Complete Maya Programming Volume II An In-Depth Guide to 3D by David Gould PDF

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.

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Extra info for Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling

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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.

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Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling by David Gould


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