6.3. Use Lattices
      1. 6.3.1. Create a Lattice
      2. 6.3.2. Animating Lattices
    4. 6.4. Animate Clusters
      1. 6.4.1. Cluster Objects
      2. 6.4.2. Paint Cluster Weights
      3. 6.4.3. Cluster Components
      4. 6.4.4. Constraining Clusters
    5. 6.5. Nonlinear Deformers
      1. 6.5.1. The Wave
      2. 6.5.2. Squash
      3. 6.5.3. Twist
    6. 6.6. Create Jiggle Deformers
      1. 6.6.1. Apply Jiggle Deformers
      2. 6.6.2. Paint Jiggle Weights
    7. 6.7. Use the Geometry Cache
      1. 6.7.1. Create a Geometry Cache
      2. 6.7.2. Editing the Cache Playback
    8. 6.8. The Bottom Line
  12. 7. Rigging and Muscle Systems
    1. 7.1. Understanding Rigging
    2. 7.2. Creating and Organizing Joint Hierarchies
      1. 7.2.1. Create Joints
      2. 7.2.2. Orient Joints
      3. 7.2.3. Name Joints
      4. 7.2.4. Rotation Limits
      5. 7.2.5. Label Joints
      6. 7.2.6. Mirror Joints
    3. 7.3. Inverse Kinematic Rigs
      1. 7.3.1. IK Solvers
      2. 7.3.2. Creating a Custom Control
      3. 7.3.3. Pole Vector Constraint
      4. 7.3.4. FK/IK Blending
    4. 7.4. Skinning Geometry
      1. 7.4.1. Smooth Binding
      2. 7.4.2. Paint Skin Weights
      3. 7.4.3. Edit Skin Weights in the Component Editor
      4. 7.4.4. Copy Skin Weights
      5. 7.4.5. Mirror Skin Weights
    5. 7.5. Maya Muscle System
      1. 7.5.1. The Maya Muscle System
      2. 7.5.2. Using Capsules
      3. 7.5.3. Edit Capsule Shape
      4. 7.5.4. Create a Muscle Using Muscle Builder
      5. 7.5.5. Edit a Muscle Using Muscle Builder
      6. 7.5.6. Finalize the Muscle
      7. 7.5.7. Edit Muscle Parameters
      8. 7.5.8. Convert the Smooth Skin to a Muscle System
      9. 7.5.9. Sliding Weights
    6. 7.6. The Bottom Line
  13. 8. Paint Effects and Toon Shading
    1. 8.1. Using the Paint Effects Canvas
      1. 8.1.1. The Paint Effects Window
      2. 8.1.2. Painting in Scene Mode
    2. 8.2. Painting on 3D Objects
    3. 8.3. Understanding Strokes
      1. 8.3.1. The Anatomy of a Paint Effects Stroke
      2. 8.3.2. Brush Sharing
      3. 8.3.3. Brush Curve Nodes
    4. 8.4. Designing Brushes
      1. 8.4.1. Painting with the Default Paintbrush
      2. 8.4.2. Brush Types
      3. 8.4.3. Brush Profile
      4. 8.4.4. Coloring Strokes
      5. 8.4.5. Texturing Strokes
    5. 8.5. Creating Tubes
      1. 8.5.1. Tubes Controls
      2. 8.5.2. Width Scale
      3. 8.5.3. Tube Color
      4. 8.5.4. Tube Direction
    6. 8.6. Add Growth
      1. 8.6.1. The Growth Controls
      2. 8.6.2. Adding Branches and Twigs
      3. 8.6.3. Adding Leaves and Flowers
    7. 8.7. Shaping Strokes with Behavior Controls
      1. 8.7.1. Forces
      2. 8.7.2. Displacement, Spiral, and Bend
    8. 8.8. Animating Strokes
      1. 8.8.1. Animating Attribute Values
      2. 8.8.2. Adding Turbulence
      3. 8.8.3. Animating Growth
      4. 8.8.4. Modifiers
    9. 8.9. Rendering Paint Effects
      1. 8.9.1. Illumination
      2. 8.9.2. Shadow Effects
      3. 8.9.3. Rendering Strokes with mental ray
    10. 8.10. Toon Shading
      1. 8.10.1. Toon Fills
      2. 8.10.2. Toon Outlines
      3. 8.10.3. Using Paint Effects Presets for Toon Lines
    11. 8.11. The Bottom Line
  14. 9. mental ray Lights
    1. 9.1. Shadow-Casting Lights
      1. 9.1.1. Shadow Preview
      2. 9.1.2. Depth Map Shadows
      3. 9.1.3. mental ray Shadow Map Overrides
      4. 9.1.4. Ray Trace Shadows
    2. 9.2. Indirect Lighting: Global Illumination
      1. 9.2.1. Global Illumination
      2. 9.2.2. Tuning Global Illumination
      3. 9.2.3. Working with Photon Maps
      4. 9.2.4. Color Bleeding
      5. 9.2.5. Importons
      6. 9.2.6. Caustics
      7. 9.2.7. Caustic Light Setup
    3. 9.3. Indirect Illumination: Final Gathering
      1. 9.3.1. Light-Emitting Objects
      2. 9.3.2. Final Gathering Maps
      3. 9.3.3. Using Lights with Final Gathering
    4. 9.4. Image-Based Lighting
      1. 9.4.1. Enabling IBL
      2. 9.4.2. IBL and Final Gathering
      3. 9.4.3. IBL and Global Illumination
      4. 9.4.4. IBL Light Shader
    5. 9.5. Physical Sun and Sky
      1. 9.5.1. Enable Physical Sun and Sky
      2. 9.5.2. Editing the Sky Settings
    6. 9.6. mental ray Area Lights
      1. 9.6.1. Using Area Lights
    7. 9.7. Light Shaders
      1. 9.7.1. Physical Light Shader
      2. 9.7.2. Photometric Lights and Profiles
      3. 9.7.3. Portal Light
    8. 9.8. Participating Media
      1. 9.8.1. Tuning Participating Media
      2. 9.8.2. Rendering Participating Media with Indirect Lighting
    9. 9.9. The Bottom Line
  15. 10. mental ray Shaders
    1. 10.1. Ambient Occlusion
      1. 10.1.1. Create an Ambient Occlusion Shader
      2. 10.1.2. Ambient Occlusion and Bump Textures
      3. 10.1.3. Reflection Occlusion
      4. 10.1.4. Additional Ambient Occlusion Techniques
        1. 10.1.4.1. Fast Occlusion
        2. 10.1.4.2. Ambient Occlusion and Transparency
    2. 10.2. Shading Concepts
      1. 10.2.1. Diffusion
      2. 10.2.2. Reflection
      3. 10.2.3. Refraction
      4. 10.2.4. The Fresnel Effect
    3. 10.3. Using Reflections and Refraction Blur
      1. 10.3.1. Reflection Blur
      2. 10.3.2. Refraction Blur
    4. 10.4. Basic mental ray Shaders
      1. 10.4.1. DGS Shaders
      2. 10.4.2. Dielectric Material
      3. 10.4.3. mental ray Base Shaders
    5. 10.5. Car Paint Materials
      1. 10.5.1. Using the Car Paint Material
    6. 10.6. The MIA Material
      1. 10.6.1. Using the MIA Material Presets
      2. 10.6.2. Creating Thick and Thin Glass and Plastic
      3. 10.6.3. Other MIA Material Attributes
    7. 10.7. Controlling Exposure with Tone Mapping
      1. 10.7.1. Using Exposure Shaders
    8. 10.8. Rendering Contours
      1. 10.8.1. Enable Contour Rendering
    9. 10.9. The Bottom Line
  16. 11. Texture Mapping
    1. 11.1. UV Texture Layout
      1. 11.1.1. What Are UV Texture Coordinates?
      2. 11.1.2. Creating UV Texture Coordinates
      3. 11.1.3. Mapping the Scalp
      4. 11.1.4. Creating UV Shells
      5. 11.1.5. Flipped and Overlapping UVs
      6. 11.1.6. Smooth UV Tool
      7. 11.1.7. UV Smudge and UV Lattice Tools
      8. 11.1.8. Automatic Mapping
      9. 11.1.9. UV Mapping the Face
      10. 11.1.10. Sewing UV Shells
      11. 11.1.11. Unfolding UVs
      12. 11.1.12. Arranging UV Shells
      13. 11.1.13. UV Snapshot
      14. 11.1.14. Additional UV Mapping Considerations
      15. 11.1.15. Transferring UVs
      16. 11.1.16. Multiple UV Sets
      17. 11.1.17. UV Mapping Alternatives
    2. 11.2. Bump and Normal Mapping
      1. 11.2.1. Bump Maps
      2. 11.2.2. Applying the Bump Texture to the Model
      3. 11.2.3. 3D Paint Tool
      4. 11.2.4. Rendering Textures Using the Optimized Format
      5. 11.2.5. Normal Maps
      6. 11.2.6. Creating Normal Maps
      7. 11.2.7. The Search Envelope
      8. 11.2.8. Applying Normal Maps
    3. 11.3. Displacement Mapping
      1. 11.3.1. Creating Terrain with Displacement Maps
      2. 11.3.2. Converting Displacement to Polygons
      3. 11.3.3. Displacement Maps for Characters
      4. 11.3.4. Combined Displacement and Bump Maps
    4. 11.4. PSD Networks
    5. 11.5. Subsurface Scattering
      1. 11.5.1. Fast, Simple Skin Shader Setup
      2. 11.5.2. Subsurface Scattering Layers
      3. 11.5.3. Subsurface Specularity
    6. 11.6. Texture Mapping NURBS Surfaces
      1. 11.6.1. Convert Texture to File Texture
    7. 11.7. The Bottom Line
  17. 12. Rendering for Compositing
    1. 12.1. Render Layers
      1. 12.1.1. Creating Render Layers
      2. 12.1.2. Render Layer Overrides
      3. 12.1.3. Creating Overrides for Rendering Cameras
      4. 12.1.4. Using Different Shaders on Render Layers
      5. 12.1.5. Material Overrides
      6. 12.1.6. Render Layer Blend Modes
    2. 12.2. Render Passes
      1. 12.2.1. Creating an Ambient Occlusion Pass
      2. 12.2.2. Creating Reflection, Specular, Depth, and Shadow Passes
      3. 12.2.3. Render Pass Contribution Maps
      4. 12.2.4. Lights and Contribution Maps
      5. 12.2.5. Render Pass Sets
    3. 12.3. Batch Rendering
      1. 12.3.1. File Tokens
      2. 12.3.2. Specifying Frame Range
      3. 12.3.3. Renderable Cameras
      4. 12.3.4. File Formats and the Frame Buffer
      5. 12.3.5. Starting a Batch Render
      6. 12.3.6. Command-Line Rendering
        1. 12.3.6.1. Windows Command-Line Render
        2. 12.3.6.2. Mac Command-Line Render
      7. 12.3.7. Creating a Batch Script
        1. 12.3.7.1. Windows Batch Render Script
        2. 12.3.7.2. Mac Batch Render Script
    4. 12.4. mental ray Quality Settings
      1. 12.4.1. Tessellation and Approximation Nodes
      2. 12.4.2. Anti-Aliasing and Sampling
      3. 12.4.3. Filtering
      4. 12.4.4. Rasterizer
      5. 12.4.5. Raytrace Acceleration
      6. 12.4.6. Diagnose BSP
    5. 12.5. The Bottom Line
  18. 13. Introducing nParticles
    1. 13.1. Creating nParticles
      1. 13.1.1. Drawing nParticles Using the nParticle Tool
      2. 13.1.2. Spawning nParticles from an Emitter
      3. 13.1.3. Emitting nParticles from a Surface
      4. 13.1.4. Filling an Object with nParticles
    2. 13.2. nParticle Collisions
      1. 13.2.1. Passive Collision Objects
    3. 13.3. Liquid Simulation
      1. 13.3.1. Creating Liquid Behavior
      2. 13.3.2. Converting nParticles to Polygons
      3. 13.3.3. Shading the nParticle Mesh
    4. 13.4. Texture Emission Attributes
      1. 13.4.1. Surface Emission
    5. 13.5. Using Wind
      1. 13.5.1. The Wind Settings
    6. 13.6. Shading and Hardware Rendering nParticles
      1. 13.6.1. Creating an nCache
      2. 13.6.2. Using the Hardware Render Buffer
    7. 13.7. nParticles and Fields
      1. 13.7.1. Using Multiple Emitters
      2. 13.7.2. Volume Axis Curve
      3. 13.7.3. Working with Force Fields
      4. 13.7.4. Painting Field Maps
      5. 13.7.5. Using Dynamic Fields
    8. 13.8. Rendering Particles with mental ray
      1. 13.8.1. Setting nParticle Shading Attributes
    9. 13.9. The Bottom Line
  19. 14. Advanced nDynamic Effects
    1. 14.1. nCloth
      1. 14.1.1. Creating nCloth Objects
      2. 14.1.2. nCloth Nodes
      3. 14.1.3. nCloth Presets
      4. 14.1.4. Stickiness
      5. 14.1.5. nConstraints
      6. 14.1.6. Pressure
      7. 14.1.7. Additional Techniques
      8. 14.1.8. Create an nCache
    2. 14.2. Using nCloth with nParticles
      1. 14.2.1. nParticles and Goals
      2. 14.2.2. Using nCloth as a Goal
      3. 14.2.3. Collision Events
      4. 14.2.4. Tearable nConstraints
    3. 14.3. nCloth and Rigid Body Simulations
      1. 14.3.1. Rigid nCloth Objects
      2. 14.3.2. Set nCloth Start Frame
      3. 14.3.3. nCloth and Fields
    4. 14.4. Traditional Rigid Body Dynamics
      1. 14.4.1. Baking Simulations
    5. 14.5. nParticle Instancing
      1. 14.5.1. Particle Debris
      2. 14.5.2. nParticles and Fields
      3. 14.5.3. nParticle Size and Mass
      4. 14.5.4. Instancing Geometry
    6. 14.6. nParticle Expressions
      1. 14.6.1. Randomizing Instance Index
      2. 14.6.2. Connecting Instance Size to nParticle Mass
      3. 14.6.3. Rotation Expressions
    7. 14.7. Creating Smoke Effects
      1. 14.7.1. Using the Cloud nParticle Style
    8. 14.8. The Bottom Line
  20. 15. Fur, Hair, and Clothing
    1. 15.1. Add Fur to Characters
      1. 15.1.1. Prepare Polygons for Maya Fur
      2. 15.1.2. Create a Fur Description
      3. 15.1.3. Edit the Fur Description: Baldness
      4. 15.1.4. Edit the Fur Description: Direction
      5. 15.1.5. Edit the Fur Description: Length
      6. 15.1.6. Test Render Fur
      7. 15.1.7. Apply a Color Map
      8. 15.1.8. Map Offsets and Multipliers
      9. 15.1.9. Additional Fur Attributes
    2. 15.2. Add Dynamic Motion to Fur
      1. 15.2.1. Attach a Fur Description to Hair Curves
    3. 15.3. Render Fur Using mental ray
      1. 15.3.1. Render Fur Using Raytracing
    4. 15.4. Dynamic Curves
      1. 15.4.1. Use Dynamic Curves with IK Splines
      2. 15.4.2. Create an IK Spline Handle from the Dynamic Curve
      3. 15.4.3. Use Forces
    5. 15.5. Add Hair to a Character
      1. 15.5.1. Apply Hair to a Surface
      2. 15.5.2. Hair Collisions
      3. 15.5.3. Hair Collision Constraints
      4. 15.5.4. Hair Shape
    6. 15.6. Style Hair
      1. 15.6.1. Start and Rest Positions
      2. 15.6.2. Paint Follicle Attributes
      3. 15.6.3. Style Hair with Fields
      4. 15.6.4. Modify Curves
      5. 15.6.5. Curling, Noise, Sub Clumping, and Braids
    7. 15.7. Hair Constraints
      1. 15.7.1. Create a Constraint
    8. 15.8. Render Hair
      1. 15.8.1. Color Hair
      2. 15.8.2. Tips for Rendering Hair
    9. 15.9. Create Clothing for Characters
      1. 15.9.1. Model Clothes for nCloth
      2. 15.9.2. Convert Smooth Mesh Polygons to nCloth
      3. 15.9.3. Add a Transform Constraint
      4. 15.9.4. Use Component Constraints
      5. 15.9.5. Connect Buttons to the Shirt
    10. 15.10. Paint nCloth Properties
      1. 15.10.1. Paint a Vertex Property Map
    11. 15.11. The Bottom Line
  21. 16. Maya Fluids
    1. 16.1. Use Fluid Containers
      1. 16.1.1. Use 2D Containers
      2. 16.1.2. Use Fields with Fluids
      3. 16.1.3. Fluid Examples
      4. 16.1.4. Use 3D Containers
    2. 16.2. Create a Reaction
      1. 16.2.1. Fluid Emitters
      2. 16.2.2. Add Velocity
      3. 16.2.3. Add Fuel
    3. 16.3. Render Fluid Containers
      1. 16.3.1. Texturing Fluids
      2. 16.3.2. Glowing Fluids
      3. 16.3.3. Lighting Fluids
    4. 16.4. Fluids and nParticles
      1. 16.4.1. Add Sparks to a Flame
    5. 16.5. Create a Pond
      1. 16.5.1. Set Up the Pond
      2. 16.5.2. Create a Wake
      3. 16.5.3. Use Boats
      4. 16.5.4. Convert Fluids to Polygons
    6. 16.6. Create an Ocean
      1. 16.6.1. The Ocean Shader
    7. 16.7. The Bottom Line
  22. 17. MEL and Python
    1. 17.1. Use a MEL Command
      1. 17.1.1. MEL Interfaces
    2. 17.2. MEL Scripting Techniques
      1. 17.2.1. Learning From the Script Editor
      2. 17.2.2. Create a MEL Script File
      3. 17.2.3. Add Attributes with MEL
      4. 17.2.4. Add an Image Sequence to the Sprites
      5. 17.2.5. Add Expressions Using MEL
      6. 17.2.6. Create a Conditional Statement
      7. 17.2.7. Create a Loop
    3. 17.3. Procedures
      1. 17.3.1. Make a Procedure from a Script
      2. 17.3.2. Use a Procedure within a Script
      3. 17.3.3. Global Procedures
    4. 17.4. Use Python
      1. 17.4.1. Use Maya Commands within Python
    5. 17.5. The Bottom Line
  23. A. The Bottom Line
    1. A.1. Chapter 1: Working in Maya
    2. A.2. Chapter 2: MAYA CAMERAS
    3. A.3. Chapter 3: NURBS MODELING IN MAYA
    4. A.4. Chapter 4: Polygon and Subdivision Surface Modeling
    5. A.5. Chapter 5: Animation
    6. A.6. Chapter 6: Animating with Deformers
    7. A.7. Chapter 7: Rigging and Muscle Systems
    8. A.8. Chapter 8: Paint Effects and Toon Shading
    9. A.9. Chapter 9: mental ray Lights
    10. A.10. Chapter 10: mental ray Shaders
    11. A.11. Chapter 11: Texture Mapping
    12. A.12. Chapter 12: Rendering for Compositing
    13. A.13. Chapter 13: Introducing nParticles
    14. A.14. Chapter 14: Advanced nDynamic Effects
    15. A.15. Chapter 15: Fur, Hair, and Clothing
    16. A.16. Chapter 16: Maya Fluids
    17. A.17. Chapter 17: MEL and Python
  24. B. About the Companion DVD
    1. B.1. What You'll Find on the DVD
      1. B.1.1. Chapter Files
    2. B.2. System Requirements
    3. B.3. Using the DVD
    4. B.4. Troubleshooting
    5. B.5. Customer Care