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CONTENTS 3D STUDIO MAX R2 TUTORIAL
The Basics Tutorial 1 Learning the Screen Layout Start the program, and look at the screen Menus Toolbar Command panels Status line Prompt line Viewport navigation controls Time controls Menus Toolbar Select an object Command Panels Examine the remaining command panels Using Rollouts Collapse and expand the rollouts Scroll the command panel Status Line and Prompt Line Use the snap shortcut Time Controls Explore the time controls Viewports Configuring the Viewports Look at the Viewport Configuration dialog Use some viewport shortcuts Change the viewport rendering display Activating Viewports Activate some viewports Viewport Navigation Controls Toggle the viewport size Switch views Explore the Zoom controls Zoom multiple viewports Pan the view Use the Arc Rotate tool Orthographic, User, and Perspective Views Switch between Perspective and User views Convert the Front view Creating Objects Creating Primitives Reset and select Cylinder Create a cylinder in the Front viewport Create more cylinders Adjust the parameters of the third cylinder Modifying Objects Select and modify an object Adjust the parameters of other objects Delete an object Tutorial 2 3D Studio Max R2 Tutorial Good tutorials pdf Software user guide Manuals free Help me Bible Creating a Simple Scene Making the Objects Set things up Creating the Table Base Create and modify a cylinder Name the base Making the Table Top Create an ellipse Extrude the ellipse Position the table top Save the scene Editing the Spline Edit the spline Update the saved scene Setting Up a Grid Object Create the grid object Align the grid object Activate the grid object Tubular Tumbler Zoom in on the grid object Taper the tubular tumbler Create a clone Save your scene Creating a Goblet Activate the home grid, and hide the grid object Drawing the Profile Zoom in on the view Set up the grid and the snap Create the goblet profile Restore the original grid and snap settings Editing the Profile Apply an Edit Spline modifier Spinning the Goblet on the Lathe Use the Lathe modifier Editing the Goblet Access the Stack and alter the stem Increase the segments in the Lathe modifier Name your object, and save your scene Goblet to Carafe Clone the goblet, and edit its spline Tumbler to Bowl to Lamp Clone a tumbler, and make it into a bowl Make the bowl into a lampshade Using a Camera Create the camera Assign a viewport to the camera Adjust the camera Create a camera in the Top viewport Turn on the Camera viewport Move the camera in the viewports Use the camera navigation controls A Fast Render Render the scene Setting Up Lights Omni Lights Set up your viewports Create and position the omni lights Position the first light Using Place Highlight Use Place Highlight on the second omni Spotlights Create and adjust a spotlight Render the scene Adjust the Falloff Add shadows Update your file Assigning Materials Straighten up the screen Carafe—A Dull Clay Assign a material to the carafe Name and adjust the material Render the scene Goblet—Transparent Plastic Assign a material to the goblet Lock the Diffuse and Ambient colors Make the material shinier and transparent Table Base—Chrome Assign a reflection map Select a bitmap Diving into the Material Editor Name the new level, and assign a map Adjust the Ambient and Diffuse colors Render the scene to see the reflection Tumblers—Choose from the Library Choose a material from the library Assign the material to the goblets Table Top—Ash Wood Get and assign the material Display the map in the viewport Lamp—Procedural Checkers Create a new material Assign a diffuse map Adjust the Checker parameters Save your scene Adding Animation Select and turn down the light Animate the spotlight Rendering Your Animation Render the animation Tutorial 3 Transforms Select and Move Select and Scale Transform managers Select and Rotate Coordinate system list Coordinate center Axis constraints Using Axis Constraints Set up the scene Move the object Switch planes and move the object Try moving in a nonperspective view Using Coordinate Systems World Coordinate System Try out the World coordinate system Screen Coordinate System Switch to the Screen coordinate system Try switching viewports Use the Perspective viewport View Coordinate System Switch to the View coordinate system Local Coordinate System Access the Local coordinates system Pick Coordinate System Access the Pick coordinate system Parent Coordinate System Grid Coordinate System Using Coordinate Centers Pivot Point Center Rotate about a pivot point Selection Center Coordinate Center Rotate about the current coordinate system Change to another coordinate system Using a Point Object Create a point object Assign the point object as the center of your transform Using Centers with Multiple Objects Rotate multiple cylinders Rotate a selection set around a pivot point Using Scale Use Uniform Scale with default settings Use Non-Uniform Scale Squash the Octagon Animate a squash Position the torus Animation and Transform Centers Try rotating about a coordinate center Access the Transform Type-In dialog Move one cylinder Move the torus up the ramp Tutorial 4 Using the Modifier Stack A First Look at the Stack Load a sample scene Examine the Modify panel Applying Modifiers Modify Command Panel Layout Object name and wireframe color Object modifiers Modifier Stack Creation / Modifier parameters Customizing the Button Set Create a custom button set Applying a Taper Apply a Taper modifier Animating the Taper Parameters Animate the Taper parameters Adjusting the Gizmo Animate the Gizmo Adding Modifiers to the Stack Add a Twist modifier Accessing the Creation Parameters Move back in the Stack Deleting a Modifier Adjust creation parameters, and then apply a Bend Delete the Bend and apply it again Using Space Warps Creating a Ripple Adjust the viewports and create the Ripple Binding the Object Bind the box to the space warp Adjusting the Warp Effect Adjust the position between the two objects Animate a Ripple Parameter Another Look at the Stack Ripple Binding Bend Twist Taper Box Changing the Stack Order Start fresh, and create a cylinder Taper and bend the cylinders Using the XForm Modifier Apply Non-Uniform Scale and a Bend Change the order of the Bend Modifying Multiple Objects Use Pivot Points Load a sample file and apply a Taper Delete the modifier and apply again Instanced Modifiers Adjust the Taper for the sphere Change the selection and add a Bend Change selections and observe the Stack Show Dependencies Display Dependencies Select the cylinder; then the box Change the Stack location Make Unique Make the Taper Unique Make a selection set unique Modifying the Selection Set In the original scene, apply a modifier Move the objects The Cylinder Table Making the Top and Legs Create the table top Create the first leg Instancing the Legs Make instances of the leg Make a total of four instances Moving the Table Top Position the table top Modifying a Leg Taper the legs Increase the segments, and curve the legs Taper the Selected Legs Taper the four legs Changing Your Mind Circle the squares A Bit of Animation Twist the legs Adjust the Gizmo Center Animate the Twist Grouping the Table Group the table Remove the custom button set Tutorial 5 Sub-Object Selection Using the Edit Mesh Modifier Editing a Cylinder Create and taper a cylinder Selection Levels Vertex Face (which includes element) Edge Select some vertices Selecting Faces Select polygons of faces Change face selection mode Select some edges Transforming Vertices Select and scale some vertices Applying a Modifier to Sub-Object Selection Taper the top part of the cylinder Adjust the Taper Show End Result in Edit Mesh Use Show End Result What’s going on here? Change the vertex selection Modifying a Second Selection Area Add a second Edit Mesh Returning to Full Object Modification Return to object level Renaming Modifiers Edit the Stack Altering the Creation Parameters Access the creation parameters A modifier exists in the Stack that depends on topology Changing the parameters may have undesirable effects The dependent modifier is: Edit Mesh Those that affect the dimensions of the object Those that affect the topology of the object Change the dimensions Change the topology For a clearer example, try this Using the Select Modifier Apply a Vol. Select modifier Adjust the selection Move the selection area Creating a Jet Plane Begin by creating a box Apply Edit Mesh, and begin editing Using Face Extrusion Extrude the selected face Now, scale the result Extrude and scale again Extrude the other side of the box Create the tip Sweeping the Wings Select and move some faces Drag a region to select this tip Tutorial 6 Shapes Creating Shapes Changing the Object Creation Color Set the object creation color Create two shapes Create an n-gon Extruding a Pencil Extrude the n-gon Sharpen the pencil Multi-Spline Shapes Set things up Turn off the Start New Shape mode Start another shape Extrude the shape Attaching Shapes Apply an Edit Spline modifier Use the Attach function Detach a shape Creating Text Delete the objects, and create text Adjust the text shapes Create the plaque shape Align the text Create the additional shape, and extrude it Attach the remaining shapes, and extrude the result Adjusting Vertices Create a rectangle Apply Edit Spline, and examine the vertices Vertex Types Change the vertex type to Smooth Switch to Corner Adjusting the Bezier Spline Switch to Bezier Corner Adjust a handle Switch to Bezier Break the tangent Delete the rectangle, and make an n-gon Explore the Lock Handles options Straight Segments Create a circle Change the vertices to Corner Change the vertices to Bezier Corner Change the segment value Adjust the Bezier handles Line Tool Creating Lines Create a line Create a closed spline Changing the Line Creation Method Change the creation method Doodling Connecting Splines Load a sample file, and edit the shape Using the Close Function Use Spline/Close Insert and Connect Close the splines at the Vertex level Close the splines using the Connect tool Connect the semicircle to the open rectangle Making One Spline from Two Connect two open splines Weld the two splines together Insert and Create Line Tools Insert vertices Change the first vertex and try again Try out the Refine tool Spline Resolution Extrude the spline Change the resolution Create a new shape Access the steps controls Turn off Optimize Change the number of steps Turn on Adaptive Shape Booleans Create a rectangle Convert the rectangle to a triangle Edit the Triangle Add additional splines Use Booleans Trim the molding Using the Lathe Tool Apply the Lathe modifier Adjust the orientation and size of the frame Helix Tool Create a helix Extrude the helix Assign a double-sided material Tutorial 7 Loft Objects, Part 1 Components of a Loft Object Create a shape to be used as a path Create one or more shapes to be used as cross sections Select either a path or a cross-sectional shape Choose Loft Object in the Geometry branch of the Create command panel Click the Loft button Do one of the following Getting Shapes Make shapes for a cylinder Creating a Loft Object Make a loft object Move the loft object aside Skinning the Loft Object Display the skin Adjust the Skin Parameters Adding Shapes Create a second shape Choose a level, and get a shape Adjusting Orientation Straighten the twist Moving Shapes Move the shapes Cloning Shapes Clone a shape Change a shape’s parameters Working with Shape Instances Edit the original circle Rotate the original shape Interpolate between dissimilar shapes Editing the Path Edit the path Animating the Path Apply an Xform and animate the path Get back to the loft object shapes Getting a Path Make a dodecahedron Create a shape snapped to a facet Making the Path Create a path Create the loft object Rotate the path Adding Shapes to the Path Add a shape Straighten the twist Recognizing Valid Shapes Lofting Shapes with Multiple Splines Loft crossing splines Adjust the splines in the shape Making a Curved Logo Loft your initials Using Text as a Path Make the letter Create the shape, and loft it Using Open Splines Create the shapes for the folds Create the path Loft the curtains Adjust the curtains Assign a material Apply mapping coordinates Splitting a Cylinder Load the sample file Edit the circles Change the first vertex Create the loft object Get the remaining shapes Add a material Assign mapping coordinates, and render Tutorial 8 Loft Objects, Part 2 Scale Twist Teeter Bevel Fit Deforming Loft Objects Load the sample file Access the Deformations rollout Scale Deformation Open the Scale Deformation dialog Adjust the control points Changing the Topology Display the skin Insert control points Adjust the new control points Twist Deformation Open the Twist Deformation dialog Twist the tip Teeter Deformation Apply a teeter Animating Deformations Animate the Teeter Animate the Twist Animate the Scale Lofting an Arch Open the sample scene Open the Scale Deformation dialog Scale the center of the arch View the local shape axes Change the Y axis scale Edit both curves Move the Y-axis end points Swap the deform curves Creating a Beveled, Metallic Logo Load the sample file Bevel the text Bevel the back of the logo Create a shiny, gold material Fit Deformations Load a sample file, and create a fit shape Get the fit shape Generate a new path length Turning Off Symmetry Create a second fit shape Determine which axis to change Assign the ellipse to the Y axis Generate the path to match the ellipse Editing the Fit Shapes Change the n-gon shape Display both fit shapes, and edit the ellipse Creating a Phone Load the sample file, and create a loft object Get a fit shape Rotate the fit shape Get the second fit shape Change the cross-sectional shape Tutorial 9 Compound Boolean Objects Boolean Objects Load the sample file Subtraction Create the Boolean object Union Switch to Union Intersection Switch to Intersection Switching Subtraction Sample the Subtractions Restore the original result Adjusting and Animating the Operands Change the display Select and move the sphere operand Select using the Operands list Animate the operands Navigating Booleans Access the creation parameter of the sphere operand Bend the box operand Nested Booleans Apply a Boolean to the Boolean Taper the cylinder operand Find the sphere Applying Materials Begin by loading a new scene Theorizing Assign material ID numbers Create the Boolean Apply the material Optimizing Speed Tutorial 10 Basic Materials Colors and Shading Assigning Materials to the Scene Assign a material to the cone Assign a different material to the torus and the box Rename your materials Hot (and Cool) Materials Edit a hot material Select the torus and adjust the material Cooling a Material Use the Copy Material button Drag to copy a material Edit the cool material, and then reassign it Getting Materials From the Browser Access the Browser Changing Material Libraries Load the tutorial library Get the Red Plastic material Setting the Basic Parameters Ambient, Diffuse, and Specular Colors Copy the Red Plastic material Access the Color Selector for Diffuse Using the Color Selector Change the color by dragging the cursor Use Hue, Blackness, and Whiteness Adjust the Whiteness Access the gray ramp Find a suitable color Change the Specular color Saving Your New Material Store the new material in the tutorial library Rendering the Scene Render the scene Setting Shininess Adjust the shininess size and strength Try out Soften Adjust the shininess to suit you Shading Modes Copy the material and change shading modes Phong Shading Constant Shading Metal Shading Compare the Phong and metal highlight curves Special Attributes Turn up Self-Illumination Turn on Wireframe Setting Extended Parameters Wireframe Size in Pixels or Units Change the wireframe size Change the camera perspective Compare the wire effects Changing Opacity Reduce the opacity in the material Add 2-Sided Opacity Falloff Add and adjust Falloff Opacity Color Effects Try subtractive transparency Look at additive transparency Use Filter to create a clear, green material Tutorial 11 Mapping Coordinates Adjusting Mapping Coordinates Load a sample scene and assign a material Generate the built-in mapping coordinates Displaying Maps in the Viewport Turn on the Diffuse map display View the tutskysc.jpg image Built-in Mapping Coordinates Offsetting and Rotating the Map Change the Offset Change the Angle About UVW Coordinates Using a UVW Map Modifier Restore the original material mapping settings Apply a UVW Map modifier to the box Move the Planar gizmo Change the position of the planar gizmo Avoiding Streaks Change the bitmap, and rotate the gizmo Scale the gizmo Tiling and Mirroring Turn off tiling Turn on mirroring Bitmap Fit and Normal Align Fix the aspect ratio using Bitmap Fit Align the image Cylindrical Mapping Apply a UVW Map modifier to the cylinder Change the position of the cylindrical gizmo Use the Cap option Taper the cylinder before the UVW Map Taper the cylinder after the UVW Map Spherical Mapping Apply UVW Map to the sphere Move the spherical gizmo Shrink Wrap and Box Mapping Try Shrink Wrap Use Box mapping on the sphere Sub-Object Mapping Apply Edit Mesh to the cylinder Reorient and resize the planar gizmo Adjust the UVW Map controls Using Blur and Blur Offset Load a new scene, and access a new material Using Blur Render the camera view in 640 x 480 Render the same scene using the default Blur Use Blur with a higher setting Using Blur Offset Increase the Blur Offset Face-Mapped Materials Reset, and create a torus Design the material Make the torus metal, and render Tutorial 12 Mapping Types Begin with a Basic Material Load the tutorial file, and assign a basic material Diffuse (and Ambient) Maps Open the Maps rollout and choose a map type Select a bitmap, and render Getting Your Bearings Using the Material/Map Navigator Use the Material/Map Navigator Navigating with Go to Parent Use the Go to Parent button Navigating with the Name Field Move up using the name field Maps from the Material Library Get tutash.jpg from tutorial.mat Changing the Amount of the Map Change the mapping amount Opacity Maps Apply Checkers as an opacity map Use the Go to Sibling button Adjust the Checker settings Set 2-Sided, and render the teapot Shininess Maps Broaden the specular highlights Instance the Checker Bump Maps Assign a Noise plug-in Show End Result Turn off Show End Result Set the Noise parameters Increase the amount of the bump mapping Toggle opacity and shininess strength Specular Maps Turn off some of the maps Shortcut Map Buttons Use the shortcut map buttons Access and assign a specular map Showing the Map in the Viewport Use the Show Map button Self-Illumination Maps Assign and adjust a Self-Illumination map View the tuteyes.tga image Adjust the position of the map Saving Your New Material Save the material Open the Material/Map Browser Basic Reflection Maps Basic reflection maps Automatic reflection maps Flat-mirror reflection maps Create a new material Changing the Shininess and Color Adjust the shininess Adjust the Ambient and Diffuse color Blurring the Reflection Blur the map Mixing Reflection and Diffuse Maps Create a shiny wood material Environment Maps Change the color of the environment Assign an environment map Put the environment map to the Material Editor Assign Blue Chrome, and re-render Choosing a Mapping Coordinate System Texture Environment Cylindrical Spherical Shrink-wrap Screen Render the scene with Shrink-wrap mapping Add shingles to the environment Automatic Reflections and Refractions Making an Automatic Reflection Map Create and assign an automatic reflection map Unhide the spheres and re-render Save the current scene Making an Automatic Refraction Map Load and render the scene Create a refraction-mapped material Change the index of refraction Add some reflection Tutorial 13 Compound Materials and Maps Compound Materials Double-Sided Materials Load a scene, and alter the text object Assign a material, and then change its type Name your material, and view the Navigator Rename the first (facing) material Access the second sub-material Change the color and name of the back material Render the scene Alter the properties of the sub-materials Go to the parent level, and increase the Translucency Creating a Blend Material Create a Blend material Set up the sub-materials Animate the blend Blending with a Mask View the map you’ll use Assign the mask Change the mix Adding Maps Assign diffuse maps Sub-Object Materials Load a new sample file Building a Multi/Sub-Object Material Name the Multi material, and assign some Diffuse colors Automatic Sub-Material Assignment Assign the material to the polyhedron Sub-Object Material Assignment Switch Objects Use Edit Mesh to select faces Assign the second sub-material to the selected faces Assign the rest of the sub-materials Select the inner core of the tube, and then assign a fifth sub-material Playing with Multi Materials Taper the tube Changing Material 3 Change Material 3 Changing Material 1 Move to Material 1 Changing Material 5 Change Material 5 to Double Sided Open the Material/Map Navigator Use the Navigator to jump around Wires and Maps Change Material 2 Find the purple core, and assign a diffuse map Assign the Checker Procedural to the rim Compound Maps Assign Marble to one of the checks Assign maps to the Marble veins Adjust the veins Assign Noise to the other check Assign bitmaps to the Noise components Soften the rim Using the Gradient Map Create a map Change the gradient colors Adjust the gradient parameters Change the black to a gradient Name the map Apply the new map to the tube Compositing Maps Switch objects Create a material with a composite map Set two bitmaps for compositing Adjust the placement of the text Add dirt Masking and Compositing Switch the objects Set up the maps Set up the map and the mask Setting Up Flat Mirror Reflections Switch objects again Create the Multi material Create the flat-mirror material Assign the flat mirror material to coplanar faces Unhide the remaining objects Adding a Diffuse Map to the Reflection Add marble to both sub-materials Reduce the reflection Tutorial 14 Using Lights Omni Lights Begin by loading the scene Create a couple of omni lights Adjust the height of the lights Placing Highlights Use Place Highlight Use Place Highlight with the second light Adjusting Color Adjust the omni-light colors Ambient Light Adjust ambient light Spotlights Load and render the scene Assign spotlight viewports Adjusting the Hotspot and Falloff Adjust the Spot02 hotspot Use the viewport navigation controls to adjust Spot01 Projector Lights Set up Spot02 as a projector spot Adjust Spot01 Rectangular, Ratio, and Roll Change the spotlight shape to rectangular Adjust the aspect ratio Adjust the roll angle Excluding Objects from Light Exclude the text object from Spot01 Include only the text object with Spot02 Restore the shadow Turn off shadow casting properties Create omni lights for the columns Shadows Switch objects Turn on shadows, and render the scene Adjusting Shadow Maps Change the shadow-map settings Overshoot Turn off a spotlight, and turn on Overshoot Adjust Spot02 to cover the cage Transparent Shadows Change the vase material, and re-render Add a map to the Filter component Turorial 15 Setting Up Environments Standard Fog Layered Fog Volume Lights Standard Fog Load and render the sample scene Setting Camera Environment Ranges Display the environment ranges Set the ranges to encompass the four numbers Environment Dialog Open the Environment dialog Switch between Standard and Layered Fogging the Scene Render the scene Changing the Color of the Fog Change the fog color Distance Cueing Apply black fog for distance cueing Changing the Ranges Change the environment ranges Adjust the fog percentage Fogging the Background Turn off the Fog Background option Assign an environment background Mapping the Fog Apply an opacity map to the fog Map the fog with color Layered Fog Load a new scene Assign a Fog plug-in Set the altitude of the fog Softening the Horizon Add a wall and re-render Turn on camera horizon line Apply horizon noise Add falloff to the fog Increase the horizon noise angle Change the noise size Using More Than One Layer Add a second layer of fog Animating the Noise Create and animate a Noise map Animate the layered fog Render the scene Volume Lights Load the sample file Assign Volume Light Assign volume to the light View the rendered effect Softening the Light Adjust the hotspot Reduce the density Changing the Glow Decrease the Max Light % value Restore Max Light % Increase Min Light % Attenuating the Fog Activate attenuation Increase the End % Restore the previous settings Volume Light Noise Turn on the noise Adjust the noise parameters Change the Uniformity Create dust motes Volume Projector Lights Reset some parameters Assign a projector image, and render Volume Omni and Directional Lights Unhide and activate the omni light Set the attenuation Add a Volume Light effect Change the attenuation range Set up a directional light Assign the volume light, and render Tutorial 16 Basic Animation and Morphing Setting Things Up Make a sphere Introducing the Track View Open the Track View Traversing the Hierarchy Find the Position track Animating Position Animate the first motion Altering the Animation Copy the Position key Checking Out the Range Bars Move the range bars Scale the range bars Return things the way they were Looking at Function Curves View the Position track as a function curve Using Out-of-Range Types Change the Out-of-Range Type Cycle the Position keys Adjusting Curve Tangents Display Key Info Change the tangents Changing the Pivot Point Adjust the pivot point Squashing the Ball Bracket the Squash keys Animation Analysis Display the Scale function curve Fix the Scale tangents Add Out-of-Range to the squash Fix the Position problem Lengthen the animation Save the scene Bouncing Along a Path Create a spline shape for the path Create a dummy object Assign the dummy to a Path controller, and then point it to the shape Link the ball to the dummy Animation Controllers Turn on the controller display Dummy Objects Creating the Path Putting a Dummy on the Path Assign the dummy to a Path controller Pick a path for the dummy Link the ball to the dummy Adding Sound Using a Metronome Using a .wav file Using a Metronome Arrange the Track View Adjust the metronome Using a .wav File Add a .wav file Synchronizing the Animation Tracks Synchronize the animation to the sound Editing the Path Edit the shape path Morphing Animating a Sneeze Load the sample file face twitch1 twitch2 ahhh chooo Begin the creation of a morph object Morph the face using copies of the targets Use the Morph Targets window Looking at the Morph Keys Open the Track View Alter the sneeze Morphing with Affect Region Load the spheres, and then edit their vertices Set up, and use Affect Region Use Affect Region on the third sphere Create a morph object Create additional morph keys Create a preview Morphing Loft Objects Each path shape must have the same number of vertices All cross-sectional shapes in all loft objects must have the same number of vertices Capping must be set to Morph (instead of Grid) Optimize Shapes must be off Adaptive Path Steps must be off The Shape Steps value must be the same for each loft object The Path Steps value must be the same Create the shapes Create the loft object Adjust the skin parameters Create a second loft object Change the second loft object Create a third loft object, and alter it Create a fourth loft object, and edit it Create the morph object Tutorial Animation Using Curves and Controllers Function Curves Animation Controllers Making a Pyramid Set things up for a four-sided cone Use Keyboard Entry to create the cone Viewing the Trajectory Viewing the Position Function Curve Use Swap Layouts to display the Track View Display the Position function curve Display key dots in the function curves Editing the Curves Save the scene Drag a key dot Use the statistics fields Moving Trajectory Keys Adjust the trajectory Accessing Key Information Access the Key Info dialog Adjust the Key Info controls Key Info in the Motion Command Panel Access the motion parameters View and locate keyed frames Use the Motion Command panel Tangent Types Restore the scene Assign a Fast-In tangent Copy the In tangent to the Out tangent Using Custom Tangents Restore the smooth tangents Assign a custom tangent Adjust the custom handles Rotate the X tangent to the extreme Breaking the Tangents Break the tangents Apply the global tangent lock Apply the local tangent lock Using Animation Controllers Restore the pyramid animation Display the controllers Assign a Linear Position controller What Happened to Key Info? Using a TCB Controller Assign a TCB controller Try out the TCB controls Restoring the Bezier Position Controller Reassign the Bezier Position controller Making Noise Assign a Noise controller Properties Dialog Access the Noise properties dialog Combining with List Controllers Save your scene, and then assign Noise Assign a List controller Add a Bezier Noise controller Create the bumpy road Limit the bumpy road Using the Path Controller Making the Path Create an N-Gon spline shape Create a box Assigning a Path Controller Assign the Path controller Attempt to move the box Pick a path Following and Banking Turn on Follow Turn on banking Adjusting the Path Parameters View Key Info for the Percent track Change when the box moves Change the distance the box moves Edit the Percent function curve Add a key, and then edit its Bezier tangent Save your animation before proceeding The Look At Controller Make a cylinder look at the box Pick a target Conehead and the Dummy Restore the scene and merge Mr. Conehead Orient Mr. Conehead Create a dummy, and assign a Look At controller Link Mr. Conehead to the dummy Add some extra motion Copying and Pasting Objects Make a polyhedron Copy and Paste the polyhedra Clean up the scene, and create a preview Tutorial 18 Hierarchy and Forward Kinematics Different Types of Hierarchy Object Hierarchy The Robot Arm Load the robot arm Track View in a Viewport Establish a Track View layout Switch viewport layouts Maximize the viewports Navigating the Hierarchy Open the Medit Materials item Collapse all of the Medit Materials tracks The Two Hierarchies Expand the Objects item Expand an object Expand the Base Collapse the list and restore the Track View Linking Objects Hierarchically Link the Vertical Shaft to the Base Testing the Linkage Open the Base Test the links Link the rest of the objects Hierarchical Selection Select objects using the Track View Select with UP ARROW and DOWN ARROW Select the children of the Arm Deselect children Locking Axes Locking the Vertical Shaft Lock the Vertical Shaft Test the locks Locking the Arm Move the pivot point Switch to Local and lock the Arm Locking the Rest After locking the objects, save your scene Animating the Robot Arm Rotating the Hand Lengthen the active time segment Rotate the Hand Apply Ping Pong to the rotation pattern Moving the Vertical Shaft Move the Vertical Shaft Set the Parameter Curve Out-of-Range Type Make It Move Releasing Linked Axes Scale the Base Releasing the Child from Its Parent Release the scale inheritance Animate and oscillate the scale Robo Tango Synchronize the assemblies Desynchronize the robots Switch to Edit Ranges Using Dummy Objects Create a dummy object Link the bases to the dummy Expand the dummy Using a Dummy with Link Inheritance Release the Z inheritance Animate the dummy rotation Solving the Pong Puzzle Load and play the pong puzzle Solution (Don’t Peek!) Set the viewports up Select each object View the trajectory Examine the Hierarchy Tutorial 19 Inverse Kinematics About Inverse Kinematics The Golden Mace Load a sample file Open the Select by Name dialog Activating Inverse Kinematics Test for forward kinematics Turn on inverse kinematics Move the middle of the chain Setting Joint Parameters Setting Up the Robot Arm Load the file Test the IK action of the robot arm Joint Parameters for the Hand Access the joint parameters settings Display the axis tripods as local coordinates Access the rotational joints settings Check your axes directions Limit the Hand rotation to the X axis Limiting the Horizontal Shaft Set sliding joint limits for the Horizontal Shaft Adjust the From and To spinners View the limits Limiting the Arm Limit the Arm rotation Finishing Up Testing the IK Linkage Test the joint parameters Damping a Joint Animating with Inverse Kinematics Interactive IK Applied IK Using Interactive IK Hold these settings Animate the robot arm using interactive IK Using Applied IK Create a follow object Bind the Hand to the dummy Animate the follow object Calculate the IK solution Include rotation in the IK calculation Summary of Steps The Telescope Applying Ease Apply Ease to each cylinder Interactive vs. Applied IK Interactive Result Animate the telescope Applied Result Create and animate a follow object Apply IK Solving the Piston Puzzle Load and examine the following file The Answer Link the objects Set the joint parameters Double Pivot Points? Adjust the Crank’s pivot and test the linkage A Dummy Ties It All Together Test your IK linkage Complete the animation Rotate the wheel, and apply IK Terminators, Precedence, and Path Links Using Terminators Reload the mace and test it Terminate one of the links Setting Precedence Remove the terminator, and create another mace Reverse and compare precedence settings Creating Path Links Set up the objects Deactivate the objects’ rotational joints Assign the Path controller Set the Path joint Tutorial 20 Video Post-production Compositing Without Time Understanding Alpha Compositing Images with a Scene Open and render the sample scene View the alpha channel Adding the Events Add an image input event Add the scene event Add another image Adding Image Layer Events Add an Image Layer event Add another Image Layer event Executing Video Post Execute the sequence Editing the Sequence Adjust the tutrust image Examine the tutframe image Turn on Safe Frames and dolly the camera Restore Video Post, and execute Replacing the Scene Event Create a rendering of the bowl Add the bowl image event Execute the sequence Adding a Credit Add a credit Add another Image Layer event Outputting to a File Add an Image Output event Execute the sequence and save the output Saving the Video Post Sequence Save the sequence Experimenting with Video Post Disable the Output Image event Masking the Image Layer Event Mask the frame image Using a Filter Event Add a Filter event Resize the background Galactic MAX: The Movie Collecting the Ingredients Examining the Sequence Loading the Scene Load the sample file Roughing in the Events Add the images to the queue Setting Up the Opening Composite and Title Cutout Composite the scene with the first image Set up the Image Alpha filter Adding the Cross Fade Add the cross-fade transition Fade In the End Title Add the fade-in to the end title Adding a Simple Wipe Add the Simple Wipe event Adding Image Output Add an Image Output event Save your sequence and your file Setting the Range Bars Setting the Range for the Opening Title Adjust the range bar for tutplate.jpg Set the range bar for the Image Alpha Filter Set up the Overview Camera event range Remembering the Alpha Compositor Adjust the first Alpha Compositor Adding the Next Scene Event Adjust the Jet Camera event range Placing the Cross Fade Transition Adjust the Cross Fade Transition event Set up the Tower Camera event range Adding a Wipe Adjust the wipe Fading in the Title Place the fade-in Adjust the end title event Adjusting the Last Alpha Compositor Adjust the Alpha Compositor Setting the Image Output Range Set the range of the Image Output Event Executing the Video Post Sequence Save your scene and your sequence Execute the sequence

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