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Mastering 3D Studio MAX R3


PART I—3D Studio Max Basics
CHAPTER 1—Basic 3d Graphics Concepts
Living in The 3D World: The X, Y, and Z
Viewing in 3D
Looking at Viewports
Building Vertices, Edges, and Faces
Understanding How Animation Happens
Stop Motion
CHAPTER 2—Basic MAX Concepts
Understanding MAX’s Object Concepts
Following the Object Dataflow
Understanding MAX’s Concepts of Space
World Coordinates
Local Coordinates
Screen Coordinates
View Coordinates
Grid Coordinates
Parent Coordinates
Pick Coordinates
Understanding MAX’s Concepts of Time
Animation Playback
Frames vs. Fields
Function Curves
Understanding MAX’s Rendering Options
Rendering to Still-Image File Formats
Rendering to Animated File Formats
CHAPTER 3—The MAX Interface
Accessing Commands in the Menu Bar
File Menu
Edit Menu
Tools Menu
Group Menu
Views Menu
Rendering Menu
Track View Menu
Schematic View Menu
Customize Menu
MAXScript Menu
Help Menu
Accessing Features in the Shelf Area
Main Toolbar
Examining Other Tabs
Customizing the Shelf Area
The Command Panel
Create Tab
Modify Tab
Hierarchy Tab
Motion Tab
Display Tab
Utility Tab
Navigating in Viewports
Standard Tools
Camera Tools
Light Tools
Understanding Specialized User Interface Tools
Using the Time Control Area
Using the Material Editor
Using the Track View

PART II—Modeling
CHAPTER 4—Basic MAX Modeling Tools
Defining Model Types
Building Models
Building from Standard and Extended Primitives
Choosing Modeling Tools
Editing Sub-Objects with Modeling Tools
Creating Models with Compound Objects
Understanding Compound Objects
Modifying with Booleans
Lofting for Special Model Types
Using Connect
Merging with ShapeMerge
Using the Terrain Compound Object
Working with Other Compound Objects
Hands-on MAX: Low-Polygon Game Database Modeling
Building Up The House
Reducing Polygons Through the Modifier Stack
Renaming the Stack
Applying Materials
Creating Material ID and Mapping Coordinates
Mapping the Roof
CHAPTER 5—Organic Modeling
Modeling Organic Forms
Choosing a Modeling Approach
Understanding Splines
Modeling with Patches
Building and Editing Patch Surfaces
Converting a Loft Object to Patches
Using Surface Tools
Hands-on MAX: Modeling a Narwhale with Surface Tools
Modeling with NURBS
Understanding NURBS
Working with the NURBS Toolbox
Subdivision Surface Modeling with NURMS
Hands-on MAX: Organic Box Modeling
Creating the Base Object
Adding the Active MeshSmooth
Creating the Arm
Giving the Character a Hand
Creating the Neck and Head
Building the Leg and Foot
Making the Object Whole

PART III—Animation
CHAPTER 6—Keys to Animation
Grasping Concepts of Time in Animation
Understanding Keyframe Animation
Timing Your Animation
Working with the MAX Animation Tools
Using the Time Control Area
Using the Animate Button
Exploring The Track View
Getting Started Animating in MAX
Animating Transforms
Animating Parameters
Animating Sub-Objects
Animating Particle Systems
Using Controllers to Animate
Using the Default Controllers
Changing a Controller
Nesting Controllers
Using Other Controllers
CHAPTER 7—Advancing Your Animation Skills
Using the Track View to Animate
Creating Keys
Editing Keys
Moving and Copying Keys
Interpolating Between Keyframes
Shaping Function Curves with Tangent Types
Applying Parameter Curve Out-of-Range Options
Using Dummy Objects
Providing a Handle
Separating Motion Components
Providing a Second Pivot Point
Animating Hierarchies
Linking up a Simple Hierarchy
Using Forward Kinematics
Using Inverse Kinematics
Working in Character Studio
The Biped System
The Physique Modifier
Layered Motion

PART IV—Materials and Lighting
CHAPTER 8—Basic Materials
Understanding CG Shading
Applying Mapping Coordinates
Mastering the Material Editor
Moving Around in The Material Editor User Interface
Understanding Common Material Types
Standard Materials
Other Material Types
Understanding Map Types
2D Map Types
Other Maps
CHAPTER 9—Advanced Materials
Understanding Raytrace Materials
Setting Basic Parameters
Setting Extended Parameters
Applying Maps to a Raytrace Material
Setting Raytracer Controls
Using Dynamics Properties
Creating Matte/Shadow Materials
Building Compound Materials
Creating a Double Sided Material
Creating a Top/Bottom Material
Creating a Composite Material
Creating a Shellac Material
New Materials Features in Release 3
Altering Map Outputs
Understanding Camera Mapping
How Camera Mapping Works
Matching Your Camera to Your Photo
Matching Simple Geometry to Your Photo
Applying the Camera Map Modifier
CHAPTER 10—Adding Color And Light
Understanding Color Models
The Subtractive Model
The Additive Models
The HSV Model
The HWB Model
Exploring the Color and Light Tools in MAX
Default Lighting
Creating Light Objects
Adjusting Lights in the Light Viewport
Adjusting Lights with the Place Highlight Tool
Using the Light Lister
Saving Your Colors to a Clipboard
Setting Your Light Parameters
Coloring Light
Multiplying Light Intensity
Excluding Objects
Attenuating Light at a Distance
Adjusting the Hotspot and Falloff
Casting Shadows
Affecting Surfaces
Projecting Maps from Lights
Adding Atmospheric Effects
Simulating Light and Color in 2D
Simulating Aerial Perspective
Using Advancing and Receding Colors
Using Contrast and Harmony
Painting Light and Shadows
Designing Your Lighting
Using a Three-Point Light Setup
Zone Lighting
Mood Lighting
Accent Lighting
Lighting for the Camera
Using Vertex Colors to Replace Lighting

PART V—Rendering and Compositing
CHAPTER 11—Rendering and Environmental Effects
Understanding Rendering
Creating Environments
Adding an Environment Background
Setting the Global Lighting
Creating Atmospheres
Using MAX’s Rendering Tools
Invoking the Renderer
Using the Virtual Frame Buffer
Preview Rendering
Choosing Your Render Settings
Common Parameters Rollout
Scanline Renderer Rollout
Network Rendering
Setting Up Your Network
Setting Up Network Rendering for MAX
Sending a Network Render
Monitoring the Render Queue
Troubleshooting a Render
Using the RAM Player
Using the Render Effects Dialog Box
Choosing a Render Effect
Choosing Lens Effect Settings
Applying Render Effects Interactively
Hands-on MAX: A Complete Faucet Animation
Preparing the Faucet Loft Path
Creating the Loft Object Cross-Section
Lofting the Faucet
Using Faces Efficiently
Adding a Space Warp with a Path Controller
Editing the Space Warp Timing
Binding the Displace to the Faucet
Adjusting the Effect Range
Adjusting the Animation Length
Creating the Water
Adjusting the Super Spray Parameters
Simulating Water with MetaParticles
Merging the Faucet with the Rest of the Scene
Applying Materials to the Faucet
Synchronizing the Animations
Using a UOmniFlect Space Warp
Rendering the Completed Animation
CHAPTER 12—Post-Production and Compositing
Understanding Video Post
Using Video Post Tools
Adding a Scene Event
Adding an Image Input Event
Adding an Image Filter Event
Add an Image Output Event!
Executing the Video Post Queue
Choosing Image Filters
Editing Video Clips
Using the Alignment Tools
Cross-Fading between Two Events
Compositing Video Clips
Understanding Alpha Channels
Using an Alpha Compositor
Hands-on MAX: Compositing Reflections of a Mirror with Another Image
Assigning a Matte Material
Capturing the Reflections with a Raytrace Map
Rendering a 32-bit Targa Sequence
Loading the Targa Sequence and Movie File into Video Post
Compositing the Files Together

PART VI—Using MaxScript
CHAPTER 13—MAXScript Basics
The MAXScript User Interface
Utility Tab and Menu Bar
Macro Recorder
MAXScript Editor
Plug-in Scripts
Working in MAXScript
Using the Macro Recorder
Macro Recorder Limitations
Working with Variables
Assigning Variables
Performing Math Operations
Performing Basic Math Operations
Performing Advanced Math Operations
Using Strings
Outputting String Variables
Using Special Characters in String Values
Manipulating Strings
Entering Data
Using Conditions
Repeating Tasks
Sequential Tasks
Non-Sequential Tasks
Creating Functions
Organizing Complex Data
Text File I/O: Reading and Writing Data
Managing Files
Reading and Writing Data
CHAPTER 14—Manipulating Scenes with Maxscript
Scripting Objects
Creating an Object and Accessing Its Properties
Accessing an Object by Name
Working with Selections
Accessing Global Object Properties
Spline Properties
Replicating Objects
Accessing an Object’s Position, Rotation, and Scale
Hands-On MAXScript: Creating an Array and Changing the Rotation
Creating Materials
Standard Materials
Working with Maps in Materials
Material Editor
Material Libraries
Other Materials and Maps
Recording Materials
Hands-On MAXScript: Adding a Noise Bump Map to a Material
Working with Modifiers and Modifier Options
Adding Modifiers
Using Modifier Options
Global Options
Working in Sub-Object Level
Space Warps
Hands-On MAXScript: Creating a Material and Applying It to a Selected Object
Creating and Managing a Hierarchy
Using Environment and Render Effects
Accessing Global Environment Variables
Creating Environment Effects and Atmospheric Gizmos
Creating Render Effects
Hands-On MAXScript: Creating an Explosion
Working with Splines
Creating Shapes
Converting Shapes to Splines
Understanding Splines
Editing Splines
Creating Splines from Scratch
The Edit Spline Command
Hands-On MAXScript: Copying and Editing a Spline
Working with Meshes
Converting Objects to Editable Meshes
Mesh Properties
Accessing Vertex, Face, and Edge Information
Working with Edit Mesh, Edit Patch, and Edit Spline
Hands-On MAXScript: Creating a Scatter and Adjusting Vertex Color
CHAPTER 15—Creating A User Interface
Designing Utilities
Creating a Utility
Other Interface Items
Creating Alert Messages
Building Rollouts
Adding and Removing Rollouts
Building Shortcut Menus
CHAPTER 16—Animating with MAXScript
Working with Animation Controllers
Assigning Controllers
Track View Properties
Hands-on MAXScript: A Collapse Position Floater
Hands-on MAX: Expression Controller
Script Controller
Animating Vertices
Manipulating Rendering Results
Rendering Images
Manipulating Bitmaps with MAXScript
Bitmap I/O
Pixel Manipulation
Rendered Channel Information
Bitmaps in the UI
CHAPTER 17—Advanced Scripting
Declaring Global and Local Variables
Preparing Startup Scripts
Macro Scripts
Plug-in Scripts
Using Scene Scripts
Persistent Variables and Functions
Change Handlers
Working with MAX Files
Opening and Saving
Other File Commands
Customizing Viewports
Viewport Layout
Viewport Type
Miscellaneous Viewport Manipulation
Accessing Global Functions and Properties
MAX Interface
File Management
CHAPTER 18—Plug-in Scripts
Creating Tools
Creating Plug-in Scripts
Creating Extended Plug-in Scripts
Building Geometry Using Plug-ins
Appendix A
Appendix B
Rambler's Top100