By David Gould

David Gould's acclaimed first e-book, entire Maya Programming: an in depth advisor to MEL and the C++ API, presents artists and programmers with a deep knowing of how Maya works and the way it may be stronger and customised via programming. In his new publication David bargains a steady, intuitive advent to the middle rules of special effects. every one inspiration is defined gradually and is absolutely applied 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 increasingly more complicated examples demonstrating all of Maya's attainable programming gains. David Gould's first quantity is broadly considered as the main authoritative reference on Maya programming. quantity II maintains this custom and offers an unrivaled advisor for the artist and programmer tackling advanced projects. * Covers a spectrum of subject matters in special effects together with issues and vectors, rotations, adjustments, curves and surfaces (polygonal, NURBS, subdivision), and modeling.* deals insights to Maya's internal workings in order that an artist or programmer can layout and boost custom-made instruments and solutions.* Discusses challenge fixing with MEL (Maya's scripting language) and the extra robust and flexible C++ API, with lots of code examples for every.

**Read Online or Download Complete Maya Programming, Vol. II: An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling (Morgan Kaufmann Series in Computer Graphics and Geometric ... Morgan Kaufmann Series in Computer Graphics) PDF**

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**Extra info for Complete Maya Programming, Vol. II: An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling (Morgan Kaufmann Series in Computer Graphics and Geometric ... Morgan Kaufmann Series in Computer Graphics)**

**Sample text**

To convert the point from a homogeneous point to a Cartesian point the c a r t e s i anize function is used. cartesianize()" // pt--(x/w, y/w, z/w, 1) This function is the inverse of the homogenize function and thus divides all components by w. There also exists a final conversion function, r a t i o n a l i z e , that works similarly to cartesi ani ze, but instead of setting w to 1 at the end it leaves it. rationalize(). // pt = (x/w, y/w, z/w, w) It is important to note that Maya doesn't explicitly store which form (Cartesian, homogeneous, rational) the point is in.

Rotations Rotations are often a source of much confusion, and thus an entire chapter is devoted to them here. Before delving into rotations, however, it is important to understand what an angle is. 4. 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.

The conversion from degrees to radians, and vice versa, can be done using simple inline functions. const double DEG_TO_RAD = M_PI / 1 8 0 . 0 inline double degToRad( const / M_PI. double d ) double d ) { return d * DEG_TO_RAD. 2 R O T A T I O N S A rotation is used to turn a given point or vector about an axis of rotation by an amount given as the angle of rotation. The center of rotation is the point about which the rotation will occur. This allows an object to be rotated about any arbitrary point.