By David Gould
David Goulds acclaimed first e-book, «Complete Maya Programming: an intensive consultant to MEL and the C++ API», presents artists and programmers with a deep figuring out of ways Maya works and the way it may be more desirable and customised via programming. In his new e-book, David bargains a steady, intuitive advent to the middle rules of special effects. every one idea is defined gradually and is absolutely carried out in either MEL and C++ in order that an artist or programmer can use the resource code without delay of their personal courses. Geometry and modeling are coated intimately with a growing number of advanced examples demonstrating all of Mayas attainable programming beneficial properties. David Goulds first quantity is greatly considered as the main authoritative reference on Maya programming. quantity II maintains this custom and gives an unrivaled advisor for the artist and programmer tackling complicated initiatives. It covers a spectrum of issues in special effects together with issues and vectors, rotations, changes, curves and surfaces (polygonal, NURBS, subdivision), and modeling. It bargains insights to Mayas internal workings in order that an artist or programmer can layout and improve personalized instruments and recommendations. It discusses challenge fixing with MEL (Mayas scripting language) and the extra strong and flexible C++ API, with lots of code examples for every.
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Extra resources for Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling
Gimbals are used in gyroscopic compasses. These compasses are used for navigation in airplanes, space shuttles, space stations, and just about any craft that needs to precisely know its orientation. A gyroscopic compass consists of three gimbals and an inertial platform at the center. The gyroscopic compass is rigidly attached to the craft. It is the inertial platform that relays the craft's exact orientation based on the separate orientations of the three gimbals. To be accurate it is very important that the inertial platform be able to freely assume any orientation.
This is calculated as the sum of the absolute values of the components. 1 MEL VECTOR To calculate the distance between two points, use the following. vector $pO = vector $pl vector float = <<1, O, 0>>; <<2, O, 0>>; $v = $pO $1en = mag( $pl; $v ); FLOAT ARRAY Calculate the vector between the two points by subtracting them, and then use the l en procedure (shown in the previous section) to calculate the distance separating them. 7°2 The distance between two points is calculated using the MPoint's di stanceTo function.
J ANGLES An angle is the rotational distance between two vectors. Angles can be measured in both degrees and radians. Degrees are the most common unit of measurement. There are 360 degrees in a circle. 2831) in a circle. Although degrees are more intuitive, all mathematical functions that take angles use radians. Fortunately, the conversion between degrees and radians, and vice versa, is simply a matter of scaling. •4o ~ ~ iI. MEL To convert from degrees to radians, use the deg_t0_rad command. 283184 / / To convert from radians to degrees, use the rad_to_deg command.
Complete Maya Programming Volume II An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling by David Gould