Dog Fx In Maya








Dog Fx in Maya from noorvfx.com on Vimeo.


http://www.noorvfx.com/2014/04/dog-fx-in-maya/
http://www.gjdhjc.com/
http://pan.baidu.com/wap/link?shareid=3031525947&uk=54165577&third=4&page=1
http://yun.baidu.com/wap/shareview?&shareid=3154678687&uk=1460557648&dir=%2Fmayavolume&page=1&num=20&fsid=72576705491542&third=0

VFXlearning出品的Maya粒子动力学视频教程第一季

文章轉載
http://vimeo.com/vfxlearning
http://www.cgtsj.com/cg/f/vx279/index.html
本视频教程是由VFXlearning机构出品的Maya粒子动力学视频教程第一季,VFXlearning Maya Dynamics Level 1,时长:12小时,大小:3.48 GB,MP4高清视频格式,教程使用软件:Maya,作者:Luis Pages

http://share.weiyun.com/b4756d0b0c8853708ce036288cb84960
pass:CGTSJ-6P1T4XANA427AJ96EKF6r0hFCb

Maya动画师MEL脚本编程全攻略

MAYA中文车辆绑定教学


文章轉載
http://blog.sina.com.cn/s/blog_6cb150e90100yrrt.html
下载地址
http://115.com/file/be62g4r7#
04.车轮旋转-关键帧方式[教学试看].zip

http://115.com/file/e73btw5w#
MAYA车辆绑定的艺术-DEMO.


maya 汽车绑定-车轮旋转
http://115.com/file/be62g4r7#

Digital Tutors Cartoon Characters Rigging in Maya

無法查看此摘要。請 按這裡查看文章。

Digital Tutors maya 2011 高级表情绑定教程 Curve-based Facial Rigging


文章轉載
http://www.cgdream.org/thread-4562-1-1.html


在这个Maya教程中,我们将介绍基于曲线的面部索具在Maya的工具和技术。我们将采取的脸部动作编码系统控制肌肉的方法,,塑造面部表情。一步一步, 我们将构建面部控制钻机是强大的,足够的,动画师友好。我们将学习一切从如何网格变形曲线的形状,曲线,将提供他们需要的功能创建有趣的面部动画漫画家创 建控件。我们还将学习如何利用节点和表达我们的控制钻机自动执行某些组件。年底本教程中,你会的基本知识,你需要创建自己的基于曲线控制钻机,产生自然和 感染力的表情。

In this Maya tutorial we will cover tools and techniques for curve-based facial rigging in Maya. We'll take the Facial Action Coding System approach of controls muscles to mold facial expressions. Step by step, we'll construct a facial control rig that is robust, sufficient, and animator-friendly. We'll learn everything from how to deform a mesh by a curve's shape, to creating controls for those curves that will provide the animator with the functionality they need to create entertaining facial animations. We'll also learn how utilize nodes and expressions to automate certain components of our control rig. By the end of this tutorial, you’ll have the fundamental knowledge you need to create your own curve-based control rigs that produce natural and appealing facial expressions.





解压密码(password):www.cgdream.org
 http://115.com/lb/5lbqc3xa
 5lbqc3xa



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https://docs.google.com/a/icg101.co.cc/file/d/0B2t7T2rqPxt2endIVENoRDJOVWM/edit

maya expressions



https://docs.google.com/file/d/0B1rE7f5s5_QlLXFYSEJmM05Jbmc/edit

Maya fish rig

经典绑定教学Jason Schleifer Animator Friendly Rigging Bundle



教师介绍
这个家伙到底是谁?他是不是不太出名呢?
哈!如果每次我听到别人讲起我的时候我就能得到一美元,那么我得到的钱就足够给你我一人买匹小马了。
我算是个不错的家伙,甚至可以说是一个很红的家伙。
但我是个很平凡的人,一个喜欢谈论任何让自己热血沸腾的家伙。通常都是说动画,电脑,电影。
白天我是个动画师,晚上,我是个吃果冻炸面圈的忍者,可以对着任何东西发笑。
如果你一定需要我给出简历,那么.......
从1996年到1999年我在ALIAS作实习生,技术支持专员,产品专家,主要负责MAYA方面的,展示MAYA,在全球到处跑,讲解MAYA。
从1999年到2003年,我参加了魔戒三部曲的制作,开始的时候我是角色技术主管,编写了一个动画制作流程,然后就开始转换转向第一部的动画师了,在第二部分制作的时候就是高级动画师了,在第三部中我就是动画制作部分的头了。
在2001年与2002年我编写了MAYA骨骼绑定的大师课。最近AUTODESK将它们发布了出来,也就是现在的Jason Schleifer Rigging Bundle。
在2002年我于人合著了一本关于角色骨骼绑定的Siggraph教程。
在2004年我回到美国,并且在梦工厂制作动画,并且在2007年被提升为动画总监。
2008年我被提升为一部叫做Megamind的电影的角色动画总监。这部电影在2010年发布。
在即将到来的2014我又会被提升为一部新电影的角色动画总监。
制作过的电影
新项目(2014年发布) – 角色动画总监
Night of the Living Carrots – 动画总监
Megamind – 角色动画总监
Madagascar 2 – 动画总监
Monsters vs. Aliens – 前期动画师
怪物史莱克 3 – 资深动画师
Over the Hedge – 资深动画师
Penguins X-mas Caper – 资深动画师
马达加斯加 I – 资深动画师
魔戒 III – 动画指导
魔戒 II – 资深动画师
魔戒 I – 动画师
获奖
2007年 数字媒体与艺术学院 荣誉艺术博士
2002年 MAYA大师
Who the heck is this guy and does he ever just shut up?
Hah! If I had a dollar for every time I overheard someone talking to someone else about me like that, I'd buy us both a pony!
a nice one, too! maybe even a red one!
I'm just a mere mortal. one who likes to talk about pretty much anything that gets my blood pumping. Usually that means animation or computers or people or films or boogers.
Actually, I don't talk about boogers all that much.
I like to keep that private.
other than that, by day I'm an animator.
By night, I'm a ninja who eats jelly doughnuts and grins at nothing in particular.
Every comment/post/rant/opinion expressed within these pages is only the opinion of the author, and does not reflect any employer, parent, guardian, or alien host of any kind.
And if you really must have a resume..
From 1996 – 1999 I worked at Alias|Wavefront as an intern, support specialist, and product specialist, focusing on Maya, demoing Maya, and traveling the world speaking about Maya.
from 1999 – 2003 I worked on the Lord of the Rings trillogy. I started out as a character td, wrote the animation pipeline, and then transitioned to animation starting as an animator on film 1, senior animator on film 2, and animation lead on film 3.
In 2001 and 2002 I wrote two Master Classes on character rigging for Maya. Until recently they were available from the Autodesk website as the Jason Schleifer Rigging Bundle. I'm working to make them available again.
In 2002 I co-authored a Siggraph course on character rigging.
In 2004 I moved back to the states and began animating at PDI Dreamworks where I was promoted to Supervising Animator in 2007.
In 2008 I was promoted to Head of Character Animation for a film called Megamind, which is to be released in November, 2010.
After Megamind finished, I was Head of Character Animation for Megamind: The Button of Doom, and a supervising animator on Night of the Living Carrots. I'm currently getting ready to be Head of Character Animation for a new film coming out in 2014!
Film History
New Project (to be released 2014) – Head of Character Animation
Night of the Living Carrots – Supervising Animator
Megamind – Head of Character Animation
Madagascar 2 – Supervising Animator
Monsters vs. Aliens – Preproduction Animator
Shrek the Third – Senior Animator
Over the Hedge – Senior Animator
Penguins X-mas Caper – Senior animator
Madagascar – Senior Animator
Lord of the Rings – Return of the King – Animation Lead
Lord of the Rings – The Two Towers – Senior Animator
Lord of the Rings – The Fellowship of the Ring – Animator
Awards
Doctorate of Arts, honoris causa – Digital Media Arts College, 2007
Maya Masters, 2002

教学介绍
本教学由经验丰富的动画师Jason Schleifer制作,本教学能够帮助大家创建高效并且实用的动画骨骼绑定,不论你是刚开始学习骨骼绑定,还是制作骨骼绑定很多年,本教学都能够帮到你。
本教学适合各种层次的骨骼绑定师,本教学将教授大家分析当前情况,并且找出一个能够解决当前问题的解决方案。
你会在这里学习如何在功能,速度还有技术方面进行平衡,总之,本教学将给到你一个非常可靠的工作流程,跟随这些原则,你能够为针对各种情况制作出合适的骨骼绑定。
在第二部分教学中将身体分解为了如下几部分:
• 头部
• 躯体
• 胳膊
• 手
• 腿
• 脚

你可以将它们分解的更多,例如手可以分级为指头与拇指。现在有了这六部分了,那么我们应该从哪里开始呢?最好从运动最多的部分,通常都是身体最重的部分,对于人来说,运动来自于臀部与躯体,它们影响了身体的其他部分,因此在进行骨骼绑定的时候,它就是制作的最佳起点。
Created by experienced animator Jason Schleifer, this series is your solution to creating the most effective and usable animation rigs whether you are starting out or have been building rigs for years.
Created for every level rigger, this course will teach you how to analyze a situation and come up with a solution that will solve the problem for the animator.
You will learn to balance functionality, speed, and technique. In short, Animator Friendly Rigging will provide you with a solid workflow and rules to follow to ensure a proper animation rig for almost any situation.
Learning Objectives
Acquiring reference
Analyzing reference
Breaking apart the rig into
Appropriate segments
Process for analyzing every control
Isolate section of body and analyze its motion
Determine motion requirements
Analyze possible control solutions
Explore ideas
Analyze animator interaction
Weigh control vs. speed
Automation vs. control
Based on this, we can separate the body into the following sections:
• Head
• Torso
• Arm
• Hand
• Leg
• Foot
You can probably break these bits apart more, for example the hand can be broken apart into finger and thumb. However, for now this level of granularity will work fine for getting the general rig working correctly.So where do we begin? We’ve got these six sections, what do we do first?The best place to start is with the part of the body that causes the most motion,usually the part of the body with the greatest amount of mass. With a human,motion comes from the hips and torso. They affect every part of the body. So the torso is probably the best place to start when it comes to rigging.

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