Flylib.com
3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383
Authors:
Kelly L. Murdock
BUY ON AMAZON
Table of Contents
Back Cover
3ds Max 9 Bible
Preface
Who Is Max?
About This Book
Using the book s icons
Part I: Learning the Max Interface
Quick Start: Animating a Dancing Cartoon Moose
Modeling the Character
Summary
Chapter 1: Exploring the Max Interface
The Interface Elements
Using the Menus
Using the Toolbars
Using the Viewports
Using the Command Panel
Using the Lower Interface Bar Controls
Interacting with the Interface
Getting Help
Summary
Chapter 2: Controlling and Configuring the Viewports
Using the Viewport Navigation Controls
Configuring the Viewports
Working with Viewport Backgrounds
Summary
Chapter 3: Working with Files and XRefs
Setting File Preferences
Importing and Exporting
Using the File Utilities
Accessing File Information
Referencing External Objects
Summary
Chapter 4: Using Vault and the Asset Tracking System
Using Autodesk Vault
Summary
Chapter 5: Customizing the Max Interface and Setting Preferences
Customizing Modify and Utility Panel Buttons
Working with Custom Interfaces
Configuring Paths
Selecting System Units
Setting Preferences
Summary
Part II: Working with Objects
Chapter 6: Creating and Editing Primitive Objects
Exploring the Primitive Object Types
Architecture Primitives
Summary
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Setting Object Properties
Hiding and Freezing Objects
Using Layers
Summary
Chapter 8: Transforming Objects-Translate, Rotate, and Scale
Using the transform buttons
Working with the Transformation Tools
Using Pivot Points
Using the Align Commands
Using Grids
Using Snap Options
Summary
Chapter 9: Cloning Objects and Creating Object Arrays
Understanding Cloning Options
Mirroring Objects
Cloning over Time
Spacing Cloned Objects
Using the Clone and Align Tool
Creating Arrays of Objects
Summary
Chapter 10: Grouping and Linking Objects
Building Assemblies
Understanding Parent, Child, and Root Relationships
Building Links between Objects
Displaying Links and Hierarchies
Working with Linked Objects
Summary
Chapter 11: Working with the Schematic View
Working with Hierarchies
Setting Schematic View Preferences
Using List Views
Summary
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Using the Modifier Stack
Exploring Modifier Types
Summary
Part III: Modeling
Chapter 13: Learning Modeling Basics and Working with Subobjects
Understanding Normals
Working with Subobjects
Modeling Helpers
Summary
Chapter 14: Drawing and Editing 2D Splines and Shapes
Editing Splines
Using Spline Modifiers
Summary
Chapter 15: Modeling with Polygons
Creating Editable Poly Objects
Editing Poly Objects
Summary
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
Using the Deformation Brushes
Setting Brush Options
Primitive Maintenance Modifiers
Edit Geometry Modifiers
Miscellaneous Modifiers
Subdivision Surface Modifiers
Summary
Chapter 17: Modeling with Patches and NURBS
Editing Patches
Using Modifiers on Patch Objects
Creating NURBS Curves and Surfaces
Editing NURBS
Working with NURBS
Summary
Chapter 18: Working with Compound Objects
Morphing Objects
Creating Conform Objects
Creating a ShapeMerge Object
Creating a Terrain Object
Using the Mesher Object
Working with BlobMesh Objects
Creating a Scatter Object
Creating Connect Objects
Creating a Loft Object
Working with ProBoolean and ProCutter Objects
Summary
Chapter 19: Adding and Styling Hair, Fur, and Cloth
Understanding Hair
Working with Hair
Styling Hair
Rendering Hair
Understanding Cloth
Creating Cloth
Summary
Part IV: Materials and Maps
Chapter 20: Exploring the Material Editor
Working with the Material Editor
Using the MaterialMap Browser
Using the MaterialMap Navigator
Summary
Chapter 21: Creating and Applying Simple Materials
Using Shading Types
Accessing Other Parameters
Using External Tools
Summary
Chapter 22: Creating Advanced Multi-Layer Materials
Using the MatteShadow Material
Using the Ink n Paint Material
Using Architectural Materials
Using the DirectX Shader Material
Applying Multiple Materials
Material Modifiers
Summary
Chapter 23: Adding Material Details with Maps
Understanding Material Map Types
Using the Maps Rollout
Using the Map Path Utility
Using Map Instances
Summary
Chapter 24: Unwrapping UVs and Pelt Mapping
Using the Unwrap UVW modifier
Using Pelt Mapping
Rendering UV Templates
Summary
Chapter 25: Creating Baked Textures and Normal Maps
Using Channels
Rendering to a Texture
Creating Normal Maps
Using Vertex Colors
Summary
Part V: Cameras and Lighting
Chapter 26: Configuring Cameras
Setting Camera Parameters
Summary
Chapter 27: Using Lights and Basic Lighting Techniques
Getting to Know the Light Types
Creating and Positioning Light Objects
Viewing a Scene from a Light
Altering Light Parameters
Using the Sunlight and Daylight Systems
Using Volume Lights
Summary
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity
Using Local Advanced Lighting Settings
Tutorial: Excluding objects from light tracing
Understanding Radiosity
Using Local and Global Advanced Lighting Settings
Working with Advanced Lighting Materials
Using Lighting Analysis
Summary
Part VI: Animation
Chapter 29: Understanding Animation and Keyframe Basics
Working with Keys
Using the Track Bar
Viewing and Editing Key Values
Using the Motion Panel
Using Ghosting
Animation Preferences
Animating Objects
Baking Animation Keys
Working with Previews
Summary
Chapter 30: Using Animation Layers
Working with Animation Layers
Summary
Chapter 31: Using Animation Modifiers and Wiring Parameters
Wiring Parameters
Collecting Parameters
Adding Custom Parameters
Summary
Chapter 32: Animating with Constraints and Controllers
Understanding Controller Types
Assigning Controllers
Examining the Various Controllers
Working with Expressions in Spinners
Understanding the Expression Controller Interface
Using Expression Controllers
Summary
Chapter 33: Working with Function Curves in the Track View
Working with Keys
Editing Time
Editing Curves
Filtering Tracks and Creating Track Sets
Working with Controllers
Synchronizing to a Sound Track
Summary
Chapter 34: Combining Animations in the Motion Mixer
Using the Motion Mixer
Loading Animation Sequences
Summary
Part VII: Dynamic Animation
Chapter 35: Creating Particles and Particle Flow
Creating a Particle System
Using the Spray and Snow Particle Systems
Using the Super Spray Particle System
Using the Blizzard Particle System
Using the PArray Particle System
Using the PCloud Particle System
Using Particle System Maps
Controlling Particles with Particle Flow
Summary
Chapter 36: Using Space Warps
Understanding Space Warp Types
Combining Particle Systems with Space Warps
Summary
Chapter 37: Simulating Physics-Based Motion with reactor
Understanding Dynamics
Using reactor
Using reactor Collections
Creating reactor Objects
Calculating and Previewing a Simulation
Constraining Objects
reactor Troubleshooting
Summary
Chapter 38: Animating Hair and Cloth
Simulating Cloth Dynamics
Summary
Part VIII: Characters
Chapter 39: Understanding Rigging and Working with Bones
Building a Bones System
Using the Bone Tools
Summary
Chapter 40: Adding Inverse Kinematics
Creating an Inverse Kinematics System
Using the Various Inverse Kinematics Methods
Summary
Chapter 41: Skinning Characters
Animated Skin Modifiers
Using Character Animation Techniques
Summary
Chapter 42: Creating and Animating Bipeds
Character Creation Workflow
Creating a Biped
Animating a Biped
Creating Crowds
Creating a Crowd of Bipeds
Summary
Part IX: Rendering
Chapter 43: Learning Rendering Basics
Render Parameters
Rendering Preferences
Creating VUE Files
Using the Rendered Frame Window
Using the RAM Player
Using Command-Line Rendering
Creating Panoramic Images
Getting Printer Help
Creating an Environment
Summary
Chapter 44: Using Atmospheric and Render Effects
Using the Fire Effect
Using the Fog Effect
Adding Render Effects
Creating Lens Effects
Using Other Render Effects
Summary
Chapter 45: Raytracing and mental ray
Using Raytrace Materials
Using a Raytrace Map
Enabling mental ray
Summary
Chapter 46: Batch and Network Rendering
Understanding Network Rendering
Network Requirements
Setting Up a Network Rendering System
Starting the Network Rendering System
Configuring the Network Manager and Servers
Logging Errors
Using the Monitor
Summary
Part X: Post Processing
Chapter 47: Compositing and Render Elements
Using Render Elements
Summary
Chapter 48: Using the Video Post Interface
Working with Sequences
Adding and Editing Events
Working with Ranges
Working with Lens Effects Filters
Summary
Part XI: MAXScript and Plug-Ins
Chapter 49: Automating with MAXScript
MAXScript Tools
Setting MAXScript Preferences
Types of Scripts
Writing Your Own MAXScripts
Learning the Visual MAXScript Editor Interface
Laying out a Rollout
Summary
Chapter 50: Expanding Max with Third-Party Plug-Ins
Locating Plug-Ins
Summary
Appendix A: What s New with Max 9
Minor Improvements
Appendix B: Installing and Configuring 3ds Max 9
Hardware Requirements
Installing 3ds Max 9
Registering and Activating the Software
Setting the Display Driver
Updating Max
Moving Max to Another Computer
Appendix C: Max Keyboard Shortcuts
Using the Hotkey Map
Main Interface Shortcuts
Dialog Box Shortcuts
Character Studio Shortcuts
Miscellaneous Shortcuts
Appendix D: What s on the DVD
Using the DVD with Windows
What s on the DVD
Troubleshooting
Customer Care
Colour Insert
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
List of Figures
List of Tables
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383
Authors:
Kelly L. Murdock
BUY ON AMAZON
Beginning Cryptography with Java
The JCA and the JCE
Symmetric Key Cryptography
Asymmetric Key Cryptography
Distinguished Names and Certificates
Key and Certificate Management Using Keystores
OpenSSH: A Survival Guide for Secure Shell Handling (Version 1.0)
Step 2.1 Use the OpenSSH Tool Suite to Replace Clear-Text Programs
Step 3.2 Use PuTTY / plink as a Command Line Replacement for telnet / rlogin
Step 4.4 How to Generate a Key Using PuTTY
Step 6.2 Using Port Forwarding Within PuTTY to Read Your E-mail Securely
Appendix - Sample sshd_config File
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Entering Data
Formatting Charts
Solving First-Order Initial Value Problems
Shooting Boundary Value Problems
Computing Present Value
Introduction to 80x86 Assembly Language and Computer Architecture
Basic Instructions
The Assembly Process
Appendix B Useful MS-DOS Commands
Appendix D 80x86 Instructions (by Mnemonic)
Appendix E 80x86 Instructions (by Opcode)
Cisco IOS Cookbook (Cookbooks (OReilly))
Saving Router Configuration to Server
Reducing OSPF Traffic in Stable Networks
Adjusting Local Preference Values
Changing NTP Synchronization Periods
Inspecting Applications on Different Port Numbers
PostgreSQL(c) The comprehensive guide to building, programming, and administering PostgreSQL databases
Connecting to a Database
Prerequisites
Client 4An Interactive Query Processor
Prerequisites
Arranging for PostgreSQL Startup and Shutdown
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies