36,99 €
The most comprehensive e-book reference on Autodesk 3ds Max 2013! Autodesk 3ds Max is used to create 80 percent of commercially available games and is also a key tool for visual effects artists and graphic designers in film and television. This convenient e-book covers the 2013 version in expanded detail, including 12 chapter-length quick-start projects and 39 additional chapters not found in the print version. Along with complete references detailing all Primitives, Modifiers, Materials, Maps, and Controllers, it covers advanced topics such as Patches, NURBS, Radiosity, Network Rendering, and MAXScript. It's the perfect resource for both novices and pros. * 3ds Max is the tool of choice for game developers as well as visual effects artists and graphic designers in the film and TV industries * This comprehensive e-book includes complete coverage of 3ds Max 2013, and is well suited for beginners and experts alike, as well as for educational markets teaching beginning to advanced courses using 3ds Max. * Features a complete reference for all Primitives, Modifiers, Materials, Maps, and Controllers * Covers Patches, NURBS, Radiosity, Network Rendering, MAXScript, and other advanced topics * Includes 12 chapter-length quick-start projects as well as 39 chapters not found in the print version, all packed with timesaving tips and expert advice * Third-party models and bonus tutorials are available on CD and can be obtained by readers by emailing a request to [email protected] Autodesk 3ds Max 2013 Bible, Expanded Edition by veteran computer graphics author Kelly Murdock is the comprehensive e-book guide for every 3ds Max user.
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Veröffentlichungsjahr: 2012
Table of Contents
Part I: Getting Started with Autodesk 3ds Max 2013
Quick Start: Falling from a Tightrope
Planning the Production
Setting Up the Scene
Tutorial: Creating the objects
Tutorial: Balancing the biped
Tutorial: Adding a balance pole
Adding a Camera and Light
Tutorial: Adding a camera and light
Tutorial: Rendering a test preview
Animating the Great Fall
Tutorial: Creating animation keys
Tutorial: Linking objects
Tutorial: Animating with MassFX
Tutorial: Rendering the final animation
Summary
Chapter 1: Exploring the Interface
Learning the Interface Elements
Using the Menus
Using the Toolbars
Docking and floating toolbars
Using tooltips and flyouts
Using the Quick Access toolbar
Learning the main toolbar
Using the Modeling Ribbon
Using the Viewports
Using the Command Panel
Working with rollouts
Increasing the Command Panel's width
Tutorial: Rearranging the interface for lefties
Using the Lower Interface Bar Controls
Interacting with the Interface
Gaining quick access with the right-click quad menus
Using Caddy controls
Understanding the button color cues
Using drag-and-drop features
Controlling spinners
Understanding modeless and persistent dialog boxes
Using Workspaces
Getting Help
Using the InfoCenter toolbar
Viewing the Essential Skills Movies
Using the online reference guides
Using the rest of the Help menu
Summary
Chapter 2: Controlling the Viewports
Understanding 3D Space
Learning Axonometric versus Perspective
Learning orthographic and isometric views
Discovering the viewports in 3ds Max
Using the Navigation Gizmos
Working with the ViewCube
Using the SteeringWheels
Tutorial: Navigating the active viewport
Controlling Viewports with a Scroll Wheel Mouse
Using the Viewport Navigation Controls
Zooming a view
Panning a view
Walking through a view
Rotating a view
Maximizing the active viewport
Controlling camera and spotlight views
Setting the navigation controls to match Maya
Changing the Viewport Display
Undoing and saving viewport changes
Disabling and refreshing viewports
Setting the viewport visual style
Viewing stylized scenes
Enhancing the Viewport
Changing the viewport layout
Displaying Safe Frames
Using clipping planes
Tutorial: Viewing the interior of a heart with clipping planes
Locating mesh problems with xView
Displaying Materials, Lighting, and Shadows in the Viewport
Viewing materials in the viewports
Displaying lighting and shadows in the viewports
Working with Viewport Backgrounds
Changing the viewport background
Loading viewport background images
Loading viewport background animations
Tutorial: Loading reference images for modeling
Summary
Chapter 3: Working with Files
Working with 3ds Max Scene Files
Using the Application Button
Using the Welcome Screen
Starting new
Saving files
Archiving files
Opening files
Setting a Project Folder
Merging and replacing objects
Getting out
Importing and Exporting
Importing supported formats
Import preference
Exporting supported formats
Moving files to other Suite packages
Manually moving files to and from Maya
Using the File Utilities
Using the Asset Browser utility
Finding files with the Max File Finder utility
Collecting files with the Resource Collector utility
Accessing File Information
Displaying scene information
Viewing file properties
Viewing files
Summary
Part II: Manipulating Objects
Chapter 4: Creating and Editing Primitive Objects
Selecting System Units
Using Custom and Generic units
Handling mismatched units
Rescaling world units
Creating Primitive Objects
Using the Create menu
Using the Create panel
Naming and renaming objects
Assigning colors
Using the Color Clipboard
Using different creation methods
Using the Keyboard Entry rollout for precise dimensions
Altering object parameters
Recovering from mistakes and deleting objects
Tutorial: Exploring the Platonic solids
Using Modeling Helpers
Using Dummy and Point objects
Measuring coordinate distances
Tutorial: Testing the Pythagorean Theorem
Summary
Chapter 5: Selecting Objects and Using Layers
Selecting Objects
Selection filters
Select buttons
Selecting with the Edit menu
Selecting multiple objects
Using the Paint Selection Region tool
Tutorial: Selecting objects
Using named selection sets
Editing named selection sets
Locking selection sets
Isolating the current selection
Selecting objects in other interfaces
Setting Object Properties
Hiding and Freezing Objects
Using the Display Floater dialog box
Using the Display panel
Tutorial: Hidden toothbrushes
Using Layers
Using the Layer Manager
Using the layer list
Tutorial: Dividing a scene into layers
Using the Scene Explorer
Selecting and filtering objects
Finding objects
Editing in the Scene Explorer
Summary
Chapter 6: Transforming Objects, Pivoting, Aligning, and Snapping
Translating, Rotating, and Scaling Objects
Translating objects
Rotating objects
Scaling objects
Using the transform buttons
Working with the Transformation Tools
Working with the Transform Gizmos
Using the interactive gizmos
Using the Transform Toolbox
Using the Transform Type-In dialog box
Using the Status Bar Type-In fields
Understanding the Transform Managers
Tutorial: Landing a spaceship in port
Using Pivot Points
Positioning pivot points
Aligning pivot points
Using the Working Pivot
Transform adjustments
Using the Reset XForm utility
Tutorial: A bee buzzing about a flower
Using the Align Commands
Aligning objects
Using the Quick Align tool
Aligning normals
Tutorial: Aligning a kissing couple
Aligning to a view
Using Grids
The Home Grid
Creating and activating new grids
Using AutoGrid
Tutorial: Creating a spyglass
Using Snap Options
Tutorial: Creating a 2D outline of an object
Setting snap points
Setting snap options
Using the Snaps toolbar
Tutorial: Creating a lattice for a methane molecule
Summary
Chapter 7: Cloning Objects and Creating Object Arrays
Cloning Objects
Using the Clone command
Using the Shift-clone method
Tutorial: Cloning dinosaurs
Using Quick Clone
Understanding Cloning Options
Working with copies, instances, and references
Tutorial: Creating instanced doughnuts
Tutorial: Working with referenced apples
Mirroring Objects
Using the Mirror command
Tutorial: Mirroring a robot's leg
Cloning over Time
Using the Snapshot command
Tutorial: Creating a path through a maze
Spacing Cloned Objects
Using the Spacing tool
Tutorial: Stacking a row of dominoes
Using the Clone and Align Tool
Aligning source objects to destination objects
Tutorial: Cloning and aligning trees on a beach
Creating Arrays of Objects
Linear arrays
Tutorial: Building a white picket fence
Circular arrays
Tutorial: Building a Ferris wheel
Working with a Ring Array
Tutorial: Using Ring Array to create a carousel
Summary
Chapter 8: Grouping, Linking, and Parenting Objects
Working with Groups
Creating groups
Ungrouping objects
Opening and closing groups
Attaching and detaching objects
Tutorial: Grouping a plane's parts together
Alternatives to grouping
Understanding Parent, Child, and Root Relationships
Building Links between Objects
Linking objects
Unlinking objects
Tutorial: Linking a family of ducks
Displaying Links and Hierarchies
Displaying links in the viewport
Viewing hierarchies
Working with Linked Objects
Locking inheriting transformations
Using the Link Inheritance utility
Selecting hierarchies
Linking to dummies
Tutorial: Circling the globe
Summary
Part III: Modeling 3D Assets
Chapter 9: Introducing Subobjects and Modifiers and Using the Modifier Stack
Exploring the Model Types
Parametric objects versus editable objects
Converting to editable objects
Understanding Normals
Viewing normals
Tutorial: Cleaning up imported meshes
Working with Subobjects
Using Soft Selection
Tutorial: Soft selecting a heart shape from a plane
Introducing Modifiers
Exploring the Modifier Stack
Understanding Base Objects
Applying modifiers
Tutorial: Bending a tree
Other Modifier Stack entities
Using the Modifier Stack
Reordering the Stack
Tutorial: Creating a molecular chain
Holding and fetching a scene
Collapsing the Stack
Using the Collapse utility
Using gizmo subobjects
Tutorial: Squeezing a plastic bottle
Applying modifiers to subobject selections
Tutorial: Applying damage to a car
Topology dependency
Summary
Chapter 10: Drawing and Editing 2D Splines and Shapes
Drawing in 2D
Working with shape primitives
Tutorial: Drawing a company logo
Tutorial: Viewing the interior of a heart
Editing Splines
Editable Splines versus the Edit Spline modifier
Making splines renderable
Selecting spline subobjects
Controlling spline geometry
Editing vertices
Editing segments
Editing Spline subobjects
Summary
Chapter 11: Modeling with Polygons
Understanding Poly Objects
Creating Editable Poly Objects
Converting objects
Collapsing to a mesh object
Applying the Edit Poly modifier
Editing Poly Objects
Editable Poly Subobject modes
Subobject selection
Tutorial: Modeling a clown head
Editing geometry
Editing Vertex subobjects
Editing Edge subobjects
Editing Border subobjects
Editing Polygon and Element subobjects
Surface properties
Tutorial: Modeling a tooth
Summary
Chapter 12: Using the Graphite Modeling Tools
Working with the Graphite Modeling Tools
Using the Polygon Modeling panel
Using the Modify Selection panel
Editing geometry
Editing Vertex subobjects
Editing Edge and Border subobjects
Editing Polygon and Element subobjects
Surface properties
Using the Freeform Tools
Using the Paint Deform tools
Using the Selection Tools
Selecting Tops, Open, and Non-Quads
Copying and pasting selections
Selecting by criteria
Using the Object Paint Tools
Selecting an object to paint with
Painting with objects
Painting with multiple objects
Painting on objects
Using the Paint Fill mode
Painting with animated objects
Tutorial: Painting a scar
Summary
Chapter 13: Working with Compound Objects
Understanding Compound Object Types
Morphing Objects
Creating Morph keys
Morph objects versus the Morpher modifier
Tutorial: Morphing a woman's face
Creating a Terrain Object
Coloring elevations
Tutorial: Creating an island with the Terrain compound object
Working with BlobMesh Objects
Setting BlobMesh parameters
Tutorial: Creating icy geometry with BlobMesh
Working with ProBoolean and ProCutter Objects
Using ProBoolean
Tutorial: Creating a keyhole
Using ProCutter
Tutorial: Creating a jigsaw puzzle
Summary
Part IV: Applying Materials and Textures
Chapter 14: Creating and Applying Standard Materials with the Slate Material Editor
Understanding Material Properties
Colors
Opacity and transparency
Reflection and refraction
Shininess and specular highlights
Other properties
Working with the Slate Material Editor
Using the Slate Material Editor controls
Loading the Material Node View panel
Navigating the Material Node View panel
Selecting and applying materials
Changing the material preview
Selecting objects by material
Setting Slate Material Editor preferences
Removing materials and maps
Using utilities
Using the Fix Ambient utility
Tutorial: Coloring Easter eggs
Using the Standard Material
Using Shading Types
Blinn shader
Phong shader
Anisotropic shader
Multi-Layer shader
Oren-Nayar-Blinn shader
Metal shader
Strauss shader
Translucent shader
Tutorial: Making curtains translucent
Accessing Other Parameters
Extended Parameters rollout
SuperSampling rollout
Maps rollout
mental ray Connection rollout
Tutorial: Coloring a dolphin
Summary
Chapter 15: Adding Material Details with Maps
Understanding Maps
Different map types
Enabling the global viewport rendering setting
Using Real-World maps
Working with Maps
Connecting maps to materials
Using the Maps rollout
Tutorial: Aging objects for realism
Understanding map types
Accessing Map parameters
Creating Textures with External Tools
Creating material textures using Photoshop
Capturing digital images
Scanning images
Tutorial: Creating a fishing net
Summary
Chapter 16: Creating Compound Materials and Using Material Modifiers
Using Compound Materials
Blend
Composite
Double Sided
Multi/Sub-Object
Tutorial: Creating a patchwork quilt
Morpher
Shellac
Top/Bottom
Tutorial: Surfing the waves
Applying Multiple Materials
Using material IDs
Tutorial: Mapping die faces
Using the Clean MultiMaterial utility
Using the Matte/Shadow Material
Matte/Shadow Basic Parameters rollout
Tutorial: Adding 3D objects to a scene
Material Modifiers
Material modifier
MaterialByElement modifier
Tutorial: Creating random marquee lights with the MaterialByElement modifier
Comparing Displacement maps and Displace modifiers
Tutorial: Displacing geometry with a bitmap
Summary
Chapter 17: Unwrapping UVs
Mapping Modifiers
UVW Map modifier
Tutorial: Using the UVW Map modifier to apply decals
UVW Mapping Add and Clear modifiers
UVW XForm modifier
Map Scaler modifier
Camera Map modifier
Using the Unwrap UVW Modifier
Selecting UVW subobjects
Accessing the Edit UVWs interface
Tweaking vertices in the viewport
Using the Quick Planar Map
Saving and loading mapping coordinates
Using the Edit UVWs Interface
Selecting subobjects within the dialog box
Navigating the main view
Using the Quick Transform buttons
Straightening and Relaxing UV clusters
Stitching and welding
Separating into clusters using flattening methods
Arranging and grouping clusters
Accessing the Unwrap Options
Tutorial: Controlling the mapping of a covered wagon
Rendering UV templates
Mapping multiple objects
Tutorial: Creating a mapping for a fighter plane
Summary
Part V: Working with Cameras, Lighting, and Rendering
Chapter 18: Configuring and Aiming Cameras
Learning to Work with Cameras
Creating a camera object
Creating a camera view
Tutorial: Setting up an opponent's view
Controlling a camera
Aiming a camera
Tutorial: Watching a rocket
Aligning cameras
Tutorial: Seeing the dinosaur's good side
Setting Camera Parameters
Lens settings and field of view
Camera type and display options
Environment ranges and clipping planes
Camera Correction modifier
Creating multi-pass camera effects
Using the Depth of Field effect
Tutorial: Applying a Depth of Field effect to a row of windmills
Using the Motion Blur effect
Tutorial: Using a Motion Blur multi-pass camera effect
Summary
Chapter 19: Using Lights and Basic Lighting Techniques
Understanding the Basics of Lighting
Natural and artificial light
A standard lighting method
Shadows
Getting to Know the Light Types
Default lighting
Ambient light
Standard lights
Photometric lights
Creating and Positioning Light Objects
Transforming lights
Viewing lights and shadows in the viewport
Listing lights
Placing highlights
Tutorial: Lighting the snowman's face
Viewing a Scene from a Light
Light viewport controls
Manipulating Hotspot/Beam and Falloff/Field cones
Tutorial: Lighting a lamp
Altering Light Parameters
General parameters
The Intensity/Color/Attenuation rollout
Spotlight and directional light parameters
Advanced Effects
Shadow parameters
Optimizing lights
Photometric light parameters
Summary
Chapter 20: Rendering a Scene and Enabling Quicksilver
Working with Render Parameters
Initiating a render job
Common parameters
E-mail notifications
Adding pre-render and post-render scripts
Assigning renderers
Default Scanline Renderer
Quicksilver Hardware Renderer
Rendering stylized scenes
Using the Rendered Frame Window
Using the Render Types
Previewing with ActiveShade
Summary
Chapter 21: Using Atmospheric and Render Effects
Adding an Environment Background
Defining the rendered environment
Using Exposure Controls
Automatic, Linear, and Logarithmic Exposure Control
Pseudo Color Exposure Control
Photographic Exposure Control
Tutorial: Using the Logarithmic Exposure Control
Creating Atmospheric Effects
Working with the Atmospheric Apparatus
Adding effects to a scene
Using the Fire Effect
Tutorial: Creating the sun
Tutorial: Creating clouds
Using the Fog Effect
Using the Volume Fog effect
Tutorial: Creating a swamp scene
Using the Volume Light effect
Adding Render Effects
Using Render Effects
Blur render effect
Brightness and Contrast render effect
Color Balance render effect
File Output render effect
Film Grain render effect
Motion Blur render effect
Depth of Field render effect
Summary
Chapter 22: Rendering with mental ray and iray
Enabling mental ray and iray
Working with iray
Tutorial: Starting iray
Working with mental ray
Using mental ray Lights and Shadows
Understanding Caustics and Photons
Controlling Indirect Illumination
Using mental ray materials
Summary
Chapter 23: Compositing with Render Elements and the Video Post Interface
Using External Compositing Packages
Compositing with Photoshop
Video editing with Premiere Pro
Video compositing with After Effects
Tutorial: Adding animation effects using After Effects
Using Render Elements
Using State Sets
Recording states
Using templates and nesting states
Rendering states
Tutorial: Presenting several stylized rendered options
Accessing Compositor View
Changing node parameters
Adding new nodes
Exporting to Photoshop
Linking data to After Effects
Completing Post-Production with the Video Post Interface
The Video Post toolbar
The Video Post Queue and Range panes
The Video Post status bar
Working with Sequences
Adding and Editing Events
Adding an image input event
Adding scene events
Adding image filter events
Adding image layer events
Adding external events
Using loop events
Adding an image output event
Working with Ranges
Adding backgrounds and filters using Video Post
Summary
Part VI: Animating Objects and Scenes
Chapter 24: Understanding Animation and Keyframes
Using the Time Controls
Setting frame rate
Setting speed and direction
Using Time Tags
Working with Keys
Auto Key mode
Set Key mode
Tutorial: Rotating a windmill's blades
Copying parameter animation keys
Deleting all object animation keys
Using the Track Bar
Viewing and Editing Key Values
Using the Motion Panel
Setting parameters
Using trajectories
Tutorial: Making an airplane follow a looping path
Using the Follow/Bank utility
Using Ghosting
Animating Objects
Animating cameras
Tutorial: Animating darts hitting a dartboard
Animating lights
Animating materials
Tutorial: Dimming lights
Working with Previews
Creating previews
Viewing previews
Renaming previews
Using the RAM Player
Tutorial: Using the RAM Player to Combine Rendered Images into a Video File
Summary
Chapter 25: Animating with Constraints and Simple Controllers
Restricting Movement with Constraints
Using constraints
Working with the constraints
Understanding Controller Types
Assigning Controllers
Automatically assigned controllers
Assigning controllers with the Animation menu
Assigning controllers in the Motion panel
Assigning controllers in the Track View
Setting default controllers
Examining Some Simple Controllers
Noise controller
Spring controller
Summary
Chapter 26: Using Animation Layers and Animation Modifiers
Using the Animation Layers Toolbar
Working with Animation Layers
Enabling animation layers
Setting animation layers properties
Collapsing animation layers
Tutorial: Using animation layers for a plane takeoff
Saving and Loading Animation Files
Saving general animations
Mapping animated objects
Using the Map Animation dialog box
Retargeting animations
Using the Animation Modifiers
Baking Animation Keys with the Point Cache Modifier
Tutorial: Trees in a hurricane
Morpher modifier
Tutorial: Morphing facial expressions
Summary
Chapter 27: Wiring Parameters
Wiring Parameters
Using the Parameter Wiring dialog box
Manipulator helpers
Tutorial: Controlling a crocodile's bite
Collecting Parameters
Adding Custom Parameters
Summary
Chapter 28: Editing Animation Curves in the Track View
Learning the Track View Interface
The Track View layouts
Track View menus and toolbars
Controller and Key panes
Working with Keys
Selecting keys
Using soft selection
Adding and deleting keys
Moving, sliding, and scaling keys
Using the Region tool
Using the Retime tool
Editing keys
Using the Randomize Keys utility
Using the Euler Filter utility
Displaying keyable icons
Editing Time
Selecting time and the Select Keys by Time utility
Deleting, cutting, copying, and pasting time
Reversing, inserting, and scaling time
Setting ranges
Editing Curves
Inserting new keys and moving keys
Tutorial: Animating a monorail
Drawing curves
Reducing keys
Working with tangents
Tutorial: Animating a flowing river
Applying out-of-range, ease, and multiplier curves
Tutorial: Animating a wind-up teapot
Filtering Tracks and Creating Track Sets
Using the Filters dialog box
Creating a track set
Working with Controllers
Using visibility tracks
Adding note tracks
Using the ProSound Plug-in
Tutorial: Adding sound to an animation
Summary
Part VII: Working with Characters
Chapter 29: Understanding Rigging, Kinematics, and Working with Bones
Understanding Rigging
A typical rigging workflow
Building a Bones System
Assigning an IK Solver
Setting bone parameters
Defining joint constraints
Naming bones
Tutorial: Creating a bones system for an alligator
Using the Bone Tools
Reordering bones
Refining and mirroring bones
Coloring bones
Adjusting fins
Making objects into bones
Forward Kinematics versus Inverse Kinematics
Creating an Inverse Kinematics System
History Independent (HI) IK solver
History Dependent (HD) IK solver
Tutorial: Animating a spyglass with the HD IK solver
IK Limb solver
Tutorial: Animating a spider's leg with the IK Limb solver
Spline IK solver
Tutorial: Building an IK Spline alligator
Summary
Chapter 30: Skinning Characters
Understanding Your Character
The curse and blessing of symmetry
Dealing with details
Animated Skin Modifiers
Understanding the skinning process
Binding to a skeleton
Using the Skin Wrap modifiers
Tutorial: Making a simple squirt bottle walk
Using the Skin Morph modifier
Tutorial: Bulging arm muscles
Using Character Animation Techniques
Summary
Chapter 31: Animating Characters with CAT
Character Creation Workflow
Creating a CAT Rig
Using prebuilt CAT rigs
Modifying prebuilt CAT rigs
Using custom meshes
Tutorial: Editing the head bone
Building a custom CAT rig
Naming CAT bones
Tutorial: Building a custom CAT rig to match a skin mesh
Animating a CAT Rig
Blending absolute animation layers
Using adjustment animation layers
Creating a walk cycle with a CAT Motion layer
Tutorial: Animating a character walking along a path
Summary
Part VIII: Dynamic Animation
Chapter 32: Creating Particles
Understanding the Various Particle Systems
Creating a Particle System
Using the Spray and Snow Particle Systems
Tutorial: Creating rain showers
Tutorial: Creating a snowstorm
Using the Super Spray Particle System
Super Spray Basic Parameters rollout
Particle Generation rollout
Particle Type rollout
Rotation and Collision rollout
Tutorial: Basketball shooting practice
Object Motion Inheritance rollout
Bubble Motion rollout
Particle Spawn rollout
Load/Save Presets rollout
Using the Blizzard Particle System
Using the PArray Particle System
Splitting an object into fragments
Tutorial: Creating rising steam
Using the PCloud Particle System
Using Particle System Maps
Using the Particle Age map
Using the Particle MBlur map
Tutorial: Creating jet engine flames
Summary
Chapter 33: Using Space Warps
Creating and Binding Space Warps
Creating a Space Warp
Binding a Space Warp to an object
Understanding Space Warp Types
Force Space Warps
Deflector Space Warps
Geometric/Deformable Space Warps
Modifier-Based Space Warps
Combining Particle Systems with Space Warps
Tutorial: Shattering glass
Tutorial: Making water flow down a trough
Summary
Chapter 34: Simulating Physics-Based Motion with MassFX
Understanding Dynamics
Using MassFX
The MassFX process
Establishing the simulation properties
Starting and stopping the simulation
Tutorial: Filling a glass bowl
Setting Object Properties
Setting the object type
Density, mass, friction, and elasticity
Creating presets
Defining collision boundaries
Setting initial motion
Displaying interactions
Tutorial: Knocking over milk cans
Using Constraints and Baking Keys
Tutorial: Opening a door
Capturing the Simulation Motion as Keys
Tutorial: Dropping a plate of donuts
Working with mCloth and Ragdolls
Using mCloth
Tutorial: Hanging a flag on a flagpole
Creating a Ragdoll
Tutorial: Playing dodge ball
Summary
Chapter 35: Working with Hair and Cloth
Understanding Hair
Working with Hair
Growing hair
Setting hair properties
Tutorial: Adding a spline fringe to a quilt
Styling Hair
Using the Style interface
Tutorial: Creating a set of fuzzy dice
Using hair presets
Using hair instances
Rendering Hair
Using Hair Dynamics
Making hair live
Setting properties
Enabling collisions
Enabling forces
Running a simulation
Tutorial: Simulating hair dynamics
Understanding Cloth
Creating Cloth
Using Garment Maker to define cloth
Creating cloth from geometry objects
Tutorial: Clothing a 3D model
Simulating Cloth Dynamics
Defining cloth properties and forces
Creating a cloth simulation
Viewing cloth tension
Tutorial: Draping cloth over a jet
Summary
Part IX: Configuring the Interface
Chapter 36: Configuring the Viewports
Setting Viewport Visual Style and Appearance
Using the Rendering levels
Viewing transparency
Other rendering options
Setting the Field of View
Grabbing a viewport image
Configuring viewport lighting and shadows
Configuring the Viewport Background
Altering the Viewport Layout
Using Safe Frames
Setting Display Performance
Defining Regions
Viewing Statistics
Configuring the ViewCube and SteeringWheels
Summary
Chapter 37: Setting Preferences
Setting General Preferences
Undo Levels and the Reference Coordinate System
Loading Plug-Ins and Sub-Material settings
Scene Selection settings
Spinner, Rollout, and Vertex Normal settings
User Interface Display settings
Layer settings
Real-World Texture Coordinates setting
Setting File Preferences
Handling files
Backing up files
Tutorial: Setting up Auto Backup
Maintaining log files
Configuring Paths
Configuring user paths
Configuring system paths
Setting viewport preferences
Viewport parameter options
Enabling ghosting
Choosing and configuring display drivers
Setting Interaction Mode
Setting Gamma and Look-Up Table (LUT) Preferences
Setting screen gamma
Propagating gamma settings
Setting bitmap gamma
Setting Rendering and Radiosity Preferences
Changing rendering quality
Using Local and Global Advanced Lighting Settings
Setting Animation Preferences
Setting Inverse Kinematics Preferences
Setting Gizmo Preferences
Accessing mental ray Preferences
Setting Global Container Preferences
Setting Help Preferences
Summary
Chapter 38: Customizing the Interface
Using the Customize User Interface Window
Customizing keyboard shortcuts
Defining the mouse actions
Customizing toolbars
Tutorial: Creating a custom toolbar
Customizing quad menus
Customizing menus
Tutorial: Adding a new menu
Customizing colors
Customizing the Ribbon
Making dynamic tools and panels
Saving Ribbon changes
Tutorial: Building a Ribbon panel of primitives
Customizing Modify and Utilities Panel Buttons
Working with Custom Interfaces
Saving and loading a custom interface
Locking the interface
Reverting to the startup interface
Switching between default and custom interfaces
Summary
Part X: Advanced Modeling
Chapter 39: Using Asset Tracking
Setting Up Asset Tracking
Accessing Autodesk Vault
Checking in and checking out
Using the Asset Tracking interface
Logging in
Selecting a working folder
Getting and adding Vault files
Loading older file versions
Changing asset paths
Working with proxies
Tutorial: Editing a Vault asset
Summary
Chapter 40: Building Complex Scenes with Containers and XRefs
Working with Containers
Creating and filling containers
Closing and saving containers
Updating and reloading containers
Setting container rules
Using container proxies
Using the Container Explorer
Referencing External Objects
Using XRef scenes
Using XRef objects
Using Material XRefs
Merging modifiers
Using proxies
Controller XRefs
Configuring XRef paths
Tutorial: Using an XRef proxy
Configuring XRef paths
Using the File Link Manager
Using i-drop
Summary
Chapter 41: Working with Loft Objects
Creating a Loft Object
Using the Get Shape and Get Path buttons
Controlling surface parameters
Changing path parameters
Setting skin parameters
Tutorial: Designing a slip-proof hanger
Deforming Loft objects
The Deformation window interface
Scale Deformation
Twist Deformation
Teeter Deformation
Bevel Deformation
Fit Deformation
Modifying Loft subobjects
Comparing shapes
Editing Loft paths
Tutorial: Creating drapes
Loft objects versus surface tools
Summary
Chapter 42: Modeling with Patches
Introducing Patch Grids
Creating a patch grid
Tutorial: Creating a checkerboard
Editing Patches
Editable Patches versus the Edit Patch modifier
Selecting patch subobjects
Working with patch Geometry
Editing vertices
Editing handles
Editing edges
Editing patch and element subobjects
Tutorial: Creating a maple leaf from patches
Using Modifiers on Patch Objects
Patch Select modifier
Edit Patch modifier
Delete Patch modifier
Using the Surface tools
Summary
Chapter 43: Working with NURBS
Creating NURBS Curves and Surfaces
NURBS curves
NURBS surfaces
Converting objects to NURBS
Editing NURBS
Attach and Import
Display options
Surface and Curve Approximation
The NURBS Creation Toolbox
Using NURBS subobject editing tools
Working with NURBS
Lofting a NURBS Surface
Tutorial: Creating a U Loft NURBS Spoon
Creating a UV Loft Surface
Lathing a NURBS Surface
Tutorial: Lathing a NURBS CV Curve to Create a Vase
Creating a 1-Rail and 2-Rail Sweep Surface
Tutorial: Creating a Flower Stem
Sculpting a Rectangular NURBS Surface
Tutorial: Creating a NURBS leaf
Tutorial: Sculpting a flower petal
Using NURBS Modifiers
Summary
Chapter 44: Working with Solids and Body Objects
Importing CAD Objects
Converting 3ds Max Objects to Body Objects
Working with Body Objects
Editing Body Objects
Applying modifiers to Body Objects
Using Boolean operations with Body Objects
Using the Join Bodies and Body Cutter features
Setting display and rendering properties
Exporting Body Objects
Summary
Chapter 45: Working with More Compound Objects
Adding Details with Compound Objects
Creating Conform Objects
Creating a Scatter Object
Creating a ShapeMerge Object
Cookie Cutter and Merge options
Tutorial: Using the ShapeMerge compound object
Using the Mesher Object
Creating Connect Objects
Filling object holes
Tutorial: Creating a park bench
Union
Intersection
Subtraction
Cut
Tips for working with Booleans
Tutorial: Creating a Lincoln Log set
Summary
Chapter 46: Using the Schematic View
Using the Schematic View Window
The Graph Editors menu options
The Schematic View interface
Working with Schematic View nodes
Working with Hierarchies
Using the Display floater
Connecting nodes
Copying modifiers and materials between nodes
Assigning controllers and wiring parameters
Tutorial: Linking a character with the Schematic View
Setting Schematic View Preferences
Limiting nodes
Working with grids and backgrounds
Display preferences
Tutorial: Adding a background image to the Schematic View
Using List Views
Summary
Part XI: Advanced Materials
Chapter 47: Using the Compact Material Editor
Working with the Compact Material Editor
Using the Material Editor controls
Using the sample slots
Naming materials
Getting new materials
Assigning materials to objects
Picking materials from a scene
Selecting objects by material
Previewing materials and rendering maps
Setting Material Editor options
Resetting materials
Removing materials and maps
Using the Fix Ambient utility
Tutorial: Coloring Easter eggs
Summary
Chapter 48: Working with Material Libraries
Using the Material/Map Browser
Working with libraries
Tutorial: Loading a custom material library
Using the Material Explorer
Summary
Chapter 49: Working with Procedural Substance Textures
Selecting and Applying Substance Textures
Loading Substance textures
Linking Substance maps
Randomizing Substance Textures
Tutorial: Applying Substance Textures to a Scene
Summary
Chapter 50: Painting in the Viewport Canvas
Using the Viewport Canvas
Setting up an object for painting
Using the Canvas brushes
Painting with images
Using paint layers
Painting in 2D
Using the paint options
Tutorial: Face painting
Using Vertex Colors
Assigning vertex colors
Painting vertices with the Vertex Paint modifier
Tutorial: Marking heart tension
The Assign Vertex Color utility
Summary
Chapter 51: Using Peel, Pelt, and Spline Unwrapping
Using Peel and Pelt Mapping
Creating seams
Using the Peel tools
Using Pelt mapping
Tutorial: Using pelt mapping
Using Spline Mapping
Tutorial: Spline mapping a snake
Unfolding a loop strip
Summary
Chapter 52: Creating Baked Textures and Normal Maps
Using Channels
Using the Map Channel Info dialog box
Select by Channel modifier
Rendering to a Texture
General Settings
Selecting objects to bake
Output settings
Baked Material and Automatic Mapping settings
Tutorial: Baking the textures for a dog model
Creating Normal Maps
Using the Projection modifier
Setting Projection Mapping options
Tutorial: Creating a normal map for a Spikey sphere
Tutorial: Creating a normal map for an optimized gator
Summary
Part XII: Advanced Animation and Character Animation
Chapter 53: Using the Motion Mixer
Using the Motion Mixer
Learning the Motion Mixer interface
Adding layer and transition tracks
Editing clips
Editing track weights
Adding Time Warps
Working with Bipeds
Copying mixed animation to a biped
Saving and loading Mix files
Tutorial: Mixing biped animations
Creating Image File Lists
Generating IFL files with the IFL Manager Utility
Tutorial: What's on TV?
Summary
Chapter 54: Working with Legacy Inverse Kinematics Systems
Creating an Inverse Kinematics System
Building and linking a system
Selecting a terminator
Defining joint constraints
Copying, pasting, and mirroring joints
Binding objects
Understanding precedence
Tutorial: Controlling a backhoe
Using the Legacy Inverse Kinematics Methods
Interactive IK
Applied IK
Summary
Chapter 55: Creating and Animating Bipeds
Creating a Biped
Customizing a biped
Using Xtras
Modifying a biped
Setting the Biped display options
Selecting tracks
Moving and rotating the whole biped
Tutorial: Making a biped dive
Bending links
Working with postures and poses
Tutorial: Creating a four-footed biped
Animating a Biped
Using Footstep Mode
Tutorial: Making a biped jump on a box
Converting biped animation clips
Using Freeform Mode
Setting Freeform keys
Using the Keyframing Tools, Layers, and Motion Capture
Loading and saving biped animation clips
Using Motion Flow Mode
Previewing a biped animation
Moving a biped with its footsteps
Summary
Chapter 56: Creating Character Crowds
Creating Crowds
Using Crowd and Delegate helpers
Scattering delegates
Setting delegate parameters
Assigning behaviors
Solving the simulation
Tutorial: Rabbits in the forest
Creating a Crowd of Bipeds
Associating delegates with objects
Associating delegates with objects
Summary
Chapter 57: Working with Muscles in a CAT Rig
Working with Muscles
Using Muscle Strands
Using CATMuscles
Tutorial: Adding muscles to a rig
Summary
Part XIII: Advanced Lighting and Rendering
Chapter 58: Using the Sunlight and Daylight Systems
Using the Sunlight and Daylight Systems
Using the Compass helper
Understanding Azimuth and Altitude
Specifying date and time
Specifying location
Loading Weather Data
Configuring Sunlight and Skylight
Tutorial: Animating a day in 20 seconds
Summary
Chapter 59: Working with Advanced Lighting, Light Tracing, and Radiosity
Selecting Advanced Lighting
How light tracing works
Enabling light tracing
Tutorial: Viewing color bleeding
Using Local Advanced Lighting Settings
Tutorial: Excluding Objects from Light Tracing
Understanding Radiosity
Lighting for radiosity
Tutorial: Lighting a house interior with radiosity
Working with Advanced Lighting Materials
Advanced Lighting Override
Using Lighting Analysis
Building Assemblies
Summary
Chapter 60: Rendering Surface Maps
Rendering Surface Maps
Using Surface Maps
Tutorial: Generating and Applying Surface Maps
Summary
Chapter 61: Printing and Creating Panoramic Images
Getting Printer Help
Creating Panoramic Images
Summary
Chapter 62: Batch and Network Rendering
Batch Rendering Scenes
Using the Batch Render tool
Managing scene states
Creating a stand-alone executable
Understanding Network Rendering
Setting Up a Network Rendering System
Setting up the network
Tutorial: Locating TCP/IP and gathering IP addresses
Tutorial: Installing and configuring TCP/IP
Tutorial: Setting up 3ds Max on the networked computers
Configuring shared directories
Tutorial: Sharing directories
Tutorial: Choosing shared directories
Starting the Network Rendering System
Tutorial: Initializing the network rendering system
Tutorial: Completing your first network rendering job
Job assignment options
Configuring the Network Manager and Servers
The network manager settings
The network servers settings
Logging Errors
Using the Monitor
Jobs
Servers
Summary
Part XIV: Advanced Effects
Chapter 63: Creating Effects with Volume Lights
Using Volume Lights
Volume light parameters
Tutorial: Showing car headlights
Tutorial: Creating laser beams
Using projector maps and raytraced shadows
Tutorial: Projecting a trumpet image on a scene
Tutorial: Creating a stained-glass window
Summary
Chapter 64: Adding Lens Effects
Creating Lens Effects
Global Lens Effects Parameters
Glow
Tutorial: Creating shocking electricity from a plug outlet
Tutorial: Creating neon
Ring
Ray
Star
Streak
Auto Secondary
Manual Secondary
Tutorial: Making an airplane sparkle
Working with Lens Effects Filters
Adding flares
Adding focus
Adding glow
Adding highlights
Tutorial: Making a halo shine
Summary
Chapter 65: Controlling Particles with the Particle Flow Interface
Controlling Particles with Particle Flow
The Particle View window
The Standard Flow
Working with Actions
Tutorial: Creating an avalanche
Using Particle Flow Helpers
Wiring events
Tutorial: Moths chasing a light
Debugging Test Actions
Tutorial: Firing at a fleeing spaceship
Tutorial: Creating a black hole using Particle Flow
Summary
Part XV: Adding Functionality
Chapter 66: Automating with MAXScript
What Is MAXScript?
MAXScript Tools
The MAXScript menu
The MAXScript Utility rollout
Tutorial: Using the SphereArray script
The MAXScript Listener window
Tutorial: Talking to the MAXScript interpreter
MAXScript Editor windows
The Macro Recorder
Tutorial: Recording a simple script
The MAXScript Debugger
Setting MAXScript Preferences
Types of Scripts
Macro scripts
Scripted utilities
Scripted right-click menus
Scripted mouse tools
Scripted plug-ins
Writing Your Own MAXScripts
Variables and data types
Tutorial: Using variables
Program flow and comments
Expressions
Conditions
Collections and arrays
Loops
Functions
Tutorial: Creating a school of fish
Learning the Visual MAXScript Editor Interface
The Editor interface
The menus and the main toolbar
Toolbar elements
Laying Out a Rollout
Aligning and spacing elements
Tutorial: Building a custom rollout with the Visual MAXScript Editor
Summary
Chapter 67: Expanding the Software with Third-Party Plug-Ins
Working with Plug-Ins
Installing plug-ins
Viewing installed plug-ins
Displaying scene information
Tutorial: Installing and using the AfterBurn plug-in demo
Using the Autodesk Animation Store
Locating Plug-Ins
Summary
Part XVI: Extended Reference
Chapter 68: Importing and Exporting Files
Importing and Exporting Data
Using the OBJ format
Using the FBX format
Exporting to the DWF format
Exporting utilities
Tutorial: Importing vector drawings from Illustrator
Summary
Chapter 69: Understanding Object Properties
Setting Object Properties
Viewing object information
Hiding and freezing objects
Setting Display Properties
Setting rendering controls
Enabling Motion Blur
Using the Advanced Lighting and mental ray panels
Using the User-Defined panel
Summary
Chapter 70: Exploring the Available Primitive Objects
Exploring the Primitive Object Types
Starting with the Standard Primitives
Extended Primitives
Modifying object parameters
Tutorial: Filling a treasure chest with gems
Using Architecture Primitives
Using AEC Objects
Tutorial: Adding stairs to a clock tower building
Summary
Chapter 71: Discovering Additional Modeling and Animation Modifiers
Using Selection Modifiers
Object-Space versus World-Space modifiers
Volume Select modifier
Using Spline Modifiers
Spline-specific modifiers
Moving splines to 3D
Using Edit Geometry Modifiers
Cap Holes modifier
Delete Mesh modifier
Extrude modifier
Face Extrude modifier
Tutorial: Extruding a bullet
ProOptimizer modifier
Tutorial: Creating a low-res hand
Quadify Mesh modifier
Smooth modifier
Symmetry modifier
Tutorial: Creating symmetrical antlers
Tessellate modifier
Vertex Weld modifier
Using Parametric Deformer Modifiers
Affect Region modifier
Bend modifier
Displace modifier
Lattice modifier
Mirror modifier
Noise modifier
Push modifier
Preserve modifier
Relax modifier
Ripple modifier
Shell modifier
Tutorial: Making a character from a sphere
Slice modifier
Skew modifier
Stretch modifier
Spherify modifier
Tutorial: Making a fat crocodile
Squeeze modifier
Twist modifier
Taper modifier
Tutorial: Creating a yo-yo
Substitute modifier
XForm modifier
Wave modifier
Tutorial: Waving a flag
Using Free Form Deformer Modifiers
FFD (Free Form Deformation) modifier
FFD (Box/Cyl) modifiers
Tutorial: Modeling a tire striking a curb
Using Primitive Maintenance Modifiers
Edit Mesh modifier
Edit Poly modifier
Miscellaneous Modifiers
Edit Normals
Normal modifier
STL Check modifier
Subdivision Surface Modifiers
MeshSmooth modifier
TurboSmooth modifier
Tutorial: Smoothing a birdbath
HSDS modifier
The Basics of Deformation Painting
Painting deformations
Accessing brush presets
Using the Deformation Brushes
Controlling the deformation direction
Limiting the deformation
Committing any changes
Using the Relax and Revert brushes
Tutorial: Adding veins to a forearm
Setting Painter Options
Using More Animation Modifiers
Using the Flex modifier
Melt modifier
PatchDeform and SurfDeformmodifiers
Tutorial: Deforming a car going over a hill
PathDeform modifier
LinkedXForm modifier
SplineIK Control modifier
Summary
Chapter 72: Using Specialized Material Types
Using the Ink 'n Paint Material
Controlling paint and ink
Tutorial: Cartooning a turtle
Using Architectural Materials
Using the DirectX and MetaSL Shader Material
DirectX Shader
Accessing mental ray materials and shaders
Combining bump and displacement maps
Summary
Chapter 73: Exploring the Various Map Types
Understanding Map Types
2D maps
3D maps
Compositor maps
Color Modifier maps
Miscellaneous maps
Summary
Chapter 74: Examining the Animation Controllers
Examining Complex Controllers
Transform controllers
Position track controllers
Rotation and Scale track controllers
Parameter controllers
Tutorial: Animating a hazard light
Tutorial: Animating a checkers move
Working with Expressions in Spinners
Understanding the Expression Controller Interface
Defining variables
Building expressions
Debugging and evaluating expressions
Managing expressions
Tutorial: Creating following eyes
Using Expression Controllers
Animating transforms with the Expression controller
Animating parameters with the Float Expression controller
Tutorial: Inflating a balloon
Animating materials with the Expression controller
Summary
Part XVII: Jumping into Projects
Chapter 75: Quick Start—3ds Max 4 Bible: Animating a Fighter Jet Fly-By
Tutorial: Importing the Jet Model
Tutorial: Applying Materials to the Jet Model
Tutorial: Positioning the Background Environment
Tutorial: Adding a Windmill Model
Tutorial: Working with Cameras and Lights
Animating the Jet
Tutorial: Creating an animation path
Tutorial: Assigning a controller
Tutorial: Adding a Smoke Trail
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 76: Quick Start—3ds Max 5 Bible: Animating a Spaceship Re-Entry
Tutorial: Importing the Spaceship Model
Tutorial: Applying Materials to the Spaceship
Tutorial: Positioning the Background Environment
Tutorial: Grouping the Spaceship Objects
Tutorial: Adding a Moon Prop
Tutorial: Adding a Camera and Positioning Objects
Animating the Spaceship
Tutorial: Creating random vibrating motion
Tutorial: Adding a Glow Atmospheric Effect
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 77: Quick Start—3ds Max 7 Bible: Creating and Animating a Three-Fingered Gaaboot
Modeling the Main Character
Tutorial: Modeling the Gaaboot's body and head
Tutorial: Modeling the Gaaboot's hands and feet
Tutorial: Adding face details
Tutorial: Connecting body parts
Creating the Landscape
Tutorial: Creating a lunar surface
Tutorial: Loading a background image
Adding Materials to Objects in the Scene
Tutorial: Applying materials
Tutorial: Adding eye pupils using vertex colors
Animating a Character
Tutorial: Creating and fitting a biped
Tutorial: Attaching the character skin to a biped
Tutorial: Animating a character's motion
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 78: Quick Start—3ds Max 8 Bible: Creating a Furry Creature
Tutorial: Creating the Rascoon's Body and Extruding Limbs
Tutorial: Adding the Rascoon's Head
Tutorial: Editing the Body
Tutorial: Adding Materials
Tutorial: Adding Fur
Tutorial: Creating a Forest Backdrop
Summary
Chapter 79: Quick Start—3ds Max 9 Bible: Animating a Dancing Cartoon Moose
Planning the Production
Modeling the Character
Tutorial: Loading reference sketches
Tutorial: Creating the moose's leg and foot
Tutorial: Extruding the moose's torso, arms, and hands
Tutorial: Mirroring the body
Tutorial: Adding a head
Tutorial: Editing the body
Tutorial: Adding materials
Tutorial: Creating and fitting a biped
Tutorial: Attaching the character skin to a biped
Tutorial: Animating a character's motion
Summary
Chapter 80: Quick Start—3ds Max 10 Bible: Creating and Flying Through a Greek Temple
Planning the Production
Modeling the Greek Temple
Tutorial: Building a Doric column
Tutorial: Cloning and positioning the Doric columns
Tutorial: Finishing the Greek Temple
Tutorial: Adding Architectural & Design materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering the temple
Tutorial: Animating a camera flying through the scene
Summary
Chapter 81: Quick Start—3ds Max 2009 Bible: Firing a Cannonball
Tutorial: Building a Cannon Wheel
Tutorial: Cloning and Positioning the Cannon Wheels
Tutorial: Finishing the Cannon
Tutorial: Adding Materials
Tutorial: Adding a Sun & Sky System
Tutorial: Rendering the Scene
Tutorial: Animating a Cannon Firing
Tutorial: Adding Particles
Summary
Chapter 82: Quick Start—3ds Max 2010 Bible: Landing a Space Vehicle
Setting Up the Scene
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering the scene
Tutorial: Animating a Spaceship Landing
Summary
Chapter 83: Quick Start—3ds Max 2011 Bible: Animating a Walking Dinosaur
Setting Up the Scene
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Enabling mental ray and adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering a preview
Animating the Dinosaur
Tutorial: Adding a preset CAT rig
Tutorial: Creating a walking motion path
Tutorial: Rendering the final animation
Summary
Chapter 84: Quick Start—3ds Max 2012 Bible: Laying Siege to a Castle Wall
Setting Up the Scene
Tutorial: Building a wall
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering a preview
Creating a Dynamic Animation with MassFX
Tutorial: Running a simulation
Tutorial: Rendering the final animation
Summary
Appendix A: What's New with Autodesk 3ds Max 2013
State Sets
Compact Track View
Viewport Layouts toolbar
Gradient background
Autodesk DirectConnect support
Maya Navigation mode
gPoly Modeling Format
MassFX improvements
Skin improvements
Workspaces
Nitrous improvements
iray and mental ray improvements
Appendix B: What's on the CD-ROM
Author-created materials
3D models
Appendix C: Installing and Configuring Autodesk 3ds Max 2013
Nitrous
Direct3D
OpenGL
Software
Appendix D: Keyboard Shortcuts
Autodesk® 3ds Max® 2013 Bible Expanded Edition
Kelly L. Murdock
Autodesk® 3ds Max® 2013 Bible Expanded Edition
Published byJohn Wiley & Sons, Inc.10475 Crosspoint BoulevardIndianapolis, IN 46256www.wiley.com
Copyright © 2012 by John Wiley & Sons, Inc., Indianapolis, Indiana
Published by John Wiley & Sons, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-1-118-39404-5
Manufactured in the United States of America
10 9 8 7 6 5 4 3 2 1
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Trademarks: Wiley and the Wiley logo are trademarks or registered trademarks of John Wiley & Sons, Inc., in the United States and other countries, and may not be used without written permission. Autodesk and 3ds Max are registered trademarks of Autodesk, Inc. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.
Viewpoint 3D models are copyright Digimation, Inc. All rights reserved.
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We all have a brother or some crazy aunt,whose movie obsession, understand we just can't.Be it Star Wars, or Star Trek, or Lord of the Rings,The movie's praises they loudly do sing.They keep a count of the times they've seen each show,and to see the latest movies, they'll wait hours in the snow.They live as their heroes and quote famous movie lines,and they cover their rooms with posters and signs.They play all the games and chat with other fans online,and their bathroom is decorated to look like a shrine.They have boxes that are filled with collectibles galore,with so much stuff you can't even open the door.They look forward all year for the time of Halloween,Because the costumes they wear are straight off the screen.I can't understand all these the super fan views,Just don't touch my limited edition basketball shoes.
To Kerry and Donna, the obsession rages on2013
About the Author
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including 12 previous editions of this book, 3ds Max Bible.Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6, 7, and 8 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and five editions of the Adobe Creative Suite Bible.
With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He's used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even did some 3D programming. Kelly's been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as a freelance graphic artist and video game producer.
In his spare time, Kelly enjoys playing basketball and collecting video games.
Credits
Senior Acquisitions Editor
Stephanie McComb
Project Editor
Martin V. Minner
Technical Editor
Jon McFarland
Copy Editor
Gwenette Gaddis
Editorial Director
Robyn Siesky
Business Manager
Amy Knies
Senior Marketing Manager
Sandy Smith
Vice President and Executive Group Publisher
Richard Swadley
Vice President and Executive Publisher
Barry Pruett
Project Coordinator
Kristie Rees
Graphics and Production Specialists
Erin Zeltner
Quality Control Technician
Lauren Mandelbaum
Proofreading
Susan HobbsLinda SeifertKathy SimpsonNancy Sixsmith
Vertical Websites Project Manager
Laura Moss-Hollister
Vertical Websites Associate Producers
Josh FrankShawn PatrickDoug KuhnMarilyn Hummel
Preface
Every time I enter the computer room (which my wife calls the dungeon), my wife still says that I am off to my “fun and games.” I, as always, flatly deny this accusation, saying that it is serious work that I am involved in. But later, when I emerge with a twinkle in my eye and excitedly ask her to take a look at my latest rendering, I know that she is right. Working with the Autodesk® 3ds Max® 2013 software is pure “fun and games.”
My goal in writing this book was to take all my fun years of playing and working in 3D and boil them down into something that's worthwhile for you, the reader. This goal was compounded by the fact that all you 3ds Max-heads out there are at different levels. Luckily, this book is thick enough to include a little something for everyone.
The audience level for the book focuses on the beginner, with a smattering of intermediate and advanced topics for the seasoned user. If you're new to 3ds Max, then you'll want to start at the beginning and move methodically through the book. If you're relatively comfortable making your way around 3ds Max, then review the Table of Contents for sections that can enhance your fundamental base. If you're a seasoned pro, then you'll want to watch for coverage of the features new to Release 2013.
As this book has come together, I've tried to write the type of book that I'd like to read. I've tried to include a variety of scenes that are infused with creativity. It is my hope that these examples will not only teach you how to use the software but also provide a creative springboard for you in your own projects. After all, that's what turns 3D graphics from work into “fun and games.”
The Growth of 3ds Max?
One way we humans develop our personalities is to incorporate desirable personality traits from those around us. The personality of the 3ds Max software is developing as well: Every new release has incorporated a plethora of desirable new features. Many of these features come from the many additional plug-ins being developed to enhance 3ds Max. With each new release, 3ds Max has adopted many features that were available as plug-ins for previous releases. Several new features have been magically assimilated into the core product, such as the Character Animation Toolkit (CAT) and the Hair and Fur system. These additions make the software's personality much more likable, like a human developing a sense of humor.
Other personality traits are gained by stretching in new directions. 3ds Max and its developers have accomplished this feat as well. Many of the new features are completely new, not only to 3ds Max, but also to the industry. As 3ds Max grows up, it will continue to mature by adopting new features and inventing others. I just hope 3ds Max doesn't experience a midlife crisis in the next version.
Along with adopted features and new developments, the development teams at Autodesk have sought feedback from 3ds Max users. This feedback has resulted in many small tweaks to the package that enable scenes to be created more quickly and easily.
Some additional factors have appeared in the software's house that certainly affect its development. First is the appearance of the software's adopted brother, Maya. There are other siblings in the Autodesk household (including MotionBuilder, Softimage, and AutoCAD), but Maya is closest in age to 3ds Max, and its personality likely will rub off in different ways.
3ds Max also has a split personality with two different versions. The standard 3ds Max 2013 is intended for the entertainment markets, and the 3ds Max Design 2013 package is intended for visualization and architecture users. The differences between these two versions are subtle.
About This Book
Let me paint a picture of the writing process. It starts with years of experience, which are followed by months of painstaking research. There were system crashes and personal catastrophes and the always-present, ever-looming deadlines. I wrote into the early hours of the morning and during the late hours of the night—burning the candle at both ends and in the middle all at the same time. It was grueling and difficult, and spending all this time staring at the 3ds Max interface made me feel like . . . well . . . like a 3d artist.
Sound familiar? This process actually isn't much different from what 3D artists, modelers, and animators do on a daily basis, and, like you, I find satisfaction in the finished product.
Tutorials aplenty
I've always been a very visual learner—the easiest way for me to gain knowledge is by doing things for myself while exploring at the same time. Other people learn by reading and comprehending ideas. In this book, I've tried to present information in a number of ways to make the information usable for all types of learners. That is why you see detailed discussions of the various features along with tutorials that show these concepts in action.
The tutorials appear throughout the book and are clearly marked with the “Tutorial” label in front of the title. They always include a series of logical steps, typically ending with a figure for you to study and compare. These tutorial examples are provided on the book's CD to give you a firsthand look and a chance to get some hands-on experience.
I've attempted to “laser focus” all the tutorials down to one or two key concepts. All tutorials are designed to be completed in 10 steps or less. This means that you probably will not want to place the results in your portfolio. For example, many of the early tutorials don't have any materials applied because I felt that using materials before they've been explained would only confuse you.
I've attempted to think of and use examples that are diverse, unique, and interesting, while striving to make them simple, light, and easy to follow. I'm happy to report that every example in the book is included on the CD along with the models and textures required to complete the tutorial.
The tutorials often don't start from scratch but instead give you a starting point. This approach lets me “laser focus” the tutorials even more, and with fewer, more relevant steps, you can learn and experience the concepts without the complexity. On the book's CD, you will find the 3ds Max files that are referenced in Step 1 of most tutorials.
In addition to the starting-point files, every tutorial has been saved at the completion of the tutorial steps. These files are marked with the word final at the end of the filename. If you get stuck in a tutorial, simply open the final example and compare the settings.
I've put lots of effort into this book, and I hope it helps you in your efforts. I present this book as a starting point. In each tutorial, I've purposely left out most of the creative spice, leaving room for you to put it in—you're the one with the vision.
Twelfth time around
This book is now in its 12th edition, and the editors have requested a major shake-up. In this day of mobile devices and tablets, carrying around a huge 1,200-page book is just too much. So, we've opted for a streamlined 800-page book covering all the necessary basics. But, for complete coverage, we're also making an Expanded Edition e-book available that has many more chapters, tutorials, and projects. And the nice part about the e-book is that it doesn't have a page limit, so if you're reading the e-book version, stand squarely in front of the fire hose because there's a lot of information coming your way.
Also for this edition, we've updated the tutorials to reflect the latest 3ds Max features. I've also included a new Quick Start.
How this book is organized
Many different aspects of 3D graphics exist, and in some larger production houses, you might be focused on only one specific area. However, for smaller organizations or the general hobbyist, you end up wearing all the hats—from modeler and lighting director to animator and post-production compositor. This book is organized to cover all the various aspects of 3D graphics, regardless of the hat on your head.
If you're so excited to be working with 3ds Max that you can't decide where to start, then head straight for the Quick Start. The Quick Start is a single chapter-long tutorial that takes you through the creation and animation of an entire scene. For those of you who were too anxious to wade through a mountain of material before you could create something, this Quick Start is for you.
The book is divided into the following parts:
• Quick Start—This single chapter (which is actually a chapter in Part I) is an entire animation project presented in several focused tutorials. It is designed to whet your appetite and get you up to speed and producing animations immediately.
• Part I: Getting Started with Autodesk 3ds Max 2013—Whether it's understanding the interface, working with the viewports, or dealing with files, the chapters in this part get you comfortable with the interface so you won't get lost moving about this mammoth package.
• Part II: Manipulating Objects—3ds Max objects can include meshes, cameras, lights, Space Warps, and anything that can be viewed in a viewport. This part starts by introducing the various primitive objects and also includes chapters on how to reference, select, clone, group, link, and transform these various objects.
• Part III: Modeling 3D Assets—3ds Max includes several different ways to model objects. This part includes chapters covering the basic modeling methods and constructs including working with spline shapes, meshes, and polys. It also introduces modifiers and the Modifier Stack.
• Part IV: Applying Materials and Textures—This part shows how to apply basic materials and textures to objects including maps using the Slate Material Editor.
• Part V: Working with Cameras, Lighting, and Rendering—This part delves into using cameras and lights. It then shows how to render out images using Quicksilver and mental ray, how to use atmospheric and render effects, and ends with some coverage of compositing.
• Part VI: Animating Objects and Scenes—The simplest animation features include keyframing, constraints, and controllers. With these topics, you'll be able to animate scenes. It also covers some advanced techniques, including animation layers and modifiers, wiring parameters, and the Track View.
• Part VII: Working with Characters—This part covers creating and working with bone systems, rigging, skinning, and the CAT system.
• Part VIII: Dynamic Animation—This part covers creating animation sequences using physics calculations. It includes coverage of particles and Space Warps.
• Part IX: Configuring the Interface—This part revisits the interface and shows how you can customize it to your liking. It also includes information on configuring the viewports and the various preferences that you can set.
• Part X: Advanced Modeling—This part continues the modeling features with coverage of XRefs, the Schematic View, lofts, compound objects, NURBS, patches, and body objects.
• Part XI: Advanced Materials—The Advanced Materials part includes coverage of the Compact Material Editor, material utilities, Substance textures, painting in the viewport, pelt mapping, the Render to Texture interface, and Normal maps.
• Part XII: Advanced Animation and Character Animation—After you're comfortable with the basics of animation, you can move on to advanced techniques, including the Motion Mixer, legacy IK solvers, bipeds, crowds, and CAT muscles.
• Part XIII: Advanced Lighting and Rendering—Advanced lighting concepts include using the Sunlight system, Light Tracer, and Radiosity. The advanced rendering topics include surface maps, printing, panoramic images, and network rendering.
• Part XIV: Advanced Effects—Advanced effects include volume lights, lens effects, and using the Particle Flow interface.
• Part XV: Adding Functionality—This part covers extending 3ds Max using scripting and plug-ins.
• Part XVI: Extended Reference—This part includes a detailed reference of all the object properties, primitive objects, modeling modifiers, material and map types, and controllers.
• Part XVII: Jumping into Projects—This final part includes chapter-length projects from the various Quick Starts included in previous editions.
• Appendixes—At the very end of this book, you'll find four appendixes that cover the new features of 3ds Max 2013 and the contents of the book's CD.
Using the book's icons
The following margin icons are used to help you get the most out of this book:
Note
Notes highlight useful information that you should take into consideration.
Tip
Tips provide additional bits of advice that make particular features quicker or easier to use.
Caution
Cautions warn you of potential problems before you make a mistake.
New Feature
The New Feature icon highlights features that are new to the 2013 release.
On the CD
This icon points you toward related material on the book's CD.
Watch for the Cross-Reference icon to learn where in another chapter you can go to find more information on a particular feature.
The book's CD
Computer-book CD-ROMs are sometimes just an afterthought that includes a handful of examples and product demos. This book's CD, however, includes a diverse selection of 3D models that you can use in your projects if you choose. Many of these models are used in the tutorials. The CD also includes the 3ds Max files for every tutorial.
Acknowledgments
I have a host of people to thank for their involvement in this major work. The order in which they are mentioned doesn't necessarily represent the amount of work they did.
