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3D Studio Max R2 Tutorial


3D Studio Max R2 Tutorial

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Index 3D Studio Max R2 Tutorial

The Basics
Tutorial 1
Learning the Screen
Start the program, and look at the screen
Command panels
Status line
Prompt line
Viewport navigation controls
Time controls
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
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
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
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
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
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
Editing a Cylinder
Create and taper a cylinder
Selection Levels
Face (which includes element)
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
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
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
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
Create the Boolean object
Switch to Union
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
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
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
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
Switch objects
Turn on shadows, and render the scene
Adjusting Shadow Maps
Change the shadow-map settings
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
Animating a Sneeze
Load the sample file
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
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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