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035    (MiAaPQ)EBC555030 
035    (Au-PeEL)EBL555030 
035    (CaPaEBR)ebr10411492 
035    (CaONFJC)MIL270814 
035    (OCoLC)651601953 
040    MiAaPQ|beng|erda|epn|cMiAaPQ|dMiAaPQ 
050  4 TR897.7 -- .M87 2010eb 
082 0  006.6/96 
100 1  Murdock, Kelly L 
245 10 3ds Max 2011 Bible 
250    1st ed 
264  1 Hoboken :|bWiley,|c2010 
264  4 |c©2010 
300    1 online resource (1315 pages) 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
490 1  Bible ;|vv.719 
505 0  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 
505 8  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 
505 8  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 
505 8  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 
505 8  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 
505 8  Using Character Animation Techniques 
520    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 
588    Description based on publisher supplied metadata and other
       sources 
590    Electronic reproduction. Ann Arbor, Michigan : ProQuest 
       Ebook Central, 2020. Available via World Wide Web. Access 
       may be limited to ProQuest Ebook Central affiliated 
       libraries 
650  0 3ds max (Computer file);Computer animation.;Computer 
       graphics.;Electronic books 
655  4 Electronic books 
776 08 |iPrint version:|aMurdock, Kelly L.|t3ds Max 2011 Bible
       |dHoboken : Wiley,c2010|z9780470617779 
830  0 Bible 
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