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3ds max 4 Bible

3ds max 4 Bible

Kelly L. Murdock, Wiley

ISBN:0764535846, Edition: , 2001-08-15

Price: $49.99

Table of Contents

Preface ~ vii

Acknowledgments ~ xiii

Part I: Getting Started with 3ds max 4 1

Quick Start: Animating a Fighter Jet Fly-By ~ 3
The Speed of Jets ~ 4
Tutorial: Importing the Jet Model ~ 4
Tutorial: Applying Materials to the Jet Model ~ 6
Tutorial: Positioning the Background Environment ~ 11
Tutorial: Adding a Building Model ~ 15
Tutorial: Working with Cameras and Lights ~ 17
Animating the Jet ~ 21
Tutorial: Creating an animation path ~ 21
Tutorial: Assigning a controller ~ 22
Tutorial: Adding a Smoke Trail ~ 26
Rendering the Final Animation ~ 29
Tutorial: Creating a preview animation ~ 29
Tutorial: Rendering the final animation ~ 30

Chapter 1: Exploring the Max Interface ~ 35
The Interface Elements ~ 36
Using the Main Toolbar ~ 37
Using the Tab Panel ~ 40
Using the Command Panel ~ 41
Create panel ~ 42
Modify panel ~ 43
Hierarchy panel ~ 44
Motion panel ~ 45
Display panel ~ 46
Utilities panel ~ 46
Using the Menus ~ 48
The File menu ~ 48
The Edit menu ~ 52
The Tools menu ~ 54
The Group menu ~ 56
The Views menu ~ 56
The Create menu ~ 59
The Modifiers menu ~ 59
The Animation menu ~ 60
The Graph Editors menu ~ 61
The Rendering menu ~ 61
The Customize menu ~ 62
The MAXScript menu ~ 63
The Help menu ~ 64
Using the Additional Interface Controls ~ 65
Using the Time Controls ~ 65
Time Slider ~ 67
Track Bar ~ 67
Learning from the Status Bar and the Prompt Line ~ 67
MAXScript Listener ~ 69
Interacting with the Interface ~ 69
Right-click quadmenus ~ 69
Floating and docking panels ~ 70
Understanding the color cues ~ 71
Drag-and-drop features ~ 71
Controlling spinners ~ 72
Keyboard shortcuts ~ 72
Modeless and persistent dialog boxes ~ 72

Chapter 2: Working with Viewports ~ 75
Understanding 3D Space ~ 75
Orthographic views ~ 76
Perspective view ~ 77
Using the Viewport Navigation Controls ~ 77
Tutorial: Navigating the Active Viewport ~ 79
Configuring the Viewports ~ 81
Setting the viewport rendering method ~ 82
Altering the Viewport layout ~ 88
Using Safe Frames ~ 89
Understanding Adaptive Degradation ~ 91
Defining regions ~ 92
Selecting System Units ~ 94
Loading a Viewport Background ~ 94
Obtaining Background Images ~ 97

Chapter 3: Working with Files ~ 99
Working with Max Scene Files ~ 99
Saving files ~ 100
Opening files ~ 101
Merging files ~ 101
Archiving files ~ 102
File utilities ~ 102
Importing and Exporting ~ 105
Importing geometric objects ~ 105
Importing additional formats ~ 111
Exporting geometric objects ~ 114
The VRML Export bonus tools ~ 118
Referencing External Objects ~ 119
Using XRef Scenes ~ 120
Using XRef Objects ~ 124
Tutorial: Using an XRef proxy ~ 126
XRef Objects in the Modifier Stack ~ 127
Configuring XRef paths ~ 128

Part II: Working With Objects 131

Chapter 4: Using Primitive Objects ~ 133
Creating Primitive Objects ~ 133
Using the Create panel ~ 134
Using the Create menu ~ 135
Naming objects and assigning colors ~ 136
Using different creation methods ~ 137
Using the Keyboard Entry rollout for precise dimensions ~ 139
Altering object parameters ~ 139
Tutorial: Exploring the Platonic solids ~ 140
Primitive Object Types ~ 141
Standard Primitives ~ 141
Extended Primitives ~ 150

Chapter 5: Selecting Objects and Setting Object Properties ~ 163
Selecting Objects ~ 164
Selection filters ~ 164
Select buttons ~ 165
Selecting with the Edit menu ~ 166
Selecting multiple objects ~ 168
Tutorial: Selecting objects ~ 168
Locking selection sets ~ 171
Using named selection sets ~ 171
Editing named selections ~ 172
Selecting by material ~ 173
Selecting objects in the Track View ~ 173
Selecting objects in the Schematic Views ~ 174
Setting Object Properties ~ 175
Viewing object information ~ 175
Setting rendering controls ~ 177
Enabling Motion Blur ~ 177
Setting Display properties ~ 178
Setting Bone properties ~ 179
Using the User-Defined panel ~ 180
Hiding and freezing objects ~ 180
Using the Display Floater dialog box ~ 181
Using the Display panel ~ 182
Tutorial: Playing hide and seek ~ 183

Chapter 6: Cloning Objects and Creating Object Arrays ~ 187
Cloning Objects ~ 187
Using the Clone command ~ 187
Using the Shift-clone method ~ 188
Tutorial: Cloning cows ~ 189
Understanding Cloning Options ~ 189
Working with copies, instances, and references ~ 189
Tutorial: Copied, instanced, and referenced teddy bears ~ 191
Creating Arrays of Objects ~ 192
Linear arrays ~ 193
Tutorial: Building a white picket fence ~ 194
Tutorial: Filling the survivalist's pantry ~ 194
Circular arrays ~ 196
Tutorial: Building a Ferris wheel ~ 197
Spiral arrays ~ 198
Tutorial: Building a spiral staircase ~ 198
Cloning over Time ~ 200
Using the Snapshot command ~ 200
Tutorial: Following a mouse through a maze ~ 200
Mirroring Objects ~ 202
Using the Mirror command ~ 202
Tutorial: Mirroring an ant character ~ 202
Spacing Cloned Objects ~ 204
Using the Spacing tool ~ 204
Tutorial: Building a roller coaster ~ 204
Working with a Ring array ~ 206

Chapter 7: Grouping and Linking Objects ~ 209
Working with Groups ~ 209
Creating groups ~ 210
Ungrouping objects ~ 210
Opening and closing groups ~ 210
Attaching and detaching objects ~ 210
Tutorial: Grouping the fish parts together ~ 210
Understanding Parent, Child, and Root Relationships ~ 212
Building Links Between Objects ~ 212
Linking objects ~ 213
Unlinking objects ~ 213
Tutorial: Creating a solar system ~ 213
Displaying Links and Hierarchies ~ 214
Displaying links in the viewport ~ 215
Viewing hierarchies ~ 216
Working with Linked Objects ~ 217
Selecting hierarchies ~ 217
Linking to dummies ~ 217
Tutorial: Creating the two-cars-in-a-sphere stunt ~ 218
Using the Schematic View Window ~ 219
The Schematic View menu ~ 220
The Schematic View interface ~ 221
Working with Schematic View Nodes ~ 223
Rearranging nodes ~ 225
Node colors ~ 225
Renaming objects ~ 225
Changing the object color ~ 226
Deleting nodes ~ 226
Creating a hierarchy ~ 226
Copying materials between objects ~ 226
Copying and reordering modifiers ~ 226
Tutorial: Building an inverted solar system ~ 228

Chapter 8: Transforming Objects ~ 231
Moving, Rotating, and Scaling Objects ~ 231
Moving objects ~ 232
Rotating objects ~ 232
Scaling objects ~ 232
Transformation Tools ~ 233
Using the transform buttons ~ 233
Working with the Transform Gizmo ~ 234
Using the Transform Type-In dialog box ~ 235
Using status bar coordinate fields ~ 236
Understanding Transform Managers ~ 237
Understanding coordinate systems ~ 238
Tutorial: Exploring the coordinate systems ~ 239
Using a transform center ~ 241
Using Pivot Points ~ 242
Positioning pivot points ~ 242
Aligning pivot points ~ 243
Transform adjustments ~ 243
Tutorial: Exploring the Transform Centers ~ 244
Selecting Axis Constraints ~ 244
Locking axes ~ 246
Inheriting transformations ~ 247
Using the Link Inheritance utility ~ 247
Practicing Transformations ~ 247
Tutorial: Re-creating a chess game ~ 247
Tutorial: Setting the dining room table ~ 249
Tutorial: Building a snowman ~ 251
Using the Align Commands ~ 252
Aligning objects ~ 252
Aligning normals ~ 253
Tutorial: Creating a string of pearls ~ 254
Aligning to a view ~ 255
Tutorial: Building with pipes ~ 256
Using Grids ~ 257
The Home Grid ~ 257
Creating and activating new grids ~ 258
Using AutoGrid ~ 258
Tutorial: Building a multicolored caterpillar ~ 259
Using Snap Options ~ 260
Setting snap points ~ 261
Setting snap options ~ 262
Tutorial: Creating a lattice for a methane molecule ~ 263

Chapter 9: Using Modifiers ~ 265
Working with the Modifier Stack ~ 265
Applying modifiers ~ 265
Deleting modifiers ~ 267
Renaming modifiers ~ 267
Copying and pasting modifiers ~ 267
Reordering the Stack ~ 268
Tutorial: Learning the effect of Stack order ~ 268
Disabling modifiers ~ 269
Collapsing the Stack ~ 269
Using the Collapse utility ~ 270
Using Gizmo subobjects ~ 271
Tutorial: Transforming a gizmo ~ 271
Modifying subobjects ~ 271
Configuring modifier sets ~ 272
Exploring Modifier Types ~ 273
Selection modifiers ~ 274
Patch/Spline Editing modifiers ~ 275
Mesh Editing modifiers ~ 280
Animation modifiers ~ 285
UV coordinate modifiers ~ 291
Cache Tool modifiers ~ 293
Subdivision Surface modifiers ~ 293
Free Form Deformer modifiers ~ 295
Parametric Deformer modifiers ~ 298
Surface modifiers ~ 308
NURBS Editing modifiers ~ 309
Other modifiers ~ 309
World-Space modifiers ~ 311
Loft Objects versus Surface Tools ~ 313
Understanding the differences ~ 313
Tutorial: Modeling a vacuum hose ~ 313
Using Instanced Modifiers ~ 315

Part III: Modeling 317

Chapter 10: Modeling Basics and Miscellaneous Tools ~ 319
Parametric versus Non-Parametric ~ 319
Modeling Types ~ 320
Modifying Object Parameters ~ 321
Tutorial: Filling a treasure chest with gems ~ 321
Adding custom parameters ~ 322
Working with Subobjects ~ 323
Soft Selection ~ 324
Applying modifiers to subobject selections ~ 325
Tutorial: Melting half an ice cream cone ~ 325
Low-Res Modeling ~ 326
The Polygon Counter utility ~ 326
The Level of Detail utility ~ 327
Tutorial: Creating an LOD Turtle ~ 327
Modeling Helpers ~ 329
Using Dummy and Point objects ~ 329
Measuring coordinate distances ~ 329
Tutorial: Testing the Pythagorean theorem ~ 330

Chapter 11: Drawing and Using 2D Splines and Shapes ~ 333
Drawing in 2D ~ 333
Working with shape primitives ~ 334
Tutorial: Viewing the interior of a heart ~ 342
Tutorial: Drawing a company logo ~ 343
Importing and Exporting Splines ~ 345
Tutorial: Importing vector drawings from Illustrator ~ 346
Tutorial: Exporting a Max-generated logo ~ 347
Editing Splines ~ 349
Making splines renderable ~ 349
Selecting spline subobjects ~ 349
Controlling spline geometry ~ 352
Editing vertices ~ 354
Editing segments ~ 359
Editing Spline subobjects ~ 361
Tutorial: Spinning a spider's web ~ 366
Moving Splines to 3D ~ 367
Using the Shape Check utility ~ 367
Extruding splines ~ 368
Lathing splines ~ 369
Tutorial: Lathing a crucible ~ 369
Using Spline Boolean Operations ~ 370
Spline Boolean operators ~ 370
Tutorial: Routing a custom shelf ~ 371

Chapter 12: Working with Meshes ~ 373
Creating Editable Mesh and Poly Objects ~ 373
Converting objects ~ 374
Collapsing to a mesh object ~ 374
Applying the Edit Mesh modifier ~ 374
Editable Mesh verses Editable Poly Objects ~ 374
Editing Mesh and Poly Objects ~ 375
Editable Mesh and Poly subobjects modes ~ 375
Selection rollout ~ 376
Edit Geometry rollout ~ 377
Editing vertices ~ 377
Editing edges ~ 383
Editing Face, Border, Polygon, and Element subobjects ~ 386
Tutorial: Modeling a clown head ~ 391
Tutorial: Cleaning up imported meshes ~ 392
Tutorial: Building a Beveled Pyramid ~ 394

Chapter 13: Creating Patches ~ 397
Introducing Patch Grids ~ 397
Creating a patch grid ~ 397
Tutorial: Creating a checkerboard ~ 399
Editing Patches ~ 400
Editable patches versus the Edit Patch modifier ~ 400
Selecting Patch subobjects ~ 401
Editing vertices ~ 402
Editing edges ~ 407
Editing Patch and Element subobjects ~ 408
Relaxing a patch ~ 411
Tutorial: Modeling a shell ~ 411

Chapter 14: Building Compound Objects ~ 415
Understanding Compound Object Types ~ 415
Morphing Objects ~ 416
Creating Morph keys ~ 417
Morph objects versus the Morph modifier ~ 417
Tutorial: Morphing a sword into a hammer ~ 417
Creating Conform Objects ~ 419
Setting a vertex projection direction ~ 419
Tutorial: Placing a facial scar ~ 420
Creating a ShapeMerge Object ~ 422
Cookie Cutter and Merge options ~ 422
Tutorial: Using the ShapeMerge compound object ~ 423
Creating a Terrain Object ~ 425
Coloring elevations ~ 426
Tutorial: Creating an island terrain ~ 426
Using the Mesher Object ~ 427
Creating a Scatter Object ~ 428
Working with Source objects ~ 429
Working with Distribution objects ~ 430
Setting Transforms ~ 431
Speeding updates with a proxy ~ 432
Loading and saving presets ~ 432
Tutorial: Filling a box with spiders ~ 432
Tutorial: Creating jungle vines ~ 433
Tutorial: Covering the island with trees ~ 435
Creating Connect Objects ~ 436
Tutorial: Creating a Park Bench ~ 438
Modeling with Boolean Objects ~ 439
Union ~ 439
Intersection ~ 439
Subtraction ~ 441
Cut ~ 441
Tips for working with Booleans ~ 443
Tutorial: Creating a Lincoln Log set ~ 444
Creating a Loft Object ~ 446
Using the Get Shape and Get Path buttons ~ 446
Controlling surface parameters ~ 447
Changing path parameters ~ 447
Setting skin parameters ~ 448
Tutorial: Designing a slip-proof hanger ~ 449
Deforming Loft objects ~ 450
The Deformation window interface ~ 450
Scale Deformation ~ 453
Twist Deformation ~ 453
Teeter Deformation ~ 454
Bevel Deformation ~ 454
Fit Deformation ~ 456
Modifying Loft subobjects ~ 457
Comparing shapes ~ 459
Editing Loft paths ~ 460
Tutorial: Creating drapes ~ 461

Chapter 15: Working with NURBS ~ 463
Creating NURBS Curves and Surfaces ~ 463
NURBS curves ~ 464
NURBS surfaces ~ 465
Converting objects to NURBS ~ 467
Editing NURBS ~ 468
NURBS rollouts ~ 468
The NURBS Creation Toolbox ~ 471
Using NURBS subobject editing tools ~ 475
Working with NURBS ~ 476
Lofting a NURBS surface ~ 476
Tutorial: Creating a U-Loft NURBS spoon ~ 476
Creating a UV Loft surface ~ 477
Lathing a NURBS surface ~ 478
Tutorial: Lathing a NURBS CV curve to create a vase ~ 479
Creating a 1- and 2-rail sweep surface ~ 480
Tutorial: Creating a flower stem ~ 480
Sculpting a rectangular NURBS surface ~ 480
Tutorial: Creating a NURBS leaf ~ 480
Tutorial: Sculpting a flower petal ~ 483

Part IV: Materials and Maps 487

Chapter 16: Exploring the Material Editor ~ 489
Understanding Material Properties ~ 489
Working with the Material Editor ~ 492
Using the Material Editor controls ~ 492
Using the sample slots ~ 496
Renaming materials ~ 500
Applying materials ~ 501
Setting Material Editor options ~ 502
Tutorial: Coloring Easter eggs ~ 503
Using the Material/Map Browser ~ 504
Working with additional material libraries ~ 505
Tutorial: Loading a material library ~ 506
Using the Material/Map Navigator ~ 507

Chapter 17: Applying Materials ~ 511
Using Standard Materials ~ 511
Using shading types ~ 511
Extended Parameters rollout ~ 517
SuperSampling ~ 519
Maps ~ 520
Dynamic Properties rollout ~ 521
Tutorial: Coloring a dolphin ~ 522
Using Compound Materials ~ 523
Blend ~ 524
Composite ~ 525
Double Sided ~ 526
Shellac ~ 526
Multi/Sub-Object ~ 526
Tutorial: Creating a patchwork quilt ~ 528
Morpher ~ 529
Top/Bottom ~ 530
Tutorial: Surfing the waves ~ 531
Using Raytrace Materials ~ 532
Raytrace Basic Parameters ~ 533
Extended Parameters rollout ~ 534
Raytracer Control rollout ~ 536
Additional rollouts ~ 539
Tutorial: Coming up roses ~ 540
Using Matte/Shadow Materials ~ 541
Matte/Shadow Basic Parameters rollout ~ 541
Tutorial: Ballooning in New York ~ 542

Chapter 18: Using Maps ~ 545
Understanding Maps ~ 545
Material Map Types ~ 546
2D maps ~ 547
3D maps ~ 559
Compositor maps ~ 572
Color modifier maps ~ 575
Reflection and refraction maps ~ 578
The Maps Rollout ~ 583
Ambient mapping ~ 584
Diffuse mapping ~ 584
Diffuse Level mapping ~ 585
Roughness mapping ~ 585
Specular mapping ~ 585
Specular Level mapping ~ 585
Glossiness mapping ~ 585
Self-Illumination mapping ~ 585
Opacity mapping ~ 585
Filter color mapping ~ 586
Anisotropy mapping ~ 586
Orientation mapping ~ 586
Metalness mapping ~ 586
Bump mapping ~ 586
Reflection mapping ~ 586
Refraction mapping ~ 587
Displacement mapping ~ 587
Using the Map Path Utility ~ 587

Chapter 19: Working with Materials and Maps ~ 589
Building a New Material Library ~ 589
Combining Materials and Maps ~ 590
Tutorial: Creating space textures ~ 590
Tutorial: Aging objects for realism ~ 593
Animating Materials ~ 594
Tutorial: Dimming lights ~ 595
Using IFL files ~ 596
Generating IFL files with the IFL Manager Utility ~ 597
Tutorial: What's on TV? ~ 597
Applying Multiple Materials ~ 599
Using material IDs ~ 599
Tutorial: Mapping die faces ~ 600
Material Modifiers ~ 601
Tutorial: Using the UVW Map modifier to apply decals ~ 601
modifier ~ 603
Using the Unwrap UVW modifier ~ 604
Tutorial: Controlling the mapping of teddy bear's head ~ 607
Painting vertices ~ 609
Tutorial: Marking heart tension ~ 610
Using Maps to Change Geometry ~ 611
Modeling with displacement maps ~ 611
Tutorial: Creating an alien landscape ~ 611
Removing Materials and Maps ~ 612

Part V: Lights and Cameras 615

Chapter 20: Working with Lights ~ 617
The Basics of Lighting ~ 617
Natural and artificial light ~ 617
A standard lighting method ~ 618
Shadows ~ 619
Understanding Light Types ~ 621
Default lighting ~ 621
Ambient light ~ 622
Omni light ~ 623
Spot light ~ 623
Direct light ~ 623
Creating and Positioning Light Objects ~ 623
Transforming lights ~ 624
Placing highlights ~ 625
Tutorial: Lighting the snowman's face ~ 625
Viewing a Scene from a Light ~ 626
Light viewport controls ~ 626
Tutorial: Lighting a lamp ~ 628
Altering Light Parameters ~ 629
General parameters ~ 629
Attenuation parameters ~ 631
Spot and directional light parameters ~ 632
Projection maps ~ 633
Shadow parameters ~ 633
Manipulating Hotspot and Falloff cones ~ 635
Using the Light Lister ~ 635
Tutorial: Creating twinkling stars ~ 636
Using the Sunlight System ~ 637
Using the Compass helper ~ 637
Understanding azimuth and altitude ~ 638
Specifying date and time ~ 638
Specifying location ~ 639
Tutorial: Animating a day in 20 seconds ~ 639
Using Volume Lights ~ 640
Volume light parameters ~ 641
Tutorial: Showing car headlights ~ 642
Tutorial: Creating laser beams ~ 644
Using projector maps and raytraced shadows ~ 646
Tutorial: Projecting a trumpet image on a scene ~ 646
Tutorial: Creating a stained-glass window ~ 647

Chapter 21: Controlling Cameras ~ 651
Understanding Cameras ~ 651
Creating a Camera Object ~ 652
Free camera ~ 652
Target camera ~ 653
Creating a Camera View ~ 653
Tutorial: Setting up an Opponent's View ~ 654
Controlling a Camera ~ 655
Aiming a Camera ~ 657
Tutorial: Watching a rocket ~ 657
Aligning cameras ~ 658
Tutorial: Seeing the snowman's good side ~ 659
Setting Camera Parameters ~ 660
Lens settings and field of view ~ 660
Camera type and display options ~ 661
Environment ranges and clipping planes ~ 662
Multi-Pass effect ~ 663
Tutorial: Using a Multi-Pass effect camera ~ 663

Chapter 22: Camera Matching and Tracking ~ 667
Using the Camera Match Utility ~ 667
Setting Camera Match points ~ 668
Tutorial: Driving in Rome ~ 669
Using the Camera Tracker Utility ~ 672
Loading a movie file ~ 672
Working with trackers ~ 673
Using the tracker gizmo ~ 674
Stepping through frames ~ 675
Automating the tracking process ~ 676
Matching the camera ~ 677
Smoothing the camera motion ~ 678
Tutorial: Tracking a flyby camera's motion ~ 678
Pinning objects ~ 681
Tutorial: Pinning a jet in front of the camera ~ 683

Part VI: Particle Systems and Space Warps 685

Chapter 23: Creating and Controlling Particle Systems ~ 687
Understanding the Various Particle Systems ~ 687
Creating a Particle System ~ 688
Using the Spray and Snow Particle System ~ 689
Tutorial: Creating Rain and Snow ~ 691
Using the Super Spray Particle System ~ 693
Super Spray basic parameters ~ 693
Particle Generation rollout ~ 694
Particle Type rollout ~ 695
Tutorial: Creating a fireworks fountain ~ 696
Tutorial: Adding spray to a spray can ~ 697
Rotation and Collision rollout ~ 701
Tutorial: Basketball shooting practice ~ 702
Object Motion Inheritance rollout ~ 704
Bubble Motion rollout ~ 704
Particle Spawn rollout ~ 705
Load/Save Presets rollout ~ 706
Using the Blizzard Particle System ~ 707
Using the PArray Particle System ~ 708
Tutorial: Magic Butterfly Wings ~ 709
Using the PCloud Particle System ~ 711
Using Particle System Maps ~ 712
Using the Particle Age map ~ 712
Using the Particle MBlur map ~ 712
Tutorial: Creating a fire-breathing dragon ~ 712

Chapter 24: Using Space Warps ~ 715
Creating and Binding Space Warps ~ 715
Creating a Space Warp ~ 715
Binding a Space Warp to an object ~ 716
Space Warp Types ~ 716
Forces ~ 716
Deflectors ~ 724
Geometric/Deformable ~ 729
Modifier-Based ~ 738
Working with Space Warps ~ 743
Tutorial: Shattering glass ~ 743
Tutorial: Exploding a Planet ~ 744

Part VII: Animation 747

Chapter 25: Animation Basics ~ 749
Using the Animate Button ~ 749
Working with Keys ~ 749
Tutorial: Rotating a Changing Hedra ~ 750
Using the Track Bar ~ 752
Viewing and Editing Key Values ~ 753
Controlling Time ~ 755
Setting frame rate ~ 755
Setting speed and direction ~ 756
Using the Motion Command Panel ~ 756
Setting parameters ~ 757
Using trajectories ~ 758
Using ghosting ~ 760
Animating Objects ~ 761
Animating cameras ~ 761
Animating lights ~ 761
Animating materials ~ 761
Tutorial: Animating darts hitting a dartboard ~ 762
Wiring Parameters ~ 763
Using the Parameter Wire dialog box ~ 764
Manipulator helpers ~ 766
Tutorial: Controlling a crocodile's bite ~ 766

Chapter 26: Working with the Track View ~ 769
The Track View Interface ~ 769
Track View toolbar ~ 769
Tracks ~ 771
Status bar ~ 773
Track View Modes ~ 774
Edit keys mode ~ 774
Edit time mode ~ 776
Edit ranges mode ~ 777
Position ranges mode ~ 778
Function curves mode ~ 778
Working with Keys ~ 780
Adding and deleting keys ~ 780
Moving, sliding, and scaling keys ~ 780
Aligning keys ~ 781
Editing keys ~ 781
Using visibility tracks ~ 781
Using the Randomize Keys utility ~ 781
Editing Time ~ 782
Selecting time and the Select Keys by Time utility ~ 782
Deleting, cutting, copying, and pasting time ~ 782
Reversing, inserting, and scaling time ~ 783
Reducing keys ~ 783
Setting ranges ~ 783
Adjusting Function Curves ~ 783
Inserting new keys ~ 784
Moving keys ~ 784
Scaling keys and values ~ 784
Working with tangents ~ 784
Applying ease and multiplier curves ~ 785
Tutorial: Animating a hyper pogo stick ~ 786
Filtering Tracks ~ 789
Working with Controllers ~ 790
Using Out-of-Range Types ~ 790
Adding Note Tracks ~ 791
Synchronizing to a Sound Track ~ 792
Using the Sound Options dialog box ~ 793
Tutorial: Adding sound to an animation ~ 793

Chapter 27: Restricting Movement with Constraints ~ 797
Using Constraints ~ 797
Constraint Types ~ 798
Attachment constraint ~ 798
Tutorial: Attaching a sphere to a terrain ~ 798
Surface constraint ~ 799
Tutorial: Rolling a tire over a hill with the Surface Constraint ~ 800
Path constraint ~ 801
Tutorial: Creating a dragonfly flight path ~ 802
Position constraint ~ 803
Link constraint ~ 804
Tutorial: Skating a figure eight ~ 805
LookAt constraint ~ 806
Tutorial: Watching a dragonfly fly ~ 807
Orientation constraint ~ 809

Chapter 28: Animating with Controllers ~ 811
Understanding Controller Types ~ 811
Assigning Controllers ~ 812
Automatically assigned controllers ~ 812
Assigning controllers in the Motion panel ~ 813
Assigning controllers in Track View ~ 813
Setting Default Controllers ~ 814
Examining the Various Controllers ~ 814
Single transformation track controllers ~ 815
Multi-track transform controllers ~ 822
Special-purpose controllers ~ 826

Chapter 29: Using Expressions ~ 843
Variables, Operators, and Functions ~ 843
Variables ~ 843
Operators ~ 844
Functions ~ 846
Building Expressions ~ 847
Scalar return type ~ 847
Vector return type ~ 848
RGB return type ~ 848
Understanding the Expression Controller Interface ~ 849
Defining variables ~ 849
Building expressions ~ 850
Controlling Object Transformations ~ 852
Animating transforms with the Expression controller ~ 852
Controlling Parameters ~ 854
Animating parameters with the Expression controller ~ 854
Tutorial: Inflating a balloon ~ 855
Animating materials with the Expression controller ~ 857
Tutorial: Controlling a stoplight ~ 857

Chapter 30: Creating a Dynamic Simulation ~ 861
Understanding Dynamics ~ 861
Using dynamic objects ~ 862
Defining Dynamic Material Properties ~ 867
Using Dynamic Space Warps ~ 868
Using the Dynamics Utility ~ 869
Using the Dynamics rollout ~ 869
Using the Timing & Simulation rollout ~ 872
Editing simulation objects ~ 873
Optimizing a simulation ~ 874
Tutorial: Bowling a strike ~ 875
Using the Flex Modifier ~ 876
Flex subobjects ~ 877
Setting flex strength ~ 877
Creating simple soft bodies ~ 878
Painting weights ~ 878
Adding Forces and Deflectors ~ 879
Manually creating springs ~ 880
Tutorial: Making a waving flag ~ 880

Part VIII: Inverse Kinematics 883

Chapter 31: Working with Bones ~ 885
Building a Bones System ~ 885
Assigning an IK Solver ~ 886
Setting bone parameters ~ 887
Refining bones ~ 888
Tutorial: Making a simple puppet using bones ~ 888
Making Objects into Bones ~ 890
Tutorial: Making a Linked Teddy Bear into a Bones System ~ 891
Using the Skin Modifier ~ 892
Skin subobjects ~ 892
Editing envelopes ~ 893
Painting weights ~ 895
Displaying features ~ 895
Tutorial: Applying the Skin modifier to a flamingo ~ 895
Using deformers ~ 896

Chapter 32: Creating and Using Inverse Kinematics ~ 899
Forward Versus Inverse Kinematics ~ 899
Creating an Inverse Kinematics System ~ 900
Building and linking a system ~ 900
Selecting a terminator ~ 901
Defining joint constraints ~ 902
Copying, pasting, and mirroring joints ~ 903
Binding objects ~ 903
Understanding precedence ~ 903
Tutorial: Building an extensible arm linkage ~ 904
Using the Various Inverse Kinematics Methods ~ 905
Interactive IK ~ 906
Applied IK ~ 908
Tutorial: Animating the arm linkage using Applied IK ~ 909
History-Independent (HI) IK solver ~ 911
History-Dependent (HD) IK solver ~ 915
Tutorial: Animating a spyglass with the HD IK solver ~ 917
IK Limb solver ~ 918
Tutorial: Animating a flamingo's leg with the IK Limb solver ~ 919

Part IX: Rendering and Post-Production 921

Chapter 33: Rendering Basics ~ 923
Understanding the Max Renderers ~ 923
Previewing with ActiveShade ~ 924
Using the ActiveShade Floater ~ 925
Enabling ActiveShade in a viewport ~ 925
Working with Previews ~ 926
Creating previews ~ 926
Viewing previews ~ 929
Renaming previews ~ 929
Render Parameters ~ 929
Initiating a render job ~ 929
Common parameters ~ 931
Render elements ~ 934
Current renderers ~ 934
Scanline A-Buffer renderer ~ 934
Rendering Preferences ~ 937
Creating VUE Files ~ 938
Using the Virtual Frame Buffer ~ 939
Using the RAM Player ~ 941
Render Types ~ 943
Rendering Problems ~ 944

Chapter 34: Working with Environments and Atmospheric Effects ~ 947
Creating an Environment ~ 947
Defining the rendered environment ~ 948
Adding atmospheric effects ~ 950
Setting exposure ~ 950
Tutorial: Creating a mystery with an environment map ~ 950
Using Atmospheric Apparatus Gizmos ~ 952
Creating Atmospheric Effects ~ 953
Using the Fire effect ~ 954
Tutorial: Creating the sun ~ 958
Tutorial: Creating clouds ~ 959
Using the Fog effect ~ 960
Using the Volume Fog effect ~ 963
Tutorial: Creating a swamp scene ~ 964
Using the Volume Light effect ~ 964

Chapter 35: Using Render Elements and Effects ~ 967
Using Render Elements ~ 967
Adding render elements ~ 968
Rendering files for Combustion ~ 969
Adding Render Effects ~ 970
Render Effect Types ~ 971
Lens Effects ~ 971
Glow ~ 975
Ring ~ 982
Blur ~ 990
Brightness and Contrast ~ 992
Color Balance ~ 993
File Output ~ 994
Film Grain ~ 995
Motion Blur ~ 995
Depth of Field ~ 996

Chapter 36: Network Rendering ~ 999
Network Requirements ~ 1000
Setting up a Network Rendering System ~ 1002
Setting up the network ~ 1002
Tutorial: Locating TCP/IP and gathering IP addresses ~ 1003
Tutorial: Installing and configuring TCP/IP ~ 1005
Tutorial: Setting up Max on the networked computers ~ 1007
Configuring shared directories ~ 1008
Tutorial: Sharing directories ~ 1008
Tutorial: Choosing shared directories ~ 1012
Starting the Network Rendering System ~ 1012
Tutorial: Initializing the network rendering system ~ 1012
Tutorial: Completing your first network rendering job ~ 1014
Job assignment options ~ 1018
Configuring the Network Manager and Servers ~ 1019
The network manager settings ~ 1019
The network servers settings ~ 1021
Logging Errors ~ 1022
Using the Queue Manager ~ 1023
Jobs ~ 1024
Servers ~ 1025
Event Notification ~ 1026
Tutorial: Setting up Batch Rendering ~ 1027

Chapter 37: Post-Processing with the Video Post Interface ~ 1029
Understanding Post-Production ~ 1029
Using the Video Post Dialog Box ~ 1030
The Video Post toolbar ~ 1030
The Video Post queue ~ 1032
The Video Post status bar ~ 1032
Working with Sequences ~ 1032
Adding and Editing Events ~ 1033
Adding an image input event ~ 1034
Adding scene events ~ 1035
Adding image filter events ~ 1037
Adding image layer events ~ 1042
Adobe Premiere Transition filter ~ 1042
Alpha compositor ~ 1043
Cross Fade Transition compositor ~ 1043
Pseudo Alpha compositor ~ 1043
Simple Additive compositor ~ 1043
Simple Wipe compositor ~ 1043
Adding external events ~ 1043
Using loop events ~ 1044
Adding an image output event ~ 1045
Working with Ranges ~ 1045
Working with Lens Effects Filters ~ 1046
Adding flares ~ 1047
Adding focus ~ 1047
Adding glow ~ 1048
Adding highlights ~ 1049
Tutorial: Adding backgrounds and filters using Video Post ~ 1050
Tutorial: Creating space backdrops ~ 1052
Part X: Customizing Max 1055

Chapter 38: Customizing the Max Interface ~ 1057
Working with Custom Interfaces ~ 1057
Loading a custom interface ~ 1057
Tutorial: Saving a custom interface ~ 1058
Locking the interface ~ 1058
Reverting to the startup interface ~ 1058
Using the Customize User Interface Window ~ 1059
Customizing keyboard shortcuts ~ 1059
Tutorial: Assigning keyboard shortcuts ~ 1060
Customizing toolbars ~ 1061
Tutorial: Creating a custom toolbar ~ 1062
Customizing quadmenus ~ 1064
Customizing menus ~ 1067
Tutorial: Adding a new menu ~ 1067
Customizing colors ~ 1069
Configuring Paths ~ 1070
Setting Preferences ~ 1071
General preferences ~ 1071
Rendering preferences ~ 1074
Inverse Kinematics preferences ~ 1074
Animation preferences ~ 1076
File panel preferences ~ 1077
Gamma preferences ~ 1080
Viewport preferences ~ 1081
MAXScript preferences ~ 1084
Customizing the Tab Panel ~ 1085
Customizing Command Panel Buttons ~ 1085

Chapter 39: Using MAXScript ~ 1087
What Is MAXScript? ~ 1087
MAXScript Tools ~ 1088
The MAXScript menu ~ 1088
The MAXScript Utility rollout ~ 1089
Tutorial: Using the SphereArray script ~ 1090
The MAXScript Listener window ~ 1092
Tutorial: Talking to the MAXScript interpreter ~ 1093
MAXScript editor windows ~ 1095
The Macro Recorder ~ 1096
Tutorial: Recording a simple script ~ 1097
Visual MAXScript ~ 1099
window ~ 1102
Types of Scripts ~ 1106
Macro scripts ~ 1106
Scripted utilities ~ 1106
Scripted right-click menus ~ 1106
Scripted mouse tools ~ 1106
Scripted plug-ins ~ 1107
Writing Your Own MAXScripts ~ 1107
Variables and data types ~ 1107
Tutorial: Using variables ~ 1109
Program flow and comments ~ 1111
Expressions ~ 1111
Conditions ~ 1113
Collections and arrays ~ 1114
Loops ~ 1115
Functions ~ 1117
Tutorial: Creating a school of fish ~ 1118

Part XI: Extending Max with Plug-Ins 1127

Chapter 40: Using Third-Party Plug-Ins ~ 1129
Locating Plug-Ins ~ 1129
Working with Plug-Ins ~ 1131
Installing plug-ins ~ 1131
Viewing installed plug-ins ~ 1132
Managing plug-ins ~ 1132
Plug-In Examples ~ 1134
Tutorial: Creating a fuzzy spider with Shag:Fur ~ 1134
Tutorial: Producing a cartoon rendering with Illustrate! ~ 1136

Chapter 41: Creating Your Own Plug-Ins ~ 1139
Max and Plug-Ins ~ 1139
Plug-In Requirements ~ 1140
Types of Plug-Ins ~ 1140
Setting up the Development Environment ~ 1142
Tutorial: Enabling Max SDK syntax highlighting ~ 1142
Tutorial: Loading a sample project ~ 1143
Tutorial: Setting project options ~ 1144
Creating Your First Plug-In ~ 1147
The goal ~ 1148
A look at the project files ~ 1148
Tutorial: Using the plug-in skeleton ~ 1151
Adding a new plug-in parameter ~ 1152
Tutorial: Debugging Plug-Ins ~ 1153
Finishing the Gear Plug-In ~ 1155
Capturing mouse input ~ 1155
Building an object's mesh ~ 1158
Ideas for Enhancing Your Plug-In ~ 1168

Appendix A: Installing and Configuring 3ds max 4 ~ 1171
Appendix B: Max Keyboard Shortcuts ~ 1181
Appendix C: Exclusive Bible Plug-Ins ~ 1195
Appendix D: What's on the CD-ROM? ~ 1207

Glossary ~ CD1-CD12

Index ~ 1211

Hungry Minds, Inc. End-User License Agreement ~ 1254

CD-ROM Installation Instructions ~ 1256