131 Chapter 5: Creating and Editing Primitive Objects ...133 Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer...163 Chapter 7: Transformin
Trang 13ds Max ®
2009 Bible
Kelly L Murdock
Trang 2Copyright © 2008 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
01923, (978) 750-8400, fax (978) 646-8600 Requests to the Publisher for permission should be addressed to the LegalDepartment, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317)
572-4355, or online at http://www.wiley.com/go/permissions
LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.
For general information on our other products and services or to obtain technical support, please contact our CustomerCare Department within the U.S at (800) 762-2974, outside the U.S at (317) 572-3993 or fax (317) 572-4002
Library of Congress Control Number: 2008930835
Trademarks: Wiley, the Wiley logo, and related trade dress are trademarks or registered trademarks of John Wiley & Sons,
Inc and/or its affiliates, in the United States and other countries, and may not be used without written permission.Autodesk and 3ds Max are registered trademarks or trademarks of Autodesk, Inc in the U.S.A and/or certain othercountries Certain content, including trial software, provided courtesy of Autodesk, Inc ©2008 All rights reserved Allother trademarks are the property of their respective owners Wiley Publishing, Inc., is not associated with any product orvendor mentioned in this book
Wiley also publishes its books in a variety of electronic formats Some content that appears in print may not be available inelectronic books
Trang 3About the Author
Kelly L Murdock has been authoring computer books for many years now and still gets immense
enjoy-ment from the completed work His book credits include various 3D, graphics, multimedia, and Web titles,
including eight previous editions of this book, 3ds Max Bible Other major accomplishments include
Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6 and 7 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties
on two editions of the Illustrator Bible (for versions 9 and 10) and three editions of the Adobe Creative Suite
Bible.
With a background in engineering and computer graphics, Kelly has been all over the 3D industry and stillfinds it fascinating He’s used high-level CAD workstations for product design and analysis, completed sev-eral large-scale visualization projects, created 3D models for feature films and games, worked as a freelance3D artist, and even done some 3D programming Kelly’s been using 3D Studio since version 3 for DOS.Kelly has also branched into training others in 3D technologies He teaches at the local university and is afrequent speaker at various conferences
In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing
Trang 4Beauty is not a mountain you climb,
Or a grand adventure that is sublime Beauty is not a treasure that you stumble upon,
Or a prize to be won.
Beauty is a not a reward for a job well done,
Or obtained by sitting out in the sun.
Beauty is a trait, That comes from living straight.
It is a glow that shines from within, From having a soul free of sin.
And although it is highly sought, With money it cannot be bought.
To find beauty the quickest path,
Is to live your life without wrath.
To my wonderful cousin Tina, one of the most beautiful people I know.
Trang 5Quality Control Technician
Trang 6Preface xxxvii
Acknowledgments xlii Part I: Getting Started with 3ds Max 1
Quick Start: Firing a Cannonball 3
Chapter 1: Exploring the Max Interface 17
Chapter 2: Controlling and Configuring the Viewports 39
Chapter 3: Working with Files, Importing, and Exporting 79
Chapter 4: Customizing the Max Interface and Setting Preferences 103
Part II: Working with Objects 131
Chapter 5: Creating and Editing Primitive Objects 133
Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer 163
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 191
Chapter 8: Cloning Objects and Creating Object Arrays 219
Chapter 9: Grouping, Linking, and Parenting Objects 241
Part III: Modeling Basics 251
Chapter 10: Learning Modeling Basics and Working with Subobjects and Helpers 253
Chapter 11: Introducing Modifiers and Using the Modifier Stack 267
Chapter 12: Drawing and Editing 2D Splines and Shapes 299
Chapter 13: Modeling with Polygons 343
Part IV: Materials, Cameras, and Lighting Basics 373
Chapter 14: Exploring the Material Editor 375
Chapter 15: Creating and Applying Standard Materials 395
Chapter 16: Creating Compound Materials and Using Material Modifiers 407
Chapter 17: Adding Material Details with Maps 425
Chapter 18: Configuring and Aiming Cameras 463
Chapter 19: Using Lights and Basic Lighting Techniques 479
Part V: Animation and Rendering Basics 509
Chapter 20: Understanding Animation and Keyframe Basics 511
Chapter 21: Animating with Constraints and Controllers 535
Chapter 22: Learning to Render a Scene 571
Part VI: Advanced Modeling 593
Chapter 23: Building Complex Scenes with XRefs and Using Vault 595
Chapter 24: Working with the Schematic View 611
Chapter 25: Deforming Surfaces and Using the Mesh Modifiers 629
Chapter 26: Working with Compound Objects 649
Trang 7Chapter 27: Modeling with Patches and NURBS 687
Chapter 28: Adding and Styling Hair and Fur, and Using Cloth 727
Part VII: Advanced Materials 745
Chapter 29: Using Specialized Material Types 747
Chapter 30: Unwrapping UVs and Using Pelt Mapping 761
Chapter 31: Creating Baked Textures and Normal Maps 787
Part VIII: Advanced Animation Techniques 797
Chapter 32: Using Animation Modifiers 799
Chapter 33: Animating with the Expression Controller and Wiring Parameters 813
Chapter 34: Working with Function Curves in the Track View 831
Chapter 35: Using Animation Layers and the Motion Mixer 869
Part IX: Dynamic Animation 885
Chapter 36: Creating Particles and Particle Flow 887
Chapter 37: Using Space Warps 919
Chapter 38: Simulating Physics-Based Motion with reactor 941
Chapter 39: Animating Hair and Cloth 963
Part X: Working with Characters 971
Chapter 40: Understanding Rigging and Working with Bones 973
Chapter 41: Working with Inverse Kinematics 981
Chapter 42: Creating and Animating Bipeds and Crowds 999
Chapter 43: Skinning Characters 1027
Part XI: Advanced Lighting and Rendering 1045
Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity 1047
Chapter 45: Using Atmospheric and Render Effects 1065
Chapter 46: Raytracing and mental ray 1097
Chapter 47: Batch and Network Rendering 1119
Chapter 48: Compositing with Render Elements and the Video Post Interface 1135
Part XII: MAXScript and Plug-Ins 1167
Chapter 49: Automating with MAXScript 1169
Chapter 50: Expanding Max with Third-Party Plug-Ins 1207
Appendix A: What’s New with 3ds Max 2009 1215
Appendix B: What’s on the DVD 1219
Index 1223
Trang 9Preface xxxvii
Acknowledgments xlii Part I: Getting Started with 3ds Max 1 Quick Start: Firing a Cannonball 3
Hills and Cannonballs — Planning the Production 4
Modeling the Cannon 4
Tutorial: Building a cannon wheel 4
Tutorial: Cloning and positioning the cannon wheels 6
Tutorial: Finishing the cannon 7
Tutorial: Adding ProMaterials 8
Tutorial: Adding a Sun & Sky system 10
Tutorial: Rendering the scene 10
Tutorial: Animating a cannon firing 12
Tutorial: Adding particles 13
Summary 15
Chapter 1: Exploring the Max Interface 17
Learning the Interface Elements 18
Using the Menus 20
Using the Toolbars 21
Docking and floating toolbars 21
Using tooltips and flyouts 22
Learning the main toolbar 23
Using the Viewports 26
Using the Command Panel 26
Working with rollouts 27
Increasing the Command Panel’s width 28
Tutorial: Rearranging the interface for lefties 28
Using the Lower Interface Bar Controls 30
Interacting with the Interface 31
Gaining quick access with the right-click quadmenus 31
Understanding the button color cues 32
Using drag-and-drop features 33
Controlling spinners 33
Understanding modeless and persistent dialog boxes 33
Trang 10Getting Help 34
Using the InfoCenter toolbar 34
Viewing the Essential Skills Movies 36
Using the browser-based reference guides 36
Using the rest of the Help menu 37
Summary 38
Chapter 2: Controlling and Configuring the Viewports 39
Understanding 3D Space 39
Learning Axonometric versus Perspective 40
Learning Orthographic and Isometric views 40
Discovering the viewports in Max 40
Using the Navigation Gizmos 41
Working with the ViewCube 42
Using the SteeringWheels 42
Tutorial: Navigating the active viewport 45
Controlling Viewports with a Scroll Wheel 47
Using the Viewport Navigation Controls 48
Zooming a view 49
Panning a view 50
Walking through a view 50
Rotating a view 50
Maximizing the active viewport 51
Controlling camera and spotlight views 52
Using the Views Menu 53
Undoing and saving Viewport changes 53
Disabling and refreshing viewports 54
Viewing materials in the viewports 54
Displaying Lights and Shadows in the viewports 54
Configuring the Viewports 58
Setting the viewport rendering method 58
Altering the Viewport layout 65
Using Safe Frames 66
Understanding Adaptive Degradation 68
Defining regions 70
Viewing statistics 73
Working with Viewport Backgrounds 74
Loading viewport background images 74
Loading viewport background animations 75
Tutorial: Loading reference images for modeling 75
Summary 77
Chapter 3: Working with Files, Importing, and Exporting 79
Working with Max Scene Files 79
Saving files 80
Opening files 81
Setting a Project Folder 82
Merging and replacing objects 82
Archiving files 83
Getting out 83
Trang 11Setting File Preferences 83
Handling files 84
Backing up files 86
Tutorial: Setting Auto Backup 86
Maintaining log files 87
Importing and Exporting 87
Importing supported formats 87
Import preference 88
Exporting supported formats 88
Exporting utilities 94
Using the File Utilities 96
Using the Asset Browser utility 96
Finding files with the Max File Finder utility 98
Collecting files with the Resource Collector utility 98
Using the File Link Manager utility 99
Using i-drop 99
Accessing File Information 99
Displaying scene information 99
Viewing file properties 100
Viewing files 100
Summary 102
Chapter 4: Customizing the Max Interface and Setting Preferences 103
Using the Customize User Interface Window 103
Customizing keyboard shortcuts 103
Customizing toolbars 105
Tutorial: Creating a custom toolbar 106
Customizing quadmenus 108
Customizing menus 110
Tutorial: Adding a new menu 111
Customizing colors 111
Customizing Modify and Utility Panel Buttons 112
Working with Custom Interfaces 113
Saving and loading a custom interface 113
Locking the interface 115
Reverting to the startup interface 115
Switching between default and custom interfaces 115
Configuring Paths 116
Configuring user paths 116
Configuring system paths 117
Selecting System Units 118
Using Custom and Generic units 118
Handling mismatched units 119
Rescaling world units 120
Setting Preferences 120
General preferences 120
Files panel preferences 123
Viewport preferences 123
Gamma preferences 128
Other preference panels 129
Summary 129
Contents
Trang 12Part II: Working with Objects 131
Chapter 5: Creating and Editing Primitive Objects 133
Creating Primitive Objects 133
Using the Create menu 133
Using the Create panel 134
Naming and renaming objects 135
Assigning colors 136
Using the Color Clipboard 138
Using different creation methods 138
Using the Keyboard Entry rollout for precise dimensions 141
Altering object parameters 141
Recovering from mistakes and deleting objects 141
Tutorial: Exploring the Platonic solids 142
Exploring the Primitive Object Types 144
Starting with the Standard Primitives 144
Extended Primitives 148
Modifying object parameters 157
Tutorial: Filling a treasure chest with gems 158
Using Architecture Primitives 159
Using AEC Objects 159
Tutorial: Adding stairs to a clock tower building 161
Summary 162
Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer 163
Selecting Objects 163
Selection filters 164
Select buttons 165
Selecting with the Edit menu 166
Selecting multiple objects 169
Using the Paint Selection Region tool 169
Tutorial: Selecting objects 170
Locking selection sets 171
Using named selection sets 172
Editing named selections 172
Isolating the current selection 173
Selecting objects in other interfaces 173
Setting Object Properties 174
Viewing object information 174
Setting display properties 175
Setting rendering controls 177
Enabling Motion Blur 178
Using the Advanced Lighting and mental ray panels 178
Using the User-Defined panel 178
Hiding and Freezing Objects 179
Using the Display Floater dialog box 179
Using the Display panel 179
Tutorial: Hidden toothbrushes 181
Trang 13Using Layers 182
Using the Layer Manager 182
Using the Layer List 185
Tutorial: Dividing a scene into layers 185
Using the Scene Explorer 186
Selecting and filtering objects 187
Finding objects 188
Editing in the Scene Explorer 189
Summary 190
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 191
Translating, Rotating, and Scaling Objects 191
Translating objects 191
Rotating objects 192
Scaling objects 192
Using the transform buttons 193
Working with the Transformation Tools 193
Working with the Transform Gizmos 193
Using the Transform Type-In dialog box 196
Using the status bar Type-In fields 197
Understanding the Transform Managers 197
Tutorial: Landing a spaceship in port 202
Using Pivot Points 203
Positioning pivot points 203
Aligning pivot points 204
Using the Working Pivot 204
Transform adjustments 205
Using the Reset XForm utility 205
Tutorial: A bee buzzing about a flower 205
Using the Align Commands 207
Aligning objects 207
Using the Quick Align tool 208
Aligning normals 208
Tutorial: Aligning a kissing couple 209
Aligning to a view 210
Using Grids 210
The Home Grid 210
Creating and activating new grids 211
Using AutoGrid 211
Tutorial: Creating a spyglass 212
Using Snap Options 213
Tutorial: Creating a 2D outline of an object 213
Setting snap points 215
Setting snap options 215
Using the Snaps toolbar 216
Tutorial: Creating a lattice for a methane molecule 216
Summary 218
Contents
Trang 14Chapter 8: Cloning Objects and Creating Object Arrays 219
Cloning Objects 219
Using the Clone command 219
Using the Shift-clone method 220
Tutorial: Cloning dinosaurs 220
Understanding Cloning Options 222
Working with copies, instances, and references 222
Tutorial: Creating instanced doughnuts 222
Tutorial: Working with referenced apples 224
Mirroring Objects 225
Using the Mirror command 225
Tutorial: Mirroring a robot’s leg 226
Cloning over Time 227
Using the Snapshot command 227
Tutorial: Creating a path through a maze 228
Spacing Cloned Objects 229
Using the Spacing tool 229
Tutorial: Stacking a row of dominoes 230
Using the Clone and Align Tool 232
Aligning source objects to destination objects 232
Tutorial: Cloning and aligning trees on a beach 233
Creating Arrays of Objects 234
Linear arrays 234
Tutorial: Building a white picket fence 235
Circular arrays 235
Tutorial: Building a Ferris wheel 236
Working with a ring array 237
Tutorial: Using Ring Array to create a carousel 238
Summary 239
Chapter 9: Grouping, Linking, and Parenting Objects 241
Working with Groups 241
Creating groups 241
Ungrouping objects 242
Opening and closing groups 242
Attaching and detaching objects 242
Tutorial: Grouping a plane’s parts together 242
Building Assemblies 243
Understanding Parent, Child, and Root Relationships 244
Building Links between Objects 245
Linking objects 245
Unlinking objects 245
Tutorial: Linking a family of ducks 245
Displaying Links and Hierarchies 246
Displaying links in the viewport 247
Viewing hierarchies 247
Trang 15Working with Linked Objects 248
Locking inheriting transformations 248
Using the Link Inheritance utility 248
Selecting hierarchies 248
Linking to dummies 249
Tutorial: Circling the globe 249
Summary 250
Part III: Modeling Basics 251 Chapter 10: Learning Modeling Basics and Working with Subobjects and Helpers 253
Exploring the Model Types 253
Parametric objects versus editable objects 253
Converting to editable objects 255
Understanding Normals 256
Viewing normals 256
Tutorial: Cleaning up imported meshes 256
Working with Subobjects 258
Using Soft Selection 259
Tutorial: Soft selecting a heart shape from a plane 260
Applying modifiers to subobject selections 261
Using Modeling Helpers 262
Using Dummy and Point objects 262
Measuring coordinate distances 263
Summary 265
Chapter 11: Introducing Modifiers and Using the Modifier Stack 267
Exploring the Modifier Stack 267
Understanding Base Objects 268
Applying modifiers 268
Other Modifier Stack entities 268
Using the Modifier Stack 268
Reordering the Stack 271
Tutorial: Creating a molecular chain 271
Holding and fetching a scene 273
Collapsing the Stack 273
Using the Collapse utility 273
Using gizmo subobjects 274
Tutorial: Squeezing a plastic bottle 274
Modifying subobjects 275
Topology dependency 275
Exploring Modifier Types 276
Object-Space versus World-Space modifiers 277
Selection modifiers 277
Parametric Deformer modifiers 279
Free Form Deformer modifiers 295
Summary 297
Contents
Trang 16Chapter 12: Drawing and Editing 2D Splines and Shapes 299
Drawing in 2D 299
Working with shape primitives 300
Tutorial: Drawing a company logo 310
Tutorial: Viewing the interior of a heart 311
Editing Splines 313
Editable Splines versus the Edit Spline modifier 313
Making splines renderable 313
Selecting spline subobjects 314
Controlling spline geometry 316
Editing vertices 320
Editing segments 326
Editing Spline subobjects 328
Using Spline Modifiers 333
Spline-specific modifiers 333
Moving splines to 3D 336
Summary 341
Chapter 13: Modeling with Polygons 343
Understanding Poly Objects 343
Creating Editable Poly Objects 345
Converting objects 345
Collapsing to a mesh object 345
Applying the Edit Poly modifier 345
Editing Poly Objects 345
Editable Poly subobject modes 346
Selection rollout 347
Tutorial: Modeling a clown head 349
Edit Geometry rollout 350
Editing Vertex subobjects 357
Editing Edge subobjects 361
Editing Border subobjects 363
Editing Polygon and Element subobjects 364
Surface properties 368
Tutorial: Modeling a tooth 371
Summary 372
Part IV: Materials, Cameras, and Lighting Basics 373 Chapter 14: Exploring the Material Editor 375
Understanding Material Properties 375
Colors 375
Opacity and transparency 376
Reflection and refraction 376
Shininess and specular highlights 377
Other properties 377
Trang 17Working with the Material Editor 377
Using the Material Editor controls 378
Using the sample slots 381
Naming materials 383
Getting new materials 384
Assigning materials to objects 384
Picking materials from a scene 384
Selecting objects by material 384
Previewing materials and rendering maps 385
Setting Material Editor options 385
Resetting materials 387
Removing materials and maps 387
Using the Fix Ambient utility 388
Tutorial: Coloring Easter eggs 388
Using the Material/Map Browser 389
Working with libraries 391
Tutorial: Loading a custom material library 392
Using the Material/Map Navigator 392
Summary 394
Chapter 15: Creating and Applying Standard Materials 395
Using the Standard Material 395
Using Shading Types 395
Blinn shader 396
Phong shader 398
Anisotropic shader 399
Multi-Layer shader 399
Oren-Nayar-Blinn shader 400
Metal shader 400
Strauss shader 400
Translucent shader 401
Tutorial: Making curtains translucent 401
Accessing Other Parameters 402
Extended Parameters rollout 402
SuperSampling rollout 403
Maps rollout 404
Dynamic Properties rollout 404
DirectX Manager rollout 404
mental ray connection rollout 405
Tutorial: Coloring a dolphin 405
Summary 406
Chapter 16: Creating Compound Materials and Using Material Modifiers 407
Using Compound Materials 407
Blend 408
Composite 409
Double Sided 410
Multi/Sub-Object 410
Tutorial: Creating a patchwork quilt 411
Contents
Trang 18Shell 412
Shellac 413
Top/Bottom 413
Tutorial: Surfing the waves 413
Applying Multiple Materials 414
Using material IDs 414
Tutorial: Mapping die faces 415
Using the Clean MultiMaterial utility 415
Material Modifiers 416
Material modifier 416
MaterialByElement modifier 416
Tutorial: Creating random marquee lights with the MaterialByElement modifier 417
Disp Approx and Displace Mesh modifiers 417
Tutorial: Displacing geometry with a bitmap 418
Using Vertex Colors 419
Assigning vertex colors 420
Painting vertices with the Vertex Paint modifier 420
Tutorial: Marking heart tension 422
The Assign Vertex Color utility 422
Summary 423
Chapter 17: Adding Material Details with Maps 425
Understanding Maps 425
Different map types 425
Enabling the Global Viewport Rendering Setting 426
Using Real-World maps 426
Understanding Material Map Types 426
2D maps 427
3D maps 437
Compositor maps 444
Color Modifier maps 447
Miscellaneous maps 448
Using the Maps Rollout 452
Tutorial: Aging objects for realism 455
Using the Map Path Utility 455
Using Map Instances 457
Creating Textures with External Tools 457
Creating material textures using Photoshop 458
Capturing digital images 459
Scanning images 460
Tutorial: Creating a fishing net 460
Summary 462
Chapter 18: Configuring and Aiming Cameras 463
Learning to Work with Cameras 463
Creating a camera object 464
Creating a camera view 464
Tutorial: Setting up an opponent’s view 465
Controlling a camera 466
Trang 19Aiming a camera 468
Tutorial: Watching a rocket 468
Aligning cameras 468
Tutorial: Seeing the dinosaur’s good side 469
Setting Camera Parameters 471
Lens settings and field of view 471
Camera type and display options 471
Environment ranges and clipping planes 472
Camera Correction modifier 472
Creating multi-pass camera effects 473
Using the Depth of Field effect 473
Tutorial: Applying a Depth of Field effect to a row of windmills 475
Using the Motion Blur effect 476
Tutorial: Using a Motion Blur multi-pass camera effect 477
Summary 478
Chapter 19: Using Lights and Basic Lighting Techniques 479
Understanding the Basics of Lighting 479
Natural and artificial light 479
A standard lighting method 480
Shadows 481
Getting to Know the Light Types 482
Default lighting 483
Ambient light 483
Standard lights 483
Photometric lights 484
Creating and Positioning Light Objects 485
Transforming lights 485
Viewing lights and shadows in the viewport 485
Listing lights 486
Placing highlights 487
Tutorial: Lighting the snowman’s face 487
Viewing a Scene from a Light 488
Light viewport controls 488
Tutorial: Lighting a lamp 489
Altering Light Parameters 490
General parameters 490
The Intensity/Color/Attenuation rollout 492
Spotlight and directional light parameters 492
Advanced Effects 492
Shadow parameters 493
Optimizing lights 493
Manipulating Hotspot and Falloff cones 494
Photometric light parameters 494
Using the Sunlight and Daylight Systems 497
Using the Compass helper 498
Understanding Azimuth and Altitude 498
Specifying date and time 498
Specifying location 498
Tutorial: Animating a day in 20 seconds 499
Contents
Trang 20Using Volume Lights 500
Volume light parameters 500
Tutorial: Showing car headlights 502
Tutorial: Creating laser beams 503
Using projector maps and raytraced shadows 504
Tutorial: Projecting a trumpet image on a scene 504
Tutorial: Creating a stained-glass window 506
Summary 507
Part V: Animation and Rendering Basics 509 Chapter 20: Understanding Animation and Keyframe Basics 511
Using the Time Controls 511
Setting frame rate 512
Setting speed and direction 513
Using Time Tags 514
Working with Keys 514
Auto Key mode 514
Set Key mode 515
Tutorial: Rotating a windmill’s blades 515
Creating keys with the Time Slider 516
Copying parameter animation keys 517
Deleting all object animation keys 517
Using the Track Bar 517
Viewing and Editing Key Values 518
Using the Motion Panel 520
Setting parameters 520
Using trajectories 521
Tutorial: Making an airplane follow a looping path 522
Using the Follow/Bank utility 522
Using Ghosting 523
Animation Preferences 524
Animating Objects 526
Animating cameras 526
Tutorial: Animating darts hitting a dartboard 526
Animating lights 527
Animating materials 528
Creating Image File Lists 528
Generating IFL files with the IFL Manager Utility 529
Tutorial: What’s on TV? 529
Working with Previews 530
Creating previews 531
Viewing previews 532
Renaming previews 532
Summary 533
Chapter 21: Animating with Constraints and Controllers 535
Restricting Movement with Constraints 535
Using constraints 536
Trang 21Understanding Controller Types 546
Assigning Controllers 547
Automatically assigned controllers 547
Assigning controllers with the Animation menu 547
Assigning controllers in the Motion panel 548
Assigning controllers in the Track View 549
Setting Default Controllers 550
Examining the Various Controllers 550
Transform controllers 550
Position track controllers 552
Rotation and Scale track controllers 561
Parameter controllers 562
Summary 570
Chapter 22: Learning to Render a Scene 571
Render Parameters 571
Initiating a render job 572
Common parameters 574
E-mail notifications 577
Adding pre-render and post-render scripts 577
Assigning renderers 577
Scanline A-Buffer renderer 578
Rendering Preferences 580
Using the Rendered Frame Window 581
Using the Render Types 582
Previewing with ActiveShade 584
Using the RAM Player 584
Using Command-Line Rendering 587
Creating Panoramic Images 587
Getting Printer Help 588
Creating an Environment 589
Defining the rendered environment 589
Summary 591
Part VI: Advanced Modeling 593 Chapter 23: Building Complex Scenes with XRefs and Using Vault 595
Referencing External Objects 595
Using XRef scenes 596
Using XRef objects 599
Using material XRefs 601
Merging modifiers 602
Using proxies 602
Controller XRefs 602
Configuring XRef paths 602
Setting Up Asset Tracking 603
Checking in and checking out 604
Logging in 604
Selecting a working folder 604
Contents
Trang 22Using Autodesk Vault 605Opening Vault files 605Using the Asset Tracking interface 606Getting and adding Vault files 607Loading older file versions 607Changing asset paths 608Working with proxies 608Tutorial: Editing a Vault asset 608Summary 609
Chapter 24: Working with the Schematic View 611
Using the Schematic View Window 611The Graph Editors menu options 611The Schematic View interface 612Working with Schematic View nodes 615Working with Hierarchies 620Using the Display floater 620Connecting nodes 621Copying modifiers and materials between nodes 621Assigning controllers and wiring parameters 622Tutorial: Linking a character with the Schematic View 623Setting Schematic View Preferences 623Limiting nodes 624Working with grids and backgrounds 625Display preferences 625Tutorial: Adding a background image to the Schematic View 626Using List Views 627Summary 628
Chapter 25: Deforming Surfaces and Using the Mesh Modifiers 629
The Basics of Deformation Painting 629Painting deformations 629Accessing brush presets 631Using the Deformation Brushes 632Controlling the deformation direction 632Limiting the deformation 632Committing any changes 632Using the Relax and Revert brushes 632Tutorial: Adding veins to a forearm 632Setting Brush Options 634Primitive Maintenance Modifiers 635Edit Mesh modifier 635Edit Poly modifier 635Edit Geometry Modifiers 636Cap Holes modifier 636Delete Mesh modifier 636Extrude modifier 636Face Extrude modifier 637Tutorial: Extruding a bullet 637
Trang 23Optimize modifier 639MultiRes modifier 640Tutorial: Creating a MultiRes hand 640Smooth modifier 641Symmetry modifier 641Tutorial: Creating symmetrical antlers 641Tessellate modifier 643Vertex Weld modifier 643Miscellaneous Modifiers 643Edit Normals 643Normal modifier 644STL Check modifier 644Subdivision Surface Modifiers 645MeshSmooth modifier 645TurboSmooth modifier 645Tutorial: Smoothing a birdbath 645HSDS modifier 646Summary 647
Chapter 26: Working with Compound Objects 649
Understanding Compound Object Types 649Morphing Objects 650Creating Morph keys 651Morph objects versus the Morph modifier 651Tutorial: Morphing a woman’s face 652Creating Conform Objects 653Setting a vertex projection direction 654Tutorial: Placing a facial scar 654Creating a ShapeMerge Object 655Cookie Cutter and Merge options 656Tutorial: Using the ShapeMerge compound object 656Creating a Terrain Object 658Coloring elevations 659Tutorial: Creating an island with the Terrain compound object 659Using the Mesher Object 661Working with BlobMesh Objects 661Setting BlobMesh parameters 662Tutorial: Creating icy geometry with BlobMesh 662Creating a Scatter Object 663Working with Source objects 664Working with Distribution objects 665Setting Transforms 666Speeding updates with a proxy 666Loading and saving presets 666Tutorial: Covering the island with trees 666Creating Connect Objects 667Filling object holes 668Tutorial: Creating a park bench 668
Contents
Trang 24Creating a Loft Object 669Using the Get Shape and Get Path buttons 670Controlling surface parameters 670Changing path parameters 670Setting skin parameters 671Tutorial: Designing a slip-proof hanger 672Deforming Loft objects 673The Deformation window interface 673Scale Deformation 676Twist Deformation 676Teeter Deformation 676Bevel Deformation 676Fit Deformation 677Modifying Loft subobjects 678Comparing shapes 679Editing Loft paths 679Tutorial: Creating drapes 680Loft objects versus surface tools 681Working with ProBoolean and ProCutter Objects 681Using ProBoolean 681Tutorial: Creating a keyhole 683Using ProCutter 684Tutorial: Creating a jigsaw puzzle 684Summary 685
Chapter 27: Modeling with Patches and NURBS 687
Introducing Patch Grids 687Creating a patch grid 688Tutorial: Creating a checkerboard 688Editing Patches 689Editable patches versus the Edit Patch modifier 690Selecting patch subobjects 690Working with Patch Geometry 692Editing vertices 693Editing handles 696Editing edges 696Editing patch and element subobjects 699Tutorial: Creating a maple leaf from patches 702Using Modifiers on Patch Objects 703Patch Select modifier 703Edit Patch modifier 703Delete Patch modifier 704Using the Surface tools 704Creating NURBS Curves and Surfaces 707NURBS curves 707NURBS surfaces 708Converting objects to NURBS 709Editing NURBS 710Attach and Import 710Display options 710
Trang 25Surface and Curve Approximation 711The NURBS Creation Toolbox 712Using NURBS subobject editing tools 716Working with NURBS 716Lofting a NURBS surface 716Tutorial: Creating a U Loft NURBS spoon 716Creating a UV Loft surface 717Lathing a NURBS surface 717Tutorial: Lathing a NURBS CV curve to create a vase 718Creating a 1-rail and 2-rail sweep surface 719Tutorial: Creating a flower stem 719Sculpting a rectangular NURBS surface 720Tutorial: Creating a NURBS leaf 720Tutorial: Sculpting a flower petal 722NURBS modifiers 724Summary 725
Chapter 28: Adding and Styling Hair and Fur, and Using Cloth 727
Understanding Hair 727Working with Hair 728Growing hair 728Setting hair properties 729Tutorial: Adding a spline fringe to a quilt 732Styling Hair 733Using the Style interface 733Tutorial: Creating a set of fuzzy dice 735Using hair presets 736Using hair instances 736Rendering Hair 738Understanding Cloth 738Creating Cloth 739Using Garment Maker to define cloth 739Creating cloth from geometry objects 740Tutorial: Clothing a 3D model 742Summary 744
Chapter 29: Using Specialized Material Types 747
Using the Matte/Shadow Material 747Matte/Shadow Basic Parameters rollout 748Tutorial: Adding 3D objects to a scene 748Using the Ink ’n’ Paint Material 749Controlling paint and ink 749Tutorial: Cartooning a turtle 750Using Architectural Materials 752Using the DirectX Shader Material 752
Contents
Trang 26Using mental ray Materials and Shaders 753Understanding shaders 754Accessing mental ray materials and shaders 754Using the Arch & Design materials 756Using the ProMaterials 757Using the Car Paint material 759Combining bump and displacement maps 759Using the Subsurface Scattering materials 759Summary 760
Chapter 30: Unwrapping UVs and Using Pelt Mapping 761
Mapping Modifiers 761UVW Map modifier 762Tutorial: Using the UVW Map modifier to apply decals 762UVW Mapping Add and Clear modifiers 764UVW XForm modifier 765Map Scaler modifier 765Camera Map modifier 765Using the Unwrap UVW Modifier 765The Edit UVWs interface 765Tutorial: Controlling the mapping of a covered wagon 771Relaxing vertices 773Using the Quick Planar Map 774Mapping multiple objects 774Tutorial: Creating a mapping for a fighter plane 774Using the Spline mapping 775Tutorial: Spline mapping a snake 776Using Pelt Mapping 777Selecting seams 778Positioning the projection gizmo 780Stretching the pelt mapping 780Tutorial: Using pelt mapping 781Rendering UV Templates 783Summary 785
Chapter 31: Creating Baked Textures and Normal Maps 787
Using Channels 787Using the Map Channel Info dialog box 788Select by Channel modifier 789Rendering to a Texture 789General Settings 790Selecting objects to bake 790Output settings 791Baked Material and Automatic Mapping settings 791Tutorial: Baking the textures for a dog model 792Creating Normal Maps 793Using the Projection modifier 794Setting Projection Mapping options 794Tutorial: Creating a normal map for a spikey sphere 795Summary 796
Trang 27Part VIII: Advanced Animation Techniques 797 Chapter 32: Using Animation Modifiers 799
Baking Animation Keys with the Point Cache Modifier 799Tutorial: Trees in a hurricane 800Using the Animation Modifiers 801Morpher modifier 801Tutorial: Morphing facial expressions 803Using the Flex Modifier 804Melt modifier 808PatchDeform and SurfDeform modifiers 808Tutorial: Deforming a car going over a hill 809PathDeform modifier 810Linked XForm modifier 811SplineIK Control modifier 811Attribute Holder modifier 811Summary 812
Chapter 33: Animating with the Expression Controller and Wiring Parameters 813
Working with Expressions in Spinners 813Understanding the Expression Controller Interface 814Defining variables 815Building expressions 816Debugging and evaluating expressions 817Managing expressions 817Tutorial: Creating following eyes 817Using Expression Controllers 819Animating transforms with the Expression controller 819Animating parameters with the Float Expression controller 820Tutorial: Inflating a balloon 820Animating materials with the Expression controller 820Wiring Parameters 821Using the Parameter Wiring dialog box 821Manipulator helpers 823Tutorial: Controlling a crocodile’s bite 823Collecting Parameters 824Adding Custom Parameters 827Summary 829
Chapter 34: Working with Function Curves in the Track View 831
Learning the Track View Interface 831The Track View layouts 832Track View menus and toolbars 833Controller and Key panes 838Lower interface toolbars 840Working with Keys .841Selecting keys 842Using soft selection 842Adding and deleting keys 843Moving, sliding, and scaling keys 843
Contents
Trang 28Editing keys 843Using the Randomize Keys utility 843Using the Euler Filter utility 844Displaying keyable icons 844Editing Time 845Selecting time and the Select Keys by Time utility 845Deleting, cutting, copying, and pasting time 845Reversing, inserting, and scaling time 846Setting ranges 846Editing Curves 846Inserting new keys and moving keys 847Tutorial: Animating a monorail 847Drawing curves 850Reducing keys 850Working with tangents 850Tutorial: Animating a flowing river 852Applying out-of-range, ease, and multiplier curves 852Tutorial: Animating a wind-up teapot 854Filtering Tracks and Creating Track Sets 857Using the Filters dialog box 857Creating a Track Set 858Working with Controllers 859Using visibility tracks 860Adding Note Tracks 860Tutorial: Animating a hazard light 860Tutorial: Animating a checkers move 862Synchronizing to a Sound Track 865Using the Sound Options dialog box 866Tutorial: Adding sound to an animation 866Summary 868
Chapter 35: Using Animation Layers and the Motion Mixer 869
Using the Animation Layers Toolbar 869Working with Animation Layers 871Enabling animation layers 871Setting animation layers properties 872Collapsing animation layers 872Tutorial: Using animation layers for a plane takeoff 872Saving Animation Files 874Saving biped animations 874Saving general animations 875Loading Animation Sequences 875Mapping animated objects 876Using the Map Animation dialog box 877Retargeting animations 878Using the Motion Mixer 878Learning the Motion Mixer interface 878Adding layer and transition tracks 880
Trang 29Editing clips 881Editing track weights 881Adding Time Warps 881Copying mixed animation to a biped 882Saving and loading Mix files 882Tutorial: Mixing biped animations 882Summary 883
Chapter 36: Creating Particles and Particle Flow 887
Understanding the Various Particle Systems 887Creating a Particle System 888Using the Spray and Snow Particle Systems 889Tutorial: Creating rain showers 890Tutorial: Creating a snowstorm 891Using the Super Spray Particle System 892Super Spray Basic Parameters rollout 892Particle Generation rollout 893Particle Type rollout 894Rotation and Collision rollout 899Tutorial: Basketball shooting practice 900Object Motion Inheritance rollout 901Bubble Motion rollout 902Particle Spawn rollout 902Load/Save Presets rollout 903Using the Blizzard Particle System 904Using the PArray Particle System 904Splitting an object into fragments 905Tutorial: Creating rising steam 905Using the PCloud Particle System 906Using Particle System Maps 906Using the Particle Age map 907Using the Particle MBlur map 907Tutorial: Creating jet engine flames 907Controlling Particles with Particle Flow 908The Particle View window 909The Standard Flow 910Working with actions 910Tutorial: Creating an avalanche 912Using Particle Flow helpers 914Wiring events 914Tutorial: Moths chasing a light 914Debugging test actions 916Tutorial: Firing at a fleeing spaceship 916Summary 918
Contents
Trang 30Chapter 37: Using Space Warps 919
Creating and Binding Space Warps 919Creating a Space Warp 920Binding a Space Warp to an object 920Understanding Space Warp Types 920Force Space Warps 920Deflector Space Warps 929Geometric/Deformable Space Warps 931Modifier-Based Space Warps 937Combining Particle Systems with Space Warps 938Tutorial: Shattering glass 938Tutorial: Making water flow down a trough 939Summary 940
Chapter 38: Simulating Physics-Based Motion with reactor 941
Understanding Dynamics 942Using reactor 942The reactor process 943Tutorial: Filling a glass bowl 943Using reactor Collections 945Collection modifiers 946Setting object properties 946Tutorial: Throwing a shirt over a chair 949Creating reactor Objects 950Springs and dashpots 951Plane 951Motor and Wind 951Toy Car 952Fracture 952Tutorial: Smashing a gingerbread house 952Water 954Tutorial: Working with water 954Calculating and Previewing a Simulation 955Using the Preview window 955Creating animation keys 956Analyzing the scene 957Tutorial: Dropping a plate of donuts 957Constraining Objects 958Using a Constraint Solver 959Rag Doll constraint 959Tutorial: Swinging into a wall 960reactor Troubleshooting 962Summary 962
Chapter 39: Animating Hair and Cloth 963
Using Hair Dynamics 963Making hair live 963Setting properties 964
Trang 31Enabling collisions 964Enabling forces 965Running a simulation 965Tutorial: Simulating hair dynamics 965Simulating Cloth Dynamics 966Defining cloth properties and forces 966Creating a Cloth simulation 967Viewing cloth tension 968Tutorial: Draping cloth over a jet 968Summary 970
Chapter 40: Understanding Rigging and Working with Bones 973
Creating a Rigging Workflow 973Building a Bones System 974Assigning an IK Solver 975Setting bone parameters 975Tutorial: Creating a bones system for an alligator 976Using the Bone Tools 978Reordering bones 978Refining and mirroring bones 979Coloring bones 979Adjusting fins 980Making objects into bones 980Summary 980
Chapter 41: Working with Inverse Kinematics 981
Forward Kinematics versus Inverse Kinematics 981Creating an Inverse Kinematics System 982Building and linking a system 982Selecting a terminator 983Defining joint constraints 983Copying, pasting, and mirroring joints 983Binding objects 983Understanding precedence 984Tutorial: Controlling a backhoe 984Using the Various Inverse Kinematics Methods 986Interactive IK 986Applied IK 988History Independent IK solver 989History Dependent IK solver 992Tutorial: Animating a spyglass with the HD IK solver 994
IK Limb solver 994Tutorial: Animating a spider’s leg with the IK Limb solver 995Spline IK solver 996Tutorial: Building an IK Spline alligator 997Summary 998
Contents
Trang 32Chapter 42: Creating and Animating Bipeds and Crowds 999
Character Creation Workflow 999Creating a Biped 1000Customizing a biped 1002Using Xtras 1004Modifying a biped 1005Setting the Biped display options 1006Selecting tracks 1008Moving and rotating the whole biped 1008Tutorial: Making a biped dive 1009Bending links 1010Working with postures and poses 1012Tutorial: Creating a four-footed biped 1012Animating a Biped 1015Using Footstep Mode 1015Tutorial: Making a biped jump on a box 1016Converting biped animation clips 1017Using Freeform Mode 1018Setting Freeform keys 1018Using the Keyframing Tools, Layers, and Motion Capture 1018Loading and saving biped animation clips 1019Using Motion Flow Mode 1019Previewing a biped animation 1020Moving a biped with its footsteps 1020Creating Crowds 1020Using Crowd and Delegate helpers 1021Scattering delegates 1021Setting delegate parameters 1021Assigning behaviors 1023Solving the simulation 1024Tutorial: Rabbits in the forest 1024Creating a Crowd of Bipeds 1025Associating delegates with objects 1025Associating delegates with objects 1026Summary 1026
Chapter 43: Skinning Characters 1027
Understanding Your Character 1027The curse and blessing of symmetry 1028Dealing with details 1028Animated Skin Modifiers 1028Understanding the Skinning Process 1029Binding to a skeleton 1029Using the Skin Wrap modifiers 1040Tutorial: Making a simple squirt bottle walk 1040Using the Skin Morph modifier 1041Tutorial: Bulging arm muscles 1041Using Character Animation Techniques 1043Summary 1043
Trang 33Part XI: Advanced Lighting and Rendering 1045 Chapter 44: Working with Advanced Lighting, Light Tracing,
and Radiosity 1047
Selecting Advanced Lighting 1047How light tracing works 1048Enabling light tracing 1049Tutorial: Viewing color bleeding 1051Using Local Advanced Lighting Settings 1052Tutorial: Excluding objects from light tracing 1053Understanding Radiosity 1054Lighting for radiosity 1054Tutorial: Lighting a house interior with radiosity 1058Using Local and Global Advanced Lighting Settings 1059Working with Advanced Lighting Materials 1060Advanced Lighting Override 1061Lightscape material 1061Using Lighting Analysis 1062Summary 1064
Chapter 45: Using Atmospheric and Render Effects 1065
Using Exposure Controls 1065Automatic, Linear, and Logarithmic Exposure Control 1066Pseudo Color Exposure Control 1066Photographic Exposure Control 1067Tutorial: Using the Logarithmic Exposure Control 1068Creating Atmospheric Effects 1068Working with the Atmospheric Apparatus 1069Adding effects to a scene 1069Using the Fire Effect 1070Tutorial: Creating the sun 1072Tutorial: Creating clouds 1072Using the Fog Effect 1074Using the Volume Fog effect 1075Tutorial: Creating a swamp scene 1077Using the Volume Light effect 1078Adding Render Effects 1078Creating Lens Effects 1079Global Lens Effects Parameters 1080Glow 1081Tutorial: Creating shocking electricity from a plug outlet 1084Tutorial: Creating neon 1086Ring 1087Ray 1087Star 1087Streak 1088Auto Secondary 1088Manual Secondary 1090Tutorial: Making an airplane sparkle 1090
Contents
Trang 34Using Other Render Effects 1091Blur render effect 1091Brightness and Contrast render effect 1093Color Balance render effect 1093File Output render effect 1093Film Grain render effect 1094Motion Blur render effect 1095Depth of Field render effect 1095Summary 1096
Chapter 46: Raytracing and mental ray 1097
Using Raytrace Materials 1097Raytrace Basic Parameters 1098Extended Parameters rollout 1099Raytracer Control rollout 1099Additional rollouts 1100Tutorial: Coming up roses 1100Using a Raytrace Map 1102Setting raytrace parameters 1102Understanding Global Raytracing Settings 1102Controlling the raytracer 1103Excluding objects 1105Enabling mental ray 1106mental ray preferences 1106mental ray lights and shadows 1107Controlling Indirect Illumination 1114Rendering control 1115Advanced mental ray 1115Using mental ray proxies 1116Summary 1117
Chapter 47: Batch and Network Rendering 1119
Batch Rendering Scenes 1119Using the Batch Render tool 1120Managing scene states 1120Creating a standalone executable 1121Understanding Network Rendering 1121Setting up a Network Rendering System 1122Starting the Network Rendering System 1122Tutorial: Initializing the network rendering system 1123Tutorial: Completing your first network rendering job 1124Job assignment options 1126Configuring the Network Manager and Servers 1127The network manager settings 1127The network servers settings 1129Logging Errors 1129Using the Monitor 1130Jobs 1131Servers 1132Summary 1133
Trang 35Chapter 48: Compositing with Render Elements and the Video Post Interface 1135
Using External Compositing Packages 1136Compositing with Photoshop 1136Video editing with Premiere 1137Tutorial: Creating a montage of Space Warp animations 1138Video compositing with After Effects 1139Tutorial: Adding animation effects using After Effects 1139Introducing Combustion 1139Using other compositing solutions 1142Using Render Elements 1142Completing Post-Production with the Video Post Interface 1145The Video Post toolbar 1145The Video Post Queue and Range panes 1147The Video Post status bar 1147Working with Sequences 1147Adding and Editing Events 1148Adding an image input event 1148Adding scene events 1150Adding image filter events 1151Adding image layer events 1154Adding external events 1155Using loop events 1156Adding an image output event 1156Working with Ranges 1156Working with Lens Effects Filters 1157Adding flares 1158Adding focus 1160Adding glow 1160Adding highlights 1161Tutorial: Making a halo shine 1162Adding backgrounds and filters using Video Post 1163Summary 1165
Chapter 49: Automating with MAXScript 1169
What Is MAXScript? 1169MAXScript Tools 1170The MAXScript menu 1170The MAXScript Utility rollout 1170Tutorial: Using the SphereArray script 1171The MAXScript Listener window 1173Tutorial: Talking to the MAXScript interpreter 1174MAXScript Editor windows 1176The Macro Recorder 1176Tutorial: Recording a simple script 1178The MAXScript Debugger 1179
Contents
Trang 36Setting MAXScript Preferences 1181Types of Scripts 1182Macro scripts 1182Scripted utilities 1183Scripted right-click menus 1183Scripted mouse tools 1183Scripted plug-ins 1183Writing Your Own MAXScripts 1183Variables and data types 1183Tutorial: Using variables 1185Program flow and comments 1185Expressions 1186Conditions 1188Collections and arrays 1189Loops 1190Functions 1191Tutorial: Creating a school of fish 1193Learning the Visual MAXScript Editor Interface 1198The Editor interface 1199The menus and the main toolbar 1199Toolbar elements 1200Laying Out a Rollout 1201Aligning and spacing elements 1201Tutorial: Building a custom rollout with the Visual MAXScript Editor 1202Summary 1205
Chapter 50: Expanding Max with Third-Party Plug-Ins 1207
Using Turbo Squid Tentacles 1207Working with Plug-Ins 1209Installing plug-ins 1209Viewing installed plug-ins 1209Managing plug-ins 1210Tutorial: Installing and using the AfterBurn Plug-in Demo 1211Locating Plug-Ins 1212Summary 1213
Appendix A: What’s New with 3ds Max 2009 1215 Appendix B: What’s on the DVD 1219 Index 1223
Trang 37Every time I enter the computer room (which my wife calls the dungeon), my wife still says that I
am off to my “fun and games.” I, as always, flatly deny this accusation, saying that it is seriouswork that I am involved in But later, when I emerge with a twinkle in my eye and excitedly askher to take a look at my latest rendering, I know that she is right Working with 3D graphics is pure “funand games.”
My goal in writing this book was to take all my fun years of playing and working in 3D and boil themdown into something that’s worthwhile for you, the reader This goal was compounded by the fact thatall you Max-heads out there are at different levels Luckily, this book is thick enough to include a littlesomething for everyone
The audience level for the book ranges from beginning to intermediate, with a smattering of advancedtopics for the seasoned user If you’re new to Max, then you’ll want to start at the beginning and movemethodically through the book If you’re relatively comfortable making your way around Max, thenreview the Table of Contents for sections that can enhance your fundamental base If you’re a seasonedpro, then you’ll want to watch for coverage of the features new to Release 2009
Another goal of this book is to make it a complete reference for Max To achieve this goal, I’ve gone intopainstaking detail to cover almost every feature in Max, including coverage of every primitive, materialand map type, modifier, and controller
As this book has come together, I’ve tried to write the type of book that I’d like to read I’ve tried toinclude a variety of scenes that are infused with creativity It is my hope that these examples will not onlyteach you how to use the software, but also provide a creative springboard for you in your own projects.After all, that’s what turns 3D graphics from work into “fun and games.”
Who Is Max?
Before you go any further, I should explain my naming convention The official name of the product inthis release is 3ds Max 2009, but I simply refer to it as Max This reference is a nickname given to apiece of software that has become more familiar to me than the family pets (whose names are Fuzzy,Snickers, and Pooky) Note: I have not been successful in training Max to come when I call or to sit oncommand, but it will on occasion play dead
One way we humans develop our personalities is to incorporate desirable personality traits from thosearound us Max’s personality is developing as well: Every new release has incorporated a plethora ofdesirable new features Many of these features come from the many additional plug-ins being developed
to enhance Max With each new release, Max has adopted many features that were available as plug-insfor previous releases Several new features have been magically assimilated into the core product, such asthe Character Studio or the Hair and Fur system These additions make Max’s personality much morelikable, like a human developing a sense of humor
Trang 38Other personality traits are gained by stretching in new directions Max and its developers have plished this feat as well Many of the new features are completely new, not only to Max, but also to theindustry As Max grows up, it will continue to mature by adopting new features and inventing others I justhope Max doesn’t experience a mid-life crisis in the next version.
accom-Along with adopted features and new developments, the development teams at Autodesk have also soughtthe feedback from Max users This feedback has resulted in many small tweaks to the package that enablescenes to be created quicker and easier
Some additional factors have appeared in Max’s house that certainly have an impact on Max’s development.First is the appearance of Max’s adopted brother, Maya There are other siblings in the Autodesk household(including MotionBuilder and AutoCAD), but Maya is closest in age to Max and its personality likely willrub off in different ways
The second big factor is that Max has developed an alter ego that imagines it is a superhero The 3ds Maxinstallation discs ship with both 32-bit and 64-bit versions The 64-bit version overcomes the 2GB hard-ware restriction and lets users work with huge datasets This represents a huge leap forward in the scale ofmodels that you can work with In time, I see Max assuming this superhero persona permanently
Max also has a split personality with two different versions The standard 3ds Max 2009 is intended for theentertainment markets and the new 3ds Max 2009 Design package is intended for visualization and archi-tecture users The differences between these two versions are subtle, but I’m glad to report that both ver-sions are covered
About This Book
Let me paint a picture of the writing process It starts with years of experience, which are followed bymonths of painstaking research There were system crashes and personal catastrophes and the always-present, ever-looming deadlines I wrote into the early hours of the morning and during the late hours ofthe night—burning the candle at both ends and in the middle all at the same time It was grueling and diffi-cult, and spending all this time staring at the Max interface made me feel like well like an animator.Sound familiar? This process actually isn’t much different from what 3D artists, modelers, and animators do
on a daily basis and, like you, I find satisfaction in the finished product
Tutorials aplenty
I’ve always been a very visual learner—the easiest way for me to gain knowledge is by doing things formyself while exploring at the same time Other people learn by reading and comprehending ideas In thisbook, I’ve tried to present information in a number of ways to make the information usable for all types oflearners That is why you see detailed discussions of the various features along with tutorials that showthese concepts in action
The tutorials appear throughout the book and are clearly marked with the “Tutorial” label in front of thetitle They always include a series of logical steps, typically ending with a figure for you to study and com-pare These tutorial examples are provided on the book’s DVD to give you a firsthand look and a chance toget some hands-on experience
Trang 39I’ve attempted to “laser focus” all the tutorials down to one or two key concepts All tutorials are designed to
be completed in ten steps or less This means that you probably will not want to place the results in yourportfolio For example, many of the early tutorials don’t have any materials applied because I felt that usingmaterials before they’ve been explained would only confuse you
I’ve attempted to think of and use examples that are diverse, unique, and interesting, while striving to makethem simple, light, and easy to follow I’m happy to report that every example in the book is included onthe DVD along with the models and textures required to complete the tutorial
The tutorials often don’t start from scratch, but instead give you a starting point This approach lets me
“laser focus” the tutorials even more; and with fewer, more relevant steps, you can learn and experience the concepts without the complexity On the book’s DVD, you will find the Max files that are referenced
in Step 1 of most tutorials
In addition to the starting point files, every tutorial has been saved at the completion of the tutorial steps
These files are marked with the word final at the end of the filename If you get stuck in a tutorial, simply
open the final example and compare the settings
I’ve put lots of effort into this book, and I hope it helps you in your efforts I present this book as a startingpoint In each tutorial, I’ve purposely left out most of the creative spice, leaving room for you to put it in—you’re the one with the vision
Ninth time around
This book is now in its ninth edition and, like aged cheese, is getting better with time This edition ispacked with the maximum number of pages that can be bound into a paperback book, so if you’re planning
on taking a book to read on a subway ride, take this book and leave all the others behind I’d hate to thinkthat I caused some loyal readers back pain
Several changes have been made in this edition First of all, many of the older tutorials have been retired tomake room for the new features I’ve also included a new Quick Start I’ve also made room for new sectionsthroughout the book covering the new features
Although I’ve strived to make the book comprehensive, there are some features that have fallen by the side and only remain in the software for backward compatibility The Dynamics utility, for example, hasbeen replaced with the much more agile reactor system These deprecated features are mentioned, but notcovered in depth If you need to learn about these features, I suggest you look for a previous edition of the
way-3ds Max Bible where these older features were covered.
Designed for educators
Since the last edition, I’ve begun teaching at the local university, and the experience has made me rethinkhow the book is organized Previous editions presented all the information on specific topics like animationtogether This is a fine approach for experienced users who are getting up to speed with Max, but for stu-dents just starting out, this comprehensive approach easily overloads beginners before they even get out ofthe starting gate
The new approach splits the book into beginning level topics that cover modeling, animation, and ing before moving on to the advanced features in each topic This allows the first half of the book to be usedfor beginning students as an introduction to the software without digging too deep into the advanced, trick-ier features
render-Preface
Trang 40How this book is organized
Many different aspects of 3D graphics exist, and in some larger production houses, you might be focused ononly one specific area However, for smaller organizations or the general hobbyist, you end up wearing allthe hats—from modeler and lighting director to animator and post-production compositor This book isorganized to cover all the various aspects of 3D graphics, regardless of the hat on your head
If you’re so excited to be working with Max that you can’t decide where to start, then head straight for theQuick Start The Quick Start is a single chapter-long tutorial that takes you through the creation and anima-tion of an entire scene This Quick Start was included in response to some feedback from readers of the firstedition who complained that they didn’t know where to start For those of you who were too anxious towade through a mountain of material before you could create something, this Quick Start is for you.The book is divided into the following parts:
Quick Start—This single chapter (which is actually a chapter in Part I) is an entire animation
project presented in several focused tutorials It is designed to whet your appetite and get you up
to speed and producing animations immediately
Part I: Getting Started with 3ds Max—Whether it’s understanding the interface, working with
the viewports, dealing with files, or customizing the interface, the chapters in this part get youcomfortable with the interface so you won’t get lost moving about this mammoth package
Part II: Working with Objects—Max objects can include meshes, cameras, lights, Space Warps,
and anything that can be viewed in a viewport This part starts by introducing the various tive objects and also includes chapters on how to reference, select, clone, group, link, transform,and modify these various objects
primi- Part III: Modeling Basics—Max includes several different ways to model objects This part
includes chapters covering the basic modeling methods and constructs including working withspline shapes, meshes, and polys It also introduces modifiers and the Modifier Stack
Part IV: Materials, Cameras, and Lighting Basics—This part shows how to apply basic
materi-als to objects including maps It then delves into using cameras and lights, but it focuses on thebasics of these topics while avoiding the advanced features
Part V: Animation and Rendering Basics—The simplest animation features include keyframing,
constraints, and controllers With these topics, you’ll be able to animate scenes This part alsocovers the basics of rendering scenes
Part VI: Advanced Modeling—This part continues the modeling features with coverage of XRefs,
the Schematic View, mesh modifiers, compound objects, NURBS, patches, hair, fur, and cloth
Part VII: Advanced Materials—The Advanced Materials part include coverage of unwrapping,
UV coordinates, pelt mapping, the Render to Texture interface, and Normal maps
Part VIII: Advanced Animation Techniques—After users are comfortable with the basics of
ani-mation, they can move on to advanced techniques, including animation modifiers, the expressioncontroller, wiring parameters, the Track View, and the Motion Mixer
Part IX: Dynamic Animation—This part covers creating animation sequences using physics
cal-culations It includes coverage of particles, Space Warps, the cool features of reactor, and usingforces to animate hair and cloth
Part X: Working with Characters—This part covers creating and working with bipeds, bone
systems, rigging, skinning, and character crowds It also provides coverage of the various inversekinematics methods