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by Kelly L. Murdock
3ds Max® 2012 Bible
Cover Page
Title Page
Copyright
Dedication
About the Author
Credits
Contents at a Glance
Contents
Preface
Who Is Max?
About This Book
Acknowledgments
Part I: Getting Started with 3ds Max
QUICK START: Laying Siege to the Castle Wall
Breaking the Walls—Planning the Production
Setting Up the Scene
Adding Materials and Lights
Creating a Dynamic Animation with MassFX
Summary
CHAPTER 1: Exploring the Max Interface
Learning 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
Understanding 3D Space
Using the Navigation Gizmos
Controlling Viewports with a Scroll Wheel Mouse
Using the Viewport Navigation Controls
Changing the Viewport Display
Configuring the Viewports
Working with Viewport Backgrounds
Summary
CHAPTER 3: Working with Files, Importing, and Exporting
Working with Max Scene Files
Setting File Preferences
Configuring Paths
Importing and Exporting
Using the File Utilities
Accessing File Information
Summary
CHAPTER 4: Changing Interface Units and Setting Preferences
Selecting System Units
Setting Preferences
Summary
Part II: Working with Objects
CHAPTER 5: Creating and Editing Primitive Objects
Creating Primitive Objects
Exploring the Primitive Object Types
Using Architecture Primitives
Summary
CHAPTER 6: Selecting Objects and Setting Object Properties
Selecting Objects
Setting Object Properties
Hiding and Freezing Objects
Using Layers
Using the Scene Explorer
Summary
CHAPTER 7: Transforming Objects, Pivoting, Aligning, and Snapping
Translating, Rotating, and Scaling Objects
Working with the Transformation Tools
Using Pivot Points
Using the Align Commands
Using Grids
Using Snap Options
Summary
CHAPTER 8: Cloning Objects and Creating Object Arrays
Cloning Objects
Understanding Cloning Options
Mirroring Objects
Cloning over Time
Spacing Cloned Objects
Using the Clone and Align Tool
Creating Arrays of Objects
Summary
CHAPTER 9: Grouping, Linking, and Parenting Objects
Working with Groups
Understanding Parent, Child, and Root Relationships
Building Links between Objects
Displaying Links and Hierarchies
Working with Linked Objects
Summary
Part III: Modeling Basics
CHAPTER 10: Accessing Subobjects and Using Modeling Helpers
Exploring the Model Types
Understanding Normals
Working with Subobjects
Using Modeling Helpers
Summary
CHAPTER 11: Introducing Modifiers and Using the Modifier Stack
Exploring the Modifier Stack
Exploring Modifier Types
Summary
CHAPTER 12: Drawing and Editing 2D Splines and Shapes
Drawing in 2D
Editing Splines
Using Spline Modifiers
Summary
CHAPTER 13: Modeling with Polygons
Understanding Poly Objects
Creating Editable Poly Objects
Editing Poly Objects
Summary
CHAPTER 14: Using the Graphite Modeling Tools and Painting with Objects
Working with the Graphite Modeling Tools
Using the Freeform Tools
Using the Selection Tools
Using the Object Paint Tools
Summary
Part IV: Materials, Cameras, and Lighting Basics
CHAPTER 15: Using the Slate Material Editor
Understanding Material Properties
Working with the Slate Material Editor
Using the Material/Map Browser
Using the Material Explorer
Summary
CHAPTER 16: Creating and Applying Standard Materials
Using the Standard Material
Using Shading Types
Accessing Other Parameters
Summary
CHAPTER 17: Adding Material Details with Maps
Understanding Maps
Working with Maps
Understanding Map Types
Using the Maps Rollout
Using the Map Path Utility
Using Map Instances
Creating Textures with External Tools
Summary
CHAPTER 18: Creating Compound Materials and Using Material Modifiers
Using Compound Materials
Applying Multiple Materials
Material Modifiers
Summary
CHAPTER 19: Configuring and Aiming Cameras
Learning to Work with Cameras
Setting Camera Parameters
Summary
CHAPTER 20: Using Lights and Basic Lighting Techniques
Understanding the Basics of Lighting
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
Part V: Animation and Rendering Basics
CHAPTER 21: Understanding Animation and Keyframes
Using the Time Controls
Working with Keys
Using the Track Bar
Viewing and Editing Key Values
Using the Motion Panel
Using Ghosting
Animation Preferences
Animating Objects
Working with Previews
Summary
CHAPTER 22: Animating with Constraints and Simple Controllers
Restricting Movement with Constraints
Understanding Controller Types
Assigning Controllers
Examining Some Simple Controllers
Summary
CHAPTER 23: Rendering a Scene and Enabling Quicksilver
Render Parameters
Rendering Preferences
Using the Rendered Frame Window
Using the RAM Player
Using Command-Line Rendering
Creating Panoramic Images
Getting Printer Help
Creating an Environment
Summary
CHAPTER 24: Rendering Non-Photorealistic Effects
Viewing Stylized Scenes
Rendering Stylized Scenes
Summary
Part VI: Advanced Modeling
CHAPTER 25: Building Complex Scenes with Containers, XRefs, and the Schematic View
Working with Containers
Referencing External Objects
Using the Schematic View Window
Working with Hierarchies
Setting Schematic View Preferences
Using List Views
Summary
CHAPTER 26: Deforming Surfaces and Using the Mesh Modifiers
The Basics of Deformation Painting
Using the Deformation Brushes
Setting Painter Options
Primitive Maintenance Modifiers
Edit Geometry Modifiers
Miscellaneous Modifiers
Subdivision Surface Modifiers
Summary
CHAPTER 27: Working with Compound Objects
Understanding Compound Object Types
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 28: Working with Solids and Body Objects
Importing CAD Objects
Converting Max Objects to Body Objects
Working with Body Objects
Exporting Body Objects
Summary
CHAPTER 29: Adding and Styling Hair and Fur, and Using Cloth
Understanding Hair
Working with Hair
Styling Hair
Rendering Hair
Understanding Cloth
Creating Cloth
Summary
Part VII: Advanced Materials
CHAPTER 30: Using Specialized Material Types
Using the Matte/Shadow Material
Using the Ink 'n' Paint Material
Using Architectural Materials
Using the DirectX and MetaSL Shader Material
Using mental ray Materials and Shaders
Summary
CHAPTER 31: Working with Procedural Substance Textures
Selecting and Applying Substance Textures
Summary
CHAPTER 32: Painting in the Viewport Canvas and Rendering Surface Maps
Using the Viewport Canvas
Using Vertex Colors
Rendering Surface Maps
Summary
CHAPTER 33: Unwrapping UVs and Mapping Textures
Mapping Modifiers
Using the Unwrap UVW Modifier
Using the Edit UVWs Interface
Using Peel and Pelt Mapping
Summary
CHAPTER 34: Creating Baked Textures and Normal Maps
Using Channels
Rendering to a Texture
Creating Normal Maps
Summary
Part VIII: Advanced Animation Techniques
CHAPTER 35: Using Animation Layers, Modifiers, and Complex Controllers
Using the Animation Layers Toolbar
Working with Animation Layers
Saving Animation Files
Loading Animation Sequences
Baking Animation Keys with the Point Cache Modifier
Using the Animation Modifiers
Examining Complex Controllers
Summary
CHAPTER 36: Animating with the Expression Controller and Wiring Parameters
Working with Expressions in Spinners
Understanding the Expression Controller Interface
Using Expression Controllers
Wiring Parameters
Collecting Parameters
Adding Custom Parameters
Summary
CHAPTER 37: Working with the F-Curve Editor in the Track View
Learning the Track View Interface
Working with Keys
Editing Time
Editing Curves
Filtering Tracks and Creating Track Sets
Working with Controllers
Using the ProSound Plug-in
Summary
Part IX: Working with Characters
CHAPTER 38: Understanding Rigging, Kinematics, and Working with Bones
Creating a Rigging Workflow
Building a Bones System
Using the Bone Tools
Forward Kinematics versus Inverse Kinematics
Creating an Inverse Kinematics System
Using the Various Inverse Kinematics Methods
Summary
CHAPTER 39: Animating Characters with CAT
Character Creation Workflow
Creating a CAT Rig
Animating a CAT Rig
Working with Muscles
Summary
CHAPTER 40: Skinning Characters
Understanding Your Character
Animated Skin Modifiers
Using Character Animation Techniques
Summary
Part X: Dynamic Animation
CHAPTER 41: Creating Particles and Particle Flow
Understanding the Various Particle Systems
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 42: Using Space Warps
Creating and Binding Space Warps
Understanding Space Warp Types
Combining Particle Systems with Space Warps
Summary
CHAPTER 43: Simulating Physics-Based Motion with MassFX
Understanding Dynamics
Using MassFX
Setting Object Properties
Using Constraints
Capturing the Simulation Motion as Keys
Summary
CHAPTER 44: Animating Hair and Cloth
Using Hair Dynamics
Simulating Cloth Dynamics
Summary
Part XI: Advanced Lighting and Rendering
CHAPTER 45: Working with Advanced Lighting, Light Tracing, and Radiosity
Selecting Advanced Lighting
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
CHAPTER 46: Using Atmospheric and Render Effects
Using Exposure Controls
Creating Atmospheric Effects
Using the Fire Effect
Using the Fog Effect
Adding Render Effects
Creating Lens Effects
Using Other Render Effects
Summary
CHAPTER 47: Rendering with mental ray and iray
Enabling mental ray and iray
Working with iray
Tutorial: Starting iray
Accessing mental ray Preferences
Using mental ray Lights and Shadows
Understanding Caustics and Photons
Controlling Indirect Illumination
Summary
CHAPTER 48: Batch and Network Rendering
Batch Rendering Scenes
Understanding Network Rendering
Setting Up a Network Rendering System
Starting the Network Rendering System
Configuring the Network Manager and Servers
Logging Errors
Using the Monitor
Summary
CHAPTER 49: Compositing with Render Elements and the Video Post Interface
Using External Compositing Packages
Using Render Elements
Completing Post-Production with the Video Post Interface
Working with Sequences
Adding and Editing Events
Working with Ranges
Working with Lens Effects Filters
Summary
APPENDIX A: What's New with 3ds Max 2012
Major Improvements
Minor Improvements
APPENDIX B: What's on the CD-ROM
System Requirements
Using the CD with Windows
What's on the CD
Troubleshooting
Customer Care
Index: Symbols and Numerics
John Wiley & Sons, Inc. End-User License Agreement
BONUS CHAPTER 1: Installing and Configuring 3ds Max 2012
Choosing an Operating System
Hardware Requirements
Installing 3ds Max 2012
Registering and Activating the Software
Setting the Display Driver
Updating Max
Moving Max to Another Computer
BONUS CHAPTER 2: 3ds Max 2012 Keyboard Shortcuts
Using Keyboard Shortcuts
Using the Keyboard Shortcut Map
Main Interface Shortcuts
Dialog Box Shortcuts
Character Studio Shortcuts
Miscellaneous Shortcuts
BONUS CHAPTER 3: Using Asset Tracking
Setting Up Asset Tracking
Summary
BONUS CHAPTER 4: Modeling with Patches
Introducing Patch Grids
Editing Patches
Using Modifiers on Patch Objects
Summary
BONUS CHAPTER 5: Working with NURBS
Lofting a NURBS Surface
Tutorial: Creating a U Loft NURBS Spoon
Creating a UV Loft Surface
Lathing a NURBS Surface
Tutorial: Lathing a NURBS CV Curve to Create a Vase
Creating a 1-Rail and 2-Rail Sweep Surface
Tutorial: Creating a Flower Stem
Sculpting a Rectangular NURBS Surface
Using NURBS Modifiers
Summary
BONUS CHAPTER 6: Using the Compact Material Editor
Working with the Compact Material Editor
Summary
BONUS CHAPTER 7: Creating and Animating Bipeds
Character Creation Workflow
Creating a Biped
Animating a Biped
Summary
BONUS CHAPTER 8: Creating Character Crowds
Creating Crowds
Summary
BONUS CHAPTER 9: 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
BONUS CHAPTER 10: Using the Motion Mixer
Using the Motion Mixer
Working with Bipeds
Summary
BONUS CHAPTER 11: Quick Start— 3ds Max 4 Bible: Animating a Fighter Jet Fly-By
The Speed of Jets
Tutorial: Importing the Jet Model
Tutorial: Applying Materials to the Jet Model
Tutorial: Positioning the Background Environment
Tutorial: Adding a Windmill Model
Tutorial: Working with Cameras and Lights
Animating the Jet
Tutorial: Adding a Smoke Trail
Rendering the Final Animation
Summary
BONUS CHAPTER 12: Quick Start— 3ds Max 4 Bible: Animating a Spaceship Re-Entry
The Fascination with Space
Tutorial: Adding a Moon Prop
Tutorial: Adding a Camera and Positioning Objects
Animating the Spaceship
Rendering the Final Animation
Summary
BONUS CHAPTER 13: Quick Start— 3ds Max 6 Bible: Animating a Monster Truck at the Beach
Relaxing at the Beach
Dressing the Scene
Animating Motion
Rendering the Final Animation
Summary
BONUS CHAPTER 14: Quick Start— 3ds Max 7 Bible: Creating and Animating a Three-Fingered Gaaboot
Visiting an Alien World—Planning the Production
Modeling the Main Character
Creating the Landscape
Adding Materials to Objects in the Scene
Animating a Character
Rendering the Final Animation
Summary
BONUS CHAPTER 15: Quick Start— 3ds Max 8 Bible: Creating a Furry Creature
Visiting the Forest—Planning the Production
Modeling the Character
Summary
BONUS CHAPTER 16: Quick Start— 3ds Max 9 Bible: Animating a Dancing Cartoon Moose
3D Cartoons—Planning the Production
Modeling the Character
Summary
BONUS CHAPTER 17: Quick Start— 3ds Max 10 Bible: Creating and Flying Through a Greek Temple
Greek Temples—Planning the Production
Modeling the Greek Temple
Summary
BONUS CHAPTER 18: Quick Start— 3ds Max 2009 Bible: Firing a Cannonball
Hills and Cannonballs—Planning the Production
Modeling the Cannon
Summary
BONUS CHAPTER 19: Quick Start— 3ds Max 2010 Bible: Landing a Space Vehicle
Spaceships and Ports—Planning the Production
Setting Up the Scene
Adding Materials and Lights
Animating the Spaceship
Summary
BONUS CHAPTER 20: Quick Start— 3ds Max 2011 Bible: Animating a Walking Dinosaur
Walking Dinosaur—Planning the Production
Setting Up the Scene
Adding Materials and Lights
Animating the Dinosaur
Summary
BONUS CHAPTER 21: Automating with MAXScript
What Is MAXScript?
MAXScript Tools
Setting MAXScript Preferences
Types of Scripts
Writing Your Own MAXScripts
Learning the Visual MAXScript Editor Interface
Laying Out a Rollout
Summary
BONUS CHAPTER 22: Customizing the Max Interface
Using the Customize User Interface Window
Customizing the Ribbon
Customizing Modify and Utility Panel Buttons
Working with Custom Interfaces
Summary
BONUS CHAPTER 23: Expanding Max with Third-Party Plug-Ins
Using Turbo Squid Tentacles
Working with Plug-Ins
Locating Plug-Ins
Summary
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