As this chapter has shown, there is much more to splines than just points, lines, and control handles. Splines in Max are one of the fundamental building blocks and the pathway to advanced modeling skills using NURBS.
This chapter covered the following spline topics:
Understanding the various shape primitives
Editing splines
Working with the various spline subobjects
Applying modifiers to splines
The next chapter continues our voyage down the modeling pathway with perhaps the most common modeling types-meshes and polys.