Using 3DS MAX: Interface and tools 1
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1 Using 3DS MAX: Interface and tools 1..The Principal task bar: menu and tools..undo and Redo, level configure: Customise Menu > Preferences > General > Scenes Undo.. Link / Unling objects for hierarchy... Bind objects with spacial modifiers: Create panel > Space Warps > Geometric/Deformable.. The selection Tools: Filter of selected objects select objects only select by name/type keybord shortcut= H select and Scale keybord shortcut= E >Uniform Scale >Non Uniform Scale > Squah Right-click: type one window The Manipulator Tool. Specialy used for animation: Bones, IK Goals. But it is also used for ligts: Impact / attenuation. Roll angle of a map projector Form of the selection select into drag or on part of selection drag select and Move keybord shortcut= W Right-click: type one window select and Rotate keybord shortcut= E Right-click: type one window Reference coodinate systeme of the selection Use pivot center of the selection. > One pivot per object selected > One Pivot at the center of selection > Pivot on the 3D univer s center : X = 0 Y = 0 Z = 0
2 Using 3DS MAX: Interface and tools 2..The Snap bar: active/ unactive snap: keybord shortcut = S Right-click = Snaps Options >> 2D Snap: snap on grid. 3D Snap: snap on objects. 2.5 Snap on User s grids. >> Angle Snap is used with rotate tool (E). Right-click: option and values. Try with 15Deg; 45Deg; 90Deg... >> Percent Snap is used with Scale and SquahTools (R). Right-click: option and values. Try with 50%; 300%... >> Spinner is used for increment or the decrement value and decimals for all of the spinners in the system:.. Select Named: Set and named selection... Mirror: Symetri and clone Offset Decalage Clone Type: > Copied objects are completely independent of the original object > An instance is an interchangeable clone of the original. Modifying an instanced object is the same as modifying the original. > References are based on the original object, as are instances, and can also have their own unique modifiers... Alignement Tools: Normals Align Light Align select a light and clic an object Camera Align Align Object: Select an object, clic on other one, adjust. Vue Align
3 Using 3DS MAX: Interface and tools 3.. Layers: Properties of the object Layer s option: Create a new layer, and an object selected to a layer (+), Hide, freeze an object, Out of render an object or a layer. Include or exclude object of radiosity... The Track View: is the principal window for modifier or directly create animations * Select and keys Scale keys /value Create Key Draw keys Reduce Key (threshold value) Style of interpolation Right-click on animate object = quad menu > curve editor = open directly the track view on selected object Pan, extents and Zoom Tools * The Track View in mode Dope Sheet Time configuration tools
4 Using 3DS MAX: Interface and tools 4.. The Schematic View: is specialy used for manage Hierarchy a quick vue of subtree > keybord H Hierarchical Linkage 3ds max uses a family-tree analogy to describe the relationship between objects linked together in a hierarchy. Parent An object that controls one or more children. A parent object is often controlled by another superior parent object. Child An object controlled by its parent. A child object can also be a parent to other children. An object that doesn t have any parent is by default a child of the world. (The «world» is an imaginary object that acts as the root of all other objects in the scene.) Ancestors The parent and all of the parent s parents of a child object. Descendents The children and all of the children s children of a parent object. Hierarchy The collection of all parents and children linked together in a single structure. Root The single parent object that is superior to all other objects in the hierarchy. All other objects are descendents of the root object. Subtree All of the descendents of a selected parent. Branch A path through the hierarchy from a parent to a single descendent. Leaf A child object that has no children of its own. The lowest object in a branch. Link The invisible connection between a parent and its child. The link is a conduit for transmitting position, rotation, and scale information from parent to child. Pivot Defines the local center and coordinate system for each object. You can think of links as connecting the pivot of a child object to the pivot of its parent.
5 Using 3DS MAX: Interface and tools 5 The Material Editor: Keybord shortcut: M a sample slot Checker Background Transparency whit Advenced transarency Assign material to selection, click and drag to object Library Show the mapping on the active vue Shaders lock colors Specular color is the color of highlights on a shiny surface. The highlights are reflections of the lights that illuminate the surface. Ambient color is the color of an object where it is in shadow. This color is what the object reflects when illuminated by ambient light rather than direct light. The diffuse color is the color that an object reflects when illuminated by «good lighting,» that is, by direct daylight or artificial light that makes the object easy to see. *Shaders: Anisotropic: For surfaces with elliptical, «anisotropic» highlights. These highlights are good for modeling hair, glass, or brushed metal. Blinn: For rounder, softer highlights than Phong shading Metal: For metallic surfaces Multi-Layer: For surfaces with more complex highlights than Anisotropic Oren-Nayar-Blinn: For matte surfaces such as fabric or terra-cotta Phong: For surfaces with strong, circular highlights Strauss: For metallic and nonmetallic surfaces. The Strauss shader has a simpler interface than other shaders. Translucent: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material. Util: The color Clipboard > Utilities panel > Color Clipboad > New > L.click & glis colors for copy
6 Using 3DS MAX: Interface and tools 6.. The Renderer View: shortcut = F10. Have quick render: F9 or shift Q Adv. Lighting Parametrers Keyboard: 9 (not num. pav) Render a single image Render all the time of the of the motion. Be care: activate the file render output! Render image sequence * Reduce Motion per frame Render a segment of the Motion * Proportions of a still image or the frames in a movie: 3/4, 2/3, 16/9 Render polygones with invers normals Such colors tend to blur or fuzz when transferred from computer to video. Pixels containing these «illegal» or «hot» colors are flagged on the sample object. You can have the software correct illegal colors automatically when you render, depending on the settings in the Rendering tab of the Customize > Preferences Rendering dialog. Best quality of the render or draft quality Interactif Render * Select the Render View The size the most used is 1, but some projectors needs 1,1 or 2 (anamorphic) Super Black limits the darkness of rendered geometry. The scanline renderer uses the value of the Super Black preference as a threshold for the darkness of the rendered scene. Your animations might ultimately be viewed on television monitors. Standard video signals display animation by breaking it down within time segments (frames). The image for each frame is split into horizontal lines (scan lines). Television monitors display a video signal by separately scanning two portions of each frame called fields. One field contains the odd scan lines of a frame, the other field contains the even scan lines.
7 Using 3DS MAX: Modeling tools 1 Parmétrics Modifiers: Modify Panel Modifier List A box was create, but defaults values of segments aren t sufficient to use Parametrics. It s necessary to increase the values Object Name Object Color Active Modifier Display sub object Sub object level of the modifier The origenary object Open the modifier list Superior level of the modifier Pin the Modifier into the stack Options of Modifier Stack/List Twist Parameters Show End Result Make Unique: Breack dependancy of cloned modifier (italic) Trash can No limits All of the parameters can be animate.
8 Using 3DS MAX: Modeling tools 2.. Compounds Objects: Create Panel > unroll Standar Primitives > Compounds Objects. Create a Line on the face view. >Create Panel > Shapes > Line. Create on the view top, now two squares, Two larges circles (Clone the first one), Two Smalls Circles (clone) Now create on the Top view a Ngon > 42 Sides > Cicular. Now right click on the NGon > Convert To Editable spline. On the modifier Panel chose Vertex sub object and select 2 vertex 1 off of the NGon. Active the uniform scale. Use center of coodinate selection Scale, extend or retract vertex than like you prefer. Now select the verticla line, go to the create panel > compound objects > Loft. Get Shape Path Active Get Shape > clic on a square you obtent a paralepiped, repeat but augment the Path value, A little yellow cross move on the path (the vertical line). Repeat for the others forms. You can also modifier the forms on the modifier panel, Spline level of the loft sub object. Select a form, move, scale, or rotate. It s possible to modifier the loft object with the modifiers includes on loft (activ only on modifier panel Active/ inactive Now you can create a maetrial or import one of the material library. It s so possible to use the symmetry modifier to clone the column on the verticcal axe.
9 Using 3DS MAX: Modeling tools 3.. Polygonal Modling: the most used modeling tool. Convert to Poly: create a box, segment 3 (it s beter no have too much segment on depart, because it s more simple to add than remove polygons). Convert it: right click on the primitive object, convert to, editable poly. Sub object.vertex tools two of the principals tools on this level Weld param. good for weld on same time many Vertices: adjust the threshold Value Weld Target: select a vert. click slip to an other Weight: regulate the tension between two vertices, visible when the the smothing is activate Sub object.edges tools two of the principals tools on this level Turn edge: active > click and slip This is create a wrinkle line Sub object.border tools. Border of a Poly hole Sub object.poly tools. Bevel Parmam: bevel ant extrud Divide Poly Turn invisible edge: active > click and slip Close a hole Scale Poly Create poly into poly Turn poly (normal) First create a spline Other Tools and Fonction : F2 Highlight selection; F3 wireframe / smooth; F4 Highlight and Facets. Symmetry modifier: copy and weld. Use the mesh smooth modifier, beter than the subdivision surface. Alt W: Magnify view. Alt X: see through You can use other tools (move, scale, rotate) when you extrud or bevel... Util! Create poly Attach an other poly: editable = an element Cut seleded poly. select > ative > move the plane > slice for selected poly Subdivide poly and create vertex
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