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Deformers

...with Alex Alvarez

Design & Modeling how-to video: Deformers by Alex Alvarez Review this video!

Deformers: 1: Clusters and Blendshape

Deformers are intuitive and interactive tools used to sculpt surfaces into new shapes, circumventing the need to edit vertices one-by-one. Maya offers a large suite of unique deformers which can be used in conjuction with each other to yield complex effects. Whether you are rigging a character or designing a crashing wave, a thorough understanding of Maya's deformers is crucial. Simple mistakes made early on can cause big problems down the road.

Clusters and Blendshape are two indispensible deformers which you will find yourself relying on over and over again. Clusters allow you to apply transform node functionality to multiple vertices, while Blendshape is a morphing tool. We examine the application of these deformers to NURBS, Polygons and Subdivision surfaces (including NURBS patch models), with a focus on higher-level workflow techniques.

Clusters

Blendshape
NURBS
Polygons

01: Introduction
02: Clusters
03: Weighting
04: Relative Mode
05: Blendshape Basics
06: Organizing Targets
07: Poly / SubD
08: Patch Models
09: Inbetween
10: Credits

Deformers: 2: Sculpt, Lattice and Wrap

Sculpt deformers are spherical objects which create rounded deformations. They can be used to simulate effects such as liquid pumping through tubes, or a character chewing and swallowing food.

Lattice and Wrap deformers are unique in how they allow you to deform surfaces with low-res shapes. The potential uses are therefore quite varied: a high-res NURBS patch-model can have facial expressions designed using just 40 points, a character can be animated squeezing itself through a keyhole, a dynamic simulation can have its performance quadrupled, and so on. This lecture addresses several examples with a focus on workflow and application.

Sculpt
Lattice
Wrap
NURBS

Polygons

01: Introduction
02: Sculpts
03: Fluid Pump
04: Eye Bulge
05: Lattices
06: Dynamic Lattice
07: Deformation Order
08: Wrap
09: Animating Base Node
10: Credits

Deformers: 3: Wire, Wrinkle and Jiggle

Wires and Wrinkles are curve deformers, which are useful as both sculpting and effects tools. While a wire can be used to reshape or animate a character's brow, they can also be used to create ripples, ocean swells or burrowing creatures.

Jiggle deformers are unique in that they do not deform surfaces via direct user manipulation. Their purpose is to create automated secondary shape animation (inertia-driven follow through). For example, a character's thighs can exhibit the correct amount of wobble as he walks or a bird's feathers can react naturally to the flapping of its wings. In this lecture we also discuss the pros and cons of Jiggle deformers vs Softbody dynamics.

Wire
Wrinkle
Clusters
Jiggle

Blendshape
Smoothbind
Wrap
Softbodies

01: Introduction
02: Wire
03: Wire Ripple
04: Curved Wires
05: Skinning Wires
06: Jiggle Overview
07: Jiggle Basics
08: Jiggle Examples
09: Credits

This video was added to our catalog on November 04, 2005 in Digital Art - 3D::Design & Modeling.

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