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Author Murdock, Kelly L
Title 3ds Max 2011 Bible
Imprint Hoboken : Wiley, 2010
©2010
book jacket
Edition 1st ed
Descript 1 online resource (1315 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Series Bible ; v.719
Bible
Note 3ds Max® 2011 Bible -- Contents -- Preface -- Acknowledgments -- Part I: Getting Started with 3ds Max -- Quick Start: Animating a Walking Dinosaur -- Walking Dinosaur-Planning the Production -- Setting Up the Scene -- Adding Materials and Lights -- Animating the Dinosaur -- 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 -- Importing and Exporting -- Using the File Utilities -- Accessing File Information -- Summary -- Chapter 4: Customizing the Max Interface and Setting Preferences -- Using the Customize User Interface Window -- Customizing the Ribbon -- Customizing Modify and Utility Panel Buttons -- Working with Custom Interfaces -- Configuring Paths -- 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 and Patches -- Understanding Poly Objects -- Creating Editable Poly Objects -- Editing Poly Objects -- Introducing Patch Grids -- Editing Patches -- Using Modifiers on Patch 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 -- Part VI: Advanced Modeling
Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking -- Working with Containers -- Referencing External Objects -- Setting Up Asset Tracking -- Summary -- Chapter 25: Working with the Schematic View -- 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: Painting in the Viewport Canvas and Rendering Surface Maps -- Using the Viewport Canvas -- Using Vertex Colors -- Rendering Surface Maps -- Summary
Chapter 32: Unwrapping UVs and Mapping Textures -- Mapping Modifiers -- Using the Unwrap UVW Modifier -- Using Pelt Mapping -- Summary -- Chapter 33: Creating Baked Textures and Normal Maps -- Using Channels -- Rendering to a Texture -- Creating Normal Maps -- Summary -- Part VIII: Advanced Animation Techniques -- Chapter 34: 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 35: 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 36: Working with Function Curves 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 37: Understanding Rigging and Working with Bones -- Creating a Rigging Workflow -- Building a Bones System -- Using the Bone Tools -- Summary -- Chapter 38: Working with Inverse Kinematics -- Forward Kinematics versus Inverse Kinematics -- Creating an Inverse Kinematics System -- Using the Various Inverse Kinematics Methods -- Summary -- Chapter 39: Animating with CAT and Creating Crowds -- Character Creation Workflow -- Creating a CAT Rig -- Animating a CAT Rig -- Working with Muscles -- Creating Crowds -- Summary -- Chapter 40: Skinning Characters -- Understanding Your Character -- Animated Skin Modifiers
Using Character Animation Techniques
Updated version of the bestselling 3ds Max book on themarket Used by more than 150,000 people, and the winner of more than 65industry awards, 3ds Max is the world's most popular animationmodeling and rendering software for film, television, video games,and design visualization. 3ds Max Bible is the world'smost popular book for getting the most out of the software. Whethera novice looking to create something immediately using the QuickStart tutorial, or an experienced 3ds Max user who simply wants tocheck out the software's latest and greatest features, this updateto the bestselling 3ds Max book on the market continues to be themost comprehensive reference on this highly complexapplication. Packed with expert advice, timesaving tips, and more than 150step-by-step tutorials16-page color insert highlights the work of some oftoday's most cutting-edge 3D artistsIncludes a companion DVD with a searchable, full-color versionof the 3ds Max Bible, as well as customizable models andtextures The only comprehensive reference-tutorial on 3ds Max, it's nowonder the 3ds Max Bible is the bestselling 3ds Max book inthe world and a favorite of both amateur and professionalanimators. Note: CD-ROM/DVD and other supplementary materials arenot included as part of eBook file
Description based on publisher supplied metadata and other sources
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2020. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries
Link Print version: Murdock, Kelly L. 3ds Max 2011 Bible Hoboken : Wiley,c2010 9780470617779
Subject 3ds max (Computer file);Computer animation.;Computer graphics.;Electronic books
Electronic books
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