Download Complete Maya Programming Volume II An In-Depth Guide to 3D by David Gould PDF

By David Gould

David Goulds acclaimed first booklet, «Complete Maya Programming: an intensive consultant to MEL and the C++ API», presents artists and programmers with a deep figuring out of how Maya works and the way it may be better and customised via programming. In his new booklet, David bargains a steady, intuitive advent to the middle principles of special effects. each one suggestion is defined gradually and is absolutely applied in either MEL and C++ in order that an artist or programmer can use the resource code at once of their personal courses. Geometry and modeling are lined intimately with an increasing number of advanced examples demonstrating all of Mayas attainable programming positive aspects. David Goulds first quantity is commonly considered as the main authoritative reference on Maya programming. quantity II maintains this practice and gives an unequalled advisor for the artist and programmer tackling advanced projects. It covers a spectrum of issues in special effects together with issues and vectors, rotations, alterations, curves and surfaces (polygonal, NURBS, subdivision), and modeling. It deals insights to Mayas internal workings in order that an artist or programmer can layout and advance personalized instruments and strategies. It discusses challenge fixing with MEL (Mayas scripting language) and the extra strong and flexible C++ API, with lots of code examples for every.

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AsRadians(). The asDegrees function can be used to convert the given angle to degrees. Although the MAngle class is convenient, it does require the instantiation of a class object. The conversion from degrees to radians, and vice versa, can be done using simple inline functions. const double DEG_TO_RAD = M_PI / 1 8 0 . 0 inline double degToRad( const / M_PI. double d ) double d ) { return d * DEG_TO_RAD. 2 R O T A T I O N S A rotation is used to turn a given point or vector about an axis of rotation by an amount given as the angle of rotation.

5 shows two vectors, a and b, and the angle between them, 0. 5 Angle between vectors. ) of two vectors. The dot product can also be calculated as follows. a. b = IIa II IIb II ~o~¢o~ This equation is derived from the Law of Cosines. With the goal of determining the value of 0, this equation can be rewritten as follows. b II~ II IIb II COS - 1 II. II IIb II = cos(O) - o Note that the resulting angle, 0, is in radians. The value ranges from 0 (when the two vectors are exactly colinear) to ~r radians (180 degrees), when the two vectors are in exactly opposite directions.

2 shows a gimbal assembly with three gimbals. Gimbals are used in gyroscopic compasses. These compasses are used for navigation in airplanes, space shuttles, space stations, and just about any craft that needs to precisely know its orientation. A gyroscopic compass consists of three gimbals and an inertial platform at the center. The gyroscopic compass is rigidly attached to the craft. It is the inertial platform that relays the craft's exact orientation based on the separate orientations of the three gimbals.

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