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Table of content
Chapter 1: Exploring the Max Interface
Table 1.1: Main Toolbar Buttons
Chapter 2: Controlling and Configuring the Viewports
Table 2.1: Viewport Navigation Controls
Chapter 3: Working with Files and XRefs
Table 3.1: XRef Objects Dialog Box
Chapter 6: Creating and Editing Primitive Objects
Table 6.1: Primitive Object Creation Methods
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Table 7.1: Select Buttons
Table 7.2: Window Selection Buttons
Table 7.3: Shape-Shifting Selection Region Buttons
Table 7.4: Layer Manager Buttons
Chapter 8: Transforming Objects-Translate, Rotate, and Scale
Table 8.1: Transform Buttons
Table 8.2: Absolute/Offset Buttons
Table 8.3: Transform Center Buttons
Chapter 11: Working with the Schematic View
Table 11.1: Schematic View Toolbar Buttons
Table 11.2: Schematic View Navigation Buttons
Table 11.3: Schematic View Node Colors
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Table 12.1: Modifier Stack Buttons
Table 12.2: Modifiers Menu Items
Chapter 14: Drawing and Editing 2D Splines and Shapes
Table 14.1: Shape Primitive Creation Methods
Table 14.2: Text Font Attributes
Table 14.3: Boolean Button Options
Table 14.4: Mirror Button Options
Chapter 17: Modeling with Patches and NURBS
Table 17.1: Points NURBS Creation Toolbox Buttons
Table 17.2: Curves NURBS Creation Toolbox Buttons
Table 17.3: Surfaces NURBS Creation Toolbox Buttons
Chapter 18: Working with Compound Objects
Table 18.1: Path Rollout Buttons
Table 18.2: Deformation Dialog Box Buttons
Table 18.3: Bevel Deformation Buttons
Table 18.4: Fit Deformation Dialog Box Buttons
Chapter 19: Adding and Styling Hair, Fur, and Cloth
Table 19.1: Light Navigation Control Buttons
Chapter 20: Exploring the Material Editor
Table 20.1: Material Editor Buttons-Vertical
Table 20.2: Material Editor Buttons-Horizontal
Table 20.3: Submaterial Navigation Buttons
Chapter 21: Creating and Applying Simple Materials
Table 21.1: Photoshop Texture Recipes
Chapter 23: Adding Material Details with Maps
Table 23.1: Material Properties for Maps
Chapter 24: Unwrapping UVs and Pelt Mapping
Table 24.1: Edit UVW Interface Buttons
Chapter 26: Configuring Cameras
Table 26.1: Camera Navigation Control Buttons
Table 26.2: Field of View Buttons
Chapter 27: Using Lights and Basic Lighting Techniques
Table 27.1: Light Navigation Control Buttons
Table 27.2: Photometric Light Colors
Chapter 29: Understanding Animation and Keyframe Basics
Table 29.1: Time Controls
Table 29.2: Key Controls
Table 29.3: Key Tangents
Chapter 30: Using Animation Layers
Table 30.1: Animation Layers Toolbar Controls
Chapter 31: Using Animation Modifiers and Wiring Parameters
Table 31.1: Parameter Wiring Dialog Box Icons
Table 31.2: Parameter Collector Toolbar Buttons
Chapter 33: Working with Function Curves in the Track View
Table 33.1: Keys Toolbar Buttons
Table 33.2: Curves and Display Toolbar Buttons
Table 33.3: Key Tangents Toolbar Buttons
Table 33.4: Time Toolbar Buttons
Table 33.5: Controllers Toolbar Buttons
Table 33.6: Tools Toolbar Buttons
Table 33.7: Biped Toolbar Buttons
Table 33.8: Ranges and Extras Toolbar Buttons
Table 33.9: Track Selection, Key Stats, and Navigation Toolbar Buttons
Chapter 34: Combining Animations in the Motion Mixer
Table 34.1: Motion Mixer Toolbar Buttons
Chapter 35: Creating Particles and Particle Flow
Table 35.1: Particle View Actions
Chapter 37: Simulating Physics-Based Motion with reactor
Table 37.1: reactor Collections
Table 37.2: reactor Modifiers
Table 37.3: reactor Objects
Table 37.4: reactor Constraints
Chapter 41: Skinning Characters
Table 41.1: Envelope Properties
Table 41.2: Envelope Properties
Chapter 42: Creating and Animating Bipeds
Table 42.1: Biped Parts
Table 42.2: Biped Rollout Buttons
Table 42.3: Biped Mode Buttons
Table 42.4: Biped Display Buttons
Table 42.5: Biped Track Selection Buttons
Table 42.6: Biped Track Selection Buttons
Chapter 43: Learning Rendering Basics
Table 43.1: RAM Player Interface Buttons
Table 43.2: Render Type Options
Chapter 45: Raytracing and mental ray
Table 45.1: mental ray Materials and Maps
Chapter 48: Using the Video Post Interface
Table 48.1: Video Post Toolbar Buttons
Chapter 49: Automating with MAXScript
Table 49.1: MAXScript Debugger Commands
Table 49.2: Visual MAXScript Form Elements
Appendix C: Max Keyboard Shortcuts
Table C.1: Menus
Table C.2: Main and Floating Toolbars
Table C.3: Viewports
Table C.4: Key and Time Controls
Table C.5: Viewport Navigation Controls
Table C.6: Walk Through Mode
Table C.7: Quadmenus
Table C.8: Virtual Viewport
Table C.9: Subobjects
Table C.10: Hierarchies
Table C.11: Editable Mesh
Table C.12: Edit Poly Modifier
Table C.13: Editable Poly
Table C.14: NURBS
Table C.15: Free-Form Deformations
Table C.16: Edit Normals Modifier
Table C.17: Hair Styling
Table C.18: Material Editor
Table C.19: Track View
Table C.20: Schematic View
Table C.21: Video Post
Table C.22: Unwrap UVW
Table C.23: ActiveShade
Table C.24: Particle Flow
Table C.25: Biped
Table C.26: Physique
Table C.27: General Shortcuts
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Table of content
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383
Authors:
Kelly L. Murdock
BUY ON AMAZON
Database Modeling with MicrosoftВ® Visio for Enterprise Architects (The Morgan Kaufmann Series in Data Management Systems)
Database Modeling
Mapping ORM Models to Logical Database Models
Reverse Engineering and Importing to ORM
Generating a Physical Database Schema
Reverse Engineering Physical Schemas to Logical Models
High-Speed Signal Propagation[c] Advanced Black Magic
Other Limitations of the FFT
Differential Impedance
Single-Mode Fiber-Optic Cabling
IBIS (I/O Buffer Information Specification)
Appendix E. erf( )
Cisco IP Communications Express: CallManager Express with Cisco Unity Express
The Purpose of Cisco IPC Express
Using Private Lines
Understanding the Cisco IPC Express Integrated Automated Attendant
Summary
Troubleshooting Installation Problems
C++ GUI Programming with Qt 3
Splash Screens
Loading and Saving
Implementing the Other Menus
Container Classes
Using QTextBrowser as a Simple Help Engine
Developing Tablet PC Applications (Charles River Media Programming)
Object-Oriented Programming with VB .NET
Introduction to Ink-Enabled Applications
Tablet PC Full Screen Utility
Form Effects
Using Gestures to Control Tablet Media Player
Quantitative Methods in Project Management
Introduction to Probability and Statistics for Projects
Organizing and Estimating the Work
Making Quantitative Decisions
Risk-Adjusted Financial Management
Quantitative Methods in Project Contracts
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