Table of Contents
Part I: Getting Started with 3ds Max
Quick Start: Animating a Walking Dinosaur
Walking Dinosaur—Planning the Production
Setting Up the Scene
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Enabling mental ray and adding materials
Tutorial: Adding a Sun and Sky system
Tutorial: Rendering a preview
Animating the Dinosaur
Tutorial: Adding a preset CAT rig
Tutorial: Creating a walking motion path
Tutorial: Rendering the final animation
Summary
Chapter 1: Exploring the Max Interface
Learning the Interface Elements
Using the Menus
Using the Toolbars
Docking and floating toolbars
Using tooltips and flyouts
Using the Quick Access toolbar
Learning the main toolbar
Using the Ribbon
Using the Viewports
Using the Command Panel
Working with rollouts
Increasing the Command Panel's width
Tutorial: Rearranging the interface for lefties
Using the Lower Interface Bar Controls
Interacting with the Interface
Gaining quick access with the right-click quadmenus
Using Caddy controls
Understanding the button color cues
Using drag-and-drop features
Controlling spinners
Understanding modeless and persistent dialog boxes
Getting Help
Using the InfoCenter toolbar
Viewing the Essential Skills Movies
Using the browser-based reference guides
Using the rest of the Help menu
Summary
Chapter 2: Controlling and Configuring the Viewports
Understanding 3D Space
Learning Axonometric versus Perspective
Learning Orthographic and Isometric views
Discovering the viewports in Max
Using the Navigation Gizmos
Working with the ViewCube
Using the SteeringWheels
Tutorial: Navigating the active viewport
Controlling Viewports with a Scroll Wheel Mouse
Using the Viewport Navigation Controls
Zooming a view
Panning a view
Walking through a view
Rotating a view
Maximizing the active viewport
Controlling camera and spotlight views
Changing the Viewport Display
Undoing and saving viewport changes
Disabling and refreshing viewports
Viewing materials in the viewports
Displaying lights and shadows in the viewports
Enabling Exposure Control and Ambient Occlusion
Configuring viewport lighting and shadows
Locating mesh problems with xView
Configuring the Viewports
Setting the viewport rendering method
Altering the viewport layout
Using Safe Frames
Understanding Adaptive Degradation
Defining regions
Viewing statistics
Working with Viewport Backgrounds
Loading viewport background images
Loading viewport background animations
Tutorial: Loading reference images for modeling
Summary
Chapter 3: Working with Files, Importing, and Exporting
Working with Max Scene Files
Using the Application Button
Starting new
Saving files
Archiving files
Opening files
Setting a Project Folder
Merging and replacing objects
Getting out
Setting File Preferences
Handling files
Backing up files
Tutorial: Setting up Auto Backup
Maintaining log files
Importing and Exporting
Importing supported formats
Import preference
Exporting supported formats
Moving files to and from Maya and MotionBuilder
Using the OBJ format
Exporting to the JSR-184 (M3G) format
Exporting to the DWF format
Exporting utilities
Tutorial: Importing vector drawings from Illustrator
Using the File Utilities
Using the Asset Browser utility
Finding files with the Max File Finder utility
Collecting files with the Resource Collector utility
Using the File Link Manager utility
Using i-drop
Accessing File Information
Displaying scene information
Viewing file properties
Viewing files
Summary
Chapter 4: Customizing the Max Interface and Setting Preferences
Using the Customize User Interface Window
Customizing keyboard shortcuts
Customizing toolbars
Tutorial: Creating a custom toolbar
Customizing quadmenus
Customizing menus
Tutorial: Adding a new menu
Customizing colors
Customizing the Ribbon
Making dynamic tools and panels
Saving Ribbon changes
Tutorial: Building a Ribbon panel of primitives
Customizing Modify and Utility Panel Buttons
Working with Custom Interfaces
Saving and loading a custom interface
Locking the interface
Reverting to the startup interface
Switching between default and custom interfaces
Configuring Paths
Configuring user paths
Configuring system paths
Selecting System Units
Using Custom and Generic units
Handling mismatched units
Rescaling world units
Setting Preferences
General preferences
Files panel preferences
Viewport preferences
Gamma preferences
Other preference panels
Summary
Part II: Working with Objects
Chapter 5: Creating and Editing Primitive Objects
Creating Primitive Objects
Using the Create menu
Using the Create panel
Naming and renaming objects
Assigning colors
Using the Color Clipboard
Using different creation methods
Using the Keyboard Entry rollout for precise dimensions
Altering object parameters
Recovering from mistakes and deleting objects
Tutorial: Exploring the Platonic solids
Exploring the Primitive Object Types
Starting with the Standard Primitives
Extended Primitives
Modifying object parameters
Tutorial: Filling a treasure chest with gems
Using Architecture Primitives
Using AEC Objects
Tutorial: Adding stairs to a clock tower building
Summary
Chapter 6: Selecting Objects and Setting Object Properties
Selecting Objects
Selection filters
Select buttons
Selecting with the Edit menu
Selecting multiple objects
Using the Paint Selection Region tool
Tutorial: Selecting objects
Locking selection sets
Using named selection sets
Editing named selections
Isolating the current selection
Selecting objects in other interfaces
Setting Object Properties
Viewing object information
Setting display properties
Setting rendering controls
Enabling Motion Blur
Using the Advanced Lighting and mental ray panels
Using the User-Defined panel
Hiding and Freezing Objects
Using the Display Floater dialog box
Using the Display panel
Tutorial: Hidden toothbrushes
Using Layers
Using the Layer Manager
Using the layer list
Tutorial: Dividing a scene into layers
Using the Scene Explorer
Selecting and filtering objects
Finding objects
Editing in the Scene Explorer
Summary
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping
Translating, Rotating, and Scaling Objects
Translating objects
Rotating objects
Scaling objects
Using the transform buttons
Working with the Transformation Tools
Working with the Transform Gizmos
Using the Transform Toolbox
Using the Transform Type-In dialog box
Using the status bar Type-In fields
Understanding the Transform Managers
Tutorial: Landing a spaceship in port
Using Pivot Points
Positioning pivot points
Aligning pivot points
Using the Working Pivot
Transform adjustments
Using the Reset XForm utility
Tutorial: A bee buzzing about a flower
Using the Align Commands
Aligning objects
Using the Quick Align tool
Aligning normals
Tutorial: Aligning a kissing couple
Aligning to a view
Using Grids
The Home Grid
Creating and activating new grids
Using AutoGrid
Tutorial: Creating a spyglass
Using Snap Options
Tutorial: Creating a 2D outline of an object
Setting snap points
Setting snap options
Using the Snaps toolbar
Tutorial: Creating a lattice for a methane molecule
Summary
Chapter 8: Cloning Objects and Creating Object Arrays
Cloning Objects
Using the Clone command
Using the Shift-clone method
Tutorial: Cloning dinosaurs
Using Quick Clone
Understanding Cloning Options
Working with copies, instances, and references
Tutorial: Creating instanced doughnuts
Tutorial: Working with referenced apples
Mirroring Objects
Using the Mirror command
Tutorial: Mirroring a robot's leg
Cloning over Time
Using the Snapshot command
Tutorial: Creating a path through a maze
Spacing Cloned Objects
Using the Spacing tool
Tutorial: Stacking a row of dominoes
Using the Clone and Align Tool
Aligning source objects to destination objects
Tutorial: Cloning and aligning trees on a beach
Creating Arrays of Objects
Linear arrays
Tutorial: Building a white picket fence
Circular arrays
Tutorial: Building a Ferris wheel
Working with a ring array
Tutorial: Using Ring Array to create a carousel
Summary
Chapter 9: Grouping, Linking, and Parenting Objects
Working with Groups
Creating groups
Ungrouping objects
Opening and closing groups
Attaching and detaching objects
Tutorial: Grouping a plane's parts together
Building assemblies
Understanding Parent, Child, and Root Relationships
Building Links between Objects
Linking objects
Unlinking objects
Tutorial: Linking a family of ducks
Displaying Links and Hierarchies
Displaying links in the viewport
Viewing hierarchies
Working with Linked Objects
Locking inheriting transformations
Using the Link Inheritance utility
Selecting hierarchies
Linking to dummies
Tutorial: Circling the globe
Summary
Part III: Modeling Basics
Chapter 10: Accessing Subobjects and Using Modeling Helpers
Exploring the Model Types
Parametric objects versus editable objects
Converting to editable objects
Understanding Normals
Viewing normals
Tutorial: Cleaning up imported meshes
Working with Subobjects
Using Soft Selection
Tutorial: Soft selecting a heart shape from a plane
Applying modifiers to subobject selections
Using Modeling Helpers
Using Dummy and Point objects
Measuring coordinate distances
Summary
Chapter 11: Introducing Modifiers and Using the Modifier Stack
Exploring the Modifier Stack
Understanding Base Objects
Applying modifiers
Other Modifier Stack entities
Using the Modifier Stack
Reordering the Stack
Tutorial: Creating a molecular chain
Holding and fetching a scene
Collapsing the Stack
Using the Collapse utility
Using gizmo subobjects
Tutorial: Squeezing a plastic bottle
Modifying subobjects
Topology dependency
Exploring Modifier Types
Object-Space versus World-Space modifiers
Selection modifiers
Parametric Deformer modifiers
Free Form Deformer modifiers
Summary
Chapter 12: Drawing and Editing 2D Splines and Shapes
Drawing in 2D
Working with shape primitives
Tutorial: Drawing a company logo
Tutorial: Viewing the interior of a heart
Editing Splines
Editable Splines versus the Edit Spline modifier
Making splines renderable
Selecting spline subobjects
Controlling spline geometry
Editing vertices
Editing segments
Editing Spline subobjects
Using Spline Modifiers
Spline-specific modifiers
Moving splines to 3D
Summary
Chapter 13: Modeling with Polygons and Patches
Understanding Poly Objects
Creating Editable Poly Objects
Converting objects
Collapsing to a mesh object
Applying the Edit Poly modifier
Editing Poly Objects
Editable Poly subobject modes
Subobject selection
Tutorial: Modeling a clown head
Editing geometry
Editing Vertex subobjects
Editing Edge subobjects
Editing Border subobjects
Editing Polygon and Element subobjects
Surface properties
Tutorial: Modeling a tooth
Introducing Patch Grids
Creating a patch grid
Tutorial: Creating a checkerboard
Editing Patches
Editable patches versus the Edit Patch modifier
Selecting patch subobjects
Working with patch Geometry
Editing vertices
Editing handles
Editing edges
Editing patch and element subobjects
Tutorial: Creating a maple leaf from patches
Using Modifiers on Patch Objects
Patch Select modifier
Edit Patch modifier
Delete Patch modifier
Using the Surface tools
Summary
Chapter 14: Using the Graphite Modeling Tools and Painting with Objects
Working with the Graphite Modeling Tools
Using the Polygon Modeling panel
Using the Modify Selection panel
Editing geometry
Editing Vertex subobjects
Editing Edge and Border subobjects
Editing Polygon and Element subobjects
Surface properties
Using the Freeform Tools
Using the PolyDraw tools
Using the Paint Deform tools
Using the Selection Tools
Selecting Tops, Open, and Non-Quads
Copying and pasting selections
Selecting by criteria
Using the Object Paint Tools
Selecting an object to paint with
Painting with objects
Painting with multiple objects
Painting on objects
Using the Paint Fill mode
Painting with animated objects
Tutorial: Painting a scar
Summary
Part IV: Materials, Cameras, and Lighting Basics
Chapter 15: Using the Slate Material Editor
Understanding Material Properties
Colors
Opacity and transparency
Reflection and refraction
Shininess and specular highlights
Other properties
Working with the Slate Material Editor
Using the Slate Material Editor controls
Loading the Material Node View panel
Navigating the Material Node View panel
Selecting and applying materials
Changing the material preview
Selecting objects by material
Setting Slate Material Editor preferences
Removing materials and maps
Using the Fix Ambient utility
Tutorial: Coloring Easter eggs
Using the Material/Map Browser
Working with libraries
Tutorial: Loading a custom material library
Using the Material Explorer
Summary
Chapter 16: Creating and Applying Standard Materials
Using the Standard Material
Using Shading Types
Blinn shader
Phong shader
Anisotropic shader
Multi-Layer shader
Oren-Nayar-Blinn shader
Metal shader
Strauss shader
Translucent shader
Tutorial: Making curtains translucent
Accessing Other Parameters
Extended Parameters rollout
SuperSampling rollout
Maps rollout
Dynamic Properties rollout
DirectX Manager rollout
mental ray connection rollout
Tutorial: Coloring a dolphin
Summary
Chapter 17: Adding Material Details with Maps
Understanding Maps
Different map types
Enabling the global viewport rendering setting
Using Real-World maps
Working with Maps
Connecting maps to materials
Understanding Map Types
2D maps
3D maps
Compositor maps
Color Modifier maps
Miscellaneous maps
Using the Maps Rollout
Tutorial: Aging objects for realism
Using the Map Path Utility
Using Map Instances
Creating Textures with External Tools
Creating material textures using Photoshop
Capturing digital images
Scanning images
Tutorial: Creating a fishing net
Summary
Chapter 18: Creating Compound Materials and Using Material Modifiers
Using Compound Materials
Blend
Composite
Double Sided
Multi/Sub-Object
Tutorial: Creating a patchwork quilt
Morpher
Shell
Shellac
Top/Bottom
Tutorial: Surfing the waves
Applying Multiple Materials
Using material IDs
Tutorial: Mapping die faces
Using the Clean MultiMaterial utility
Material Modifiers
Material modifier
MaterialByElement modifier
Tutorial: Creating random marquee lights with the MaterialByElement modifier
Disp Approx and Displace Mesh modifiers
Tutorial: Displacing geometry with a bitmap
Summary
Chapter 19: Configuring and Aiming Cameras
Learning to Work with Cameras
Creating a camera object
Creating a camera view
Tutorial: Setting up an opponent's view
Controlling a camera
Aiming a camera
Tutorial: Watching a rocket
Aligning cameras
Tutorial: Seeing the dinosaur's good side
Setting Camera Parameters
Lens settings and field of view
Camera type and display options
Environment ranges and clipping planes
Camera Correction modifier
Creating multi-pass camera effects
Using the Depth of Field effect
Tutorial: Applying a Depth of Field effect to a row of windmills
Using the Motion Blur effect
Tutorial: Using a Motion Blur multi-pass camera effect
Summary
Chapter 20: Using Lights and Basic Lighting Techniques
Understanding the Basics of Lighting
Natural and artificial light
A standard lighting method
Shadows
Getting to Know the Light Types
Default lighting
Ambient light
Standard lights
Photometric lights
Creating and Positioning Light Objects
Transforming lights
Viewing lights and shadows in the viewport
Listing lights
Placing highlights
Tutorial: Lighting the snowman's face
Viewing a Scene from a Light
Light viewport controls
Tutorial: Lighting a lamp
Altering Light Parameters
General parameters
The Intensity/Color/Attenuation rollout
Spotlight and directional light parameters
Advanced Effects
Shadow parameters
Optimizing lights
Manipulating Hotspot and Falloff cones
Photometric light parameters
Using the Sunlight and Daylight Systems
Using the Compass helper
Understanding Azimuth and Altitude
Specifying date and time
Specifying location
Tutorial: Animating a day in 20 seconds
Using Volume Lights
Volume light parameters
Tutorial: Showing car headlights
Tutorial: Creating laser beams
Using projector maps and raytraced shadows
Tutorial: Projecting a trumpet image on a scene
Tutorial: Creating a stained-glass window
Summary
Part V: Animation and Rendering Basics
Chapter 21: Understanding Animation and Keyframes
Using the Time Controls
Setting frame rate
Setting speed and direction
Using Time Tags
Working with Keys
Auto Key mode
Set Key mode
Tutorial: Rotating a windmill's blades
Copying parameter animation keys
Deleting all object animation keys
Using the Track Bar
Viewing and Editing Key Values
Using the Motion Panel
Setting parameters
Using trajectories
Tutorial: Making an airplane follow a looping path
Using the Follow/Bank utility
Using Ghosting
Animation Preferences
Animating Objects
Animating cameras
Tutorial: Animating darts hitting a dartboard
Animating lights
Animating materials
Creating Image File Lists
Generating IFL files with the IFL Manager Utility
Tutorial: What's on TV?
Working with Previews
Creating previews
Viewing previews
Renaming previews
Summary
Chapter 22: Animating with Constraints and Simple Controllers
Restricting Movement with Constraints
Using constraints
Working with the constraints
Understanding Controller Types
Assigning Controllers
Automatically assigned controllers
Assigning controllers with the Animation menu
Assigning controllers in the Motion panel
Assigning controllers in the Track View
Setting default controllers
Examining Some Simple Controllers
Noise controller
Spring controller
Summary
Chapter 23: Rendering a Scene and Enabling Quicksilver
Render Parameters
Initiating a render job
Common parameters
E-mail notifications
Adding pre-render and post-render scripts
Assigning renderers
Scanline A-Buffer renderer
Quicksilver Hardware Renderer
Rendering Preferences
Using the Rendered Frame Window
Using the Render Types
Previewing with ActiveShade
Using the RAM Player
Using Command-Line Rendering
Creating Panoramic Images
Getting Printer Help
Creating an Environment
Defining the rendered environment
Summary
Part VI: Advanced Modeling
Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking
Working with Containers
Creating and filling containers
Closing and saving containers
Updating and reloading containers
Setting container rules
Using container proxies
Setting global container preferences
Referencing External Objects
Using XRef scenes
Using XRef objects
Using material XRefs
Merging modifiers
Using proxies
Controller XRefs
Configuring XRef paths
Setting Up Asset Tracking
Checking in and checking out
Using the Asset Tracking interface
Logging in
Selecting a working folder
Getting and adding Vault files
Loading older file versions
Changing asset paths
Working with proxies
Summary
Chapter 25: Working with the Schematic View
Using the Schematic View Window
The Graph Editors menu options
The Schematic View interface
Working with Schematic View nodes
Working with Hierarchies
Using the Display floater
Connecting nodes
Copying modifiers and materials between nodes
Assigning controllers and wiring parameters
Tutorial: Linking a character with the Schematic View
Setting Schematic View Preferences
Limiting nodes
Working with grids and backgrounds
Display preferences
Tutorial: Adding a background image to the Schematic View
Using List Views
Summary
Chapter 26: Deforming Surfaces and Using the Mesh Modifiers
The Basics of Deformation Painting
Painting deformations
Accessing brush presets
Using the Deformation Brushes
Controlling the deformation direction
Limiting the deformation
Committing any changes
Using the Relax and Revert brushes
Tutorial: Adding veins to a forearm
Setting Painter Options
Primitive Maintenance Modifiers
Edit Mesh modifier
Edit Poly modifier
Edit Geometry Modifiers
Cap Holes modifier
Delete Mesh modifier
Extrude modifier
Face Extrude modifier
Tutorial: Extruding a bullet
ProOptimizer modifier
Tutorial: Creating a low-res hand
Quadify Mesh modifier
Smooth modifier
Symmetry modifier
Tutorial: Creating symmetrical antlers
Tessellate modifier
Vertex Weld modifier
Miscellaneous Modifiers
Edit Normals
Normal modifier
STL Check modifier
Subdivision Surface Modifiers
MeshSmooth modifier
TurboSmooth modifier
Tutorial: Smoothing a birdbath
HSDS modifier
Summary
Chapter 27: Working with Compound Objects
Understanding Compound Object Types
Morphing Objects
Creating Morph keys
Morph objects versus the Morph modifier
Tutorial: Morphing a woman's face
Creating Conform Objects
Setting a vertex projection direction
Tutorial: Placing a facial scar
Creating a ShapeMerge Object
Cookie Cutter and Merge options
Tutorial: Using the ShapeMerge compound object
Creating a Terrain Object
Coloring elevations
Tutorial: Creating an island with the Terrain compound object
Using the Mesher Object
Working with BlobMesh Objects
Setting BlobMesh parameters
Tutorial: Creating icy geometry with BlobMesh
Creating a Scatter Object
Working with Source objects
Working with Distribution objects
Setting Transforms
Speeding updates with a proxy
Loading and saving presets
Tutorial: Covering the island with trees
Creating Connect Objects
Filling object holes
Tutorial: Creating a park bench
Creating a Loft Object
Using the Get Shape and Get Path buttons
Controlling surface parameters
Changing path parameters
Setting skin parameters
Tutorial: Designing a slip-proof hanger
Deforming Loft objects
The Deformation window interface
Scale Deformation
Twist Deformation
Teeter Deformation
Bevel Deformation
Fit Deformation
Modifying Loft subobjects
Comparing shapes
Editing Loft paths
Tutorial: Creating drapes
Loft objects versus surface tools
Working with ProBoolean and ProCutter Objects
Using ProBoolean
Tutorial: Creating a keyhole
Using ProCutter
Tutorial: Creating a jigsaw puzzle
Summary
Chapter 28: Working with Solids and Body Objects
Importing CAD Objects
Converting Max Objects to Body Objects
Working with Body Objects
Editing Body Objects
Applying modifiers to Body Objects
Using Boolean operations with Body Objects
Using the Join Bodies and Body Cutter features
Setting display and rendering properties
Exporting Body Objects
Summary
Chapter 29: Adding and Styling Hair and Fur, and Using Cloth
Understanding Hair
Working with Hair
Growing hair
Setting hair properties
Tutorial: Adding a spline fringe to a quilt
Styling Hair
Using the Style interface
Tutorial: Creating a set of fuzzy dice
Using hair presets
Using hair instances
Rendering Hair
Understanding Cloth
Creating Cloth
Using Garment Maker to define cloth
Creating cloth from geometry objects
Tutorial: Clothing a 3D model
Summary
Part VII: Advanced Materials
Chapter 30: Using Specialized Material Types
Using the Matte/Shadow Material
Matte/Shadow Basic Parameters rollout
Tutorial: Adding 3D objects to a scene
Using the Ink 'n' Paint Material
Controlling paint and ink
Tutorial: Cartooning a turtle
Using Architectural Materials
Using the DirectX and MetaSL Shader Material
Using mental ray Materials and Shaders
Understanding shaders
Accessing mental ray materials and shaders
Using the Autodesk Material Library and the Arch and Design materials
Using the ProMaterials
Using the Car Paint material
Combining bump and displacement maps
Using the Subsurface Scattering materials
Summary
Chapter 31: Painting in the Viewport Canvas and Rendering Surface Maps
Using the Viewport Canvas
Setting up an object for painting
Using the Canvas brushes
Painting with images
Using paint layers
Painting in 2D
Using the paint options
Tutorial: Face painting
Using Vertex Colors
Assigning vertex colors
Painting vertices with the Vertex Paint modifier
Tutorial: Marking heart tension
The Assign Vertex Color utility
Rendering Surface Maps
Summary
Chapter 32: Unwrapping UVs and Mapping Textures
Mapping Modifiers
UVW Map modifier
Tutorial: Using the UVW Map modifier to apply decals
UVW Mapping Add and Clear modifiers
UVW XForm modifier
Map Scaler modifier
Camera Map modifier
Using the Unwrap UVW Modifier
The Edit UVWs interface
Tutorial: Controlling the mapping of a covered wagon
Rendering UV templates
Relaxing vertices
Using the Quick Planar Map
Mapping multiple objects
Tutorial: Creating a mapping for a fighter plane
Using the Spline mapping
Tutorial: Spline mapping a snake
Using Pelt Mapping
Selecting seams
Positioning the projection gizmo
Stretching the pelt mapping
Tutorial: Using pelt mapping
Summary
Chapter 33: Creating Baked Textures and Normal Maps
Using Channels
Using the Map Channel Info dialog box
Select by Channel modifier
Rendering to a Texture
General Settings
Selecting objects to bake
Output settings
Baked Material and Automatic Mapping settings
Tutorial: Baking the textures for a dog model
Creating Normal Maps
Using the Projection modifier
Setting Projection Mapping options
Tutorial: Creating a normal map for an optimized gator
Summary
Part VIII: Advanced Animation Techniques
Chapter 34: Using Animation Layers, Modifiers, and Complex Controllers
Using the Animation Layers Toolbar
Working with Animation Layers
Enabling animation layers
Setting animation layers properties
Collapsing animation layers
Tutorial: Using animation layers for a plane takeoff
Saving Animation Files
Saving general animations
Loading Animation Sequences
Mapping animated objects
Using the Map Animation dialog box
Retargeting animations
Baking Animation Keys with the Point Cache Modifier
Tutorial: Trees in a hurricane
Using the Animation Modifiers
Morpher modifier
Tutorial: Morphing facial expressions
Using the Flex modifier
Melt modifier
PatchDeform and SurfDeform modifiers
Tutorial: Deforming a car going over a hill
PathDeform modifier
Linked XForm modifier
SplineIK Control modifier
Attribute Holder modifier
Examining Complex Controllers
Transform controllers
Position track controllers
Rotation and Scale track controllers
Parameter controllers
Summary
Chapter 35: Animating with the Expression Controller and Wiring Parameters
Working with Expressions in Spinners
Understanding the Expression Controller Interface
Defining variables
Building expressions
Debugging and evaluating expressions
Managing expressions
Tutorial: Creating following eyes
Using Expression Controllers
Animating transforms with the Expression controller
Animating parameters with the Float Expression controller
Tutorial: Inflating a balloon
Animating materials with the Expression controller
Wiring Parameters
Using the Parameter Wiring dialog box
Manipulator helpers
Tutorial: Controlling a crocodile's bite
Collecting Parameters
Adding Custom Parameters
Summary
Chapter 36: Working with Function Curves in the Track View
Learning the Track View Interface
The Track View layouts
Track View menus and toolbars
Controller and Key panes
Lower interface toolbars
Working with Keys
Selecting keys
Using soft selection
Adding and deleting keys
Moving, sliding, and scaling keys
Editing keys
Using the Randomize Keys utility
Using the Euler Filter utility
Displaying keyable icons
Editing Time
Selecting time and the Select Keys by Time utility
Deleting, cutting, copying, and pasting time
Reversing, inserting, and scaling time
Setting ranges
Editing Curves
Inserting new keys and moving keys
Tutorial: Animating a monorail
Drawing curves
Reducing keys
Working with tangents
Tutorial: Animating a flowing river
Applying out-of-range, ease, and multiplier curves
Tutorial: Animating a wind-up teapot
Filtering Tracks and Creating Track Sets
Using the Filters dialog box
Creating a track set
Working with Controllers
Using visibility tracks
Adding note tracks
Tutorial: Animating a hazard light
Tutorial: Animating a checkers move
Using the ProSound Plug-in
Tutorial: Adding sound to an animation
Summary
Part IX: Working with Characters
Chapter 37: Understanding Rigging and Working with Bones
Creating a Rigging Workflow
Building a Bones System
Assigning an IK Solver
Setting bone parameters
Tutorial: Creating a bones system for an alligator
Using the Bone Tools
Reordering bones
Refining and mirroring bones
Coloring bones
Adjusting fins
Making objects into bones
Summary
Chapter 38: Working with Inverse Kinematics
Forward Kinematics versus Inverse Kinematics
Creating an Inverse Kinematics System
Building and linking a system
Selecting a terminator
Defining joint constraints
Copying, pasting, and mirroring joints
Binding objects
Understanding precedence
Tutorial: Controlling a backhoe
Using the Various Inverse Kinematics Methods
Interactive IK
Applied IK
History Independent IK solver
History Dependent IK solver
Tutorial: Animating a spyglass with the HD IK solver
IK Limb solver
Tutorial: Animating a spider's leg with the IK Limb solver
Spline IK solver
Tutorial: Building an IK Spline alligator
Summary
Chapter 39: Animating with CAT and Creating Crowds
Character Creation Workflow
Creating a CAT Rig
Using prebuilt CAT rigs
Modifying prebuilt CAT rigs
Using custom meshes
Tutorial: Editing the head bone
Building a custom CAT rig
Naming CAT bones
Tutorial: Building a custom CAT rig to match a skin mesh
Animating a CAT Rig
Blending absolute animation layers
Using adjustment animation layers
Creating a walk cycle with a CAT motion layer
Tutorial: Animating a character walking along a path
Working with Muscles
Using muscle strands
Using CAT muscles
Tutorial: Adding muscles to a rig
Creating Crowds
Using Crowd and Delegate helpers
Scattering delegates
Setting delegate parameters
Assigning behaviors
Solving the simulation
Tutorial: Rabbits in the forest
Summary
Chapter 40: Skinning Characters
Understanding Your Character
The curse and blessing of symmetry
Dealing with details
Animated Skin Modifiers
Understanding the skinning process
Binding to a skeleton
Using the Skin Wrap modifiers
Tutorial: Making a simple squirt bottle walk
Using the Skin Morph modifier
Tutorial: Bulging arm muscles
Using Character Animation Techniques
Summary
Part X: Dynamic Animation
Chapter 41: Creating Particles and Particle Flow
Understanding the Various Particle Systems
Creating a Particle System
Using the Spray and Snow Particle Systems
Tutorial: Creating rain showers
Tutorial: Creating a snowstorm
Using the Super Spray Particle System
Super Spray Basic Parameters rollout
Particle Generation rollout
Particle Type rollout
Rotation and Collision rollout
Tutorial: Basketball shooting practice
Object Motion Inheritance rollout
Bubble Motion rollout
Particle Spawn rollout
Load/Save Presets rollout
Using the Blizzard Particle System
Using the PArray Particle System
Splitting an object into fragments
Tutorial: Creating rising steam
Using the PCloud Particle System
Using Particle System Maps
Using the Particle Age map
Using the Particle MBlur map
Tutorial: Creating jet engine flames
Controlling Particles with Particle Flow
The Particle View window
The Standard Flow
Working with actions
Tutorial: Creating an avalanche
Using Particle Flow helpers
Wiring events
Tutorial: Moths chasing a light
Debugging test actions
Tutorial: Firing at a fleeing spaceship
Summary
Chapter 42: Using Space Warps
Creating and Binding Space Warps
Creating a Space Warp
Binding a Space Warp to an object
Understanding Space Warp Types
Force Space Warps
Deflector Space Warps
Geometric/Deformable Space Warps
Modifier-Based Space Warps
Combining Particle Systems with Space Warps
Tutorial: Shattering glass
Tutorial: Making water flow down a trough
Summary
Chapter 43: Simulating Physics-Based Motion with reactor
Understanding Dynamics
Using reactor
The reactor process
Tutorial: Filling a glass bowl
Using reactor Collections
Collection modifiers
Setting object properties
Tutorial: Throwing a shirt over a chair
Creating reactor Objects
Springs and Dashpots
Plane
Motor and Wind
Toy Car
Fracture
Tutorial: Smashing a gingerbread house
Water
Tutorial: Working with water
Calculating and Previewing a Simulation
Using the Preview window
Creating animation keys
Analyzing the scene
Tutorial: Dropping a plate of donuts
Constraining Objects
Using a Constraint Solver
Rag Doll constraint
Tutorial: Swinging into a wall
reactor Troubleshooting
Summary
Chapter 44: Animating Hair and Cloth
Using Hair Dynamics
Making hair live
Setting properties
Enabling collisions
Enabling forces
Running a simulation
Tutorial: Simulating hair dynamics
Simulating Cloth Dynamics
Defining cloth properties and forces
Creating a cloth simulation
Viewing cloth tension
Tutorial: Draping cloth over a jet
Summary
Part XI: Advanced Lighting and Rendering
Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity
Selecting Advanced Lighting
How light tracing works
Enabling light tracing
Tutorial: Viewing color bleeding
Using Local Advanced Lighting Settings
Tutorial: Excluding Objects from Light Tracing
Understanding Radiosity
Lighting for radiosity
Tutorial: Lighting a house interior with radiosity
Using Local and Global Advanced Lighting Settings
Working with Advanced Lighting Materials
Advanced Lighting Override
Lightscape material
Using Lighting Analysis
Summary
Chapter 46: Using Atmospheric and Render Effects
Using Exposure Controls
Automatic, Linear, and Logarithmic Exposure Control
Pseudo Color Exposure Control
Photographic Exposure Control
Tutorial: Using the Logarithmic Exposure Control
Creating Atmospheric Effects
Working with the Atmospheric Apparatus
Adding effects to a scene
Using the Fire Effect
Tutorial: Creating the sun
Tutorial: Creating clouds
Using the Fog Effect
Using the Volume Fog effect
Tutorial: Creating a swamp scene
Using the Volume Light effect
Adding Render Effects
Creating Lens Effects
Global Lens Effects Parameters
Glow
Tutorial: Creating shocking electricity from a plug outlet
Tutorial: Creating neon
Ring
Ray
Star
Streak
Auto Secondary
Manual Secondary
Tutorial: Making an airplane sparkle
Using Other Render Effects
Blur render effect
Brightness and Contrast render effect
Color Balance render effect
File Output render effect
Film Grain render effect
Motion Blur render effect
Depth of Field render effect
Summary
Chapter 47: Rendering with mental ray
Enabling mental ray
mental ray preferences
mental ray Lights and Shadows
Enabling mental ray Shadow Maps
Using mental ray Sun and Sky
Using mental ray Sky Portal
Understanding Caustics and Photons
Tutorial: Using Caustic Photons to create a disco ball
Enabling caustics and global illumination for objects
Controlling Indirect Illumination
Rendering control
Advanced mental ray
Using mental ray proxies
Summary
Chapter 48: Batch and Network Rendering
Batch Rendering Scenes
Using the Batch Render tool
Managing scene states
Creating a stand-alone executable
Understanding Network Rendering
Setting Up a Network Rendering System
Starting the Network Rendering System
Tutorial: Initializing the network rendering system
Tutorial: Completing your first network rendering job
Job assignment options
Configuring the Network Manager and Servers
The network manager settings
The network servers settings
Logging Errors
Using the Monitor
Jobs
Servers
Summary
Part XII: MAXScript andPlug-Ins
Chapter 49: Automating with MAXScript
What Is MAXScript?
MAXScript Tools
The MAXScript menu
The MAXScript Utility rollout
Tutorial: Using the SphereArray script
The MAXScript Listener window
Tutorial: Talking to the MAXScript interpreter
MAXScript Editor windows
The Macro Recorder
Tutorial: Recording a simple script
The MAXScript Debugger
Setting MAXScript Preferences
Types of Scripts
Macro scripts
Scripted utilities
Scripted right-click menus
Scripted mouse tools
Scripted plug-ins
Writing Your Own MAXScripts
Variables and data types
Tutorial: Using variables
Program flow and comments
Expressions
Conditions
Collections and arrays
Loops
Functions
Tutorial: Creating a school of fish
Learning the Visual MAXScript Editor Interface
The Editor interface
The menus and the main toolbar
Toolbar elements
Laying Out a Rollout
Aligning and spacing elements
Tutorial: Building a custom rollout with the Visual MAXScript Editor
Summary
Chapter 50: Expanding Max with Third-Party Plug-Ins
Using Turbo Squid Tentacles
Working with Plug-Ins
Installing plug-ins
Viewing installed plug-ins
Tutorial: Installing and using the AfterBurn plug-in demo
Locating Plug-Ins
Summary
Appendix A: What's New with 3ds Max 2011
Quicksilver Hardware Renderer
Composite 2011
Slate Material Editor
Viewport Canvas
Object Paint
Improved containers
Autodesk Material Library
Character Animation Toolset (CAT)
Parameter caddies
Ribbon customization
Appendix B: What's on the DVD
Author-created materials
Applications
3D models
eBook version of 3ds Max 2011 Bible