3D Studio Max Lesson 1.1: A Basic Overview of 3DSMax's Main Tool Bar

Similar documents
SCENE FILE MANIPULATION SCENE FILE MANIPULATION GETTING STARTED MODELING ANIMATION MATERIALS + MAPPING RENDERING. Saving Files. Save.

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation.

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker

Animation Basics. Learning Objectives

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

Maya Lesson 3 Temple Base & Columns

Animated Modifiers (Morphing Teapot) Richard J Lapidus

Sculpting 3D Models. Glossary

Renderize Live Overview

Tutorial: Understanding the Lumberyard Interface

LIGHTCONVERSE TOOLS Interface Overview

1.1: Introduction to Fusion 360

To familiarize of 3ds Max user interface and adapt a workflow based on preferences of navigating Autodesk 3D Max.

Autodesk Maya 2019 BASICS GUIDE

GETTING STARTED TABLE OF CONTENTS

solidthinking Environment...1 Modeling Views...5 Console...13 Selecting Objects...15 Working Modes...19 World Browser...25 Construction Tree...

Autodesk User Group International AUGI Training Program (ATP)

Basic Blender Commands This is just a partial list of Blender commands. Please visit the Blender.org website for more details.

Chapter 1: Introduction

LightWave 8 Layout Menus

Guide to WB Annotations

Basic Blender Commands This is just a partial list of Blender commands. Please visit the Blender.org website for more details.

Detailed Table of content. 3D View by tools - Header. 3D View by tools - Header detailed

Working with the Dope Sheet Editor to speed up animation and reverse time.

Exercise Guide. Published: August MecSoft Corpotation

LightWave 8 Layout Menus

Tutorial 3D Max (for beginners) PART I

Appendix B: Creating and Analyzing a Simple Model in Abaqus/CAE

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get

SketchUp Tool Basics

In this tutorial, you will create the model of a chair, as shown in the image below, using the extended primitives and modifiers.

3 AXIS STANDARD CAD. BobCAD-CAM Version 28 Training Workbook 3 Axis Standard CAD

User InterfaceChapter1:

Tutorial 4: Texture Mapping Techniques

solidthinking User Interface

Maya Lesson 8 Notes - Animated Adjustable Desk Lamp

Visual 2012 Help Index

Polygon Modeling Basics Chapter 1 - Vertices

LAB # 2 3D Modeling, Properties Commands & Attributes

3D Surface Plots with Groups

It is a good idea to practice View Control tools for 5 minutes at the start of every 3D session, before doing any other work.

PASS Sample Size Software

First Animated Model Yellow Submarine

Images from 3D Creative Magazine. 3D Modelling Systems

Select, Move, Rotate and Scale

Autodesk Fusion 360 Training: The Future of Making Things Attendee Guide

Advanced Copy Pro 9.0 Plugin User Guide

Rhinoceros NURBS modeling for Windows. Version 1.0 Training Manual Level 1

Spiky Sphere. Finding the Sphere tool. Your first sphere

Caustics - Mental Ray

Dave s Phenomenal Maya Cheat Sheet The 7 Default Menus By Dave

Graphical Editors used at CSC/Nada earlier. Main competitors. What is Maya? What is Maya? An Introduction to Maya. Maya

Animation: A Moving Experience

An Introduction to Autodesk Inventor 2012 and AutoCAD Randy H. Shih SDC PUBLICATIONS. Schroff Development Corporation

Textures and UV Mapping in Blender

Transforming Objects and Components

Introduction to Maya

AGENDA: Using Gizmos to Modify 3D Models. AutoCAD 3 LECTURE NOTES: CLASS 08. Using Gizmos to Modify 3D Models

Spring 2011 Workshop ESSENTIALS OF 3D MODELING IN RHINOCEROS February 10 th 2011 S.R. Crown Hall Lower Core Computer Lab

Basic Tutorials Series: Navigating the Software. RenoWorks Support Team Document #HWPRO0002

Lesson 1 Parametric Modeling Fundamentals

AutoCAD 2013 Tutorial - Second Level: 3D Modeling

LAB_3: Main Toolbar buttons PART 2


Well, here we are again with a new version of Max, and the first question

Introduction to SolidWorks Basics Materials Tech. Wood

Create a Rubber Duck. This tutorial shows you how to. Create simple surfaces. Rebuild a surface. Edit surface control points. Draw and project curves

Publication Number spse01695

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons

NURBS modeling for Windows. Training Manual Level 1

An Introduction to Autodesk Inventor 2010 and AutoCAD Randy H. Shih SDC PUBLICATIONS. Schroff Development Corporation

3ds Max certification prep

Advance Design. Tutorial

Piping Design. Site Map Preface Getting Started Basic Tasks Advanced Tasks Customizing Workbench Description Index

Beaumont Middle School Design Project April May 2014 Carl Lee and Craig Schroeder

Using Delcam Powermill

Animation and Mechanization Tutorial

Job Title: Apply and Edit Modifiers. Objective:

Import / Object modes: 5 Layers for organising your scene are available at the top of the screen.

Control the Workplane

About this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2

USING THE TRIBALL FOR POSITIONING

Parametric Modeling with. Autodesk Fusion 360. First Edition. Randy H. Shih SDC. Better Textbooks. Lower Prices.

GETTING STARTED WITH SKETCHUP

Module 2 Review. Assemblies and Rendering. Why Use Assemblies. Assemblies - Key Concepts. Sketch Planes Sketched Features.

Learning Autodesk Maya The Modeling & Animation Handbook. Free Models From Turbo Squid Value US $ Official Autodesk Training Guide

3 Polygonal Modeling. Getting Started with Maya 103

TUTORIAL 03: RHINO DRAWING & ORGANIZATIONAL AIDS. By Jeremy L Roh, Professor of Digital Methods I UNC Charlotte s School of Architecture

Parametric Modeling. with. Autodesk Inventor Randy H. Shih. Oregon Institute of Technology SDC

You can select polygons that use per-poly UVs by choosing the Select by Polymap command ( View > Selection > Maps > Select by Polygon Map).

Learning Objectives Learn how to efficiently create stunning imagery and animations of your Inventor models

Tutorial Second Level

Shade tutorial: Shoes for Poser.

Learning Autodesk Inventor 2014

Creating a Double IK Chain in Lightwave

Table of Contents. Revu ipad. v3.6. Navigation. Document Manager. File Access. Markups. Signature Tool. Field Verification Measurements

Adobe Illustrator CS Design Professional GETTING STARTED WITH ILLUSTRATOR

Publication Number spse01695

Getting Started with ShowcaseChapter1:

Transcription:

3D Studio Max Lesson 1.1: A Basic Overview of 3DSMax's Main Tool Bar Introduction In this tutorial, we'll just be taking a look at parts of the environment of 3D Studio Max version 4.26, and helping you to get more familiar with the tool panels, how to navigate them, and how to use the sets of basic tools you'll need to begin animating; in this tutorial, we ll only be looking at the viewports and the top toolbar, so that we can cover each set of tools in more detail in successive tutorials. If you're using a version later than 4.26, don't worry; the basics still apply. Because we're covering the principle foundations of animating in three dimensions, we won't be looking at the more advanced plugins and automated functions that come with later versions of the program. When you first open 3D Studio Max, it can look a little daunting, with dozens of buttons and tabs, screens and panels. But don't worry; just follow along, and we'll get started on figuring out just what's what. Main Tool Bar For this lesson, let s look at the tools displayed below the File menu, above the viewports. This toolbar contains many tools and settings required to manipulate your scene and control how various point-and-click tools work. The toolbar actually contains so many buttons that you have to click and drag the right edge to pull the remaining objects into view, creating a sort of sliding/scrolling toolset that you ll soon get used to when working in various areas. In the next pages, we ll go over the individual buttons.

Undo, Redo, Linking, and Space Warps Undo: Undoes your last action. Redo: Redoes an undone action. Select and Link: Groups any number of selected objects together so that they can be acted on as a whole. Unlink Selection: Breaks selected objects away from their link group to once more act as individual objects. Bind to Space Warp: Click this button, and then click and drag from a renderable object to an object modifier called a space warp to bind the two together so that the space warp s forces will affect the object. Selection Tools Select Object: Selects clicked objects to make them active for editing. Selection Region: Defines the shape of a click-drag-release selection region. It defaults to rectangular, but clicking on the small tick in the lower right corner of the button will expand it to allow you to select a circular region or a fence region outlined by your mouse selections. Selection Filter: Dropdown menu that allows you to define which classes of objects are affected by your selections. Defaults to all, but can be set so that only mesh objects, or lights, or other specific objects are selected. Select by Name: Opens a second dialogue with a list of all objects in your scene, allowing you to select them by name one at a time or in multiples.

Moving, Rotating, Scaling, Manipulation, and Coordinate Systems Select and Move: Allows you to move the object selected in any range of three-dimensional space. Select and Rotate: Allows you to rotate the object selected in any range of three-dimensional space. Select and Scale: Breaks down into three tools Select and Uniform Scale, Select and Non-Uniform Scale, and Select and Squash. The first allows you to select an object and scale it larger and smaller in all dimensions; the second allows you to scale an object larger and smaller only in selected or unlocked dimensions. The third is a tool that you will rarely use; it squashes your shapes and can severely interfere with any modifiers applied. Select and Manipulate: Allows you to select a shape and manipulate it in several ways. Reference Coordinate System: Determines what coordinate planes are used when tools are choosing planes to work in; this can be World (universal), View (the selected viewport), and many others. Try experimenting with them to see the different effects that using the tools in different reference coordinate systems causes. Centering and Axis and Coordinate Plane Restrictions

Center Controls: Breaks down into Use Pivot Point Center, Use Selection Center, or Use Transform Coordinate Center. These settings define whether or not an object or group of objects rotate around the central pivot points of individual objects, the center of a group of objects, or the central pivot point of the axis that it/they are being rotated on. Restrict to X: Locks a transformation (move, rotate, scale) so that it occurs only on the X plane/coordinate. Restrict to Y: Locks a transformation (move, rotate, scale) so that it occurs only on the Y plane/coordinate. Restrict to Z: Locks a transformation (move, rotate, scale) so that it occurs only on the Z plane/coordinate. Restrict to Coordinate Plane: Instead of locking to a single coordinate, it locks transformations to a set of coordinates; can be the XY plane, the XZ plane, or the YZ plane. Mirroring, Array, Snapshot, Spacing, and Alignment Tools Mirror Selected Objects: Opens a separate dialogue that lets you mirror the selected object(s) along the X, Y, or Z axes, or along the XY, XZ, or YZ coordinate planes. They can be mirrored as originals, copies, instances (copies that reflect changes to the original) or references of the original. You can also mirror the IK (inverse-kinematics animation specifics) or bones (objects used to add structure to models for animation). Array, Snapshot, and Spacing: Array lets you create an array of objects based on the current selection, with as many objects as you want with various settings for offsets, etc (available in a dialogue that opens when you select the tool.) Snapshot lets you create a clone of an object over time, taking snapshots or captures of an image at either a single frame or along an animated motion path. Spacing lets you distribute objects (based on settings in the Spacing dialogue) as clones, instances, or references along a path or just at set intervals, guaranteeing perfectly even spacing. Alignment Tools: Breaks down into Align, Normal Align, Place Highlights, Align Camera, or Align to View (the latter opens a separate dialogue box to select a coordinate axis to align the

View to.) These tools let you align your objects to your scene or other objects, align your highlights to your scene, align your camera to your scene, or align your scene to the viewports. Selection Sets, Track View, and Schematic View Named Selection Sets: Allows you to assign a name to a selection set (a group of selected objects). This can let you conveniently re-select groups of objects rather than selecting them again individually, by picking the name from the dropdown menu. Open Track View: Opens the Track View toolbox, where you can view and edit all of your keys/keyframes in a linear environment, as well as assign controllers to those keys. Open Schematic View: Opens a display that shows objects and their subsets in a hierarchy graph. Material Editor and Rendering Tools Material Editor: Opens the Material Editor window, where you can edit individual materials (surfaces/textures applied to the surface of your modeled objects to create a texture, such as wood grain). Render Scene: Renders a file in a specified format (image, video, image sequence, etc.) with the contents of the scene from the selected viewport or camera view. This can be a still image, or an animated sequence spanning specified frames. The Render Scene button creates the final product, and thus can take a long time as it calculates all effects to create each frame. Clicking the Render button also opens your Custom Parameters dialogue, where you can set the options that will affect your final render or your Quick Render. Quick Render: Renders a faster version without full detail (using the current render production settings on the default of Quick Render (Production) ). Also expands to Quick

Render (Draft) and Quick Render (Active Shade). The former performs a quick render without displaying the Render Scene dialogue; the latter renders with selected ActiveShade parameters (such as the effects of changing lighting in a scene). Render Type: Allows you to render only a portion of the scene, selected from the dropdown menue. Render Last: Re-renders an exact copy of the last thing rendered. Active Shade Floater: Clicking this displays an Active Shade rendering in its own window. Viewports Lastly, let s look at the four views portrayed in the majority of the screen. When you first open the program, it defaults to four views, with a top, side, and front view of your workspace displaying the wireframes of your objects, and a fourth perspective view displaying an angled, solid-surfaced view that lets you get a more realistic idea of the final results as seen by a camera. You can change your views to have anywhere from one to four windows, and change the windows to display from the top, left, right, front, back, bottom, perspective, or any camera that you have set up in the scene. The views displayed here (starting at the top left and going clockwise) are the top, front, perspective, and left-side views. Right-clicking on any viewport will bring up a list of more options to let you further customize the windows or edit the objects and their assigned modifiers.