목차
제1장 기초편
1. 3D의 기본개념 = 72
1) XY = 72
2) 3차원을 만드는 Z축 = 72
3) XYZ축 = 72
4) XYZ좌표 = 73
5) 면 = 74
6) 3차원에서의 객체 = 74
7) Parallel과 Perspective View = 75
2. Interface = 76
(1) Window View = 76
1) Schematic view = 77
2) Fcurve view = 77
3) Dopesheet view = 78
(2) Menu Cells = 79
(3) Supra Keys = 80
(4) Swift Keys = 81
(5) Color Box = 82
Color Box = 83
(6) Status Bar = 83
(7) Playback Box = 84
Advanced Playback Functions = 84
(8) Enhancements to Views = 84
(9) Object Manipulation = 85
Manipulation Modes = 86
(10) Database Tool = 87
(11) Database Manager = 88
(12) Database Exchange Manager = 89
3. Model Module = 90
(1) 객체유형/곡선 = 90
(2) 곡선의 기본 요소 = 91
1) Control Points = 91
2) Knots = 91
3) Steps = 92
(3) NURBS = 92
(4) Weight = 93
1) Parameterization = 93
2) Non-Uniform Parameterizations = 93
3) 곡선의 제어 = 94
4) NURBS 곡선의 매개변수 효과 = 94
(5) Object types/face = 95
(6) Object types/Surface = 95
(7) Object types/Polygon Mesh = 96
(8) Object types/Meta-Clay = 96
(9) Object Transformations(객체의 변형) = 97
1) Scaling = 98
2) Rotation = 98
3) Translation = 99
4) Hierarchy = 100
5) Schematic view = 100
(10) Object Instantiation = 100
(11) Relational Modelling = 101
1) Modelling Relationships 사용법 = 101
2) View Modelling Relationships = 102
3) Removing Modelling Relationships = 102
(12) 곡선(curves)을 사용한 3차원의 객체 만들기 = 103
(13) Polygon modelling = 103
4. Motion Module = 104
(1) Interpolation = 104
(2) Keyframing = 104
(3) Function Curves = 105
(4) Function Curves(Ⅰ) = 105
(5) Path Animation = 107
(6) Expressions = 108
(7) Constraints = 108
5. Actor Module = 110
(1) Articulated/Kinematic Chains = 110
Foward/Inverse Kinematics = 111
(2) Chain의 분석 = 111
(3) 2D/3D chains = 112
1) 2D Chains = 112
2) 3D Chains = 113
3) skeleton = 114
(4) Envelopes = 114
1) local envelopes = 114
2) Global Envelopes = 115
3) Deformation과 Control = 116
4) Flexible Envelopes = 116
5) Characteristics = 117
6) Rigid Envelopes = 117
(5) Joint Models = 117
(6) dynamics = 118
Quick stretch = 118
6. Matter Module = 119
(1) Camera = 119
(2) Basic Shading Overview = 120
(3) Shade View = 120
(4) Rendering = 121
(5) 2D Texture = 121
(6) 3D Texture = 122
(7) Reflectivity = 123
(8) Transparency = 123
(9) Refraction = 123
(10) Bump Mapping = 124
(11) Reflectivity Mapping = 124
(12) Transparency Mapping = 124
(13) Reflection Mapping = 124
7. Tools Module = 125
(1) Display Utilities = 125
1) Picture Images = 125
2) Line Images = 126
3) .lin과 .pic 파일의 컴파일링 = 126
4) Flipbooks = 126
5) Hidden Line = 126
6) Viewer = 127
(2) Special Effects = 127
1) Effects = 127
2) Composite = 127
3) Color Reduction = 127
4) Autotrace = 128
(3) Output/Print Utilities = 128
1) Output = 128
2) print = 129
3) Shell = 130
(4) Export/Import Utilities = 130
1) Export = 130
2) Import = 131
(5) Film/Video Utilities = 131
1) Video = 131
2) Film_Out→Solitaire = 132
8. Particle Module = 133
(1) 작동원리 = 133
(2) 파티클 애니메이션의 물리적 현상 = 134
1) Natural Forces = 134
2) Disintegration = 134
3) Collisions = 134
(3) Particle 기본사용법 = 135
(4) Particle Interface-3D Viewing Area = 137
3D Viewing Area의 Manipulating Elements = 138
(5) Modules = 139
(6) Parameters Area = 140
1) Command Buttons = 140
2) Parameters Editing Area = 140
3) Playback Area = 141
4) Playback Controls의 사용법 = 141
(7) Status Bar = 142
1) Timeline = 142
2) Message Line = 142
(8) Creating Keyframe Animation = 142
(9) Preview Sampling Area = 143
(10) Natural Forces Application Area = 143
(11) Date의 입력과 편집 = 144
Virtual Slider 조작법 = 145
(12) Supra Key Functions = 146
(13) Source Module = 146
1) Particle Type = 146
2) Visibility = 147
3) Source Parameters = 147
4) Geom = 147
5) Link = 147
6) Generation = 148
7) Emission = 148
8) Regular Stream = 148
9) Position, Scaling, Rotation = 148
10) Direction = 149
11) Spread = 149
12) Rate = 149
13) Inherit Velocity = 149
14) Speed = 150
15) Path Strength = 150
16) Speed Limit = 150
(14) Particle Parameters = 150
1) Rendering Attributes = 151
2) Multiplication = 151
3) Number = 151
4) Sizer Factor = 151
5) Radius = 151
6) Glow = 151
(15) Color = 152
1) Color Dialogue Box = 152
2) 파티클 Color의 Keyframing = 152
3) Opacity = 153
4) Color Edito = 154
(16) Shape = 154
(17) Obstacle Module = 156
Obstacle Parameters = 156
(18) Parameters = 157
1) Absorb = 157
2) Geom = 157
3) Link = 157
4) Type = 157
5) Active = 158
6) Resilience = 159
7) Friction = 159
8) Emit = 160
(19) Collision Module = 160
Creating Simple Collisions(단순한 충돌) = 160
(20) Event Module = 161
1) Creating Complex Collisions(복잡한 충돌) = 161
2) Parameters = 161
(21) Film Module = 162
(22) Particle System = 162
1) Database = 162
2) System Name = 163
(23) 3D Scene = 163
Scene Name = 163
(24) Settings = 163
1) Layout = 163
2) 3D Window Setup = 163
3) 2D Window Setup = 164
4) Graph Editor Setup = 164
(25) Animation Settings = 165
1) System Setup = 165
2) Playback Setup = 165
3) Graph Editor Setup = 166
(26) Camera Settings = 166
(27) Render Setup = 167
1) Output Type = 168
2) Sequence = 168
3) Resolution = 168
4) Output = 168
5) Options = 168
6) Compositing = 169
7) Render Sequence = 170
8) Preview Sequence = 170
9. Mental Ray = 171
(1) Matter Module-Mental ray = 171
(2) Mental Ray Options = 171
(3) Mental Ray Examples = 172
(4) Mental Ray Shaders = 173
Material = 173
(5) Mental Ray Shaders = 174
Texture = 174
(6) Atmospheric Shaders = 175
(7) Light Shaders = 176
(8) Output Shaders = 177
제2장 기초연습편
1. 로고 만들기 = 180
2. Surface Fitting = 189
3. 미사일 만들기 = 201
4. 횃불 만들기 = 248
5. 테이블 만들기 = 291
제3장 실습편
1. 웨이브 만들기 = 322
2. 수영장 안의 물 표현 = 326
1) Wave Type = 328
2) Velocity(Units/Sec) = 328
3) Acceleration = 328
4) Frame Start = 328
5) Frame End = 329
6) Vertical Falloff Start, End = 329
7) Wave Periodicity In Space = 329
8) Wave Periodicity In Time = 329
3. Flock Animation = 332
4. Constraint(구속제어) = 336
(1) Orientation = 336
(2) Trangency = 336
(3) Up Vactor = 340
(4) Nomal to Surface = 341
5. Skeleton(골격) = 343
(1) Channel 입력 = 343
(2) Skeleton 개념 = 343
(3) 관절체인 제작하기 = 343
(4) 관절체인에 외피 입히기 = 344
(5) Walking Animation = 344
(6) 근육 표현하기 = 352
6. 사이클 운동 표현하기 = 357
7. 피스톤 운동 = 361
8. 변형 애니메이션 = 364
(1) 래티스 애니메이션 = 364
(2) Curve Deformation Animation = 366
(3) Surface Deformation = 370
9. 다이내믹 운동 = 373
(1) 공 튀기는 애니메이션 만들기 = 373
1) Density = 374
2) Elasticity = 374
3) Roughness(Stiatic)과 Roughness(Kinetic) = 375
(2) 물리적인 힘 다중으로 적용시키기 = 375
(3) 체인에 물리적 힘 적용하기 = 377
(4) 바람에 흔들리는 모빌 표현하기 = 377
(5) 계단 위로 떨어지는 물체 표현 = 383
(6) 모션에 따른 변형 적용하기 = 386
1) Override Parent's Setup = 388
2) Tagged Points Only = 389
3) Modes : overview = 389
4) Current Component = 389
5) Mode = 389
6) Flex = 390
7) Stretch = 390
8) Yield = 390
9) Deformation = 390
10) Lock Deform = 391
11) Sensitivity = 391
(7) 잠자리 날개 표현 = 391
(8) 라인에 의한 형상 애니메이션 = 397
10. 공 튀기는 캐릭터 = 402
11. Shape를 이용한 입 애니메이션 = 408
제4장 실습편 Ⅱ
1. Material적용하기 = 416
2. Material Animation 제작하기 = 419
3. 다중 Material 적용하기 = 424
4. 다중 Texture 적용하기 = 428
5. Soft shadow 적용하기 = 434
6. Volume Light 적용하기 = 438
7. Depth of Field 적용하기 = 445
8. Area Light 적용하기 = 452
9. Motion Blur 효과 표현하기 = 457
10. Displacement Map 적용하기 = 465
11. Meta-Clay로 물방울 표현하기 = 469
12. Meta-Clay에 Skeleton 적용하기 = 476
13. Particle로 분수 만들기 = 480
14. Channel 활용하기 = 501
15. Expression 활용하기 = 508