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IT-254 Multimedia Applications Practical File: Guru Gobind Singh Indraprastha University
IT-254 Multimedia Applications Practical File: Guru Gobind Singh Indraprastha University
IT-254 Multimedia Applications Practical File: Guru Gobind Singh Indraprastha University
Multimedia Applications
Practical File
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1.To understand the
essentials of Maya
Critical to learning any software application is some
initial understanding of the basic concepts: how that
software’s world works and the fundamental skills you
need to work in that world. If you have never used a
three dimensional (3D) software application before,
you may initially find Maya different compared to 2D
applications.
Essential Definitions:
a) Workspace: The space where we view our scene.
An Object in Maya
Component of the above-mentioned object in Maya
(Cube modified using Control Vertices of the NURBS
Primitive Cube)
2.To understand basics of NURBS
modelling
e
e
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CV Curve: CV is control vertex, you are placing down
weighted points that define the shape of the curve.
Drawing a basic CV Curve
4 b) How to generate surfaces using curve
CV curve
Face normals
The front of a polygon’s face is graphically represented
using a vector called the polygon’s normal.
The order of vertices around the face determine the
direction of the face (whether a side of the polygon is the
front or the back). For example, if you place vertices in a
clockwise direction, the face normal points downward. If
you place vertices in a counter-clockwise direction, the
face normal points upward. See Create a polygon mesh.
This can be important because technically polygons are
only visible from the front, though by default Maya
automatically makes all polygons double-sided so you
can see them from the back. You can turn this double-
sided behavior off for meshes.
When you shade or render polygons, the normals
determine how light reflects from the surface and the
shading that results.
Vertex normals
Vertex normals determine the visual smoothing between
polygon faces. Unlike face normals, they are not intrinsic
to the polygon, but rather reflect how Maya renders the
polygons in smooth shaded mode.
Vertex normals appear as lines projecting from the
vertex, one for each face that shares the vertex.
When the vertex normals at a particular point on the
mesh all point in the same direction (called soft or
shared vertex normals), there is a soft edge
transition between the faces in smooth shaded
mode.