TWO BONUS CD-ROMS• Demo version of 3ds max 6 • 3D models from Zygote Media and Viewpoint Datalabs • Over 500 MB of tutorial files and a searchable color PDF of the book • Examine BlobMes
Trang 1TWO BONUS CD-ROMS
• Demo version of 3ds max 6
• 3D models from Zygote Media and Viewpoint Datalabs
• Over 500 MB of tutorial files and a searchable color PDF of the book
• Examine BlobMesh and other new modeling features, and work with compound objects like Lofts and Morphs
• Learn to use the Particle Flow interface to control complex interactions between particles
• Delve into character creation, including bone systems, skin, rigging, and character modeling
• Discover how the new reactor 2 works to create realistic physics-based
animation sequences
• Assign the new mental ray rendering engine to render scenes using custom
shaders, caustic photons, and other new features
• Explore focused chapters on using 3ds max 6 in game development,
architectural visualization, and special effects
• Study the work of top 3ds max professionals in the 16-page color sample
section
• Set up network rendering to help you render scenes in a fraction of the time
• Learn to access Mapping Channels in the Channel Info editor
MURDOCK
Whether this is your first introduction to “Max” or you’ve been eagerly awaiting the newest version, you’ll
find everything you need in these pages If your fingers are tingling to actually create something now, the Quick
Start project in Part 1 is made for you If you can’t wait to check out the new features, start exploring detailed
coverage of the Particle Flow interface, architectural objects and materials, Shockwave 3D Export, improved
VertexPaint features, and more All the details are here.
Please see the “About the CD-ROMs” appendix for
details and complete system requirements.
3ds max with the exciting Quick Start project in Part 1
mental ray, Particle Flow, BlobMesh, and other revolutionary new features
inverse kinematics, space warps,
raytracing, and other techniques
CD-ROMS
Including a demo version of 3ds max 6, tutorial files, 3D models, and a searchable PDF version of the book showing all examples in color
effects
Kick up a little sand with a
monster truck animation
Trang 23ds max ™
6 Bible
Kelly L Murdock
Trang 3THE 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
Copyright 2004 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
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
Wiley also publishes its books in a variety of electronic formats Some content that appears in print may not be available inelectronic books
Library of Congress Cataloging-in-Publication Data: 2004103174
Trademarks: Wiley and the Wiley Publishing logo are trademarks or registered trademarks of John Wiley and Sons, Inc.
and/or its affiliates 3ds max is a trademark or registered trademark of Autodesk, Inc All other trademarks are the property
of their respective owners Wiley Publishing, Inc is not associated with any product or vendor mentioned in this book
is a trademark of Wiley Publishing, Inc.
Trang 4About the Author
Kelly Murdock has been authoring computer books for many years now and still gets immense
enjoyment from the completed work His book credits include various Web, graphics, and
multime-dia titles, including three previous editions of this book, 3ds max 6 Bible Other major ments include Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, gmax Bible, Adobe
accomplish-Atmosphere Bible, and co-authoring duties on two editions of the Illustrator Bible (for versions 9
and 10).
With a background in engineering and computer graphics, Kelly has been all over the 3D industryand still finds it fascinating He’s used high-level CAD workstations for product design and analysis,completed several large-scale visualization projects, created 3D models for feature films, worked as
a freelance 3D artist, and even done some 3D programming Kelly’s been using 3D Studio sinceversion 3 for DOS
In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing He hasrecently formed a design company with his brother, Chris, called Logical Paradox Design
Trang 5Quality Control Technicians
John Greenough Susan Moritz Angel Perez
Senior Permissions Editor
Carmen Krikorian
Media Development Specialist
Greg Stafford
Proofreading and Indexing
TECHBOOKS Production Services
Cover Image
Anthony Stuart
Special Help
Adrienne Porter
Trang 6I tweak the light settings for weeks, but it still doesn’t match the light in your eyes.
I scan and layer a hundred photos, but it still doesn’t capture the
details of your soft skin.
I apply every controller and animation technique, but it still can’t portray the
intricacies of your tiny smile.
I load hundreds of sound files, but it still isn’t equal to the synchronization
of your little laugh.
I render thousands of times, and still I’m amazed at the work of the Master Animator.
To Max, 2003
Trang 8Whenever I withdrew to the computer room, my wife would say that I was off to my “fun andgames.” I would flatly deny this accusation, saying that it was serious work that I was involved in.But later, when I emerged with a twinkle in my eye and excitedly asked her to take a look at my lat-est rendering, I knew that she was right Working with 3D graphics is pure “fun and games.”
My goal in writing this book was to take all my fun years of playing in 3D and boil them down intosomething that’s worthwhile for you — the reader This goal was compounded by the fact that allyou 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 ofadvanced topics for the seasoned user If you’re new to Max, then you’ll want to start at the begin-ning and move methodically through the book If you’re relatively comfortable making your wayaround Max, then review the table of contents for sections that can enhance your fundamentalbase If you’re a seasoned pro, then you’ll want to watch for coverage of the features new toRelease 6
If you’re so excited to be working with Max that you can’t decide where to start, then head straightfor the Quick Start The Quick Start is a single chapter-long tutorial that takes you through the cre-ation of an entire scene and animation This Quick Start was included in response to some feedbackfrom readers of the first edition who complained that they didn’t know where to start For those ofyou who were too anxious to wade through a mountain of material before you could create some-thing, this Quick Start is for you
Another goal of this book is to make it a complete reference for Max To achieve this goal, I’ve goneinto painstaking detail to cover almost every feature in Max, including coverage of every primitive,material and 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 willnot only teach you how to use the software, but also provide a creative springboard for you in yourown projects After all, that’s what turns 3D graphics from work into “fun and games.”
Who Is Max?
Max is coming of age Now with the number 6 attached to its name, it is starting to show somematurity I’d say that version numbers are akin to dog years, which would place Max in its early 40s.Before we go any further, I should explain my naming convention The official name of the product in
this release is 3ds max 6 with a lowercase m, but I simply refer to it as Max with a capital M This
ref-erence is a nickname given to a piece of software that has become more familiar to me than the familypets (whose names are Fuzzy, Curious, and Parakeetsta, by the way) Note: I have not been successful
in training Max to come when I call or to sit on command, but it will on occasion play dead
One way we humans develop our personalities is to incorporate desirable personality traits fromthose around us Max’s personality is developing as well — every new release has incorporated aplethora of desirable new features Many of these features come from the many additional plug-insbeing developed to enhance Max With Release 6, many features that were available as plug-ins forprevious releases have been adopted by Max Several new features have been magically assimilatedinto the core product, such as mental ray These additions make Max’s personality much more lik-able, like a human developing a sense of humor
Trang 9viii 3ds max 6 Bible
Other personality traits are gained by stretching in new directions Max and its developers haveaccomplished this feat as well Many of the new features are completely new, not only to Max, but
to the industry, such as the Particle Flow interface As Max grows up, it will continue to mature byadopting new features and inventing others I just hope Max doesn’t experience a mid-life crisis inthe next version
About This Book
Let me paint a picture of the writing process It starts with years of experience, which is followed
by months of painstaking research There were system crashes and personal catastrophes and thealways-present, ever-looming deadlines I wrote into the early hours of the morning and during thelate hours of the night — burning the candle at both ends and in the middle all at the same time Itwas grueling and difficult, 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 mators do on a daily basis, and, like you, I find satisfaction in the finished product
ani-Tutorials aplenty
I’ve always been a very visual learner — the easiest way for me to gain knowledge is by doingthings for myself while exploring at the same time Other people learn by reading and comprehend-ing ideas In this book, I’ve tried to present information in a number of ways to make the informa-tion usable for all types of learners That is why you see detailed discussions of the variousfeatures along with tutorials that show these concepts in action
The tutorials appear throughout the book and are clearly marked with the “Tutorial” label in front
of the title They always include a series of logical steps, typically ending with a figure for you tostudy and compare These tutorial examples are provided on the book’s CD-ROM to give you a first-hand look and a chance to get some hands-on experience
I’ve attempted to “laser focus” all the tutorials down to one or two key concepts This means thatyou probably will not want to place the results in your portfolio For example, many of the earlytutorials don’t have any materials applied because I felt that using materials before they’ve beenexplained would only confuse you
I’ve attempted to think of and use examples that are diverse, unique, and interesting, while striving
to make them simple, light, and easy to follow I’m happy to report that every example in the book
is included on the CD-ROM 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 approachlets me “laser focus” the tutorials even more; and with fewer, more relevant steps, you can learnand experience the concepts without the complexity On the book’s CD-ROM, you will find the Maxfiles that are referenced in Step 1 of most tutorials
I’ve put lots of effort into this book, and I hope it helps you in your efforts I present this book as astarting point In each tutorial, I’ve purposely left most of the creative spice out, leaving room foryou to put it in — you’re the one with the vision
Fourth time around
This book is now in its fourth edition and, like aged cheddar cheese, is getting better with time.This edition posed an interesting dilemma The edition for Max 4 clocked in at 1,246 pages, whichwas the largest number of pages that can be bound into a paperback book So, for Max 5, I needed
to rework and tighten the content to make room for pages where the new features could be ered, which was an tough task, but I was happy to say I succeeded by cramming in an additional
cov-400 pages worth of content into the 3ds max 5 Bible However, when the book came back from the
printer, it weighed in at only 1,106 pages, making the reader think that the book was put on a diet Itturned out that the editors who laid out the book decided to use a tighter layout, thereby saving
140 pages while providing the additional content
Trang 10Preface
Now that I’m working on a version covering Max 6, I’m delighted to have that extra 140 pages tocram full of information, and the editors are already looking at an even tighter format At this rate,the next couple of editions will be shipping with a magnifying glass
There have been several other changes to this edition In an effort to add some new life to many ofthe older tutorials (several of which desired a chance to retire), I have secured a new set ofViewpoint models that I’ve used to replace many of the old tutorials I’ve also included a new QuickStart that lets you play with a monster truck
How this book is organized
Many different aspects of 3D graphics exist, and in some larger production houses, you might befocused on only one specific area However, for smaller organizations or the general hobbyist, youend up wearing all the hats — from modeler and lighting director to animator and post-productioncompositor This book is organized to cover all the various aspects of 3D graphics, regardless ofthe hat on your head
The book is divided into the following parts:
✦ Quick Start — This single chapter (which is actually a chapter in Part I) is an entire
anima-tion project presented in several focused tutorials It is designed to whet your appetite andget you up to speed and producing animations immediately
✦ Part I: Learning the Max Interface — Whether it’s understanding the interface, working with
the viewports, dealing with files, or customizing the interface, the chapters in this part getyou comfortable with the interface so you won’t get lost moving about this mammoth pack-age
✦ 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 includes chapters on how toreference, select, clone, group, link, transform, and modify these various objects
✦ Part III: Modeling — Max includes several different ways to model objects This part
includes chapters on working with spline shapes, meshes, polys, patches, NURBS, pound objects like Lofts and Morphs, and particle systems
com-✦ Part IV: Materials and Maps — With all the various materials, maps, and parameters,
under-standing how to create just what you want can be difficult These chapters explain all thevarious types and how to use them
✦ Part V: Cameras — This part describes how to control cameras and use the Camera
Matching and Tracking utilities and the Multi-Pass Camera effects
✦ Part VI: Lighting — This part describes how to create and control the standard lights, as
well as coverage on advanced lighting, radiosity, and global illumination
✦ Part VII: Animation — To animate your scenes, you’ll want to learn about keyframing, the
Track Views, constraints, and controllers This part includes a chapter specifically onexpressions
✦ Part VIII: Character Animation — I cover creating and working with characters, bone
sys-tems, skinning, rigging, and character modeling in this part I also provide complete age of the various inverse kinematics methods
cover-✦ Part IX: Dynamics — This part includes coverage of Space Warps, the Dynamics utility, and
all the cool features found in Reactor
✦ Part X: Rendering — To produce the final output, you can render the scene as described in
this part In addition, this part discusses environments, Render Elements, Render Effects,network rendering, raytracing, and mental ray
✦ Part XI: Compositing and Post-Production — This part describes the compositing process
using external tools, as well as post-processing using the Video Post interface
✦ Part XII: MAXScript and Plug-Ins — This part provides details on using Max’s scripting
lan-guage, MAXScript, and on using plug-ins
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✦ Part XIII: Max in Action — Max is used in many different industries and this part addresses
specific features used to enable Max for games, visualization, and special effects
✦ Appendixes — At the very end of this book, you’ll find four appendixes that cover the new
features of Max 6, installation and system configuration, Max keyboard shortcuts, and thecontents of the book’s CD-ROMs
Using the book’s icons
The following margin icons are used to help you get the most out of this book:
Note boxes highlight useful information that you should take into consideration
Tips provide an additional bit of advice that will make a particular feature quicker or easier
to use
Cautions warn you of a potential problem before you make a mistake
The New Feature icon highlights features that are new to Release 6
Watch for the Cross-Reference icon to learn where in another chapter you can go to findmore information on a particular feature
This icon points you toward related materials that are included on the book’s CD-ROMs
The book’s CD-ROMs
Computer book CD-ROMs are sometimes just an afterthought that includes a handful of examplesand product demos This book’s CD-ROMs, however, include a full, working trial version of 3ds max
6 Max is an expensive piece of software to just play around with, but the trial version gives you 30days to try out the software and gain some valuable experience Appendix D, “What’s on theCD-ROMs,” supplies the details of the content on the CD-ROMs
The CD-ROMs include a selection of 3D models that you can use in your projects if you choose Many
of these models are used in the tutorials The CD-ROMs also include the Max files for every tutorial
If you haven’t noticed yet, most of this book is printed in black and white This can make seeing thedetails (and colors) of the figures difficult The CD-ROM includes a complete searchable version ofthe book along with all the figures in color
Color insert pages
The possibilities of Max are endless, but many individuals and groups have pushed the software along way As a sampling of the finished work that can be created, I’ve included a set of color insertpages that showcase some amazing work done with Max The 3D artists represented in these pagesgive you some idea of what is possible
On the CD-ROM
Trang 12In the first edition, the task at hand was too big for just me, so I shared the pain with two co-authors — Dave Brueck and Sanford Kennedy (both of whom have gone on to write books oftheir own) I still would like to thank them for their work, which, although overhauled, still retainstheir spirits In subsequent editions, I’ve decided to do all the updates solo, until now Facing thisedition, I once again put out a cry for help and was answered by Sue Blackman, a contributing artistwhose work appears in the color insert Sue provided several excellent examples that show off thepower of the Track View interface Thanks for your help, Sue.
Major thanks to the editors and personnel at Wiley I’d like to specifically thank Tom Heine, whoturns out to be just as friendly in real life as he is on the phone Tom, it was great to finally meetyou at Siggraph this year Huge thanks to Marty Minner, who kept the project on task despite atough tragedy and to Gwenette Gaddis Goshert for her excellent copyediting input I’d also like tothank Chris Murdock for taking on the technical editing even though he felt like playing withanother version of Max What a great virtual team we have here Additional thanks go out toCarmen Krikorian and her co-workers in the Media Development department for chasing down therequired permissions and for compiling the resources for the CD-ROMs, and finally, to the entirestaff at Wiley who helped me on this journey
The various people who work in the graphics industry are amazing in their willingness to help andsupport I’d like to thank first of all David Marks and the entire Discreet beta team for getting methe product when I needed it I’d also like to thank the talented people at Zygote Media, CuriousLabs, and Viewpoint Digital Media for many of their models, which make the examples much moreinteresting (you can only do so much with the teapot after all) Thanks to Tom Avikigos atDigimation for help in securing a new set of Viewpoint models and Daniel Brown at Adobe for get-ting me the Adobe products that I needed Additional thanks goes out to David Mathis, JoePoppa, and Chris Murdock for completing models used in some of the tutorials
Finally, I’d like to thank the many artists who contributed images for the color insert pages for ing their talent, knowledge, and vision with us They are an inspiration to me
Trang 14shar-Contents at a Glance
Preface ix
Acknowledgments xv
Part I: Learning the Max Interface 1
Quick Start: Animating a Monster Truck at the Beach 3
Chapter 1: Finding Your Way — Exploring the Max Interface 23
Chapter 2: Seeing It All — Working with the Viewports 61
Chapter 3: Working with Files and XRefs 89
Chapter 4: Customizing the Max Interface and Setting Preferences 129
Part II: Working with Objects 159
Chapter 5: Creating and Editing Primitive Objects 161
Chapter 6: Selecting Objects and Setting Object Properties 189
Chapter 7: Cloning Objects and Creating Object Arrays 213
Chapter 8: Grouping and Linking Objects 235
Chapter 9: Working with the Schematic View 249
Chapter 10: Transforming Objects — Translate, Rotate, and Scale 269
Chapter 11: Introducing Modifiers for Basic Object Deformation 297
Part III: Modeling 333
Chapter 12: Modeling Basics 335
Chapter 13: Drawing and Editing 2D Splines and Shapes 349
Chapter 14: Working with Meshes and Polys 389
Chapter 15: Creating and Editing Patches 431
Chapter 16: Working with NURBS 453
Chapter 17: Building Compound Objects 473
Chapter 18: Creating Particles and Particle Flow 513
Part IV: Materials and Maps 545
Chapter 19: Exploring the Material Editor 547
Chapter 20: Creating Simple Materials 567
Chapter 21: Creating Advanced Multi-Layer Materials 585
Chapter 22: Adding Material Details with Maps 603
Chapter 23: Controlling Mapping Coordinates 637
Part V: Cameras 651
Chapter 24: Working with Cameras 653
Chapter 25: Matching and Tracking Cameras 665
Chapter 26: Multi-Pass Camera Effects 677
Trang 15Part VI: Lighting 683
Chapter 27: Basic Lighting Techniques 685
Chapter 28: Advanced Lighting and Light Tracing 713
Chapter 29: Advanced Lighting and Radiosity 721
Part VII: Animation 731
Chapter 30: Animation Basics 733
Chapter 31: Animating with Constraints and Controllers 767
Chapter 32: Using the Expression Controller 803
Chapter 33: Working with the Track View 819
Part VIII: Character Animation 855
Chapter 34: Character Modeling 857
Chapter 35: Rigging Characters 871
Chapter 36: Animating Characters 887
Chapter 37: Using Inverse Kinematics 895
Part IX: Dynamics 913
Chapter 38: Using Space Warps 915
Chapter 39: Creating a Dynamic Simulation 939
Chapter 40: Animating with reactor 955
Part X: Rendering 977
Chapter 41: Rendering Basics 979
Chapter 42: Using Atmospheric Effects 1005
Chapter 43: Using Render Elements and Effects 1017
Chapter 44: Raytracing and mental ray 1039
Chapter 45: Network Rendering 1057
Part XI: Compositing and Post-Production 1081
Chapter 46: Using External Compositing Tools 1083
Chapter 47: Using the Video Post Interface 1093
Part XII: MAXScript and Plug-Ins 1115
Chapter 48: Automating with MAXScript 1117
Chapter 49: Expanding Max with Third-Party Plug-Ins 1153
Part XIII: Max in Action 1159
Chapter 50: Max and Games 1161
Chapter 51: Max and Visualization 1175
Chapter 52: Max and Special Effects 1183
Appendix A: What’s New with Max 6 1189
Appendix B: Installing and Configuring 3ds max 6 1193
Appendix C: Max Keyboard Shortcuts 1201
Appendix D: What’s on the CD-ROMs 1217
Index 1221
End-User License Agreement 1255
Trang 16Preface ix
Acknowledgments xv
Part I: Learning the Max Interface 1 Quick Start: Animating a Monster Truck at the Beach 3
Relaxing at the Beach 3
Tutorial: Creating the background terrain and scene 4
Tutorial: Importing the monster truck model 6
Tutorial: Adding scene props 7
Dressing the Scene 9
Tutorial: Applying materials 9
Tutorial: Loading a background image 11
Animating Motion 13
Tutorial: Animating the monster truck motion 13
Tutorial: Animating the rotating wheels 14
Tutorial: Positioning and animating a camera 15
Tutorial: Adding special effects 17
Rendering the Final Animation 18
Tutorial: Creating a preview animation 18
Tutorial: Rendering the final animation 19
Summary 21
Chapter 1: Finding Your Way — Exploring the Max Interface 23
The Interface Elements 24
Using the Menus 26
The File menu 27
The Edit menu 27
The Tools menu 27
The Group menu 29
The Views menu 29
The Create menu 30
The Modifiers menu 31
The Character menu 33
The reactor menu 33
The Animation menu 33
The Graph Editors menu 34
The Rendering menu 35
The Customize menu 36
The MAXScript menu 36
The Help menu 37
Using the Toolbars 37
Starting with the main toolbar 38
Viewing the default floating toolbars 41
Using the Viewports 42
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Using the Command Panel 42
Tutorial: Rearranging the interface for lefties 44
Create panel 45
Modify panel 49
Hierarchy panel 50
Motion panel 50
Display panel 51
Utilities panel 52
Using the Lower Interface Bar Controls 53
Accessing frames and keys with the Time Slider and the Track Bar 53
Learning from the Status Bar and the Prompt Line 54
Controlling the MAXScript Mini-Listener 54
Using the Key Controls 54
Using the Time Controls 54
Using the Viewport Navigation Controls 55
Interacting with the Interface 55
Gaining quick access with the right-click quadmenus 55
Understanding the button color cues 56
Using drag-and-drop features 57
Controlling spinners 57
Finding keyboard shortcuts 57
Using strokes 57
Understanding modeless and persistent dialog boxes 58
Getting Help 58
Browser-based reference guides 58
Online help 58
Summary 59
Chapter 2: Seeing It All — Working with the Viewports 61
Understanding 3D Space 61
Axonometric versus Perspective 62
Orthographic and Isometric views 62
Learning Viewports in Max 63
Using the Viewport Navigation Controls 64
Zooming a view 65
Panning a view 65
Rotating a view 65
Controlling viewports with a scroll wheel 66
Controlling camera and spotlight views 67
Viewing grids 67
Disabling and refreshing viewports 67
Undoing and saving changes made with the Viewport Navigation Controls 68
Maximizing the active viewport 68
Tutorial: Navigating the active viewport 69
Configuring the Viewports 71
Setting the viewport rendering method 72
Altering the Viewport layout 78
Using Safe Frames 79
Understanding Adaptive Degradation 80
Defining regions 82
Trang 18Contents
Working with Viewport Backgrounds 84
Loading viewport background images 84
Loading viewport background animations 85
Tutorial: Loading reference images for modeling 86
Summary 87
Chapter 3: Working with Files and XRefs 89
Working with Max Scene Files 89
Saving files 90
Opening files 91
Merging and replacing objects 92
Archiving files 93
Getting out 93
Setting File Preferences 93
Handling files 93
Backing up files 95
Tutorial: Setting Auto Backup 96
Maintaining log files 96
Importing and Exporting 97
Importing supported formats 97
Import preference 98
Exporting utilities 108
Importing from external applications 109
Referencing External Objects 113
Using XRef Scenes 113
Using XRef Objects 117
Tutorial: Using an XRef proxy 119
XRef Objects in the Modifier Stack 120
Configuring XRef paths 120
Using the File Utilities 122
Using the Asset Browser utility 122
Finding files with the Max File Finder utility 124
Collecting files with the Resource Collector utility 124
Using i-drop 125
Accessing File Information 125
Displaying scene Information 125
Viewing file properties 126
Viewing files 126
Summary 128
Chapter 4: Customizing the Max Interface and Setting Preferences 129
Using the Customize User Interface Window 129
Customizing keyboard shortcuts 129
Tutorial: Assigning keyboard shortcuts 130
Customizing toolbars 131
Tutorial: Creating a custom toolbar 132
Customizing quadmenus 134
Customizing menus 136
Tutorial: Adding a new menu 137
Customizing colors 138
Customizing Modify and Utility Panel Buttons 138
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Working with Custom Interfaces 139
Saving and loading a custom interface 140
Tutorial: Saving a custom interface 141
Locking the interface 142
Reverting to the startup interface 142
Switching between default and custom interfaces 142
Configuring Paths 143
Selecting System Units 144
Using Custom and Generic units 145
Rescaling world units 146
Setting Preferences 146
General preferences 146
Files panel preferences 148
Viewport preferences 149
Gamma preferences 154
Rendering preferences 156
Animation preferences 156
Inverse Kinematics preferences 157
Gizmos preferences 157
MAXScript preferences 157
Radiosity preferences 158
mental ray preferences 158
Summary 158
Part II: Working with Objects 159 Chapter 5: Creating and Editing Primitive Objects 161
Creating Primitive Objects 161
Using the Create panel 161
Using the Create menu 163
Naming and renaming objects 163
Assigning colors 164
Using the Color Clipboard 166
Using different creation methods 167
Using the Keyboard Entry rollout for precise dimensions 169
Altering object parameters 169
Recovering from mistakes and deleting objects 169
Tutorial: Exploring the Platonic solids 170
Exploring the Primitive Object Types 171
Standard Primitives 171
Extended Primitives 176
Modifying object parameters 185
Tutorial: Filling a treasure chest with gems 185
Summary 187
Chapter 6: Selecting Objects and Setting Object Properties 189
Selecting Objects 189
Selection filters 190
Select buttons 191
Selecting with the Edit menu 192
Trang 20Contents
Selecting multiple objects 195
Tutorial: Selecting objects 195
Locking selection sets 196
Using named selection sets 197
Editing named selections 197
Isolating the current selection 198
Selecting objects in other interfaces 198
Setting Object Properties 199
Viewing object information 200
Setting display properties 200
Setting rendering controls 202
Enabling Motion Blur 203
Using the Advanced Lighting and mental ray panels 203
Using the User-Defined panel 204
Hiding and Freezing Objects 204
Using the Display Floater dialog box 204
Using the Display panel 205
Tutorial: Hidden toothbrushes 207
Using Layers 208
Using the Layer Manager 208
Using the Layer List 210
Tutorial: Dividing a scene into layers 211
Summary 212
Chapter 7: Cloning Objects and Creating Object Arrays 213
Cloning Objects 213
Using the Clone command 213
Using the Shift-clone method 214
Tutorial: Cloning dinosaurs 214
Understanding Cloning Options 216
Working with copies, instances, and references 216
Tutorial: Creating instanced doughnuts 216
Tutorial: Working with referenced apples 218
Mirroring Objects 219
Using the Mirror command 219
Tutorial: Mirroring a robot’s leg 220
Cloning over Time 221
Using the Snapshot command 221
Tutorial: Creating a tower of cubes 222
Spacing Cloned Objects 223
Using the Spacing tool 223
Tutorial: Stacking a row of dominoes 225
Creating Arrays of Objects 226
Linear arrays 226
Tutorial: Building a white picket fence 227
Circular arrays 227
Tutorial: Building a Ferris wheel 228
Spiral arrays 229
Tutorial: Building a spiral staircase 230
Working with a ring array 230
Tutorial: Using Ring Array to create a carousel 232
Summary 234