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2. Principles of pipeline?
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3. Explain non coolinear?
The non collinear is defined for the points in the 3 dimensional space . Three or
more points are said to be non collinear if we can not find a single line passing
through all of them.
In other words those three or more points are said to be non collinear if there is
no single line joining all of them.
4. Explain ik and fk?
In Maya, you move and pose your character during animation using kinematics.
Kinematics is a system with which you can specify motion for your skeleton. There
are two types of kinematics in Maya: forward kinematics (FK) and inverse
kinematics (IK). Each type of kinematics is best suited for specific types of
motion. You can pose and animate the joints of a joint chain using both FK and IK.
This is called animation blending.
5. Write about maya textures?
When you map a 2D or 3D texture to an object, you connect it to an attribute of
the object’s material. Textures map to geometry based on the object’s UV texture
coordinates.
6. Define hdrmi?
High-dynamic-range imaging (HDRI) is a high dynamic range (HDR) technique used
in imaging and photography to reproduce a greater dynamic range of luminosity
than is possible with standard digital imaging or photographic techniques.
7. What is render frame?
When you render or re-render a single frame from Maya’s main window, the render
appears in Render View. In the main Maya window, click the Render Current Frame
button, or select Render > Render Current Frame. Maya renders the current scene
and displays the image as it renders in Render View.
8. Explain about web editor?
The Graph Editor is presented as graph view of scene animation so you can create,
view, and modify animation curves various ways.
a.maya interface
You can hide all the interface elements to maximize viewing space and instead use
the quick command features: the hotbox, Maya Hotkeys, and Marking menus.
You can resize most panels by dragging their edges when a double-headed arrow
cursor appears.
You can rearrange the panels to suit your preferences by docking them in different
areas of the Maya window. For more information, see Dock and undock windows and
panels.
To zoom in on the view under the mouse pointer, such as the View Panel or Graph
Editor, press Shift + Spacebar. This collapses all other panes docked in the main
window. If the mouse pointer is over a floating window or another part of the
interface, such as the Channel Box or Tool Settings, it affects the last view you
clicked in. Press Shift + Spacebar again to restore the previous viewing
configuration.
For a full-screen view of the pane with the focus, press Ctrl + Spacebar. This
works the same way as Shift + Spacebar for zoom-in view, but it also hides UI
elements such as the Status Line, Shelf, Time Slider, and so on. Press Ctrl +
Spacebar again to restore the previous viewing configuration.
b.extrude loft revolve birail (surface
options)
2.
a. what is texturing? Write about different types of
mapping?
b. uv texture editor
The UV Editor lets you view and interactively edit the UV texture coordinates for
polygon, NURBS, and subdivision surfaces within a 2D view. You can access it from
either Windows > Modeling Editors > UV Editor or the UV > UV Editor menu in the
Modeling menu set.
You can select, move, scale, and generally modify the UV topology for a surface
very much like you work with other modeling tools within Maya. You can also view
the image associated with the assigned texture map as a backdrop within the UV
Editor and modify the UV layout to match as required.
All major UV tasks are accessible within the UV Editor either via the UV Editor's
menus, View bar, or UV Toolkit. Additionally, many functions are available outside
the editor via the Modeling menu set's UV menu.
(Then Elaborate how we can select edges cut then select UV’s Then To Shell then
unfold and different things that we right now use in The editor)
a. animation principles with diagrams
The 12 Basic Principles of Animation
1. Squash and stretch When an object moves, its movement indicates the rigidity
of the object. Squash and stretch is useful in animating dialogue and doing facial
expressions. It is used in all forms of character animation from a bouncing ball to
the body weight of a person walking.
2. Anticipation
An action occurs in three parts: the preparation for the action, the action itself,
and the termination of the action. Anticipation is the preparation for the action.
3. Staging
Staging is the presentation of an idea so that it is completely and unmistakably
clear. A pose or action should clearly communicate to the audience the attitude,
mood, reaction or idea of the character as it relates to the story and continuity of
the story line.
4. Straight ahead and pose to pose animation
Straight-ahead-action is so called because an animator literally works straight
ahead from the first drawing in the scene.
In pose1to1pose animation, the animator plans his action, figuring out just what
drawings will be needed to animate the scene.
5. Follow through and overlapping action
When the main body of the character stops all other parts continue to catch up to
the main mass of the character, such as arms, long hair, clothing, coat tails or a
dress, floppy ears or a long tail
6. Slow out and slow in
Slow-in-and-out deals with the spacing of the inbetween drawings between the
extreme poses. As action starts, we have more drawings near the starting pose,
one or two in the middle, and more drawings near the next pose. Fewer drawings
make the action faster and more drawings make the action slower.
7. Arcs
All actions, with few exceptions (such as the animation of a mechanical device),
follow an arc or slightly circular path. This is especially true of the human figure
and the action of animals. Arcs give animation a more natural action and better
flow.
8. Secondary action
A secondary-action is an action that results directly from another action.
Secondary actions are important in heightening interest and adding a realistic
complexity to the animation.
9. Timing
Timing, or the speed of an action, is an important principle because it gives meaning
to movement. The speed of an action defines how well the idea will be read to the
audience. Timing can also defines the weight of an object. Two similar objects can
appear to be vastly different weights by manipulating timing alone.
10. Exaggeration
In feature animation, a character must move more broadly to look natural. The
same is true of facial expressions, but the action should not be as broad as in a
short cartoon style.
11. Solid drawing
The basic principles of drawing form, weight, volume solidity and the illusion of 3D
apply to animation Three dimensional is movement in space. The fourth dimension
is movement in time.
12. Appeal
Where the live action actor has charisma, the animated character has
appeal.Audiences like to see a quality of charm, pleasing design, simplicity,
communication, or magnetism. A weak drawing or design lacks appeal.
b. constraints and types of constraints
a. lights in maya? Three point lighting?
b. rendering and its type (4 types)
Rendering is the final stage in the 3D computer graphics production process.
Though the wider context of rendering begins with shading and texturing objects
and lighting your scene, the rendering process ends when surfaces, materials,
lights, and motion are processed into a final image or image sequence.
1 Software rendering
Software rendering produces images of the highest quality, letting you achieve the
most sophisticated results.
Maya has the following software renderers:
The Maya software renderer
NVIDIA® mental ray® for Maya®
2 Hardware rendering
Hardware rendering uses the computer's video card and drivers installed on the
machine to render images to disk. Hardware rendering is generally faster than
software rendering, but typically produces images of lower quality compared to
software rendering.
Maya has the following hardware renderers:
The Maya hardware renderer
Viewport 2.0
On systems with sufficient memory and graphic cards, Viewport 2.0 provides large
scene performance optimization and higher quality lighting and shaders.
3 Vector rendering
Vector rendering lets you create stylized renderings (for example, cartoon, tonal
art, line art, hidden line, wireframe) in various bitmap image formats and 2D vector
formats.
a. particle emitter
b. Fields
Fields:
Fields are localized or global forces that act on objects. You can simulate the
motion of natural forces with dynamics fields. Stand-alone fields influence objects
from a stationary or moving position in the workspace.
You can add fields to polygons, Nurbs curves or surfaces, particle objects, lattices
or curves on the surface.
The following fields are included with Maya:
Air: An air field simulates the effects of moving air. The objects you connect to
the air field accelerate or decelerate. A "push" type of field, it comes with presets
for Wind, Wake, and Fan.
Select Fields/Solvers > Air
Drag: A field that slows the momentum over time of objects within its reach.
Select Fields/Solvers > Drag
Gravity
Creates a field which simulates the Earth's gravitational force. It accelerates
objects in a fixed direction.
Select Fields/Solvers > Gravity
Newton
Creates a field which pulls objects towards it. This lets you create effects such as
orbiting planets or tethered, colliding balls.
As the distance between the objects increases, the force of the pull decreases.
(Based on the law
Select Fields/Solvers > Newton
Radial
Create a which field pushes objects away or pulls them toward itself, like a magnet.
Select Fields/Solvers > Radial
Turbulence
Creates a field which causes irregularities in the motion of affected objects.
These irregularities are also called noise or jitter. You can combine Turbulence
with other fields to mimic the random motion in fluid or gaseous mediums such as
water and air.
Select Fields/Solvers > Turbulence
Uniform
Creates a field which pushes objects in a uniform direction.
Select Fields/Solvers > Uniform
Vortex
Creates a field which pulls objects in a circular or spiraling direction. You can use
this field with particles to create effects such as whirlpools or tornados.
Select Fields/Solvers > Vortex