Eric Hanson is a visual effects artist specializing in digital environments and effects for feature films. Originally an architect, he established early 3D visualization studios for some of the country's largest architectural firms, including The Callison Partnership in Seattle and Gensler in Los Angeles. An expanding interest in film led to a move into visual effects work, resulting in senior CG artist positions with leading visual effects houses Digital Domain, Sony Imageworks, Dream Quest Images, Walt Disney Feature Animation, and SimEx Digital Studios. His work can be seen in Spider-Man, Cast Away, Hollow Man, Mission to Mars, Bicentennial Man, Fantasia 2000, Atlantis, and The Fifth Element, as well as many large-format special-venue films worldwide.
Eric specializes in 3D work with Maya, RenderMan, and Shake, and is an active teacher of those packages. He has taught for several years, having instructed courses on advanced 3D techniques at SGI's Silicon Studio and Gnomon School of Visual Effects, and is currently leading a curriculum on visual effects at the University of Southern California's School of Cinema-TV. He frequently speaks and holds workshops at various trade shows and schools domestically, as well as in Japan, even though he is not sure what to eat while there.
Eric is a member of ACM/Siggraph and the Visual Effects Society and holds a professional degree in Architecture from the University of Texas at Austin. He is currently contributing to a remarkable upcoming summer blockbuster at Digital Domain in Los Angeles. He wishes he could sleep more.
Eric can be reached at his web site, http://www.visuraimaging.com.
IntroductionIntroduction
Not for the Faint of Heart
3D artists have it tough. They have to wade through seemingly endless amounts of technical minutia from dreary manuals, off-the-shelf books thicker than the yellow pages in a grimy Manhattan phone booth, and well-intentioned but often awkward online tutorials. Then they navigate bleary-eyed through the endless layers of cryptic commands in their applications, wrestling such terms as "Directed Acyclic Graph," "Non-Rational Uniform B-Spline," and "Non-Manifold Topology." If you can recite the meaning of these terms without forethought, you have already been there! We endure this toil just to satisfy our implacable creative urges to muster up fascinating imagery out of the deep well of technology. 3D animation and rendering is certainly the high ground of computer graphics, pushing one's capacity for technical concepts and jargon to the limit. And, like your grandfather in his youth, mythically trudging through miles of snow making his way to school, we actually LIKE it that way! So, what better reason than to create a book that assembles concise technical tips to speed understanding of the terms, accelerate your workflow to superhuman speeds, and peer into techniques professionals use daily in the visual effects field? When I learned of Scott Kelby's Killer Tips series, I recognized that it would be an instant fit in the 3D CGI* world, like beer and pretzels, or in our case, hot pockets and programmers.
Why Maya?
Maya has had an interesting ride into the annals of CGI history in the last few years. It has pounded its way like Mike Tyson into the forefront of professional 3D, and is now considered the standard for 3D work at most of the major visual effects facilities, such as Acme Animagraphics and Industrial FX R Us. Seriously though, it has swept the field, and if there is anything good about that, it is that artists can now carry their expertise and well-earned training with them as they drift from project to project, like the best migrant beanfield workers.
Maya began life as three competing products (Alias, Wavefront, and TDI) that Silicon Graphics had the good sense to purchase and then fuse, Frankenstein-like, into the ultimate über-3D software. Think of it as Einstein's Grand Unification Theory applied to 3D. Or dogs and cats happily romping together. Or Steve Jobs and Bill Gates taking a buddy road trip through the southwestern desert together. In any case, it consolidated many of the separately evolved features that 3D artists had grown envious of. It reduced the prevalent 3D application "camp" mentality somewhat and joined the tribes.
But what secured the success of Maya in the high-end world was that it was the first 3D package to "open the hood" for standard users, allowing amateur weekend mechanics (non-programmers) to rummage around in the engine and transmission. So rather than offering an ultimately dead-end tunnel of predetermined GUI* commands, Maya reveals all command structure in text format, allowing clever custom tools to be created (or bumbling stupid ones). Some hardcore Maya users balk at using a GUI at all and type everything. The same crowd would probably prefer punch cards if they were still around, but the option does exist.
Maya also delivers cutting-edge performance in most of the areas it is known for, such as extensive modeling, rich character animation, highly developed dynamic simulation, and a multitude of deformations, as well as offering unique technology like fluid effects, cloth simulation, 3D paint effects, and non-linear animation. Ultimately, Maya has become the "Swiss army knife" of visual effects. Of course, Swiss army knives are not exactly sleek and are fairly cumbersome, and Maya can be seen similarly. Thus, a good understanding is needed to "tame the beast" and coax it into doing your bidding. Alias's early advertising campaign involving a circus lion tamer is not too far off in that regard.
Is This Book for Me?
Absolutely. This book is designed for the advancing intermediate Maya artist, but it will offer gems to all levels. It is amazing how many Maya techniques fall through the cracks for even the most seasoned, jaded 3D guru. The fact is, no one artist can know ALL there is in Maya, so most hunker down into one area or another. Therefore, beginners will find it valuable to clear up some of the arcane mystery of the program, intermediates will use it to add to their growing bevy of techniques, and old dogs will learn a few new tricks to polish off their expertise. Some power users say it is ALL about the tricks and guard them ferociously. So, if you use Maya at all, breathe air, have ten fingers, ten toes, and one head, it probably is a book for you. Not that you HAVE to have those requirements, of course.
Can I Get a Job Working with Steven Spielberg or Jim Cameron After I Read It?
Sure, why not? Stranger things have happened in Hollywood. Steven Spielberg started as a squatter in a studio lot, and Jim Cameron was a truck driver. I would say with that in mind, you could certainly make your mark in Hollywood, armed with the aid of Maya Killer Tips. One of the truly great aspects of the visual effects field is that ultimately it is only about your talent. Well, sure, there are SOME power lunches involved, but mastering a difficult package like Maya is a surefire and road-tested route to contribute to the history of the silver screen, and not a bad 85 gig if you ask me. Or there's always the beanfield....
* First "TLA," or three-letter acronym, that 3D artists seem to prefer for basic conversation to each other; in this case, "computer graphics imagery."
* Another TLA; in this case, "graphic user interface," affectionately known as "gooey."
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