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01_381304-ffirs.qxp 7/7/08 3:01 PM Page i 3ds Max 2009 Bible ® Kelly L. Murdock 01_381304-ffirs.qxp 7/7/08 3:01 PM Page ii 3ds Max® 2009 Bible Published by Wiley Publishing, Inc. 10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com Copyright © 2008 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN: 978-0-470-38130-4 Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ. For general information on our other products and services or to obtain technical support, please contact our Customer Care Department within the U.S. at (800) 762-2974, outside the U.S. at (317) 572-3993 or fax (317) 572-4002. Library of Congress Control Number: 2008930835 Trademarks: Wiley, the Wiley logo, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. Autodesk and 3ds Max are registered trademarks or trademarks of Autodesk, Inc. in the U.S.A. and/or certain other countries. Certain content, including trial software, provided courtesy of Autodesk, Inc. ©2008. All rights reserved. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books. 01_381304-ffirs.qxp 7/7/08 3:01 PM Page iii About the Author Kelly L. Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including eight previous editions of this book, 3ds Max Bible. Other major accomplishments include Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6 and 7 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and three editions of the Adobe Creative Suite Bible. With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He’s used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly’s been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He teaches at the local university and is a frequent speaker at various conferences. In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing. 01_381304-ffirs.qxp 7/7/08 3:01 PM Page iv Beauty is not a mountain you climb, Or a grand adventure that is sublime. Beauty is not a treasure that you stumble upon, Or a prize to be won. Beauty is a not a reward for a job well done, Or obtained by sitting out in the sun. Beauty is a trait, That comes from living straight. It is a glow that shines from within, From having a soul free of sin. And although it is highly sought, With money it cannot be bought. To find beauty the quickest path, Is to live your life without wrath. To my wonderful cousin Tina, one of the most beautiful people I know. 01_381304-ffirs.qxp 7/7/08 3:01 PM Page v Credits Senior Acquisitions Editor Stephanie McComb Project Coordinator Lynsey Stanford Project Editor Martin V. Minner Graphics and Production Specialists Carrie Cesavice Andrea Hornberger Heather Pope Technical Editor Chris Murdock Copy Editor Lauren Kennedy Editorial Manager Robyn Siesky Business Manager Amy Knies Sr. Marketing Manager Sandy Smith Vice President and Executive Group Publisher Richard Swadley Vice President and Publisher Barry Pruett Quality Control Technician David Faust Media Development Project Supervisor Laura Moss-Hollister Media Development Specialist Shawn Patrick Proofreading Christopher M. Jones Indexing Sherry Massey Cover Design Michael Trent Cover Illustration Joyce Haughey 02_381304-ftoc.qxp 7/7/08 2:58 PM Page vi Preface ............................................................................................................................................xxxvii Acknowledgments ................................................................................................................................xlii Part I: Getting Started with 3ds Max. . . . . . . . . . . . . . . . . . . . . . . 1 Quick Start: Firing a Cannonball ............................................................................................................3 Chapter 1: Exploring the Max Interface ................................................................................................17 Chapter 2: Controlling and Configuring the Viewports..........................................................................39 Chapter 3: Working with Files, Importing, and Exporting ....................................................................79 Chapter 4: Customizing the Max Interface and Setting Preferences......................................................103 Part II: Working with Objects . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Chapter 5: Creating and Editing Primitive Objects ..............................................................................133 Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer......163 Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping....................................................191 Chapter 8: Cloning Objects and Creating Object Arrays ......................................................................219 Chapter 9: Grouping, Linking, and Parenting Objects ........................................................................241 Part III: Modeling Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Chapter 10: Learning Modeling Basics and Working with Subobjects and Helpers ..............................253 Chapter 11: Introducing Modifiers and Using the Modifier Stack ........................................................267 Chapter 12: Drawing and Editing 2D Splines and Shapes....................................................................299 Chapter 13: Modeling with Polygons ..................................................................................................343 Part IV: Materials, Cameras, and Lighting Basics . . . . . . . . . . . 373 Chapter 14: Exploring the Material Editor ..........................................................................................375 Chapter 15: Creating and Applying Standard Materials ......................................................................395 Chapter 16: Creating Compound Materials and Using Material Modifiers ..........................................407 Chapter 17: Adding Material Details with Maps ..................................................................................425 Chapter 18: Configuring and Aiming Cameras ....................................................................................463 Chapter 19: Using Lights and Basic Lighting Techniques ....................................................................479 Part V: Animation and Rendering Basics . . . . . . . . . . . . . . . . . . 509 Chapter 20: Understanding Animation and Keyframe Basics ..............................................................511 Chapter 21: Animating with Constraints and Controllers ....................................................................535 Chapter 22: Learning to Render a Scene ..............................................................................................571 Part VI: Advanced Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . 593 Chapter 23: Building Complex Scenes with XRefs and Using Vault......................................................595 Chapter 24: Working with the Schematic View....................................................................................611 Chapter 25: Deforming Surfaces and Using the Mesh Modifiers ..........................................................629 Chapter 26: Working with Compound Objects ..................................................................................649 vi 02_381304-ftoc.qxp 7/7/08 2:58 PM Page vii Chapter 27: Modeling with Patches and NURBS..................................................................................687 Chapter 28: Adding and Styling Hair and Fur, and Using Cloth ..........................................................727 Part VII: Advanced Materials . . . . . . . . . . . . . . . . . . . . . . . . . . 745 Chapter 29: Using Specialized Material Types ......................................................................................747 Chapter 30: Unwrapping UVs and Using Pelt Mapping ......................................................................761 Chapter 31: Creating Baked Textures and Normal Maps......................................................................787 Part VIII: Advanced Animation Techniques . . . . . . . . . . . . . . . . 797 Chapter 32: Using Animation Modifiers ..............................................................................................799 Chapter 33: Animating with the Expression Controller and Wiring Parameters ..................................813 Chapter 34: Working with Function Curves in the Track View ............................................................831 Chapter 35: Using Animation Layers and the Motion Mixer ................................................................869 Part IX: Dynamic Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . 885 Chapter 36: Creating Particles and Particle Flow ................................................................................887 Chapter 37: Using Space Warps ..........................................................................................................919 Chapter 38: Simulating Physics-Based Motion with reactor ................................................................941 Chapter 39: Animating Hair and Cloth ................................................................................................963 Part X: Working with Characters . . . . . . . . . . . . . . . . . . . . . . . 971 Chapter 40: Understanding Rigging and Working with Bones ............................................................973 Chapter 41: Working with Inverse Kinematics ....................................................................................981 Chapter 42: Creating and Animating Bipeds and Crowds ....................................................................999 Chapter 43: Skinning Characters ......................................................................................................1027 Part XI: Advanced Lighting and Rendering . . . . . . . . . . . . . . . 1045 Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity ....................................1047 Chapter 45: Using Atmospheric and Render Effects ..........................................................................1065 Chapter 46: Raytracing and mental ray..............................................................................................1097 Chapter 47: Batch and Network Rendering ......................................................................................1119 Chapter 48: Compositing with Render Elements and the Video Post Interface ..................................1135 Part XII: MAXScript and Plug-Ins . . . . . . . . . . . . . . . . . . . . . . 1167 Chapter 49: Automating with MAXScript ..........................................................................................1169 Chapter 50: Expanding Max with Third-Party Plug-Ins ....................................................................1207 Appendix A: What’s New with 3ds Max 2009....................................................................................1215 Appendix B: What’s on the DVD........................................................................................................1219 Index ................................................................................................................................................1223 vii 02_381304-ftoc.qxp 7/7/08 2:58 PM Page viii 02_381304-ftoc.qxp 7/7/08 2:58 PM Page ix Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxxvii Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xlii Part I: Getting Started with 3ds Max 1 Quick Start: Firing a Cannonball . . . . . . . . . . . . . . . . . . . . . . . . . 3 Hills and Cannonballs — Planning the Production........................................................................4 Modeling the Cannon....................................................................................................................4 Tutorial: Building a cannon wheel ......................................................................................4 Tutorial: Cloning and positioning the cannon wheels..........................................................6 Tutorial: Finishing the cannon ............................................................................................7 Tutorial: Adding ProMaterials..............................................................................................8 Tutorial: Adding a Sun & Sky system ................................................................................10 Tutorial: Rendering the scene ............................................................................................10 Tutorial: Animating a cannon firing ..................................................................................12 Tutorial: Adding particles ..................................................................................................13 Summary ....................................................................................................................................15 Chapter 1: Exploring the Max Interface . . . . . . . . . . . . . . . . . . . . 17 Learning the Interface Elements ..................................................................................................18 Using the Menus ........................................................................................................................20 Using the Toolbars ......................................................................................................................21 Docking and floating toolbars ..........................................................................................21 Using tooltips and flyouts ................................................................................................22 Learning the main toolbar ................................................................................................23 Using the Viewports ....................................................................................................................26 Using the Command Panel ..........................................................................................................26 Working with rollouts ......................................................................................................27 Increasing the Command Panel’s width ............................................................................28 Tutorial: Rearranging the interface for lefties ....................................................................28 Using the Lower Interface Bar Controls ......................................................................................30 Interacting with the Interface ......................................................................................................31 Gaining quick access with the right-click quadmenus ......................................................31 Understanding the button color cues ................................................................................32 Using drag-and-drop features............................................................................................33 Controlling spinners ........................................................................................................33 Understanding modeless and persistent dialog boxes........................................................33 ix 02_381304-ftoc.qxp 7/7/08 2:58 PM Page x Contents Getting Help................................................................................................................................34 Using the InfoCenter toolbar ............................................................................................34 Viewing the Essential Skills Movies ..................................................................................36 Using the browser-based reference guides ........................................................................36 Using the rest of the Help menu........................................................................................37 Summary ....................................................................................................................................38 Chapter 2: Controlling and Configuring the Viewports . . . . . . . . . . . . 39 Understanding 3D Space ............................................................................................................39 Learning Axonometric versus Perspective ........................................................................40 Learning Orthographic and Isometric views......................................................................40 Discovering the viewports in Max ....................................................................................40 Using the Navigation Gizmos ......................................................................................................41 Working with the ViewCube ............................................................................................42 Using the SteeringWheels ................................................................................................42 Tutorial: Navigating the active viewport ............................................................................45 Controlling Viewports with a Scroll Wheel..................................................................................47 Using the Viewport Navigation Controls ....................................................................................48 Zooming a view ................................................................................................................49 Panning a view..................................................................................................................50 Walking through a view ....................................................................................................50 Rotating a view ................................................................................................................50 Maximizing the active viewport ........................................................................................51 Controlling camera and spotlight views ............................................................................52 Using the Views Menu ................................................................................................................53 Undoing and saving Viewport changes..............................................................................53 Disabling and refreshing viewports ..................................................................................54 Viewing materials in the viewports....................................................................................54 Displaying Lights and Shadows in the viewports ..............................................................54 Configuring the Viewports ..........................................................................................................58 Setting the viewport rendering method ............................................................................58 Altering the Viewport layout ............................................................................................65 Using Safe Frames ............................................................................................................66 Understanding Adaptive Degradation ..............................................................................68 Defining regions................................................................................................................70 Viewing statistics ..............................................................................................................73 Working with Viewport Backgrounds ..........................................................................................74 Loading viewport background images ..............................................................................74 Loading viewport background animations ........................................................................75 Tutorial: Loading reference images for modeling ..............................................................75 Summary ....................................................................................................................................77 Chapter 3: Working with Files, Importing, and Exporting . . . . . . . . . . . 79 Working with Max Scene Files ....................................................................................................79 Saving files........................................................................................................................80 Opening files ....................................................................................................................81 Setting a Project Folder ....................................................................................................82 Merging and replacing objects ..........................................................................................82 Archiving files ..................................................................................................................83 Getting out........................................................................................................................83 x
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