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579711 Cover.qxp 1/25/05 1:01 PM Page Perfect Bind • Trim: 3/8 x 1/4 • • color process • Yellow prints 110y 15m • + spot varnish (see spot varnish pdf) • Matte laminate If 3ds max can it, you can it too Inside, you’ll find complete coverage of 3ds max • Use the special Quick Start tutorial chapter to create your first 3D animation project right away • Explore new modeling features, including the Edit Poly modifier and new Skin Wrap and Skin Morph modifiers • Add details to low-polygon models with Max’s new normal mapping feature • Discover how the new Deformation Paintbrush features can push and pull mesh objects to add smooth details • Animate characters and crowds with the integrated Character Studio features Animate a friendly space alien Use the Physique modifier to create realistic characters Bonus CD-ROM included! Features a diverse selection of 3D models just right for your own projects, the Max files for every tutorial, and a searchable PDF version of the book with all sample figures in full color MURDOCK www.wiley.com/compbooks/ System Requirements: Please see the “About the CD-ROM” Appendix for details and complete system requirements $49.99 USA $64.99 Canada £31.99 UK Reader Level: Shelving Category: Beginning to Advanced Computer Graphics/Design ISBN 0-7645-7971-1 *85 -IJHDHd C O M P R E H E N S I V E đ Learn from tutorials that teach you key concepts in ten steps or less and provide figure examples to study and compare 100% 3ds max “Max” is a powerhouse of impressive features, and whether you’re a seasoned pro or just starting out, you’ll find version exciting, challenging, and a lot of fun This book is packed with everything you need to create professional-quality animations with Max It covers every feature, with special emphasis on features new to this version Best of all, it teaches you to use this versatile software in a context designed to spark your creativity, with full color examples of 3ds max creations that will inspire you ,!7IA7G4-fhjhbe!:p;o;t;T;T Bible 3D models and more on CD-ROM 100% ONE HUNDRED PERCENT COMPREHENSIVE AUTHORITATIVE WHAT YOU NEED “Kelly has gone above and beyond to deliver his finest 3ds max Bible yet Loaded with detailed explanations and tutorials, the 3ds max Bible is a must-have for hobbyists and professional CG artists alike.” — Richard Rosenman, Digital Animation Director ONE HUNDRED PERCENT Build detailed models using meshes, polys, patches, NURBS, and mesh painting Animate complex characters easily with Max’s integrated Character Studio features Render 3D scenes using radiosity, raytracing, and the advanced mental ray rendering engine 3ds max ® BONUS CD-ROM Includes a selection of 3D models you can use in your own projects, plus a searchable, full-color PDF version of the book Kelly L Murdock 3ds max Bible ® Kelly L Murdock 3ds max® Bible Published by Wiley Publishing, Inc 111 River Street Hoboken, N.J 07030 www.wiley.com Copyright © 2005 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN: 0-7645-7971-1 Manufactured in the United States of America 10 1B/SV/QS/QV/IN No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 750-4744 Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, E-Mail: brandreview@wiley.com 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, please contact our Customer Care Department within the U.S at 800-762-2974, outside the U.S at 317-572-3993, or fax 317-572-4002 For technical support, please visit www.wiley.com/techsupport Wiley also publishes its books in a variety of electronic formats Some content that appears in print may not be available in electronic books Library of Congress Control Number: 2005920577 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 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 About the Author Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work His book credits include various Web, graphics, and multimedia titles, including four previous editions of this book, 3ds max Bible Other major accomplishments include Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, gmax Bible, Adobe Atmosphere Bible, Maya Revealed, and co-authoring duties on two editions of the Illustrator Bible (for versions and 10) and the Adobe Creative Suite Bible With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating He’s used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films, worked as a freelance 3D artist, and has even done some 3D programming Kelly’s been using 3D Studio since version for DOS In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing He has recently formed a design company with his brother, Chris, called Logical Paradox Design Credits Acquisitions Editor Tom Heine Project Editor Martin V Minner Technical Editor Chris Murdock Copy Editor Gwenette Gaddis Goshert Editorial Manager Robyn Siesky Vice President and Executive Group Publisher Richard Swadley Vice President and Publisher Barry Pruett Project Coordinators April Farling Ryan Steffen Graphics and Production Specialists Andrea Dahl Sean Decker Lauren Goddard Jennifer Heleine Heather Pope Heather Ryan Ron Terry Quality Control Technicians Laura Albert Leeann Harney Brian H Walls Permissions Editor Laura Moss Media Development Specialist Angela Denny Proofreading and Indexing TECHBOOKS Production Services Cover Image Anthony Bunyan I grew up chasing the wind You were faster than me, and I had to work two or three times harder just to keep up You were bigger than me, so I had to stretch and reach for everything You were stronger than me, so my load always seemed greater You were smarter than me, so there was so much for me to learn It wasn’t always easy, but it taught me to persevere It wasn’t always fun, but the tears taught me patience It wasn’t always happy, but sorrow made me determined It wasn’t always perfect, which made me desire perfection After years of following, I found an inner strength that comes only from enduring a struggle, so I thank you for not pulling any punches, for clearly marking the path to follow, for making it mean something when I won, for being there for the time that you were You’ve been my friend, my enemy, my confidant, my rival, my teammate, my competition, my supporter, my critic, my teacher, my student, my comrade, and my foe Blood made us brothers, time has made us equals As a child, I called you older, but now I just call you brother To Mike and Kevin, 2004 Preface E very 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, still flatly deny this accusation, saying that it is serious work that I am involved in But later, when I emerge with a twinkle in my eye and excitedly ask her to take a look at my latest rendering, I know that she is right Working with 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 into something that’s worthwhile for you—the reader This goal was compounded by the fact that all you Max-heads out there are at different levels Luckily, this book is thick enough to include a little something for everyone The audience level for the book ranges from beginning to intermediate, with a smattering of advanced topics for the seasoned user If you’re new to Max, then you’ll want to start at the beginning and move methodically through the book If you’re relatively comfortable making your way around Max, then review the table of contents for sections that can enhance your fundamental base If you’re a seasoned pro, then you’ll want to watch for coverage of the features new to Release If you’re so excited to be working with Max that you can’t decide where to start, then head straight for the Quick Start The Quick Start is a single chapter-long tutorial that takes you through the creation of an entire scene and animation This Quick Start was included in response to some feedback from readers of the first edition who complained that they didn’t know where to start For those of you who were too anxious to wade through a mountain of material before you could create something, this Quick Start is for you Another goal of this book is to make it a complete reference for Max To achieve this goal, I’ve gone into 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 to include a variety of scenes that are infused with creativity It is my hope that these examples will not only teach you how to use the software, but also provide a creative springboard for you in your own projects After all, that’s what turns 3D graphics from work into “fun and games.” Who Is Max? Max is coming of age Now with the number attached to its name, it is starting to show some maturity I’d say that version numbers are akin to dog years, which would place Max in its late 40s Before we go any further, I should explain my naming convention The official name of the product in this release is 3ds max with a lowercase m, but I simply refer to it as Max with a capital M This reference is a nickname given to a piece of software that has become more viii Preface familiar to me than the family pets (whose names are Fuzzy, Curious, Parakeetsta, and Chip or Chirp depending on the day) 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 from those around us Max’s personality is developing as well—every new release has incorporated a plethora of desirable, new features Many of these features come from the many additional plug-ins being developed to enhance Max With Release 7, many features that were available as plug-ins for previous releases have been adopted by Max Several new features have been magically assimilated into the core product, such as Character Studio These additions make Max’s personality much more likable, like a human developing a sense of humor Other personality traits are gained by stretching in new directions Max and its developers have accomplished this feat as well Many of the new features are completely new, not only to Max, but also to the industry As Max grows up, it will continue to mature by adopting new features and inventing others I just hope Max doesn’t experience a mid-life crisis in the 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 the always-present, ever-looming deadlines I wrote into the early hours of the morning and during the late hours of the night—burning the candle at both ends and in the middle all at the same time It was grueling and difficult, and spending all this time staring at the 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 on a daily basis, and like you, I find satisfaction in the finished product Tutorials aplenty I’ve always been a very visual learner—the easiest way for me to gain knowledge is by doing things for myself while exploring at the same time Other people learn by reading and comprehending ideas In this book, I’ve tried to present information in a number of ways to make the information usable for all types of learners That is why you see detailed discussions of the various features along with tutorials that show these concepts in action The tutorials appear throughout the book and are clearly marked with the “Tutorial” label in front of the title They always include a series of logical steps, typically ending with a figure for you to study and compare These tutorial examples are provided on the book’s CD-ROM to give you a firsthand look and a chance to get some hands-on experience I’ve attempted to “laser focus” all the tutorials down to one or two key concepts All tutorials are designed to be completed in 10 steps or less This means that you probably will not want to place the results in your portfolio For example, many of the early tutorials don’t have any materials applied because I felt that using materials before they’ve been explained would only confuse you I’ve attempted to think of and use examples that are diverse, unique, and interesting, while striving to make them simple, light, and easy to follow I’m happy to report that every example in the book is included on the CD-ROM along with the models and textures required to complete the tutorial Preface The tutorials often don’t start from scratch, but instead give you a starting point This approach lets me “laser focus” the tutorials even more; and with fewer, more relevant steps, you can learn and experience the concepts without the complexity On the book’s CD-ROM, you will find the Max files that are referenced in Step of most tutorials In addition to the starting point files, every tutorial has been saved at the completion of the tutorial steps These files are marked with the word final at the end of the filename If you get stuck in a tutorial, simply open the final example and compare the settings I’ve put lots of effort into this book, and I hope it helps you in your efforts I present this book as a starting point In each tutorial, I’ve purposely left most of the creative spice out, leaving room for you to put it in—you’re the one with the vision Fifth time around This book is now in its fifth edition and, like aged cheddar cheese, is getting better with time This edition is packed 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 think that 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 to make room for the new features I’ve also included a new Quick Start that takes you through constructing an entire character and using the Character Studio tools I’ve also made room for an entire part covering Character Studio and several other new chapters covering the new features To make room for the new Editable Poly features, I’ve taken away a chapter covering Editable Mesh objects and I’ve split the modifiers into several chapters, making them easier to locate and use How this book is organized Many different aspects of 3D graphics exist, and in some larger production houses, you might be focused on only one specific area However, for smaller organizations or the general hobbyist, you end up wearing all the hats—from modeler and lighting director to animator and post-production compositor This book is organized to cover all the various aspects of 3D graphics, regardless of the hat on your head 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: 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 get you comfortable 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 includes chapters on how to reference, select, clone, group, link, transform, and modify these various objects It also introduces modifiers and the Modifier Stack ix 1240 Index ✦ P–R primitives AEC Objects, 156–159 architecture primitives, 156–159 assigning colors, 134–136 Base Objects, 269–270 for character modeling, 890 Color Clipboard utility, 136 Create menu for, 131 Create panel for, 132–133 creating a primitive man, 887–888 creating by dragging, 132, 137–138 creation methods, 137–139 defined, 131, 306 deleting, 140 Extended Primitives, 145–154 Keyboard Entry rollout, 139 modifying object parameters, 155 naming and renaming, 133–134 overview, 159 Parameters rollout, 139 Platonic solids, 140–141 redoing actions for, 139 for shapes, 324–333 Standard Primitives, 141–145 for treasure chest filled with gems, 155–156 undoing actions for, 139 Print Size Wizard, 1025–1026 printing from Asset Browser, 94 keyboard shortcuts chart, 100 still images, 1025–1026 Prism primitives, 152 program flow in MAXScript, 1153 projecting trumpet image tutorial, 698 projection maps, 581 Projection modifier, 636, 1182 Projection Options dialog box, 636–637 Projector maps, 697 Prompt Line, 35 propeller system animation tutorial, 935–936 properties See also Object Properties dialog box for dynamic materials, 977–978 Editable Poly surface properties, 385–388 of layers, 183–184 of materials, 527–529 setting for objects, 172–176 viewing for files, 96–97 Protractor object, 319 proxies Clone and Align tool with, 227 XRef proxies, 88, 89, 90–91 PRS Parameters rollout, 790–791 Pseudo Alpha filter, 1124 Pseudo Color Exposure Control rollout, 1029 pull-down menus See menus; specific menus puppet tutorials animation with HI IK Solver, 939–940 using bones, 915–916 Push modifier, 290 Push Space Warp, 952 Pyramid primitives, 145 Pythagorean Theorem, testing, 320–321 Q qop files, 105, 110 quadmenus customizing, 36, 104–106 described, 25, 36 keyboard shortcuts, 105, 1198 loading settings, 105 saving settings, 105 using, 36 Quaternion (TCB) controller, 797–798 question mark (?) wildcard, 165 Quick Align tool, 203–204 Quick Start See Gaaboot project R radiosity Advanced Lighting panel options, 708–710, 711–712 light tracing versus, 701 lighting an archway with, 712–713 overview, 707–708 painting with light, 711 preferences, 126 preparing a mesh for, 710–711 rendering parameters and statistics, 711–712 subdividing a mesh for, 709 Rag Doll constraint, 1001–1002 Railing AEC Objects, 157 Railings architecture primitives, 157 rain showers tutorial, 494 RAM Player, 1022–1023 random marquee lights tutorial, 578–579 Randomize Keys utility, 840 Ranges toolbar (Track View), 835–836 Ray Lens Effect, 1057 Raytrace Basic Parameters rollout, 1072–1073 raytrace map, 602, 1076–1077 raytrace materials Dynamic Properties rollout, 1074 Extended Parameters rollout, 1073 Ink ‘n’ Paint, 572–574 Maps rollout, 1074 Matte/Shadow, 570–572 overview, 570, 1071 Raytrace Basic Parameters rollout, 1072–1073 roses tutorial, 1075–1076 SuperSampling and raytracing antialiasing, 1069 SuperSampling rollout, 1074 Raytrace Parameters rollout, 1076 raytraced shadows, 675, 676, 697 Raytracer Global Parameters rollout, 1067–1070 raytracing controlling the raytracer, 1068–1070 defined, 570 excluding objects, 1070–1071 Index ✦ R global settings, 1067–1071 raytrace map, 602, 1076–1077 raytrace materials, 570–574, 1071–1076 simulating with Reflect/Refract map, 1071 wine glass tutorial, 1077 Raytracing Acceleration Parameters dialog box, 1070 RBG Tint map, 601 Reaction controller, 798–801, 983, 1184 Reaction Manager dialog box, 799–800 reactor Collections Collection modifiers, 987 defining collision boundaries, 988–989 mass, friction, and elasticity, 988 modifier properties, 989 overview, 985–987 setting object properties, 987–989 throwing shirt over chair tutorial, 989–990 reactor objects default objects, 991 driving monster truck over hill tutorial, 993–994 Fracture, 995–996 Linear and Angular Dashpots, 992 Motor, 992 overview, 991 Plane, 992 pool of water tutorial, 996–997 smashing gingerbread house tutorial, 995–996 Spring, 992 Toy Car, 993–994 Water, 996–997 Wind, 993 reactor plug-in (Havok) analyzing the scene, 999 calculating and previewing simulations, 997–1000 for character animation, 926 constraining objects, 1000–1003 creating keys with, 984, 998 creating reactor objects, 991–997 driving monster truck over hill tutorial, 993–994 dropping plate of doughnuts tutorial, 999–1000 Dynamics utility versus, 979 filling a glass bowl tutorial, 984–985 physics and, 983 pool of water tutorial, 996–997 Preview window, 998–999 process involved in using, 984 Reaction controller versus, 983 smashing gingerbread house tutorial, 995–996 swinging into wall tutorial, 1002–1003 throwing shirt over chair tutorial, 989–990 troubleshooting, 1004 using reactor Collections, 985–990 Rectangle primitive, 328 Rectangular selection method, 166 redoing primitive changes, 139 viewport changes, 49 Reduce Keys dialog box, 847 reference images, loading, 66–67 references, 218, 219–220 See also cloning objects reflection defined, 528 material maps, 601–604 settings for rendering, 175 Reflect/Refract map, 603, 1071 refraction defined, 528 material maps, 601–604 settings for rendering, 175 refreshing viewports See updating viewports Region modifier, 296–297 regions for rendering, defining, 63–64 registering Max 7, 1189 Relax modifier, 290–291 removing See deleting or removing Rename Objects dialog box, 134 renaming See also naming animation previews, 740 objects, 133–134, 259 toolbars, 101 render effects applying to objects, 175 Blur, 1061–1063 Brightness and Contrast, 1063 Color Balance, 1063 Depth of Field, 1064–1065 File Output, 1063 Film Grain, 1064 Lens Effects, 1049–1061 Motion Blur, 1064 Rendering Effects panel for, 1047–1049 Render Elements rollout, 1045–1047, 1116 Render Map dialog box, 537 Render Scene dialog box Common panel, 1011–1016 Indirect Illumination panel, 1085 Preset option, 1012 Raytracer panel, 1067–1070 Render button, 1012 Render Elements rollout, 1045–1047 Renderer panel, 1016–1018 Viewport drop-down list, 1012 Render to Texture dialog box Automatic Mapping rollout, 633–634 Baked Material rollout, 633–634 General Settings rollout, 631–632 with mental ray, 1184 for Normal maps, 635 Objects to Bake rollout, 632 opening, 631 Output rollout, 633 Renderable Spline modifier, 357 Rendered Frame Window grabbing a viewport image to, 59 loading files from View File dialog box, 97 using, 1021–1022 1241 1242 Index ✦ R rendering See also atmospheric effects; network rendering; render effects Assign Renderer rollout, 1015–1016, 1020 background images, 65 baking textures, 629, 631–635 batch rendering setup, 1108 command-line rendering, 1024 compressing files for network rendering, 74 Default Scanline Renderer rollout, 1016–1018 defining regions for, 63–64 Email Notifications rollout, 1015 environments, 1026–1030 exposure settings for, 1028–1030 final animation for Gaaboot, 21–22 increasing viewport update speed, 50, 51, 55, 57, 62, 118, 119, 174 levels for, 53–54 mental ray rendering, 126, 176, 1078–1086 panoramic images, 1024–1025 parameters for, 1011–1018 preferences, 124, 1018–1020 previewing rendering maps, 537 previewing with ActiveShade, 1008–1010 RAM Player, 1022–1023 Render Elements rollout, 1045–1047 Render Scene dialog box, 1011–1016 Rendered Frame Window, 59, 97, 1021–1022 safe frames settings, 60–61 Safe Region settings, 119 selecting renderer for, 1008 setting controls for, 175 settings for viewport methods, 53–59 splines, 336–337, 357 subsections of the scene, 1024 test render for background, 12 transparency options, 54–55 vertex colors, 15 VUE File Renderer, 1020 Rendering dialog box, 1013–1015 Rendering menu ActiveShade Floater command, 1010 ActiveShade Viewport command, 1010 Advanced Lighting submenu, 703, 715 Default Scanline Renderer and, 1067 Effects command, 1047 Environment command, 703 overview, 1007–1008 RAM Player command, 1022 Raytrace Global Include/Exclude command, 1067, 1070 Raytracer Settings command, 1067 Rendering rollout for shapes, 325–326 for splines, 336–337 replacing objects, 73 Rescale World Units dialog box, 114 Reset XForm utility, 201 resetting dialog boxes, 38 interface, 69 keyboard shortcuts, 100 Local Coordinate System, 200–201 materials, 539 pivot points, 200 scale values, 201 transform values, 201 resizing Command Panel, 31, 32–33 file dialog boxes, 70 floating toolbars, 27 rescaling world units, 114 scaling objects, 188 still images for printing, 1025–1026 text, 331 viewports, maximizing and minimizing, 46, 51 resolution increasing for modeling characters, 891 increasing for patches, 421 main toolbar and screen resolution, 28 Resource Collector utility, 94–95 restarting drivers, 122 return types for expressions, 822–823 reverting to startup interface, 111 Review Strokes dialog box, 121–122 RGB Multiply map, 600 rigging characters manually See also character objects building a bones system, 914–916 character animation techniques, 926–927 creating characters, 919–921 frog character tutorial, 923–924 linked hierarchy for, 913, 914 need for, 913 rigging defined, 913 using Bone Tools, 917–919 workflow for, 913 working with characters, 922–925 right-click menus See pop-up menus ring arrays, 233–235 Ring Lens Effect, 1056 RingWave primitives creating a pie using, 150 Edge Breakup option, 149 overview, 149–150 Surface Parameters options, 150 Timing controls, 149 water flowing down trough tutorial, 971–972 Ripple modifier, 291 Ripple Space Warp, 962–964 rising steam tutorial, 508–509 river flowing animation tutorial, 848–849 robot’s leg tutorial, 221–222 rocket watching tutorial, 650 rolling tire down hill tutorial, 778–779 Index ✦ R–S rollouts See also specific rollouts creating custom rollouts, 1169–1172 in creation mode, 133 for custom parameters, 766 defined, 32 Display panel, 178–179 opening and closing, 32 pop-up menu, 32 for primitives, 132, 133 for Render to Texture dialog box, 631–634 repositioning the order of, 32 scrolling Command Panel to access, 32 for shape primitives, 325 for standard materials, 547 rollup preferences, 117 roof truss tutorial, 370 roses with raytrace materials tutorial, 1075–1076 Rotate Gizmo, 190, 192 rotating displaying axes and handles for, 50 Editable Poly objects around an edge, 383–384 gears tutorial, 800–801 hidden Editable Poly edges, 380–381 Motor Space Warp for, 951 objects, 188 Rotate Gizmo for, 190 views, 46, 120 windmill blades tutorial, 723–724 Rotation and Collision rollout, 502–503 Rotational Joints rollout, 931 routing a custom shelf tutorial, 358–359 S Safe Frames feature, 60–61 Safe Region settings, 119 Save Custom UI Scheme dialog box, 110 Save File As dialog box, 70–71 saving active view, 49 archiving files, 73 Auto Backup feature for, 71, 76 Backup on Save option, 73 biped animation clips, 882 Blizzard particle system presets, 507 character animations, 925 character poses, 922–923 characters, 921 color settings, 107 Compress on Save option, 74 custom interface, 101, 109–110 expressions, 816 file properties with files, 75 files, 70–71 Increment on Save option, 74 interface configuration when exiting, 117 keyboard shortcut sets, 100 menus, 107 PCloud particle system presets, 509 Physique files, 899 progressive versions of a scene, 71 quadmenu settings, 105 Scatter compound object presets, 470 Schematic View with files, 75 Super Spray particle system presets, 506 thumbnails, 74 views as bookmarks, 255 XRef objects, 86, 89 scalar return type, 822 Scale Gizmo, 190, 192 Scale XYZ controller, 803 scaling objects See also resizing defined, 188 displaying axes and handles for, 50 keys, 840 non-uniformly, 188 resetting scale values, 201 Scale Gizmo for, 190 squashing, 188 uniformly, 188 scaling time, 842 scanning images, 561 Scatter compound objects covering island with trees tutorial, 470–471 defined, 453 Load/Save Presets rollout, 470 overview, 467 Proxy option for speeding updates, 470 Transforms rollout, 470 working with Distribution objects, 469 working with Source objects, 468 Scatter Objects dialog box, 907 scene events with Video Post, 1122–1123 scenes adding atmospheric effects, 1034 associating delegates with objects, 910 dividing into layers, 185–186 events with Video Post, 1122–1123 exporting lighting data, 82 exporting to JSR-184 (M3G) format, 79–80 fetching, 275 holding, 275 max file format for, 69 opening multiple copies of Max for, 69 opening recently used, 72, 75 picking materials from, 536 rendering subsections, 1024 saving progressive versions, 71 selection settings, 116 starting a new scene, 69–70 viewing from a light, 680–682 viewing summary information, 96 XRef scenes, 84–88 Schematic View assigning controllers, 262 background images with, 265, 266–267 Base Objects in, 270 Continued 1243 1244 Index ✦ S Schematic View (continued) character linking tutorial, 263 connecting nodes, 261 copying modifiers and materials between nodes, 262 deleting nodes, 258, 259 deleting views, 251–252 Display floater, 260–261 Graph Editors menu options, 251–252 grids with, 265 hierarchies in, 260–263 keyboard shortcuts, 1202 limiting nodes, 264 links in, 246 List Views menu, 267–268 menus, 252–253 navigation buttons, 255 node colors, 256 opening, 246, 251 preferences, 264–266 rearranging nodes, 257–258 rearranging the solar system tutorial, 259–260 renaming objects, 259 saving views as bookmarks, 255 saving with files, 75 selecting nodes, 256–257 selecting objects in, 172 showing or hiding nodes, 258 shrinking nodes, 258 toolbar buttons, 253–254 wiring parameters, 262 Schematic View Preferences dialog box, 264–266 school of fish tutorial, 1161–1166 screen gamma settings, 124 resolution and main toolbar, 28 Script controller, 791 scripts See MAXScript scrolling Command Panel to access rollouts, 32 main toolbar to see buttons, 28 sculpting rectangular NURBS surfaces, 446 SDeflector Space Warp, 961 SDynaFlect Space Warp, 958–960 Section primitive, 332–333 seeking treasure tutorial, 910–911 Select Background Image dialog box, 65 Select by Channel modifier, 630 Select Keys by Time utility, 842 Select Objects dialog box, 164–165, 246 Select Preset Categories dialog box, 1012 selecting See also selecting objects flyout buttons, 28 hierarchies of objects, 247 making current selection easy to see, 56, 161–162 Schematic View nodes, 256–257 time in Track View, 842 selecting objects all in current scene, 164 behind other objects, 162 buttons for, 163 changing shape of selection outline, 166 by clicking, 161, 162 by color, 135, 164 Crossing selection method, 165 Edit menu commands for, 135, 164–166 Editable Poly objects, 366–367 improvements with Max 7, 1182 inverting selections, 164 isolating the current selection, 171 keys by time, 842 keys in Track View, 839 locking selection sets, 169 locking subobject selections, 314 making current selection easy to see, 56, 161–162 by material, 171, 536 in Material Editor, 171 multiple objects, 167 by name, 164–165, 172 named selection sets, 170 Paint Selection Region tool, 167–168 by region, 165–166 in Schematic view, 172 Selection Filters for, 162–163 Soft Selection rollout, 314–316 spline subobjects, 337–338, 356 in Track View, 171 tutorial, 168–169 Window selection method, 165 selection brackets, 56, 161, 162 selection center, 195 Selection Filters, 162–163 Selection modifiers, 281–282 Selection Parameters rollout, 619 Selection rollout for Editable Poly objects, 366–367 for patch subobjects, 414–416 for spline subobjects, 337–338 subobject modes, 337 selection sets, 169–170 Server Properties dialog box, 1107–1108 servers for network rendering, 1089, 1104 Set Controller Defaults dialog box, 125 Set Key Filters dialog box, 723 Set Key mode, 722, 723 Shader Basic Parameters rollout, 548–549 shader types Anisotropic, 551 Blinn, 548–550 DirectX Shader material, 576 Metal, 552 Multi-Layer, 551–552 Oren-Nayer-Blinn, 552 Phong, 550 Shader Basic Parameters rollout, 548–549 Strauss, 552 Translucent, 553 shaders for mental ray rendering, 1079, 1080 shading See also shader types See-Through option, 173 Index ✦ S selected subobject faces in red, 56 showing or hiding for selected object, 50 Shadow maps, 675, 676 Shadow Parameters rollout, 685–686 shadows Area Shadows, 675, 676 defined, 675 for mental ray rendering, 1082 overview, 675–676 raytraced, 675, 676, 697 settings for rendering, 175 Shadow maps, 675, 676 Shadow Parameters rollout, 685–686 Shape Check utility, 357 ShapeMerge compound objects, 453, 459–461 shapes See also splines; specific shapes AutoGrid feature, 324 beveling, 361, 362 company logo tutorial, 333–334 compound shapes, 324–325 converting to editable splines, 335 Create menu for, 323 creating from Editable Poly edges, 380 creating from patch edges, 422 Creation Method rollout, 326 creation methods, 327 described, 306 editing, 335 interior of heart tutorial, 334–335 Interpolation rollout, 326 Keyboard Entry rollout, 327 Name and Color rollout, 325 Parameters rollout, 327 primitives, 324–333 Rendering rollout, 325–326 self-intersecting, checking for, 357 Start New Shape option, 324 as 2D objects, 323 sharing directories, 1094–1097 shattering glass tutorial, 968–969 Shell material, 569 shell modeling tutorial, 422–423 Shell modifier, 294–295 Shellac material, 566 Shift-clone method, 216 shirt, throwing over chair, 989–990 shocking electricity from plug outlet tutorial, 1054–1055 Shockwave D File Analysis dialog box, 81–82 Shockwave D Scene Export Options dialog box, 80–81 Shockwave D (W3D) format, exporting to, 80–82 shortcuts See keyboard shortcuts showing or hiding See also disabling; enabling; toggling; viewing axes and handles, 50 backside of objects, 174 backside of wireframes, 118–119 Command Panel toolbars, 27 Edged Faces for selections, 56, 161 Editable Poly subobjects, 376 floating toolbars, 24, 27, 31 ghosted frames, 50, 120 grids, 50 Home Grid, 206 linked or instanced objects, 50 main toolbar, 27 maps, 51 objects, 177–178 patch vertices, 419 Schematic View nodes, 258 selection brackets, 56, 161 shading for selected object, 50 spline subobjects, 346 Track View toolbars, 831 shrinking Schematic View nodes, 258, 259 simple flower tutorial, 349 Simple Soft Bodies rollout, 756 Simple Wipe compositor, 1127 Simple Wipe filter, 1124 sizing See resizing skating a figure eight tutorial, 783–784 Skew modifier, 292–293 Skew Space Warp, 967–968 Skin modifier Advanced Parameters rollout, 746 applying to a character, 747–748 Display rollout, 746 editing envelopes, 743–744 Envelope subobject, 742 Gizmos rollout, 748–749 Mirror mode, 746, 747 movement and, 913 overview, 741–742 Parameters rollout, 743–744 working with weights, 744–746 Skin Morph modifier, 751–752, 1183 Skin Parameters rollout, 479–480 Skin Wrap modifier, 749–750, 1183 Skin Wrap Patch modifier, 749 Skylight, 678, 690 Slice modifier, 293–294 Slider helper, 772 Sliding Joints rollout, 931 slip-proof hanger tutorial, 480–481 smashing gingerbread house tutorial, 995–996 Smoke map, 596 Smooth modifier, 403 Smooth rendering level, 53, 54 Smooth Rotation controller, 803 smoothing body parts, 893 joints, 893–894, 895 Snap feature, 208 creating lattice for methane molecule, 211–212 defining snap points, 208–210 overview, 208–209 setting snap options, 210–211 Snaps toolbar, 211, 1184 Snaps toolbar, 211, 1184 Snapshot dialog box, 223 Snow particle system, 491, 493–494, 495 1245 1246 Index ✦ S snowman tutorials After Effects animation effects, 1113 attaching eyes to melting snowman, 777–778 lighting snowman’s face, 679–680 snowman in snowstorm, 495 soda can spilling tutorial, 500–501 Soft Select option for keys, 839 Soft Selection rollout, 314–316 software display driver, 1191 solar system tutorials, 244–245, 259–260 SOmniFlect Space Warp, 960–961 sorting by color, 135 Sound Options dialog box, 861 Sound Plug-Ins, assigning, 125 sound track, synchronizing to, 860–862 space backdrops tutorial, 1125–1126 space textures tutorial, 608–609 Space Warps See also specific subcategories binding to an object, 950 bindings in Modifier Stack, 270 blowing dandelion puff tutorial, 966–967 creating, 949 defined, 949 Deflector subcategory, 958–961 for dynamic simulation, 978 exploding planet tutorial, 970–971 Force subcategory, 950–958 Geometric/Deformable subcategory, 961–967 Modifier-Based subcategory, 967–968 modifiers compared to, 949 montage of animations tutorial, 1111–1112 particle systems combined with, 968–972 pond ripples tutorial, 963–964 shattering glass tutorial, 968–969 water flowing down trough tutorial, 971–972 spaceship tutorials firing at fleeing spaceship, 519–521 flight path, 780–781 landing spaceship in port, 198–199 laser beams, 696–697 Spacing Tool dialog box, 225–226 Special Effects rollout, 575 Speckle map, 597 specular highlights, 529, 560 speed increasing raytracer speed, 1070–1071 increasing viewport update speed, 50, 51, 55, 57, 62, 118, 119, 174 network rendering for increasing, 1087 rendering levels and, 53, 54 Sphere primitives Chop option, 142 Edged Faces option, 142 GeoSphere primitive compared to, 144–145 Hemisphere values, 142 overview, 142–143 Segments values, 142 Slice option, 143 SphereArray script tutorial, 1141–1142 Spherify modifier, 295 spider’s web tutorial, 354–355 spilling soda from can tutorial, 500–501 Spindle primitives, 148 spinners defined, 37, 116 Numeric Expression Evaluator, 37, 813–814 preferences, 37, 116 Update During Spinner Drag option, 37, 50 using, 37 Splat map, 597 Spline IK Solver, 944–945 Spline Select modifier, 356 SplineIK Control modifier, 762 splines See also editing spline subobjects; editing spline vertices; shapes adding lines, 339 attaching splines to selected spline, 339–340 Automatic Welding option, 340 beveling, 361, 362 Bézier or Bézier Corner vertices, 342–343 breaking segments, 339 changing vertex type, 342 connecting copied segment with original, 348 converting shapes to editable splines, 335 Create menu for, 323 creating from Editable Poly edges, 380 creating from patch edges, 422 Cross Section mode, 340, 341–342 crucible tutorial, 360 defined, 323 deleting subobjects, 347, 356 described, 306 detaching subobjects, 349 displaying vertex numbers, 338 dividing segments, 349 doorknob tutorial, 341–342 editable splines versus Edit Spline modifier, 336 editing segments, 348–350 editing subobjects, 350–354 editing vertices, 342–348 extruding, 358–359 Geometry rollout, 339–340 inserting vertices, 340 lathing, 359–360 making renderable, 336–337, 357 modeling 3D objects using, 358–362 modifiers, 355–362 naming selected subobjects, 338 ninja star tutorial, 347–348 normalizing, 356 routing a custom shelf tutorial, 358–359 selecting subobjects, 337–338, 356 simple flower tutorial, 349 spider’s web tutorial, 354–355 Surface Properties rollout, 349–350 viewing information for, 338 spotlights as main key light, 674 overview, 677 Index ✦ S–T Spotlight Parameters rollout, 685 Viewport Navigation Controls for, 47 spray can tutorial, 499–500 Spray particle system, 491, 493, 494 Spring controller, 801–802, 927 Spring dynamic object, 974–975 Spring Dynamics rollout, 801 Spring Parameters rollout, 974–975 Spring reactor object, 992 spyglass tutorials animation, 942 creation, 207–208 squashing objects, 188 Squeeze modifier, 289 squeezing plastic bottle tutorial, 277–278 squirt bottle walking tutorial, 749–750 stacking row of dominoes, 226–227 stained-glass window tutorial, 699 Stairs AEC Objects, 158 Stairs architecture primitives, 158–159 Standard Primitives, 141–145 See also specific primitives Star Lens Effect, 1057 Star primitive, 329–330 Starfield filter, 1124–1126 Status Bar described, 35 Selection Lock toggle button, 169 Type-In fields (X, Y, and Z), 192–193 Video Post interface, 1119 steam rising tutorial, 508–509 STL Check modifier, 407 stoplight control tutorial, 826–827 Strauss shader, 552 straw, creating bendable, 153 Streak Lens Effect, 1057–1058 Stretch modifier, 288–289 Stretch Space Warp, 967–968 strokes, 38, 120–122 Strokes Utility, 120 Stucco map, 598 Subdivision Surface rollout, 387–388 subobjects applying modifiers to, 278, 317 for character modeling, 890–891 defined, 278, 313 displaying in Modifier Stack, 313 dragging and dropping materials onto, 116 Editable Mesh objects versus Editable Poly objects and, 364 keyboard shortcuts, 1198 locking selections, 314 modifying Loft subobjects, 486–487 for patches, 414 red color for selected faces, 56 selecting patch subobjects, 414–416 selecting splines, 337–338 Soft Selection rollout, 314–316 subobject modes, 313, 337, 366 Volume Select modifier, 282 Substitute modifier, 299 Summary Info dialog box, 96, 1176 sun creation tutorial, 1037 Sunlight system, 690–693 Super Spray particle system Basic Parameters rollout, 496 basketball shooting practice tutorial, 503–504 Blizzard particle system versus, 506 Bubble Motion rollout, 505 defined, 492 fireworks fountain tutorial, 498–499 Load/Save Presets rollout, 506 Object Motion Inheritance rollout, 504 overview, 495–496 Particle Generation rollout, 496–497 Particle Spawn rollout, 505–506 Particle Type rollout, 497–502 Path Follow Space Warp with, 956 Rotation and Collision rollout, 502–503 spilling soda from can tutorial, 500–501 spray can tutorial, 499–500 water flowing down trough tutorial, 971–972 superhero logo tutorial, 317–318 SuperSampling rollout, 555–556, 1074 Surf Deform modifier, 450 Surface Approximation rollout, 436–437 Surface constraint, 778–779 Surface modifier, 429–430 Surface Parameters rollout, 478 Surface Properties rollout for patches, 417, 420, 425–426 for splines, 349–350 SurfDeform modifier, 759 surfing the waves tutorial, 569–570 swamp scene tutorial, 1042 swan, brass, 430–431 Swirl map, 589–590 symmetrical antlers tutorial, 404–405 Symmetry modifier, 404 synchronizing to a sound track, 860–862 system requirements for CD with this book, 1207 for Max 7, 1185–1186 for network rendering, 1088–1089 system units, 113–114 T Tape object, 319 Taper modifier, 286 Taper Space Warp, 967–968 Target cameras, 646, 650, 654 Target photometric lights, 687–689 TCP/IP (Transmission Control Protocol/Internet Protocol) installing and configuring, 1092–1093 locating, and gathering IP addresses, 1090–1092 manager program configuration, 1103 overview, 1089–1090 server configuration, 1104 1247 1248 Index ✦ T teapot tutorials MAXScript variables, 1152–1153 wind-up teapot animation, 850–852 television animation tutorial, 736–737 Tendons subobject mode, 902 terminator for IK system, 930–931 Terrain compound objects, 454, 462–464 Tessellate modifier, 405–406 Testing Attribute rollout, 767 testing the Pythagorean Theorem, 320–321 Text primitive, 330–332 textures baking textures, 629, 631–635 creating using PhotoShop, 558–560 forcing to reload when altered, 75 space textures tutorial, 608–609 viewport rendering options, 55 Thin Wall Refraction map, 603 third-party plug-ins See plug-ins 3D material maps, 592–599 3D models on the CD, 1208 using splines for, 358–362 3D space Axonometric versus Perspective views, 42 Orthographic versus Isometric views, 42–43 2D computer screen and, 41–42 viewports and, 43 3DS Import dialog box, 77 3ds max Bible eBook (on the CD), 1209 3ds max on the Web, 38, 39 throwing shirt over chair tutorial, 989–990 thumbnails, 74, 93–94 Tiles map, 591–592 time cutting, copying, and pasting, 842 deleting, 842 editing in Track View, 841–842 generating random time or key positions, 840 inserting, 842 reversing, 842 scaling, 842 setting ranges, 842 synchronizing to a sound track, 860–862 Time Configuration dialog box frame rate settings, 721 opening, 719 speed and direction settings, 721 Time Tag options, 721 Time Controls, 35, 719–720, 1197 See also Time Slider Time rollout, 585 Time Slider, 35, 719, 724 Time toolbar (Track View), 834 Timing & Simulation rollout, 980 tire, rolling down hill, 778–779 tire striking curb tutorial, 301 toggle buttons, 28, 37 toggling See also preferences; showing or hiding Expert Mode, 52 Grid Nudge, 120 maximizing and minimizing viewports, 46 toolbars See also specific toolbars adding custom icons, 103–104 changing button’s appearance, 103 color cues for buttons, 37 customizing, 101–104 deleting custom toolbars, 101 described, 24 docking and undocking, 27, 31 floating, 24, 31 flyouts, 28 keyboard shortcuts, 1195–1196 loading, 101 pop-up menus, 27 removed in Expert mode, 52 renaming, 101 saving, 101 Schematic View, 253–254 text width for buttons, 117 toggle buttons, 28 tooltips for buttons, 28, 117 Track View, 831–836, 837–838 using, 27–28 Video Post, 1117–1118 Visual MAXScript window, 1167–1169 Tools menu Align Camera command, 650–653 Align command, 203 Align to View command, 205 Channel Info command, 630 Clone and Align tool command, 227 Display Floater command, 177 Grab Viewport command, 59 Light Lister command, 678 Mirror command, 221 Normal Align, 204 Rename command, 134 Selection Floater command, 135 Snapshot command, 223 Spacing Tool command, 225 Tools toolbar (Track View), 835 tooltips, 28, 117 tooth modeling tutorial, 388–389 toothbrushes tutorial, 180–181 Top/Bottom material, 569 topology dependency for modifiers, 278 Torus Knot primitives, 150–152 Torus primitives, 143–144, 218–219 Toy Car reactor object, 993–994 Track Bar, 35, 725–726 Track Selection rollout, 874 Track Selection toolbar (Track View), 837–838 Track View See also function curves assigning controllers, 789 checkers move animation tutorial, 857–860 Index ✦ T–U Controller pane, 836–837 controllers, 853–854 displaying keyable icons, 841 editing keys in, 838–841 editing time in, 841–842 filtering tracks, 853–854 hazard light animation tutorial, 855–857 Key pane, 836–837 keyboard shortcuts, 1201 layouts, 829–830 links in, 246 lower interface toolbars, 837–838 menus, 830 naming, 830 note tracks, 855 opening, 171, 246 optimizing dynamic simulations, 982 selecting objects in, 171 synchronizing to a sound track, 860–862 toolbars, 831–836 visibility tracks, 855 Track View Pick dialog box, 808, 815 tracker gizmo, 665 tracking cameras See Camera Tracker utility traffic cones tutorial, 669–670 trajectories, 174, 728–730 Transform Center flyout, 194–195 Transform Coordinate Center mode, 195 Transform Gizmos, 189–192 Transform Managers Axis Constraint settings, 196 coordinate systems overview, 193–194 overview, 193 Transform Center settings, 194–195 Transform Type-In dialog box, 192 transformations Absolute/Offset buttons for, 193 Adjust Transform rollout, 200–201 Align commands for, 203–205 aligning a kissing couple, 204–205 animating with Expression controller, 824 Axis Constraint settings, 196 bee buzzing about flower, 201–202 coordinate systems for, 193–194 defined, 187 for editing spline subobjects, 350–354 for editing spline vertices, 342–347 inheriting, 197–198 landing a spaceship in a port, 198–199 for lights, 678 locking axes, 197 pivot points, 195, 199–201 resetting transform values, 201 rotating objects, 188 scaling objects, 188 Status Bar Type-In fields for, 192–193 transform buttons, 189 transform center, 194–195 Transform Gizmos, 189–192 Transform Managers, 193–198 Transform Type-In dialog box, 192 translating objects, 187–188 Transforms rollout, 470 translating objects, 187–188 translucent curtains tutorial, 553 Translucent shader, 553 Transmission Control Protocol/Internet Protocol See TCP/IP transparency defined, 528 settings for rendering, 175 settings for shaded objects, 173 settings for viewing, 54–55 treasure chest filled with gems, 155–156 treasure seeking tutorial, 910–911 Trim/Extend modifier, 356 troubleshooting CD with this book, 1209 reactor plug-in, 1004 trumpet flowers tutorial, 307–309 trumpet image projection tutorial, 698 Tube primitives, 145 TurboSmooth modifier, 10, 408, 1183 turning on and off See disabling; enabling; showing or hiding; toggling turtle cartoon tutorial, 573–574 Twist modifier, 286–287 Twist Space Warp, 967–968 2D computer screen and 3D space, 41–42 2D drawing See drawing in 2D 2D material maps Bitmap map, 586–588 Checker map, 588 Combustion map, 588–589, 1115–1116 Coordinates rollout, 583–585 Gradient map, 589 Gradient Ramp map, 589–590 Noise rollout, 585 Output rollout, 585–586 overview, 582 Swirl map, 590–591 Tiles map, 591–592 Time rollout, 585 2-rail sweep NURBS surfaces, 444 2-sided option for viewing, 55 U U loft NURBS spoon tutorial, 442–443 UDeflector Space Warp, 961 UDynaFlect Space Warp, 958–960 ui files, 109, 110 unbinding See binding and unbinding undocking See docking and undocking undoing primitive changes, 139 undo levels setting, 116 viewport changes, 49 1249 1250 Index ✦ U–V ungrouping objects, 238 Units Setup dialog box, 113–114 unlinking objects, 244 unlocking characters, 922 Unwrap Options dialog box, 624–625 Unwrap UVW modifier covered wagon mapping tutorial, 625–627 Edit UVWs interface, 619–625 improvements with Max 7, 1184 keyboard shortcuts, 1202–1203 overview, 619 relaxing vertices, 627 UOmniFlect Space Warp, 960–961 updating See also updating viewports background images when playing animation, 119 checking for Max updates, 1192 interface colors, 107 XRef scenes automatically, 86 updating viewports background image, 65 Fast View option, 57 increasing speed, 50, 51, 55, 57, 62, 118, 119, 174 refreshing all views, 50–51 user interface See interface User Reference, 38, 39 Utilities panel Assign Vertex Color utility, 642 Bitmap/Photometric Path Editor utility, 611–612 Camera Match tool, 660–662 Camera Tracker utility, 663–670 Clean MultiMaterial utility, 578 Collapse utility, 276–277 Dynamics utility, 974, 978–982 file utilities, 92–95 Fix Ambient utility, 539 IFL Manager utility, 736 Instance Duplicate Maps utility, 612–613 Object Display Culling utility, 179–180 Reset XForm utility, 201 scripted utilities, 1150 Shape Check utility, 357 UV Loft NURBS surface, 443, 444 UVW Map modifier, 615–618 UVW Mapping Add modifier, 618 UVW Mapping Clear modifier, 618 UVW XForm modifier, 618 V variables assigning to constant or controller, 815 defined, 815 defining for Expression controller, 815 MAXScript, 1151–1153 predefined, 818–819 vase using NURBS tutorial, 444, 445 vector drawings, importing from Illustrator, 82–84 vector operators, 820 vector return type, 822 Vertex Color map, 601 vertex colors Assign Vertex Color utility, 642 assigning, 638 converting material colors to, 642 efficiency of, 629 for Gaaboot eye pupils, 15–16 for games, 629, 638 heart tension marking tutorial, 641–642 Object Properties dialog box settings, 175 overview, 638 rendering, 15 Vertex Paint modifier, 639–641 vertex normals preferences, 117 Vertex Paint Blur brush, 1184 Vertex Paint modifier, 639–641 Vertex Properties rollout, 386 Vertex Weld modifier, 406 vertices, showing as dots, 118 video editing with Premiere, 1111–1112 Video Post interface adding backgrounds and filters, 1135–1136 applying effects to objects, 175 backgrounds and filters tutorial, 1135–1136 event dialog boxes, 1120–1121 external events, 1127 halo shine tutorial, 1134 image filter events, 1123–1126, 1129–1136 image input events, 1121–1122 image layer events, 1126–1127 image output events, 1128 keyboard shortcuts, 1202 Lens Effects filters, 1129–1136 loop events, 1128 overview, 1116–1117 post-production defined, 1116 Queue pane, 1119 Range pane, 1119, 1128–1129 scene events, 1122–1123 sequences, 1119–1120 space backdrops tutorial, 1125–1126 Status Bar, 1119 toolbar, 1117–1118 View File dialog box, 97–98 viewing See also previewing; showing or hiding file properties, 96–97 files in viewer, 97–98 ghosted frames, 50, 120, 731 hierarchies of objects, 246–247 making current selection easy to see, 56, 161–162 M3G files, 80 normals, 311 object information, 173 panoramic images, 1024 plug-ins, 1176–1177 rendered animations in memory, 1022–1023 scene from a light, 680–682 scene information, 96 Index ✦ V spline information, 338 spline vertex numbers, 338 stroke set, 121 2-sided option for, 55 Viewport Background dialog box, 64–66 Viewport Configuration dialog box Adaptive Degradation panel, 62–63 Layout panel, 59–60 marking selected objects, 56, 161 opening, 52 overview, 52 Regions panel, 63–64 Rendering Level options, 53–54 Rendering Method panel, 53–59 Rendering Options section, 55–57 Safe Frames panel, 60–61 Transparency options, 54–55 Viewport Navigation Controls Arc Rotate buttons, 44, 46 for camera view, 47 described, 35 keyboard shortcuts, 1197 Min/Max Toggle button, 44, 46, 51 panning views, 45 saving and restoring active view settings, 49 for spotlight view, 47 table describing, 44 tutorial, 47–49 undoing and redoing viewport changes, 49 Walk Through button, 44, 45 Zoom buttons, 44, 45 viewports active, yellow border for, 44 Adaptive Degradation settings, 62–63 aligning Editable Poly vertices to, 376 Axonometric versus Perspective views, 42 changing views, 43 configuring, 52–64 default views, 43 defining regions for rendering, 63–64 described, 24 disabling, 50 display properties for objects, 173–175 displaying links in, 245–246 enabling ActiveShade in, 1010 Expert Mode, 52 grabbing an image, 59 grids, showing or hiding, 50 importance of understanding, 31 increasing update speed, 50, 51, 55, 57, 62, 118, 119, 174 keyboard shortcuts, 1196 layout settings, 59–60 Light Navigation controls, 680–681 maximizing and minimizing, 46, 51 measuring objects in, 43 mouse scroll wheel for controlling, 47 navigation tutorial, 47–49 Orthographic versus Isometric views, 42–43 panning views, 45, 47, 120 preferences, 118–123 Preview animation in, 20–21 refreshing all views, 50–51 rendering method settings, 53–59 rotating views, 46, 120 in Save File As dialog box, 71 saving and restoring active view, 49 3D space in, 41–42 undoing and redoing view changes, 49 using, 31 Viewport Navigation Controls, 35, 44–49 Virtual Viewport feature, 64 Walk Through feature, 45 XRef scene display options, 86 zooming views, 45, 47, 120 Views menu Activate All Maps command, 51 Adaptive Degradation command, 62 Create Camera from View command, 50 Deactivate All Maps command, 51 Disable View command, 50 Expert Mode command, 52 Grid submenu, 50, 206–207 Redo View Change command, 49 Redraw All Views command, 50–51 Restore Active Viewport command, 49 Save Active Viewport command, 49 Shade Selected command, 50, 56 Show Dependencies command, 50 Show Ghosting command, 50, 731 Show Key Times command, 50 Show Transform Gizmo command, 50 Undo View Change command, 49 Update Background Image command, 65 Update During Spinner Drag option, 37, 50 Viewport Background command, 64 Virtual Viewport feature, 64, 1198 VIS Render files, opening, 71 visibility See also opacity; transparency settings for rendering, 175 tracks in Track View, 855 Visual MAXScript window custom rollout tutorial, 1170–1172 Editor interface, 1167 Event Handlers panel, 1167 main toolbar, 1167–1169 menus, 1167 overview, 1166–1167 Value panel, 1167 VIZ program (Autodesk), 156 Volume Fog effect, 1040–1042 Volume Fog Parameters rollout, 1040–1042 Volume Lights car headlights tutorial, 695–696 defined, 693 laser beams tutorial, 696–697 Continued 1251 1252 Index ✦ V–Z Volume Lights (continued) projecting trumpet image tutorial, 698 stained-glass window tutorial, 699 using Projector maps and raytraced shadows, 697 Volume Light effect for, 1043 Volume Light Parameters rollout, 693–695 Volume Select modifier, 282 Vortex Space Warp, 952–953 VUE File Renderer, 1020 W wagging tail tutorial, 802 Walk Through feature, 45, 1182, 1197 walking animating character’s motion, 19–20 squirt bottle tutorial, 749–750 Wall AEC Objects, 157 Walls architecture primitives, 157 watching a rocket tutorial, 650 water flowing down trough tutorial, 971–972 Water reactor object, 996–997 Wave modifier, 292 Wave Space Warp, 962–963 Waveform controller, 805–806 Waves map, 598 waves, surfing, 569–570 waving flag tutorial, 292, 293, 758 Web sites See Internet resources welding See also attaching; connecting Editable Poly subobjects, 379 patch vertices, 419 spline vertices, 343–344 wildcards for selecting objects, 165 Wiley Product Technical Support, 1209 Wind reactor object, 993 Wind Space Warp, 956–957 windmill tutorials Depth of Field effect, 657–658 rotating windmill blades, 723–724 Window AEC Objects, 158 Window selection method, 165 Windows architecture primitives, 158 Windows XP, network rendering and, 1087 wind-up teapot animation tutorial, 850–852 wine glass raytracing tutorial, 1077 wireframe objects Edges Only option, 174 rendering levels, 54 showing or hiding backside, 118–119 Z-Buffer, 55 wiring parameters, 241, 262, 770–773 Wood map, 598–599 world object, 243 World-Space modifiers, 270, 280–281 W3D (Shockwave 3D) format, exporting to, 80–82 X XForm modifier, 299 XML files, saving animations as, 925 XRef objects configuring paths, 92 converting XRef scene objects to, 86 defined, 84 in the Modifier Stack, 92 proxies, 88, 89, 90–91 saving, 86, 89 using, 88–89 XRef scenes versus, 88 XRef Objects dialog box, 88–91 XRef scenes adding, 87–88 binding and unbinding to objects, 86 converting objects to XRef objects, 86 defined, 84 enabling or disabling, 86 nesting, 87 options for, 85–86 updating automatically, 86 uses for, 84–85 working with, 86–87 XRef objects versus, 88 XRef Scenes dialog box, 85–86, 87 Y yo-yo creation tutorial, 286 Z Z-Buffer, 55 zip files, saving archives as, 73 zooming extents, 78, 174 magnifying sample slots, 533–534 with mouse scroll wheel, 47, 120 in Rendered Frame Window, 1021 views, 45 Virtual Viewport feature, 64 Zoom Extents on Import option, 78 zooming past traffic cones tutorial, 669–670 Wiley Publishing, Inc End-User License Agreement READ THIS You should carefully read these terms and conditions before opening the software packet(s) included with this book “Book” This is a license agreement “Agreement” between you and Wiley Publishing, Inc “WPI” By opening the accompanying software packet(s), you acknowledge that you have read and accept the following terms and conditions If you not agree and not want to be bound by such terms and conditions, promptly return the Book and the unopened software packet(s) to the place you obtained them for a full refund License Grant WPI grants to you (either an individual or entity) a nonexclusive license to use one copy of the enclosed software program(s) (collectively, the 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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, WITH RESPECT TO THE SOFTWARE, THE PROGRAMS, THE SOURCE CODE CONTAINED THEREIN, AND/OR THE TECHNIQUES DESCRIBED IN THIS BOOK WPI DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET YOUR REQUIREMENTS OR THAT THE OPERATION OF THE SOFTWARE WILL BE ERROR FREE (c) This limited warranty gives you specific legal rights, and you may have other rights that vary from jurisdiction to jurisdiction Remedies (a) WPI’s entire liability and your exclusive remedy for defects in materials and workmanship shall be limited to replacement of the Software Media, which may be returned to WPI with a copy of your receipt at the following address: Software Media Fulfillment Department, Attn.: 3ds max Bible, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, or call 1-800-762-2974 Please allow four to six weeks for delivery This Limited Warranty is void if failure of the Software Media has resulted from accident, abuse, or misapplication Any replacement Software Media will be warranted for the remainder of the original warranty period or thirty (30) days, whichever is longer (b) In no event shall WPI or the author be liable for any damages whatsoever (including without limitation damages for loss of business profits, business interruption, loss of business information, or any other pecuniary loss) arising from the use of or inability to use the Book or the Software, even if WPI has been advised of the possibility of such damages (c) Because some jurisdictions not allow the exclusion or limitation of liability for consequential or incidental damages, the above limitation or exclusion may not apply to you U.S Government Restricted Rights Use, duplication, or disclosure of the Software for or on behalf of the United States of America, its agencies and/or instrumentalities “U.S Government” is subject to restrictions as stated in paragraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clause of DFARS 252.227-7013, or subparagraphs (c) (1) and (2) of the Commercial Computer Software - Restricted Rights clause at FAR 52.227-19, and in similar clauses in the NASA FAR supplement, as applicable General This Agreement constitutes the entire understanding of the parties and revokes and supersedes all prior agreements, oral or written, between them and may not be modified or amended except in a writing signed by both parties hereto that specifically refers to this Agreement This Agreement shall take precedence over any other documents that may be in conflict herewith If any one or more provisions contained in this Agreement are held by any court or tribunal to be invalid, illegal, or otherwise unenforceable, each and every other provision shall remain in full force and effect ... 161 162 163 164 1 67 1 67 168 169 170 170 171 171 172 173 173 175 176 176 176 177 177 178 Contents Object Culling Utility Tutorial: Hidden... 563 564 565 565 566 566 5 67 568 569 569 569 570 570 570 571 572 572 573 574 576 576 576 576 578 578 578 578 578 580 Chapter 23: Adding Material... 474 474 474 474 475 475 475 477 477 478 478 479 480 481 481 484 484 484 484 485 486 4 87 4 87 488 489 489 Chapter 19: Creating Particles and Particle

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