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The MEL Companion: Maya Scripting for 3D Artists

David Stripinis

Table of Contents Sample Chapter Book/CD Update Reviews Press Release

The Maya Embedded Language, or MEL, is the very foundation of the Maya application: it's what makes it so powerful. And, if you know MEL, you can make Maya work more efficiently for your own projects. Whether customizing the workspace, modifying the tools that already exist, or creating new tools, an artist versed in MEL is ready to exploit the true power of Maya. The problem is that MEL can be very intimidating to artists and other non-programmers. To an artist, MEL represents a whole other world filled with words like variable, conditional statements, and vector cross-product. Like any other programming language, MEL has its own vocabulary and rules of grammar. To master it, you simply need to learn the rules: you don't have to become a programmer. The MEL Companion helps artists do this.

In the first part of the book, you'll learn about the syntax, vocabulary, and structure of MEL - its grammar. You'll learn some basic math concepts, such as types of numbers and simple math equations, and at the end of part one you'll explore concepts for building and constructing programs. The second part covers the construction of scripts that detail some of the ways you can use MEL. You'll learn about expressions, primitive objects, lighting and rendering, tool creation, interface customization, and reading and writing files in and out of Maya.

The MEL Companion was written by an artist for artists. To get the most out of this book, you should have a fundamental knowledge of working in 3D and the Maya program. In addition, although you might not have an extensive knowledge and understanding of mathematics, you should have some willingness to learn the basics of working with numbers. Other than that, everything else is explained in language that is hopefully as clear as it is entertaining.

On the CD

  • Scene files
  • Complete text of all scripts covered in the book
  • Full color images of some of the project results

AUTHOR BIO

David Stripinis is currently a Technical Animator at Sony Pictures Imageworks, a division of Sony Pictures, in Culver City, CA. He spent the previous six years working on a variety of television, film, and video game projects including Star Wars: Rogue Leader and Indiana Jones. He has also been a Maya user since its inception, and is often called upon as a guest lecturer and teacher for such organizations as SIGGRAPH, the IDGA, and the Game Developerís Conference.

ISBN 1-58450-275-4
PRICE $49.95
PUB DATE April 2003
FORMAT Paperback/CD (Windows/Mac ) - 468 pages
SYSTEM REQUIREMENTS All projects will work in Maya 4.0 or later. Any computer meeting the specified recommendations for your version of Maya will be capable of executing the included projects. Users of Maya PLE will not be able to complete the file handling projects covered in Chapter 12.


Book/CD Update

Due to a change in how Maya handles multiline string statements in v5, combined with the limits of width of the printed page, many of the single lines of scripts which were split up may cause errors if entered in exactly as seen on the page, including line breaks. These scripts are the same as those in the book, without these breaks.
Download new scripts here.

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