MEL Scripting for Maya Animators, 2/e (Paperback)
Mark R. Wilkins, Chris Kazmier
- 出版商: Morgan Kaufmann
- 出版日期: 2005-07-01
- 售價: $2,380
- 貴賓價: 9.5 折 $2,261
- 語言: 英文
- 頁數: 552
- 裝訂: Paperback
- ISBN: 0120887932
- ISBN-13: 9780120887934
-
相關分類:
3D建模 3D-modeling
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商品描述
Description:
Trying to learn Maya programming from the documentation can be daunting whether or not you are a programmer. The first edition of MEL Scripting for Maya Animators earned the reputation as the best introductory book on MEL, Maya’s scripting language. Now fully revised and updated, the second edition also includes new features, such as a discussion of global procedures, new chapters on fixing programming bottlenecks, advanced user interface techniques, and optimizing character rigs. New chapters on utility nodes and Maya's Web Panel feature provide new ideas on how to use MEL in applications. This new edition has kept the popular style of the first edition that offered very clear explanations of programming concepts to those without programming experience. A generous collection of code examples and Maya scene files is included on the companion Web site. This is a book for animators, artists, game developers, visual effects developers, and technical directors who want to learn the fundamentals of Maya, how to automate tasks, personalize user interfaces, build custom tools, and solve problems with MEL.
Table of Contents:
Preface
Special Acknowledgment
Chapter 1 Maya Under the Hood
In this chapter you will learn
Why Look Under the Hood?
The Dependency Graph, Attributes, and Connections
Example 1: Using the Hypergraph to Explore the Dependency Graph
Transform Hierarchy and Parent/Child Relationships
Examining the Hierarchy
Transform and Shape Nodes
Example 2: Exploring Transform and Shape Nodes, Instancing, and History
MEL and Maya’s User Interface
What to Remember About How Maya Works Behind the Scenes
Chapter 2 The Basics of MEL Commands
In this chapter you will learn
Can I Use MEL Without Scripting?
Command Line and Command Feedback Line
Command Shell
Script Editor
Script Editor Versus Command Shell
Script Editor’s Messages as MEL Code
Making a Shelf Button for a MEL Script
Saving a MEL Script
Seductive Dangers of the Status Message Area
The whatIs Command
Basic Structure of MEL Commands
Where to Find Information About Maya and MEL on the Internet Newsgroups
How to Use MEL Scripts Found on the Internet
What to Remember About How to Use MEL Without Writing Scripts
Chapter 3 Using Expressions
In this chapter you will learn
What Is an Expression?
How Does an Expression Work?
Equals Sign: Equality and Assignment
How Maya Implements Expressions
Is Maya’s Expression Language the Same as MEL?
When (and When Not) to Use an Expression
Defining Relationships Between Attributes
What Is Operator Precedence?
Walkthrough of Maya’s Expression Language
Definitions of Variables
Computing the Values of Attributes
Assigning Computed Values
Example 1: Eyes
Analyzing the Problem
Planning the Eyes’ Animation Controls
Writing the Expression
What to Remember About Using Expressions
Chapter 4 Controlling Particles with Expressions
In this chapter you will learn
Two Kinds of Particle Object Attributes: Per Object and Per Particle
All About Vectors
Two Kinds of Expressions: Ordinary and Particle
Example 1: Ordinary Expressions and a Newton Field
Example 2: A Simple Particle Expression
A Few Hints for Efficient Particle Expressions
Example 3: Helical Particles Around a Curve
What to Remember About Particle Expressions in Maya
Chapter 5 Problem Solving with MEL Scripting
In this chapter you will learn
MEL’s Role in Maya: Building Scenes
Strategies for Planning MEL Applications
The Simplest User Interface
Creating, Editing, and Querying Nodes in MEL
Adding, Setting, and Getting Values of Attributes in MEL
Connecting Attributes in MEL
Creating and Connecting Expression Nodes in MEL
Example 1: Using MEL to Automate Setup for Spiral Particles
What to Remember About Writing MEL Scripts
Chapter 6 Variables and Data Types
In this chapter you will learn
Declaring Variables (and Not Declaring Them)
Environment Variables
MEL Statements and Type Checking
Simple and Aggregate Data Types
What to Remember About Variables and Data Types in MEL
Chapter 7 Using MEL Commands
In this chapter you will learn
What Is a MEL Command?
Structure of a MEL Command
Using MEL Commands in MEL Scripts
Avoid Using MEL Commands in Expressions
What to Remember About Using MEL Commands
Chapter 8 Manipulating Nodes in MEL
In this chapter you will learn
Using ls Command to Find Nodes by Name or Other Properties
Using Select Command to Manage Object Selection
Creating Nodes in a Maya Scene
Finding a Node’s Parents and Children
Finding Information on Node Connections
About Maya’s Node Types and the Node and Attribute Reference
What to Remember About Managing Nodes in MEL
Chapter 9 Controlling the Flow of Execution
In this chapter you will learn
Controlling the Flow of Script Execution
Basic Conditional Operations: if-else and switch Loops
What to Remember About Controlling the Flow of Execution in MEL
Chapter 10 Procedures and Functions
In this chapter you will learn
Top-Down Design
Example 1: A Trip to the Grocery Store
What Are Procedures and Functions?
Example 2: Geometry-Constrained Locators
Example 3: Recursive Antenna
What to Remember About Procedures, Functions, and Top-Down Design in MEL
Chapter 11 Naming Nodes, Scripts, and Variables
In this chapter you will learn
Why Naming Conventions Are Important
Naming Scripts
Naming Variables
Naming Nodes
Example 1: Adding a Name Prefix to Objects in a Hierarchy
Example 2: Changing Name Prefixes in a Hierarchy
What Are Namespaces?
Strategies for Using Namespaces
What to Remember About Naming Scripts, Variables, and Nodes
Chapter 12 Designing MEL User Interfaces
In this chapter you will learn
What Is a User Interface?
What Maya Users Expect to See from a MEL Script
Questions to Answer Before Designing a User Interface
Designing and Testing a User Interface
Structure of a Dialog Box
What to Remember About Designing User Interfaces in MEL
Chapter 13 Simple MEL User Interfaces
In this chapter you will learn
Collecting Information from Users
Validating User Input: When and Why
Asking for Confirmation with confirmDialog
Asking User for Text String with promptDialog
Asking User to Pick File or Directory with fileDialog
Handling Warnings and Errors with Warning and Error Commands
Using Regular Expressions and match to Validate Data
How Regular Expressions Work
Validating Integers
Validating Floating-Point Numbers
Validating Object Names (Without Namespaces)
Example 1: Simple Dialogs and Input Validation
What to Remember About Simple MEL User Interfaces and Input Validation
Chapter 14 Custom Dialog Boxes
In this chapter you will learn
How to Structure a Script That Uses a Custom Dialog Box for Input
Dialog Boxes and Their Contents
Example 1: Making the Example Dialog Box
Common Types of Controls
Common Types of Layouts
Example 2: Dialog Box for Making Geometric Primitives
What to Remember About Building Custom Dialog Boxes in MEL
Chapter 15 Making Advanced Dialog Boxes with formLayout
In this chapter you will learn
Why Use formLayout?
Planning a Dialog Box for formLayout
Using formLayout: Overview
Using formLayout: Defining Placement Rules for UI Objects
Example: Implementing a Dialog Box with formLayout
What to Remember About Making Dialog Boxes with formLayout
Chapter 16 Making Advanced Dialog Boxes with Web Panels
In this chapter you will learn
What You Need to Know Before You Proceed
What Are Web Panels?
Learning Web Authoring
How a Dialog Box Built with Web Panels Works
Planning a Dialog Box for Web Panels
Creating a Web-Based Dialog Box for Maya
Launching a Web-Based Dialog Box from MEL
Example 1: Implementing a Dialog Box using JavaScript
Ideas for Dialog Boxes Built with Web Panels
What to Remember about Making Dialog Boxes with Web Panels
Chapter 17 Improving Performance With Utility Nodes
In this chapter you will learn
What Is a Utility Node?
When Should You Consider Using a Utility Node?
How to Create and Connect a Utility Node
Example 1: Using the plusMinusAverage node to find the midpoint between two locators
Common Utility Nodes
What to Remember About Improving Performance
With Utility Nodes
Chapter 18 Installing MEL Scripts
In this chapter you will learn
Installing a Script to Make It Available in All Scenes
Installing a Script to Run When Maya Starts
Installing a Script into a Script Node in a Scene
Installing Custom Menus
Managing Button Shelves and Creating Custom Shelf Icons
What to Remember About Installing MEL Scripts
Chapter 19 Examples Using MEL with Particle Dynamics
Example 1: Introduction to Particle Goals
Example 2: Particle Goals on a Surface
Example 3: Using Goals on Multiple Surfaces
Example 4: Using Goals on Surfaces, Part 2
Chapter 20 Examples Using MEL with Solid Body Dynamics
Example 1: Particle Collisions
Example 2: Collision Events
Example 3: Collisions Between Objects in Solid Dynamics
Example 4: Solid Dynamics and Particles
Chapter 21 Example of a Simple Crowd System
Example 1: Creating a Vehicle
Example 2: Vehicle Interaction
Example 3: Vehicle Environment
Example 4: Fine Tuning and Completing the Script
Full Script Reference: crowdSystem.mel
Chapter 22 Examples Using MEL in Character Rigging
Example 1: Character Controls
Example 2: Building a Character User Interface
Full Text of mrBlahControls.mel
Index
商品描述(中文翻譯)
描述:
從文件中學習Maya編程可能會讓人望而卻步,無論你是否是一名程序員。《MEL Scripting for Maya Animators》第一版以其對MEL(Maya的腳本語言)的最佳介紹書聞名。現在經過全面修訂和更新,第二版還包括新功能,例如對全局程序的討論,修復編程瓶頸的新章節,高級用戶界面技術和優化角色設計。關於實用節點和Maya的Web Panel功能的新章節提供了如何在應用程序中使用MEL的新思路。這本新版保留了第一版的受歡迎風格,為那些沒有編程經驗的人提供了非常清晰的編程概念解釋。附帶網站上包含了大量的代碼示例和Maya場景文件。這是一本針對動畫師、藝術家、遊戲開發人員、視覺效果開發人員和技術總監的書籍,他們想要學習Maya的基礎知識,如何自動化任務,個性化用戶界面,構建自定義工具,並解決MEL的問題。
目錄:
前言
特別鳴謝
第1章 Maya的內部結構
在本章中,您將學到:
為什麼要了解Maya的內部結構?
依賴圖、屬性和連接
示例1:使用Hypergraph探索依賴圖
變換層次結構和父子關係
檢查層次結構
變換和形狀節點
示例2:探索變換和形狀節點、實例化和歷史記錄
MEL和Maya的用戶界面
關於Maya在幕後運作的要點
第2章 MEL命令的基礎知識
在本章中,您將學到:
我可以在不編寫腳本的情況下使用MEL嗎?
命令行和命令反饋行
命令殼
腳本編輯器
腳本編輯器與命令殼的區別
腳本編輯器的消息作為MEL代碼
為MEL腳本創建工具欄按鈕
保存MEL腳本
狀態消息區的誘人危險
whatIs命令
MEL命令的基本結構
在互聯網新聞組上尋找有關Maya和MEL的信息
如何使用在互聯網上找到的MEL腳本
在使用MEL時需要記住的事項
第3章 使用表達式
在本章中,您將學到:
什麼是表達式?
表達式如何工作?
等號:相等和賦值
Maya如何實現表達式
Maya的表達式語言和MEL是否相同?
何時(以及何時不)使用表達式
定義屬性之間的關係
什麼是運算符優先級?
Maya表達式語言的遍歷
變量的定義
計算屬性的值
賦予計算值
示例1:眼睛
分析問題
計劃眼睛的動畫控制
編寫表達式
使用表達式時需要記住的事項
第4章 使用表達式控制粒子
在本章中,您將學到:
粒子對象屬性的兩種類型:對象屬性和粒子屬性
關於向量的一切
兩種類型的表達式:普通表達式和粒子表達式
示例1:普通表達式和牛頓場
示例2:簡單的粒子表達式
有效使用粒子表達式的一些建議
示例3:螺旋粒子