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FXPHD MYA104 Introduction to Maya 2012 II
Class 1: We start with Character Rigging. We begin to explore Maya's joint system by rigging a cartoon style mouse which we'll be using for a few classes. We look at how joints can be created and edited, along with Forward Kinematics and Inverse Kinematics and the use of Constraints.
Class 2: We continue with our Character Rigging. We start by looking at IK Handle and IK Spline Handle setups. We then look at the Connection Editor, Expressions and Set Driven Key. From there we attach the Joints to the Mesh using Smooth Bind and start to Paint the Weights of the CV's help help the Mesh and Joints interact properly. Final we look at the Human IK system.
Class 3: Class 3: We finish with our Character Rigging project. We start by animating a simple walk cycle of our character, from there we cover various secondary animation systems such as Maya's Jiggle deformer. Finally we look at Maya's non-linear animation system, Trax.
Class 4: We start a new two class project looking at nDynamics including nCloth and nParticles. We start the class by building, texturing and lighting our 3D terrain. From there we create a water tower and fill it with particles. We go on to look at the Nucleus Solver and how it affects the particles. Finally we simulate the particles pouring out of the water tower and down the modeled 'dry river bed'.
Class 5: We continue in this class looking at nDynamics. We start by looking at nCloth and how you can create both rigid and soft systems. We then look at how they can both interact with our particle water. From there we look at nConstraints and how an nCloth object can be 'pinned' and then released. Next week look at creating an nCloth bag and filling it with particle balls before finishing up the lesson looking at Rigid Body's though the creation of a wooden sign swaying in the wind before breaking.
Class 6: We return to characters in the form of a furry alien. We'll start off looking at Hair and how to apply it to our pre-built and animated character. We'll look at how you can control hair with constraints and collision objects, along with various combing techniques. We'll finish up the class looking at rendering the hair.
Class 7: We move from Hair to Fur. Working with a cat model we'll look at how Fur works inside of Maya, how it can be edited and how we can animate it. We'll also look at various styles of Fur such as curly, clumpy, baldness and more. Finally we'll look at rendering fur and the use of Deep Shadows.
Class 8: We begin our look at Maya's Fluid Effects. In this first week we'll focus on various types of Fluid Effects such as cloud, smoke and fire, and how the Fluids can be controlled and made to interact with each other and geometry. We'll also look at rendering the Fluid effects.
Class 9: Our look at Maya Fluids continues. This week we'll focus on the Open Water Simulations along with the new Liquid Simulations tool.
Class 10: In the final class we explore Maya 2012's new plugin DMM (Digital Molecular Matter) which can be used to help you create highly realistic shatter, destruction, and deformation simulations that can include multiple interacting materials.
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