本教材是由Gnomon Workshop最新出品的Maya动态特效高级教程合辑Vol.1-14。
Gnomon workshop是世界权威的CG视频网站. 他们在CG视频教程中是高质量的代名词。他们定期邀请全世界的顶尖CG艺术家来为他们制作CG视频教程,内容涵盖面非常广。
Gnomon教程. 让我们在CG设计路上不再独行~ 让我们共同期待与业界CG顶尖设计师的面对面~ 少玩多花些时间多学习学习,让我们的商业作品与众不同~ Gnomon的教程向来以其前沿的技术和清晰的视频质量而受到广大用户的青睐.
Maya 是目前世界上最为优秀的三维动画的制作软件之一,主要是为了影视应用而研发的,所以在出世后不久就在《精灵鼠小弟》、《恐龙》等这些大片中一展身手。除了影视方面的应用外Maya在三维动画制作,影视广告设计,多媒体制作甚至游戏制作领域都有很出色的表现。初识Maya 是目前世界上最为优秀的三维动画的制作软件之一,它是Alias|Wavefront公司在1998年才推出的三维制作软件。虽然相对于其他老牌三维制作软件来说Maya还是一个新生儿,但Maya凭借其强大的功能,友好的用户界面和丰富的视觉效果,一经推出就引起了动画和影视界的广泛关注,成为顶级的三维动画制作软件。
Gnomon Workshop - Dynamics Maya DVD 1 - 14 By Alex Alvarez
Dynamics 1: Particle Tool, Create Emitter
Dynamics 2: Vertex, Point and Curve Emission
Dynamics 3: Surface Emission
Dynamics 4: Rigid Bodies
Dynamics 5: Fields
Dynamics 6: Goals
Dynamics 7: Instancer
Dynamics 8: Introduction to Softbodies
Dynamics 9: Softbody Effects
Dynamics 10: Softbody Lattices and Curves
Dynamics 11: Spring Effects
Dynamics 12: Hardware Rendering
Dynamics 13: Sprite Rendering
Dynamics 14: Advanced Sprite Rendering
下载附件 (59.17 KB)
GnomonWorkshop Maya Effects Dynamics - 14 DVD | RAR 9 Gb
Video Tutorials for Autodesk Maya by Alex Alvarez - 14 DVD.
DVD1
Dynamics 1: Particle Tool, Create Emitter
There are many ways to create and design particle effects animation in Maya. In this video, two of the key tools for such work are explained and demonstrated: the 'article Tool' and the 'Create Emitter' tool. Example scenes include galaxies, clouds, ground fog, explosions, bubbles, smoke and steam.
Contents:
Particle Tool
Create Emitter:
Omni Emitters
Directional Emitters
Volume Emitters
Various Fields
Hardware Rendering Techniques
DVD2
Dynamics 2: Vertex, Point and Curve Emission
The ability to use vertices, curves and particles as emission sources is an extremely powerful aspect to Maya's dynamics. In this video we focus on the 'Emit from Object' tool as well as the 'Curve Flow' effect. Example scenes include fire, smoke, shockwaves, fireworks, explosions, sparks, solar flares and liquid streams.
Contents:
Emit from Object:
Vertex Emission
Lattice Point Emission
Particles as Emitters
Curve Emission
Curve Flow Effect
Various Fields
Hardware Rendering Techniques
DVD3
Dynamics 3: Su**ce Emission
Any polygonal or NURBS su**ce can be used as a particle emitter. But the real flexibility lies with NURBS. In this video we look at a variety of techniques which allow for a high level of control over su**ce emitted particles. Using the 'Emit from Object' tool, we focus on texture emission. Various methods for working with and creating the source textures are demonstrated. Example scenes include Crawling Fire, Smoke, Steam, and Erosion.
Contents:
Emit from Object:
Su**ce Emission
Texture Emission
Need ParentUV
Cycle Emission
Paint Texture Tool
Paint Effects
Procedural Texture Animation
Frame Extensions
Photoshop / Flash
Various Fields
Hardware Rendering Techniques
Description:
By allowing image sequences to be mapped onto dynamic particle animation, sprites are one of Maya's most powerful production tools. Imagine creating a scene that includes a cheering crowd with hundreds of people that you can playback in real-time. Thought this was only the territory of huge visual effects companies with loads of firepower? Not anymore. No other technique allows you to create such complex images with an ultimate degree of control. Want to adjust the lighting of the crowd? How about changing the terrain they are standing on? With sprites, it's not a problem. Using a few expressions and unique workflows, you will learn how to get the most out of your sprite scenes and your animations will never be the same again. Examples include wind blown seed pods, a sea of microbes, depth-of-field effects, tossed coins and crowd simulations.
Contents:
Vector / Conversion expressions
Image Sequences for Sprites
Runtime / Creation expressions
Flow Control Statements
Curve Functions
DVD4
Dynamics 4: Rigid Bodies
Description:
Rigid Bodies are NURBS or Polygonal su**ces that can react to the dynamic forces of fields and collisions. In this video, you will learn how to create and animate Rigid Bodies using a variety of techniques including keyframing, fields and collisions. Rigid Body Constraints are used to limit the motion of Rigid Bodies. Constraints simulate the behavior of mechanisms which exist in the real world.
Contents:
Active / Passive Rigid Bodies
Various Fields
Dynamic Relationship Editor
Rigid Solver editing
Bake Simulation
Point Constraints
Orient Constraints
Dynamic Constraints
DVD5
Dynamics 5: Fields
Description:
For virtually any dynamic effect, fields will be utilized. Fields are used to simulate natural phenomenon such as wind, turbulence and gravity. Fields can exist as independent, standalone objects, or they can be 'emitted' from points such as vertices and particles. By having a thorough understanding of each field's unique qualities, one can then begin to design any dynamic effect.
Contents:
Air Field
Radial Field
Drag Field
Uniform Field
Gravity Field
Turbulence Field
Vortex Field
Volume Axis Field
DVD6
Dynamics 6: Goals
Description:
FA powerful method for designing particle motion is to have a particle's position / movement be driven by geometry. By adding 'goals' to a particle object, one can design particle behavior so that they are attracted to an object's pivot, poly vertices or to the UV coordinate space of NURBS su**ces. This can be used to create anything from a laser blast, to spiders crawling along a su**ce to a character made out of fire.
Contents:
Goal
Expressions
Add Attribute
goalU
goalV
goalOffset
goalPP
Ramps
DVD7
Dynamics 7: Instancer
Description:
Particle Instancing allows one to replace each particle in a particle object with geometry. This can be used to create schools of fish, swarming insects, debris laden explosions, herds of animals and many other effects which require the replication of static or animated geometry. Instancing can be also used with Paint Effects strokes to create elements such as forests and pixie dust.
Contents:
Instancer (Replacement)
ParticleTool / Emitters
Various Fields
Expressions
Add Attribute
Duplicate / Group
Graph Editor
DVD8
Dynamics 8: Introduction to Softbodies
Description:
In this lecture we begin a four part series which delves into a myriad of softbody effects. One of the most interesting aspects of Maya's dynamic engine is the ability to constrain vertices to particles. When a su**ce is turned into a softbody, each point is locked onto a single particle within a particle object. This allows the su**ce to be deformed using all available techniques for controlling particle behavior. By applying fields, goals, collisions, springs and expressions, an almost infinite variety of effects can be executed. The applications go far beyond the obvious creation of cloth type objects, but this is where we must begin. Lecture includes the creation of curtains, clothing, flames and inertia driven character flesh movement.
Contents:
Create Softbody
Springs
Fields
Emitters
Make Collide
Component Editor
Attribute Paint
Dynamic Relationships Editor
DVD9
Dynamics 9: Softbody Effects
Description:
With the fundamentals of softbody effects understood, this lecture moves on to more specific applications. The first group of demonstrated techniques focus on a variety of ground plane effects including oceans, puddles, mud, sand and snow. Each of these are related, yet differ in how they react to external stimuli such as fields and collisions. Water reacts quickly yet the deformation is scale dependant: an ocean responds with large swells while a shallow puddle produces fast-moving, tight ripples. Mud, sand and snow effects are much slower reactions where the su**ce will gradually (if ever) return to smooth equilibrium. The lecture then moves on techniques for combining softbodies with rigid bodies, blendshape deformers and auxilliary spring effects for the creation of flags, saliva, and interconnected softbodies.
Contents:
Create Softbody
Springs
Fields
Emitters
Animated Textures
Rigid Bodies
Deformers
Component Editor
DVD10
Dynamics 10: Softbody Lattices and Curves
Description:
While su**ces are the obvious application of softbodies, lattices and curves can also be converted to yield several useful results. When faced with situations where only a small region of a su**ce need behave dynamically, lattice softbodies can be applied in order to greatly improve performance. We also look at a situation where a lattice softbody is used to create a layered softbody effect where a softbody becomes a goal for another softbody. This is useful when field effects must be isolated for indepenent control. Softbody curves applications, on the other hand, derive from the fundamental uses of curves in Maya. Curves involved in modeling operations, curves as particle emitters, curves as particle flow goals, or curves as IK spline handles can produce infinite results when turned into softbodies including laser blasts, chains, rope, or dynamic skeletons (tentacles, tails, etc).
Contents:
Create Softbody
Springs
Fields
Lattices
Curve Flow
Clusters
Skeletons
IK Spline Handles
Component Editor
DVD11
Dynamics 11: Spring Effects
Description:
Dynamic springs exist in Maya for two purposes: to keep particles together and to connect particles to vertices. Neither application is softbody specific, although in conjunction with softbodies many useful effects become possible. The focus of this lecture is to demonstrate how objects is Maya can be positionally and orientationally constrained to softbody movement in order to create mechanisms which combine both rigid and elastic objects. We begin with the creation of spring-cams used for simulating hand-held and ride-film camera effects. We then apply these techniques to the creation of 'Episode One' style pod racers, suspension rigs, bridges and softbody / character interactions.
Contents:
Create Softbody
Springs
Fields
Cameras
Constraints
Expressions
Component Editor
DVD12
Dynamics 12: Hardware Rendering
Description:
Fire, smoke, energy blasts and rain are just some of the dynamic effects required by today's demanding visual effects industry. More and more, films, television and video games are using dynamic effects to create a heightened sense of realism in their projects. Maya's hardware rendering technology is a staple of the visual effects industry and allows artists to create these complex effects without putting stress on already compressed deadlines. In this DVD you will learn about the main hardware render types and what kind of effects they can be used for. Real world examples of how to create specific effects and integrate them with photographic elements will show you how hardware renders are used in a production environment.
Contents:
Hardware Render Types
Hardware Render Buffer
Particle Attribute Ramps
Per Particle Expressions
2D Compositing
DVD13
Dynamics 13: Sprite Rendering
Description:
Sprites allow you to use an image of your choice and map it onto the position of a dynamically controlled particle. Sprites are used throughout the visual effects industry for such diverse effects as crowd replication, smoke, fire and cloud volumes. In this lecture you will learn to harness the power of sprites. Covered topics include; creating sprite images, smoke and magic effects, as well as a comprehensive "under the hood" look at the sprite rendering type and all of its unique attributes. You will also learn how to get the most out of your sprites by using ** but powerful particle expressions.
Contents:
Sprite Particles
Custom PP Attributes
Creation / Runtime Expressions
Hypershade Networks
Vector Functions
DVD14
Dynamics 14: Advanced Sprite Rendering
Description:
By allowing image sequences to be mapped onto dynamic particle animation, sprites are one of Maya's most powerful production tools. Imagine creating a scene that includes a cheering crowd with hundreds of people that you can playback in real-time. Thought this was only the territory of huge visual effects companies with loads of firepower? Not anymore. No other technique allows you to create such complex images with an ultimate degree of control. Want to adjust the lighting of the crowd? How about changing the terrain they are standing on? With sprites, it's not a problem. Using a few expressions and unique workflows, you will learn how to get the most out of your sprite scenes and your animations will never be the same again. Examples include wind blown seed pods, a sea of microbes, depth-of-field effects, tossed coins and crowd simulations.
Contents:
Vector / Conversion expressions
Image Sequences for Sprites
Runtime / Creation expressions
Flow Control Statements
Curve Functions
【
发布日期: 2011-7-31