Autodesk Books : Free Download, Borrow, and Streaming : Internet Archive.Autodesk Maya A Comprehensive Guide, 9th Edition by Prof Sham Tickoo – Ebook | Scribd
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High Schools and Trade Bookstores To place your order contact us by phone or via email sales cadcim. The first page of every chapter summarizes the topics that are covered in it. Consists of hundreds of illustrations and a comprehensive coverage of Autodesk Maya concepts and commands. Real-world 3D models and examples focusing on industry experience. Step-by-step instructions that guide the user through the learning process. Additional information is provided throughout the book in the form of tips and notes.
Self-Evaluation test, Review Questions, and Exercises are given at the end of each chapter so that the users can assess their knowledge. Chapters for Free Download Errata Paperback Retail:. You Pay:. Google Books. Vital Source Buy or Rent. Post Review. Autodesk Maya is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc.
This integrated node based 3D software finds its application in the development of films, games, and design projects. A wide range of 3D visual effects, computer graphics, and character animation tools make it an ideal platform for 3D artists. The intuitive user interface and workflow tools of Maya have made the job of design visualization specialists a lot easier.
Autodesk Maya A Comprehensive Guide book covers all features of Autodesk Maya software in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya for 3D and visual effect artists, and designers. This Autodesk Maya book will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects.
It caters to the needs of both the novice and advanced users of Maya and is ideally suited for learning at your convenience and at your pace. Paperback eBook. Chapter 2: Polygon Modeling. Chapter 5: UV Mapping. Chapter 6: Shading and Texturing. Chapter 7: Lighting. Chapter 8: Animation.
Chapter 9: Rigging, Constraints, and Deformers. Chapter Paint Effects. Chapter Rendering. Chapter Particle System. Chapter Introduction to nParticles. Chapter Fluids. Chapter nHair. Chapter Bifrost. Chapter Bullet Physics. Evaluation Chapters. Part Files. Tutorial Files. Chapters for Free Download. Similar Books. Quick Links.
Autodesk maya 2017 a comprehensive guide free download.Autodesk Maya 2017 Download x64 bit Full Cracked Version
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Autodesk maya 2017 a comprehensive guide free download
The most commonly used group is the icons group displayed on choosing the Select by object type button. Various buttons in this selection masks icons group are discussed next. Figure The Selection Mask Icons group displayed on choosing the Select by component type button.
To do so, choose the Set the object selection mask button from the Status Line; a flyout will be displayed, as shown in Figure Choose the All objects on option from the flyout to make all selection icons on or select the All objects off option to switch off all selection icons from the menu. Figure Flyout displayed on choosing the Set the object selection mask button.
If the All objects off option is chosen, you cannot select any object in the viewport. You will learn more about this button in the later chapters. The Snap Buttons group comprises of different snap options, as shown in Figure These options are used to snap the selected objects to specific points in a scene. The buttons in this group are discussed next.
Next, press the middle mouse button over the sphere and drag it; the sphere will be snapped to the closest grid intersection point, refer to Figure Figure The sphere snapped to the closest grid intersection point. Next, choose Move Tool from the Tool Box and align the cube over the curve.
Choose the Snap to curves button from the Status Line. Press the middle mouse button over the cube and drag it; the cube will move over the curve while remaining snapped to the curve, refer to Figure Now, set the Width divisions and Height divisions to 10 , and then click in the viewport to make a plane. Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points button from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane.
Now, select the locator and choose the Snap to Projected Center button from the Status Line; the locator will snap to the center of the polygonal plane. You can also use the shortcut keys to perform a particular snap functions. A live object is used to create objects or curves directly on its surface. To create a cube on the surface of the sphere, choose the Make the selected object live button from the Status Line; the sphere will appear in green wireframe.
This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects. The construction history is used to track the changes made on an object at a later stage.
Sometimes, the construction history may make a particular file size heavy. To decrease the file size, you can deactivate this option. This group in the Status Line is used to access all render controls in Maya. Choose the Render the current frame button from the Status Line; the Render View window will be displayed. The Render View window shows the rendered view of the selected scene, refer to Figure , whereas the Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement.
To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering. As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lighting attribute of the scene using the Attribute Editor , the selected part will be rendered automatically.
This window comprises of all controls needed for rendering. These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on. Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters.
The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values. This window lists all lights in the scene with commonly used attributes for each light. This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Some of the options in this group are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed.
Now, select the required option from the flyout; the corresponding mode will be displayed. By default, the Absolute transform mode is active. The transform modes are discussed next. The Absolute transform area is used to move, rotate, or scale a selected object in the viewport.
To do so, invoke the required transformation tool from the Tool Box and enter values in the X , Y and Z edit boxes in the Absolute transform area, refer to Figure Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes. The Absolute transform area takes the center of the viewport as a reference for transforming an object.
The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.
The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure The Sign In option is used to sign in to the Autodesk account.
On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products.
The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The Modeling Toolkit window is used to perform multiple modeling specific operations. The tools in this window allow you to define and control multiple character setups in a single window. The Attribute Editor is used to control different properties of the selected object.
On choosing this button, the Tool Settings window of the selected tool will be displayed. The Channel Box is used to control the transformation and the geometrical structure of the selected object.
The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene.
By default, the keyable attributes of selected object s are displayed in the Channel Box. In this window, three areas will be displayed in the Keyable tab: Keyable , Nonkeyable Hidden , and Nonkeyable Displayed. Next, choose the Close button. The Shelf is located below the Status Line, as shown in Figure The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools.
The icons displayed in this area depend on the tab chosen, refer to Figure You can also customize the Shelf as per your requirement. To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure ; a flyout will be displayed, as shown in Figure Various options in this flyout are discussed next.
Figure Flyout displayed on choosing the Menu of items to modify the shelf button. The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible.
The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure In the Shelf Editor , you can change the name and position of shelves and their contents. You can also create a new shelf and its contents using the Shelf Editor. The Navigate Shelves option is used to choose the previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure The options in the cascading menu are discussed next.
Figure Cascading menu displayed on choosing the Navigate Shelves option. The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed.
Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed. Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf ; the Animation tab is chosen displaying the dynamic specific icons. The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. The Jump to Shelf option is used to choose the specific Shelf by entering its name.
On choosing this option, the Jump to Shelf dialog box will be displayed, as shown in Figure Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed. The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf dialog box will be displayed, as shown in Figure Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure The Delete Shelf option is used to delete a shelf.
On choosing this option, the Confirm message box will be displayed, as shown in Figure Choose the OK button to delete the selected Shelf. The Load Shelf option is used to load the shelf that was saved previously. When this option is chosen, the Load Shelf dialog box will be displayed. You can choose the previously saved shelf from this dialog box; the desired Shelf tab will be displayed in the shelf.
The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya. The Tool Box is located on the left side of the workspace. It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface. Various tools in the Tool Box are discussed next. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected.
On invoking this tool, the manipulators will not be activated. This tool is very much similar to the Select Tool. To select an object, invoke the Lasso Tool ; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object.
Then, release the left mouse button; the object inside the selection area will be selected. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport. Next, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Vertex from the marking menu to make the vertex selection mode active. Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices.
To go back to the object mode, invoke the Select Tool and then press and hold the right mouse button; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive. You can also increase the size of the Paint Selection Tool cursor.
To do so, press and hold the B key on the keyboard. Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush.
To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip. Select the object in the workspace that you want to move. To use the Move Tool , you need to create an object in the viewport. A sphere will be created.
Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure These three color handles are used to move the object in the X, Y, or Z direction. The colors of. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions.
Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport. Change the settings as per your requirement in this window. By default, the pivot point is located at the center of the object. To change the pivot point, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure Move the pivot point to adjust its position.
You can also put the pivot at the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator. A pivot is a point in 3D space that is used as a reference point for the transformation of objects. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure The Rotate Tool manipulator consists of three colored rings.
The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis. On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. This window contains various options for rotation. You can change the settings in this window as required.
To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; Scale Tool manipulator will be displayed on the object, as shown in Figure Figure The Scale Tool manipulator.
The Scale Tool manipulator consists of three boxes. The redbox represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes. On selecting any one of these colored scale boxes, the default color of the box changes to yellow.
You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. While rotating, moving, or scaling an object, different colored handles are displayed.
These handles indicate different axes. You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively. The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool. Using the buttons in the Quick Layout buttons area, refer to Figure , you can the toggle the display of layouts as required. You can also change the display of layout buttons.
To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout. Using these buttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure Figure Shortcut menu displayed on right-clicking on the Quick Layout button.
The Time Slider and the Range Slider, as shown in Figure , are located at the bottom of the viewport. These two sliders are used to control the frames in animation. The Time Slider comprises of the frames that are used for animation. There is an input box on the Time Slider called Set the current time , which indicates the current frame of animation. The keys in the Time Slider are displayed as red lines.
The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation.
The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback. The Range Slider shows the start and end time of the active animation. The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range. The length of the Range Slider can be altered using these edit boxes.
At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers.
This option helps you to blend multiple animations in a scene. The Set the current character set is located on the right of the Range Slider. It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next. Ensure that you have selected the Animation menuset. This button sets the keyframe automatically whenever an animated value is changed.
Its color turns blue when it is activated. On choosing this button, the Preferences dialog box will be displayed, as shown in Figure In the Preferences dialog box, the Time Slider option is selected by default in the Categories area. You can set the animation controls in the Time Slider and Playback area of the Preferences window.
Choose the Save button to save the changes and close the dialog box. The Command Line is located below the Range Slider. Choose the MEL button to switch between the two scripts. The Command Line also displays messages from the program in a grey box on the right.
At the extreme right of the Command Line, there is an icon for the Script Editor. The MEL command is a group of text strings that are used to perform various functions in Maya. The Help Line is located at the bottom of the Command Line. It provides a brief description about the selected tool or the active area in the Maya interface. The Panel menu is available in every viewport, as shown in Figure The commands or options in the Panel menu controls all the actions performed in the workspace.
The Panel menu comprises of six menus, which are discussed next. The View menu is used to view the object in the viewport from different angles using different camera views. You can also use the Wireframe on Shaded option in this menu for working comfortably in the shaded mode. The Lighting menu helps you use different presets of lights that help in illuminating objects in the viewport. The Show menu is used to hide or unhide a particular group of objects in the viewport.
The Renderer menu is used to set the quality of rendering in the viewport. You can also set the color texture resolution and the bump texture resolution for high quality rendering using the options in this menu. The Panel toolbar, as shown in Figure , is located just below the Panel menu of all viewports. This toolbar consists of the most commonly used tools present in the Panel menu.
These tools are discussed next. The Select camera tool is used to select the active camera in the selected viewport. To switch between different camera views, right-click on the Select camera tool; a shortcut menu will be displayed, as shown in Figure Now, you can switch to the desired camera views by choosing the corresponding option from the shortcut menu.
Figure The shortcut menu displayed on right-clicking on the Select camera tool. The Lock Camera tool is used to lock the active camera in a viewport. When camera is locked, you can not change its transform properties such as translate and rotation.
To unlock the camera, choose the Lock Camera tool again. The Camera attributes tool is used to display the attributes of the active camera in the Attribute Editor. The attributes are displayed on the right of the viewport in the Attribute Editor. The Bookmarks tool is used to set the current view as a bookmark. To set a bookmark, you can set a view in the viewport and then invoke.
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Ebook 1, pages 9 hours. Start your free days. Read preview. About this ebook Welcome to the world of Autodesk Maya Language English. Release date Jan 24, ISBN Read more. Read more from Prof Sham Tickoo. Pro V8i. Pro V8i by Prof Sham Tickoo. Pro V8i for later. Exploring Autodesk Revit for Architecture, 14th Edition. NX Nastran 9. Ebook NX Nastran 9. Save NX Nastran 9. Introduction to Java Programming, 2nd Edition.
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Full content visible, double tap to read brief content. Help others learn more about this product by uploading a video! About the author Follow authors to get new release updates, plus improved recommendations. Sham Tickoo Purdue Univ. Read more Read less. Customer reviews. How customer reviews and ratings work Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them. Learn more how customers reviews work on Amazon.
Top reviews Most recent Top reviews. Top reviews from the United States. There was a problem filtering reviews right now. Please try again later. Verified Purchase. I thought this book would be a good reference for Maya but I found it hard to navigate. At times, searching for a term that was in the menus could not be found – i. One person found this helpful. This book is awful in general. I had to use it for a class and its not bad with instruction from professor but in general the book sucks and the quality of it really isn’t great on kindle.
If you can rent it somewhere do that but don’t bother with trying the kindle version. I’ve used many texts for the 2D and 3D animation courses I teach over the years, including many bad ones. Written by engineers with no ability to relate to normal human beings? Who knows. The directions, the illustrations, the exercises are poorly written, full of errors and exceedingly frustrating for both students and instructors.
See all reviews. Top reviews from other countries. Arrived in good time and well packaged. The content layout seems clear and has reviews to confirm learning has taken place at the end of each chapter. Report abuse. Good product, it would be the best if all topics like Maya Dynamics also included. Report an issue.
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