3ds Max 9 Bible
Quick Start: Animating a Dancing Cartoon Moose
- Figure QS.1: Having a sketch to start from makes the modeling process go much easier.
- Figure QS.2: The reference sketch helps define the height and width of the character's body parts.
- Figure QS.3: Marvin's leg and foot already look funny.
- Figure QS.4: The moose with its torso, arm, and hand completed.
- Figure QS.5: The moose body is mirrored and welded together along its midline.
- Figure QS.6: Welcome to the moose head, complete with glasses.
- Figure QS.7: Smoothing the moose body makes it flow better and look more organic.
- Figure QS.8: Adding materials to the moose character better differentiates the various body parts.
- Figure QS.9: Notice how closely the biped bones are aligned with the skin.
- Figure QS.10: Skinning associates all the skin vertices with the right bone.
- Figure QS.11: Animating the character is as easy as positioning bones.
Chapter 1: Exploring the Max Interface
- Figure 1.1: Max includes five main interface elements.
- Figure 1.2: All menus feature visual clues.
- Figure 1.3: The main toolbar includes buttons and drop-down lists for controlling many of the most popular Max functions.
- Figure 1.4: Flyout menus bundle several toolbar buttons together.
- Figure 1.5: The Command Panel includes six separate panels accessed via tab icons.
- Figure 1.6: Open and close rollouts by clicking on the rollout title.
- Figure 1.7: Increase the width of the Command Panel by dragging its left edge.
- Figure 1.8: Left-handed users can move the Command Panel to the left side.
- Figure 1.9: The Lower Interface Bar includes several sets of controls.
- Figure 1.10: Quadmenus contain a host of commands in an easily accessible location.
- Figure 1.11: The Welcome Screen includes video clips that show the basic skills for working with Max.
- Figure 1.12: The User Reference includes panels for viewing the index of commands and searching the reference.
Chapter 2: Controlling and Configuring the Viewports
- Figure 2.1: Axonometric and Perspective views
- Figure 2.2: The Max interface includes four viewports, each with a different view.
- Figure 2.3: The rotation guide appears whenever the Arc Rotate button is selected.
- Figure 2.4: The Perspective viewport is zoomed in on the dog's head using the Zoom and Pan controls.
- Figure 2.5: The Perspective viewport after a slight rotation shows Bruce's good side.
- Figure 2.6: You can dynamically resize viewports by dragging their borders.
- Figure 2.7: Expert Mode maximizes the viewports by eliminating most of the interface elements.
- Figure 2.8: The Rendering Method panel holds controls for specifying the Rendering Level and several other viewport rendering options.
- Figure 2.9: The viewport rendering methods are shown from left to right. First Row: Smooth+Highlights, Smooth, Facets+Highlights, Facets, and Flat. Second Row: Hidden Line, Lit Wireframes, Wireframe, Bounding Box, and Edged Faces applied to Smooth+Highlights.
- Figure 2.10: The viewport transparency options include None, Simple, and Best.
- Figure 2.11: The Force 2-Sided option makes the interior of objects visible.
- Figure 2.12: The Display Selected with Edged Faces and Use Selection Brackets options make identifying the current selection easy.
- Figure 2.13: The clipping planes can be used to show the interior of this car model.
- Figure 2.14: By using Clipping Planes, you can reveal the interior of a model.
- Figure 2.15: A viewport image can be grabbed using a menu command found in the Tools menu.
- Figure 2.16: The Layout panel offers many layout options.
- Figure 2.17: The Safe Frames panel lets you specify areas to render.
- Figure 2.18: Safe frames provide guides that help you see when the scene objects are out of bounds.
- Figure 2.19: The Adaptive Degradation panel maintains a defined frame rate by degrading the rendering level.
- Figure 2.20: The Regions panel enables you to work with smaller regions within your scene.
- Figure 2.21: The image on the left was rendered using the Sub Region option; the right image used the Blowup Region.
- Figure 2.22: The Statistics panel lets you display polygon count and frames per second in the viewport.
- Figure 2.23: The active viewport can be set to display the selected statistics.
- Figure 2.24: The Viewport Background dialog box lets you select a background source image or animation.
- Figure 2.25: Adding a background image to a viewport can help as you begin to model objects.
Chapter 3: Working with Files and XRefs
- Figure 3.1: When creating a new scene, you can keep the current objects or select New All.
- Figure 3.2: Use the Save File As dialog box to save a scene as a file.
- Figure 3.3: The Missing External Files dialog box identifies files for the current scene that are missing.
- Figure 3.4: The Merge dialog box lists all the objects from a merging scene.
- Figure 3.5: The Files panel includes an Auto Backup feature.
- Figure 3.6: Max files with thumbnails show up in Windows Explorer.
- Figure 3.7: The 3DS Import dialog box enables you to merge objects into or completely replace the current scene.
- Figure 3.8: The JSR-184 Export dialog box lets you choose which resources to export.
- Figure 3.9: The Texture Tool lets you specify the exact size of texture maps to be exported for mobile devices.
- Figure 3.10: The Autodesk DWF Viewer is used to view files exported using the DWF format.
- Figure 3.11: A company logo created in Illustrator and ready to save and import into Max
- Figure 3.12: A company logo created in Illustrator and imported into Max
- Figure 3.13: The Asset Browser window displays thumbnails of the files in the current directory.
- Figure 3.14: You can use the MAXFinder utility to search for scene files by property.
- Figure 3.15: The Resource Collector utility can compile all referenced files into a single location.
- Figure 3.16: The Summary Info dialog box shows all the basic information about the current scene.
- Figure 3.17: The File Properties dialog box contains workflow information such as the scene author, comments, and revision dates.
- Figure 3.18: The View File dialog box can open an assortment of image and animation formats.
- Figure 3.19: The XRef Scenes dialog box lets you specify which scenes to load as external references.
- Figure 3.20: The maze.max file loaded into the current file as an XRef scene
- Figure 3.21: The XRef Objects dialog box lets you choose which files to look in for external objects.
- Figure 3.22: The XRef Merge dialog box lets you choose specific objects from a scene.
- Figure 3.23: The tree object is an XRef from another scene. Its proxy is a simple cylinder.
- Figure 3.24: The XRefs panel in the Configure User Paths dialog box lets you specify paths to be searched when an XRef cannot be located.
Chapter 4: Using Vault and the Asset Tracking System
- Figure 4.1: The Vault Log In dialog box opens when the File
Open from Vault menu command is used. - Figure 4.2: The Open File from Vault dialog box lists the available Vault files.
- Figure 4.3: Warning dialog boxes such as this one remind you to check out files.
- Figure 4.4: The Asset Tracking interface shows all the checked out files and the status of each.
- Figure 4.5: The dialog box where comments on the latest changes are entered appears every time a Vault file is checked in.
- Figure 4.6: The History dialog box lets you access older versions of a file.
- Figure 4.7: The Asset Tracking interface shows the checked out file along with its dependents.
Chapter 5: Customizing the Max Interface and Setting Preferences
- Figure 5.1: The Keyboard panel enables you to create keyboard shortcuts for any command.
- Figure 5.2: The Toolbars panel in the Customize User Interface dialog box enables you to create new toolbars.
- Figure 5.3: A new toolbar of compound objects created using the Customize User Interface dialog box
- Figure 5.4: The Edit Macro Button dialog box provides a quick way to change an icon, tooltip, or text label.
- Figure 5.5: The Edit Macro Button dialog box with a custom icon group selected
- Figure 5.6: The Quads panel of the Customize User Interface dialog box lets you modify pop-up quadmenus.
- Figure 5.7: The Advanced Quad Menu Options dialog box lets you change quadmenu fonts and colors.
- Figure 5.8: You can use the Menus panel of the Customize User Interface dialog box to modify menus.
- Figure 5.9: You can use the Colors panel of the Customize User Interface dialog box to set the colors used in the interface.
- Figure 5.10: The Configure Modifier Sets dialog box lets you group the modifiers as you want.
- Figure 5.11: The Custom Scheme dialog box appears when you're saving a custom interface and lets you select which items to include.
- Figure 5.12: If you prefer a darker interface, then try loading the Ame-dark scheme.
- Figure 5.13: This window explains the benefits of the different initial settings and scheme choices.
- Figure 5.14: The Configure User Paths dialog box specifies where to look for various resources.
- Figure 5.15: The Configure System Paths dialog box specifies additional paths.
- Figure 5.16: The Units Setup dialog box lets you choose which units system to use. Options include Metric, U.S. Standard, Custom, and Generic.
- Figure 5.17: The General panel lets you change many UI settings.
- Figure 5.18: The Viewports panel contains several viewport parameter settings.
- Figure 5.19: Backface culling simplifies objects by hiding their backsides.
- Figure 5.20: Background images can be set to be low-res to enable the viewports to update more quickly.
- Figure 5.21: The Define Stroke dialog box can associate with a command strokes dragged with the middle mouse button.
- Figure 5.22: The Review Strokes and Stroke Preferences dialog boxes list all defined strokes and their respective commands.
- Figure 5.23: You use the Direct3D Driver Setup and the Graphics Driver Setup dialog boxes to select a different display driver.
- Figure 5.24: Enabling gamma correction makes colors consistent regardless of the monitor.
Chapter 6: Creating and Editing Primitive Objects
- Figure 6.1: The Create panel includes categories and subcategories.
- Figure 6.2: You can create primitive spheres easily by dragging in a viewport.
- Figure 6.3: The Rename Objects dialog box can rename several objects at once.
- Figure 6.4: You use the Object Color dialog box to define the color of objects displayed in the viewports.
- Figure 6.5: The Color Selector dialog box lets you choose new custom colors.
- Figure 6.6: The Color Clipboard utility offers a way to transport colors.
- Figure 6.7: The Color Clipboard floating palette can hold 12 colors.
- Figure 6.8: The octagon, cube, tetrahedron, icosahedron, and dodecahedron objects; Plato would be amazed.
- Figure 6.9: The Standard Primitives: Box, Sphere, Cylinder, Torus, Teapot, Cone, GeoSphere, Tube, Pyramid, and Plane
- Figure 6.10: Sphere primitives of various Segment values with the Smooth option turned on and off
- Figure 6.11: Creating hemispheres with the Chop and Squash options
- Figure 6.12: Using the Slice option to create sphere slices
- Figure 6.13: Using the Segments and Twist options on a Torus
- Figure 6.14: Even with a similar number of segments, GeoSpheres are much more spherical.
- Figure 6.15: The Extended Primitives: Hedra, ChamferBox, OilTank, Spindle, Gengon, RingWave, Hose, Torus Knot, ChamferCyl, Capsule, L-Ext, C-Ext, and Prism
- Figure 6.16: The Hedra Families with the standard shapes in the top and bottom rows and the intermediate shapes in the middle row
- Figure 6.17: Hedras with extended faces, compliments of the Axis Scaling option
- Figure 6.18: A ChamferBox with progressively increasing Fillet values
- Figure 6.19: Several different cylindrical extended primitive objects exist, including Oil Tank, Spindle, ChamferCyl, and Capsule.
- Figure 6.20: Gengon primitives are actually just extruded regular polygons.
- Figure 6.21: Five frames of a rapidly expanding and turbulent RingWave object
- Figure 6.22: This pie object was created using the RingWave object.
- Figure 6.23: Various Torus Knots display the beauty of mathematics.
- Figure 6.24: Torus Knots with a Circle Base Curve are useful for creating impressive rings.
- Figure 6.25: The Hose object flexes between its two bound objects.
- Figure 6.26: Use the Hose primitive to connect two objects.
- Figure 6.27: A treasure chest full of gems quickly created by altering object parameters
- Figure 6.28: The Favorite Plants rollout shows thumbnails of the various plants.
- Figure 6.29: Rooms of walls can be created simply by clicking where the corners are located.
- Figure 6.30: The AEC Objects category makes adding structural objects like stairs easy.
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
- Figure 7.1: Selected objects can be highlighted with selection brackets (left), edged faces (middle), or both (right).
- Figure 7.2: The Filter Combinations dialog box enables you to create a custom selection filter.
- Figure 7.3: The Select Objects dialog box displays all objects in the current scene by name.
- Figure 7.4: The drill's front is selected using the Rectangular, Circular, Fence, and Lasso selection methods.
- Figure 7.5: The Paint Selection Region tool makes it easy to select spheres by dragging.
- Figure 7.6: A lion cartoon character with its white selected nose.
- Figure 7.7: The Edit Named Selections dialog box lets you view and manage selection sets.
- Figure 7.8: Isolated Selection mode lets you focus on the details of the selected object.
- Figure 7.9: The Object Properties dialog box displays valuable information about a selected object.
- Figure 7.10: The See-Through display property can make objects transparent in the viewports.
- Figure 7.11: The Vertex Ticks option displays all vertices as small blue tick marks.
- Figure 7.12: The Display Floater dialog box includes two panels: Hide/Freeze and Object Level.
- Figure 7.13: The Display panel includes many of the same features as the Display Floater and the Object Properties dialog box.
- Figure 7.14: From this dialog box, you can add new categories to the Hide by Category list.
- Figure 7.15: The Object Display Culling utility lets you hide objects to display a target framerate.
- Figure 7.16: Here are toothbrushes for the whole family; just remember which color is yours.
- Figure 7.17: The Layer Manager lists all the layers and the objects contained within each layer.
- Figure 7.18: Use the Layers toolbar to set the active layer.
- Figure 7.19: The Layer Properties dialog box is similar to the Object Properties dialog box, but it applies to the entire layer.
- Figure 7.20: All objects assigned to a layer can be viewed in the Layer Properties dialog box.
Chapter 8: Transforming Objects-Translate, Rotate, and Scale
- Figure 8.1: These basketballs have been scaled using uniform, non-uniform, and squash modes.
- Figure 8.2: The Transform Gizmos let you constrain a transformation to a single axis or a plane.
- Figure 8.3: The Gizmos panel in the Preference Settings dialog box lets you control how the Transform Gizmos look.
- Figure 8.4: The Transform Type-In dialog box displays the current Absolute coordinates and Offset values.
- Figure 8.5: The Move Gizmo is located in different places, depending on the selected Transform Center mode.
- Figure 8.6: The Axis Constraints toolbar includes buttons for restricting transformations to a single axis or plane.
- Figure 8.7: The Locks and Inherit rollouts can prevent any transforms along an axis and specify which transformations are inherited.
- Figure 8.8: Transformation buttons and the Transform Gizmos were used to position this spaceship.
- Figure 8.9: The Transform Gizmo is located at the object's pivot point.
- Figure 8.10: By moving the pivot point of the bee, you can control how it spins about the flower.
- Figure 8.11: The Align Selection dialog box can align objects along any axes by their Minimum, Center, Pivot, or Maximum points.
- Figure 8.12: The Normal Align dialog box allows you to define offset values when aligning normals.
- Figure 8.13: Using the Normal Align feature, you can align object faces.
- Figure 8.14: The Align to View dialog box is a quick way to line up objects with the axes.
- Figure 8.15: The Home Grid and User Grids panels of the Grid and Snap Settings dialog box let you define the grid spacing.
- Figure 8.16: This spyglass object was created quickly and easily using the AutoGrid option.
- Figure 8.17: The Snaps panel includes many different points to snap to depending on the object type.
- Figure 8.18: The Options panel includes settings for marker size and color and the Snap Strength value.
- Figure 8.19: The Snaps toolbar provides a quick way to access several snap settings
- Figure 8.20: A methane molecule lattice drawn with the help of the Snap feature
Chapter 9: Cloning Objects and Creating Object Arrays
- Figure 9.1: The Clone Options dialog box defines the new object as a Copy, Instance, or Reference.
- Figure 9.2: Cloning multiple objects is easy with the Shift-clone feature.
- Figure 9.3: Two dozen doughnut instances ready for glaze
- Figure 9.4: Even apples from the same tree should be slightly different.
- Figure 9.5: The Mirror dialog box can create an inverted clone of an object.
- Figure 9.6: A perfectly symmetrical robot, compliments of the Mirror tool
- Figure 9.7: The Snapshot dialog box lets you clone a Copy, Instance, Reference, or Mesh.
- Figure 9.8: The Snapshot tool helps to build a set of footprints through a maze.
- Figure 9.9: The Spacing Tool dialog box lets you select how to position clones along a path.
- Figure 9.10: These dominoes were much easier to stack than the set in my living room.
- Figure 9.11: The Clone and Align dialog box lets you choose which objects mark the place where the source object should go.
- Figure 9.12: Using the Clone and Align dialog box, you can place these trees to match the stand-in objects' position and orientation.
- Figure 9.13: The Array dialog box defines the number of elements and transformation offsets in an array.
- Figure 9.14: Tom Sawyer would be pleased to see this white picket fence, created easily with the Array dialog box.
- Figure 9.15: A circular array created by rotating objects about the Transform Coordinate Center
- Figure 9.16: This Paste dialog box lets you replace all instances.
- Figure 9.17: The horses in the carousel were created using a Ring Array system.
Chapter 10: Grouping and Linking Objects
- Figure 10.1: The plane moves as one unit after its objects are grouped.
- Figure 10.2: The Create Assembly dialog box lets you choose a light head object.
- Figure 10.3: The Parameter Wiring dialog box can make the light object's Multiple parameter into a Dimmer switch.
- Figure 10.4: This flashlight assembly can be controlled using the simple Luminaire parameters.
- Figure 10.5: Linked child ducks inherit transformations from their parent duck.
- Figure 10.6: The Select Parent dialog box indents all child objects under their parent.
- Figure 10.7: With a link to a dummy object, making the airplane circle the globe is easy.
Chapter 11: Working with the Schematic View
- Figure 11.1: The Schematic View window displays all objects as nodes.
- Figure 11.2: The Schematic View window can automatically arrange nodes in two different modes: Hierarchy and Reference.
- Figure 11.3: Free nodes are moved independent of the arranging mode.
- Figure 11.4: Shrunken nodes appear as simple dots in the Schematic View.
- Figure 11.5: After rearranging nodes to the correct order, the planets are easy to locate.
- Figure 11.6: The Display floater can turn nodes and lines on and off in the Schematic View.
- Figure 11.7: Schematic View nodes can be collapsed or expanded by clicking the up and down arrows.
- Figure 11.8: Controllers can be assigned using the Schematic View window.
- Figure 11.9: All character parts are now linked to the man's pelvis part.
- Figure 11.10: The Schematic View Preferences dialog box lets you customize many aspects of the Schematic View window.
- Figure 11.11: Without limiting nodes, the Schematic View window can get very busy.
- Figure 11.12: Using a background image, you can see how the links relate to the model.
- Figure 11.13: The List Views dialog box includes a list of nodes with relationships.
Chapter 12: Introducing Modifiers and Using the Modifier Stack
- Figure 12.1: The Modifier Stack rollout displays all modifiers applied to an object.
- Figure 12.2: The Modifier Stack changes the text style to identify instances and references.
- Figure 12.3: Changing the order of the modifiers in the Stack can affect the end result.
- Figure 12.4: Because the Collapse operation cannot be undone, this warning dialog box offers a chance to Hold the scene.
- Figure 12.5: Using the Collapse utility, you can select the following Boolean operations (shown from left to right): Union, Intersection, and Subtraction.
- Figure 12.6: By changing the modifier's center point, the bottle's shape changes.
- Figure 12.7: The Noise and XForm modifiers are applied to just the subobject selection.
- Figure 12.8: The Affect Region modifier can raise or lower the surface region of an object.
- Figure 12.9: The Bend modifier can bend objects about any axis.
- Figure 12.10: The Bend modifier can be used to bend trees.
- Figure 12.11: You can use the Displace modifier's gizmo as a modeling tool to change the surface of an object.
- Figure 12.12: The Lattice modifier divides an object into struts, joints, or both.
- Figure 12.13: The Noise modifier can apply a smooth or wild look to your objects.
- Figure 12.14: The Push modifier can increase the volume of an object.
- Figure 12.15: The Relax modifier can simplify the number of vertices in an object.
- Figure 12.16: The Ripple modifier can make small waves appear over the surface of an object.
- Figure 12.17: The Shell modifier can add an inside to hollow objects.
- Figure 12.18: The Slice modifier can cut objects into two separate pieces.
- Figure 12.19: You can use the Skew modifier to tilt objects.
- Figure 12.20: The Stretch modifier pulls along one axis while pushing the other two.
- Figure 12.21: The Spherify modifier pushes all vertices outward like a sphere.
- Figure 12.22: The Spherify modifier can fatten up a crocodile.
- Figure 12.23: The Squeeze modifier can bulge or squeeze along two different axes.
- Figure 12.24: The Twist modifiers can twist an object about an axis.
- Figure 12.25: The Taper modifier can proportionally scale one end of an object.
- Figure 12.26: The Taper modifier can be used to create a simple yo-yo.
- Figure 12.27: The Wave modifier produces parallel waves across the surface of an object.
- Figure 12.28: The Wave modifier can gently wave a flag.
- Figure 12.29: The FFD modifier changes the shape of an object by moving the lattice of Control Points that surround it.
- Figure 12.30: This tire is being deformed via an FFD modifier.
Chapter 13: Learning Modeling Basics and Working with Subobjects
- Figure 13.1: The Show Normals option shows the normal vectors for each face in a plane, a cube, and a sphere.
- Figure 13.2: This mesh suffers from objects with flipped normals, which makes them invisible
- Figure 13.3: Expanding an editable object in the Modifier Stack reveals its subobjects
- Figure 13.4: The Soft Selection rollout is available only in subobject mode
- Figure 13.5: The Soft Selection curve is affected by the Falloff, Pinch, and Bubble values
- Figure 13.6: Soft Selection makes a smooth transition between the subobjects that are moved and those that are not.
- Figure 13.7: A gradient of colors shows the transition zone for soft selected subobjects
- Figure 13.8: The Shaded Face Toggle shades the surface using the soft selection gradient colors.
- Figure 13.9: The Extrude modifier is applied to just the subobject selection
- Figure 13.10: The Measure utility dialog box displays some useful information
- Figure 13.11: The Level of Detail utility (split into two parts) can specify how objects are viewed, based on given thresholds.
Chapter 14: Drawing and Editing 2D Splines and Shapes
- Figure 14.1: The shape primitives in all their 2D glory: Line, Circle, Arc, NGon, Text, Section, Rectangle, Ellipse, Donut, Star, and Helix
- Figure 14.2: The extended shape primitives: WRectangle, Channel, Angle, Tee, and Wide Flange
- Figure 14.3: These rollouts are common for most of the shape primitives
- Figure 14.4: Using the Interpolation rollout, you can control the number of segments that make up a line
- Figure 14.5: The Line shape can create various combinations of shapes with smooth and sharp corners
- Figure 14.6: Enabling the Pie Slice option connects the arc ends with the center of the circle
- Figure 14.7: An inscribed pentagon and a circumscribed pentagon
- Figure 14.8: The Star primitive can be changed to create some amazing shapes
- Figure 14.9: The Text shape lets you control the space between letters, known as kerning.
- Figure 14.10: The Character Map application shows all the special characters that are available
- Figure 14.11: The Helix shape can be straight or spiral shaped
- Figure 14.12: You can use the Section shape primitive to create the conic sections (circle, ellipse, parabola, hyperbola) from a set of 3D cones
- Figure 14.13: A company logo created entirely in Max using shapes
- Figure 14.14: You can use the Section shape to view the interior area of the heart
- Figure 14.15: Using renderable splines with a Thickness of 3.0, the logo can be rendered
- Figure 14.16: The Selection rollout provides icons for entering the various subobject modes. Segment subobject mode
- Figure 14.17: Several spline shapes displayed with vertex numbering turned on Spline end point
- Figure 14.18: For Editable Splines, the Geometry rollout holds most of the features
- Figure 14.19: The Cross Section feature of Editable Splines can create splines that run between several cross-section shapes
- Figure 14.20: Moving the vertex handles alters the spline around the vertex
- Figure 14.21: Using the Fuse and Weld buttons, several vertices in our star shape have been combined
- Figure 14.22: You can use the Connect button to connect end points of shapes
- Figure 14.23: The CrossInsert button can add vertices to any overlapping splines of the same object
- Figure 14.24: The Fillet button can round the corners of a shape.
- Figure 14.25: Chamfers alter the look of spline corners.
- Figure 14.26: The Bind button attaches one end of the circle shape to a segment.
- Figure 14.27: The completed ninja star, ready for action (or extruding)
- Figure 14.28: The Divide button adds segments to the spline.
- Figure 14.29: The Connect Copy feature joins newly copied segments to the original.
- Figure 14.30: The Outline button creates a duplicate copy of the original spline and offsets it.
- Figure 14.31: Using the Boolean operations on two overlapping shapes
- Figure 14.32: Mirroring a shape is as simple as selecting a direction and clicking the Mirror button.
- Figure 14.33: You can use the Trim button to cut away the excess of a spline.
- Figure 14.34: A spider web made from Editable Splines
- Figure 14.35: The Normalize Spline modifier relaxes the shape by removing vertices.
- Figure 14.36: The resulting drain pipe was created using the Sweep modifier.
- Figure 14.37: The Shape Check utility can identify spline intersections.
- Figure 14.38: Extruding simple shapes adds depth to the spline.
- Figure 14.39: The finished bookshelf created with spline Boolean operations and the Extrude modifier
- Figure 14.40: Lathing a simple profile can create a circular object.
- Figure 14.41: Bevels applied to a shape can give a unique profile edge.
Chapter 15: Modeling with Polygons
- Figure 15.1: Editable Mesh objects have triangular faces; the Editable Poly object uses faces with four or more vertices.
- Figure 15.2: The Selection rollout includes options for determining which subobjects are selected
- Figure 15.3: Using the Grow button, you can increase the subobject selection.
- Figure 15.4: The Ring and Loop buttons can select an entire row and/or column of edges
- Figure 15.5: A clown head created from an editable mesh by selecting and moving vertices
- Figure 15.6: The Edit Geometry rollout includes many general-purpose editing features
- Figure 15.7: The Preserve UVs option lets you make subobject changes after texture maps have been applied.
- Figure 15.8: Using the Attach, QuickSlice, and Detach features, you can slice and separate mode parts
- Figure 15.9: The Settings dialog boxes for the MSmooth and Tessellate buttons let you interactively set the Smoothness and Tension values
- Figure 15.10: Using MSmooth reduces the sharp edges, and tessellating adds more editable faces
- Figure 15.11: A cube tessellated twice, using each option once
- Figure 15.12: Deleting vertices also deletes the adjoining faces and edges, but Remove maintains the mesh
- Figure 15.13: You can use the Break button to give each face its own vertex
- Figure 15.14: Subobjects can be extruded along an averaged normal or locally
- Figure 15.15: Enabling the open option in the Chamfer settings dialog box removes a polygon instead of replacing it
- Figure 15.16: Selecting two opposite edges and clicking the Bridge button in Edge subobject mode creates new connecting polygons.
- Figure 15.17: The Create Shape dialog box lets you name shapes created from selected edge subobjects
- Figure 15.18: The Turn feature is used to change the direction of edges
- Figure 15.19: The Bridge dialog box lets you specify options such as the number of segments, the Taper, and whether the bridge twists
- Figure 15.20: The Bridge feature can be used to quickly connect body parts such as this forearm
- Figure 15.21: The top faces of this dodecahedron have been individually extruded and beveled
- Figure 15.22: The Hinge Polygons From Edge dialog box lets you select a hinge
- Figure 15.23: Several polygon faces in the sphere have been extruded along a hinge
- Figure 15.24: The Extrude Polygons Along Spline settings dialog box
- Figure 15.25: The tentacles of this octopus were created easily with the Extrude Along Spline feature
- Figure 15.26: The Polygon Properties rollout includes settings for Material IDs, Smoothing Groups, and Vertex Colors
- Figure 15.27: The Subdivision Surface rollout includes controls for NURMS subdivision
- Figure 15.28: The organic look for this tooth is accomplished with NURMS
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
- Figure 16.1: The Paint Deformation brush looks like a circle that follows the surface
- Figure 16.2: The Brush Presets toolbar lets you quickly select from a selection of predefined brushes. Add New Preset
- Figure 16.3: The Brush Preset Manager lets you create new preset brushes
- Figure 16.4: The Paint Deformation brushes are helpful in painting on raised and indented surface features
- Figure 16.5: The Painter Options dialog box includes a graph for defining the minimum and maximum brush strengths and sizes.
- Figure 16.6: The Edit Poly Mode rollout lets you switch between Model and Animate modes
- Figure 16.7: Extruded faces are moved in the direction of the face normal
- Figure 16.8: A simple bullet can be created by extruding one face of a hemisphere
- Figure 16.9: You can use the Optimize modifier to reduce the complexity of the alligator model
- Figure 16.10: You can use the MultiRes modifier to dynamically dial back the complexity of a mesh
- Figure 16.11: When you use the Symmetry modifier, you have to model certain objects only once
- Figure 16.12: The Edit Normals Parameters let you work with normals
- Figure 16.13: The TurboSmooth modifier can make a model flow better
Chapter 17: Modeling with Patches and NURBS
- Figure 17.1: A Quad Patch and a Tri Patch
- Figure 17.2: A checkerboard created using patch grids
- Figure 17.3: The Selection rollout includes icon buttons for selecting the various subobject modes
- Figure 17.4: The Geometry rollout (shown in two parts) includes controls for editing patches
- Figure 17.5: The only differences in these patch spheres are the View Steps values
- Figure 17.6: Moving the Vertex handles alters the adjacent faces
- Figure 17.7: Two patches of different resolutions have been combined using the Bind and Weld buttons
- Figure 17.8: By subdividing edge subobjects, you can control where the greatest resolution is located
- Figure 17.9: A quick outline of a key was created by selecting edge subobjects and adding Quad patches
- Figure 17.10: This shell is an Editable Patch created by moving every other interior edge
- Figure 17.11: The simple key-shaped patch has been extruded
- Figure 17.12: A patch sphere whose corner patches have been beveled
- Figure 17.13: By repositioning the vertex handles, you can make the patch object match the leaf's edges precisely
- Figure 17.14: The CrossSection modifier joins several cross-section splines into a network of splines ready for a surface
- Figure 17.15: The Surface modifier applies a surface to the cross-section spline network
- Figure 17.16: The brass swan was created using the CrossSection and Surface modifiers
- Figure 17.17: NURBS curves come in two different types: point and CV curves
- Figure 17.18: NURBS surfaces also come in two different types: point and CV surfaces
- Figure 17.19: Standard primitives, like the sphere on the left, can be converted to NURBS surfaces
- Figure 17.20: The General rollout includes options for determining what is displayed in the viewports
- Figure 17.21: The Advanced Surface Approximation dialog box lets you specify subdivision levels
- Figure 17.22: The NURBS Creation Toolbox lets you work with NURBS points, curves, and surfaces
- Figure 17.23: A NURBS spoon created with the U Loft tool
- Figure 17.24: A UV Loft surface lofted from two sets of curves
- Figure 17.25: The lathed CV surface vase
- Figure 17.26: A stem created with a 1-rail sweep
- Figure 17.27: Translating CVs to sculpt a NURBS leaf
- Figure 17.28: Flower petals that were sculpted using NURBS
- Figure 17.29: A vase and flower built completely from NURBS
Chapter 18: Working with Compound Objects
- Figure 18.1: A Morph rollout lets you pick targets and create morph keys
- Figure 18.2: A woman's face being morphed to a smile
- Figure 18.3: The Parameters rollout of the Conform object lets you define how the object is wrapped
- Figure 18.4: A patch grid being conformed to the front of a face object
- Figure 18.5: Use the Parameters rollout for the ShapeMerge compound object to cut or merge a shape
- Figure 18.6: A ShapeMerge object using the Cookie Cutter option
- Figure 18.7: The logo with the interior centers removed from extruded letters using the ShapeMerge object
- Figure 18.8: The Color by Elevation rollout lets you change the color for different elevations
- Figure 18.9: A Terrain island created with the Terrain compound object
- Figure 18.10: BlobMesh objects can be used to cover objects in ice
- Figure 18.11: A Scatter object made of a Cylinder spread over an area defined by a sphere
- Figure 18.12: A Scatter object with different options: Base Scale at 20%, Vertex Chaos at 2.0, Perpendicular option disabled, and Duplicates at 100
- Figure 18.13: A Scatter object with different distribution options: Area, Skip N where N=7, Random Faces, All Vertices, and All Face Centers
- Figure 18.14: Using the Scatter object, we can add trees to our island terrain
- Figure 18.15: A Connect compound object can join two open holes in separate objects.
- Figure 18.16: The Loft compound object rollouts
- Figure 18.17: A lofted hanger created with two different cross-sectional shapes
- Figure 18.18: The Deformation dialog box interface lets you control the cross section over the length of the path
- Figure 18.19: The Loft compound object deformation options: Scale, Twist, and Teeter
- Figure 18.20: The Loft compound object deformation options: Bevel and Fit
- Figure 18.21: A Loft object with Fit Deformation applied
- Figure 18.22: You can use the Compare dialog box to align shapes included in a Loft
- Figure 18.23: Drapes that have been modeled using a Loft object
- Figure 18.24: Object before any operations and Boolean operations: Union, Intersection, Subtraction, and Merge with the Imprint option enabled
- Figure 18.25: A keyhole built using the ProBoolean object
- Figure 18.26: A puzzle cut using the ProCutter compound object
Chapter 19: Adding and Styling Hair, Fur, and Cloth
- Figure 19.1: By making a subobject selection, you can control precisely where hair is grown.
- Figure 19.2: Hair properties can be altered using the General and Material Parameters rollouts.
- Figure 19.3: Many of the hair properties can be defined using maps
- Figure 19.4: Changing hair properties can drastically alter the hair's look from normal to frizz, kink, and multi-strand
- Figure 19.5: Hair can be added to only a subobject selection or to the entire object
- Figure 19.6: Hair can be styled by changing the position and orientation of the guide hairs
- Figure 19.7: The Hair and Fur Presets dialog box shows rendered thumbnails of the available presets
- Figure 19.8: Mr. Matchstick head has all his hair replaced with matchsticks, an instance.
- Figure 19.9: The Garment Maker modifier uses the Delaunay algorithm for subdividing cloth meshes
- Figure 19.10: The figure outline lets you identify corresponding body markers on the character model for positioning cloth panels
- Figure 19.11: The Object Properties dialog box includes all the parameters for the cloth and collision objects
- Figure 19.12: Using figure markers, you can approximate where the clothes are positioned on a character
- Figure 19.13: The Simulate Local button causes the clothes to be draped over the body
Chapter 20: Exploring the Material Editor
- Figure 20.1: Use the Material Editor window to create, store, and work with materials
- Figure 20.2: You can set the number of sample slots in the Material Editor to display 6, 15, or 24 slots
- Figure 20.3: Open materials in a magnified window by double-clicking them
- Figure 20.4: You can load a custom sample object to be displayed in the sample slots
- Figure 20.5: The Create Material Preview and Render Map dialog boxes offer two ways to render a material
- Figure 20.6: The Material Editor Options dialog box offers many options for controlling the Material Editor window
- Figure 20.7: These eggs have been assigned materials with different Diffuse colors
- Figure 20.8: The Material/Map Browser lets you select new materials from a library of materials
- Figure 20.9: You can use the Material/Map Browser to view the materials in many different ways, such as View List + Icons and Large Icons
- Figure 20.10: The Material/Map Browser also lets you work with saved custom material libraries
- Figure 20.11: The Material/Map Navigator shows the layered material as a hierarchy
Chapter 21: Creating and Applying Simple Materials
- Figure 21.1: Basic parameter options include (from left to right) Wire, 2-Sided, Face Map, and Faceted
- Figure 21.2: The Blinn Basic Parameters rollout lets you select and control properties for the Blinn shader
- Figure 21.3: Increasing the Self-Illumination value reduces the shadows in an object
- Figure 21.4: The Opacity value sets how transparent a material is
- Figure 21.5: You can control specular highlights by altering brightness and size
- Figure 21.6: The Specular Highlight graph for the Blinn and Anisotropic shaders
- Figure 21.7: Materials with the Anisotropic shader applied have elliptical highlights
- Figure 21.8: Materials with a Multi-Layer shader applied can have two crossing highlights
- Figure 21.9: A material with a Metal shader applied generates its own highlights
- Figure 21.10: These translucent window curtains show shadows
- Figure 21.11: The Extended Parameters rollout includes Advanced Transparency, Reflection Dimming, and Wire settings
- Figure 21.12: Materials with the In and Out Falloff options applied
- Figure 21.13: Three materials with Wire values of (from left to right) 1, 2, 3, 4, and 5 pixels
- Figure 21.14: A dolphin over the water with applied materials
- Figure 21.15: A fishing net completed easily with the net texture applied as an Opacity map
Chapter 22: Creating Advanced Multi-Layer Materials
- Figure 22.1: The Blend material can include a mask to define the areas that are blended
- Figure 22.2: Composite materials are applied from top to bottom, with the last layer being placed on top of the rest
- Figure 22.3: The Multi/Sub-Object material defines materials according to material IDs
- Figure 22.4: A quilt composed of patches and colored using the Multi/Sub-Object material
- Figure 22.5: A rendered image of a surfboard with the Top/Bottom compound material applied
- Figure 22.6: A rendered balloon object behind an object with a matte/shadow material applied
- Figure 22.7: Use the Paint Level value to set the number of colors used in the material
- Figure 22.8: The Paint Level value sets the number of colors used in the material
- Figure 22.9: Cartooning made easy with the Ink ‘n’ Paint material
- Figure 22.10: The Physical Qualities rollout includes standard properties that control the look of the material
- Figure 22.11: Architectural materials make adding textures to a building easy
- Figure 22.12: These dice have different bitmaps applied to each face
- Figure 22.13: This marquee is randomly lighted, thanks to the MaterialByElement modifier
- Figure 22.14: Objects can be displaced using the Displace modifier or a displacement map
Chapter 23: Adding Material Details with Maps
- Figure 23.1: Use the Material/Map Browser to list all the maps available for assigning to materials
- Figure 23.2: The Coordinates rollout lets you offset and tile a map
- Figure 23.3: Seamless image tiles are a useful way to cover an entire surface with a small map
- Figure 23.4: The Rotate Mapping Coordinates dialog box appears when you click the Rotate button in the Coordinates rollout
- Figure 23.5: The Color Map graph enables you to adjust the highlights, midtones, and shadows of a map
- Figure 23.6: The Select Bitmap Image File dialog box lets you preview images before opening them
- Figure 23.7: The Bitmap Parameters rollout offers several settings for controlling a bitmap map
- Figure 23.8: Viewing an image in the Cropping/Placement dialog box enables you to set the crop marks
- Figure 23.9: The Checker map can be softened as these three maps are with Soften values of 0, 0.2, and 0.5
- Figure 23.10: A Gradient map can be linear (left) or radial (right)
- Figure 23.11: The Flag Properties dialog box enables you to specify a color and its position to use in the Gradient Ramp
- Figure 23.12: The Gradient Ramp map offers several different gradient types, including (from top left to bottom right) Box, Diagonal, Normal, Pong, Spiral, and Tartan
- Figure 23.13: The Swirl map combines two colors in a swirling pattern
- Figure 23.14: From the Standard Controls rollout, you can select from several preset Tile styles, including Running Bond, English Bond, and Fine Running Bond
- Figure 23.15: The Cellular map creates small, regular-shaped cells
- Figure 23.16: The Dent map causes dents in the object when applied as bump mapping
- Figure 23.17: The Marble map creates a marbled surface
- Figure 23.18: The Noise map produces a random noise pattern on the surface of the object
- Figure 23.19: The Perlin Marble map creates a marble pattern with random veins
- Figure 23.20: You can use the Planet map to create planets with landmasses and oceans
- Figure 23.21: The Smoke map simulates the look of smoke when applied as opacity mapping
- Figure 23.22: The Speckle map paints small random specks on the surface of an object
- Figure 23.23: The Splat map splatters paint randomly across the surface of an object
- Figure 23.24: The Stucco map creates soft indentations when applied as bump mapping
- Figure 23.25: You can use the Water map to create watery surfaces
- Figure 23.26: The Wood map creates a map with a wood grain
- Figure 23.27: The Composite map can use multiple maps
- Figure 23.28: The Mix map lets you combine two maps and define the Mix Amount
- Figure 23.29: The RGB Multiply map combines maps at full saturation using alpha channels
- Figure 23.30: A Flat Mirror map causes the object to reflect its surroundings
- Figure 23.31: The Thin Wall Refraction map is applied to a magnifying glass
- Figure 23.32: The Maps rollout can turn maps on or off
- Figure 23.33: Using a variety of techniques, you can create an assortment of space textures
- Figure 23.34: This toolbox shows its age with Glossiness and Bump mappings
- Figure 23.35: The Bitmap/Photometric Path Editor window lets you alter map paths
- Figure 23.36: The Instance Duplicate Maps dialog box lets you consolidate maps into a single instance
Chapter 24: Unwrapping UVs and Pelt Mapping
- Figure 24.1: The UVW Map modifier lets you specify various mapping coordinates for material maps
- Figure 24.2: You can use the UVW Map modifier to apply decals to objects
- Figure 24.3: The Edit UVWs interface lets you control how different planar maps line up with the model
- Figure 24.4: The Options pop-up interface includes many of the same features as the menus
- Figure 24.5: The Flatten Mapping option displays every part of a model as a separate segment
- Figure 24.6: The Unfold Mapping option splits the model and unfolds it by adjacent faces into a single segment
- Figure 24.7: In the Unwrap Options dialog box, you can set the preferences for the Edit UVWs dialog box
- Figure 24.8: The Edit UVWs interface lets you transform the mapping coordinates by moving vertices
- Figure 24.9: The position of covered wagon's texture map has been set using the Unwrap UVW modifier
- Figure 24.10: The Relax tool can make working with vertices easier
- Figure 24.11: The Quick Planar Map button makes separating the faces into elements easy
- Figure 24.12: Pelt mapping positions all seam points in a circle around the selected faces
- Figure 24.13: The Pelt Map Parameters dialog box includes commands for stretching the pelt mapping
- Figure 24.14: After being stretched, the UV faces are lined up quite well
- Figure 24.15: Using Pelt mapping, you can stretch the UVs for a mesh object
- Figure 24.16: The Render UVs dialog box lets you render and save a template for painting textures
Chapter 25: Creating Baked Textures and Normal Maps
- Figure 25.1: The Map Channel Info dialog box lets you edit channel data
- Figure 25.2: The General Settings rollout of the Render to Textures panel includes settings for all objects
- Figure 25.3: The Objects to Bake rollout of the Render to Textures panel lets you specify which objects are baked into the texture map
- Figure 25.4: The Output rollout of the Render to Textures panel lets you choose which texture elements are baked
- Figure 25.5: The final two rollouts of the Render to Textures panel include settings for handling the baked material and how the texture is mapped
- Figure 25.6: A texture map created with the Render to Textures panel
- Figure 25.7: Although normal maps are created using the Render to Texture dialog box, they are applied using the Material Editor
- Figure 25.8: The Projection Options dialog box lets you specify how the projection values are determined
- Figure 25.9: The normal map for the spikey ball can be applied as a bump map to reclaim the high-res details
- Figure 25.10: The Paintbox palette for the Vertex Paint modifier includes a wealth of features
- Figure 25.11: The Color Palette can display colors as a list or as swatches
- Figure 25.12: The Vertex Paint modifier can apply color to an object by assigning a color to its vertices
Chapter 26: Configuring Cameras
- Figure 26.1: A car as seen by two different cameras
- Figure 26.2: Positioning an additional camera behind the Black player's pieces offers the opponent's view.
- Figure 26.3: Positioning the camera's target on the rocket enables the camera to follow the rocket's ascent.
- Figure 26.4: This new camera view of the dinosaur shows his best side.
- Figure 26.5: A camera cone displaying Clipping Planes
- Figure 26.6: Use the Depth of Field Parameters rollout to set the number of passes.
- Figure 26.7: Changing the Sample Radius value changes the amount of blur added to the scene.
- Figure 26.8: Multi-Pass camera effects can be viewed in the viewport using the Preview button.
- Figure 26.9: For the Motion Blur effect, you can set the number of frames to include.
- Figure 26.10: Using the Motion Blur multi-pass effect for a camera, you can blur objects moving in the scene.
Chapter 27: Using Lights and Basic Lighting Techniques
- Figure 27.1: A standard lighting model includes a key light, two secondary lights, and a backlight.
- Figure 27.2: An elk model rendered using default lighting, a single key light, two secondary lights, and a backlight
- Figure 27.3: Images rendered with different shadow types, including no shadow (upper left), Area Shadows (upper right), a Shadow Map (lower left), and Raytraced Shadows (lower right)
- Figure 27.4: Photometric lights can be Point, Linear, or Area (left to right).
- Figure 27.5: The Light Lister dialog box includes a comprehensive list of light settings in one place.
- Figure 27.6: The snowman, after the lights have been automatically repositioned using the Place Highlights command
- Figure 27.7: The rendered lighted-lamp image
- Figure 27.8: The Exclude/Include dialog box lets you set which objects are excluded or included from being illuminated.
- Figure 27.9: Using the Exclude/Include dialog box, you can exclude objects from casting shadows.
- Figure 27.10: The Intensity/Color/Distribution rollout for photometric lights uses real-world intensity values.
- Figure 27.11: The Compass helper provides an orientation for positioning the sun in a Sunlight system.
- Figure 27.12: The Geographic Location dialog box lets you specify where you want to use the Sunlight system. You have many different cities to choose from.
- Figure 27.13: Several frames of an animation showing a tree scene from sunrise to sunset
- Figure 27.14: The Volume Light Parameters rollout in the Environment dialog box lets you choose which lights to include in the effect.
- Figure 27.15: The Volume Light effect makes the light visible.
- Figure 27.16: The car now has headlights, thanks to spotlights and the Volume Light effect.
- Figure 27.17: You can create laser beams using direct lights and the Volume Light effect.
- Figure 27.18: You can use projection maps to project an image in the scene, like this trumpet.
- Figure 27.19: A stained-glass window effect created with raytraced shadows
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity
- Figure 28.1: A house scene rendered using standard lighting (left) and light tracing (right)
- Figure 28.2: The Light Tracer Parameters rollout sets values for GI lighting.
- Figure 28.3: Color bleeding spreads color about the scene. Exposure Control can highlight it with Automatic (left) and Logarithmic (right).
- Figure 28.4: Color bleeding happens only when global illumination is enabled.
- Figure 28.5: Use the Advanced Lighting panel in the Object Properties dialog box to disable advanced lighting.
- Figure 28.6: Color bleeding becomes much stronger with a higher Bounce value.
- Figure 28.7: This scene is lighted using normal lighting (left) and radiosity lighting (right).
- Figure 28.8: The Radiosity Processing Parameters rollout includes buttons for computing a solution.
- Figure 28.9: The Subdivide modifier changes all mesh faces into regularly shaped triangular faces.
- Figure 28.10: Subdividing an irregular mesh prepares it for radiosity lighting.
- Figure 28.11: Because lighting is saved as a light map, you can add or subtract light from the scene using a brush tool.
- Figure 28.12: The Rendering Parameters and Statistics rollouts offer rendering options and statistics for radiosity solutions.
- Figure 28.13: The radiosity solution for this scene adds to the lighting levels for the entire room.
- Figure 28.14: Use the Radiosity panel of the Preference Settings dialog box to set global parameters.
- Figure 28.15: The Advanced Lighting Override Material rollout defines how light interacts with the material.
- Figure 28.16: The Lighting Analysis dialog box displays the light values at the specified location.
Chapter 29: Understanding Animation and Keyframe Basics
- Figure 29.1: The Time Configuration dialog box lets you set the number of frames to include in a scene.
- Figure 29.2: Use the Set Key Filters dialog box to specify the types of keys to create.
- Figure 29.3: Frame 50 of this simple windmill animation
- Figure 29.4: The Create Key dialog box enables you to create a Position, Rotation, or Scale key quickly.
- Figure 29.5: The Track Bar displays all keys for the selected object.
- Figure 29.6: Key dialog boxes enable you to change the key parameters.
- Figure 29.7: The Parameters section of the Motion panel lets you assign controllers and create keys.
- Figure 29.8: The Trajectories rollout in the Motion panel enables you to see the animation path as a spline.
- Figure 29.9: When you use a spline path, the position keys are automatically set for this plane.
- Figure 29.10: Enabling ghosting lets you know where an object is and where it's going.
- Figure 29.11: The Animation panel includes settings for displaying Key Brackets.
- Figure 29.12: The MIDI Time Slider Control Setup dialog box lets you set up specific notes to start, stop, and step through an animation.
- Figure 29.13: One frame of the dart animation
- Figure 29.14: The Create Material Preview dialog box can render the entire range of frames or a select number of frames.
- Figure 29.15: This lamp object dims as the animation proceeds.
- Figure 29.16: IFL Manager Utility can help to create IFL files.
- Figure 29.17: You can use IFL files to animate materials via a list of images.
- Figure 29.18: Using the Point Cache modifier, you can animate a whole forest of trees.
- Figure 29.19: The Make Preview dialog box lets you specify the range, size, and output of a preview file.
- Figure 29.20: When a preview file is being created, the viewports are replaced with a single view of the current frame.
Chapter 30: Using Animation Layers
- Figure 30.1: The Animation Layers toolbar includes icons for defining and merging layers.
- Figure 30.2: The Enable Animation Layers dialog box lets you limit which type of keys are included.
- Figure 30.3: The Layers Properties dialog box lets you set the controller type to collapse to.
- Figure 30.4: The Animation Layers feature provides a single parameter for controlling the plane's height.
Chapter 31: Using Animation Modifiers and Wiring Parameters
- Figure 31.1: The Morpher modifier's rollouts
- Figure 31.2: Using the Morpher modifier, you can morph one facial expression into another.
- Figure 31.3: The Flex modifier rollout lets you control the flex settings.
- Figure 31.4: Use the Paint button to change the weight of the spring vertices.
- Figure 31.5: You can use the Flex modifier to simulate the motion of soft body objects like cloth.
- Figure 31.6: The Melt modifier slowly deforms objects to a flat plane.
- Figure 31.7: Our car model hugs the road, thanks to the PatchDeform modifier.
- Figure 31.8: The text in this example has been deformed around a spline path using the PathDeform modifier.
- Figure 31.9: The SplineIK Control modifier may be applied only to spline objects.
- Figure 31.10: The Parameter Wiring dialog box can work with expressions.
- Figure 31.11: A slider control is wired to open the crocodile's mouth.
- Figure 31.12: The Parameter Collector dialog box is used to gather several different parameters into a custom rollout.
- Figure 31.13: You can use the Parameter Editor dialog box to create custom parameters.
- Figure 31.14: The Edit Attributes/Parameters dialog box lets you edit or delete custom attributes.
Chapter 32: Animating with Constraints and Controllers
- Figure 32.1: The Attachment constraint sticks one object to the surface of another.
- Figure 32.2: The Surface constraint can animate one object moving across the surface of another.
- Figure 32.3: The spaceship object has been attached to a spline path that it follows.
- Figure 32.4: You can use the Position constraint to control the position of an object in relation to its targets.
- Figure 32.5: With the Link constraint, the figure skater can move in a figure eight by rotating about two dummy objects.
- Figure 32.6: The Motion panel displays all transform controllers applied to an object.
- Figure 32.7: The Assign Position Controller dialog box lets you select a controller to assign.
- Figure 32.8: The PRS Parameters rollout is the default transform controller.
- Figure 32.9: The Audio Controller dialog box lets you change values based on the amplitude of a sound file.
- Figure 32.10: The Bzier controller produces smooth animation curves.
- Figure 32.11: The Linear controller uses straight lines.
- Figure 32.12: The Noise controller properties let you set the noise strength for each axis.
- Figure 32.13: The Noise controller lets you randomly alter track values.
- Figure 32.14: The Motion Capture controller lets you control track values using external devices.
- Figure 32.15: The Keyboard Input Device rollout lets you select which key press is captured.
- Figure 32.16: The Motion Capture controller and utility let you animate with a mouse, keyboard, joystick, or MIDI device.
- Figure 32.17: This dialog box shows and lets you control a curve defined by the Tension, Continuity, and Bias values.
- Figure 32.18: The TCB controller offers a different way to work with curves.
- Figure 32.19: The Reaction Manager dialog box lets you set the parameters of a reaction.
- Figure 32.20: The Reaction controller animates these two opposite rotating gears.
- Figure 32.21: The Spring controller rollouts can add additional springs and forces.
- Figure 32.22: The Spring controller adds secondary motion to the existing motion of the largest sphere.
- Figure 32.23: The Limit controller dialog box lets you set upper and lower limits for the current controller value.
- Figure 32.24: The On/Off controller lets you make objects appear and disappear.
- Figure 32.25: The Waveform Controller dialog box lets you produce sinusoidal motions.
- Figure 32.26: Combining sine and square waves with the Add, Multiply, Clamp Above, and Clamp Below Effect options.
- Figure 32.27: The Color RGB controller lets you assign different controllers to each color component.
- Figure 32.28: The Master Block Parameters dialog box lists all the tracks applied to a Block controller.
- Figure 32.29: The Track View Pick dialog box lets you select the tracks you want to include in the Block controller.
- Figure 32.30: The Block Parameters dialog box lets you name a block.
- Figure 32.31: The Attach Controls dialog box lets you attach saved tracks to the Block controller.
- Figure 32.32: The Master Track Key Info dialog box lets you change the key values for each vertex.
- Figure 32.33: The Master Point controller defines tracks for each subobject element that is animated.
- Figure 32.34: The Numerical Expression Evaluator dialog box lets you enter expressions for a spinner.
- Figure 32.35: You can use the Expression controller to build expressions and define their results.
- Figure 32.36: The Track View Pick dialog box displays all the tracks for the scene. Tracks that you can select are displayed in black.
- Figure 32.37: The Function List dialog box lets you view all the available functions that you can use in an expression.
- Figure 32.38: The Expression Debug window offers a way to test the expression before applying it.
- Figure 32.39: Select the Position track for the Sphere01 object in the Track View Pick dialog box.
- Figure 32.40: The Expression controller was used to animate the eyes following the ball in this example.
- Figure 32.41: A balloon being inflated using an Expression controller to control the Push modifier
- Figure 32.42: The Expression controller animates the diffuse color for this object.
Chapter 33: Working with Function Curves in the Track View
- Figure 33.1: The Track View interface offers a complete hierarchical look at your scene.
- Figure 33.2: The Track Bar offers quick access to the Track View.
- Figure 33.3: Several tracks are available by default.
- Figure 33.4: Drag the tab above the vertical scroll tab to split the Track View into two views.
- Figure 33.5: In the Dope Sheet, Position keys are red, Rotation keys are green, Scale keys are blue, and parameter keys are gray.
- Figure 33.6: Use the Randomize Keys utility to create random key positions and values.
- Figure 33.7: The Keyable Icons feature displays an icon next to all tracks that can be keyed.
- Figure 33.8: Click the Edit Ranges button to display the key ranges in the Key pane.
- Figure 33.9: Function curves display keys as square markers along the curve.
- Figure 33.10: Using Zoom Values to see the stopping position keys
- Figure 33.11: The finished Percent curve for the train's position along the path
- Figure 33.12: The monorail and "Primitive Town"
- Figure 33.13: Drawing curves results in numerous keys.
- Figure 33.14: The Reduce Keys button optimizes the curve by reducing keys.
- Figure 33.15: The Key dialog box lets you change the key's Time, Value, or In and Out tangent curves.
- Figure 33.16: The Checkered River flows evenly.
- Figure 33.17: The Param Curve Out-of-Range Types dialog box lets you select the type of out-of-range curve to use.
- Figure 33.18: The rotation of the Wind-up Key object
- Figure 33.19: The Multiplier curve keeps the Noise track in check.
- Figure 33.20: The wind-up teapot moves about the scene.
- Figure 33.21: The Filters dialog box lets you focus on the specific tracks.
- Figure 33.22: The Track Sets Editor dialog box lets you name track selections for easy recall.
- Figure 33.23: The Notes dialog box lets you enter notes and position them next to keys.
- Figure 33.24: The curve with Stepped in and out tangents and a Cycle Parameter Out-of-Range type
- Figure 33.25: The hazard light flashing on
- Figure 33.26: The blocked-in animation curves for the white piece
- Figure 33.27: The new keys are moved up.
- Figure 33.28: The In and Out tangents corrected for the new keys
- Figure 33.29: The checker pieces on the checkerboard
- Figure 33.30: The Sound Options dialog box lets you select a sound to play during the animation.
- Figure 33.31: Sounds loaded into the sound track appear as waveforms.
- Figure 33.32: To help synchronize sound, the audio track can be made visible under the Track Bar.
Chapter 34: Combining Animations in the Motion Mixer
- Figure 34.1: The Biped Save As dialog box is used to save biped animations.
- Figure 34.2: The Save XML Animation File dialog box is used to save animations of the selected object.
- Figure 34.3: The Motion Mixer interface shows each loaded animation on a separate track.
- Figure 34.4: Time Warps can be added to clips to compress time.
- Figure 34.5: Two biped clips have been combined to produce a new animation.
- Figure 34.6: The Load XML Animation File dialog box lets you load animation files from one scene and apply them to another.
- Figure 34.7: The Map Animation dialog box lets you map objects to receive animation.
- Figure 34.8: Use the Retargeting rollout to specify how the scale changes between mapped objects.
Chapter 35: Creating Particles and Particle Flow
- Figure 35.1: The emitter icons for each particle system type
- Figure 35.2: The Spray Parameters rollout holds the parameters for the Spray particle system.
- Figure 35.3: Rain created with the Spray particle system
- Figure 35.4: A simple snowstorm created with the Snow particle system
- Figure 35.5: The Basic Parameters rollout lets you specify where and how the particles appear in the viewports.
- Figure 35.6: The Particle Generation rollout lets you control the particle motion.
- Figure 35.7: The Particle Type rollout (shown in four parts) lets you define how the particles look.
- Figure 35.8: The Super Spray particle system is used to create fireworks sparks.
- Figure 35.9: Using a mostly transparent material, you can create a fine mist spray.
- Figure 35.10: MetaParticles emitting from the opening of a soda can
- Figure 35.11: The Rotation and Collision rollout options can control how objects collide with one another.
- Figure 35.12: Multiple basketball particles flying around a hoop
- Figure 35.13: The Object Motion Inheritance rollout sets how the particles inherit the motion of their emitter.
- Figure 35.14: The Particle Spawn rollout (shown in two parts) can cause particles to spawn new particles.
- Figure 35.15: The Load/Save Presets rollout enables you to save different parameter settings.
- Figure 35.16: The Basic Parameters rollout for the PArray particle system lets you select the location where the particles form.
- Figure 35.17: A Plane object positioned beneath the vent is an emitter for the particle system.
- Figure 35.18: Realistic jet flames created using the Particle Age and MBlur maps
- Figure 35.19: The Particle View window lets you program the flow of particles using a visual editor.
- Figure 35.20: Using the Collision Spawn and a well-placed deflector, you can create an avalanche effect.
- Figure 35.21: Event outputs can be wired to event inputs.
- Figure 35.22: All the moths in this scene are particles and are following a target linked to the lantern.
- Figure 35.23: The Particle View window shows the flow of the particles in the animation.
- Figure 35.24: The spaceship is trying to outrun the laser blasts.
- Figure 35.25: One spiraling black hole accomplished with the Particle Flow interface
Chapter 36: Using Space Warps
- Figure 36.1: The Force Space Warps: Motor, Vortex, Path Follow, Displace, Wind, Push, Drag, PBomb, and Gravity
- Figure 36.2: You can use the Motor Space Warp to apply a twisting force to particles and dynamic objects.
- Figure 36.3: You can use the Push Space Warp to apply a controlled force to particles and dynamic objects.
- Figure 36.4: You can use the Vortex Space Warp to force a particle system into a spiral like a whirlpool.
- Figure 36.5: You can use the Drag Space Warp to slow the velocity of particles.
- Figure 36.6: You can use the PBomb Space Warp with the PArray particle system to create explosions.
- Figure 36.7: A Path Follow Space Warp bound to an emitter from the Super Spray particle system and following a Helix path
- Figure 36.8: You can use the Wind Space Warp to blow particles and dynamic objects.
- Figure 36.9: The Displace Space Warp can raise or indent the surface of a patch grid.
- Figure 36.10: The Deflector Space Warps: POmniFlect, SOmniFlect, UOmniFlect, PDynaFlect, SDynaFlect, UDynaFlect, Deflector, SDeflector, and UDeflector
- Figure 36.11: The PDynaFlect, SDynaFlect, and UDynaFlect Space Warps deflecting particles emitted from a Super Spray particle system
- Figure 36.12: The POmniFlect, SOmniFlect, and UOmniFlect Space Warps reflecting and refracting particles emitted from the Super Spray particle system
- Figure 36.13: The Geometric/Deformable Space Warps: FFD (Box), FFD (Cyl), Wave, Ripple, Displace, Conform, and Bomb
- Figure 36.14: The Wave and Ripple Space Warps applied to a patch grid object
- Figure 36.15: A ripple in a pond produced using the Ripple Space Warp
- Figure 36.16: The Conform Space Warp wraps the surface of one object around another object.
- Figure 36.17: The Bomb Space Warp causes an object to explode.
- Figure 36.18: You can use Space Warps on Scatter objects as well as particle systems.
- Figure 36.19: The Modifier-Based Space Warps: Bend, Noise, Skew, Taper, Twist, and Stretch
- Figure 36.20: A shattering mirror
- Figure 36.21: Exploding a planet with a PBomb and a Ringwave
- Figure 36.22: Water flowing down a trough using the Path Follow Space Warp
Chapter 37: Simulating Physics-Based Motion with reactor
- Figure 37.1: Use the reactor toolbar to define physical object properties.
- Figure 37.2: reactor can compute all the collisions between all these marbles.
- Figure 37.3: The gizmo icons for each of the collections
- Figure 37.4: The Property Editor can set the physical properties for geometric objects included in the scene.
- Figure 37.5: reactor can be used to simulate cloth falling realistically over a chair.
- Figure 37.6: The gizmo icons for each of the reactor objects
- Figure 37.7: The reactor Toy Car object can be used to compute the realistic actions of this monster truck.
- Figure 37.8: The fracture object in reactor can be used to compute realistic explosions.
- Figure 37.9: Depending on the mass property, objects sink or float.
- Figure 37.10: The Preview window is a fun place to play with a simulation.
- Figure 37.11: Animating these falling donuts, simulated as soft body objects, was easy with reactor.
- Figure 37.12: Fully constrained humanoid figures can be created using the rctRagdollScript.ms script.
- Figure 37.13: Using constraints gives you control over the animation motion.
Chapter 38: Animating Hair and Cloth
- Figure 38.1: The Live dynamic mode makes the hair react in real time to the scene forces.
- Figure 38.2: Using precomputed hair can save you a bundle of time when rendering.
- Figure 38.3: The Object Properties dialog box lets you define the properties of cloth and collision objects.
- Figure 38.4: After you've defined cloth and force properties, an executed simulation drapes the cloth over a chair.
- Figure 38.5: You can view the tension for cloth created with the Garment Maker modifier.
- Figure 38.6: Computing the dynamics of a cloth object is possible with a cloth system.
Chapter 39: Understanding Rigging and Working with Bones
- Figure 39.1: The Bone rollouts lets you specify which bones get assigned an IK Controller.
- Figure 39.2: This bone includes fins that make understanding its orientation easier.
- Figure 39.3: This bones system for an alligator was easy to create.
- Figure 39.4: The Bone Tools palette includes several buttons for working with bones systems.
- Figure 39.5: A white-to-black gradient was applied to this spiral bone chain.
Chapter 40: Adding Inverse Kinematics
- Figure 40.1: The IK rollouts let you control the binding of an IK system.
- Figure 40.2: The Schematic View window is helpful for linking hierarchies.
- Figure 40.3: The objects in this scene are part of an inverse kinematics system.
- Figure 40.4: The Inverse Kinematics panel of the Preference Settings dialog box lets you set the global Threshold values.
- Figure 40.5: The propeller rotates by turning the handle and using inverse kinematics.
- Figure 40.6: The IK Solver rollout lets you enable or disable the IK solver.
- Figure 40.7: The swivel angle defines the plane along which the joint moves.
- Figure 40.8: Moving the goal for each IK chain makes animating a character easy.
- Figure 40.9: The IK Controller Parameters rollout sets the boundaries of the IK solution.
- Figure 40.10: The HD IK solver is used to control the spyglass.
- Figure 40.11: You can use the IK Limb solver to control limbs such as legs and arms.
- Figure 40.12: The IK Spline solver is perfect for creating objects like snakes and animal tails.
Chapter 41: Skinning Characters
- Figure 41.1: These two characters have details modeled where needed.
- Figure 41.2: If the envelopes are off for any of the skin vertices, the skin stretches incorrectly.
- Figure 41.3: Envelopes define which Skin vertices move with the underlying bone.
- Figure 41.4: The Weight Tool dialog box includes buttons for quickly altering weight values and for blending the weights of adjacent vertices.
- Figure 41.5: The Weight Table lets you specify weight values for each vertex and for each bone.
- Figure 41.6: Vertices' weights can be fixed with the Weight Tool and by Painting Weights.
- Figure 41.7: In Mirror mode, matched bones and vertices appear green and blue.
- Figure 41.8: Not all objects that are animated need a bones structure.
- Figure 41.9: Using the Skin Morph, you can set a muscle to bulge as the forearm is rotated.
Chapter 42: Creating and Animating Bipeds
- Figure 42-1: The default biped includes all the basic body parts for a human character.
- Figure 42-2: The four available body types include Skeleton, Female, Male, and Classic.
- Figure 42-3: This biped includes two ponytails, a tail, and a prop object attached to its right hand.
- Figure 42-4: The Display Preferences dialog box lets you set the options for displaying biped elements.
- Figure 42-5: When links are rotated with the Bend Links Mode enabled, the entire link chain is affected.
- Figure 42-6: When a single spine link is rotated with the Twist Links Mode enabled, the entire link chain is affected.
- Figure 42-7: A Preview window in the Copy/Paste rollout lets you select the exact pose you want to use.
- Figure 42-8: This cat pose was created by manipulating the biped bones.
- Figure 42-9: The Create Multiple Footsteps dialog box lets you specify details such as Stride Length.
- Figure 42-10: By positioning footsteps, you can control exactly where the biped moves.
- Figure 42-11: The Key Info rollout includes specialized buttons for setting biped keys.
- Figure 42-12: The Keyframing Tools rollout includes a variety of features.
- Figure 42-13: The Motion Flow Graph interface displays each motion clip as a separate node.
- Figure 42-14: Use the Setup rollout to define the crowd system.
- Figure 42-15: The Scatter Objects dialog box lets you quickly create crowds of objects.
- Figure 42-16: The Edit Multiple Delegates dialog box lets you quickly set the parameters of multiple delegates.
- Figure 42-17: The Behavior Assignments and Teams dialog box lets you organize teams of delegates and assign them to behaviors.
- Figure 42-18: The Crowd simulation automatically figures out how to move the delegate bunnies to reach the goal while avoiding the trees.
- Figure 42-19: The Object/Delegate Associations dialog box lets you link objects to delegates.
Chapter 43: Learning Rendering Basics
- Figure 43-1: The ActiveShade window can be opened within a viewport.
- Figure 43-2: You use the Render Scene dialog box to render the final output.
- Figure 43-3: The Select Preset Categories dialog box lets you choose which settings to include in the preset.
- Figure 43-4: The Rendering dialog box displays the current render settings and progress of the render job.
- Figure 43-5: The Bitmap Proxies dialog box lets you replace all texture maps with proxy images.
- Figure 43-6: The Email Notifications rollout includes options for sending an E-mail message to report on rendering status.
- Figure 43-7: The Default Scanline Renderer rollout includes settings unique to this renderer.
- Figure 43-8: The Rendering panel in the Preference Settings dialog box lets you set global rendering settings.
- Figure 43-9: A sample VUE file viewed in a text editor
- Figure 43-10: The Rendered Frame Window displays rendered images without saving them to a file.
- Figure 43-11: The RAM Player interface lets you load two different images or animations for comparison.
- Figure 43-12: The Panoramic Viewer lets you zoom, pan, and spin the scene about its center location.
- Figure 43-13: The Print Size Wizard lets you set the image dimensions based on paper size and DPI settings.
- Figure 43-14: The Environment and Effects dialog box lets you select a background color or image, define global lighting, control exposure, and work with atmospheric effects.
- Figure 43-15: The results of a background image loaded into the Environment panel
- Figure 43-16: The Pseudo Color Exposure Control rollout can display illumination and luminance values as colors.
- Figure 43-17: This rendered image shows an image before and after exposure control was enabled.
Chapter 44: Using Atmospheric and Render Effects
- Figure 44-1: The Add Atmospheric Effect dialog box lets you select atmospheric effects.
- Figure 44-2: The Fire Effect Parameters rollout lets you define the look of the effect.
- Figure 44-3: The Fire atmospheric effect can be either Tendril or Fireball shaped.
- Figure 44-4: The Stretch value can elongate flames.
- Figure 44-5: The Fire effect brightness is tied closely to the flame Density value.
- Figure 44-6: A sun image created with a simple sphere, a material with a Noise Bump map, and the Fire effect
- Figure 44-7: You can use the Fire atmospheric effect to create clouds.
- Figure 44-8: The Fog Parameters rollout lets you use either Standard fog or Layered fog.
- Figure 44-9: A rendered image with several different Fog effect options applied
- Figure 44-10: The Volume Fog Parameters rollout includes parameters for controlling the fog density and type.
- Figure 44-11: A rendered image that uses the Volume Fog effect
- Figure 44-12: The Rendering Effects panel lets you apply interactive post-production effects to an image.
- Figure 44-13: The Parameters tabbed panel of the Lens Effects Globals rollout lets you load and save parameter settings. The Scene tabbed panel lets you set the effect's Size and Intensity.
- Figure 44-14: These Star Lens Effects vary in size.
- Figure 44-15: Lens Effects also can vary in intensity like these glows.
- Figure 44-16: These Ring effects vary in Stretch values.
- Figure 44-17: The Glow Element rollout lets you set the parameters for the Glow effect.
- Figure 44-18: The Radial Falloff dialog box lets you control how the inner radial color changes to the outer radial color.
- Figure 44-19: These glow effects are distorted using the Radial Size function curves.
- Figure 44-20: The Surf Norm option causes objects to glow, based on the angle between their surface normals and the camera.
- Figure 44-21: You can create electricity using a simple spline, the Noise modifier, and the Glow render effect.
- Figure 44-22: The glow of neon lights, easily created with render effects
- Figure 44-23: Ring effects can vary in thickness.
- Figure 44-24: The Ray effect extends a given number of rays out from the effect center.
- Figure 44-25: The Star effect lets you set the number of bands emitting from the center.
- Figure 44-26: The Streak effect enables you to create horizontal bands.
- Figure 44-27: The Auto Secondary Element rollout sets the parameters for this effect.
- Figure 44-28: The Auto Secondary Effect displays several flares extending at an angle from the center of the effect.
- Figure 44-29: The Manual Secondary Effect can add some randomness to a flare lineup.
- Figure 44-30: The Spruce Goose has had a sparkle added to it using the Glow and Star Lens Effects.
- Figure 44-31: The Blur Parameters rollout lets you select a Uniform, Directional, or Radial blur type.
- Figure 44-32: The Blur effect can soften an otherwise hard model.
- Figure 44-33: The Pixel Selections tabbed panel (shown in two parts) of the Blur Parameters rollout lets you select the parts of the image that get the Blur effect.
- Figure 44-34: The File Output Parameters rollout lets you save a rendered image before a render effect is applied.
- Figure 44-35: The Film Grain render effect applies a noise filter to the rendered image.
- Figure 44-36: The Depth of Field Parameters rollout lets you select a camera or a Focal Point to apply the effect to.
- Figure 44-37: The Depth of Field effect focuses a camera on an object in the middle and blurs objects closer or farther away.
Chapter 45: Raytracing and mental ray
- Figure 45-1: The Raytracer Global Parameters rollout includes raytracing settings that affect the entire scene.
- Figure 45-2: This simple scene of transparent spheres was rendered without raytracing (left) and with raytracing (right).
- Figure 45-3: Additional anti-aliasing settings are available by clicking the button to the right of the drop-down list.
- Figure 45-4: The Raytrace Messages window outputs all the data from the raytracing engine.
- Figure 45-5: This Raytracing Acceleration Parameters options control the speed of the raytracing by limiting the number of faces and divisions that must be processed.
- Figure 45-6: The Exclude/Include dialog box lets you select objects to be removed from the raytracer.
- Figure 45-7: Many of the raytrace material settings are the same as those for the standard material.
- Figure 45-8: A sphere with an Environment map reflected off a raytrace material
- Figure 45-9: The Raytracer Controls rollout lets you set the raytracing options.
- Figure 45-10: A rendered image with raytrace materials applied to the vase and table
- Figure 45-11: You can use the raytrace map to raytrace only select objects.
- Figure 45-12: The Preference Settings dialog box includes a panel of mental ray settings.
- Figure 45-13: The mental ray Connection rollout in the Material Editor lets you override the default shaders.
- Figure 45-14: The Material/Map Browser includes many additional mental ray materials and maps.
- Figure 45-15: The materials in the mental ray Arch &Design collection include a broad set of physical properties.
- Figure 45-16: Ambient Occlusion lets you light the scene by controlling the ambient light that get bounced around the scene.
- Figure 45-17: Cars rendered with the mental ray Car Paint shader use multiple layers just like real cars.
- Figure 45.18: The mental ray Indirect Illumination rollout lets you define the light settings for individual lights.
- Figure 45-19: The Daylight can be endowed with mr Sun and mr Sky.
- Figure 45-20: This indoor swimming pool scene is rendered without caustics (left) and with caustics (right).
- Figure 45-21: This disco ball simply reflects the caustic photons around the room.
- Figure 45-22: The Object Properties dialog box includes options for generating and receiving caustics and global illumination.
- Figure 45-23: The Indirect Illumination panel includes settings for caustics, global illumination, and final gather.
- Figure 45-24: The Renderer panel includes several rollouts of settings for controlling the mental ray renderer.
Chapter 46: Batch and Network Rendering
- Figure 46-1: The Batch Render window lets you define render tasks to be run as a batch process.
- Figure 46-2: The Manage Scene States and Save Scene State dialog boxes let you define which properties to save as a state that can be recalled for a batch render task.
- Figure 46-3: A list of the network protocols installed on this computer
- Figure 46-4: You can find the IP Address in the Internet Protocol (TCP/IP) Properties dialog box.
- Figure 46-5: Sharing a directory so that other computers on the network can use it
- Figure 46-6: Other computers can now access the shared "scenes" directory.
- Figure 46-7: Mapping the Z drive to point to \\dungar\scenes\
- Figure 46-8: Starting the network manager
- Figure 46-9: Starting a network server. Notice that the server is already looking for the manager.
- Figure 46-10: Manually choosing the manager's IP address
- Figure 46-11: The Net Render option must be enabled to start a network rendering job.
- Figure 46-12: Using the Network Job Assignment dialog box to locate the manager to handle the rendering job
- Figure 46-13: The network manager detects the new job.
- Figure 46-14: One of the network servers receives the command to start a new job.
- Figure 46-15: The Notifications dialog box lets you specify which type of notifications to receive.
- Figure 46-16: The backburner Manager General Properties dialog box
- Figure 46-17: The logging options for managers and servers let you tell Max where to report what.
- Figure 46-18: The Monitor makes managing a rendering farm quick and easy.
- Figure 46-19: The Server Properties dialog box displays information about the server.
- Figure 46-20: The Week Schedule dialog box can set the time during the week when a server is available for rendering.
Chapter 47: Compositing and Render Elements
- Figure 47.1: Photoshop is an important compositing tool for static images.
- Figure 47-2: The Rendered Frame window can display an image's alpha channel.
- Figure 47-3: Premiere can be used to combine several animation sequences together.
- Figure 47-4: After Effects can add special effects to an animation sequence.
- Figure 47-5: Combustion has a unique interface, much different from Max.
- Figure 47-6: Combustion maps work between Max and Combustion.
- Figure 47-7: Combustion maps painted in Combustion show up in Max.
- Figure 47-8: Shapes that are painted in Combustion show up in Max.
- Figure 47-9: You can use the Render Elements rollout to render specific effects.
- Figure 47-10: The Alpha render element shown in the Rendered Frame Window
Chapter 48: Using the Video Post Interface
- Figure 48.1: The Video Post interface lets you composite images with your final rendering.
- Figure 48.2: The Execute Video Post interface includes the controls for producing the queue output.
- Figure 48.3: The Add Image Input Event dialog box lets you load an image to add to the queue.
- Figure 48.4: The Image Input Options dialog box lets you align and set the size of the image.
- Figure 48.5: The Add Scene Event dialog box lets you specify which viewport to use to render your scene.
- Figure 48.6: The Add Image Filter Event dialog box lets you select from many filter types.
- Figure 48.7: The Simple Wipe Control dialog box lets you select which direction to wipe the image.
- Figure 48.8: The Stars Control dialog box lets you load a custom database of stars.
- Figure 48.9: A space scene with a background, compliments of the Video Post interface
- Figure 48.10: The Add External Event dialog box lets you access an external program to edit images.
- Figure 48.11: The Add Loop Event dialog box lets you play an event numerous times.
- Figure 48.12: You can use the Abut Selected button to position several events end-to-end.
- Figure 48.13: Green arrow buttons in the Lens Effects Flare dialog box identify the parameters that can be animated for this effect.
- Figure 48.14: The Glow and Ring tabbed panels are representative of all the different lens effect settings.
- Figure 48.15: The Inferno tabbed panel includes options for enabling noise for the various flare effects.
- Figure 48.16: You can use the Lens Effects Focus dialog box to blur an image.
- Figure 48.17: Use the Lens Effects Glow dialog box to make objects and scenes glow.
- Figure 48.18: Use the Lens Effects Highlight dialog box to add highlights to scene objects.
- Figure 48.19: Using the Lens Effects Highlight dialog box, you can add shining highlights to objects like this halo.
- Figure 48.20: The airplane in this image is rendered, and the background is composited.
Chapter 49: Automating with MAXScript
- Figure 49.1: MAXScript is written using standard syntax in a simple text editor window.
- Figure 49.2: The MAXScript rollout on the Utilities panel is a great place to start working with MAXScript.
- Figure 49.3: The results of the SphereArray MAXScript utility
- Figure 49.4: The MAXScript Listener window interprets your commands.
- Figure 49.5: Use the MAXScript Listener window to query Max about an object's properties.
- Figure 49.6: The resulting objects created via the MAXScript Listener window
- Figure 49.7: Running the new squash-and-turn-purple script
- Figure 49.8: The MAXScript Debugger lets you check the values of variables as the script runs.
- Figure 49.9: The Watch Manager lets you watch the value of specific variables.
- Figure 49.10: The MAXScript Debugger Parameters let you set the break cycle time, among other settings.
- Figure 49.11: The MAXScript panel in the Preference Settings dialog box includes options for controlling MAXScript.
- Figure 49.12: The script commands entered in the MAXScript Listener affect the objects in the viewports.
- Figure 49.13: Using the MAXScript Listener to evaluate expressions
- Figure 49.14: First attempt at making the fish follow a path
- Figure 49.15: A tail-flapping fish that faces the right direction as it follows the path
- Figure 49.16: Both fish swimming together
- Figure 49.17: The Visual MAXScript window makes building rollouts easy.
- Figure 49.18: You can add control elements to the form in the Visual MAXScript window.
- Figure 49.19: The rollout laid out in the Visual MAXScript window
- Figure 49.20: The MAXScript Editor window is updated with the code from the Visual MAXScript window.
- Figure 49.21: The results of the BuildCube.ms script
Chapter 50: Expanding Max with Third-Party Plug-Ins
- Figure 50.1: The Plug-In Info dialog box includes a list of all the currently loaded plug-ins, both internal and external.
- Figure 50.2: Use the Plug-in Manager dialog box to disable plug-ins.
- Figure 50.3: This simple fireball was created using the AfterBurn plug-in.
Appendix B: Installing and Configuring 3ds Max 9
- Figure B.1: The installation wizard takes you through the steps to install 3ds Max.
- Figure B.2: This step lets you choose which components to install.
- Figure B.3: The first screen to appear after installation lets you activate your software or run it without activation.
- Figure B.4: This dialog box lets you choose the display driver to use.
- Figure B.5: Use the Portable License Utility to move a Max license to another computer.
Appendix C: Max Keyboard Shortcuts
- Figure C.1: The Hotkey Map window displays keyboard shortcuts interactively.
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