جانی تازه به انجمن های مایا

pesare_khakestari

Active Member
برای من باعث تعجبه که مایا با این همه وسعتش اینقدر از فرومش کم استقبال میشه...
شاید مقصر ما مایاکارها باشیم...
در هر صورت من سعی میکنم تو این فروم بیشتر کار کنم با اینکه با کم لطفی خیلی از مدیران در بعضی مسائل روبرو شدم...
در هر حال دوستان مایا کار هر سوالی اعم از ابتدایی تا حرفه ای داشتید تو این تاپیک بگید.
همچنین هر Ebook یا learning movie یا Tectures خواستید همین تاپیک بگید تا بذارم...
برای شروع تازه کارها اینها رو گذاشتم تا هم ENG قوی بشه هم مایا رو یاد بگیرید:
از اونجایی که میدونم خیلی از دوستان مثل خودم اینترنت Dial up دارن Ebook های کم حجم میزارم که براحتی دانلود بشه...


کتاب شماره 1


کتاب شماره 2


کتاب شماره 3

 

pesare_khakestari

Active Member
گفتم چند تا کتاب در زمینه جلوه های ویژه در مایا بزارم...
بنابراین:
کتاب شماره 4:maya Fluid Effect
2346 KB


کتاب شماره 5:Maya FX Index

146 KB


کتاب شماره 6:intro to practical Fluid Flow

3685 KB


شاد باشید!
 
آخرین ویرایش:

living_for_cg

کاربر متخصص مدلینگ
سلام و خسته نباشید. ممنون بابت راه اندازیه این تاپیک. راستش منم تازه روی به مایا آوردم و شدیدا به دنبال منابعش هستم.
میخواستم ببینم در مورد سیستمهای مختلف پارتیکل در مایا آموزش ویدیوئی دارید؟ یک سری از آموزشهای digital tutors رو دارم اما کافی نیستن.
یا اگر منبع خوبی معرفی کنید ممنون میشم.
موفق باشید.
 

1835ali

Well-Known Member
اینم واسه آقا جلال ( اگه اشتباه نکنم ) پارتیکال اکسپرشن
البته اگه به اکسپرشن نویسی علاقه داری


Gnomon - Particle Expressions I + II


http://rapidshare.com/files/43940654/GE1-ITPE.part1.rar
http://rapidshare.com/files/43942151/GE1-ITPE.part2.rar
http://rapidshare.com/files/43943631/GE1-ITPE.part3.rar
http://rapidshare.com/files/43946160/GE1-ITPE.part4.rar
http://rapidshare.com/files/43947775/GE1-ITPE.part5.rar
http://rapidshare.com/files/43949565/GE1-ITPE.part6.rar
http://rapidshare.com/files/43955583/GE1-ITPE.part7.rar
http://rapidshare.com/files/43957194/GE1-ITPE.part8.rar

شماره 2


http://rapidshare.com/files/43959239/GE2-PEID.part1.rar
http://rapidshare.com/files/43962586/GE2-PEID.part2.rar
http://rapidshare.com/files/43964678/GE2-PEID.part3.rar
http://rapidshare.com/files/43971900/GE2-PEID.part4.rar
http://rapidshare.com/files/43974420/GE2-PEID.part5.rar
http://rapidshare.com/files/43977126/GE2-PEID.part6.rar
http://rapidshare.com/files/43979374/GE2-PEID.part7.rar


اینم آموزش های داینامیک نومون از پارتیکال و فیلدها و سافت و ریجید و ... هم گفته

Dynamics 01 Create Emitter

There are many ways to create and design particle effects animation in Maya. In this video, two of the key tools for such work are explained and demonstrated: the 'Particle Tool' and the 'Create Emitter' tool. Example scenes include galaxies, clouds, ground fog, explosions, bubbles, smoke and steam.

Topics covered:

Particle Tool
Create Emitter:
Omni Emitters
Directional Emitters
Volume Emitters
Various Fields
Hardware Rendering Techniques


Chapters

01: Introduction
02: Particle Tool
03: Omni
04: Directional
05: Cycle Emission
06: Volume
07: Credits

Code:

http://rapidshare.com/users/QN42ME

=============================
Dynamics 02 Emit From Object


The ability to use vertices, curves and particles as emission sources is an extremely powerful aspect to Maya's dynamics. In this video we focus on the 'Emit from Object' tool as well as the 'Curve Flow' effect. Example scenes include fire, smoke, shockwaves, fireworks, explosions, sparks, solar flares and liquid streams.

Topics covered:

Emit from Object:
Vertex Emission
Lattice Point Emission
Particles as Emitters
Curve Emission
Curve Flow Effect
Various Fields
Hardware Rendering Techniques

Chapters

01: Introduction
02: Emit from Object
03: Particle Emission
04: Per Point Emission
05: Curve Emission
06: Credits

Code:

http://rapidshare.com/users/JAXQUE

============================
Dynamics 03 Surface Emission


Any polygonal or NURBS surface can be used as a particle emitter. But the real flexibility lies with NURBS. In this video we look at a variety of techniques which allow for a high level of control over surface emitted particles. Using the 'Emit from Object' tool, we focus on texture emission. Various methods for working with and creating the source textures are demonstrated. Example scenes include Crawling Fire, Smoke, Steam, and Erosion.

Topic Covered:

Emit from Object:
Surface Emission
Texture Emission
Need ParentUV
Cycle Emission
Paint Texture Tool
Paint Effects
Procedural Texture Animation
Frame Extensions
Photoshop/Flash
Various Fields
Hardware Rendering Techniques

Code:

http://rapidshare.com/users/DMA0JP

=============================
Dynamics 04 Rigid Bodies


Rigid Bodies are NURBS or Polygonal surfaces that can react to the dynamic forces of fields and collisions. In this video, you will learn how to create and animate Rigid Bodies using a variety of techniques including keyframing, fields and collisions. Rigid Body Constraints are used to limit the motion of Rigid Bodies. Constraints simulate the behavior of mechanisms which exist in the real world.

Topics covered:

Active/Passive Rigid Bodies
Various Fields
Dynamic Relationship Editor
Rigid Solver editing
Bake Simulation
Point Constraints
Orient Constraints
Dynamic Constraints

Chapters

01: Introduction
02: Rigid Bodies
03: Nail
04: Pin
05: Hinge
06: Barrier
07: Spring
08: Credits

Code:

http://rapidshare.com/users/5JSWQK

================================
Dynamics 05 Fields


For virtually any dynamic effect, fields will be utilized. Fields are used to simulate natural phenomenon such as wind, turbulence and gravity. Fields can exist as independent, standalone objects, or they can be 'emitted' from points such as vertices and particles. By having a thorough understanding of each field's unique qualities, one can then begin to design any dynamic effect.

Topics covered:

Air Field
Radial Field
Drag Field
Uniform Field
Gravity Field
Turbulence Field
Vortex Field
Volume Axis Field

Chapters

01: Introduction
02: Gravity / Uniform
03: Vortex
04: Drag
05: Radial
06: Newton
07: Air
08: Turbulence
09: Volume Axis
10: Credits

Code:

http://rapidshare.com/users/371S4K

=====================================
Dynamics 06 Goals 2cds


FA powerful method for designing particle motion is to have a particle's position/movement be driven by geometry. By adding 'goals' to a particle object, one can design particle behavior so that they are attracted to an object's pivot, poly vertices or to the UV coordinate space of NURBS surfaces. This can be used to create anything from a laser blast, to spiders crawling along a surface to a character made out of fire.

Topics covered:

Goal
Expressions
Add Attribute
goalU
goalV
goalOffset
goalPP
Ramps

Chapters

01: Introduction
02: Transforms
03: Geometry
04: NURBS Surfaces
05: Particles
06: Credits

Code:

http://rapidshare.com/users/32X3OV

===========================
Dynamics 07 Instancer2cds


Particle Instancing allows one to replace each particle in a particle object with geometry. This can be used to create schools of fish, swarming insects, debris laden explosions, herds of animals and many other effects which require the replication of static or animated geometry. Instancing can be also used with Paint Effects strokes to create elements such as forests and pixie dust.

Topics covered:

Instancer Replacement
ParticleTool/Emitters
Various Fields
Expressions


Add Attribute
Duplicate/Group
Graph Editor

Chapters

01: Introduction
02: Basics
03: Scale
04: Rotation
05: Object Index
06: Animated Objects
07: Lights
08: Credits

Code:

http://rapidshare.com/users/IJ63WD

=============================
Dynamics 08 Intro to Softbodies


In this lecture we begin a four part series which delves into a myriad of softbody effects. One of the most interesting aspects of Maya’s dynamic engine is the ability to constrain vertices to particles. When a surface is turned into a softbody, each point is locked onto a single particle within a particle object. This allows the surface to be deformed using all available techniques for controlling particle behavior. By applying fields, goals, collisions, springs and expressions, an almost infinite variety of effects can be executed. The applications go far beyond the obvious creation of cloth type objects, but this is where we must begin. Lecture includes the creation of curtains, clothing, flames and inertia driven character flesh movement.Topics covered:

Create Softbody
Springs
Fields
Emitters


Make Collide
Component Editor
Attribute Paint
Dynamic Relationships Editor

Chapters

01: Introduction
02: Balloon
03: Curtain
04: Tablecloth
05: Candle Flame
06: Cape
07: Bloated Head
08: Credits

Code:

http://rapidshare.com/users/M2FX4N

============================
Dynamics 09 Softbody Effects


With the fundamentals of softbody effects understood, this lecture moves on to more specific applications. The first group of demonstrated techniques focus on a variety of ground plane effects including oceans, puddles, mud, sand and snow. Each of these are related, yet differ in how they react to external stimuli such as fields and collisions. Water reacts quickly yet the deformation is scale dependant: an ocean responds with large swells while a shallow puddle produces fast-moving, tight ripples. Mud, sand and snow effects are much slower reactions where the surface will gradually if ever return to smooth equilibrium. The lecture then moves on techniques for combining softbodies with rigid bodies, blendshape deformers and auxilliary spring effects for the creation of flags, saliva, and interconnected softbodies.

Topics covered

Create Softbody
Springs
Fields
Emitters


Animated Textures
Rigid Bodies
Deformers
Component Editor

chapters

01: Introduction
02: Ocean
03: Kid on Mound
04: Puddle
05: Mud and Sand
06: Spring Effects
07: Stringy Goo
08: Net Trap
09: Credits

Code:

http://rapidshare.com/users/48EPZC

================================
Dynamics 10 Lattices & Curves 2cds


While surfaces are the obvious application of softbodies, lattices and curves can also be converted to yield several useful results. When faced with situations where only a small region of a surface need behave dynamically, lattice softbodies can be applied in order to greatly improve performance. We also look at a situation where a lattice softbody is used to create a layered softbody effect where a softbody becomes a goal for another softbody. This is useful when field effects must be isolated for indepenent control. Softbody curves applications, on the other hand, derive from the fundamental uses of curves in Maya. Curves involved in modeling operations, curves as particle emitters, curves as particle flow goals, or curves as IK spline handles can produce infinite results when turned into softbodies including laser blasts, chains, rope, or dynamic skeletons tentacles, tails, etc.Topics covered:

Create Softbody
Springs
Fields
Lattices
Curve Flow


Clusters
Skeletons
IK Spline Handles
Component Editor

Chapters

01: Introduction
02: Bubble
03: Lattice Log
04: Laser Tendrils
05: Flow below Softbody
06: Chains
07: Zufuhr Lanterns
08: Credits

Code:

http://rapidshare.com/users/3KQ06Z

Dynamics 11 Spring Effects 2cds



Dynamic springs exist in Maya for two purposes: to keep particles together and to connect particles to vertices. Neither application is softbody specific, although in conjunction with softbodies many useful effects become possible. The focus of this lecture is to demonstrate how objects is Maya can be positionally and orientationally constrained to softbody movement in order to create mechanisms which combine both rigid and elastic objects. We begin with the creation of spring-cams used for simulating hand-held and ride-film camera effects. We then apply these techniques to the creation of ‘Episode One’ style pod racers, suspension rigs, bridges and softbody/character interactions.Topics covered:

Create Softbody
Springs
Fields
Cameras


Constraints
Expressions
Component Editor
Chapters

01: Introduction
02: Spring Cams
03: Pod Racer
04: Hanging Crate
05: Bridge
06: Bridge Steps
07: Credits

Code:

http://rapidshare.com/users/PNJJJE

=====================================
Dynamics 12 Hardware Rendering


Fire, smoke, energy blasts and rain are just some of the dynamic effects required by today’s demanding visual effects industry. More and more, films, television and video games are using dynamic effects to create a heightened sense of realism in their projects. Maya’s hardware rendering technology is a staple of the visual effects industry and allows artists to create these complex effects without putting stress on already compressed deadlines. In this DVD you will learn about the main hardware render types and what kind of effects they can be used for. Real world examples of how to create specific effects and integrate them with photographic elements will show you how hardware renders are used in a production environment.Topics covered:

Hardware Render Types
Hardware Render Buffer
Particle Attribute Ramps


Per Particle Expressions
2D Compositing

Chapters

01: Introduction
02: Points & Multi-Points
03: Hardware Render Buffer
04: Streaks &Multi-Streaks
05: Numeric & Spheres
06: Lighting Particles
07: Pixie Dust Effect
08: Fire Effect
09: Credits

Code:

http://rapidshare.com/users/V9R5YE

=============================

Dynamics 13 Sprite Rendering


Sprites allow you to use an image of your choice and map it onto the position of a dynamically controlled particle. Sprites are used throughout the visual effects industry for such diverse effects as crowd replication, smoke, fire and cloud volumes. In this lecture you will learn to harness the power of sprites. Covered Topics include; creating sprite images, smoke and magic effects, as well as a comprehensive “under the hood” look at the sprite rendering type and all of its unique attributes. You will also learn how to get the most out of your sprites by using simple but powerful particle expressions.

Topics covered
Sprite Particles
Custom PP Attributes
Creation/Runtime Expressions


Hypershade Networks
Vector Functions

chapters

01: Introduction
02: Sprite Attributes
03: Setting up Sprites
04: Sprite PP Attributes
05: Smoke Sprites
06: Column of Smoke
07: Mixing Smoke Colors
08: Volumetric Fog
09: Credits

Code:

http://rapidshare.com/users/EFEZ8D

==================

Dynamics 14 Adv. Sprite Rendering


By allowing image sequences to be mapped onto dynamic particle animation, sprites are one of Maya’s most powerful production tools. Imagine creating a scene that includes a cheering crowd with hundreds of people that you can playback in real-time. Thought this was only the territory of huge visual effects companies with loads of firepower? Not anymore. No other technique allows you to create such complex images with an ultimate degree of control. Want to adjust the lighting of the crowd? How about changing the terrain they are standing on? With sprites, it’s not a problem. Using a few expressions and unique workflows, you will learn how to get the most out of your sprite scenes and your animations will never be the same again. Examples include wind blown seed pods, a sea of microbes, depth-of-field effects, tossed coins and crowd simulations.

Topics covered

Vector / Conversion expressions
Image Sequences for Sprites
Runtime / Creation expressions


Flow Control Statements
Curve Functions

chapters

01: Introduction
02: Sprite Direction
03: Sprite Sequences
04: Depth of Field
05: Combining Sequences
06: Crowd Effects
07: Credits

Code:

http://rapidshare.com/users/KJP909

]
 
آخرین ویرایش:

pesare_khakestari

Active Member
Maya 8 Character Modeling

Maya 8 Character Modeling

Book Description
This Maya modeling book is unique in its approach to modeling a high-resolution character model. Where other books take a grueling approach that often leaves readers confused, Maya 8 Character Modeling breaks down the character into an easy-to-follow formula. Readers learn that modeling a character can be accomplished without the fear of being in over their heads. In addition, the author takes a light-hearted approach to the subject matter, making the learning process easier to digest. This allows the reader to look at the modeling process as an enjoyable undertaking as opposed to dealing with the steep learning curve of other modeling books.


<<یا رفیق من لا رفیق له>>

ای رفیق کسی که جز تو رفیقی ندارد...
 
آخرین ویرایش:

pesare_khakestari

Active Member
Maya 8: The Complete Reference (Complete Reference Series)
McGraw-Hill/TAB Electronics | Pages: 691 | 2007-05-24 | ISBN 0071485961 | PDF | 19.50 MB
M8TCR.jpg



Book Description:

Learn cutting-edge 3D animation techniques
Create breathtaking content for film, TV, games, print media, and the Web using Autodesk Maya and the detailed information contained in this comprehensive resource. Maya experts and special effects gurus Tom Meade and Shinsaku Arima cover every step in the Maya production workflow using easy-to-follow tutorials, real-world examples, and insider tips and tricks.

Maya 8: The Complete Reference shows you how to use the latest version of Maya to its full potential. You'll learn to integrate motion, create complex effects, manipulate lighting, render your final animation, and prepare for postproduction.

* Build 3D models using polygons, NURBS, and subdivision surfaces
* Use displacement maps to enhance geometry
* Create and skin skeletons
* Connect the attributes of any nodes together
* Build a control rig to manipulate skeletons
* Create your own tools using MEL scripts
* Master the Hypershade to control textures, cameras, and lights
* Work with the Artisan tools, Paint Effects tools, and 3D Paint tools
* Render your animation for postproduction

http://rapidshare.com/files/68937101/M8TCR.rar

پسورد فایل:pass:BD&GFX

<<یا رفیق من لا رفیق له>>

ای رفیق کسی که جز تو رفیقی ندارد...​
 

b2211k

New Member
ساخت فیلم

سلام دوستان من دنبال اموزش یا گزارش از ساخت مرحله به مرحله یه فیلم انیمیشن میگردم ممنون میشم منو راهنمایی کنین
 

irancg

New Member
دوست عزيز شما ميتوانيد مقالات زيادي را در سايت ايران سي جي در اين زمينه پيدا كنيد


ویرایش شد...
دوست عزیز تبلیغات شخصی ممنوعه..
لینک سایتتون در امضاتون هست لطفا از ارسال پستهای تبلیغاتی خودداری کنید...

Sherlock_Holmes
 

pesare_khakestari

Active Member
Digital Tutors - Creating Concept Vehicles in Maya

t_3518_01.jpg


http://rapidshare.com/files/132587321/DTMayaConceptVehiclesCD1.part1.rar
http://rapidshare.com/files/132587641/DTMayaConceptVehiclesCD1.part2.rar
http://rapidshare.com/files/132585877/DTMayaConceptVehiclesCD1.part3.rar
http://rapidshare.com/files/132586223/DTMayaConceptVehiclesCD1.part4.rar
http://rapidshare.com/files/132586435/DTMayaConceptVehiclesCD1.part5.rar
http://rapidshare.com/files/132586755/DTMayaConceptVehiclesCD1.part6.rar
http://rapidshare.com/files/132587003/DTMayaConceptVehiclesCD1.part7.rar

http://rapidshare.com/files/132587940/DTMayaConceptVehiclesCD2.part1.rar
http://rapidshare.com/files/132588196/DTMayaConceptVehiclesCD2.part2.rar
http://rapidshare.com/files/132588505/DTMayaConceptVehiclesCD2.part3.rar
http://rapidshare.com/files/132588779/DTMayaConceptVehiclesCD2.part4.rar
http://rapidshare.com/files/132589075/DTMayaConceptVehiclesCD2.part5.rar
http://rapidshare.com/files/132589356/DTMayaConceptVehiclesCD2.part6.rar
http://rapidshare.com/files/132589608/DTMayaConceptVehiclesCD2.part7.rar

http://rapidshare.com/files/132591611/DTMayaConceptVehiclesCD3.part1.rar
http://rapidshare.com/files/132591890/DTMayaConceptVehiclesCD3.part2.rar
http://rapidshare.com/files/132589964/DTMayaConceptVehiclesCD3.part3.rar
http://rapidshare.com/files/132590305/DTMayaConceptVehiclesCD3.part4.rar
http://rapidshare.com/files/132590636/DTMayaConceptVehiclesCD3.part5.rar
http://rapidshare.com/files/132590989/DTMayaConceptVehiclesCD3.part6.rar
http://rapidshare.com/files/132591224/DTMayaConceptVehiclesCD3.part7.rar

http://rapidshare.com/files/132593885/DTMayaConceptVehiclesCD4.part1.rar
http://rapidshare.com/files/132594277/DTMayaConceptVehiclesCD4.part2.rar
http://rapidshare.com/files/132592323/DTMayaConceptVehiclesCD4.part3.rar
http://rapidshare.com/files/132592677/DTMayaConceptVehiclesCD4.part4.rar
http://rapidshare.com/files/132592992/DTMayaConceptVehiclesCD4.part5.rar
http://rapidshare.com/files/132593252/DTMayaConceptVehiclesCD4.part6.rar
http://rapidshare.com/files/132593522/DTMayaConceptVehiclesCD4.part7.rar
 

pesare_khakestari

Active Member
Maya Gnomon Workshop Nurbs Modeling III Racecar


mod03cover5zf.jpg



 
آخرین ویرایش:

pesare_khakestari

Active Member
Gnomon nuke composition in production DVD

rne02_cover.jpg

Instructor:
Robert NEDERHORST


Formats: (Mac or PC only)
DVD-ROM
System Requirements


In this DVD Rob examines a professional compositing job from an actual commercial production performed at Sway Studio. Using D2 Software's award-winning NUKE, this lecture explores complex systems and approaches for compositing workflows. Rob explains the use of Pan and Tile environments, where 2D images recreate a full 3D environment. All aspects of the compositing process are discussed, including professional methods for pulling keys from difficult greenscreen material. Rob goes over a few methods in meticulous detail for getting a clean key, even when faced with heavy motion blur and significant spill. This lecture provides a seldom-seen look inside the compositing process to aid the viewer's development as a professional compositor.

Over 3 hours of lecture.

Product Code: RNE02


Professional Production Methods
Pan and Tile Explained
Primatte Keying Technique


Script Optimization
Problematic Keying
Automated Lens Flare

01: A Full Production Composite Examined
02: Primatte Keying Techniques
03: Custom Key Creation
04: Pan and Tile Explained
05: Full 360 Degree Panoramic Setup
06: Fixing Pan and Tile Tiles With Paint
07: Integrating Camera Data into Pan and Tile
08: Compositing 3D With the Pan and Tile Background
09: Adding In a Lens Flare Using 3d Data
10: Script Optimization Techniques

Click here to view a sample clip from this DVD. Note that while this clip is 640x480 the actual movie size is 1024x768 with higher quality compression . View the stills to the right to see the actual resolution.

Robert Nederhorst is a Visual Effects Supervisor at Sway Studio, after over seven years at Digital Domain where he was 2D Sequence Supervisor. Rob has worked on such films as Stealth, The Day after Tomorrow, Daredevil, Star Trek: Nemesis, Vanilla Sky, Spy Kids, The Grinch Who Stole Christmas, Supernova and X-Men. He recently worked on a Nine Inch Nails music video where he designed the lighting and rendering pipeline. He has been instrumental in the development of various visual effects tools such as NUKE, FrameCycler and SpeedGrade DI. He has been published in 3D Design magazine and Millimeter .

 

جدیدترین ارسال ها

بالا