Hungry minds 3ds max 4 bible aug 2001 ISBN 0764535846 pdf

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Hungry minds 3ds max 4 bible aug 2001 ISBN 0764535846 pdf

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3584-6 cover 6/21/01 9:21 AM Page If 3ds max can it, you can it, too Blend models and backgrounds to create vibrant animations Inside, you’ll find complete coverage of 3ds max • Get a hands-on introduction to 3ds max with a Quick Start animation project • Master the new features in 3ds max, from the enhanced modeling features to improved Inverse Kinematics • Create sophisticated 3D models using NURBS, splines, patches, meshes, and compound objects • Build intricate special effects using particle systems and Space Warps • Master the Expression Controller and other advanced animation tools • Simulate realistic materials and textures using the Material Editor • Decrease total rendering time using a network Create and control particle systems Jam-Packed CD-ROM! • Exclusive Furious Research plug-ins, including a Rainbow atmospheric effect and a Sketch render effect Sample 3D models from Viewpoint Database, Zygote Media, and more! • Cool products including Rhino 3D demo and Poser trial • • Complete tutorial files www.hungryminds.com System Requirements: PC running Windows 98 or later, Windows NT or later See the CD-ROM appendix for details and complete system requirements $49.99 USA $74.99 Canada £39.99 UK incl VAT Reader Level: Shelving Category: Beginning to Advanced Graphics/Animation ISBN 0-7645-3584-6 *85 -AHCJIf ,!7IA7G4-fdfiea!:p;o;t;T;T C O M P R E H E N S I V E ™ • Learn to program your own 3ds max plug-ins 100% 3ds max Take 3ds max to the max — and join the ranks of the pros who’ve created animations for some of today’s hottest games, movies, and TV shows Packed with expert advice, time-saving tips, and more than 150 stepby-step tutorials, this all-in-one guide gets you up to speed quickly on the basics — and provides expanded coverage of advanced techniques With incisive insights into the next-generation enhancements to 3ds max, 16 pages of full-color examples, and a CD-ROM featuring exclusive plug-ins, it’s just what you need to take your animations to the next level MURDOCK Bible 100% ONE HUNDRED PERCENT “This book is a comprehensive guide to the vast functionality within 3ds max and is sure to give even experienced 3D artists new insights.” — Phillip Miller, Senior Director, Discreet Software Products COMPREHENSIVE AUTHORITATIVE WHAT YOU NEED Begin animating today with a Quick Start tutorial! ONE HUNDRED PERCENT Master 3D modeling, rendering, and animation techniques Harness the latest 3ds max enhancements, from ActiveShade to Render Elements Extend the program’s functionality using cool plug-ins 3ds max ™ Exclusive plug-ins and more on CD-ROM JAM-PACKED CD-ROM! Exclusive plug-ins PLUS models, demos, and tutorials Kelly L Murdock 3584-6 FM.F 6/27/01 3:32 PM Page i 3ds max Bible ™ Kelly L Murdock Best-Selling Books • Digital Downloads • e-Books • Answer Networks • e-Newsletters • Branded Web Sites • e-Learning New York, NY ◆ Cleveland, OH ◆ Indianapolis, IN 3584-6 FM.F 6/27/01 3:32 PM Page ii 3ds max™ Bible Published by Hungry Minds, Inc 909 Third Avenue New York, NY 10022 www.hungryminds.com Copyright © 2001 Hungry Minds, Inc All rights reserved No part of this book, including interior design, cover design, and icons, may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher Library fo Contress Control Number: 2001091958 ISBN: 0-7645-3584-6 Printed in the United States of America 10 1B/RX/QX/QR/IN Distributed in the United States by Hungry Minds, Inc Distributed by CDG Books Canada Inc for Canada; by Transworld Publishers Limited in the United Kingdom; by IDG Norge Books for Norway; by IDG Sweden Books for Sweden; by IDG Books Australia Publishing Corporation Pty Ltd for Australia and New Zealand; by TransQuest Publishers Pte Ltd for Singapore, Malaysia, Thailand, Indonesia, and Hong Kong; by Gotop Information Inc for Taiwan; by ICG Muse, Inc for Japan; by Intersoft for South Africa; by Eyrolles for France; by International Thomson Publishing for Germany, Austria, and Switzerland; by Distribuidora Cuspide for Argentina; by LR International for Brazil; by Galileo Libros for Chile; by Ediciones ZETA S.C.R Ltda for Peru; by WS Computer Publishing Corporation, Inc., for the Philippines; by Contemporanea de Ediciones for Venezuela; by Express Computer Distributors for the Caribbean and West Indies; by Micronesia Media Distributor, Inc for Micronesia; by Chips Computadoras S.A de C.V for Mexico; by Editorial Norma de Panama S.A for Panama; by American Bookshops for Finland For general information on Hungry Minds’ 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 sales inquiries and reseller information, including discounts, premium and bulk quantity sales, and foreign-language translations, please contact our Customer Care department at 800-434-3422, fax 317-572-4002 or write to Hungry Minds, Inc., Attn: Customer Care Department, 10475 Crosspoint Boulevard, Indianapolis, IN 46256 For information on licensing foreign or domestic rights, please contact our Sub-Rights Customer Care department at 212-884-5000 For information on using Hungry Minds’ products and services in the classroom or for ordering examination copies, please contact our Educational Sales department at 800-434-2086 or fax 317-572-4005 For press review copies, author interviews, or other publicity information, please contact our Public Relations department at 317-572-3168 or fax 317-572-4168 For authorization to photocopy items for corporate, personal, or educational use, please contact Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, or fax 978-750-4470 LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND AUTHOR HAVE USED THEIR BEST EFFORTS IN PREPARING THIS BOOK THE PUBLISHER AND AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS BOOK AND SPECIFICALLY DISCLAIM ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE THERE ARE NO WARRANTIES WHICH EXTEND BEYOND THE DESCRIPTIONS CONTAINED IN THIS PARAGRAPH NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES REPRESENTATIVES OR WRITTEN SALES MATERIALS THE ACCURACY AND COMPLETENESS OF THE INFORMATION PROVIDED HEREIN AND THE OPINIONS STATED HEREIN ARE NOT GUARANTEED OR WARRANTED TO PRODUCE ANY PARTICULAR RESULTS, AND THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY INDIVIDUAL NEITHER THE PUBLISHER NOR AUTHOR SHALL BE LIABLE FOR ANY LOSS OF PROFIT OR ANY OTHER COMMERCIAL DAMAGES, INCLUDING BUT NOT LIMITED TO SPECIAL, INCIDENTAL, CONSEQUENTIAL, OR OTHER DAMAGES FULFILLMENT OF EACH COUPON OFFER IS THE SOLE RESPONSIBILITY OF THE OFFEROR Trademarks: 3ds max is a trademark or registered trademark of Autodesk, Inc All other trademarks are the property of their respective owners Hungry Minds, Inc is not associated with any product or vendor mentioned in this book is a trademark of Hungry Minds, Inc 3584-6 FM.F 6/27/01 3:32 PM Page iii About the Author Kelly Murdock has been involved with more computer books than he cares to count — to the point that he avoids the computer book section of the bookstore, except for the graphics section, which still remains an obsession His book credits include various Web, graphics, and multimedia titles, including the first edition of this book, the 3ds max Bible Other major accomplishments include Master HTML and XHTML Visually, JavaScript Blueprints, and co-authoring the Illustrator Bible JavaScript Kelly also co-authored Laura Lemay’s Web Workshop: 3D Graphics and VRML at a time when we all thought VRML was going somewhere With a background in engineering and computer graphics, Kelly has been all over the 3D industry 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 on and off since version for DOS He is also the creative force behind the children’s Web site, Animabets.com at www.animabets.com 3584-6 FM.F 6/27/01 3:32 PM Page iv Credits Acquisitions Editor Tom Heine Project Editor Martin V Minner Technical Editor Chris Murdock Copy Editor Paula Lowell Project Coordinator Regina Snyder Graphics and Production Specialists LeAndra Johnson Joyce Haughey Gabriele McCann Heather Pope Brian Torwelle Jeremey Unger Erin Zeltner Quality Control Technicians Carl Pierce Marianne Santy Permissions Editor Laura Moss Media Development Specialist Gregory Stephens Media Development Coordinator Marisa Pearman Proofreading and Indexing TECHBOOKS Production Services Special Help Angela Langford 3584-6 FM.F 6/27/01 3:32 PM Page v Creating beauty enlightens the soul Creating humor increases joy Creating horror conjures sleeping demons Creating pathos builds compassion Creating innovation hastens the future Pure creation expands the emotions and makes us more than we are It is the process of mimicking God To Angie, 2001 3584-6 FM.F 6/27/01 3:32 PM Page vi 3584-6 FM.F 6/27/01 3:32 PM Page vii Preface W henever I withdrew to the computer room, my wife would say that I was off to my “fun and games.” 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 latest 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 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, I was given enough leeway that I could 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 on almost every feature in the basic core package, 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 different scenes that are infused with creativity It is my hope that these examples will not only teach you how to use the software, but provide a creative springboard for you in your own projects After all, that’s what turns 3D graphics from work into “fun and games.” 3584-6 FM.F viii 6/27/01 3:32 PM Page viii 3ds max Bible What Is Max? Max is coming of age Now with the number attached to its name, it is starting to show some maturity 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 will 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 familiar to me than the family pet (whose name is Pepper by the way) I have not been successful in training Max to come when I call or sit, 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 4, Max has adopted many features that were available as plug-ins for previous releases Several new features have been magically assimilated into the core product, including the ActiveShade window and the Render elements These additions make Max’s personality much more likable Other personality traits are gained by stretching our beings in new directions Max and its developers have accomplished this feat as well, with such things as the overhauled Inverse Kinematics features and Parameter Wiring capabilities As Max grows up, it will continue to mature by adopting new features and inventing others 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 3584-6 FM.F 6/27/01 3:32 PM Page ix Preface a number of ways to make the information useable for all types of learners That is why you’ll 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 section 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 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 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 from scratch For the second edition, I’ve taken a different approach to the tutorials Rather than making each tutorial start from scratch, I’ve decided to 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 The completed tutorial’s Max file is saved with the word final tacked on the end If you get lost midway through the tutorial, you can open the final resulting file and see for yourself how it is supposed to work I’ve put a lot 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 all the creative spice out, leaving room for you to put it in — you’re the one with the vision 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 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 ix 3584-6 Index.F 6/27/01 1242 Index ✦ R 3:59 PM Page 1242 render effects (continued) Lights option, 977 Manual Secondary Lens Effect, 987, 988 Merge button, 970 Motion Blur Effect, 995 Name field, 970 Neon Sign tutorial (on CD-ROM), 981–982 Off-Center Effects option, 974 Pixel Selection, 991, 992 Preserve Luminosity option, 993 Preview section, 971 Radial Falloff function, 976, 977, 978 Ray Lens Effect, 983, 984 Ring Lens Effect, 982, 983–989 Show Original button, 971 Sides list, 986 Squeeze option, 976 Star Lens Effect, 983, 984 Streak Lens Effect, 985 Surf Norm option, 979, 980 Unclamp option, 979 Virtual Frame Buffer, 971 Z-buffer, 974 rendering, 923–945, CD-10 See also atmospherics; environment maps; network rendering; render effects; rendering parameters; Scanline A-Buffer renderer; Video Post Act Only on Mouse Up option, 924 ActiveShade Floater, 61, 925 ActiveShade window, 924–926 alpha channel, 941 autoplay feature, 929 AVI option, 927–928 bones, 887 Channel Display list, 941 Choose Device button, 928 Combustion (Discreet) and, 969 Display in Preview section, 927 Don’t Anti-Alias Against Background option, 938 Draw Region (D) option, 924 Field Order options, 938 frame control, 943 Horizontal/Vertical Screen Split button, 942 Initialize (P) option, 924 Make Preview dialog box, 926–929 Material Editor (M), 498, 924 menu, 61–62 Multi-threading option, 938 Open Last Rendered Image button, 942 Output Dithering options, 938 Output File Sequencing option, 938 Output options, 927–928 particle systems, 690, 691 preferences, 937–938, 1074, 1075 Previews, 926–929 problems, 944–945 Quick Start, fighter jet fly-by (on CD-ROM), 6, 7, 10–11, 12, 28–32 RAM Player, 62, 941–943 renaming previews, 929 Render Elements rollout, 967–969 Render Termination Alert section, 938 Render Types list, 943–944 Save Bitmap button, 941 Scale options, 937–938 Use Device option, 927, 928 Video Color Check options, 937 Virtual Frame Buffer, 939–941, 969 VUE files, 938–939 rendering farm, 999–1000 rendering parameters, 929–937 See also Scanline A-Buffer renderer Active Time Segment option, 932 Atmospherics option, 933 Common Parameters rollout, 931–934 Current Renderers rollout, 934 Displacement option, 933 Effects option, 933 Force 2-Sided option, 933 formats supported, 934 Frames option, 932 initiating render job, 929–931 Net Render option, 934 Options section, 933–934 Output Size section, 932–933 Range option, 932 Render Elements rollout, 934 Render Hidden option, 933 Render Output section, 934 Render to Fields option, 933 Single option, 932 Super Black option, 933 Time Output section, 932 Video Color Check option, 933 Virtual Frame Buffer window, 930–931 VUE File Renderer, 934 reordering jobs, network rendering, 1024 reordering Modifier Stack, 268–269 repositioning See transforming objects requirements for 3ds max installation, 1172 for network rendering, 1000–1001 for plug-ins, 1139 resource.h, 1150 restricting movement See constraints return types, expressions, 847–848, 849 Revert to Startup UI Layout command, 62, 1058, 1071 RGB Multiply map, 574–575 3584-6 Index.F 6/27/01 3:59 PM Page 1243 Index ✦ R–S RGB (Point3) return type, 848 Rhino 3D, McNeel and Associates (on CD-ROM), 1209 Right View (R), 77 right-click quadmenus, 69–70, 1064–1067 right-hand rule, 403 rigid body dynamics, 876 Ring Array System, 206–207 Ring Lens Effect, 982, 983–989 RingWave Primitive, 156–157 Ripple modifier, 303 Ripple Space Warp, 733–735 Rocket Following tutorial (on CD-ROM), 657–658 Roller Coaster tutorial (on CD-ROM), 204–205 rollouts, 41–42, 1099, CD-10 Rolly tutorial (on CD-ROM), 189, 190 Rome Driving tutorial (on CD-ROM), 669–672 root object, 212, CD-10 Roses on Table tutorial (on CD-ROM), 540–541 Rotating Gears tutorial (on CD-ROM), 836–837 rotating objects, 232 Rotation controllers, 812 Roughness mapping, 585 run, CD-10 S Safe Regions, 1082 scalar return type, 847–848 scalars, expressions, 843 Scale controllers, 812 Scale Deformation, 453 Scale method, 936 Scale XYZ controller, 822 scaling bones, 886 scaling objects, 232 Scanline A-Buffer renderer, 934–937 See also rendering parameters Anti-Aliasing option, 935 Apply to Environment Map option, 936 Area filter, 935 Auto Reflect/Refract Maps section, 937 Blackman filter, 935 Blend filter, 935 blur options, 936–937 Catmull-Rom filter, 936 Clamp method, 936 Color Range Limiting, 936 Cook Variable filter, 936 Cubic filter, 936 Filter Maps option, 935–936 Global Super-Sampling option, 936 Image Motion Blur option, 936 Mitchell-Netravali filter, 936 Object Motion Blur option, 936 overview, 923, 924, 929 Plate Match/MAX R2 filter, 936 Quadratic filter, 936 Scale method, 936 Sharp Quadratic filter, 936 Soften filter, 936 speeding up, 935 Transparency option, 936 Video filter, 936 Scanline Renderer, CD-10 scatter objects, 428–435, CD-10 All Edge Midpoints option, 431 All Face Centers option, 431 All Vertices option, 431 Along Edges option, 431 Animation Offset button, 429 Area option, 431 Display spinner, 432 Distribute Using Even option, 429 Distribution object, 428, 430–431 Even option, 431 Extract Operand button, 428 Hide Distribution Object option, 432 Island Terrain with Trees tutorial (on CD-ROM), 435 Jungle Vine tutorial (on CD-ROM), 433–434 Load/Save Presets rollout, 432 Lock Aspect Ratio option, 432 Multi/Sub-Object material, 429 Perpendicular object, 431 Perpendicular option, 429, 430 Pick Distribution Object button, 430 presets, loading and saving, 432 Proxy option, 432 Random Faces option, 431 Skip N option, 431 Source object, 428 speeding updates with proxy, 432 Spiders tutorial (on CD-ROM), 432–433 Transforms rollout, 431–432 update, speeding up with proxy, 432 Use Maximum Range option, 432 Use Selected Faces Only option, 430 Use Transforms Only option, 432 Vertex Chaos button, 429 scenes See also files events, adding, 1035–1037 information display, 50–51 motion blur, 178 obtaining material from object in, 501 selection preference settings, 1073 viewing from a light, 626–627 scheduling features of network rendering, 1001 1243 3584-6 Index.F 6/27/01 1244 Index ✦ S 3:59 PM Page 1244 Schematic View, CD-10 See also grouping/linking objects buttons, 221–222 camera nodes, 225 colors, 225, 226 copying materials between objects, 226, 227 copying modifiers, 226, 227 Delete Schematic View command, 220 deleting nodes, 226 Double Buffer preference, 222 Filters button, 222, 223 geometry nodes, 225 grouping/linking objects, 216, 219–229 helper nodes, 225 hierarchies, 216, 223, 224, 226 Inverted Solar System tutorial, 228–229 material nodes, 225 menu, 61 modifiers and, 226, 227 moving nodes, 225 New Schematic View command, 220 nodes, 223–229 object categories, 222 Open Schematic View command, 220 Pan to Added Nodes preference, 222 preference settings, 222 rearranging nodes, 225 Reference options, 222 renaming objects, 225 reordering modifiers, 226, 227 selecting nodes, 222, 223, 225 selecting objects with, 174–175 Synchronize Selection button, 223 Zoom About Mouse Pointer preference, 222 Screen Coordinate System, 238 Screen mapping type, 548 script, CD-10 Script controller, 833–834 scripted mouse tools, 1106–1107 plug-ins, 1107 right-click menus, 1106 utilities, 1106 scripting See MAXScript sculpting surfaces, NURBS, 480, 481–485 SDeflector Space Warp, 729 SDynaFlect Space Warp, 726 secondary lights, 618, 619 section, CD-10 Section shape, 336, 340–341, 342–343 segment editing (splines), 359–361 segments, CD-10 Segments parameter, 1159 selecting objects, 163–175 See also primitive objects Alt key for deselection, 168 buttons for, 165 Case Sensitive option, 167 Class IDs, 165 colors for, 166 Combos option, 165 command, 53–54 Crossing Selection method, 54, 167, 168 Ctrl key for multiple objects, 168 Deer tutorial (on CD-ROM), 168–170 dependents for, 167 deselecting, 166, 168 Edged Faces option, 164 Edit menu for, 166–167 Edit Named Selection, 172 Filter Combinations dialog box, 165 hierarchy of objects, 168 locking selection sets, 171 Material Editor (M) for, 173 multiple objects, 168 Named Selection Sets, 171–172 names for, 166–167, 168, 173, 174 regions for, 167 Schematic View for, 174–175 Select All command, 166 Select Invert command, 166 Select None command, 166 selection brackets, 164 Selection Filters, 164–165 Selection Floater dialog box, 167 selection sets, 171–172 Shift key for multiple objects, 168 Sort by Size option, 167 subtrees for, 167 Synchronize Selection button, 174 Track View for, 173–174 wildcards for, 167 Window Selection method, 167, 168 Selection Modifiers, 274–275 See also modifiers FFD Select modifier, 275 Mesh Select modifier, 274, 320, 527 modeling and, 325 NURBS Curve Select modifier, 275 NURBS Surface Select modifier, 275 Patch Select modifier, 274 Spline Select modifier, 274 Volume Select modifier, 274 selection sets vs groups, 209 self-illumination, 490, 511, 514 Self-Illumination mapping, 585 sequences, Video Post, 1032–1033 server for network rendering, 1001, 1021–1022 setNumFaces method, 1163 setNumVerts method, 1163, 1164 sets, modifiers, 272–273 setSmGroup method, 1162 3584-6 Index.F 6/27/01 3:59 PM Page 1245 Index ✦ S SetValue method, 1157 setVert method, 1160 shaders, CD-10 shadow, CD-10 shadow map, CD-10 shadows lights, 619, 620–621, 633–634, 642, 646 object properties, 177 Shag:Fur (Digimation) Spider tutorial (on CD-ROM), 1134–1135 shape primitives, 334–345 shape springs, 880 ShapeMerge objects, 415, 422–425 shapes See splines and shapes shared directories tutorials, 1008–1012 Sharp Quadratic filter, 936 Shattering Glass tutorial (on CD-ROM), 743–744 Shell tutorial, 411–412 Shellac material, 526 Shift-clone method, 188 shininess, 491 SHP files, 106, 115 Shrink-Wrap Environment mapping type, 548 sides, connecting (plug-ins), 1163–1164 Simple Additive compositor, 1043 simple expressions, MAXScript, 1111–1112 Simple Wire compositor, 1043 Simple Wire filter, 1040–1041 single transformation track controllers, 815–822 See also controllers Audio controller, 819–820 Bézier controller, 815 Constant Velocity option, 816 Euler XYZ Rotation controller, 821–822 Key Info rollouts, 815 Linear controller, 817–818 Local Euler XYZ Rotation controller, 822 Noise controller, 818–819 Normalize Time button, 816 Position XYZ controller, 820–821 Scale XYZ controller, 822 Smooth Rotation controller, 821 TCB (Tension, Continuity, Bias) controller, 816–817 Time Lock button, 815, 816 Six Point particle type, 696 Sketch render effect (on CD-ROM), 1199–1200 Skew modifier, 304 Skew Space Warp, 741 Skin modifier, 892–898 See also bones Absolute/Relative button, 894 Advanced Parameters rollout, 895 Animation Modifier, 286–287 Bulge Angle Deformer, 897, 898 cross-sections, 893–894 deformers, 896, 897–898 Display rollout, 895 Envelope subobject, 892–896 Falloff curves, 895 Flamingo Skin tutorial (on CD-ROM), 895–896, 897 Gizmos rollout, 896, 897–898 Joint Angle Deformer, 897, 898 Morph Angle Deformer, 897 Paint Weights button, 895 Squash option, 895 Slice modifier, 304, 305 slicing enhancement, plug-ins, 1168 Slider helper, 766 Slow Key Tangent, 754 Smoke map, 567 Smoke Trail tutorial (on CD-ROM), 26–28 Smooth Key Tangent, 754 Smooth modifier, 282 Smooth Rotation controller, 821 smoothing groups, CD-10 SMPTE See Society of Motion Picture Technical Engineers Snow system, 688, 689, 691, 692 Snowman tutorial, 251–252 Snowman tutorial (on CD-ROM), 625–626, 659–660 Society of Motion Picture Technical Engineers (SMPTE), 756, CD-10 Soda Can tutorial (on CD-ROM), 699–700 soft body dynamics, 876–877 Soft Selection rollout, 324–325, 352, 376, 402 Soften filter, 936 Solar system tutorial, 213–214, 215 SOmniFlect Space Warp, 728, 729 Soup tutorial (on CD-ROM), 194, 195–196 Source object, 428, CD-10 Space Textures tutorial (on CD-ROM), 590–592 space warps, 715–746, CD-10 See also Deflectors Space Warps; Forces Space Warps; Geometric/ Deformable Space Warps; Modifier-Based Space Warps; particle systems binding to object, 716 creating, 715–716 dynamic space warps, 868 Exploding Planet tutorial (on CD-ROM), 744–746 Flex Modifier and, 879–880 gizmo, 716 Shattering Glass tutorial (on CD-ROM), 743–744 Special particle type, 696 special-purpose controllers, 826–840 See also controllers; Expression controller Attach Controls dialog box, 832 Barycentric Morph controller, 828–829 Block controller, 830–833 Color RGB controller, 826–827 Constrain to 100% option, 829 Continued 1245 3584-6 Index.F 6/27/01 1246 Index ✦ S 3:59 PM Page 1246 special-purpose controllers (continued) Cubic Morph controller, 827–828 IK controller, 834 Incoming Controls pane, 832 List controller, 829–830 Master Block Parameters dialog box, 830–831, 832 Master Point controller, 834–835 Match by Node button, 832 Motion Capture controller, 838–840 Pencil Drawing tutorial (on CD-ROM), 839–840 Reactor controller, 836–837 Rotating Gears tutorial (on CD-ROM), 836–837 Script controller, 833–834 Set Active button, 829 Special-purpose controller, 833 Track View Pick dialog box, 831 Speckle map, 568 specular color, 490 specular highlights, 491, 514, 515, 516, 585, CD-10 Specular Level mapping, 585 Specular mapping, 585 Sphere Attached to Terrain tutorial (on CD-ROM), 798–799 Sphere primitive, 142–144, 145 SphereArray tutorial (on CD-ROM), 1090–1091 spherical deflectors See S-type deflectors Spherical Environment mapping type, 548 Spherify modifier, 304 Spiders tutorial (on CD-ROM), 432–433 Spider’s web tutorial, 366–367 Spindle primitive, 154 spinners, 58, 72, CD-11 spiral arrays, 198–199 Splat map, 569 spline, CD-11 Spline Select modifier, 274 splines and shapes, 333–372 See also editing splines; modeling; two-dimensional (2D) drawing Adobe Illustrator Import tutorial, 346–347 Bookshelf tutorial, 371–372 Boolean operations, 362–363, 370–372 Cappings option, 369 circular cross-section objects, 369–370 closed splines, 373 converting to Non-Uniform Rational B-Splines (NURBS), 468 Crucible tutorial, 369–370 Direction option, 369 exporting, 345, 347–348 extruding splines, 368 Flip Normals option, 369 height, adding, 368 importing, 345–347 intersecting itself, identifying, 367–368 Intersection option, 363, 371 lathing splines, 369–370 Logo Export tutorial, 347–348 open splines, 373 Shape Check utility, 367–368 Subtraction option, 363, 371 three dimensional (3D), 367–370 Union option, 363, 370 Weld Core option, 369 spot lights, 623, 624, 632 Spotlight View ($), 77 Spray Can tutorial (on CD-ROM), 698 Spray system, 687, 689–692 Springs subobject, 877, 878–879 Spyglass tutorial (on CD-ROM), 917–918 Square creation method, 150 squashing objects, 232, 233 Squeeze modifier, 301–302 Stained Glass tutorial (on CD-ROM), 647–648 Staircase tutorial (on CD-ROM), 198–199 standard lighting model, 618–619, 620 standard materials, 511–523 See also materials 2-Sided mode, 512 Adaptive Halton SuperSampling method, 520 Adaptive Uniform SuperSampling method, 520 Additive Transparency type, 518, 519 Advanced Transparency controls, 517, 518–519 Anisotropic shader, 515–516, 585, 586 Anti-Aliasing option, 520 artifacts, 520 Background button, 514 Blinn shader, 512–513 circular highlights, 512–513 color swatches and, 511 Diffuse Level, 515 Dolphin tutorial (on CD-ROM), 522–523 Dynamic Properties rollout, 521–522 Extended Parameters rollout, 517–519 Face Map mode, 512 Faceted mode, 512 Falloff settings, 517, 518 Filter Transparency type, 518, 519 Hammersley SuperSampling method, 520 highlights and, 511 Index of Refraction, 519 Lock buttons, 513 Maps rollout, 513, 520–521, 583–587 matte surfaces, 516–517 Max 2.5 Star SuperSampling method, 520 Metal shader, 517 Multi-Layer shader, 516, 585, 586 non-circular highlights, 515–516 Opacity spinner, 514 Oren-Nayar-Blinn shader, 516–517, 585 Phong shader, 514 Reflection Diming controls, 519 3584-6 Index.F 6/27/01 3:59 PM Page 1247 Index ✦ S–T Self-Illumination and, 511, 514 Shader Basic Parameters rollout, 511–517 Specular Highlights, 514, 515, 516, 585 Strauss shader, 517, 586 Subtractive Transparency type, 518, 519 SuperSampling, 519–520 transparency and, 511 Wire controls, 519 Wire mode, 512 Standard particle type, 695 Standard primitives, 141–150 Star Lens Effect, 983, 984 Star shape, 336, 339, 340 Starfield filter, 1041–1042 starting job tutorial, 1014–1018 Status Bar Max interface, 36, 37, 67–68, 1185 Track View, 773–774 Video Post, 1032 StdAfx.cpp, 1150 StdAfx.h, 1150 Step Key Tangent, 754 StereoLithography (STL) Check modifier, 282, 283 files, 110, 117 STL See StereoLithography STL-Check modifier and Boolean operations, 444 Stoplight Control tutorial, 857–859 Strauss shader, 517, 586 Streak Lens Effect, 985 Stretch modifier, 301, 302 Stretch Space Warp, 741, 742 strings, CD-11 strings, MAXScript, 1108 Stucco map, 570 S-type (spherical) deflectors, 725 Subdivision Surface Modifiers, 293–295 See also modifiers Heart Shaped NURMS tutorial (on CD-ROM), 294, 295 Hierarchical SubDivision Surfaces (HSDS) modifier, 294 MeshSmooth modifier, 293–294, 295 Non-Uniform Rational MeshSmooth (NURMS) object, 293 Reset rollout, 293 submaterials, 507–508 submenus, 48 subobjects, CD-11 edit mode, 375, 376 editing Non-Uniform Rational B-Splines (NURBS), 475–476 editing patches, 401–402, 408–411 editing splines, 349, 350–352 modeling, 323–326 Modifier Stack, 271, 272 subtracks, 772 Subtraction operation (Boolean), 441, 442 Subtractive Transparency standard material, 518, 519 subtrees for selecting objects, 167 Sun tutorial (on CD-ROM), 958–959 Sunlight system, 617, 637–640 Super Spray system, 688, 689, 693–707 SuperSampling, 519–520, CD-11 Surface constraint, 799–801 Surface CV subobject, NURBS, 466 Surface Mapper WSM, 312 Surface Modifiers, 308–309 See also modifiers Animation Modifier, 276–278 Disp Approx (Displacement Approximation) modifier, 309 Material modifier, 308 MaterialByElement modifier, 309, 603–604 surfaces, NURBS, 463, 465–467 Surfboard tutorial (on CD-ROM), 531–532 SurfDeform modifier, 290 SurfDeform WSM, 312 Swamp Dragonfly tutorial (on CD-ROM), 964, 965 Swirl map, 558–559 switch statement, 1155 Sword into Plowshare tutorial (on CD-ROM), 417–418 syntax highlighting, CD-11 Syntax Highlighting tutorial (on CD-ROM), 1142–1143 T Tab Panel, 36, 37, 40–41, 1085 Table Setting tutorial (on CD-ROM), 580–581 tangents, 784–785 Tape helper, 329 Taper modifier, 298, 299 Taper Space Warp, 739, 740 Target camera, 652, 653, 657, 661, 761 Target Direct light, 623, 624, 625 Target objects, 416, 417, CD-11 Target Spot, 623, 624 TCB See Tension, Continuity, Bias TCP/IP See Transmission Control Protocol/Internet Protocol TCP/IP tutorials, 1003–1007 Teapot primitive, 146, 148 Teapot tutorial (on CD-ROM), 1109–1110 Teddy Bear tutorials (on CD-ROM), 191–192, 607–609, 891–892 Teeter Deformation, 454, 455 teeth vertices and faces, adding, 1164–1168 telephoto lens, 652 Television-IFL tutorial (on CD-ROM), 597–599 Tension, Continuity, Bias (TCB) controller, 816–817 terminator, CD-11 terrain objects, 415, 425–427 Terrain tutorial (on CD-ROM), 300–301 1247 3584-6 Index.F 6/27/01 1248 Index ✦ T 3:59 PM Page 1248 Tessellate modifier, 282, 283, 320 Testing Pythagoras tutorial (on CD-ROM), 330–331 text file for summary information, 50 Text shape, 336, 339, 341 texture coordinates enhancement, plug-ins, 1168 Thin Wall Refraction map, 582–583 3D Models (on CD-ROM), 1208 3D Paralex, 1208 3D space viewports, 75–77 3d stereogram render effect (on CD-ROM), 1197 3D Studio (3DS) files (PRJ, SHP), 106, 115 three-dimensional (3D) maps, 559–572 Adaptive option, 560 Cellular map, 559–560 Coordinates rollout, 559 Dent map, 560–561 Distance Blend Falloff Type, 562 Division Colors section, 559 Falloff map, 561–562 Fractal option, 559 Fresnel Falloff Type, 562 Index of Refraction, 562 Marble map, 563 Noise map, 563–564 Particle Age map, 564, 712–714 Particle MBlur map, 564–565, 712–714 Perlin Marble map, 565 Planet map, 566 Smoke map, 567 Speckle map, 568 Splat map, 569 Stucco map, 570 Water map, 571 Wood map, 572 three dimensional (3D) splines, 367–370 3ds max installation, 1171–1179 See also animation; bones; cameras; compound objects; customizing Max interface; files; inverse kinematics (IK); lights; materials; Max interface; MAXScript; modeling; particle systems; plug-ins; primitive objects; Quick Start; rendering; space warps; Video Post; viewports Authorization Wizard, 1176–1178 Character Studio, 1173 Direct3D, 1178–1179 display driver setting, 1178–1179 hardware requirements, 1172 HEIDI, 1178 instructions, 1172–1176 OpenGL, 1179 operating system for, 1171 performance factors, 1172 3DSMaxR3 interface, 1057 tick, CD-11 tiling, CD-11 Time Controls, 36, 37, 65–67 Time Ruler, 771–772 Time Slider, 67, 750, 752, 753, 755–756 TimeValue parameter, 1158 Tire Rolling on Hill tutorial (on CD-ROM), 800–801 toggle elements, 62 tool tips, 38 Toolbars, customizing, 1061–1064 Toolbox Aging tutorial (on CD-ROM), 593–594 Tools menu, 54–56 See also Max interface Align Camera command, 55 Align command (Alt+A), 55 Align Normals command (Alt+N), 55 aligning objects, 55 Array command, 55 cloning objects, 55 Display Floater command, 54 floater dialog boxes, 54–55 Isolate command, 55 Light Lister command, 55–56, 635–636 Mirror command, 55 object dialog boxes, 54–55 Place Hightlight (Ctrl+H) command, 55 Selection Floater command, 54 Snapshot command, 55 Spacing Tool (Shift+I), 56 Transform Type-In (F12) command, 54, 235 tooltips, CD-11 tooth enhancements, plug-ins, 1168 Top View (T), 76, 77 Top/Bottom material, 530–531 torus, CD-11 Torus Knot primitive, 157–158, 159 Torus (doughnut) primitive, 145–146, 147 Track Bar, 36, 37, 67, 750, 752–753 Track View (E), 769–795, CD-11 See also animation absolute pasting, 782 Active option, 793 Add Keys button, 780, 784 Add Note Track button, 791–792 Align Keys button, 781 Choose Sound button, 793 continuous tangents, 784 controllers and, 790, 813–814 Copy Time button, 782 Cut Time button, 782 Delete Keys button, 780 Delete Time button, 782 discontinuous tangents, 784 dynamic buttons, 770 dynamic simulation optimization with, 874–875 ease curves, 785–786, 790–791 edit keys mode (P), 774–775.780–781 edit ranges mode (F3), 777–778 3584-6 Index.F 6/27/01 3:59 PM Page 1249 Index ✦ T edit time mode (F2), 775–777, 782–783 Filters button, 789 function curves mode (F5), 778–780, 783–788 global buttons, 770–771 grouping/linking, 216 Hide by Controller Type option, 789 Insert Time button, 783 keyboard shortcuts, 1188 lock Tangents button, 785 menu, 61 metronome beat, 793 modes, 774–780 Move Keys button, 780, 784 multiplier curves, 785 note tracks, 791–792 Out-Of-Range Types buttons, 790–791 pasting time, 782 Pogo Stick Sound tutorial (on CD-ROM), 793–794 Pogo Stick tutorial (on CD-ROM), 786–788 position ranges mode (F4), 778 Randomize Keys utility, 781 ranges setting, 783 Reduce Keys button, 783 relative pasting, 782 Reverse Time button, 783 Scale Keys button, 781, 784 Scale Time button, 783 Select Keys by Time utility, 782 selecting objects with, 173–174 Show Only group, 789 Show Tangents button, 784 Slide Keys button, 780 Sound Options dialog box, 792–794 status bar, 773–774 subtracks, 772 tangents, 784–785 Time Ruler, 771–772 toolbar buttons, 769–771 tracks, 771–772 viewport, 77 Visibility Track button, 781 tracker gizmo, 673, 674 Trajectories, animation, 758–759 trajectory, CD-11 Transform controllers, 812 Transform gizmo, CD-11 transform options, viewports preference settings, 1082–1083 Transform Type-In (F12) command, 54, 235 transforming lights, 624–625 transforming objects, 231–264, CD-11 Absolute: World coordinates, 235 Adjust Transforms rollout, 243–244 Affect Hierarchy Only mode, 242 Affect Object Only mode, 242 Affect Pivot Only mode, 242 Align commands, 252–257 aligning pivot points, 243 AutoGrid, 258–260 Axis Constraint settings, 237 axis constraints, 244, 245–247 buttons, 233 Caterpillar tutorial, 259–260 Center to Object/Pivot button, 243 Chess Game tutorial (on CD-ROM), 247–249 Coordinate Center, 241 coordinate fields on Status Bar, 236–237 coordinate systems, 238–241 Dining Room tutorial (on CD-ROM), 249–250 Firecracker tutorial (on CD-ROM), 239–240, 244, 245 Grid Coordinate System, 238 grids, 257–260 Home Grid, 257–258 Ice Cream Cone tutorial (on CD-ROM), 239–240, 244, 245 Inherit rollout, 247 Link Inheritance utility, 247 Local Coordinate System, 238 Locks rollout, 246 Methane Molecule tutorial (on CD-ROM), 263–264 modifications vs., 231 Non-Uniform Rational B-Splines (NURBS), 262 non-uniform scaling, 232, 233, 243, 244 Normal Align command, 253–255 Parent Coordinate System, 238 Pearls tutorial, 254–255 Pick Coordinate System, 238 Pipe Structure tutorial (on CD-ROM), 256–257 pivot points, 241, 242–244 Reference Coordinate System, 237, 238–241, 246 Reset Pivot button, 243 Reset Scale button, 243 Reset Transformation button, 243 Restrict Axes buttons, 25, 232, 245 rotating objects, 232 scaling objects, 232 Screen Coordinate System, 238 Selection Center, 241 Snap (S) feature, 260–264 Snowman tutorial, 251–252 squashing objects, 232, 233 Status Bar coordinate fields, 236–237 Transform Center, 237, 241, 244, 237 Transform Gizmo (X), 234–235 Transform Managers, 237–241 Transform Type-In (F12) dialog box, 235 translation (moving) objects, 232 View Coordinate System, 238 World Coordinate System, 238 1249 3584-6 Index.F 1250 6/27/01 3:59 PM Page 1250 Index ✦ T–U transforms animation with Expression controller, 852–854 translucency, 490, 492, CD-11 Translucency effect, 535, 536 Transmission Control Protocol/Internet Protocol (TCP/IP), 1000, 1002, 1003–1007, 1020, 1021 transparency, 490, 491, 511, CD-11 Transparency color, 534 Transparent Environment map, 535–536 transparent objects, CD-12 Treasure Chest of Gems tutorial (on CD-ROM), 321–322 Tree Shadows tutorial (on CD-ROM), 639–640 Trick Spider tutorial (on CD-ROM), 909–910 Trim/Extend modifier, 280 Trumpet Mask tutorial (on CD-ROM), 646–647 Tube primitive, 149 Turbo Squid (on CD-ROM), 1209 Turtle LOD tutorial (on CD-ROM), 327–328 TV Image render effect (on CD-ROM), 1197–1199 Twinkling Stars tutorial, 636–637 Twist Deformation, 453–454 Twist modifier, 298, 299–300 Twist Space Warp, 739, 740 Twisting Bridge tutorial (on CD-ROM), 299–300 Two Cars in a Sphere Stunt tutorial (on CD-ROM), 218–219 two-dimensional (2D) drawing, 333–345 See also splines and shapes Arc shape, 336, 338, 339 AutoGrid button, 334 Circle shape, 336, 338 Creation Method rollout, 335 creation methods for shape primitives, 336 Display Render mesh option, 335 Donut shape, 336, 338 Ellipse shape, 336, 338 Heart Section tutorial (on CD-ROM), 342–343, 344 Helix shape, 336, 340, 342 Interpolation rollout, 335 Keyboard Entry rollout, 335, 336 line shape, 336–338 Logo Creation tutorial, 343, 344–345 NGon shape, 336, 338 Parameters rollout, 336 Rectangle shape, 336, 338 Rendering rollout, 335 Section shape, 336, 340–341, 342–343 shape primitives, 334–345 Shapes menu, 334 Star shape, 336, 339, 340 Start New Shape button, 334 Text shape, 336, 339, 341 two-dimensional (2D) maps, 547–559 Adobe Photoshop Plug-In Filter map, 550–551 Adobe Premiere Video Filter map, 551 alpha channel options, 553 Bitmaps, 547, 551–554 Bricks map, 554–555 Checker map, 555 Combustion map, 556 Coordinates rollout, 547–550 Cropping/Placement controls, 552, 554 Cylindrical Environment mapping type, 548 Environ option, 547, 548 Explicit Map Channel option, 547 Filtering options, 552, 556 Flag Properties, 557 Gradient map, 556–558 Jitter Placement option, 553 Linear Gradient map, 556, 557 Lock button, 558 Mirror option, 548, 549 Mono Channel output, 552 noise controls, 556, 557 Noise rollout, 550 Paint button, 556 Radial Gradient map, 556, 557 RGB Channel output, 552 Rotate button, 549 Screen mapping type, 548 Show Map on Back option, 548 Shrink-Wrap Environment mapping type, 548 Spherical Environment mapping type, 548 Swirl map, 558–559 Texture option, 547 Time rollout, 550 Track Time button, 556 Unwrap Selected button, 556 UV button, 556 UVW coordinate system, 547 Vertex Color Channel option, 547 U UDeflector Space Warp, 729 UDynaFlect Space Warp, 726, 727 undefined, MAXScript, 1115 Undo (Ctrl+Z) command, 53 Union operation (Boolean), 439, 440 Unwrap UVW modifier, 292, 604–609, 1191–1192 UOmniFlect Space Warp, 728, 730 user input, capturing, plug-ins, 1155–1158 usertype.dat file, 1142–1143 Using Skeleton tutorial (on CD-ROM), 1151–1152 Utilities panel, 41, 46, 47, 102–105, 1085 U-type (universal) deflectors, 725 UV Coordinate Modifiers, 291–292 See also modifiers Camera Map modifier, 292 Unwrap UVW modifier, 292, 604–609, 1191–1192 UVW Map modifier, 291, 292, 601–603 UVW XForm modifier, 291, 601 3584-6 Index.F 6/27/01 3:59 PM Page 1251 Index ✦ U–V UVW coordinate system, 547 UVW Map modifier, 291, 292, 601–603 UVW Remove utility, 612 UVW XForm modifier, 291, 601 V Vacuum Hose tutorial (on CD-ROM), 313–315 validating parameters, plug-ins, 1159 variables, CD-12 variables, expressions, 843–844 variables, MAXScript, 1107–1111 vector operators, expressions, 844, 845 vector return type, 848 Vertex Color map, 577 Vertex Paint modifier, 283–284, 609–610 vertices, creating (plug-ins), 1159–1160 See also editing mesh vertices; editing patch vertices; editing spline vertices Video filter, 936 Video Post, 1029–1053, CD-12 See also events, adding and editing; Lens Effect filters; rendering Abut Selected button, 1045–1046 Airplane/Waterfall tutorial (on CD-ROM), 1050–1052 Align Selected Left/Right buttons, 1045 Background tutorials, 1050–1053 command, 61 compositing, 1029 Custom selection, 1033 keyboard shortcuts, 1189 Make Selected Same Size button, 1045 navigation buttons, 1032 Output options, 1033 Output Size section, 1033 post-production, 1029–1030 queue panes, 1032 ranges, 1045–1046 sequences, 1032–1033 status bar, 1032 Swap Events button, 1045 time bar, 1032 Time Output section, 1033 toolbar buttons, 1031 View Coordinate System, 238 ViewExp class, 1157 Viewport Configuration command, 63 viewports, 75–98, CD-12 See also viewports configuration; viewports preference settings 3D space, 75–77 Animation Synchronization, 95 Apply Source and Display option, 96 Aspect Radio, 96 Back View (K), 77 background images, 94–97 Bottom View (B), 77 Camera View (C), 77, 79 color-coding of buttons, 79 Devices button, 95 End Processing option, 95 environment maps and, 95, 947 Field of View button, 78 flyout buttons, 77–78, 79 Front View (F), 76, 77 Grid View (G), 77 keyboard shortcuts, 77, 1183–1184, 1185 Left View (L), 76, 77, 79 loading viewport background, 94–97 Lock Zoom/Pan option, 96 Min/Max Toggle (W), 77, 78, 79 moving view, 78 Navigating Viewport tutorial (on CD-ROM), 79–81, 82 orthographic views, 76–77 panning view, 78 Perspective View (P), 76, 77, 79 Redo View Change (Shift+A) command, 78 Region Zoom button, 80–81, 82 Reset Background Transform command, 96 Restore Active Viewport command, 78 Right View (R), 77 Rotate button, 78, 79–80, 81 Save Active Viewport command, 78, 79 Spotlight View ($), 77 Start Processing option, 95 system units selection, 94 Top View (T), 76, 77 Track View (E), 77 Undo View Change (Shift+Z) command, 78, 80 Units Setup dialog box, 94 User View (U), 77 Viewport Navigation Controls, 36, 37, 77–79 Zoom button, 77–78, 79, 80 viewports configuration, 81–93 See also customizing Max interface; viewports preference settings 12-Field Grid Safe Frame option, 90 Action Safe Safe Frame option, 90, 91 Adaptive Degradation panel, 91–92 Blend Transparency Rendering option, 83 Blowup Region, 93 Bounding Box Rendering option, 83, 84 clipping panes, 86 Default Lighting Rendering option, 85 Disable Textures Rendering option, 84 Disable View Rendering option, 84 Display Selected with Edged Faces Rendering option, 85 Edged Faces Rendering option, 83 Facets Rendering option, 82, 84 Facets+Highlights Rendering option, 82 Continued 1251 3584-6 Index.F 6/27/01 1252 Index ✦ V 3:59 PM Page 1252 viewports configuration (continued) Fast View tutorial (on CD-ROM), 86–88 Force 2-Sided Rendering option, 84 frame rate setting, 91–92 Layout panel, 88–89 Lit Wireframes Rendering option, 82 Live Area Safe Frame option, 90 None Transparency Rendering option, 83 OpenGL driver and Virtual Viewport feature, 93 Patterned Spheres tutorial (on CD-ROM), 86–88 previewing work, 91–92 Redraw All View command, 84 Regions panel, 92–93 Rendering Method panel, 82–88 Reset on Mouse Up option, 92 resizing viewports, 89 Safe Frames, 89–91 Shade Selected Faces Rendering option, 85 Show Rebuild Cursor option, 92 Smooth Rendering option, 82, 83, 84 Smooth+Highlights Rendering option, 82 Stipple Transparency Rendering option, 83 Sub Region, 93 Texture Correction Rendering option, 84 time for updating, 82–83 Title Safe Safe Frame option, 90, 91 Transparency Rendering options, 83 updating viewport, time for, 82–83 Use Selection Brackets Rendering option, 85 User Safe Safe Frame option, 90 Virtual Frame Buffer, 93 Virtual Viewport feature, 93, 1186 Wireframe Rendering option, 83, 84 Z-Buffer Rendering option, 84 viewports preference settings, 1081–1084 See also Preference Settings; viewports Attenuate Lights option, 1082 Backface Cull on Object Creation option, 1082 Display Drivers tutorial, 1083–1084 Display World Axis option, 1082 Draw Links as Lines option, 1082 Filter Environment Background option, 1082 ghosting, 1083 Grid Nudge Distance, 1082 Intersection option, 1082 Low-Res Environment Background option, 1082 Mask Viewport to Safe Region option, 1082 Projection option, 1082 Safe Regions, 1082 Show Vertices as Dots option, 1082 Transform Gizmo option, 1083 transform options, 1082–1083 Update Background While Playing option, 1082 Use Center Box option, 1083 Use Dual Panes option, 1081 Use Labels option, 1083 Use Planes option, 1083 Views menu, 56–59 See also Max interface Add Default Lights to Scene command, 58 animation keys, 57 background images, 57 camera matching to scene, 58 check mark (enabled command), 57 Deactivate All Maps command, 58 enabled command (check mark), 57 Export Mode (Ctrl+X) command, 58–59 ghosting, 57 Grids command, 57 lights for scene, 58 linked objects, 58 Match Camera to View (Ctrl+C) command, 58 maximizing viewport space, 58–59 moving objects, 57 Redo View Change (Shift+A) command, 57 Redraw All View command, 58 Reset Background Image command, 57 Restore Active View, 57 rotating objects, 57 Save Active View, 57 scaling objects, 57 Shade Selected command, 58 Show Dependencies command, 58 Show Ghosting command, 57 Show Key Times command, 57 Show Transform Gizmo command, 57 spinners, 58 Undo View Change (Shift+Z) command, 57 Update Background Image (Alt+Shift+Ctrl+B) command, 57 Update During Spinner Drag command, 58 Viewport Background (Alt+B) command, 57 Viewport Navigation Controls, 56–57, 58 Virtual Frame Buffer, CD-12 cameras, 663 network rendering, 1019 Quick Start, fighter jet fly-by, 31 render effects, 971 rendering, 939–941, 969 rendering parameters, 930–931 viewports configuration, 93 Virtual Reality Modeling Language (VRML) files (WRL, WRZ), 110–111, 117–119 Virtual Viewport feature, 93, 1186 Visibility track, 823 Visual C++ for plug-ins, 1140 Visual MAXScript, 1099–1106 See also MAXScript Build Cube tutorial (on CD-ROM), 1102–1105 buttons, 1101 Edit menu, 1100 Events panel, 1100, 1102 3584-6 Index.F 6/27/01 3:59 PM Page 1253 Index ✦ V–Z File menu, 1100 form elements, 1101 Layout menu, 1100 Properties panel, 1100, 1102 rollouts creation with, 1099 Save menu, 1100 Volume Fog effect, 963–964, 965 Volume Light, CD-12 Volume Light effect, 640–648, 643, 964 Volume Select modifier, 274 Vortex Space Warp, 718–719 VRML See Virtual Reality Modeling Language VUE File Renderer, 934 VUE files, 938–939 W Water map, 571 Wave modifier, 303 Wave Space Warp, 732–733 Waveform controller, 824–826 Web sites for plug-ins, 1130–1131 Weight subobject, 877, 878–879 White Picket Fence tutorial (on CD-ROM), 194, 195 wide-angle lens, 652 wildcards for selecting objects, 167 wind settings, 642 Wind Space Warp, 723 Window method of selection, 54 Window Selection method, 167, 168 Windows operating systems 3ds max installation and, 1171 network rendering and, 1001 programming knowledge for plug-ins, 1140 Wire Parameters command, 60, 763–767 wireframe, CD-12 Wood map, 572 World Coordinate System, 238 World object, CD-12 World Space Modifiers (WSM), 273, 311–312 See also modifiers asterisks and, 288 Camera Map WSM, 311 Displace Mesh WSM, 311 Displace NURBS WSM, 312 MapScaler WSM, 312 PatchDeform WSM, 312 Path Deform WSM, 312 Point Cache WSM, 312 Surface Mapper WSM, 312 SurfDeform WSM, 312 Wrapper object, CD-12 Wrap-To object, CD-12 writing scripts, 1107–1124 WRL files, 110–111, 117–119 WRZ files, 110–111, 117–119 WSM See World Space Modifiers X XForm (transform) modifier, 307, 444 XRef, CD-12 XRef Objects, 124–128 XRef Scene tutorial (on CD-ROM), 122–123 XRef Scenes, 120–123 XRefs See eXternal References Z Z-buffer, 84, 974 Zygote Media, 1208 1253 3584-6 EULA.F 6/27/01 3:59 PM Page 1254 Hungry Minds, 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 Hungry Minds, Inc (“HMI”) 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 HMI grants to you (either an individual or entity) a nonexclusive license to use one copy of the enclosed software program(s) (collectively, the “Software”) solely for your own personal or 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You may not (i) rent or lease the Software, (ii) copy or reproduce the Software through a LAN or other network system or through any computer subscriber system or bulletin-board system, or (iii) modify, adapt, or create derivative works based on the Software (b) You may not reverse engineer, decompile, or disassemble the Software You may transfer the Software and user documentation on a permanent basis, provided that the transferee agrees to accept the terms and conditions of this Agreement and you retain no copies If the Software is an update or has been updated, any transfer must include the most recent update and all prior versions Restrictions on Use of Individual Programs You must follow the individual requirements and restrictions detailed for each individual program in Appendix D of this Book These limitations are also contained in the individual license agreements recorded on the Software Media These limitations may include a requirement that after using the program for a 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WITH RESPECT TO THE SOFTWARE, THE PROGRAMS, THE SOURCE CODE CONTAINED THEREIN, AND/OR THE TECHNIQUES DESCRIBED IN THIS BOOK HMI 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) HMI’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 HMI with a copy of your receipt at the following address: Software Media Fulfillment Department, Attn.: 3ds max Bible, Hungry Minds, 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 HMI 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 HMI 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 (the “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 other- 3584-6 Install.F 6/27/01 3:59 PM Page 1256 How to Install the CD-ROM The enclosed CD-ROM is hybrid and can be read by both Macintosh and Windows computers Macintosh users need System 8.0 or above Windows users need Windows 95, Windows 98, Windows 2000, or Windows NT (The CD-ROM will not function properly with Windows 3.1.) To gain access to the CD-ROM contents, follow these steps: Insert the CD-ROM in your CD drive and wait a few moments until the CD icon appears Double-click the icon to open the CD-ROM A window will open with the folders displayed in a directory structure Refer to Appendix D for information on the files contained on the CD-ROM ... 43 9 43 9 43 9 44 1 44 1 44 3 44 4 44 6 44 6 44 7 44 7 44 8 44 9 45 0 45 0 45 3 45 3 45 4 45 4 45 6 45 7 45 9 46 0 46 1 Chapter 15: Working with NURBS 46 3 Creating NURBS Curves... 41 5 41 6 41 7 41 7 41 7 41 9 41 9 42 0 42 2 42 2 42 3 42 5 42 6 42 6 42 7 42 8 42 9 43 0 43 1 43 2 43 2 43 2 43 3 43 5 43 6 43 8 35 84- 6 FM.F 6/27/01 3:32 PM Page xxvii Contents... 46 3 46 4 46 5 46 7 46 8 46 8 47 1 47 5 47 6 47 6 47 6 47 7 47 8 47 9 48 0 48 0 48 0 48 0 48 3 xxvii 35 84- 6 FM.F xxviii 6/27/01 3:32 PM Page xxviii 3ds max Bible Part IV: Materials and Maps 48 7 Chapter

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  • 3ds max™ 4 Bible

    • Front of Book

      • About the Author

      • Credits

      • Preface

        • What Is Max?

        • About This Book

          • Tutorials aplenty

          • How this book is organized

          • Using the bookÌs icons

          • The bookÌs CD-ROM and exclusive plug-ins

          • Color insert pages

          • Acknowledgments

          • Contents at a Glance

          • Contents

          • Part I: Getting Started with 3ds max 4

            • Quick Start: Animating a Fighter Jet Fly- By

              • The Speed of Jets

              • Tutorial: Importing the Jet Model

              • Tutorial: Applying Materials to the Jet Model

              • Tutorial: Positioning the Background Environment

              • Tutorial: Adding a Building Model

              • Tutorial: Working with Cameras and Lights

              • Animating the Jet

                • Tutorial: Creating an animation path

                • Tutorial: Assigning a controller

                • Tutorial: Adding a Smoke Trail

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