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About Getting Started with Maya Unlimited 
About hair simulation 
About Live 
About the Getting Started lessons 
Adding a fluid emitter to a container 
Adding a preview plane to an ocean 
Adding color to Density and Temperature 
Adding color to particles with a color ramp  
Adding dynamic attributes 
Adding fluid to a container 
Adding fur shadowing attributes to lights 
Adding joints to a skeleton 
Adding per particle attributes 
Adding polygons to a mesh 
Adding self shadowing to texture density 
Adding target objects to an existing blend shape 
Additional learning resources 
Additional sculpting techniques 
Adjusting the accuracy of nCloth collisions 
Adjusting the velocity of moving particles 
Animating an IK system 
Animating an object along a motion path 
Animating camera moves 
Animation.html 
Applying a texture map to a polygon mesh 
Applying IK to a skeleton hierarchy 
Applying parent constraints on an IK system 
Assigning a fur description preset to a model 
Assigning a Paint Effects brush to the hair 
Assigning a shading material 
Assigning objects to a reference layer 
Assigning textures 
Assigning_a_fur_description.html 
Autodesk Maya Links 
Basic sculpting techniques 
Batch rendering a sequence of animation frames 
Before you begin 
Before you begin 
Beyond the lesson 
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Blending brushes 
Blending keyframe and motion path animation 
Bridging between edges 
Brush shapes 
Brushes and strokes 
Camera tools 
Caustics.html 
Changing an active rigid body to passive 
Changing the behavior of a fluid 
Changing the position of clips with Trax 
Changing the timing of an attribute 
Changing the timing of an object along a motion path 
Changing which nCloth points are constrained 
Character_Setup.html 
Cluster_and_blend_shape_deformers.html 
Colliding a fluid with an object 
Combining colors in a fluid 
Components 
Components_and_attributes.html 
Conditional_expressions.html 
Constraining an IK system 
Constraining an nCloth to a passive object 
Controlling attributes in two objects 
Controlling_particle_attributes.html 
Conventions used in the lessons 
Conventions used in the lessons 
Converting mesh strokes to polygons 
Creasing and hardening edges on a mesh 
Creating a 3D container 
Creating a 3D fluid container 
Creating a blend shape 
Creating a cluster deformer on a target object 
Creating a conditional expression 
Creating a control object for an IK system 
Creating a cracker box model 
Creating a crease in a subdivision surface 
Creating a Distance constraint 
Creating a new fur description 
Creating a new scene 
Creating a Plane constraint 
Creating a polygon primitive 
Creating a profile curve 
Creating a project 
Creating a revolve surface 
Creating a Shelf button for a MEL command 
Creating a skeleton hierarchy 
Creating a skeleton hierarchy 
Creating a subdivision surface 
Creating a surface to paint on 
Creating a target object for a blend shape 
Creating a texture within the Hypershade editor 
Creating a two-dimensional fluid container 
Creating a user interface slider using a MEL script 
Creating additional cameras in a scene 
Creating additional Plane constraints 
Creating an emitter 
Creating an nCloth object 
Creating an ocean plane and shader 
Creating clips from motion capture data 
Creating clips with Trax 
Creating expressions to control a single attribute 
Creating hair on a surface 
Creating hinge constraints 
Creating joints 
Creating lights in a scene 
Creating particle objects 
Creating profile curves for a surface 
Creating shading materials for objects 
Creating volume axis fields 
Creating_a_basic_hairstyle.html 
Creating_a_dynamic_2D_fluid_effect.html 
Creating_a_dynamic_3D_effect.html 
Creating_a_dynamic_non-hair_simulation.html 
Creating_a_non-dynamic_3D_fluid_effect.html 
Creating_a_simple_expression.html 
Creating_an_ocean_effect.html 
Creating_manipulating_and_viewing_objects.html 
Defining shader attributes for a fluid 
Deleting construction history 
Deleting extra keyframes and static channels 
Deleting polygon faces 
Deleting tracking data 
Directional lights 
Downloading Maya MEL scripts 
Drawing a polygon 
Duplicating curves 
Duplicating objects 
Duplicating objects across an axis of symmetry 
Dynamics.html 
Editing a revolve surface 
Editing cluster weights 
Editing components in the orthographic views 
Editing components in the perspective view 
Editing expressions 
Editing expressions to refine an animation 
Editing light attributes 
Editing strokes with tubes attributes 
Editing the animation of clips 
Evaluating a solved solution  
Evaluating the solution with imported geometry 
Evaluating the tracking of a point 
Exiting Maya 
Expressions.html 
Extending the length of motion capture data 
Extruding polygon components 
Extruding polygon faces 
Fine tuning an animation 
Fixing a problem in an expression 
Floating objects 
Fluid_Effects.html 
Forward and inverse kinematics 
Fur.html 
Getting Started with Maya 
Getting Started with Maya Unlimited 
Global_Illumination.html 
Grouping objects 
Hair.html 
Hardware rendering particles 
Importing additional tracking data 
Importing tracking data 
Influence objects 
Installing Maya 
Installing Maya Unlimited 
Introduction 
Introduction 
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Inverse_kinematics.html 
Keyframes_and_the_Graph_Editor.html 
LearningResources 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lesson setup 
Lights_shadows_and_cameras.html 
Limiting the range of motion of an IK system 
Linking multiple attributes on the same object 
Live.html 
Lofting a surface 
Lofting_curves_to_create_a_surface.html 
Making an nCloth collide with its environment 
Making nCloth flap in dynamic wind 
Making the hair collide with another object 
Mapping UV texture coordinates 
Material types 
Maya Basics Overview 
Maya renderers 
Maya_Basics.html 
MEL.html 
Mesh brushes 
Mirror copying a mesh 
Model symmetry 
Modeling in shaded mode 
Modifying a bump texture 
Modifying a converted polygonal mesh 
Modifying a primitive object 
Modifying hair attributes 
Modifying ocean attributes 
Modifying runtime expressions 
Modifying skin weights 
Modifying surface specularity 
Modifying the canvas 
Modifying the color of a fur description 
Modifying the colors of a preset brush 
Modifying the default brush settings 
Modifying the fur direction 
nCloth.html 
Nonlinear_animation_with_Trax.html 
NURBS_Modeling.html 
Open the first scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson 
Open the scene for the lesson  
Open the scene for the lesson  
Open the scene for the lesson  
Open the second scene for the lesson 
Other conditional statement options 
Overview.html 
Overview__Using_the_Maya_Help.html 
Overviewapj.html 
Paint Effects on 3D objects 
Painting a bump map texture 
Painting Fuel and Density into a container 
Painting fur attributes 
Painting on objects 
Painting strokes 
Painting symmetrical strokes 
Painting Temperature values into a container 
Painting with a Paint Effects brush 
Painting with an Artisan brush 
Painting.html 
Painting_in_2D_using_Paint_Effects.html 
Painting_in_3D_using_Paint_Effects.html 
Painting_textures_on_surfaces.html 
Parenting a model into a skeleton hierarchy 
Particles_emitters_and_fields.html 
Path_animation.html 
Pivot points 
Planning an animation for an IK system 
Polygon_Texturing.html 
Polygonal_Modeling.html 
Posing and animating using forward kinematics 
Posing and animating using inverse kinematics 
Preparing a surface for sculpting 
Preparing for painting 
Preparing for the lesson 
Preparing for the lesson 
Preparing for the lesson 
Preparing for the lesson 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing for the lessons 
Preparing to solve 
Previewing a smoothed mesh 
Primitive objects 
Redirecting the motion within a clip 
Refining deformation effects 
Refining shading materials for objects 
Refining surface components 
Registering a solution 
Renaming surfaces on a model 
Render the scene using caustics 
Render the scene using Global Illumination 
Render the scene using raytracing 
Render the scene using raytracing 
Rendering a single frame using IPR 
Rendering Paint Effects strokes 
Rendering the curtain scene 
Rendering the hair 
Rendering the scene 
Rendering using the Maya software renderer 
Rendering.html 
Rendering_a_scene.html 
Rendering_fur.html 
Restoring default user settings 
Restoring default user settings 
Reusing clips within Trax 
Reversing surface normals 
Revolving_a_curve_to_create_a_surface.html 
Rigid_bodies_and_constraints.html 
Rotating an object along a motion path 
Running a dynamics simulation 
Save your work 
Save your work 
Save your work 
Saving brush settings for future use 
Saving your work 
Scaling clips within Trax 
Sculpting a mouth 
Sculpting a nose 
Sculpting eye sockets 
Sculpting eyebrows 
Sculpting other facial features 
Sculpting_a_NURBS_surface.html 
Selecting components by painting 
Selecting edge loops 
Selection modes and masks 
Set_Driven_Key.html 
Setting keyframes 
Setting modeling preferences 
Setting the particle render type 
Setting the playback range 
Setting up constraints 
Setting up hair collisions 
Setting up shadowing on hair 
Setting up the curtain scene 
Shading_surfaces.html 
Shadows 
Simplifying expressions 
Simplifying the display of a hierarchy 
Skeletons_and_kinematics.html 
Skin weighting and deformations 
Smearing and blurring 
Smearing, blurring, and erasing paint 
Smooth binding a skeleton 
Smooth_skinning.html 
Soloing and muting tracks 
Solving the shot 
Solving_with_survey_data.html 
Splitting a surface in polygon proxy mode 
Splitting polygon faces 
Spotlights 
Starting Maya 
Styling the hair 
Subdivision surface levels 
Subdivision_Surfaces.html 
Surface materials 
Template display 
Terminating edge loops 
Texturing the contents of a fluid container 
The Attribute Editor 
The Channel Box 
The Hypergraph 
The Maya interface 
The Toolbox: Layout shortcuts 
The Toolbox: Transformation tools 
The_Maya_user_interface.html 
Track_and_solve.html 
Tracking additional points  
Tracking object points in a shot 
Tracking preparation 
Understanding hierarchies 
Using 2D reference images 
Using additional preset brushes 
Using creation expressions to set a constant color 
Using else statements 
Using expressions to control multiple attributes 
Using Flood All to apply a single color 
Using MEL commands 
Using Playblast to playback an animation 
Using Playblast to playback an animation 
Using runtime expressions 
Using Set Driven Key to link attributes 
Using the Graph Editor 
Using the Hypershade editor 
Using the lesson files 
Using the lesson files 
Using the Outliner to parent objects 
Using turbulence with brush stroke tubes 
Viewing a sequence of rendered frames 
Viewing hierarchies using the Hypergraph 
Viewing objects in shaded mode 
Viewing the results in the Graph Editor 
Viewing UVs in the UV Texture Editor 
Viewing_the_Maya_3D_scene.html 
Workflow overview 
Working with UVs in the UV Texture Editor 
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