Preface |
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xxxix | |
Acknowledgments |
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xlv | |
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Part I Getting Started with 3ds Max |
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1 | (134) |
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Quick Start: Animating a Walking Dinosaur |
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3 | (12) |
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Walking Dinosaur---Planning the Production |
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3 | (1) |
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4 | (1) |
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Tutorial: Gathering models |
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4 | (1) |
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Tutorial: Adding a ground plane |
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5 | (1) |
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Adding Materials and Lights |
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6 | (1) |
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Tutorial: Enabling mental ray and adding materials |
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6 | (2) |
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Tutorial: Adding a Sun & Sky system |
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8 | (1) |
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Tutorial: Rendering a preview |
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8 | (2) |
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10 | (1) |
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Tutorial: Adding a preset CAT rig |
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10 | (1) |
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Tutorial: Creating a walking motion path |
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11 | (2) |
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Tutorial: Rendering the final animation |
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13 | (1) |
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14 | (1) |
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Chapter 1 Exploring the Max Interface |
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15 | (24) |
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Learning the Interface Elements |
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16 | (2) |
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18 | (2) |
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20 | (5) |
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Docking and floating toolbars |
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20 | (1) |
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Using tooltips and flyouts |
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20 | (1) |
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Using the Quick Access toolbar |
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21 | (1) |
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Learning the main toolbar |
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21 | (3) |
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24 | (1) |
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25 | (1) |
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25 | (4) |
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26 | (1) |
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Increasing the Command Panel's width |
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27 | (1) |
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Tutorial: Rearranging the interface for lefties |
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28 | (1) |
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Using the Lower Interface Bar Controls |
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29 | (1) |
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Interacting with the Interface |
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30 | (4) |
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Gaining quick access with the right-click quadmenus |
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30 | (1) |
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31 | (1) |
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Understanding the button color cues |
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32 | (1) |
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Using drag-and-drop features |
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33 | (1) |
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33 | (1) |
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Understanding modeless and persistent dialog boxes |
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33 | (1) |
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34 | (4) |
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Using the InfoCenter toolbar |
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34 | (2) |
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Viewing the Essential Skills Movies |
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36 | (1) |
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Using the browser-based reference guides |
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37 | (1) |
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Using the rest of the Help menu |
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38 | (1) |
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38 | (1) |
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Chapter 2 Controlling and Configuring the Viewports |
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39 | (38) |
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39 | (3) |
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Learning Axonometric versus Perspective |
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40 | (1) |
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Learning Orthographic and Isometric views |
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40 | (1) |
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Discovering the viewports in Max |
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41 | (1) |
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Using the Navigation Gizmos |
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42 | (5) |
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Working with the ViewCube |
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42 | (1) |
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43 | (3) |
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Tutorial: Navigating the active viewport |
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46 | (1) |
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Controlling Viewports with a Scroll Wheel Mouse |
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47 | (1) |
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Using the Viewport Navigation Controls |
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47 | (5) |
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48 | (1) |
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49 | (1) |
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49 | (1) |
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49 | (1) |
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Maximizing the active viewport |
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50 | (2) |
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Controlling camera and spotlight views |
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52 | (1) |
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Changing the Viewport Display |
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52 | (6) |
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Undoing and saving viewport changes |
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53 | (1) |
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Disabling and refreshing viewports |
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53 | (1) |
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Viewing materials in the viewports |
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53 | (1) |
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Displaying lights and shadows in the viewports |
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54 | (1) |
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Enabling Exposure Control and Ambient Occlusion |
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55 | (1) |
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Configuring viewport lighting and shadows |
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55 | (2) |
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Locating mesh problems with xView |
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57 | (1) |
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Configuring the Viewports |
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58 | (15) |
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Setting the viewport rendering method |
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58 | (6) |
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Altering the viewport layout |
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64 | (2) |
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66 | (1) |
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Understanding Adaptive Degradation |
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67 | (3) |
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70 | (2) |
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72 | (1) |
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Working with Viewport Backgrounds |
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73 | (3) |
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Loading viewport background images |
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74 | (1) |
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Loading viewport background animations |
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74 | (1) |
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Tutorial: Loading reference images for modeling |
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75 | (1) |
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76 | (1) |
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Chapter 3 Working with Files, Importing, and Exporting |
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77 | (28) |
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Working with Max Scene Files |
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77 | (6) |
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Using the Application Button |
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77 | (1) |
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78 | (1) |
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79 | (2) |
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81 | (1) |
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81 | (1) |
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82 | (1) |
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Merging and replacing objects |
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82 | (1) |
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83 | (1) |
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83 | (4) |
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84 | (2) |
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86 | (1) |
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Tutorial: Setting up Auto Backup |
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86 | (1) |
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87 | (1) |
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87 | (11) |
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Importing supported formats |
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87 | (1) |
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88 | (1) |
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Exporting supported formats |
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88 | (1) |
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Moving files to and from Maya and MotionBuilder |
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89 | (1) |
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89 | (3) |
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Exporting to the JSR-184 (M3G) format |
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92 | (2) |
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Exporting to the DWF format |
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94 | (1) |
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95 | (1) |
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Tutorial: Importing vector drawings from Illustrator |
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96 | (2) |
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98 | (4) |
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Using the Asset Browser utility |
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98 | (2) |
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Finding files with the Max File Finder utility |
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100 | (1) |
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Collecting files with the Resource Collector utility |
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100 | (1) |
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Using the File Link Manager utility |
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101 | (1) |
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101 | (1) |
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Accessing File Information |
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102 | (2) |
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Displaying scene information |
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102 | (1) |
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102 | (1) |
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103 | (1) |
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104 | (1) |
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Chapter 4 Customizing the Max Interface and Setting Preferences |
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105 | (30) |
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Using the Customize User Interface Window |
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105 | (9) |
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Customizing keyboard shortcuts |
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105 | (2) |
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107 | (1) |
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Tutorial: Creating a custom toolbar |
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108 | (1) |
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109 | (3) |
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112 | (1) |
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Tutorial: Adding a new menu |
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112 | (1) |
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113 | (1) |
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114 | (3) |
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Making dynamic tools and panels |
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115 | (1) |
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115 | (1) |
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Tutorial: Building a Ribbon panel of primitives |
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115 | (2) |
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Customizing Modify and Utility Panel Buttons |
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117 | (1) |
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Working with Custom Interfaces |
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117 | (3) |
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Saving and loading a custom interface |
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118 | (1) |
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119 | (1) |
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Reverting to the startup interface |
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119 | (1) |
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Switching between default and custom interfaces |
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119 | (1) |
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120 | (2) |
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121 | (1) |
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122 | (1) |
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122 | (3) |
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Using Custom and Generic units |
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123 | (1) |
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Handling mismatched units |
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124 | (1) |
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124 | (1) |
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125 | (9) |
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125 | (2) |
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127 | (1) |
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128 | (4) |
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132 | (2) |
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134 | (1) |
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134 | (1) |
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Part II Working with Objects |
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135 | (124) |
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Chapter 5 Creating and Editing Primitive Objects |
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137 | (30) |
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Creating Primitive Objects |
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137 | (10) |
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137 | (1) |
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138 | (1) |
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Naming and renaming objects |
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139 | (1) |
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140 | (2) |
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Using the Color Clipboard |
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142 | (1) |
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Using different creation methods |
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143 | (2) |
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Using the Keyboard Entry rollout for precise dimensions |
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145 | (1) |
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Altering object parameters |
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145 | (1) |
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Recovering from mistakes and deleting objects |
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145 | (1) |
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Tutorial: Exploring the Platonic solids |
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146 | (1) |
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Exploring the Primitive Object Types |
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147 | (15) |
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Starting with the Standard Primitives |
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147 | (5) |
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152 | (8) |
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Modifying object parameters |
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160 | (1) |
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Tutorial: Filling a treasure chest with gems |
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161 | (1) |
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Using Architecture Primitives |
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162 | (4) |
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162 | (3) |
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Tutorial: Adding stairs to a clock tower building |
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165 | (1) |
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166 | (1) |
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Chapter 6 Selecting Objects and Setting Object Properties |
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167 | (30) |
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167 | (12) |
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168 | (1) |
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169 | (1) |
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Selecting with the Edit menu |
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170 | (3) |
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Selecting multiple objects |
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173 | (1) |
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Using the Paint Selection Region tool |
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174 | (1) |
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Tutorial: Selecting objects |
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175 | (1) |
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175 | (1) |
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Using named selection sets |
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176 | (1) |
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176 | (1) |
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Isolating the current selection |
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177 | (1) |
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Selecting objects in other interfaces |
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178 | (1) |
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Setting Object Properties |
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179 | (5) |
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Viewing object information |
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180 | (1) |
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Setting display properties |
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180 | (2) |
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Setting rendering controls |
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182 | (1) |
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183 | (1) |
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Using the Advanced Lighting and mental ray panels |
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184 | (1) |
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Using the User-Defined panel |
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184 | (1) |
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Hiding and Freezing Objects |
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184 | (4) |
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Using the Display Floater dialog box |
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185 | (1) |
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185 | (2) |
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Tutorial: Hidden toothbrushes |
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187 | (1) |
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188 | (4) |
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188 | (3) |
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191 | (1) |
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Tutorial: Dividing a scene into layers |
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191 | (1) |
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192 | (4) |
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Selecting and filtering objects |
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192 | (2) |
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194 | (1) |
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Editing in the Scene Explorer |
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195 | (1) |
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196 | (1) |
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Chapter 7 Transforming Objects, Pivoting, Aligning, and Snapping |
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197 | (30) |
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Translating, Rotating, and Scaling Objects |
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197 | (2) |
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197 | (1) |
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198 | (1) |
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198 | (1) |
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Using the transform buttons |
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199 | (1) |
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Working with the Transformation Tools |
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199 | (11) |
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Working with the Transform Gizmos |
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199 | (3) |
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Using the Transform Toolbox |
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202 | (1) |
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Using the Transform Type-In dialog box |
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203 | (1) |
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Using the status bar Type-In fields |
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204 | (1) |
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Understanding the Transform Managers |
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204 | (5) |
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Tutorial: Landing a spaceship in port |
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209 | (1) |
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210 | (4) |
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210 | (1) |
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211 | (1) |
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211 | (1) |
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212 | (1) |
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Using the Reset XForm utility |
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212 | (1) |
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Tutorial: A bee buzzing about a flower |
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213 | (1) |
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214 | (3) |
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214 | (1) |
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Using the Quick Align tool |
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215 | (1) |
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215 | (1) |
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Tutorial: Aligning a kissing couple |
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216 | (1) |
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217 | (1) |
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217 | (2) |
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217 | (1) |
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Creating and activating new grids |
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218 | (1) |
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218 | (1) |
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Tutorial: Creating a spyglass |
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219 | (1) |
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219 | (6) |
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Tutorial: Creating a 2D outline of an object |
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221 | (1) |
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222 | (1) |
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223 | (1) |
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224 | (1) |
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Tutorial: Creating a lattice for a methane molecule |
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224 | (1) |
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225 | (2) |
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Chapter 8 Cloning Objects and Creating Object Arrays |
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227 | (22) |
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227 | (3) |
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227 | (1) |
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Using the Shift-clone method |
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228 | (1) |
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Tutorial: Cloning dinosaurs |
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228 | (2) |
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230 | (1) |
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Understanding Cloning Options |
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230 | (3) |
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Working with copies, instances, and references |
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230 | (1) |
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Tutorial: Creating instanced doughnuts |
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231 | (1) |
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Tutorial: Working with referenced apples |
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231 | (2) |
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233 | (2) |
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233 | (1) |
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Tutorial: Mirroring a robot's leg |
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234 | (1) |
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235 | (2) |
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Using the Snapshot command |
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235 | (1) |
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Tutorial: Creating a path through a maze |
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236 | (1) |
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237 | (3) |
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237 | (1) |
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Tutorial: Stacking a row of dominoes |
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238 | (2) |
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Using the Clone and Align Tool |
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240 | (2) |
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Aligning source objects to destination objects |
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240 | (1) |
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Tutorial: Cloning and aligning trees on a beach |
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241 | (1) |
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Creating Arrays of Objects |
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242 | (5) |
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242 | (1) |
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Tutorial: Building a white picket fence |
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243 | (1) |
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243 | (1) |
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Tutorial: Building a Ferris wheel |
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244 | (2) |
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Working with a ring array |
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246 | (1) |
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Tutorial: Using Ring Array to create a carousel |
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246 | (1) |
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247 | (2) |
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Chapter 9 Grouping, Linking, and Parenting Objects |
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249 | (10) |
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249 | (3) |
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249 | (1) |
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250 | (1) |
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Opening and closing groups |
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250 | (1) |
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Attaching and detaching objects |
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250 | (1) |
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Tutorial: Grouping a plane's parts together |
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250 | (1) |
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251 | (1) |
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Understanding Parent, Child, and Root Relationships |
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252 | (1) |
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Building Links between Objects |
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253 | (2) |
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253 | (1) |
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253 | (1) |
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Tutorial: Linking a family of ducks |
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254 | (1) |
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Displaying Links and Hierarchies |
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255 | (1) |
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Displaying links in the viewport |
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255 | (1) |
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255 | (1) |
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Working with Linked Objects |
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256 | (2) |
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Locking inheriting transformations |
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256 | (1) |
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Using the Link Inheritance utility |
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256 | (1) |
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257 | (1) |
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257 | (1) |
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Tutorial: Circling the globe |
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257 | (1) |
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258 | (1) |
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259 | (176) |
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Chapter 10 Accessing Subobjects and Using Modeling Helpers |
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261 | (14) |
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Exploring the Model Types |
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261 | (3) |
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Parametric objects versus editable objects |
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261 | (2) |
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Converting to editable objects |
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263 | (1) |
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264 | (2) |
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264 | (1) |
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Tutorial: Cleaning up imported meshes |
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265 | (1) |
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266 | (5) |
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267 | (2) |
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Tutorial: Soft selecting a heart shape from a plane |
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269 | (2) |
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Applying modifiers to subobject selections |
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271 | (1) |
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271 | (3) |
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Using Dummy and Point objects |
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271 | (1) |
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Measuring coordinate distances |
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272 | (2) |
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274 | (1) |
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Chapter 11 Introducing Modifiers and Using the Modifier Stack |
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275 | (32) |
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Exploring the Modifier Stack |
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275 | (9) |
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Understanding Base Objects |
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275 | (1) |
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276 | (1) |
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Other Modifier Stack entities |
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276 | (1) |
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276 | (3) |
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279 | (1) |
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Tutorial: Creating a molecular chain |
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279 | (1) |
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Holding and fetching a scene |
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280 | (1) |
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281 | (1) |
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Using the Collapse utility |
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281 | (1) |
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282 | (1) |
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Tutorial: Squeezing a plastic bottle |
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282 | (1) |
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283 | (1) |
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283 | (1) |
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284 | (22) |
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Object-Space versus World-Space modifiers |
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285 | (1) |
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285 | (3) |
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Parametric Deformer modifiers |
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288 | (16) |
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Free Form Deformer modifiers |
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304 | (2) |
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306 | (1) |
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Chapter 12 Drawing and Editing 2D Splines and Shapes |
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307 | (42) |
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307 | (14) |
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Working with shape primitives |
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308 | (11) |
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Tutorial: Drawing a company logo |
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319 | (1) |
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Tutorial: Viewing the interior of a heart |
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320 | (1) |
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321 | (19) |
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Editable Splines versus the Edit Spline modifier |
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321 | (1) |
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Making splines renderable |
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321 | (1) |
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Selecting spline subobjects |
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321 | (3) |
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Controlling spline geometry |
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324 | (4) |
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328 | (6) |
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334 | (2) |
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Editing Spline subobjects |
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336 | (4) |
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340 | (8) |
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Spline-specific modifiers |
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340 | (3) |
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343 | (5) |
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348 | (1) |
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Chapter 13 Modeling with Polygons and Patches |
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349 | (50) |
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Understanding Poly Objects |
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349 | (2) |
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Creating Editable Poly Objects |
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351 | (1) |
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351 | (1) |
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Collapsing to a mesh object |
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351 | (1) |
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Applying the Edit Poly modifier |
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351 | (1) |
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351 | (28) |
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Editable Poly subobject modes |
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352 | (1) |
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353 | (2) |
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Tutorial: Modeling a clown head |
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355 | (1) |
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355 | (8) |
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Editing Vertex subobjects |
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363 | (3) |
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366 | (4) |
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Editing Border subobjects |
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370 | (2) |
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Editing Polygon and Element subobjects |
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372 | (4) |
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376 | (2) |
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Tutorial: Modeling a tooth |
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378 | (1) |
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379 | (2) |
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380 | (1) |
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Tutorial: Creating a checkerboard |
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380 | (1) |
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381 | (13) |
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Editable patches versus the Edit Patch modifier |
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382 | (1) |
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Selecting patch subobjects |
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382 | (2) |
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Working with patch Geometry |
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384 | (1) |
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385 | (3) |
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388 | (1) |
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388 | (2) |
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Editing patch and element subobjects |
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|
390 | (3) |
|
Tutorial: Creating a maple leaf from patches |
|
|
393 | (1) |
|
Using Modifiers on Patch Objects |
|
|
394 | (4) |
|
|
394 | (1) |
|
|
394 | (1) |
|
|
395 | (1) |
|
|
395 | (3) |
|
|
398 | (1) |
|
Chapter 14 Using the Graphite Modeling Tools and Painting with Objects |
|
|
399 | (36) |
|
Working with the Graphite Modeling Tools |
|
|
399 | (21) |
|
Using the Polygon Modeling panel |
|
|
401 | (3) |
|
Using the Modify Selection panel |
|
|
404 | (2) |
|
|
406 | (7) |
|
Editing Vertex subobjects |
|
|
413 | (2) |
|
Editing Edge and Border subobjects |
|
|
415 | (2) |
|
Editing Polygon and Element subobjects |
|
|
417 | (2) |
|
|
419 | (1) |
|
|
420 | (4) |
|
|
420 | (3) |
|
Using the Paint Deform tools |
|
|
423 | (1) |
|
Using the Selection Tools |
|
|
424 | (3) |
|
Selecting Tops, Open, and Non-Quads |
|
|
424 | (1) |
|
Copying and pasting selections |
|
|
424 | (1) |
|
|
425 | (2) |
|
Using the Object Paint Tools |
|
|
427 | (7) |
|
Selecting an object to paint with |
|
|
427 | (1) |
|
|
428 | (2) |
|
Painting with multiple objects |
|
|
430 | (1) |
|
|
431 | (1) |
|
Using the Paint Fill mode |
|
|
432 | (1) |
|
Painting with animated objects |
|
|
432 | (1) |
|
Tutorial: Painting a scar |
|
|
433 | (1) |
|
|
434 | (1) |
|
Part IV Materials, Cameras, and Lighting Basics |
|
|
435 | (132) |
|
Chapter 15 Using the Slate Material Editor |
|
|
437 | (16) |
|
Understanding Material Properties |
|
|
437 | (3) |
|
|
437 | (1) |
|
|
438 | (1) |
|
Reflection and refraction |
|
|
439 | (1) |
|
Shininess and specular highlights |
|
|
439 | (1) |
|
|
439 | (1) |
|
Working with the Slate Material Editor |
|
|
440 | (8) |
|
Using the Slate Material Editor controls |
|
|
440 | (2) |
|
Loading the Material Node View panel |
|
|
442 | (1) |
|
Navigating the Material Node View panel |
|
|
442 | (2) |
|
Selecting and applying materials |
|
|
444 | (1) |
|
Changing the material preview |
|
|
444 | (1) |
|
Selecting objects by material |
|
|
445 | (1) |
|
Setting Slate Material Editor preferences |
|
|
445 | (1) |
|
Removing materials and maps |
|
|
445 | (1) |
|
Using the Fix Ambient utility |
|
|
446 | (1) |
|
Tutorial: Coloring Easter eggs |
|
|
446 | (2) |
|
Using the Material/Map Browser |
|
|
448 | (1) |
|
|
448 | (1) |
|
Tutorial: Loading a custom material library |
|
|
449 | (1) |
|
Using the Material Explorer |
|
|
449 | (3) |
|
|
452 | (1) |
|
Chapter 16 Creating and Applying Standard Materials |
|
|
453 | (14) |
|
Using the Standard Material |
|
|
453 | (1) |
|
|
453 | (7) |
|
|
454 | (2) |
|
|
456 | (1) |
|
|
457 | (1) |
|
|
457 | (1) |
|
|
458 | (1) |
|
|
458 | (1) |
|
|
458 | (1) |
|
|
459 | (1) |
|
Tutorial: Making curtains translucent |
|
|
459 | (1) |
|
Accessing Other Parameters |
|
|
460 | (5) |
|
Extended Parameters rollout |
|
|
460 | (1) |
|
|
461 | (1) |
|
|
462 | (1) |
|
Dynamic Properties rollout |
|
|
463 | (1) |
|
|
463 | (1) |
|
Mental ray connection rollout |
|
|
463 | (1) |
|
Tutorial: Coloring a dolphin |
|
|
463 | (2) |
|
|
465 | (2) |
|
Chapter 17 Adding Material Details with Maps |
|
|
467 | (40) |
|
|
467 | (1) |
|
|
467 | (1) |
|
Enabling the global viewport rendering setting |
|
|
468 | (1) |
|
|
468 | (1) |
|
|
468 | (3) |
|
Connecting maps to materials |
|
|
469 | (2) |
|
|
471 | (25) |
|
|
471 | (11) |
|
|
482 | (6) |
|
|
488 | (2) |
|
|
490 | (2) |
|
|
492 | (4) |
|
|
496 | (4) |
|
Tutorial: Aging objects for realism |
|
|
498 | (2) |
|
Using the Map Path Utility |
|
|
500 | (1) |
|
|
500 | (1) |
|
Creating Textures with External Tools |
|
|
501 | (4) |
|
Creating material textures using Photoshop |
|
|
501 | (2) |
|
|
503 | (1) |
|
|
504 | (1) |
|
Tutorial: Creating a fishing net |
|
|
504 | (1) |
|
|
505 | (2) |
|
Chapter 18 Creating Compound Materials and Using Material Modifiers |
|
|
507 | (14) |
|
|
507 | (7) |
|
|
508 | (1) |
|
|
509 | (1) |
|
|
510 | (1) |
|
|
510 | (1) |
|
Tutorial: Creating a patchwork quilt |
|
|
510 | (2) |
|
|
512 | (1) |
|
|
513 | (1) |
|
|
513 | (1) |
|
|
513 | (1) |
|
Tutorial: Surfing the waves |
|
|
513 | (1) |
|
Applying Multiple Materials |
|
|
514 | (2) |
|
|
514 | (1) |
|
Tutorial: Mapping die faces |
|
|
515 | (1) |
|
Using the Clean MultiMaterial utility |
|
|
515 | (1) |
|
|
516 | (4) |
|
|
516 | (1) |
|
MaterialByElement modifier |
|
|
516 | (1) |
|
Tutorial: Creating random marquee lights with the MaterialByElement modifier |
|
|
517 | (1) |
|
Disp Approx and Displace Mesh modifiers |
|
|
517 | (1) |
|
Tutorial: Displacing geometry with a bitmap |
|
|
518 | (2) |
|
|
520 | (1) |
|
Chapter 19 Configuring and Aiming Cameras |
|
|
521 | (16) |
|
Learning to Work with Cameras |
|
|
521 | (8) |
|
|
522 | (1) |
|
|
522 | (1) |
|
Tutorial: Setting up an opponent's view |
|
|
523 | (1) |
|
|
524 | (2) |
|
|
526 | (1) |
|
Tutorial: Watching a rocket |
|
|
526 | (1) |
|
|
526 | (2) |
|
Tutorial: Seeing the dinosaur's good side |
|
|
528 | (1) |
|
Setting Camera Parameters |
|
|
529 | (7) |
|
Lens settings and field of view |
|
|
529 | (1) |
|
Camera type and display options |
|
|
530 | (1) |
|
Environment ranges and clipping planes |
|
|
530 | (1) |
|
Camera Correction modifier |
|
|
531 | (1) |
|
Creating multi-pass camera effects |
|
|
531 | (1) |
|
Using the Depth of Field effect |
|
|
531 | (2) |
|
Tutorial: Applying a Depth of Field effect to a row of windmills |
|
|
533 | (1) |
|
Using the Motion Blur effect |
|
|
534 | (1) |
|
Tutorial: Using a Motion Blur multi-pass camera effect |
|
|
535 | (1) |
|
|
536 | (1) |
|
Chapter 20 Using Lights and Basic Lighting Techniques |
|
|
537 | (30) |
|
Understanding the Basics of Lighting |
|
|
537 | (3) |
|
Natural and artificial light |
|
|
537 | (1) |
|
A standard lighting method |
|
|
538 | (1) |
|
|
539 | (1) |
|
Getting to Know the Light Types |
|
|
540 | (3) |
|
|
540 | (1) |
|
|
541 | (1) |
|
|
541 | (1) |
|
|
542 | (1) |
|
Creating and Positioning Light Objects |
|
|
543 | (3) |
|
|
543 | (1) |
|
Viewing lights and shadows in the viewport |
|
|
543 | (1) |
|
|
544 | (1) |
|
|
545 | (1) |
|
Tutorial: Lighting the snowman's face |
|
|
545 | (1) |
|
Viewing a Scene from a Light |
|
|
546 | (2) |
|
|
546 | (2) |
|
Tutorial: Lighting a lamp |
|
|
548 | (1) |
|
Altering Light Parameters |
|
|
548 | (7) |
|
|
549 | (1) |
|
The Intensity/Color/Attenuation rollout |
|
|
550 | (1) |
|
Spotlight and directional light parameters |
|
|
550 | (1) |
|
|
551 | (1) |
|
|
551 | (1) |
|
|
552 | (1) |
|
Manipulating Hotspot and Falloff cones |
|
|
552 | (1) |
|
Photometric light parameters |
|
|
552 | (3) |
|
Using the Sunlight and Daylight Systems |
|
|
555 | (3) |
|
|
555 | (1) |
|
Understanding Azimuth and Altitude |
|
|
556 | (1) |
|
|
557 | (1) |
|
|
557 | (1) |
|
Tutorial: Animating a day in 20 seconds |
|
|
557 | (1) |
|
|
558 | (7) |
|
|
559 | (1) |
|
Tutorial: Showing car headlights |
|
|
560 | (1) |
|
Tutorial: Creating laser beams |
|
|
561 | (1) |
|
Using projector maps and raytraced shadows |
|
|
562 | (1) |
|
Tutorial: Projecting a trumpet image on a scene |
|
|
563 | (1) |
|
Tutorial: Creating a stained-glass window |
|
|
563 | (2) |
|
|
565 | (2) |
|
Part V Animation and Rendering Basics |
|
|
567 | (68) |
|
Chapter 21 Understanding Animation and Keyframes |
|
|
569 | (24) |
|
|
569 | (2) |
|
|
570 | (1) |
|
Setting speed and direction |
|
|
570 | (1) |
|
|
571 | (1) |
|
|
571 | (4) |
|
|
572 | (1) |
|
|
572 | (1) |
|
Tutorial: Rotating a windmill's blades |
|
|
573 | (1) |
|
Copying parameter animation keys |
|
|
574 | (1) |
|
Deleting all object animation keys |
|
|
575 | (1) |
|
|
575 | (1) |
|
Viewing and Editing Key Values |
|
|
576 | (1) |
|
|
577 | (4) |
|
|
578 | (1) |
|
|
578 | (2) |
|
Tutorial: Making an airplane follow a looping path |
|
|
580 | (1) |
|
Using the Follow/Bank utility |
|
|
580 | (1) |
|
|
581 | (1) |
|
|
582 | (2) |
|
|
584 | (5) |
|
|
584 | (1) |
|
Tutorial: Animating darts hitting a dartboard |
|
|
584 | (1) |
|
|
585 | (1) |
|
|
586 | (1) |
|
Creating Image File Lists |
|
|
587 | (1) |
|
Generating IFL files with the IFL Manager Utility |
|
|
587 | (1) |
|
|
588 | (1) |
|
|
589 | (2) |
|
|
589 | (2) |
|
|
591 | (1) |
|
|
591 | (1) |
|
|
591 | (2) |
|
Chapter 22 Animating with Constraints and Simple Controllers |
|
|
593 | (20) |
|
Restricting Movement with Constraints |
|
|
593 | (11) |
|
|
594 | (1) |
|
Working with the constraints |
|
|
594 | (10) |
|
Understanding Controller Types |
|
|
604 | (1) |
|
|
604 | (3) |
|
Automatically assigned controllers |
|
|
604 | (1) |
|
Assigning controllers with the Animation menu |
|
|
605 | (1) |
|
Assigning controllers in the Motion panel |
|
|
606 | (1) |
|
Assigning controllers in the Track View |
|
|
606 | (1) |
|
Setting default controllers |
|
|
607 | (1) |
|
Examining Some Simple Controllers |
|
|
607 | (5) |
|
|
609 | (1) |
|
|
609 | (3) |
|
|
612 | (1) |
|
Chapter 23 Rendering a Scene and Enabling Quicksilver |
|
|
613 | (22) |
|
|
613 | (10) |
|
|
614 | (2) |
|
|
616 | (3) |
|
|
619 | (1) |
|
Adding pre-render and post-render scripts |
|
|
619 | (1) |
|
|
620 | (1) |
|
Scanline A-Buffer renderer |
|
|
620 | (2) |
|
Quicksilver Hardware Renderer |
|
|
622 | (1) |
|
|
623 | (2) |
|
Using the Rendered Frame Window |
|
|
625 | (2) |
|
|
626 | (1) |
|
Previewing with ActiveShade |
|
|
627 | (1) |
|
|
627 | (3) |
|
Using Command-Line Rendering |
|
|
630 | (1) |
|
Creating Panoramic Images |
|
|
630 | (1) |
|
|
631 | (1) |
|
|
632 | (2) |
|
Defining the rendered environment |
|
|
632 | (2) |
|
|
634 | (1) |
|
Part VI Advanced Modeling |
|
|
635 | (124) |
|
Chapter 24 Building Complex Scenes with Containers and XRefs and Using Asset Tracking |
|
|
637 | (18) |
|
|
637 | (5) |
|
Creating and filling containers |
|
|
638 | (2) |
|
Closing and saving containers |
|
|
640 | (1) |
|
Updating and reloading containers |
|
|
640 | (1) |
|
|
640 | (1) |
|
|
641 | (1) |
|
Setting global container preferences |
|
|
642 | (1) |
|
Referencing External Objects |
|
|
642 | (8) |
|
|
643 | (3) |
|
|
646 | (2) |
|
|
648 | (1) |
|
|
649 | (1) |
|
|
649 | (1) |
|
|
649 | (1) |
|
|
649 | (1) |
|
Setting Up Asset Tracking |
|
|
650 | (4) |
|
Checking in and checking out |
|
|
651 | (1) |
|
Using the Asset Tracking interface |
|
|
651 | (1) |
|
|
651 | (1) |
|
Selecting a working folder |
|
|
652 | (1) |
|
Getting and adding Vault files |
|
|
652 | (1) |
|
Loading older file versions |
|
|
653 | (1) |
|
|
653 | (1) |
|
|
654 | (1) |
|
|
654 | (1) |
|
Chapter 25 Working with the Schematic View |
|
|
655 | (20) |
|
Using the Schematic View Window |
|
|
655 | (9) |
|
The Graph Editors menu options |
|
|
655 | (1) |
|
The Schematic View interface |
|
|
656 | (3) |
|
Working with Schematic View nodes |
|
|
659 | (5) |
|
|
664 | (4) |
|
Using the Display floater |
|
|
664 | (1) |
|
|
665 | (1) |
|
Copying modifiers and materials between nodes |
|
|
666 | (1) |
|
Assigning controllers and wiring parameters |
|
|
666 | (1) |
|
Tutorial: Linking a character with the Schematic View |
|
|
666 | (2) |
|
Setting Schematic View Preferences |
|
|
668 | (4) |
|
|
668 | (1) |
|
Working with grids and backgrounds |
|
|
669 | (1) |
|
|
670 | (1) |
|
Tutorial: Adding a background image to the Schematic View |
|
|
670 | (2) |
|
|
672 | (1) |
|
|
673 | (2) |
|
Chapter 26 Deforming Surfaces and Using the Mesh Modifiers |
|
|
675 | (20) |
|
The Basics of Deformation Painting |
|
|
675 | (3) |
|
|
675 | (2) |
|
|
677 | (1) |
|
Using the Deformation Brushes |
|
|
678 | (2) |
|
Controlling the deformation direction |
|
|
678 | (1) |
|
|
678 | (1) |
|
|
678 | (1) |
|
Using the Relax and Revert brushes |
|
|
678 | (1) |
|
Tutorial: Adding veins to a forearm |
|
|
679 | (1) |
|
|
680 | (1) |
|
Primitive Maintenance Modifiers |
|
|
681 | (1) |
|
|
681 | (1) |
|
|
681 | (1) |
|
|
682 | (8) |
|
|
682 | (1) |
|
|
682 | (1) |
|
|
683 | (1) |
|
|
683 | (1) |
|
Tutorial: Extruding a bullet |
|
|
684 | (1) |
|
|
684 | (2) |
|
Tutorial: Creating a low-res hand |
|
|
686 | (1) |
|
|
687 | (1) |
|
|
688 | (1) |
|
|
688 | (1) |
|
Tutorial: Creating symmetrical antlers |
|
|
688 | (2) |
|
|
690 | (1) |
|
|
690 | (1) |
|
|
690 | (2) |
|
|
690 | (1) |
|
|
691 | (1) |
|
|
691 | (1) |
|
Subdivision Surface Modifiers |
|
|
692 | (2) |
|
|
692 | (1) |
|
|
692 | (1) |
|
Tutorial: Smoothing a birdbath |
|
|
692 | (1) |
|
|
693 | (1) |
|
|
694 | (1) |
|
Chapter 27 Working with Compound Objects |
|
|
695 | (38) |
|
Understanding Compound Object Types |
|
|
695 | (1) |
|
|
696 | (2) |
|
|
696 | (1) |
|
Morph objects versus the Morph modifier |
|
|
697 | (1) |
|
Tutorial: Morphing a woman's face |
|
|
697 | (1) |
|
|
698 | (3) |
|
Setting a vertex projection direction |
|
|
699 | (1) |
|
Tutorial: Placing a facial scar |
|
|
700 | (1) |
|
Creating a ShapeMerge Object |
|
|
701 | (2) |
|
Cookie Cutter and Merge options |
|
|
701 | (1) |
|
Tutorial: Using the ShapeMerge compound object |
|
|
702 | (1) |
|
Creating a Terrain Object |
|
|
703 | (3) |
|
|
704 | (1) |
|
Tutorial: Creating an island with the Terrain compound object |
|
|
704 | (2) |
|
|
706 | (1) |
|
Working with BlobMesh Objects |
|
|
706 | (2) |
|
Setting BlobMesh parameters |
|
|
707 | (1) |
|
Tutorial: Creating icy geometry with BlobMesh |
|
|
707 | (1) |
|
Creating a Scatter Object |
|
|
708 | (4) |
|
Working with Source objects |
|
|
709 | (1) |
|
Working with Distribution objects |
|
|
710 | (1) |
|
|
711 | (1) |
|
Speeding updates with a proxy |
|
|
711 | (1) |
|
Loading and saving presets |
|
|
711 | (1) |
|
Tutorial: Covering the island with trees |
|
|
711 | (1) |
|
|
712 | (2) |
|
|
713 | (1) |
|
Tutorial: Creating a park bench |
|
|
713 | (1) |
|
|
714 | (12) |
|
Using the Get Shape and Get Path buttons |
|
|
715 | (1) |
|
Controlling surface parameters |
|
|
715 | (1) |
|
|
715 | (1) |
|
|
716 | (1) |
|
Tutorial: Designing a slip-proof hanger |
|
|
717 | (1) |
|
|
718 | (1) |
|
The Deformation window interface |
|
|
718 | (3) |
|
|
721 | (1) |
|
|
721 | (1) |
|
|
721 | (1) |
|
|
721 | (1) |
|
|
722 | (1) |
|
Modifying Loft subobjects |
|
|
723 | (1) |
|
|
724 | (1) |
|
|
724 | (1) |
|
Tutorial: Creating drapes |
|
|
725 | (1) |
|
Loft objects versus surface tools |
|
|
725 | (1) |
|
Working with ProBoolean and ProCutter Objects |
|
|
726 | (5) |
|
|
726 | (3) |
|
Tutorial: Creating a keyhole |
|
|
729 | (1) |
|
|
730 | (1) |
|
Tutorial: Creating a jigsaw puzzle |
|
|
730 | (1) |
|
|
731 | (2) |
|
Chapter 28 Working with Solids and Body Objects |
|
|
733 | (8) |
|
|
733 | (1) |
|
Converting Max Objects to Body Objects |
|
|
734 | (1) |
|
Working with Body Objects |
|
|
735 | (3) |
|
|
735 | (1) |
|
Applying modifiers to Body Objects |
|
|
736 | (1) |
|
Using Boolean operations with Body Objects |
|
|
736 | (1) |
|
Using the Join Bodies and Body Cutter features |
|
|
736 | (2) |
|
Setting display and rendering properties |
|
|
738 | (1) |
|
|
738 | (1) |
|
|
739 | (2) |
|
Chapter 29 Adding and Styling Hair and Fur, and Using Cloth |
|
|
741 | (18) |
|
|
741 | (1) |
|
|
742 | (5) |
|
|
742 | (1) |
|
|
743 | (2) |
|
Tutorial: Adding a spline fringe to a quilt |
|
|
745 | (2) |
|
|
747 | (5) |
|
Using the Style interface |
|
|
747 | (2) |
|
Tutorial: Creating a set of fuzzy dice |
|
|
749 | (1) |
|
|
750 | (1) |
|
|
750 | (2) |
|
|
752 | (1) |
|
|
752 | (1) |
|
|
753 | (5) |
|
Using Garment Maker to define cloth |
|
|
753 | (2) |
|
Creating cloth from geometry objects |
|
|
755 | (1) |
|
Tutorial: Clothing a 3D model |
|
|
756 | (2) |
|
|
758 | (1) |
|
Part VII Advanced Materials |
|
|
759 | (68) |
|
Chapter 30 Using Specialized Material Types |
|
|
761 | (12) |
|
Using the Matte/Shadow Material |
|
|
761 | (2) |
|
Matte/Shadow Basic Parameters rollout |
|
|
761 | (1) |
|
Tutorial: Adding 3D objects to a scene |
|
|
762 | (1) |
|
Using the Ink `n' Paint Material |
|
|
763 | (2) |
|
Controlling paint and ink |
|
|
763 | (1) |
|
Tutorial: Cartooning a turtle |
|
|
764 | (1) |
|
Using Architectural Materials |
|
|
765 | (1) |
|
Using the DirectX and MetaSL Shader Material |
|
|
766 | (1) |
|
Using mental ray Materials and Shaders |
|
|
767 | (5) |
|
|
768 | (1) |
|
Accessing mental ray materials and shaders |
|
|
769 | (1) |
|
Using the Autodesk Material Library and the Arch & Design materials |
|
|
769 | (1) |
|
|
770 | (1) |
|
Using the Car Paint material |
|
|
771 | (1) |
|
Combining bump and displacement maps |
|
|
771 | (1) |
|
Using the Subsurface Scattering materials |
|
|
771 | (1) |
|
|
772 | (1) |
|
Chapter 31 Painting in the Viewport Canvas and Rendering Surface Maps |
|
|
773 | (16) |
|
Using the Viewport Canvas |
|
|
773 | (10) |
|
Setting up an object for painting |
|
|
774 | (1) |
|
|
775 | (2) |
|
|
777 | (1) |
|
|
778 | (2) |
|
|
780 | (1) |
|
|
780 | (2) |
|
|
782 | (1) |
|
|
783 | (3) |
|
|
783 | (1) |
|
Painting vertices with the Vertex Paint modifier |
|
|
783 | (2) |
|
Tutorial: Marking heart tension |
|
|
785 | (1) |
|
The Assign Vertex Color utility |
|
|
786 | (1) |
|
|
786 | (2) |
|
|
788 | (1) |
|
Chapter 32 Unwrapping UVs and Mapping Textures |
|
|
789 | (26) |
|
|
789 | (4) |
|
|
790 | (1) |
|
Tutorial: Using the UVW Map modifier to apply decals |
|
|
790 | (2) |
|
UVW Mapping Add and Clear modifiers |
|
|
792 | (1) |
|
|
793 | (1) |
|
|
793 | (1) |
|
|
793 | (1) |
|
Using the Unwrap UVW Modifier |
|
|
793 | (15) |
|
|
793 | (6) |
|
Tutorial: Controlling the mapping of a covered wagon |
|
|
799 | (3) |
|
|
802 | (1) |
|
|
803 | (1) |
|
Using the Quick Planar Map |
|
|
803 | (1) |
|
|
804 | (1) |
|
Tutorial: Creating a mapping for a fighter plane |
|
|
804 | (2) |
|
|
806 | (1) |
|
Tutorial: Spline mapping a snake |
|
|
807 | (1) |
|
|
808 | (6) |
|
|
809 | (1) |
|
Positioning the projection gizmo |
|
|
809 | (2) |
|
Stretching the pelt mapping |
|
|
811 | (1) |
|
Tutorial: Using pelt mapping |
|
|
812 | (2) |
|
|
814 | (1) |
|
Chapter 33 Creating Baked Textures and Normal Maps |
|
|
815 | (12) |
|
|
815 | (2) |
|
Using the Map Channel Info dialog box |
|
|
816 | (1) |
|
Select by Channel modifier |
|
|
817 | (1) |
|
|
817 | (5) |
|
|
818 | (1) |
|
Selecting objects to bake |
|
|
818 | (1) |
|
|
819 | (1) |
|
Baked Material and Automatic Mapping settings |
|
|
820 | (1) |
|
Tutorial: Baking the textures for a dog model |
|
|
821 | (1) |
|
|
822 | (4) |
|
Using the Projection modifier |
|
|
823 | (1) |
|
Setting Projection Mapping options |
|
|
823 | (1) |
|
Tutorial: Creating a normal map for an optimized gator |
|
|
824 | (2) |
|
|
826 | (1) |
|
Part VIII Advanced Animation Techniques |
|
|
827 | (92) |
|
Chapter 34 Using Animation Layers, Modifiers, and Complex Controllers |
|
|
829 | (34) |
|
Using the Animation Layers Toolbar |
|
|
829 | (2) |
|
Working with Animation Layers |
|
|
831 | (2) |
|
Enabling animation layers |
|
|
831 | (1) |
|
Setting animation layers properties |
|
|
832 | (1) |
|
Collapsing animation layers |
|
|
832 | (1) |
|
Tutorial: Using animation layers for a plane takeoff |
|
|
832 | (1) |
|
|
833 | (1) |
|
Saving general animations |
|
|
834 | (1) |
|
Loading Animation Sequences |
|
|
834 | (3) |
|
|
835 | (1) |
|
Using the Map Animation dialog box |
|
|
836 | (1) |
|
|
836 | (1) |
|
Baking Animation Keys with the Point Cache Modifier |
|
|
837 | (2) |
|
Tutorial: Trees in a hurricane |
|
|
838 | (1) |
|
Using the Animation Modifiers |
|
|
839 | (9) |
|
|
839 | (1) |
|
Tutorial: Morphing facial expressions |
|
|
840 | (1) |
|
|
841 | (4) |
|
|
845 | (1) |
|
PatchDeform and SurfDeform modifiers |
|
|
845 | (1) |
|
Tutorial: Deforming a car going over a hill |
|
|
846 | (1) |
|
|
846 | (1) |
|
|
846 | (2) |
|
SplinelK Control modifier |
|
|
848 | (1) |
|
Attribute Holder modifier |
|
|
848 | (1) |
|
Examining Complex Controllers |
|
|
848 | (14) |
|
|
848 | (1) |
|
Position track controllers |
|
|
849 | (6) |
|
Rotation and Scale track controllers |
|
|
855 | (1) |
|
|
855 | (7) |
|
|
862 | (1) |
|
Chapter 35 Animating with the Expression Controller and Wiring Parameters |
|
|
863 | (18) |
|
Working with Expressions in Spinners |
|
|
863 | (1) |
|
Understanding the Expression Controller Interface |
|
|
864 | (6) |
|
|
865 | (1) |
|
|
866 | (1) |
|
Debugging and evaluating expressions |
|
|
867 | (1) |
|
|
868 | (1) |
|
Tutorial: Creating following eyes |
|
|
868 | (2) |
|
Using Expression Controllers |
|
|
870 | (2) |
|
Animating transforms with the Expression controller |
|
|
870 | (1) |
|
Animating parameters with the Float Expression controller |
|
|
870 | (1) |
|
Tutorial: Inflating a balloon |
|
|
870 | (2) |
|
Animating materials with the Expression controller |
|
|
872 | (1) |
|
|
872 | (3) |
|
Using the Parameter Wiring dialog box |
|
|
872 | (1) |
|
|
873 | (1) |
|
Tutorial: Controlling a crocodile's bite |
|
|
874 | (1) |
|
|
875 | (3) |
|
|
878 | (2) |
|
|
880 | (1) |
|
Chapter 36 Working with Function Curves in the Track View |
|
|
881 | (38) |
|
Learning the Track View Interface |
|
|
881 | (10) |
|
|
882 | (1) |
|
Track View menus and toolbars |
|
|
883 | (6) |
|
|
889 | (1) |
|
|
890 | (1) |
|
|
891 | (4) |
|
|
892 | (1) |
|
|
893 | (1) |
|
|
893 | (1) |
|
Moving, sliding, and scaling keys |
|
|
893 | (1) |
|
|
893 | (1) |
|
Using the Randomize Keys utility |
|
|
894 | (1) |
|
Using the Euler Filter utility |
|
|
894 | (1) |
|
|
894 | (1) |
|
|
895 | (1) |
|
Selecting time and the Select Keys by Time utility |
|
|
895 | (1) |
|
Deleting, cutting, copying, and pasting time |
|
|
896 | (1) |
|
Reversing, inserting, and scaling time |
|
|
896 | (1) |
|
|
896 | (1) |
|
|
896 | (11) |
|
Inserting new keys and moving keys |
|
|
897 | (1) |
|
Tutorial: Animating a monorail |
|
|
897 | (3) |
|
|
900 | (1) |
|
|
900 | (1) |
|
|
901 | (1) |
|
Tutorial: Animating a flowing river |
|
|
902 | (1) |
|
Applying out-of-range, ease, and multiplier curves |
|
|
903 | (2) |
|
Tutorial: Animating a wind-up teapot |
|
|
905 | (2) |
|
Filtering Tracks and Creating Track Sets |
|
|
907 | (2) |
|
Using the Filters dialog box |
|
|
908 | (1) |
|
|
908 | (1) |
|
|
909 | (6) |
|
|
910 | (1) |
|
|
910 | (1) |
|
Tutorial: Animating a hazard light |
|
|
910 | (2) |
|
Tutorial: Animating a checkers move |
|
|
912 | (3) |
|
Using the ProSound Plug-in |
|
|
915 | (2) |
|
Tutorial: Adding sound to an animation |
|
|
916 | (1) |
|
|
917 | (2) |
|
Part IX Working with Characters |
|
|
919 | (72) |
|
Chapter 37 Understanding Rigging and Working with Bones |
|
|
921 | (8) |
|
Creating a Rigging Workflow |
|
|
921 | (1) |
|
|
922 | (3) |
|
|
922 | (1) |
|
|
923 | (1) |
|
Tutorial: Creating a bones system for an alligator |
|
|
924 | (1) |
|
|
925 | (3) |
|
|
926 | (1) |
|
Refining and mirroring bones |
|
|
926 | (1) |
|
|
927 | (1) |
|
|
928 | (1) |
|
Making objects into bones |
|
|
928 | (1) |
|
|
928 | (1) |
|
Chapter 38 Working with Inverse Kinematics |
|
|
929 | (18) |
|
Forward Kinematics versus Inverse Kinematics |
|
|
929 | (1) |
|
Creating an Inverse Kinematics System |
|
|
930 | (4) |
|
Building and linking a system |
|
|
930 | (1) |
|
|
930 | (1) |
|
Defining joint constraints |
|
|
931 | (1) |
|
Copying, pasting, and mirroring joints |
|
|
932 | (1) |
|
|
932 | (1) |
|
|
932 | (1) |
|
Tutorial: Controlling a backhoe |
|
|
932 | (2) |
|
Using the Various Inverse Kinematics Methods |
|
|
934 | (12) |
|
|
934 | (2) |
|
|
936 | (1) |
|
History Independent IK solver |
|
|
937 | (3) |
|
History Dependent IK solver |
|
|
940 | (2) |
|
Tutorial: Animating a spyglass with the HD IK solver |
|
|
942 | (1) |
|
|
943 | (1) |
|
Tutorial: Animating a spider's leg with the IK Limb solver |
|
|
943 | (2) |
|
|
945 | (1) |
|
Tutorial: Building an IK Spline alligator |
|
|
945 | (1) |
|
|
946 | (1) |
|
Chapter 39 Animating with CAT and Creating Crowds |
|
|
947 | (26) |
|
Character Creation Workflow |
|
|
947 | (1) |
|
|
948 | (8) |
|
|
948 | (1) |
|
Modifying prebuilt CAT rigs |
|
|
949 | (2) |
|
|
951 | (1) |
|
Tutorial: Editing the head bone |
|
|
952 | (1) |
|
Building a custom CAT rig |
|
|
953 | (2) |
|
|
955 | (1) |
|
Tutorial: Building a custom CAT rig to match a skin mesh |
|
|
955 | (1) |
|
|
956 | (8) |
|
Blending absolute animation layers |
|
|
958 | (1) |
|
Using adjustment animation layers |
|
|
959 | (1) |
|
Creating a walk cycle with a CAT motion layer |
|
|
959 | (3) |
|
Tutorial: Animating a character walking along a path |
|
|
962 | (2) |
|
|
964 | (3) |
|
|
964 | (1) |
|
|
964 | (2) |
|
Tutorial: Adding muscles to a rig |
|
|
966 | (1) |
|
|
967 | (5) |
|
Using Crowd and Delegate helpers |
|
|
967 | (1) |
|
|
967 | (2) |
|
Setting delegate parameters |
|
|
969 | (1) |
|
|
969 | (1) |
|
|
970 | (1) |
|
Tutorial: Rabbits in the forest |
|
|
971 | (1) |
|
|
972 | (1) |
|
Chapter 40 Skinning Characters |
|
|
973 | (18) |
|
Understanding Your Character |
|
|
973 | (2) |
|
The curse and blessing of symmetry |
|
|
974 | (1) |
|
|
974 | (1) |
|
|
975 | (14) |
|
Understanding the skinning process |
|
|
975 | (1) |
|
|
975 | (11) |
|
Using the Skin Wrap modifiers |
|
|
986 | (1) |
|
Tutorial: Making a simple squirt bottle walk |
|
|
986 | (1) |
|
Using the Skin Morph modifier |
|
|
987 | (1) |
|
Tutorial: Bulging arm muscles |
|
|
987 | (2) |
|
Using Character Animation Techniques |
|
|
989 | (1) |
|
|
989 | (2) |
|
|
991 | (84) |
|
Chapter 41 Creating Particles and Particle Flow |
|
|
993 | (30) |
|
Understanding the Various Particle Systems |
|
|
993 | (1) |
|
Creating a Particle System |
|
|
994 | (1) |
|
Using the Spray and Snow Particle Systems |
|
|
995 | (2) |
|
Tutorial: Creating rain showers |
|
|
995 | (1) |
|
Tutorial: Creating a snowstorm |
|
|
996 | (1) |
|
Using the Super Spray Particle System |
|
|
997 | (11) |
|
Super Spray Basic Parameters rollout |
|
|
997 | (1) |
|
Particle Generation rollout |
|
|
998 | (1) |
|
|
999 | (5) |
|
Rotation and Collision rollout |
|
|
1004 | (1) |
|
Tutorial: Basketball shooting practice |
|
|
1005 | (1) |
|
Object Motion Inheritance rollout |
|
|
1006 | (1) |
|
|
1006 | (1) |
|
|
1007 | (1) |
|
Load/Save Presets rollout |
|
|
1008 | (1) |
|
Using the Blizzard Particle System |
|
|
1008 | (1) |
|
Using the PArray Particle System |
|
|
1009 | (2) |
|
Splitting an object into fragments |
|
|
1010 | (1) |
|
Tutorial: Creating rising steam |
|
|
1010 | (1) |
|
Using the PCloud Particle System |
|
|
1011 | (1) |
|
Using Particle System Maps |
|
|
1011 | (2) |
|
Using the Particle Age map |
|
|
1012 | (1) |
|
Using the Particle MBlur map |
|
|
1012 | (1) |
|
Tutorial: Creating jet engine flames |
|
|
1012 | (1) |
|
Controlling Particles with Particle Flow |
|
|
1013 | (8) |
|
|
1013 | (1) |
|
|
1014 | (1) |
|
|
1015 | (1) |
|
Tutorial: Creating an avalanche |
|
|
1015 | (1) |
|
Using Particle Flow helpers |
|
|
1016 | (1) |
|
|
1016 | (1) |
|
Tutorial: Moths chasing a light |
|
|
1017 | (1) |
|
|
1018 | (1) |
|
Tutorial: Firing at a fleeing spaceship |
|
|
1019 | (2) |
|
|
1021 | (2) |
|
Chapter 42 Using Space Warps |
|
|
1023 | (22) |
|
Creating and Binding Space Warps |
|
|
1023 | (1) |
|
|
1023 | (1) |
|
Binding a Space Warp to an object |
|
|
1024 | (1) |
|
Understanding Space Warp Types |
|
|
1024 | (17) |
|
|
1024 | (8) |
|
|
1032 | (3) |
|
Geometric/Deformable Space Warps |
|
|
1035 | (5) |
|
Modifier-Based Space Warps |
|
|
1040 | (1) |
|
Combining Particle Systems with Space Warps |
|
|
1041 | (3) |
|
Tutorial: Shattering glass |
|
|
1041 | (2) |
|
Tutorial: Making water flow down a trough |
|
|
1043 | (1) |
|
|
1044 | (1) |
|
Chapter 43 Simulating Physics-Based Motion with reactor |
|
|
1045 | (22) |
|
|
1045 | (1) |
|
|
1046 | (2) |
|
|
1046 | (1) |
|
Tutorial: Filling a glass bowl |
|
|
1047 | (1) |
|
Using reactor Collections |
|
|
1048 | (6) |
|
|
1050 | (1) |
|
Setting object properties |
|
|
1050 | (3) |
|
Tutorial: Throwing a shirt over a chair |
|
|
1053 | (1) |
|
|
1054 | (5) |
|
|
1055 | (1) |
|
|
1055 | (1) |
|
|
1055 | (1) |
|
|
1056 | (1) |
|
|
1056 | (1) |
|
Tutorial: Smashing a gingerbread house |
|
|
1056 | (2) |
|
|
1058 | (1) |
|
Tutorial: Working with water |
|
|
1058 | (1) |
|
Calculating and Previewing a Simulation |
|
|
1059 | (3) |
|
|
1059 | (1) |
|
|
1060 | (1) |
|
|
1061 | (1) |
|
Tutorial: Dropping a plate of donuts |
|
|
1061 | (1) |
|
|
1062 | (4) |
|
Using a Constraint Solver |
|
|
1063 | (1) |
|
|
1063 | (1) |
|
Tutorial: Swinging into a wall |
|
|
1064 | (2) |
|
|
1066 | (1) |
|
|
1066 | (1) |
|
Chapter 44 Animating Hair and Cloth |
|
|
1067 | (8) |
|
|
1067 | (3) |
|
|
1067 | (1) |
|
|
1068 | (1) |
|
|
1068 | (1) |
|
|
1069 | (1) |
|
|
1069 | (1) |
|
Tutorial: Simulating hair dynamics |
|
|
1069 | (1) |
|
Simulating Cloth Dynamics |
|
|
1070 | (4) |
|
Defining cloth properties and forces |
|
|
1070 | (1) |
|
Creating a cloth simulation |
|
|
1071 | (1) |
|
|
1072 | (1) |
|
Tutorial: Draping cloth over a jet |
|
|
1072 | (2) |
|
|
1074 | (1) |
|
Part XI Advanced Lighting and Rendering |
|
|
1075 | (82) |
|
Chapter 45 Working with Advanced Lighting, Light Tracing, and Radiosity |
|
|
1077 | (18) |
|
Selecting Advanced Lighting |
|
|
1077 | (5) |
|
|
1078 | (1) |
|
|
1078 | (3) |
|
Tutorial: Viewing color bleeding |
|
|
1081 | (1) |
|
Using Local Advanced Lighting Settings |
|
|
1082 | (1) |
|
Tutorial: Excluding Objects from Light Tracing |
|
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1083 | (1) |
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1084 | (6) |
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1085 | (4) |
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Tutorial: Lighting a house interior with radiosity |
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1089 | (1) |
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Using Local and Global Advanced Lighting Settings |
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1090 | (1) |
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Working with Advanced Lighting Materials |
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1091 | (1) |
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Advanced Lighting Override |
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1091 | (1) |
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1092 | (1) |
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1092 | (2) |
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1094 | (1) |
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Chapter 46 Using Atmospheric and Render Effects |
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1095 | (32) |
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1095 | (4) |
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Automatic, Linear, and Logarithmic Exposure Control |
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1096 | (1) |
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Pseudo Color Exposure Control |
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1096 | (1) |
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Photographic Exposure Control |
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1097 | (1) |
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Tutorial: Using the Logarithmic Exposure Control |
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1098 | (1) |
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Creating Atmospheric Effects |
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1099 | (1) |
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Working with the Atmospheric Apparatus |
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1099 | (1) |
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Adding effects to a scene |
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1099 | (1) |
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1100 | (5) |
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Tutorial: Creating the sun |
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1102 | (1) |
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Tutorial: Creating clouds |
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1103 | (2) |
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1105 | (3) |
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Using the Volume Fog effect |
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1106 | (1) |
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Tutorial: Creating a swamp scene |
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1107 | (1) |
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Using the Volume Light effect |
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1107 | (1) |
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1108 | (2) |
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1110 | (12) |
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Global Lens Effects Parameters |
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1110 | (2) |
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1112 | (3) |
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Tutorial: Creating shocking electricity from a plug outlet |
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1115 | (1) |
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1116 | (1) |
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1117 | (1) |
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1117 | (1) |
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1118 | (1) |
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1118 | (1) |
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1118 | (1) |
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1119 | (2) |
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Tutorial: Making an airplane sparkle |
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1121 | (1) |
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Using Other Render Effects |
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1122 | (4) |
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1122 | (1) |
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Brightness and Contrast render effect |
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1123 | (1) |
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Color Balance render effect |
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1123 | (1) |
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File Output render effect |
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1124 | (1) |
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1124 | (1) |
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Motion Blur render effect |
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1125 | (1) |
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Depth of Field render effect |
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1125 | (1) |
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1126 | (1) |
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Chapter 47 Rendering with mental ray |
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1127 | (14) |
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1127 | (2) |
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1128 | (1) |
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Mental ray Lights and Shadows |
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1129 | (4) |
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Enabling mental ray Shadow Maps |
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1130 | (1) |
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Using mental ray Sun & Sky |
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1130 | (2) |
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Using mental ray Sky Portal |
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1132 | (1) |
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Understanding Caustics and Photons |
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1133 | (3) |
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Tutorial: Using Caustic Photons to create a disco ball |
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1133 | (1) |
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Enabling caustics and global illumination for objects |
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1134 | (2) |
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Controlling Indirect Illumination |
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1136 | (3) |
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1137 | (1) |
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1138 | (1) |
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1138 | (1) |
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1139 | (2) |
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Chapter 48 Batch and Network Rendering |
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1141 | (16) |
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1141 | (2) |
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Using the Batch Render tool |
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1141 | (1) |
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1142 | (1) |
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Creating a stand-alone executable |
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1143 | (1) |
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Understanding Network Rendering |
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1143 | (1) |
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Setting Up a Network Rendering System |
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1144 | (1) |
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Starting the Network Rendering System |
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1144 | (6) |
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Tutorial: Initializing the network rendering system |
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1145 | (1) |
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Tutorial: Completing your first network rendering job |
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1146 | (3) |
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1149 | (1) |
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Configuring the Network Manager and Servers |
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|
1150 | (2) |
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The network manager settings |
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1150 | (1) |
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The network servers settings |
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1151 | (1) |
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1152 | (1) |
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1152 | (3) |
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1153 | (1) |
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1154 | (1) |
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1155 | (2) |
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Part XII MAXScript and Plug-Ins |
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|
1157 | (46) |
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Chapter 49 Automating with MAXScript |
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1159 | (36) |
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|
1159 | (1) |
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1160 | (11) |
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|
1160 | (1) |
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The MAXScript Utility rollout |
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1160 | (1) |
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Tutorial: Using the SphereArray script |
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1161 | (1) |
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The MAXScript Listener window |
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1162 | (2) |
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Tutorial: Talking to the MAXScript interpreter |
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1164 | (2) |
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1166 | (1) |
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1166 | (2) |
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Tutorial: Recording a simple script |
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1168 | (1) |
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1169 | (2) |
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Setting MAXScript Preferences |
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1171 | (1) |
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1172 | (1) |
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1172 | (1) |
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1173 | (1) |
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Scripted right-click menus |
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1173 | (1) |
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1173 | (1) |
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|
1173 | (1) |
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Writing Your Own MAXScripts |
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|
1173 | (15) |
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|
1173 | (2) |
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Tutorial: Using variables |
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|
1175 | (1) |
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Program flow and comments |
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|
1175 | (1) |
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1176 | (2) |
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1178 | (1) |
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1179 | (1) |
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|
1180 | (1) |
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1181 | (1) |
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Tutorial: Creating a school of fish |
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|
1182 | (1) |
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Part 1 Making the fish follow a path |
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|
1182 | (2) |
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Part 2 Adding body rotation and tail animation |
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|
1184 | (3) |
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Part 3 Animating the second fish |
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|
1187 | (1) |
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Learning the Visual MAXScript Editor Interface |
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|
1188 | (2) |
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|
1188 | (1) |
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The menus and the main toolbar |
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|
1189 | (1) |
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|
1189 | (1) |
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|
1190 | (4) |
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Aligning and spacing elements |
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1191 | (1) |
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Tutorial: Building a custom rollout with the Visual MAXScript Editor |
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1191 | (3) |
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1194 | (1) |
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Chapter 50 Expanding Max with Third-Party Plug-Ins |
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|
1195 | (8) |
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Using Turbo Squid Tentacles |
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|
1195 | (1) |
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1196 | (4) |
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|
1197 | (1) |
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Viewing installed plug-ins |
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|
1197 | (2) |
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Tutorial: Installing and using the AfterBurn plug-in demo |
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|
1199 | (1) |
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|
1200 | (1) |
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|
1201 | (2) |
|
Appendix A What's New with 3ds Max 2011 |
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|
1203 | (4) |
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|
1203 | (2) |
|
Quicksilver Hardware Renderer |
|
|
1204 | (1) |
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|
1204 | (1) |
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|
1204 | (1) |
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|
1204 | (1) |
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|
1204 | (1) |
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|
1204 | (1) |
|
Autodesk Material Library |
|
|
1205 | (1) |
|
Character Animation Toolset (CAT) |
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|
1205 | (1) |
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|
1205 | (1) |
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|
1205 | (1) |
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|
1205 | (2) |
|
Appendix B What's on the DVD |
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|
1207 | (4) |
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|
1207 | (1) |
|
Using the DVD with Windows |
|
|
1208 | (1) |
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|
1208 | (1) |
|
|
1208 | (1) |
|
|
1208 | (1) |
|
|
1209 | (1) |
|
eBook version of 3ds Max 2011 Bible |
|
|
1209 | (1) |
|
|
1209 | (1) |
|
|
1209 | (2) |
Index |
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1211 | |