This is part 2 of a two part series for beginning animation in Maya. This tutorial is geared towards people who are just learning animation in Maya. It starts with covering how to set keyframes using the autokeyframe feature of Maya. There are some examples of how you set keyframes on attributes other than transformation parameters and finishes with an overview of the Maya Graph Editor. The Graph Editor is a tool within Maya for editing and adjusting keyframes to give optimal results for an animation.
This is part 1 of a two part tutorial for beginners new to animation in Maya. Part 1 covers setting up the critical preferences for your animation, how to set and operate the time slider and demos a simple animation that uses manually set keyframes. This tutorial should help any new Maya user to get started with animation.
This is a short tutorial that demonstrates the problems you can have with rotated child objects that are parented to a toplevel object that has non-uniform scaling applied. That is to say that the top level object has been scaled differently in X vs Y. This usually occurs when someone brings in an object, say a character, and after creating the complete parent/child structure they decide they need to scale the top level structure in a non uniform method. This creates a distortion that is applied to all child level objects when they are rotated. There is a simple fix for this issue using a null object. This is demonstrated in this tutorial.
This is part 2 of a two part tutorial on working with shaders and materials in Autodesk Maya. It shows examples of creating dielectric materials, metal materials, glass and some cloth. It covers how to use the sample info node in Maya to create custom reflection and transparency ramps for Fresnel reflections. In the cloth demo there are demonstrations of how to add bump and displacement maps to shaders.
This is part 1 of a 2 part series that covers the basics on materials and shaders in Autodesk Maya. It starts with discussing how light reacts with a surface and the 3 main types of reflections used in shaders that being diffuse, specular and Fresnel. It follows up with discussion of the two basic material groups, dielectrics and metals. This tutorial, Part 1, sets the foundation of understanding required to work through creating the example materials that are demonstrated in Part 2.