By David Gould
David Goulds acclaimed first ebook, «Complete Maya Programming: an in depth consultant to MEL and the C++ API», offers artists and programmers with a deep knowing of ways Maya works and the way it may be better and customised via programming. In his new booklet, David bargains a gradual, intuitive advent to the center rules of special effects. every one proposal is defined gradually and is totally applied in either MEL and C++ in order that an artist or programmer can use the resource code without delay of their personal courses. Geometry and modeling are coated intimately with a growing number of advanced examples demonstrating all of Mayas attainable programming positive aspects. David Goulds first quantity is greatly considered as the main authoritative reference on Maya programming. quantity II keeps this custom and gives an unequalled advisor for the artist and programmer tackling complicated projects. It covers a spectrum of subject matters in special effects together with issues and vectors, rotations, modifications, curves and surfaces (polygonal, NURBS, subdivision), and modeling. It bargains insights to Mayas internal workings in order that an artist or programmer can layout and increase custom-made instruments and recommendations. It discusses challenge fixing with MEL (Mayas scripting language) and the extra robust and flexible C++ API, with lots of code examples for every.
Read Online or Download Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling PDF
Similar 3d graphics books
Lots of people have acknowledged good things approximately this e-book, and for the main half, I agree. After testing a couple of different books, this seems THE booklet to get, for studying approximately psychological ray. the writer spends an important time speaking approximately rendering idea, that's necessary for studying any smooth engine.
Die Erforschung des Gehirns und seiner kognitiven Fähigkeiten battle schon immer ein Anliegen der Menschheit. Der neueste Versuch, ein breites Verständnis der Vorgänge im Gehirn zu erlangen, ist unter dem Titel Neurale Netze zusammengefaßt. Um dem Leser den Einstieg zu erleichtern, wird das Thema schrittweise nähergebracht.
Write your personal MAXScript features and utilities to create customized instruments and UI parts, and automate repetitive initiatives. verified strategies comprise the production of items, arrays, collections, keep an eye on buildings, parametric gadgets, and the development of UI parts. The better half CD-ROM comprises media documents that let you perform the options with real-world examples demonstrating how one can use then in a creation atmosphere.
This sequel to pictures gemstones (Academic Press, 1990), and pictures gemstones II (Academic Press, 1991) is a pragmatic choice of special effects programming instruments and strategies. portraits gemstones III includes a higher percent of gemstones with regards to modeling and rendering, really lighting fixtures and shading.
- 3ds Max 2012 Bible
- Open Source GIS: A Grass GIS Approach
- Building 3D Models with modo 701
- The Algorithmic Beauty of Sea Shells
- Data-Driven 3d Facial Animation
Extra info for Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling
To understand gimbal lock it is important to understand what exactly a gimbal is and its application in real-world navigation systems. A gimbal is a ring with a central rod about which it can rotate. 2 shows a gimbal assembly with three gimbals. Gimbals are used in gyroscopic compasses. These compasses are used for navigation in airplanes, space shuttles, space stations, and just about any craft that needs to precisely know its orientation. A gyroscopic compass consists of three gimbals and an inertial platform at the center.
There also exists a gl0at variation of this class, MFloatVector. The default constructor initializes the instance to the zero vector. MVector vec. // x=y=z=O Even though Maya makes the mathematical distinction between points and vectors, for convenience the MPoint and MVector classes can be easily converted from each other. MPoint MVector pt; vec; p t = vec; vec = p t ; Instances of MFloatPoint and MFloatVector can be converted to instances of MPoint and MVector, respectively. Note that when converting an MPoint to an MVector Maya assumes that the point is already in Cartesian coordinates.
There also exists a f l o a t variation of this class, MFloatPoint. The default constructor initializes the coordinates to the following. MPoint pt- // x=y=z=O, w=l The point can be converted from a Cartesian point to a homogeneous point via the homogeni ze function. homogenize(). // pt = ( w ' x , w ' y , w ' z , w) This function simply multiplies each component by the w component. Note that if w is 0 then a zero vector (0,0,0,0) will result. To convert the point from a homogeneous point to a Cartesian point the c a r t e s i anize function is used.
Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling by David Gould