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Updated version of the bestselling 3ds Max book on the market Autodesk 3ds Max is top animation software used by developers, visual effects artists, and graphic designers in film, television, and the game industry. One place designers turn for crucial information on how to use 3ds Max is this in-depth book. Whether you're a beginner just itching to create something right away or an experienced user checking out the latest and greatest features, you'll find it here. See what's new, what's tried and true, and just how creative you can get using the tips, tricks, and techniques in this essential reference. Every previous edition has been a top-seller. * Packs expert advice, timesaving tips, and more than 150 step-by-step tutorials into over 800 pages that help you master this complex software * Gives you in-depth coverage of all new features, as well as the basics * Jump-starts your learning on day one with a Quick Start tutorial, so you can create an exciting animation right away * Provides you with access to all before-and-after example files from each tutorial, plus unique models and textures that you can customize on the companion CD * Includes extra content from previous editions of the 3ds Max Bible, including bonus Quick Start tutorials from previous editions Whether you're just starting out or getting up to speed on 3ds Max 2013, this comprehensive book will get you there.
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Table of Contents
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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 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
MaterialByElementmodifier
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 Motionrollout
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
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
Autodesk® 3ds Max® 2013 Bible
Kelly L. Murdock
Autodesk® 3ds Max® 2013 Bible
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: 978-1-118-32832-3
Manufactured in the United States of America
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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 eleven 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.
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Marilyn Hummel
Dedication
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 on 2013
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.
• Appendixes—At the very end of this book, you'll find two 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.
Thanks as always to my dear wife, Angela, and my sons, Eric and Thomas, without whose support I wouldn't get very far. They are my QA team and my brainstorming team who always provide honest feedback on my latest example. We have had many family sessions to think of good tutorial examples, and I'm always amazed with what they come up with. One of my favorites that hasn't been implemented yet is a tutorial of a group of bicycles chasing an ice cream truck.
In the first edition, the task at hand was too big for just me, so I shared the pain with two co-authors—Dave Brueck and Sanford Kennedy (both of whom have gone on to write books of their own). I still thank them for their work, which, although overhauled, retains their spirits. In a later edition, I again asked for help, a request that was answered by Sue Blackman. Sue provided several excellent examples that show off the power of the Track View interface. Thanks for your help, Sue.
Major thanks to the editors and personnel at Wiley. I'd like to specifically thank Stephanie McComb, who has managed the whole project and as always done a great job. Her encouragement, dedication, and positive attitude have made a big difference as I've faced some tough deadlines. Huge thanks to Marty Minner (the double M), who has once again managed the entire editing process, and to Gwenette Gaddis for her excellent copyediting input. Marty's comments during the review cycle always crack me up.
I'd also like to thank Jon McFarland for taking on the technical editing. Additional thanks go out to Laura Moss-Hollister and her co-workers in the Media Development department for chasing down the required permissions and for compiling the resources for the CD, and finally, to the entire staff at Wiley who helped me on this journey. Of particular note are the cover designers who have been delightfully stuck on reptiles and amphibians for the covers to the last several editions. I'm starting to refer to the titles by their cover creature; that is, “hand me the frog book next to the lizard book.”
The various people who work in the graphics industry are amazing in their willingness to help and support. I'd like to thank first of all Rob Hoffman, Brittany Bonhomme, and the entire Autodesk team for their timely support and help. I'd also like to thank the talented people at Zygote Media, Curious Labs, and Viewpoint Digital Media for many of their models, which make the examples much more interesting. (You can only do so much with the teapot after all.) Additional thanks go out to David Mathis, Sue Blackman, and Chris Murdock for completing models used in some of the tutorials.
Part I: Getting Started with Autodesk 3ds Max 2013
IN THIS PART
Quick Start
Falling from a Tightrope
Chapter 1
Exploring the Interface
Chapter 2
Controlling the Viewports
Chapter 3
Working with Files
Quick Start: Falling from a Tightrope
In This Chapter
Planning the productionCreating and positioning objectsAdding a camera and lightsRendering a previewAnimating with keyframesRunning a MassFX simulationRendering the final animation
When you first sat down to use the Autodesk® 3ds Max® 2013 software, you were probably focused on one goal—creating cool 3D images and animations. I know that many of you bought 3ds Max to make money, claim a tax write-off, earn a way to Hollywood, or impress your girlfriend or boyfriend, but I'll just ignore those reasons for now. The goal is to create something cool.
If you've perused this book's Table of Contents or thumbed through its many pages, you've seen sections on modeling, materials, dynamics, and other topics. But if you're like me, you don't want to wade through tons of material before you have something to show off to Mom. (Actually, if you're like me, you opened straight to the special effects section, in which case you won't be reading this.)
The purpose of this Quick Start is to give you a taste of what 3ds Max can do. This soaring view of the software from 20,000 feet is intended to show you the big picture before you delve into the details. It exposes you to some of the most common features and, I hope, whets your appetite for the more in-depth chapters to follow.
This part of the book is intended for those new to the software. If you're an experienced user, then your mom no doubt is already impressed with your work, so you can happily advance to whichever chapter appeals to you. (Forgive me for catering to the newbie, but we were all beginners once.)
Planning the Production
For this Quick Start, we'll take a trip to the circus to see a character on the tightrope that really shouldn't be there. But don't worry, because the plan is not to have him stay around long. In this example, you'll use the ragdoll feature in the MassFX system to automate the spectacular fall. This gives you a chance to set up a scene, create and position some primitive objects and lights, and work with the MassFX system to animate the untimely accident.
The first thing to consider is setting up the scene. For this sequence, we need some simple cylinders to create the tightrope and the balancing pole. We also need a spot light aimed right at the character, and we need a character. For the character, we're going to use a simple default biped character. After the objects and lights are in place, we can turn our attention to the animation process. We'll start by animating the character struggling to keep its balance for about 30 frames, then we'll turn control over to the MassFX system and let it compute the remaining motions of the fall.
On the CD
After each of the following tutorials, I saved the scene file. You can find these files in the Quick Start directory on the book's CD.
Setting Up the Scene
This section on setting up is divided into several simple tutorials. The first step in the production is to create all the objects we need. Then we can position them where we need them.
After the models are in place, we can create the ground plane, and then we're ready to add a camera and light.
Tutorial: Creating the objects
Your first step begins with creating and positioning the tightrope and the balance pole. Then we can create the biped skeleton and position it at its initial location. To create and position the objects, follow these steps:
1. Reset the interface with the Application Button ➪ Reset menu command. Answer Yes in the warning box that appears to confirm the reset.
2. In the Command Panel, click the Cylinder button, drag in the Front viewport to create a circular base, and then click and drag again to define the cylinder's height. In the Parameters rollout, set the Radius to 2 and the Height to 500. Then type the name Tightrope in the Name field in the Name and Color rollout.
Note
This Quick Start uses Generic Units. You can change the units using the Units Setup dialog box, which you open using the Customize ➪ Units Setup menu command.
3. Click the Select and Move button on the main toolbar, and drag the red X-axis to the left in the Left viewport to center the tightrope about the origin. Then drag the green Y-axis upward in the Left viewport to move the tightrope above the ground plane.
4. Drag on the ViewCube in the Perspective viewport until the view changes so that the tightrope object runs diagonally through the viewport.
The tightrope is positioned, as shown in Figure QS.1.
Figure QS.1
The tightrope is now in place.
Tutorial: Balancing the biped
The next object to add is the biped, which we need to balance on the tightrope.
To position the balanced biped on the tightrope, follow these steps:
1. Select the Create ➪ Systems ➪ Biped menu command, and drag in the Top viewport to create a biped skeleton. The height of the biped should be about half the height from the ground to the tightrope.
2. Using the Select and Move tool in the main toolbar, drag the green Y-axis in the Left viewport upward to position the biped so its feet are just above the tightrope.
3. Select the biped's right foot, and move it in the Front viewport to be centered over the tightrope and in the Left viewport to be behind the left foot. Then repeat similar moves for the right foot until the body is balanced with the left foot in front of the right foot standing on the tightrope.
4. With the biped's feet in place, select and move the tightrope upward until it just touches the bottoms of both feet.
5. Click the Select and Rotate tool in the main toolbar, and rotate the left and right upper arms until they stick straight out from the body on either side.
The biped skeleton is now balancing nicely on the tightrope, as shown in Figure QS.2. He'll be alright as long as he doesn't try to move.
Figure QS.2
The biped is balanced on the tightrope.
Tutorial: Adding a balance pole
Next we'll add a balance pole to the scene. This should make the biped feel safer, but actually we just want to have another object that will be falling along with our character.
To add a balance pole, follow these steps:
1. Click the Geometry button in the Command Panel, and click the Cylinder button. Then click and drag in the Left viewport to set the circular base and again to set the cylinder height. Create a cylinder that runs parallel to the biped's arms. Set the Radius value to 1 and the Height to 200.
2. Click the Hierarchy panel in the Command Panel, click the Affect Pivot Only button in the Adjust Pivot rollout. Then click the Center to Object button, and click the Affect Pivot Only button again to exit pivot mode. This moves the pivot point to the center of the balance pole.
3. Move the cylinder in the Left viewport so it's in front of the biped, and center it on the tightrope in the Top viewport.
4. Select and rotate the upper arms in the Top viewport toward the balance pole about 15 degrees and then downward in the Front viewport about 15 degrees also. Then select and rotate the lower arm until the hands are over the balance pole in the Top viewport.
5. Finally, select and move the balance pole upward in the Left viewport until it is just under the hands.
The balance pole is now in place, as shown in Figure QS.3.
Figure QS.3
The balance pole surely makes the biped feel more comfortable.
Adding a Camera and Light
The modeling phase, which usually is quite time-consuming, went really quickly when we used the default primitives, and because we're not adding materials, we can jump straight to the placement of a camera and lights.
Tutorial: Adding a camera and light
We'll use only a single camera, but we want a camera to follow the biped's fall down. If the viewport view was used, we wouldn't have control over following the fall.
To add single camera to the scene, follow these steps:
1. Click in the Perspective viewport, and select the Views ➪ Create Camera from View menu command to automatically create a camera that is positioned to create this same view.
2. Select the Create ➪ Lights ➪ Standard Lights ➪ Target Spotlight and drag from the top-right corner of the Left viewport to the center of the biped.
3. Select the Create ➪ Lights ➪ Standard Lights ➪ Omni menu command, and click in the Left viewport. Then position the Omni light underneath and to the side of the biped. In the Intensity/Color/Attenuation rollout, set the Multiplier value to 0.5 and make sure the Shadows On option in the General Parameters rollout is disabled. This secondary light provides some additional lighting to the scene.
The viewports by default render with a black background, so with the camera and lights in place, we have a scene setup complete. Figure QS.4 shows the light and camera positions.
Figure QS.4
With the camera and lights in position, the scene is ready to go.
Tutorial: Rendering a test preview
Before moving to animation, you can render the scene now that lights have been added. Rendering is configured using the Render Setup dialog box accessed from the Rendering menu.
To render a preview of the tightrope biped, follow these steps:
1. Select the Camera001 viewport.
2. Choose the Rendering ➪ Render menu command (or press the F9 key).
The scene is rendered in the Rendered Frame Window, as shown in Figure QS.5, includes the lighting.
Figure QS.5
A test render shows that the lights are working fine.
Animating the Great Fall
With the test render complete and the scene looking good, we can move to the animation phase. This phase starts with some simple keyframe animation and then uses the MassFX tools to create a dynamic animation for the final fall.
Tutorial: Creating animation keys
When creating animation keys, we can simply turn on the Auto Key feature and all the keys are set every time when make a change for each new frame we select. We want to animate using keyframes from the start to frame 25. We want the fall to be at frame 25, so we use the MassFX system at this point.
To create some simple animation keys, follow these steps:
1. Click the Auto Key button at the bottom of the interface. Notice that the button turns red to remind us that it is enabled.
2. Drag the Time Slider to frame 10, and select and lift the front foot upward in the Left viewport.
3. Drag the Time Slider back to frame 8, select the one of the middle spine bones, and barely rotate it to the left in the Front viewport to create a key. Then drag the Time Slider to frame 10, and rotate the middle spine bone about 5 degrees to create another key.
4. Drag the Time Slider to frame 12, and move the front foot back to the tightrope in the Left viewport.
5. Drag the Time Slider to frame 15, and rotate the middle spine bone to the right in the Front viewport about 10 degrees.
6. Drag the Time Slider to frame 20, and rotate the middle spine bone to the left in the Front viewport about 15 degrees.
7. Drag the Time Slider to frame 25, and rotate the middle spine bone to the right in the Front viewport about 20 degrees.
8. Click the Auto Key button again to disable Auto Key mode.
Figure QS.6 shows the scene after the keyframes have been set.
Figure QS.6
All keyframes for the selected object show up on the Track Bar under the Time Slider.
Tutorial: Linking objects
If you play through the animation, you'll notice it seems odd that the balance pole doesn't move with the biped; we can easily fix that with a link.
To animate the balance pole by linking, follow these steps:
1. Select the balance pole object, click the Select and Link button on the main toolbar, and then drag from the balance pole to the middle spine bone to create a link.
2. Drag the Time Slider through the animated frames, and notice how the pole now moves with the biped but that the hands are off.
3. Enable the Auto Key button again, drag the Time Slider to frame 0, and move the right and left hands in the Front viewport to be positioned on the balance pole. Repeat this step for frames 10, 12, 15, 20, and 25.
4. Click the Auto Key button again to disable Auto Key mode.
Figure QS.7 shows the rotating balance pole and the hands that move with it.
Figure QS.7
A link between the balance pole on the rotating spine makes the pole rotate also.
Tutorial: Animating with MassFX
Now that we have some simple keyframe animation, we can set up the MassFX system and let it create the falling motions using physics.
To animate the final fall using MassFX, follow these steps:
1. Right-click the toolbar away from the buttons, and select MassFX from the pop-up menu to open the MassFX toolbar.
2. Select the balance pole, and click the Set Selected as Dynamic Rigid Body button in the MassFX toolbar.
3. Select the tightrope object, and click the Set Selected as Static Rigid Body button (which is a flyout under the Dynamic Rigid Body button).
4. Double-click the biped's pelvis to select the entire biped hierarchy, and then click the Create Dynamic Ragdoll button in the MassFX toolbar.
5. Click the Time Configuration button near the Play button at the lower-right corner of the interface, set the Start Time to 26, and click OK.
6. In the MassFX toolbar, click the Start Simulation button. Let the simulation run to frame 100.
7. Open the Simulation Tools panel in the MassFX Tools dialog box by clicking its button in the MassFX toolbar located as a flyout under the World Parameters button, and then click the Bake All button to add all the keys for the simulation to the Track Bar.
8. Open the Time Configuration dialog box again, and set the Start Time back to 0.
9. Click the Play button to see the result animation with the keyframe and dynamic animations combined.
Figure QS.8 shows one frame of the tragic fall, compliments of the MassFX system.
Figure QS.8
The final animation includes both keyframe and dynamic animations.
Tutorial: Rendering the final animation
When the simulation looks good in the viewport, you are ready to render the final animation. This is a process that you can start by specifying the animation format. Once started, 3ds Max automatically proceeds through all the frames of the animation and notifies you when it is completed.
To render the final animation, follow these steps:
1. Select the Rendering ➪ Render Setup menu command to open the Render Setup dialog box.
2. At the top of the dialog box, enable the Active Time Segment so that all 100 frames of the animation are rendered. Then set the Output Size to 640x480.
3. In the Render Output section, click the Files button to open a file dialog box. Set the format as AVI, give the file a name such as Tightrope fall, and click the Save button. In the AVI Compression Setup dialog box that appears, simply select the default and click OK.
4. At the very bottom of the Render Setup dialog box, make sure the Camera001 view is selected and click the Render button.
3ds Max then renders each frame of the animation and shows its progress in a dialog box. When completed, the final animation file is saved with the filename you entered. You then can locate and play it. Figure QS.9 shows a frame of the final animation.
Figure QS.9
The final animation includes rendered results of each frame.
Summary
I hope you're happy with your first footsteps into 3ds Max. This chapter exposed you to a number of important aspects of 3ds Max, including the following:
• Setting up a scene
• Creating and positioning objects
• Adding a camera and lights
• Rendering test previews
• Animating using keyframes
• Linking objects
• Running dynamic simulations using MassFX
• Rendering the final animation
But hold onto your seats, because so much of the software lies ahead. In Chapter 1, you start easily with an in-depth look at the 3ds Max interface. If you feel ready for more advanced challenges, review the Table of Contents and dive into any topic that looks good.
Chapter 1: Exploring the Interface
In This Chapter
Learning the interface elementsPreviewing the menu commandsBecoming familiar with the toolbarsUsing the Command PanelExamining the Lower Interface BarInteracting with the interfaceDefining workspacesGetting help
Well, welcome to the latest version of the Autodesk® 3ds Max® 2013 software, and the first question on the minds of existing users is, “Did the interface change?” The answer is a happy “very little.” Most serious users would rather go through root canal surgery than have their user interface (UI) change, and Autodesk has learned and respected this valued opinion by keeping the interface changes to a minimum.
As you look around the new interface, you'll see that everything is still there, but that 3ds Max has a few new additions. You may find yourself saying, as you navigate the interface, “Where did that come from?” But, just like encountering a new house in your neighborhood, over time you'll become accustomed to the addition and may even meet some new friends.
