Book description
Bring 3D film effects to the big screen. Generate realistic characters for a top-selling game. Create rich and complex design visualization. Autodesk® 3ds Max® 9 lets you maximize your productivity and tackle challenging animation projects. And this book, developed by Autodesk insiders, lets you master the essential tools and techniques.Learn how to use 3ds Max 9 confidently in a production environment. Each chapter of this book has a series of theory lessons and one lab. The theory lessons introduce you to the functional areas of 3ds Max and explain these features with short simple examples. The lab demonstrates a practical application of the theory. Combined, each chapter delivers a sound understanding of the functions, features and principles behind 3ds Max 9, and shows you how to apply this knowledge to real-world situations.
Table of contents
- Cover
- Halftitle
- Title
- Copyright
- Contributors
- Contents
- Introduction
-
Chapter One: Getting Started
-
Lesson 1 : User Interface
- Objectives
- User Interface Components
- Viewports
- Exercise 1: Working in the User Interface
- Exercise 2: Creating Objects
- Exercise 3: Manipulating Toolbars
- Command Panel
- Exercise 4: Using the Command Panel
- Other User Interface Elements
- Exercise 5: Using the Animation Playback Controls
- Viewport UI Elements
- Exercise 6: Orthographic View Manipulation
- Exercise 7: Perspective View Manipulation
- Keyboard
- Help
- Summary
-
Lesson 2: Overview Lab
- Objectives
- Exercise 1: Creating the Signpost
- Exercise 2: Adding Modeling Elements to the Signpost
- Exercise 3: Adding More Components: Creating the Sign
- Exercise 4: Merging a Sign Lamp: Merging an Object from Another File
- Exercise 5: Adding Basic Materials to the Signpost
- Exercise 6: Adjusting Ambient Lighting and Adding Lighting for the Sign
- Exercise 7: Adding the Broken Sign Animation: Animating the Sign Breaking
- Exercise 8: Rendering your Animation
- Summary
-
Lesson 3: Files and Objects
- Objectives
- Scene File Manipulation
- Exercise 1: Units and Grid Setup
- Exercise 2: Options for Grid Display
- Simple Geometry Creation and Pivot Points
- Exercise 3: Simple Geometry Creation and Pivot Point Location
- Object Orientation
- Exercise 4: Viewport Base Plane Geometry and Pivot Point Orientation
- Modifying Standard Objects
- Exercise 5: Modifying Objects and Face Counts
- Selecting Objects
- Exercise 6: Renaming Objects in a Scene
- Exercise 7: Selecting Objects by Name and Naming Objects
- Organization of Objects in a Scene
- Exercise 8: Selection Sets
- Groups
- Exercise 9: Groups
- Attaching Objects
- Summary
-
Lesson 4: Transforms
- Objectives
- Transform Tools
- Transform Base Point
- Exercise 1: Creating a Simple Transform
- Coordinate Systems
- Exercise 2: Transforms using Snaps and Coordinate Systems
- Exercise 3: Transforms with the Pick Coordinate System
- Align
- Exercise 4: Aligning Objects
- Cloning Objects
- Exercise 5: Cloning Objects
- Other Transforms
- Summary
- Lesson 5: Applying Modifiers
-
Lesson 1 : User Interface
-
Chapter Two: Modeling
-
Lesson 6: Low-Poly Modeling
- Objectives
- Objects and Sub-Objects
- Exercise 1: Accessing Sub-Object Levels
- Sub-Object Levels
- Exercise 2: Working at Sub-Object Levels
- Exercise 3: Basics of Low-Poly Modeling
- Exercise 4: Modeling with Modifiers
- Exercise 5: Repairing the Broken Part
- Smoothing Groups
- Exercise 6: Using Smoothing Groups
- Using Subdivision Surfaces
- Exercise 7: Smoothing a Low-Poly Model
- Summary
-
Lesson 7: Shapes
- Objectives
- Shape Definitions
- Basic Shape Creation Functions
- Editing Splines
- Exercise 1: Creating a Simple Shape
- Adding Splines from a Shape
- Segment Editing
- Vertex Editing
- Exercise 2: Creating a Profile for an Oil Can
- Exercise 3: Creating a Profile for a Bottle
- Using Shape Modifiers
- Exercise 4: Using the Lathe Modifier
- Exercise 5: Creating a Medallion with Bevel
- Exercise 6: Recreating the Gas Station Island with Bevel Profile
- Exercise 7: Using the Sweep Modifier to Create a Wainscoting
- Summary
- Lesson 8: Using Compound Objects
- Lesson 9: Modeling Lab
-
Lesson 6: Low-Poly Modeling
-
Chapter Three: Animation
-
Lesson 10: Animation Basics
- Objectives
- History of Animation
- 2D versus 3D Animation
- Time
- The Concept of Keyframing
- Auto Key and Set Key
- Exercise 1: The Bouncing Ball
- Track View
- Timing
- Ease in / Ease out
- Arcs
- Exercise 2: The Bowling Ball and the Golf Ball
- Exercise 3: The Gelatin Cake
- Secondary Action
- Anticipation
- Follow-Through and Overlapping Action
- Squash and Stretch
- Exaggeration
- Exercise 4: The Gelatin Cake: Anticipation, Stretch, and Follow-Through
- Alternative Animation Methods
- Exercise 5: Driving Around: Using Path Constraint
- Summary
-
Lesson 11: Hierarchies
- Objectives
- Mechanics of Movement
- Linking Objects
- Exercise 1: Linking the Robot Arm
- Exercise 2: Linking the Robot Arm Using Schematic View
- Schematic View
- Exercise 3: Linking the Robot Arm Using Schematic View
- A Little Bit About IK
- Exercise 4: Inverse Kinematics
- Hierarchy
- Exercise 5: Link Info on the Locomotive Wheel
- Summary
-
Lesson 12: Character Animation: Biped
- Objectives
- Character Animation
- Biped
- Exercise 1: Fitting a Biped Inside a Character
- Skinning the Character
- Exercise 2: Using the Skin Modifier
- Motion Panel
- Exercise 3: Setting up Biped for Animation
- Exercise 4: Animating a Walk Cycle
- The Mechanics of a Walk Cycle
- Exercise 5: Refining the walk
- Animation Principles
- Exercise 6: Follow Through
- Summary
-
Lesson 13: Animation Lab
- Objectives
- Getting Prepared
- Planning the Animation
- Animating the Attack of the Pawn
- Exercise 1: The Pawn’s Primary Motion
- Exercise 2: Adding the Hop to the Pawn’s Animation
- Exercise 3: The Pawn’s Secondary Motion
- Animating the Rook
- Exercise 4: The Rook - Noticing the Danger
- Exercise 5: The Panic
- Exercise 6: The Escape
- Analysis of the Rook’s Animation
- Exercise 7: The Rook - Fixing the Jump
- Exercise 8: Animating the Clock
- Summary
-
Lesson 10: Animation Basics
-
Chapter Four: Materials & Mapping
-
Lesson 14: Materials
- Objectives
- Introduction to Materials
- The Material Editor
- Exercise 1: The Material In dicators
- Exercise 2: Changing the Sample Shape
- Exercise 3: Using a Custom Sample Object
- Exercise 4: Applying a Material to an Object
- Exercise 5: Creating a Simple Material
- Material Types
- Exercise 6: The Wet Floor
- Exercise 7: Saving the Scene Material to a Library
- Summary
- Lesson 15: Using Maps
- Lesson 16: Mapping Coordinates
- Lesson 17: Materials and Mapping Lab
-
Lesson 14: Materials
-
Chapter Five: Rendering
-
Lesson 18: Cameras
- Objectives
- Camera Types in 3ds Max
- Framing a Camera Shot
- Exercise 1: Setting a Long Shot with a Target Camera
- Exercise 2: Setting a Close-up Shot with a Free Camera
- Camera Lenses
- Exercise 3: Setting the Camera Lens and FOV
- Camera Aspect Ratio
- Exercise 4: Setting the Camera’s Aspect Ratio
- Camera Angles
- Exercise 5: Setting a Dynamic Camera Angle
- Perspective Correction
- Exercise 6: Correcting the Perspective
- The Line of Action
- Exercise 7: Setting up a Triangle System
- Exercise 8: Shot Variation: Using an Over-The-Shoulder (OTS) Shot
- The Moving Camera
- Exercise 9: Setting Up a Crane Shot
- Summary
- Lesson 19: Basic Lighting
- Lesson 20: Mental Ray
-
Lesson 21: Rendering the Scene
- Objectives
- Rendering in 3ds Max
- Render Scene Dialog
- Common Panel
- Time Output
- Output Size
- Exercise 1: Output Size
- Render Output
- File Type
- RAM Player
- Exercise 2: Using the RAM Player
- Object Properties Rendering Control
- Exercise 3: Rendering Control
- Rendering Environment and Effects
- Exercise 4: Creating a Sun Using Lens Effect
- Scene States
- Exercise 5: Scene States
- Batch Render
- Exercise 6: Batch Render
- Summary
- Lesson 22: Scene Assembly Lab
-
Lesson 18: Cameras
- Index
Product information
- Title: 3ds Max 9 Essentials
- Author(s):
- Release date: October 2006
- Publisher(s): Routledge
- ISBN: 9781136141256
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