Table of Contents
Part I: Getting Started with Autodesk 3ds Max 2013
Quick Start: Falling from a Tightrope
Planning the Production
Setting Up the Scene
Tutorial: Creating the objects
Tutorial: Balancing the biped
Tutorial: Adding a balance pole
Adding a Camera and Light
Tutorial: Adding a camera and light
Tutorial: Rendering a test preview
Animating the Great Fall
Tutorial: Creating animation keys
Tutorial: Linking objects
Tutorial: Animating with MassFX
Tutorial: Rendering the final animation
Summary
Chapter 1: Exploring the 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 Modeling 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 quad menus
Using Caddy controls
Understanding the button color cues
Using drag-and-drop features
Controlling spinners
Understanding modeless and persistent dialog boxes
Using Workspaces
Getting Help
Using the InfoCenter toolbar
Viewing the Essential Skills Movies
Using the online reference guides
Using the rest of the Help menu
Summary
Chapter 2: Controlling the Viewports
Understanding 3D Space
Learning Axonometric versus Perspective
Learning orthographic and isometric views
Discovering the viewports in 3ds 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
Setting the navigation controls to match Maya
Changing the Viewport Display
Undoing and saving viewport changes
Disabling and refreshing viewports
Setting the viewport visual style
Viewing stylized scenes
Enhancing the Viewport
Changing the viewport layout
Displaying Safe Frames
Using clipping planes
Tutorial: Viewing the interior of a heart with clipping planes
Locating mesh problems with xView
Displaying Materials, Lighting, and Shadows in the Viewport
Viewing materials in the viewports
Displaying lighting and shadows in the viewports
Working with Viewport Backgrounds
Changing the viewport background
Loading viewport background images
Loading viewport background animations
Tutorial: Loading reference images for modeling
Summary
Chapter 3: Working with Files
Working with 3ds Max Scene Files
Using the Application Button
Using the Welcome Screen
Starting new
Saving files
Archiving files
Opening files
Setting a Project Folder
Merging and replacing objects
Getting out
Importing and Exporting
Importing supported formats
Import preference
Exporting supported formats
Moving files to other Suite packages
Manually moving files to and from Maya
Using the File Utilities
Using the Asset Browser utility
Finding files with the Max File Finder utility
Collecting files with the Resource Collector utility
Accessing File Information
Displaying scene information
Viewing file properties
Viewing files
Summary
Part II: Manipulating Objects
Chapter 4: Creating and Editing Primitive Objects
Selecting System Units
Using Custom and Generic units
Handling mismatched units
Rescaling world units
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
Using Modeling Helpers
Using Dummy and Point objects
Measuring coordinate distances
Tutorial: Testing the Pythagorean Theorem
Summary
Chapter 5: Selecting Objects and Using Layers
Selecting Objects
Selection filters
Select buttons
Selecting with the Edit menu
Selecting multiple objects
Using the Paint Selection Region tool
Tutorial: Selecting objects
Using named selection sets
Editing named selection sets
Locking selection sets
Isolating the current selection
Selecting objects in other interfaces
Setting Object Properties
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 6: 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 interactive 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 7: 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 8: 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
Alternatives to grouping
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 3D Assets
Chapter 9: Introducing Subobjects and Modifiers and Using the Modifier Stack
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
Introducing Modifiers
Exploring the Modifier Stack
Understanding Base Objects
Applying modifiers
Tutorial: Bending a tree
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
Applying modifiers to subobject selections
Tutorial: Applying damage to a car
Topology dependency
Summary
Chapter 10: 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
Summary
Chapter 11: Modeling with Polygons
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
Summary
Chapter 12: Using the Graphite Modeling Tools
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 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
Chapter 13: Working with Compound Objects
Understanding Compound Object Types
Morphing Objects
Creating Morph keys
Morph objects versus the Morpher modifier
Tutorial: Morphing a woman's face
Creating a Terrain Object
Coloring elevations
Tutorial: Creating an island with the Terrain compound object
Working with BlobMesh Objects
Setting BlobMesh parameters
Tutorial: Creating icy geometry with BlobMesh
Working with ProBoolean and ProCutter Objects
Using ProBoolean
Tutorial: Creating a keyhole
Using ProCutter
Tutorial: Creating a jigsaw puzzle
Summary
Part IV: Applying Materials and Textures
Chapter 14: Creating and Applying Standard Materials with 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 utilities
Using the Fix Ambient utility
Tutorial: Coloring Easter eggs
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
mental ray Connection rollout
Tutorial: Coloring a dolphin
Summary
Chapter 15: 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
Using the Maps rollout
Tutorial: Aging objects for realism
Understanding map types
Accessing Map parameters
Creating Textures with External Tools
Creating material textures using Photoshop
Capturing digital images
Scanning images
Tutorial: Creating a fishing net
Summary
Chapter 16: Creating Compound Materials and Using Material Modifiers
Using Compound Materials
Blend
Composite
Double Sided
Multi/Sub-Object
Tutorial: Creating a patchwork quilt
Morpher
Shellac
Top/Bottom
Tutorial: Surfing the waves
Applying Multiple Materials
Using material IDs
Tutorial: Mapping die faces
Using the Clean MultiMaterial utility
Using the Matte/Shadow Material
Matte/Shadow Basic Parameters rollout
Tutorial: Adding 3D objects to a scene
Material Modifiers
Material modifier
MaterialByElement modifier
Tutorial: Creating random marquee lights with the MaterialByElement modifier
Comparing Displacement maps and Displace modifiers
Tutorial: Displacing geometry with a bitmap
Summary
Chapter 17: Unwrapping UVs
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
Selecting UVW subobjects
Accessing the Edit UVWs interface
Tweaking vertices in the viewport
Using the Quick Planar Map
Saving and loading mapping coordinates
Using the Edit UVWs Interface
Selecting subobjects within the dialog box
Navigating the main view
Using the Quick Transform buttons
Straightening and Relaxing UV clusters
Stitching and welding
Separating into clusters using flattening methods
Arranging and grouping clusters
Accessing the Unwrap Options
Tutorial: Controlling the mapping of a covered wagon
Rendering UV templates
Mapping multiple objects
Tutorial: Creating a mapping for a fighter plane
Summary
Part V: Working with Cameras, Lighting, and Rendering
Chapter 18: 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 19: 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
Manipulating Hotspot/Beam and Falloff/Field cones
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
Photometric light parameters
Summary
Chapter 20: Rendering a Scene and Enabling Quicksilver
Working with Render Parameters
Initiating a render job
Common parameters
E-mail notifications
Adding pre-render and post-render scripts
Assigning renderers
Default Scanline Renderer
Quicksilver Hardware Renderer
Rendering stylized scenes
Using the Rendered Frame Window
Using the Render Types
Previewing with ActiveShade
Summary
Chapter 21: Using Atmospheric and Render Effects
Adding an Environment Background
Defining the rendered environment
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
Using 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 22: Rendering with mental ray and iray
Enabling mental ray and iray
Working with iray
Tutorial: Starting iray
Working with mental ray
Using mental ray Lights and Shadows
Understanding Caustics and Photons
Controlling Indirect Illumination
Using mental ray materials
Summary
Chapter 23: Compositing with Render Elements and the Video Post Interface
Using External Compositing Packages
Compositing with Photoshop
Video editing with Premiere Pro
Video compositing with After Effects
Tutorial: Adding animation effects using After Effects
Using Render Elements
Using State Sets
Recording states
Using templates and nesting states
Rendering states
Tutorial: Presenting several stylized rendered options
Accessing Compositor View
Changing node parameters
Adding new nodes
Exporting to Photoshop
Linking data to After Effects
Completing Post-Production with the Video Post Interface
The Video Post toolbar
The Video Post Queue and Range panes
The Video Post status bar
Working with Sequences
Adding and Editing Events
Adding an image input event
Adding scene events
Adding image filter events
Adding image layer events
Adding external events
Using loop events
Adding an image output event
Working with Ranges
Adding backgrounds and filters using Video Post
Summary
Part VI: Animating Objects and Scenes
Chapter 24: 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
Animating Objects
Animating cameras
Tutorial: Animating darts hitting a dartboard
Animating lights
Animating materials
Tutorial: Dimming lights
Working with Previews
Creating previews
Viewing previews
Renaming previews
Using the RAM Player
Tutorial: Using the RAM Player to Combine Rendered Images into a Video File
Summary
Chapter 25: 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 26: Using Animation Layers and Animation Modifiers
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 and Loading Animation Files
Saving general animations
Mapping animated objects
Using the Map Animation dialog box
Retargeting animations
Using the Animation Modifiers
Baking Animation Keys with the Point Cache Modifier
Tutorial: Trees in a hurricane
Morpher modifier
Tutorial: Morphing facial expressions
Summary
Chapter 27: Wiring Parameters
Wiring Parameters
Using the Parameter Wiring dialog box
Manipulator helpers
Tutorial: Controlling a crocodile's bite
Collecting Parameters
Adding Custom Parameters
Summary
Chapter 28: Editing Animation Curves in the Track View
Learning the Track View Interface
The Track View layouts
Track View menus and toolbars
Controller and Key panes
Working with Keys
Selecting keys
Using soft selection
Adding and deleting keys
Moving, sliding, and scaling keys
Using the Region tool
Using the Retime tool
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
Using the ProSound Plug-in
Tutorial: Adding sound to an animation
Summary
Part VII: Working with Characters
Chapter 29: Understanding Rigging, Kinematics, and Working with Bones
Understanding Rigging
A typical rigging workflow
Building a Bones System
Assigning an IK Solver
Setting bone parameters
Defining joint constraints
Naming bones
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
Forward Kinematics versus Inverse Kinematics
Creating an Inverse Kinematics System
History Independent (HI) IK solver
History Dependent (HD) 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 30: 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
Chapter 31: Animating Characters with CAT
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
Summary
Part VIII: Dynamic Animation
Chapter 32: Creating Particles
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
Summary
Chapter 33: 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 34: Simulating Physics-Based Motion with MassFX
Understanding Dynamics
Using MassFX
The MassFX process
Establishing the simulation properties
Starting and stopping the simulation
Tutorial: Filling a glass bowl
Setting Object Properties
Setting the object type
Density, mass, friction, and elasticity
Creating presets
Defining collision boundaries
Setting initial motion
Displaying interactions
Tutorial: Knocking over milk cans
Using Constraints and Baking Keys
Tutorial: Opening a door
Capturing the Simulation Motion as Keys
Tutorial: Dropping a plate of donuts
Working with mCloth and Ragdolls
Using mCloth
Tutorial: Hanging a flag on a flagpole
Creating a Ragdoll
Tutorial: Playing dodge ball
Summary
Chapter 35: Working with Hair and 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
Using Hair Dynamics
Making hair live
Setting properties
Enabling collisions
Enabling forces
Running a simulation
Tutorial: Simulating hair dynamics
Understanding Cloth
Creating Cloth
Using Garment Maker to define cloth
Creating cloth from geometry objects
Tutorial: Clothing a 3D model
Simulating Cloth Dynamics
Defining cloth properties and forces
Creating a cloth simulation
Viewing cloth tension
Tutorial: Draping cloth over a jet
Summary
Part IX: Configuring the Interface
Chapter 36: Configuring the Viewports
Setting Viewport Visual Style and Appearance
Using the Rendering levels
Viewing transparency
Other rendering options
Setting the Field of View
Grabbing a viewport image
Configuring viewport lighting and shadows
Configuring the Viewport Background
Altering the Viewport Layout
Using Safe Frames
Setting Display Performance
Defining Regions
Viewing Statistics
Configuring the ViewCube and SteeringWheels
Summary
Chapter 37: Setting Preferences
Setting General Preferences
Undo Levels and the Reference Coordinate System
Loading Plug-Ins and Sub-Material settings
Scene Selection settings
Spinner, Rollout, and Vertex Normal settings
User Interface Display settings
Layer settings
Real-World Texture Coordinates setting
Setting File Preferences
Handling files
Backing up files
Tutorial: Setting up Auto Backup
Maintaining log files
Configuring Paths
Configuring user paths
Configuring system paths
Setting viewport preferences
Viewport parameter options
Enabling ghosting
Choosing and configuring display drivers
Setting Interaction Mode
Setting Gamma and Look-Up Table (LUT) Preferences
Setting screen gamma
Propagating gamma settings
Setting bitmap gamma
Setting Rendering and Radiosity Preferences
Changing rendering quality
Using Local and Global Advanced Lighting Settings
Setting Animation Preferences
Setting Inverse Kinematics Preferences
Setting Gizmo Preferences
Accessing mental ray Preferences
Setting Global Container Preferences
Setting Help Preferences
Summary
Chapter 38: Customizing the Interface
Using the Customize User Interface Window
Customizing keyboard shortcuts
Defining the mouse actions
Customizing toolbars
Tutorial: Creating a custom toolbar
Customizing quad menus
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 Utilities 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
Summary
Part X: Advanced Modeling
Chapter 39: Using Asset Tracking
Setting Up Asset Tracking
Accessing Autodesk Vault
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
Tutorial: Editing a Vault asset
Summary
Chapter 40: Building Complex Scenes with Containers and XRefs
Working with Containers
Creating and filling containers
Closing and saving containers
Updating and reloading containers
Setting container rules
Using container proxies
Using the Container Explorer
Referencing External Objects
Using XRef scenes
Using XRef objects
Using Material XRefs
Merging modifiers
Using proxies
Controller XRefs
Configuring XRef paths
Tutorial: Using an XRef proxy
Configuring XRef paths
Using the File Link Manager
Using i-drop
Summary
Chapter 41: Working with Loft Objects
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
Summary
Chapter 42: Modeling with Patches
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 43: Working with NURBS
Creating NURBS Curves and Surfaces
NURBS curves
NURBS surfaces
Converting objects to NURBS
Editing NURBS
Attach and Import
Display options
Surface and Curve Approximation
The NURBS Creation Toolbox
Using NURBS subobject editing tools
Working with NURBS
Lofting a NURBS Surface
Tutorial: Creating a U Loft NURBS Spoon
Creating a UV Loft Surface
Lathing a NURBS Surface
Tutorial: Lathing a NURBS CV Curve to Create a Vase
Creating a 1-Rail and 2-Rail Sweep Surface
Tutorial: Creating a Flower Stem
Sculpting a Rectangular NURBS Surface
Tutorial: Creating a NURBS leaf
Tutorial: Sculpting a flower petal
Using NURBS Modifiers
Summary
Chapter 44: Working with Solids and Body Objects
Importing CAD Objects
Converting 3ds 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 45: Working with More Compound Objects
Adding Details with Compound Objects
Creating Conform Objects
Creating a Scatter Object
Creating a ShapeMerge Object
Cookie Cutter and Merge options
Tutorial: Using the ShapeMerge compound object
Using the Mesher Object
Creating Connect Objects
Filling object holes
Tutorial: Creating a park bench
Union
Intersection
Subtraction
Cut
Tips for working with Booleans
Tutorial: Creating a Lincoln Log set
Summary
Chapter 46: Using 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
Part XI: Advanced Materials
Chapter 47: Using the Compact Material Editor
Working with the Compact Material Editor
Using the Material Editor controls
Using the sample slots
Naming materials
Getting new materials
Assigning materials to objects
Picking materials from a scene
Selecting objects by material
Previewing materials and rendering maps
Setting Material Editor options
Resetting materials
Removing materials and maps
Using the Fix Ambient utility
Tutorial: Coloring Easter eggs
Summary
Chapter 48: Working with Material Libraries
Using the Material/Map Browser
Working with libraries
Tutorial: Loading a custom material library
Using the Material Explorer
Summary
Chapter 49: Working with Procedural Substance Textures
Selecting and Applying Substance Textures
Loading Substance textures
Linking Substance maps
Randomizing Substance Textures
Tutorial: Applying Substance Textures to a Scene
Summary
Chapter 50: Painting in the Viewport Canvas
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
Summary
Chapter 51: Using Peel, Pelt, and Spline Unwrapping
Using Peel and Pelt Mapping
Creating seams
Using the Peel tools
Using Pelt mapping
Tutorial: Using pelt mapping
Using Spline Mapping
Tutorial: Spline mapping a snake
Unfolding a loop strip
Summary
Chapter 52: 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 a Spikey sphere
Tutorial: Creating a normal map for an optimized gator
Summary
Part XII: Advanced Animation and Character Animation
Chapter 53: Using the Motion Mixer
Using the Motion Mixer
Learning the Motion Mixer interface
Adding layer and transition tracks
Editing clips
Editing track weights
Adding Time Warps
Working with Bipeds
Copying mixed animation to a biped
Saving and loading Mix files
Tutorial: Mixing biped animations
Creating Image File Lists
Generating IFL files with the IFL Manager Utility
Tutorial: What's on TV?
Summary
Chapter 54: Working with Legacy Inverse Kinematics Systems
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 Legacy Inverse Kinematics Methods
Interactive IK
Applied IK
Summary
Chapter 55: Creating and Animating Bipeds
Creating a Biped
Customizing a biped
Using Xtras
Modifying a biped
Setting the Biped display options
Selecting tracks
Moving and rotating the whole biped
Tutorial: Making a biped dive
Bending links
Working with postures and poses
Tutorial: Creating a four-footed biped
Animating a Biped
Using Footstep Mode
Tutorial: Making a biped jump on a box
Converting biped animation clips
Using Freeform Mode
Setting Freeform keys
Using the Keyframing Tools, Layers, and Motion Capture
Loading and saving biped animation clips
Using Motion Flow Mode
Previewing a biped animation
Moving a biped with its footsteps
Summary
Chapter 56: Creating Character Crowds
Creating Crowds
Using Crowd and Delegate helpers
Scattering delegates
Setting delegate parameters
Assigning behaviors
Solving the simulation
Tutorial: Rabbits in the forest
Creating a Crowd of Bipeds
Associating delegates with objects
Associating delegates with objects
Summary
Chapter 57: Working with Muscles in a CAT Rig
Working with Muscles
Using Muscle Strands
Using CATMuscles
Tutorial: Adding muscles to a rig
Summary
Part XIII: Advanced Lighting and Rendering
Chapter 58: Using the Sunlight and Daylight Systems
Using the Sunlight and Daylight Systems
Using the Compass helper
Understanding Azimuth and Altitude
Specifying date and time
Specifying location
Loading Weather Data
Configuring Sunlight and Skylight
Tutorial: Animating a day in 20 seconds
Summary
Chapter 59: 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
Working with Advanced Lighting Materials
Advanced Lighting Override
Using Lighting Analysis
Building Assemblies
Summary
Chapter 60: Rendering Surface Maps
Rendering Surface Maps
Using Surface Maps
Tutorial: Generating and Applying Surface Maps
Summary
Chapter 61: Printing and Creating Panoramic Images
Getting Printer Help
Creating Panoramic Images
Summary
Chapter 62: 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
Setting up the network
Tutorial: Locating TCP/IP and gathering IP addresses
Tutorial: Installing and configuring TCP/IP
Tutorial: Setting up 3ds Max on the networked computers
Configuring shared directories
Tutorial: Sharing directories
Tutorial: Choosing shared directories
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 XIV: Advanced Effects
Chapter 63: Creating Effects with Volume Lights
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
Chapter 64: Adding Lens 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
Working with Lens Effects Filters
Adding flares
Adding focus
Adding glow
Adding highlights
Tutorial: Making a halo shine
Summary
Chapter 65: Controlling Particles with the Particle Flow Interface
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
Tutorial: Creating a black hole using Particle Flow
Summary
Part XV: Adding Functionality
Chapter 66: 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 67: Expanding the Software with Third-Party Plug-Ins
Working with Plug-Ins
Installing plug-ins
Viewing installed plug-ins
Displaying scene information
Tutorial: Installing and using the AfterBurn plug-in demo
Using the Autodesk Animation Store
Locating Plug-Ins
Summary
Part XVI: Extended Reference
Chapter 68: Importing and Exporting Files
Importing and Exporting Data
Using the OBJ format
Using the FBX format
Exporting to the DWF format
Exporting utilities
Tutorial: Importing vector drawings from Illustrator
Summary
Chapter 69: Understanding Object Properties
Setting Object Properties
Viewing object information
Hiding and freezing objects
Setting Display Properties
Setting rendering controls
Enabling Motion Blur
Using the Advanced Lighting and mental ray panels
Using the User-Defined panel
Summary
Chapter 70: Exploring the Available Primitive Objects
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 71: Discovering Additional Modeling and Animation Modifiers
Using Selection Modifiers
Object-Space versus World-Space modifiers
Volume Select modifier
Using Spline Modifiers
Spline-specific modifiers
Moving splines to 3D
Using 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
Using Parametric Deformer Modifiers
Affect Region modifier
Bend modifier
Displace modifier
Lattice modifier
Mirror modifier
Noise modifier
Push modifier
Preserve modifier
Relax modifier
Ripple modifier
Shell modifier
Tutorial: Making a character from a sphere
Slice modifier
Skew modifier
Stretch modifier
Spherify modifier
Tutorial: Making a fat crocodile
Squeeze modifier
Twist modifier
Taper modifier
Tutorial: Creating a yo-yo
Substitute modifier
XForm modifier
Wave modifier
Tutorial: Waving a flag
Using Free Form Deformer Modifiers
FFD (Free Form Deformation) modifier
FFD (Box/Cyl) modifiers
Tutorial: Modeling a tire striking a curb
Using Primitive Maintenance Modifiers
Edit Mesh modifier
Edit Poly modifier
Miscellaneous Modifiers
Edit Normals
Normal modifier
STL Check modifier
Subdivision Surface Modifiers
MeshSmooth modifier
TurboSmooth modifier
Tutorial: Smoothing a birdbath
HSDS modifier
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
Using More Animation Modifiers
Using the Flex modifier
Melt modifier
PatchDeform and SurfDeformmodifiers
Tutorial: Deforming a car going over a hill
PathDeform modifier
LinkedXForm modifier
SplineIK Control modifier
Summary
Chapter 72: Using Specialized Material Types
Using the Ink 'n Paint Material
Controlling paint and ink
Tutorial: Cartooning a turtle
Using Architectural Materials
Using the DirectX and MetaSL Shader Material
DirectX Shader
Accessing mental ray materials and shaders
Combining bump and displacement maps
Summary
Chapter 73: Exploring the Various Map Types
Understanding Map Types
2D maps
3D maps
Compositor maps
Color Modifier maps
Miscellaneous maps
Summary
Chapter 74: Examining the Animation Controllers
Examining Complex Controllers
Transform controllers
Position track controllers
Rotation and Scale track controllers
Parameter controllers
Tutorial: Animating a hazard light
Tutorial: Animating a checkers move
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
Summary
Part XVII: Jumping into Projects
Chapter 75: Quick Start—3ds Max 4 Bible: Animating a Fighter Jet Fly-By
Tutorial: Importing the Jet Model
Tutorial: Applying Materials to the Jet Model
Tutorial: Positioning the Background Environment
Tutorial: Adding a Windmill Model
Tutorial: Working with Cameras and Lights
Animating the Jet
Tutorial: Creating an animation path
Tutorial: Assigning a controller
Tutorial: Adding a Smoke Trail
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 76: Quick Start—3ds Max 5 Bible: Animating a Spaceship Re-Entry
Tutorial: Importing the Spaceship Model
Tutorial: Applying Materials to the Spaceship
Tutorial: Positioning the Background Environment
Tutorial: Grouping the Spaceship Objects
Tutorial: Adding a Moon Prop
Tutorial: Adding a Camera and Positioning Objects
Animating the Spaceship
Tutorial: Creating random vibrating motion
Tutorial: Adding a Glow Atmospheric Effect
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 77: Quick Start—3ds Max 7 Bible: Creating and Animating a Three-Fingered Gaaboot
Modeling the Main Character
Tutorial: Modeling the Gaaboot's body and head
Tutorial: Modeling the Gaaboot's hands and feet
Tutorial: Adding face details
Tutorial: Connecting body parts
Creating the Landscape
Tutorial: Creating a lunar surface
Tutorial: Loading a background image
Adding Materials to Objects in the Scene
Tutorial: Applying materials
Tutorial: Adding eye pupils using vertex colors
Animating a Character
Tutorial: Creating and fitting a biped
Tutorial: Attaching the character skin to a biped
Tutorial: Animating a character's motion
Rendering the Final Animation
Tutorial: Creating a preview animation
Tutorial: Rendering the final animation
Summary
Chapter 78: Quick Start—3ds Max 8 Bible: Creating a Furry Creature
Tutorial: Creating the Rascoon's Body and Extruding Limbs
Tutorial: Adding the Rascoon's Head
Tutorial: Editing the Body
Tutorial: Adding Materials
Tutorial: Adding Fur
Tutorial: Creating a Forest Backdrop
Summary
Chapter 79: Quick Start—3ds Max 9 Bible: Animating a Dancing Cartoon Moose
Planning the Production
Modeling the Character
Tutorial: Loading reference sketches
Tutorial: Creating the moose's leg and foot
Tutorial: Extruding the moose's torso, arms, and hands
Tutorial: Mirroring the body
Tutorial: Adding a head
Tutorial: Editing the body
Tutorial: Adding materials
Tutorial: Creating and fitting a biped
Tutorial: Attaching the character skin to a biped
Tutorial: Animating a character's motion
Summary
Chapter 80: Quick Start—3ds Max 10 Bible: Creating and Flying Through a Greek Temple
Planning the Production
Modeling the Greek Temple
Tutorial: Building a Doric column
Tutorial: Cloning and positioning the Doric columns
Tutorial: Finishing the Greek Temple
Tutorial: Adding Architectural & Design materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering the temple
Tutorial: Animating a camera flying through the scene
Summary
Chapter 81: Quick Start—3ds Max 2009 Bible: Firing a Cannonball
Tutorial: Building a Cannon Wheel
Tutorial: Cloning and Positioning the Cannon Wheels
Tutorial: Finishing the Cannon
Tutorial: Adding Materials
Tutorial: Adding a Sun & Sky System
Tutorial: Rendering the Scene
Tutorial: Animating a Cannon Firing
Tutorial: Adding Particles
Summary
Chapter 82: Quick Start—3ds Max 2010 Bible: Landing a Space Vehicle
Setting Up the Scene
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering the scene
Tutorial: Animating a Spaceship Landing
Summary
Chapter 83: Quick Start—3ds Max 2011 Bible: Animating a Walking Dinosaur
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 & 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 84: Quick Start—3ds Max 2012 Bible: Laying Siege to a Castle Wall
Setting Up the Scene
Tutorial: Building a wall
Tutorial: Gathering models
Tutorial: Adding a ground plane
Adding Materials and Lights
Tutorial: Adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering a preview
Creating a Dynamic Animation with MassFX
Tutorial: Running a simulation
Tutorial: Rendering the final animation
Summary
Appendix A: What's New with Autodesk 3ds Max 2013
State Sets
Compact Track View
Viewport Layouts toolbar
Gradient background
Autodesk DirectConnect support
Maya Navigation mode
gPoly Modeling Format
MassFX improvements
Skin improvements
Workspaces
Nitrous improvements
iray and mental ray improvements
Appendix B: What's on the CD-ROM
Author-created materials
3D models
Appendix C: Installing and Configuring Autodesk 3ds Max 2013
Nitrous
Direct3D
OpenGL
Software
Appendix D: Keyboard Shortcuts