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Mastering
3D Studio MAX R3 |
Understanding Specialized
User Interface Tools
We have covered many different areas in the user interface (UI) to this
point. You will use some of the areas weve discussed every time
you open up 3D Studio MAX. For example, to move and view your scene you
will have to know and use the navigation tools. Eventually you will use
items such as the Transform tools and the Move, Rotate, and Scale commands
without even thinking about them. But there are also some areas of the
UI that are a bit more specialized and more complex in their usage, including
the Time Control, Material Editor, and Track View. The following sections
will provide you with an introduction to these areas. Each one will be
discussed in greater detail later in the book.
Using the
Time Control Area
The Time Control area (Figure 3.17) is located on the lower-right area
of the UI next to the viewport navigation tools. The Time Control area
holds tools that can play and configure your animation.
FIGURE
3.17 The Time Control area
This area contains buttons that allow you to record your animation. Once
you have recorded your animation, you can use the remaining icons to move
through it: Go to Start, Go to Previous Frame, Play Animation, Go to Next
Frame, and Go to End of the Animation. You can also use the Time Slider
to scroll through your animation. You will notice two numbers on the Time
Slider (Figure 3.18). The first number indicates the current frame; the
second number indicates the total number of frames in the active segment
of your animation.
FIGURE
3.18 The Time Slider
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| NOTE The Time
Control area is covered in detail in Chapter 6.
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Using the
Material Editor
The Material Editor (Figure 3.19) is the dressing room for
your scene. After you have created your 3D objects, you can change their
appearance by applying various colors and textures to them to give your
scene a more realistic appearance.
With the Material Editor you can use the pre-made materials that come
with MAX. There are metals, stones, and wood materials to choose from,
as well as colors and fabrics. If you dont find anything to your
liking, you can create your own unique material or adjust the pre-made
materials.
The Material Editor can be opened in several ways. You can use the icon
on the Main Toolbar, you can launch it from the Tools menu, or youс can
simply press the M key.
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| NOTE The Material
Editor is covered in detail in Chapters 8 and 9.
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Using the
Track View
The Track View allows you to better control your animation sequences
as well as your overall scene management (Figure 3.20). You have more
controls to adjust your animation with using the Track View.
The Track View is broken down into certain areas. On the left side it
holds all the different components of your scene. Each component holds
a specific type of animation in its rollout. The large middle area is
where your keys would be available to work on. Across the top and bottom
of the layout are several icons that will assist you in viewing and manipulating
your keys and animations.
FIGURE
3.19 The Material Editor
FIGURE
3.20 The Track View
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| NOTE The Track
View is covered at length in Chapters 6 and 7.
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Summary
As you can clearly see, the MAX user interface can seem overwhelming,
but it is important to remember that you do not have to know everything
in the UI. It will take some time to remember where things are located,
but thats OK. Just take your time and have fun. Remember that this
is an ongoing learning process.
Now that you have knowledge of the pull-down menus, Shelf Area, the Command
Panel, how to customize and navigate the UI, and a foundation for tackling
MAX, its time to move on to the modeling tools, beginning with polygonal
modeling in the next chapter.
© 2000, Frol (selection,
edition, publication)
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