Book description
Covers both 3ds Max 2010 and 3ds Max 2010 Design
Hands down, the best book on 3ds Max around
Whether you're a novice eager to get started or a full-fledged animator seeking new ways to dazzle, the new edition of this perennial hot seller is the perfect 3ds Max book for you. It's crammed with the very latest features, professional techniques, and over 150 step-by-step tutorials that will build skills and spark your creativity. Don't miss the colorful insert, which showcases the work of cutting-edge 3D artists and is sure to inspire you.
Do freeform sculpting with the new Graphite Modeling Tools
Use the new Material Explorer interface to quick-navigate material hierarchies
Discover viewport exposure control, ambient occlusion, and soft shadows
Add multiple sound tracks to your scene with the ProSound features
Quickly find mesh problems with the xView display options
Paint directly on models in the new Viewport Canvas mode
What's on the DVD?
You'll find before-and-after example files for every tutorial in the book, as well as:
Unique models and textures you can customize for your own designs
A searchable full-color PDF of the book
System Requirements: See the DVD appendix for details and complete system requirements.
Also in the Book
A 16-page full-color insert highlighting cutting-edge work from 3ds Max artists
Animate a space scene
Paint models in the viewport
View models with soft shadows
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Table of contents
- Copyright
- About the Author
- Credits
- Preface
- Acknowledgments
-
I. Getting Started with 3ds Max
- 1. Landing a Space Vehicle
- 1. Exploring the Max Interface
-
2. Controlling and Configuring the Viewports
- 2.1. Understanding 3D Space
- 2.2. Using the Navigation Gizmos
- 2.3. Controlling Viewports with a Scroll Wheel
- 2.4. Using the Viewport Navigation Controls
-
2.5. Changing the Viewport Display
- 2.5.1. Undoing and saving viewport changes
- 2.5.2. Disabling and refreshing viewports
- 2.5.3. Viewing materials in the viewports
- 2.5.4. Displaying lights and shadows in the viewports
- 2.5.5. Enabling Exposure Control and Ambient Occlusion
- 2.5.6. Configuring viewport lighting and shadows
- 2.5.7. Locating mesh problems with xView
-
2.6. Configuring the Viewports
- 2.6.1. Setting the viewport rendering method
- 2.6.2. Altering the viewport layout
- 2.6.3. Using Safe Frames
- 2.6.4. Understanding Adaptive Degradation
- 2.6.5. Defining regions
- 2.6.6. Viewing statistics
- 2.7. Working with Viewport Backgrounds
- 2.8. Summary
- 3. Working with Files, Importing, and Exporting
-
4. Customizing the Max Interface and Setting Preferences
- 4.1. Using the Customize User Interface Window
- 4.2. Customizing Modify and Utility Panel Buttons
- 4.3. Working with Custom Interfaces
- 4.4. Configuring Paths
- 4.5. Selecting System Units
-
4.6. Setting Preferences
-
4.6.1. General preferences
- 4.6.1.1. Undo Levels and the Reference Coordinate System
- 4.6.1.2. Loading Plug-Ins and Sub-Material settings
- 4.6.1.3. Scene Selection settings
- 4.6.1.4. Spinner, Rollout, and Vertex Normal settings
- 4.6.1.5. Interface Display settings
- 4.6.1.6. Layer settings
- 4.6.1.7. Real-World Texture Coordinates setting
- 4.6.2. Files panel preferences
- 4.6.3. Viewport preferences
- 4.6.4. Gamma preferences
- 4.6.5. Other preference panels
-
4.6.1. General preferences
- 4.7. Summary
-
II. Working with Objects
-
5. Creating and Editing Primitive Objects
-
5.1. Creating Primitive Objects
- 5.1.1. Using the Create menu
- 5.1.2. Using the Create panel
- 5.1.3. Naming and renaming objects
- 5.1.4. Assigning colors
- 5.1.5. Using the Color Clipboard
- 5.1.6. Using different creation methods
- 5.1.7. Using the Keyboard Entry rollout for precise dimensions
- 5.1.8. Altering object parameters
- 5.1.9. Recovering from mistakes and deleting objects
- 5.1.10. Tutorial: Exploring the Platonic solids
-
5.2. Exploring the Primitive Object Types
- 5.2.1. Starting with the Standard Primitives
- 5.2.2. Extended Primitives
- 5.2.3. Modifying object parameters
- 5.2.4. Tutorial: Filling a treasure chest with gems
- 5.3. Using Architecture Primitives
- 5.4. Summary
-
5.1. Creating Primitive Objects
-
6. Selecting Objects and Setting Object Properties
-
6.1. Selecting Objects
- 6.1.1. Selection filters
- 6.1.2. Select buttons
- 6.1.3. Selecting with the Edit menu
- 6.1.4. Selecting multiple objects
- 6.1.5. Using the Paint Selection Region tool
- 6.1.6. Tutorial: Selecting objects
- 6.1.7. Locking selection sets
- 6.1.8. Using named selection sets
- 6.1.9. Editing named selections
- 6.1.10. Isolating the current selection
- 6.1.11. Selecting objects in other interfaces
- 6.2. Setting Object Properties
- 6.3. Hiding and Freezing Objects
- 6.4. Using Layers
- 6.5. Using the Scene Explorer
- 6.6. Summary
-
6.1. Selecting Objects
-
7. Transforming Objects, Pivoting, Aligning, and Snapping
- 7.1. Translating, Rotating, and Scaling Objects
- 7.2. Working with the Transformation Tools
- 7.3. Using Pivot Points
- 7.4. Using the Align Commands
- 7.5. Using Grids
- 7.6. Using Snap Options
- 7.7. Summary
- 8. Cloning Objects and Creating Object Arrays
- 9. Grouping, Linking, and Using Containers
-
5. Creating and Editing Primitive Objects
-
III. Modeling Basics
- 10. Accessing Subobjects and Using Modeling Helpers
-
11. Introducing Modifiers and Using the Modifier Stack
-
11.1. Exploring the Modifier Stack
- 11.1.1. Understanding Base Objects
- 11.1.2. Applying modifiers
- 11.1.3. Other Modifier Stack entities
- 11.1.4. Using the Modifier Stack
- 11.1.5. Reordering the Stack
- 11.1.6. Tutorial: Creating a molecular chain
- 11.1.7. Holding and fetching a scene
- 11.1.8. Collapsing the Stack
- 11.1.9. Using the Collapse utility
- 11.1.10. Using gizmo subobjects
- 11.1.11. Tutorial: Squeezing a plastic bottle
- 11.1.12. Modifying subobjects
- 11.1.13. Topology dependency
-
11.2. Exploring Modifier Types
- 11.2.1. Object-Space versus World-Space modifiers
- 11.2.2. Selection modifiers
-
11.2.3. Parametric Deformer modifiers
- 11.2.3.1. Affect Region modifier
- 11.2.3.2. Bend modifier
- 11.2.3.3. Tutorial: Bending a tree
- 11.2.3.4. Displace modifier
- 11.2.3.5. Lattice modifier
- 11.2.3.6. Mirror modifier
- 11.2.3.7. Noise modifier
- 11.2.3.8. Push modifier
- 11.2.3.9. Preserve modifier
- 11.2.3.10. Relax modifier
- 11.2.3.11. Ripple modifier
- 11.2.3.12. Shell modifier
- 11.2.3.13. Tutorial: Making a character from a sphere
- 11.2.3.14. Slice modifier
- 11.2.3.15. Skew modifier
- 11.2.3.16. Stretch modifier
- 11.2.3.17. Spherify modifier
- 11.2.3.18. Tutorial: Making a fat crocodile
- 11.2.3.19. Squeeze modifier
- 11.2.3.20. Twist modifier
- 11.2.3.21. Taper modifier
- 11.2.3.22. Tutorial: Creating a yo-yo
- 11.2.3.23. Substitute modifier
- 11.2.3.24. XForm modifier
- 11.2.3.25. Wave modifier
- 11.2.3.26. Tutorial: Waving a flag
- 11.2.4. Free Form Deformer modifiers
- 11.3. Summary
-
11.1. Exploring the Modifier Stack
-
12. Drawing and Editing 2D Splines and Shapes
- 12.1. Drawing in 2D
-
12.2. Editing Splines
- 12.2.1. Editable Splines versus the Edit Spline modifier
- 12.2.2. Making splines renderable
- 12.2.3. Selecting spline subobjects
- 12.2.4. Controlling spline geometry
-
12.2.5. Editing vertices
- 12.2.5.1. Refine
- 12.2.5.2. Weld and Fuse
- 12.2.5.3. Connect
- 12.2.5.4. Make First
- 12.2.5.5. Cycle
- 12.2.5.6. CrossInsert
- 12.2.5.7. Fillet
- 12.2.5.8. Chamfer
- 12.2.5.9. Tangent Copy and Tangent Paste
- 12.2.5.10. Hide/Unhide All
- 12.2.5.11. Bind/Unbind
- 12.2.5.12. Delete
- 12.2.5.13. Show Selected Segments
- 12.2.5.14. Tutorial: Making a ninja star
- 12.2.6. Editing segments
- 12.2.7. Editing Spline subobjects
-
12.3. Using Spline Modifiers
-
12.3.1. Spline-specific modifiers
- 12.3.1.1. Edit Spline modifier
- 12.3.1.2. Spline Select modifier
- 12.3.1.3. Delete Spline modifier
- 12.3.1.4. Normalize Spline modifier
- 12.3.1.5. Fillet/Chamfer modifier
- 12.3.1.6. Renderable Spline modifier
- 12.3.1.7. Sweep modifier
- 12.3.1.8. Tutorial: Plumbing with pipes
- 12.3.1.9. Trim/Extend modifier
- 12.3.1.10. Using the Shape Check utility
- 12.3.2. Moving splines to 3D
-
12.3.1. Spline-specific modifiers
- 12.4. Summary
-
13. Modeling with Polygons and Using the Graphite Modeling Tools
- 13.1. Understanding Poly Objects
- 13.2. Creating Editable Poly Objects
-
13.3. Editing Poly Objects
- 13.3.1. Using the Ribbon
- 13.3.2. Editable Poly subobject modes
- 13.3.3. Subobject selection
- 13.3.4. Tutorial: Modeling a clown head
-
13.3.5. Editing geometry
- 13.3.5.1. Repeat Last
- 13.3.5.2. Enabling constraints
- 13.3.5.3. Tutorial: Creating a roof truss
- 13.3.5.4. Preserve UVs
- 13.3.5.5. Create
- 13.3.5.6. Collapse
- 13.3.5.7. Attach and Detach
- 13.3.5.8. Slicing and cutting options
- 13.3.5.9. Tutorial: Combining, cutting, and separating a car model
- 13.3.5.10. MSmooth
- 13.3.5.11. Tessellate
- 13.3.5.12. Generate Topology
- 13.3.5.13. Make Planar
- 13.3.5.14. View and Grid Align
- 13.3.5.15. Relax
- 13.3.5.16. Hide, Copy, and Paste
- 13.3.6. Editing Vertex subobjects
- 13.3.7. Editing Edge subobjects
- 13.3.8. Editing Border subobjects
- 13.3.9. Editing Polygon and Element subobjects
- 13.3.10. Surface properties
- 13.3.11. Tutorial: Modeling a tooth
- 13.4. Using the Freeform Tools
- 13.5. Using the Selection Tools
- 13.6. Summary
-
IV. Materials, Cameras, and Lighting Basics
-
14. Using the Material Editor and the Material Explorer
- 14.1. Understanding Material Properties
-
14.2. Working with the Material Editor
- 14.2.1. Using the Material Editor controls
- 14.2.2. Using the sample slots
- 14.2.3. Naming materials
- 14.2.4. Getting new materials
- 14.2.5. Assigning materials to objects
- 14.2.6. Picking materials from a scene
- 14.2.7. Selecting objects by material
- 14.2.8. Previewing materials and rendering maps
- 14.2.9. Setting Material Editor options
- 14.2.10. Resetting materials
- 14.2.11. Removing materials and maps
- 14.2.12. Using the Fix Ambient utility
- 14.2.13. Tutorial: Coloring Easter eggs
- 14.3. Using the Material/Map Browser
- 14.4. Using the Material/Map Navigator
- 14.5. Using the Material Explorer
- 14.6. Summary
- 15. Creating and Applying Standard Materials
-
16. Adding Material Details with Maps
- 16.1. Understanding Maps
-
16.2. Understanding Material Map Types
- 16.2.1. 2D maps
-
16.2.2. 3D maps
- 16.2.2.1. Cellular map
- 16.2.2.2. Dent map
- 16.2.2.3. Falloff map
- 16.2.2.4. Marble map
- 16.2.2.5. Noise map
- 16.2.2.6. Particle Age map
- 16.2.2.7. Particle MBlur map
- 16.2.2.8. Perlin Marble map
- 16.2.2.9. Smoke map
- 16.2.2.10. Speckle map
- 16.2.2.11. Splat map
- 16.2.2.12. Stucco map
- 16.2.2.13. Waves map
- 16.2.2.14. Wood map
- 16.2.3. Compositor maps
- 16.2.4. Color Modifier maps
- 16.2.5. Miscellaneous maps
- 16.3. Using the Maps Rollout
- 16.4. Using the Map Path Utility
- 16.5. Using Map Instances
- 16.6. Creating Textures with External Tools
- 16.7. Summary
- 17. Creating Compound Materials and Using Material Modifiers
-
18. Configuring and Aiming Cameras
- 18.1. Learning to Work with Cameras
-
18.2. Setting Camera Parameters
- 18.2.1. Lens settings and field of view
- 18.2.2. Camera type and display options
- 18.2.3. Environment ranges and clipping planes
- 18.2.4. Camera Correction modifier
- 18.2.5. Creating multi-pass camera effects
- 18.2.6. Using the Depth of Field effect
- 18.2.7. Tutorial: Applying a Depth of Field effect to a row of windmills
- 18.2.8. Using the Motion Blur effect
- 18.2.9. Tutorial: Using a Motion Blur multi-pass camera effect
- 18.3. Summary
-
19. Using Lights and Basic Lighting Techniques
- 19.1. Understanding the Basics of Lighting
- 19.2. Getting to Know the Light Types
- 19.3. Creating and Positioning Light Objects
- 19.4. Viewing a Scene from a Light
- 19.5. Altering Light Parameters
- 19.6. Using the Sunlight and Daylight Systems
- 19.7. Using Volume Lights
- 19.8. Summary
-
14. Using the Material Editor and the Material Explorer
-
V. Animation and Rendering Basics
- 20. Understanding Animation and Keyframes
-
21. Animating with Constraints and Simple Controllers
-
21.1. Restricting Movement with Constraints
- 21.1.1. Using constraints
-
21.1.2. Working with the constraints
- 21.1.2.1. Attachment constraint
- 21.1.2.2. Tutorial: Attaching eyes to a melting snowman
- 21.1.2.3. Surface constraint
- 21.1.2.4. Tutorial: Rolling a tire down a hill with the Surface constraint
- 21.1.2.5. Path constraint
- 21.1.2.6. Tutorial: Creating a spaceship flight path
- 21.1.2.7. Position constraint
- 21.1.2.8. Link constraint
- 21.1.2.9. Tutorial: Skating a figure eight
- 21.1.2.10. LookAt constraint
- 21.1.2.11. Orientation constraint
- 21.1.2.12. Using the Walkthrough Assistant
- 21.2. Understanding Controller Types
- 21.3. Assigning Controllers
- 21.4. Examining Some Simple Controllers
- 21.5. Summary
-
21.1. Restricting Movement with Constraints
-
22. Rendering a Scene
- 22.1. Render Parameters
- 22.2. Rendering Preferences
- 22.3. Using the Rendered Frame Window
- 22.4. Using the RAM Player
- 22.5. Using Command-Line Rendering
- 22.6. Creating Panoramic Images
- 22.7. Getting Printer Help
- 22.8. Creating an Environment
- 22.9. Summary
-
VI. Advanced Modeling
- 23. Building Complex Scenes with XRefs and Using Asset Tracking
- 24. Working with the Schematic View
-
25. Deforming Surfaces and Using the Mesh Modifiers
- 25.1. The Basics of Deformation Painting
- 25.2. Using the Deformation Brushes
- 25.3. Setting Painter Options
- 25.4. Primitive Maintenance Modifiers
-
25.5. Edit Geometry Modifiers
- 25.5.1. Cap Holes modifier
- 25.5.2. Delete Mesh modifier
- 25.5.3. Extrude modifier
- 25.5.4. Face Extrude modifier
- 25.5.5. Tutorial: Extruding a bullet
- 25.5.6. ProOptimizer modifier
- 25.5.7. Tutorial: Creating a low-res hand
- 25.5.8. Quadify Mesh modifier
- 25.5.9. Smooth modifier
- 25.5.10. Symmetry modifier
- 25.5.11. Tutorial: Creating symmetrical antlers
- 25.5.12. Tessellate modifier
- 25.5.13. Vertex Weld modifier
- 25.6. Miscellaneous Modifiers
- 25.7. Subdivision Surface Modifiers
- 25.8. Summary
-
26. Working with Compound Objects
- 26.1. Understanding Compound Object Types
- 26.2. Morphing Objects
- 26.3. Creating Conform Objects
- 26.4. Creating a ShapeMerge Object
- 26.5. Creating a Terrain Object
- 26.6. Using the Mesher Object
- 26.7. Working with BlobMesh Objects
- 26.8. Creating a Scatter Object
- 26.9. Creating Connect Objects
-
26.10. Creating a Loft Object
- 26.10.1. Using the Get Shape and Get Path buttons
- 26.10.2. Controlling surface parameters
- 26.10.3. Changing path parameters
- 26.10.4. Setting skin parameters
- 26.10.5. Tutorial: Designing a slip-proof hanger
- 26.10.6. Deforming Loft objects
- 26.10.7. The Deformation window interface
- 26.10.8. Scale Deformation
- 26.10.9. Twist Deformation
- 26.10.10. Teeter Deformation
- 26.10.11. Bevel Deformation
- 26.10.12. Fit Deformation
- 26.10.13. Modifying Loft subobjects
- 26.10.14. Comparing shapes
- 26.10.15. Editing Loft paths
- 26.10.16. Tutorial: Creating drapes
- 26.10.17. Loft objects versus surface tools
- 26.11. Working with ProBoolean and ProCutter Objects
- 26.12. Summary
-
27. Modeling with Patches and NURBS
- 27.1. Introducing Patch Grids
- 27.2. Editing Patches
- 27.3. Using Modifiers on Patch Objects
- 27.4. Creating NURBS Curves and Surfaces
- 27.5. Editing NURBS
- 27.6. Summary
- 28. Adding and Styling Hair and Fur, and Using Cloth
-
VII. Advanced Materials
- 29. Using Specialized Material Types
- 30. Painting in the Viewport Canvas and Rendering Surface Maps
-
31. Unwrapping UVs and Mapping Textures
- 31.1. Mapping Modifiers
-
31.2. Using the Unwrap UVW Modifier
- 31.2.1. The Edit UVWs interface
- 31.2.2. Tutorial: Controlling the mapping of a covered wagon
- 31.2.3. Relaxing vertices
- 31.2.4. Using the Quick Planar Map
- 31.2.5. Mapping multiple objects
- 31.2.6. Tutorial: Creating a mapping for a fighter plane
- 31.2.7. Using the Spline mapping
- 31.2.8. Tutorial: Spline mapping a snake
- 31.3. Using Pelt Mapping
- 31.4. Summary
- 32. Creating Baked Textures and Normal Maps
-
VIII. Advanced Animation Techniques
-
33. Using Animation Modifiers and Complex Controllers
- 33.1. Baking Animation Keys with the Point Cache Modifier
-
33.2. Using the Animation Modifiers
- 33.2.1. Morpher modifier
- 33.2.2. Tutorial: Morphing facial expressions
- 33.2.3. Using the Flex modifier
- 33.2.4. Melt modifier
- 33.2.5. PatchDeform and SurfDeform modifiers
- 33.2.6. Tutorial: Deforming a car going over a hill
- 33.2.7. PathDeform modifier
- 33.2.8. Linked XForm modifier
- 33.2.9. SplineIK Control modifier
- 33.2.10. Attribute Holder modifier
-
33.3. Examining Complex Controllers
- 33.3.1. Transform controllers
- 33.3.2. Position track controllers
- 33.3.3. Rotation and Scale track controllers
-
33.3.4. Parameter controllers
- 33.3.4.1. Boolean controller
- 33.3.4.2. Limit controller
- 33.3.4.3. List controller
- 33.3.4.4. On/Off controller
- 33.3.4.5. Waveform controller
- 33.3.4.6. Color RGB controller
- 33.3.4.7. Cubic Morph controller
- 33.3.4.8. Barycentric Morph controller
- 33.3.4.9. Block controller
- 33.3.4.10. IK controller
- 33.3.4.11. Master Point controller
- 33.4. Summary
- 34. Animating with the Expression Controller and Wiring Parameters
-
35. Working with Function Curves in the Track View
- 35.1. Learning the Track View Interface
- 35.2. Working with Keys
- 35.3. Editing Time
-
35.4. Editing Curves
- 35.4.1. Inserting new keys and moving keys
- 35.4.2. Tutorial: Animating a monorail
- 35.4.3. Drawing curves
- 35.4.4. Reducing keys
- 35.4.5. Working with tangents
- 35.4.6. Tutorial: Animating a flowing river
- 35.4.7. Applying out-of-range, ease, and multiplier curves
- 35.4.8. Tutorial: Animating a wind-up teapot
- 35.5. Filtering Tracks and Creating Track Sets
- 35.6. Working with Controllers
- 35.7. Using the ProSound Plug-in
- 35.8. Summary
- 36. Using Animation Layers and the Motion Mixer
-
33. Using Animation Modifiers and Complex Controllers
-
IX. Dynamic Animation
-
37. Creating Particles and Particle Flow
- 37.1. Understanding the Various Particle Systems
- 37.2. Creating a Particle System
- 37.3. Using the Spray and Snow Particle Systems
-
37.4. Using the Super Spray Particle System
- 37.4.1. Super Spray Basic Parameters rollout
- 37.4.2. Particle Generation rollout
- 37.4.3. Particle Type rollout
- 37.4.4. Rotation and Collision rollout
- 37.4.5. Tutorial: Basketball shooting practice
- 37.4.6. Object Motion Inheritance rollout
- 37.4.7. Bubble Motion rollout
- 37.4.8. Particle Spawn rollout
- 37.4.9. Load/Save Presets rollout
- 37.5. Using the Blizzard Particle System
- 37.6. Using the PArray Particle System
- 37.7. Using the PCloud Particle System
- 37.8. Using Particle System Maps
-
37.9. Controlling Particles with Particle Flow
- 37.9.1. The Particle View window
- 37.9.2. The Standard Flow
- 37.9.3. Working with actions
- 37.9.4. Tutorial: Creating an avalanche
- 37.9.5. Using Particle Flow helpers
- 37.9.6. Wiring events
- 37.9.7. Tutorial: Moths chasing a light
- 37.9.8. Debugging test actions
- 37.9.9. Tutorial: Firing at a fleeing spaceship
- 37.10. Summary
- 38. Using Space Warps
- 39. Simulating Physics-Based Motion with reactor
- 40. Animating Hair and Cloth
-
37. Creating Particles and Particle Flow
-
X. Working with Characters
- 41. Understanding Rigging and Working with Bones
-
42. Working with Inverse Kinematics
- 42.1. Forward Kinematics versus Inverse Kinematics
- 42.2. Creating an Inverse Kinematics System
-
42.3. Using the Various Inverse Kinematics Methods
- 42.3.1. Interactive IK
- 42.3.2. Applied IK
- 42.3.3. History Independent IK solver
- 42.3.4. History Dependent IK solver
- 42.3.5. Tutorial: Animating a spyglass with the HD IK solver
- 42.3.6. IK Limb solver
- 42.3.7. Tutorial: Animating a spider's leg with the IK Limb solver
- 42.3.8. Spline IK solver
- 42.3.9. Tutorial: Building an IK Spline alligator
- 42.4. Summary
-
43. Creating and Animating Bipeds and Crowds
- 43.1. Character Creation Workflow
-
43.2. Creating a Biped
- 43.2.1. Customizing a biped
- 43.2.2. Using Xtras
- 43.2.3. Modifying a biped
- 43.2.4. Setting the Biped display options
- 43.2.5. Selecting tracks
- 43.2.6. Moving and rotating the whole biped
- 43.2.7. Tutorial: Making a biped dive
- 43.2.8. Bending links
- 43.2.9. Working with postures and poses
- 43.2.10. Tutorial: Creating a four-footed biped
-
43.3. Animating a Biped
- 43.3.1. Using Footstep Mode
- 43.3.2. Tutorial: Making a biped jump on a box
- 43.3.3. Converting biped animation clips
- 43.3.4. Using Freeform Mode
- 43.3.5. Setting Freeform keys
- 43.3.6. Using the Keyframing Tools, Layers, and Motion Capture
- 43.3.7. Loading and saving biped animation clips
- 43.3.8. Using Motion Flow Mode
- 43.3.9. Previewing a biped animation
- 43.3.10. Moving a biped with its footsteps
- 43.4. Creating Crowds
- 43.5. Creating a Crowd of Bipeds
- 43.6. Summary
-
44. Skinning Characters
- 44.1. Understanding Your Character
-
44.2. Animated Skin Modifiers
- 44.2.1. Understanding the skinning process
- 44.2.2. Binding to a skeleton
- 44.2.3. Using the Skin Wrap modifiers
- 44.2.4. Tutorial: Making a simple squirt bottle walk
- 44.2.5. Using the Skin Morph modifier
- 44.2.6. Tutorial: Bulging arm muscles
- 44.3. Using Character Animation Techniques
- 44.4. Summary
-
XI. Advanced Lighting and Rendering
-
45. Working with Advanced Lighting, Light Tracing, and Radiosity
- 45.1. Selecting Advanced Lighting
- 45.2. Using Local Advanced Lighting Settings
- 45.3. Tutorial: Excluding Objects from Light Tracing
- 45.4. Understanding Radiosity
- 45.5. Using Local and Global Advanced Lighting Settings
- 45.6. Working with Advanced Lighting Materials
- 45.7. Using Lighting Analysis
- 45.8. Summary
-
46. Using Atmospheric and Render Effects
- 46.1. Using Exposure Controls
- 46.2. Creating Atmospheric Effects
- 46.3. Using the Fire Effect
- 46.4. Using the Fog Effect
- 46.5. Adding Render Effects
- 46.6. Creating Lens Effects
- 46.7. Using Other Render Effects
- 46.8. Summary
- 47. Rendering with mental ray
- 48. Batch and Network Rendering
-
49. Compositing with Render Elements and the Video Post Interface
-
49.1. Using External Compositing Packages
- 49.1.1. Compositing with Photoshop
- 49.1.2. Video editing with Premiere
- 49.1.3. Tutorial: Creating a montage of Space Warp animations
- 49.1.4. Video compositing with After Effects
- 49.1.5. Tutorial: Adding animation effects using After Effects
- 49.1.6. Introducing Combustion
- 49.1.7. Using other compositing solutions
- 49.2. Using Render Elements
- 49.3. Completing Post-Production with the Video Post Interface
- 49.4. Working with Sequences
- 49.5. Adding and Editing Events
- 49.6. Working with Ranges
- 49.7. Working with Lens Effects Filters
- 49.8. Summary
-
49.1. Using External Compositing Packages
-
45. Working with Advanced Lighting, Light Tracing, and Radiosity
-
XII. MAXScript and Plug-Ins
-
50. Automating with MAXScript
- 50.1. What Is MAXScript?
-
50.2. MAXScript Tools
- 50.2.1. The MAXScript menu
- 50.2.2. The MAXScript Utility rollout
- 50.2.3. Tutorial: Using the SphereArray script
- 50.2.4. The MAXScript Listener window
- 50.2.5. Tutorial: Talking to the MAXScript interpreter
- 50.2.6. MAXScript Editor windows
- 50.2.7. The Macro Recorder
- 50.2.8. Tutorial: Recording a simple script
- 50.2.9. The MAXScript Debugger
- 50.3. Setting MAXScript Preferences
- 50.4. Types of Scripts
- 50.5. Writing Your Own MAXScripts
- 50.6. Learning the Visual MAXScript Editor Interface
- 50.7. Laying Out a Rollout
- 50.8. Summary
- 51. Expanding Max with Third-Party Plug-Ins
-
50. Automating with MAXScript
- A. What's New with 3ds Max 2010
- B. What's on the DVD
- Wiley Publishing, Inc. End-User License Agreement
- BC1. Installing and Configuring 3ds Max 2010
- BC2. 3ds Max 2010 Keyboard Shortcuts
-
BC3. Working with NURBS
- BC3.1. Lofting a NURBS Surface
- BC3.2. Tutorial: Creating a U Loft NURBS Spoon
- BC3.3. Creating a UV Loft Surface
- BC3.4. Lathing a NURBS Surface
- BC3.5. Tutorial: Lathing a NURBS CV Curve to Create a Vase
- BC3.6. Creating a 1-rail and 2-rail Sweep Surface
- BC3.7. Tutorial: Creating a Flower Stem
- BC3.8. Sculpting a Rectangular NURBS Surface
- BC3.9. NURBS Modifiers
Product information
- Title: 3ds Max® 2010 Bible
- Author(s):
- Release date: August 2009
- Publisher(s): Wiley
- ISBN: 9780470471913
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