Table of Contents
Preface
Part I: Getting Started with Autodesk 3ds Max 2014
Quick Start: Adding a Crowd to the City Center
Planning the Production
Setting Up the Scene
Tutorial: Loading the Clock Tower
Tutorial: Adding a ground plane and some trees
Adding Materials and Lights
Tutorial: Adding materials
Tutorial: Adding a Sun & Sky system
Tutorial: Rendering a test preview
Adding the Crowds
Tutorial: Adding people
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 Search Command feature
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 and Configuring 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 tooth 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
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 3: Working with Files, Importing, and Exporting
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
Using Mesh Inspector
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 with FBX
Using the OBJ 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
Accessing File Information
Displaying scene information
Viewing file properties
Viewing files
Summary
Chapter 4: 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
Part II: Manipulating Objects
Chapter 5: Creating and Editing Primitive Objects
Selecting System Units
Using Custom and Generic units
Handling mismatched units
Rescaling world units
Creating Primitive Objects
Using the Objects 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
Using Modeling Helpers
Using Dummy and Point objects
Measuring coordinate distances
Tutorial: Testing the Pythagorean Theorem
Summary
Chapter 6: 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
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 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 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 8: Cloning Objects and Creating Object Arrays
Cloning Objects
Using the Clone command
Using the Shift-clone method
Tutorial: Cloning ducks
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
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
Chapter 10: Organizing Scenes with Containers, XRefs, and the Schematic View
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
Using the File Link Manager
Using i-drop
Using the Schematic View Window
The Schematic View 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 III: Modeling 3D Assets
Chapter 11: Accessing 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 plane wing
Topology dependency
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 tooth
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 13: 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 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 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 15: Working with Compound Objects
Understanding Compound Object Types
Morphing Objects
Creating Morph keys
Morph objects versus the Morpher modifier
Tutorial: Morphing an octopus
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
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
Using Selection Modifiers
Object-Space versus World-Space modifiers
Volume Select modifier
Using Primitive Maintenance Modifiers
Edit Mesh modifier
Edit Poly 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 mug
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
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
Summary
Part IV: Applying Materials
and Textures
Chapter 17: 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
Using the Material/Map Browser
Working with libraries
Tutorial: Loading a custom material library
Using the Material Explorer
Summary
Chapter 18: 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
Accessing Map parameters
Exploring the Various Map Types
2D maps
3D maps
Compositor maps
Color Modifier maps
Miscellaneous maps
Creating Textures with External Tools
Creating material textures using Photoshop
Capturing digital images
Scanning images
Tutorial: Creating a fishing net
Summary
Chapter 19: Using Specialized Material Types
Using the Ink 'n Paint Material
Controlling paint and ink
Tutorial: Cartooning a chicken
Using Architectural Materials
Using the DirectX and MetaSL Shader Material
DirectX Shader
Accessing mental ray materials and shaders
Combining bump and displacement maps
Selecting and Applying Substance Textures
Loading Substance textures
Linking Substance maps
Randomizing Substance Textures
Tutorial: Applying Substance Textures to a Scene
Summary
Chapter 20: 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 21: 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
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 prop plane
Summary
Chapter 22: 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 an octopus
The Assign Vertex Color utility
Rendering Surface Maps
Using Surface Maps
Tutorial: Generating and Applying Surface Maps
Summary
Chapter 23: 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
Summary
Part V: Working with Backgrounds, Cameras, and Lighting
Chapter 24: 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 dragon'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 25: Matching Perspective to Background Images
Loading a Background Image and Camera
Perspective Matching the Background Image
Tutorial: Perspective Matching a Background
Summary
Chapter 26: 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 27: 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 28: 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
Using Lighting Analysis
Summary
Part VI: Rendering a Scene
Chapter 29: 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 30: Managing Render States
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
Summary
Chapter 31: Batch and Network Rendering
Batch Rendering Scenes
Using the Batch Render tool
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
Chapter 32: 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 33: 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
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 VII: Animating Objects and Scenes
Chapter 34: 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 35: 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
Bézier controller
Linear controller
Noise controller
Spring controller
Tutorial: Wagging a tail with the Spring controller
Position XYZ controller
Scale XYZ controller
Summary
Chapter 36: Exploring the Complex 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
Chapter 37: 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
Using More Animation Modifiers
Using the Flex modifier
Melt modifier
PatchDeform and SurfDeform modifiers
Tutorial: Deforming a plane going over a hill
PathDeform modifier
Linked XForm modifier
SplineIK Control modifier
Summary
Chapter 38: Wiring Parameters
Wiring Parameters
Using the Parameter Wiring dialog box
Manipulator helpers
Tutorial: Controlling a dragon's bite
Collecting Parameters
Adding Custom Parameters
Summary
Chapter 39: 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 VIII: Working with Characters
Chapter 40: 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 41: 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 42: 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
Chapter 43: Creating Crowds and Using Populate
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
Using Populate
Creating Flow and Idle Areas
Adding People to the Flow areas
Summary
Part IX: Adding Special Effects
Chapter 44: 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
Combining Particle Flow with MassFX
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
Chapter 45: 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 46: 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 47: Creating Volume Light Effects
Using Volume Lights
Volume light parameters
Tutorial: Showing lights on a spaceship
Tutorial: Creating laser beams
Using projector maps and raytraced shadows
Tutorial: Creating a stained-glass window
Summary
Chapter 48: 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 apple sparkle
Working with Lens Effects Filters
Adding flares
Adding focus
Adding glow
Adding highlights
Tutorial: Making a halo shine
Summary
Part X: Using Dynamic Animation Systems
Chapter 49: 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 50: 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
Appendix A: What's New with Autodesk 3ds Max 2014
Enhanced Menus and Command Search
Populate
Perspective Match
mParticles
Isolate improvements
Mesh Inspector
Vector map support
Unified sampling in mental ray
Better map support for iray
Appendix B: Automating with MAXScript
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
Macro scripts
Scripted utilities
Scripted right-click menus
Scripted mouse tools
Scripted plug-ins
Appendix C: What's on the Website