IT-254 Multimedia Applications Practical File: Guru Gobind Singh Indraprastha University

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IT-254

Multimedia Applications
Practical File

GURU GOBIND SINGH INDRAPRASTHA


UNIVERSITY

SUBMITTED TO: SUBMITTED BY:


Mrs. Jyotsna Neelesh Garg
USICT, GGSIPU 01616401517
B.Tech IT
4nd Semester
iNDEX
S Practicals Date Teacher’s sign
No.
1. To understand the essentials of maya
2. To understand basics of NURBS modelling
3. To make a model of a 3D apple using NURBS modelling in
maya
4. a) to understand basics of curves , control vertices and
edit points
b) how to generate surfaces using curves
5. To understand basics of polgon modelling
6. To make a model of jetplane using using polygon
modelling
7.

8.

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17.
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.

Main Menu bar Tools and items are accessible from


pull down menus located at the top of the user
interface. In Maya, menus are grouped into menu sets.
These menu sets are accessible from the Main Menu
bar. The Main Menu bar appears at the top of the
Maya interface directly below the Maya title bar and
displays the chosen menu set. Each menu set
corresponds to a module within Maya: Animation,
Polygons, Surfaces, Rendering, and Dynamics. Modules
are a method for grouping related features and tools.
Maya® UnlimitedTM has additional menu sets.

Essential Definitions:
a) Workspace: The space where we view our scene.

b) Layout: Different angles from which we can view our


scenes. There are four scenes visible when we press the
Spacebar. These are Top View, Perspective View, Front
View, Side View.

c) Hotbox: Helps navigating through Maya without


traversing through menus. Activated by holding
Spacebar.
d) Objects: Predefined objects in Maya to start working
with. For e.g. NURBS Primitive Sphere.

e) Components: The components with which the Object is


made in Maya like Edit Points and Control Vertices.

f) Control Vertices: Points you manipulate to alter the


shape of a Curve.
g) Views: When you start a new Maya scene, the Perspective
view opens by default. In 3D, it’s often important to see your
scene from more than one view, and it’s easy to do that in
Maya.

Maya 4.0 Workspace showing all Four Layouts


Hotbox to navigate in Maya

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

Preparing a surface for sculpting


To prepare a sphere for sculpting
1 Select Create > NURBS Primitives > Sphere > . In the options
window, select Edit > Reset Settings, enter the following
values, then click the Create button:
2 Name the sphere.
Creating a simple Torus

NURBS Primitive Torus Created using Create option


3.To make a model of a 3D apple using
NURBS modelling

Starting with a NURBS Primitive Sphere to model an


Apple
Sphere given the shape of an Apple using Control
Vertices and creating depressions and extensions
Added a Cylinder to make an Apple Stalk and
modified using shape of cylinder to give the shape
of the stalk by using Control Vertices.
Then, added a circle, made it planar and scaled It
equal to the opening of the upper end of the stalk
and placed it over the open-end using translation
tool and Grouped the Sphere, Cylinder and the
Planar Circle into a single Group to make it
behave as a single object.
The Outliner window here tells us all the objects
present in our current Scene.
Outliner is useful in selecting objects or a group of
objects with precision and accuracy and efficiently.
Outliner can also be used to delete items not
required in the scene.

Adding A leaf with its Stalk attached.


To do this we took a NURBS primitive Plane and
made it Planar.
Then using Control Vertices, a rough shape of a
leaf was made.
Then CV curve was used to define the shape of
veins on the leaf and then extruded and scaled to
make it look like actual veins present on a leaf.
The stalk was then made using a NURBS Primitive
Cylinder and scaled to match the leaf and stalk.
Then the planar plane, CV curves and the Cylinder
were grouped and the rotated, translated and
scaled to fit the apple’s stalk.
After the transformations were done, all the object
groups were then grouped into a single group.
4a) To understand basics of curves,
control vertices and edit points
The Start of the Curve is the first point of the curve.
Edit Point, also called Knots are small x characters
which can be used to reposition a specific point on a
Curve. The Curve Direction is denoted by the small
letter u.
Span is the part of the curve between two edit points.
Control Vertices are points you manipulate to alter the
shape of a Curve.
There are Two types of Curves in Maya 4.0
EP Curve: EP stands for edit points, your placing points
that define where it will pass through.

-
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

After generating a basic curve shape, we can either


revolve, loft or extrude it to generate a surface.
After we revolve, this is what we get:

Our generator curve has now revolved to generate the


surface of a earthen pot.
EP Curves

After revolving this ep curve


5. To understand basics of
polgon modelling

Polygons consist of geometry based on vertices, edges,


and faces that you can use to create three-dimensional
models in Maya.
Polygons are useful for constructing many types of 3D
models and are widely used in the development of 3D
content for animated effects in film, interactive video
games, and the internet.

Polygon meshes normally share the vertices and edges


that are common between the individual faces. These
are referred to as shared vertices or shared edges.
A polygon mesh can also be composed of several
disjointed sets of connected polygons called shells. The
outside edges of a mesh or shell are referred to
as border edges.

Polygon modeling overview

There are a variety of techniques you can use to


create 3D polygonal models in Maya:

 Primitives are three-dimensional geometric


shapes you can create in Maya. The primitive
shapes available include spheres, cubes,
cylinders, cones, planes, and many others. You
can modify the attributes of basic primitives to
make them more or less complex. You can also
split, extrude, merge, or delete the various
components on the primitive’s polygon mesh
using the various tools in the Modeling Toolkit in
order to modify the primitive’s shape. Many 3D
modelers begin with polygon primitives as a
starting point for their models. This technique is
referred to as primitive-up modeling.

 Individual polygons can be created using


the Create Polygon Tool or the Quad Draw Tool.
Both these tools let you place
individual vertices in the scene view to define the
shape of individual polygon faces. You can then
further split or extrude those faces to build out
your polygon mesh. This polygon creation
technique can be useful when you need to closely
match a particular shape or outline. For example,
if you needed to model a particular 3D logotype
for an animated logo sequence or trace the
outline of a 2D image using a bitmap image
imported onto an image plane as a reference.

 Polygons can also be created by converting an


existing NURBS or subdivision surface models
using the Convert features found under
the Modify menu.
Polygon normal

A normal is a theoretical line, perpendicular to the


surface of a polygon. In Maya, normals are used to
determine the orientation of a polygon face (face
normals), or how the edges of faces will visually appear
in relation to each other when shaded (vertex normals).

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.

 When the vertex normals point in the same directions


as their faces (called hard vertex normals), the
transition between faces is hard, creating a faceted
appearance.

Planar and non-planar polygons


A polygon face is planar when:
 all of its vertices lie in a certain plane. For example, a
triangle face is always planar, because its three points
define a plane.
A polygon face is non-planar when:
 it has more than three vertices, and one or more of
those vertices do not lie in the same plane. When a
polygon mesh is comprised of quads or n-gons it is
possible to have non-planar polygon faces.

Try to create planar polygon faces on your polygon


meshes whenever possible. Non-planar polygon faces
may render incorrectly in your final images or when
exported to an interactive video game console. For
example, a visual shaded line or an unwanted spike may
appear on the polygon mesh where it has been
subdivided for rendering because it is non-planar.
The following features can help you avoid non-planar
polygon faces in your polygon meshes:
 To avoid creating non-planar polygons you can use
the Keep New Faces Planar option when using
the Mesh Tools > Create Polygon Tool and Mesh
Tools > Append to Polygon Tool features.

 To correct non-planar polygon faces you can use


the Multi-Cut Tool to split them into planar tris or
retopologize the faces to better handle the bend point.
 To visually identify non-planar polygon faces you can
customize the display of polygons by
selecting Display > Polygons > Non-planar Faces.

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