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Inside Maya 5 [Paperback]

Mark Adams (Author), Erick Miller (Author), Max Sims (Author)
2.8 out of 5 stars  See all reviews (5 customer reviews)


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Book Description

July 19, 2003

Real-world solutions for real-world production environments!

Luis Cataldi, BlueSky Studios

Maya is a very powerful application. Before artists can create and share their ideas and visions, they must understand its complicated tools and learn to harness its power. Inside Maya 5 can help develop a functional understanding of Maya's many tools through solid examples and production-proven methods.

From the back cover

Are you familiar with the basic Maya tools? Can you complete most tasks with little or no reliance on the help files? Do your questions about Maya center on how to put all the pieces together and use the software in a production setting? If so, Inside Maya 5 is just what you want and need. Industry professionals who have worked for such houses as Digital Domain, ILM, PDI/DreamWorks, and Pixar provide insights into making great production decisions that take advantage of the power of Maya without compromising production quality - real-world solutions to real-world challenges!

You'll get coverage of:

  • Using Maya in the digital studio pipeline
  • MEL and the Maya API
  • Modeling techniques for NURBS, polygonal modeling, and subdivision surfaces
  • Modeling characters, sets, and props
  • Maya's node-based architecture
  • Particles and dynamics
  • Character animation and rigging
  • Lighting, shading and rendering
  • Bonus interviews with Scott Clark (Pixar) and Paul Thuriot (Tippett Studios)

The companion CD includes the source files you need to complete the exercises in each chapter.


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Editorial Reviews

From the Back Cover

Real-world solutions for real-world production environments!

Luis Cataldi, BlueSky Studios

Maya is a very powerful application. Before artists can create and share their ideas and visions, they must understand its complicated tools and learn to harness its power. Inside Maya 5 can help develop a functional understanding of Maya's many tools through solid examples and production-proven methods.

From the back cover

Are you familiar with the basic Maya tools? Can you complete most tasks with little or no reliance on the help files? Do your questions about Maya center on how to put all the pieces together and use the software in a production setting? If so, Inside Maya 5 is just what you want and need. Industry professionals who have worked for such houses as Digital Domain, ILM, PDI/DreamWorks, and Pixar provide insights into making great production decisions that take advantage of the power of Maya without compromising production quality - real-world solutions to real-world challenges!

You'll get coverage of:

  • Using Maya in the digital studio pipeline
  • MEL and the Maya API
  • Modeling techniques for NURBS, polygonal modeling, and subdivision surfaces
  • Modeling characters, sets, and props
  • Maya's node-based architecture
  • Particles and dynamics
  • Character animation and rigging
  • Lighting, shading and rendering
  • Bonus interviews with Scott Clark (Pixar) and Paul Thuriot (Tippett Studios)

The companion CD includes the source files you need to complete the exercises in each chapter.

About the Author

Mark Adams has been doing 3D modeling on computers for 20 years. He began CG work while working in the Detroit area as a draftsman (after leaving behind the crazy idea of being a lawyer). He had seen Robert Abel's work and leapt at the chance to get into the same field when the firm where he worked considered a CAD system purchase. Over the next decade, Mark spent four years each at Intergraph and then at Alias, primarily as an applications engineer learning, demonstrating, supporting, and tackling the problems du jour of their customers. In 1994, he received a call from Pixar that brought him to California to work on Toy Story. He has since been working there as a technical director on Pixar's feature films (plus some CD-ROMs and commercials), mainly as an Alias modeler. A full-time Alias user since 1988, Mark now uses Maya daily for his modeling needs. He recently finishing his work on Pixar's fifth and latest film, Finding Nemo. He shares a house in the North Bay area with his wife, two boys, two cats, and a few too many computers. He's a Leo and thinks that astrology is nonsense, except when it says interesting things about Leos.

Erick Miller is currently a technical director at Digital Domain, the Academy Award-winning visual effects company responsible for digital effects in recent blockbusters like The Time Machine, Lord of the Rings, X-Men, and Armageddon. Erick uses Maya and its robust 3D environment in his everyday responsibilities as a technical director, writing many proprietary Maya API Plug-ins and Mel scripts, rigging advanced character setups and deformation systems, as well as developing production pipelines for high-budget feature films and commercial projects that work between Maya and other 3D software applications. Since Erick has been at Digital Domain, he has contributed to many important projects; a plug-in pose based deformation system, and a proprietary muscle/skin-deformation plug-in system for Maya are just a couple examples. After wrapping up on a Maya-based crowd animation pipeline for Roland Emerick's high-budget apocalyptic end-of-the-world feature film entitled The Day After Tomorrow, Erick has been given the position of team lead on the feature, I, Robot—a huge CG character film based on the acclaimed science fiction novels by Isaac Asimov about robotics and humanity. To integrate Maya's powerful architecture into a production pipeline, he connects his artistic knowledge with MEL scripting, Maya's API, and other external programming languages (Perl, Tcl), and C/C++ APIs (RenderMan, OpenGL). Some of his other tasks include advanced character setup, complex skin deformations, RenderMan integration with Maya, and realistic cloth or dynamic simulations. Erick has a Bachelor of Fine Arts degree in Computer Graphics from the Academy of Art College, is AliasWavefront certified in Character Setup, and has been a Maya user since its inception at version 1.0.

Max Sims began his career as a car designer in Europe with Opel and then Renault. He joined Alias in 1989, servicing industrial design and animation clients. After leaving Alias, Max began his own entertainment design and design visualization firm Technolution, which boasts clients such as PDI, ILM, Pixar, frogdesign, and Apple Industrial Design Group. He went on to become a product manager for thinkreal, with an upstart Italian company called think3. In 2000, he joined LuuLuu.com to create digital fashion tools. As the director of 3D production, he used Maya as the primary tool to make models' bodies and drape clothing on them. Since 1994, Max has been teaching advanced rendering and modeling as well as Maya at the graduate level at the Academy of Art in San Francisco. He is now an adjunct professor at Cogswell Polytechnic, where he teaches concept design and Maya. He also teaches Painter and Advanced Alias Studio in the industrial design department at the Academy of Art. Max is still designing and can be reached at max@technolution.com.

Adrian Dimondis an animation director and visual effects supervisor who currently resides in Los Angeles. Recent clients include The Anna Nicole Show, Korn, Cherish Productions' film Cherish with Robin Tunney, 3DO's Mad Trix, and Mattel's Max Steel.

Adrian began his computer studies at The School of the Art Institute of Chicago, where he also studied painting, sculpture, performance, digital audio, and video. "When I discovered the world of 3D, I realized that I could combine all aspects of fine and time arts in one medium," he says.

In his spare time, Adrian enjoys doing Perl scripting and rebuilding the front end of his car. Adrian is a very active member of highend3d.com, where he shares his insights and 10 years of experience of working in the CG industry.

Will Paicius thinks himself Hokusai of Character Animation in that he believes his best work is still ahead and he is continuously improving toward that goal. As a full-time professor of character animation and game design at Cogswell Polytechnical College in Silicon Valley, he devotes much of his time to Cogswell's Game Club (fuzzywoto.org), who won IGF Student Showcase Finalists for "Gates of Temlaha" in 2003. Will also teaches at DeAnza College and other schools in the Bay Area. He founded NeoCreations, a non-profit company providing students with professional sub-contracting work. NeoCreations students provided game modeling for HydroThunder on PS2.

Daniel Naranjo is the Lead Organic Sculptor and 3D Modeler at Alvanon Inc., a 3D Visualization, Data Management and Rapid Prototyping company for the garment industry. Dan also attends art school and is a traditional sculptor. His training has focused on the priceless skills of balance, weight, and compositional proportion in regards to both organic and non-organic forms in traditional sculpture. Dan applies this valuable knowledge in his everyday work as a Lead Modeler, modeling in 3D, and sculpting models that are eventually sent to be milled via3D rapid prototyping machines, transforming his sculpted 3D forms into real life-sized organic sculptures. These prototyped objects are used for product visualization and manufacturing. The results are perfectly accurate real scale organic forms that are sold for various visualization purposes.

Daniel Roizman has worked in the visual effects industry for more than eight years. He began his career as a product specialist at AliasWavefront, where he worked with the development team responsible for creating Maya. Daniel has worked as the FX animation supervisor for several post-production facilities, including Kleiser-Walczak, Simex Digital Studios, and Spin Productions on projects that include X-Men, The One, Imax Cyberworld 3D, Universal Studio's Amazing Adventures of Spider-Men, and the Clio Award-winning commercial Trophomotion. In early 2000, Daniel created the kolektiv (http://www.kolektiv.com), a company conceived to assist visual-effects companies in achieving their production goals. Through the kolektiv, he authors and produces training DVDs for AliasWavefront, collaborating with industry experts such as Habib Zargarpour, and also develops plug-ins for Maya that are currently in use at studios around the world. To contact Daniel, purchase kolektiv plug-ins or training DVDs, or learn more about the kolektiv, visit http://www.kolektiv.com.


Product Details

  • Paperback: 936 pages
  • Publisher: New Riders Press (July 19, 2003)
  • Language: English
  • ISBN-10: 0735712530
  • ISBN-13: 978-0735712539
  • Product Dimensions: 9.1 x 7.1 x 1.6 inches
  • Shipping Weight: 3.2 pounds
  • Average Customer Review: 2.8 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #1,262,640 in Books (See Top 100 in Books)

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2.8 out of 5 stars (5 customer reviews)
 
 
 
 
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16 of 18 people found the following review helpful:
5.0 out of 5 stars Amazed by Inside Maya 5.0, December 21, 2003
By 
Meats Meier (Salt Lake City, UT USA) - See all my reviews
This review is from: Inside Maya 5 (Paperback)
As the artist who created the cover for this book, I was sent a preview copy, so I have had a chance to read it cover to cover. I have been working with Maya since the first beta (and named a "Maya Master" by Alias at this years Siggraph) and thought that I had a pretty good grasp on what this program can do and how to go about doing it. I was wrong. There were many times while reading this title that I said, "Wow, I didn't know you could do it that way", or "Maya can do that?!"

I wish that I had this book when I was first attempting to do my short films, it would have saved me a lot of time. It covers everything that you would need to know in order to successfully bring your ideas to reality. This book is definitely not for beginners, it is for the artist that is looking for the knowledge that will get them to that next level....

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6 of 6 people found the following review helpful:
5.0 out of 5 stars An Excellent Book, February 25, 2004
By 
Darnell Jacobs (New York, New York, USA) - See all my reviews
This review is from: Inside Maya 5 (Paperback)
Wow. After buying and reading several chapters of this book, I must say that it is has taught me alot of really good in-depth stuff so far, and that I whole-heartedly disagree with the previous post. It is true that this book is not a software manual... but anyone who needs a software manual should read the docs that ship with maya, and save your money for god sake!
This book seems to be geared specifically toward character work, but so far has been filled with tons of production "nuggetts" that I have immediately been able to use in the real world while currently working on a character project in Maya. I particularly enjoyed the Rigging chapter (nice!), Dynamics chapter, and the Advanced Connections chapter. All in all, having done professional film and commercial work already in Maya myself, I would recommend this book to anyone that isnt looking for a software manual, but instead is looking to learn the stuff that the manuals dont teach you, and that you normally end up learning the hard way!
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3 of 4 people found the following review helpful:
1.0 out of 5 stars Horribly Written, September 22, 2004
This review is from: Inside Maya 5 (Paperback)
I read up to Chapter 8, I finally get to do some work in Maya and what happens? The writer doesn't explain anything in depth on how to do the steps, he say's extrude the profile curb curve on the profile gap curve, I know how to use maya(I read 4.5 Fudamentals) I do it and it completely fails looks nothing like the diagram, after fiddling around with surface direction and varios options under exrude I finally get it to work, only to later see that it has nothing to do with the actual project(I looked at their files on the cd). I can't follow any of this without having to experiment for hours trying to get a singl step to work. Maya 4.5 Fundamentals was great, It tought you the tools and exactley what to do, I guess I'll need a better book to go more in depth Maya.
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Inside This Book (learn more)
First Sentence:
Welcome to Inside Maya 5. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
blobby particles, deformer node, tweak node, gimbal locking, locator node, setup pipeline, shader creation, studio pipeline, standard renderer, prefix hierarchy names, joint hierarchy, emit command, mel script, curb surface, emit function, local rotation axis, subdiv surfaces, character setup, attribute spreadsheet, view port window, render buffer, create render node window, particle render type, null transform, render layers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Connection Editor, Graph Editor, Mark Adams, General Editors, Erick Miller, Scott Clark, Add Attribute, Dope Sheet, Render Camera, Art Deco, Final Gathering, Hardware Render Buffer, Stinky Pete, Attach Surfaces, Split Polygon, Hotkey Editor, Image File Output, Custom Command, New Riders, Pass Control, Project Overview, Shelf Editor, Supports Windows, Auto Simplify Curve, Command Reference
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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Books on Related Topics (learn more)
 
Learning Maya 7 by Marc-André Guindon
The Art of Maya by Alias Wavefront
 

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