Description David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists
and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his
new book David offers a gentle, intuitive introduction to the core ideas of computer graphics.
Each concept is explained progressively
and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs.
Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming
features. David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II
continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks.
Audience
Intermediate to advanced Maya developers, technically savvy artists, technical directors, and students; in the film, television, and game industries
Contents Preface
1 Introduction
1.1 Example Files
1.1.1 Compiling Example Plug-ins
1.1.2 Sourcing Example MEL Scripts
1.2
Executing MEL Code in the Script Editor
2 Points
2.1 Dimensions
2.2 Cartesian Coordinates
2.3 Homogeneous Coordinates
2.4 Polar and Spherical Coordinates
2.5 Conversions
2.5.1 Cartesian to Homogeneous
2.5.2 Homogeneous to Cartesian
2.5.3 Cartesian to
Polar
2.5.4 Polar to Cartesian
2.5.5 Cartesian to Spherical
2.5.6 Spherical to Cartesian
2.6 MEL
2.7 C++ API
2.8 Locators
3
Vectors
3.1 MEL
3.2 C++ API
3.3 Adding
3.4 Subtracting
3.5 Scaling
3.6 Length
3.6.1 MEL
3.6.2 C++ API
3.7 Distance Between Points
3.7.1 MEL
3.7.2 C++ API
3.8 Normalizing Vectors
3.8.1 MEL
3.8.2 C++ API
3.9 Dot Product
3.9.1 Angle Between
3.9.2 Length Squared
3.9.3
Perpendicular Projection
3.10 Cross Product
3.10.1 Perpendicular Vector
3.10.2 Area of Triangle
3.11 Points Versus Vectors
4
Rotations
4.1 Angles
4.1.1 MEL
4.1.2 C++ API
4.2 Rotations
4.3 Orientation Representations
4.3.1 Euler Angles
4.3.2 Quaternions
5 Transformations
5.1 Matrices
5.1.1 Matrix Multiplication
5.1.2 Matrix Transpose
5.1.3 Identity Matrix
5.1.4 Inverse
Matrix
5.1.5 MEL
5.1.6 C++ API
5.2 Transforming Points
5.2.1 MEL
5.2.2 C++ API
5.3 Transforming Vectors
5.3.1 MEL
5.3.2 C++ API
5.4 Transforming
Normals
5.4.1 MEL
5.4.2 C++ API
6 Transform Nodes
6.1 Pivot Points
6.2 Transformation Matrices
6.2.1 Querying Transformation
Matrices
6.2.2 Editing Transformation Matrices
6.3 Hierarchies of Transformations
6.3.1 Transformation Spaces
6.3.2 MEL
6.3.3 C++ API
7 Coordinate Frames
7.1 Up Axis
7.1.1 MEL
7.1.2 C++ API
7.2 Handedness
7.3 Custom Coordinate Frames
7.3.1 C++ API
A Further Learning
A.1 Online Resources
A.1.1 Companion Web Site
A.1.2 Additional
Web Sites
A.2 Maya Application
A.2.1 Documentation
A.2.2 Examples
B Further Reading
B.1 Mathematics
B.2 Programming
B.2.1 General
B.2.2 C++ Language
B.3 Computer Graphics
B.3.1 General
B.3.2 Modeling
B.3.3 Animation
B.3.4 Image Synthesis
Glossary
Index
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