Animation with Maya 2009-2010

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Presentation transcript:

Animation with Maya

Basic concepts Key-frame animation –any attribute is a function of time Reactive animation –attribute is a function of another attribute Deformers –Non-linear modification of shape and space Physical animation –attribute is driven by laws of dynamics (f=ma)

Key-frame animation 1.Set time(position time slider) 2.Edit attribute(move, rotate, etc) 3.Set key(‘s’ key) 4.Playback 5.Visualize/edit curves with Graph Editor - value and tangents

time Attribut

Reactive animation Driven-key animation (Animate>Set Driven Key) –Ex: the cube “avoids” the sphere –Sphere is the “driver” –Cube is the “driven”

Translate Y Sphere Translate Z Cube

Deformers Nonlinear tools –Shape: bend, twist, etc(Deform>Nonlinear) –Space: lattice, wrap, etc Vertices morphing –Blend shapes typically for facial animation –Clusters weights can be edited by “painting”

Character animation Create a skeleton (Skeleton>Joint Tool) –Create joints chain(end chain with return) –Create a hierarchy(click on parent joint) Bind a skin (Skin>Bind Skin>Smooth Bind) –“Shape” of the character Control with IK handle (Skeleton>IK Handle Tool) –Higher level of control

Character example

Physical animation Specialized menu : Dynamics Rigid bodies –Motion(inertia, f=ma) –Collision(contact forces) Non-rigid bodies –Clothes(mass-spring system) –Fluids(particles system, Navier-Stokes)

Physical animation Simple example 1.Create a scene 2.Create gravity field (Fields menu) 3.Ball => set to Active Rigid bodies 4.Planes => set to Passive Rigid bodies (Soft/Rigid bodies menu) 5.Bind field and Active Rigid body (Window>Relationships Editors>Dynamic) 6.Bake simulation => set keyframes (Edit>Keys>Bake Simulation)