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3DS Max
3DS Max
modeling
texturing
lighting
rigging
animation
dynamics
rendering.
orthographic view-
2d view (top front left right)
axonogragphic view- presp.
2dSnap-2d snap.
2.5dsnap 3Dsnap-presp.
shapes-
they are 2d objects.
CAMERA-
physical- used for light and arnold mainly.
target-
free- used for walkthroughs.
HELPERS-
(non redereable)
SPACE WRAP-
gravity is only appicable to particles.
SYSTEM-
Rigging.-bones, biped.
HIRARCHY-
(+,- for size of the pivot)
adjust > affect pivot.
IK- inverse kinematics
Linking-
Bollean-
Shapes shopuld be paralle.
Press Z to Zoom.
Adaptive to smooth.
Attach the objects first.
right click > convert to > edit to spline.
Geometry > on vertex > on Attach.
3d-
Select the objects > convert the object > bollean.
convert the object to poly.
What is primitive?
the objects in geometry.
Selection-
Loop(left and right)- vertical selection
ring- horizontal selection
sink- Min selection
Crtl(+ selection) Shift (- selection).
Shrink and grow- + - sellection.
Soft selection- Select the object>
cordinate system-
hirarchy > pivot > turn off pivot > to change the axis rotation.
linking- select child and parent > link > click the child and drag to parent to
link.
Material-
Press M (Material slots) 24
search standard legacy > down in the option box > maps > bump map.
drag drop thr material to apply to the object.
Light > spotlight > intensity and color attonation > far attonation.
maretial > reflection > ray trace and choose reflection.
AutoKey(N).
rendering-
Press(f10) > render setting > render setup > scanline render > location setup >
render.
LIGHTING-
three types of light _
1 photomatic
2 arnold
3 standard.
*fill light.50%- The fill light also shines on subject, but from a side angle
relative to the key and is often placed at a llower position than the key light
( about at the level of subject face). it balances the key by illumknating the
shaded surfaces and by lesseing or eliminating chiroscuro effects such as the
shadow cast by a persons nose upon the rest of the face. it is usually less softer
and less brighter than the key light (upto half) and more to a flood. not using a
fill at all can result instrack contrasrs across the subjects face. depending upon
the key lights harshness. Sometimes as in low key lighting this ais a delibirate
effect but shots intended to look more natural and less stylistic require a fill.
*backlight.20%- the backlight (a.k.a. the rin, hair, or shoulder light) shines on
the subject from behind, often (but not necessarily) to one side or the other. It
gives the subject a rim of light, serving to separate the subject from the
background and highlighting contours.
Back light on rin light is different from a kick in that a kick (or kicker)
contributes to a portion of the shading on the visible surface of the subject,
while a rin light only creates a thin outline around the subject without
necessarily hitting the front (visible) surface of the subject at all.
to add sky-
press 8 > environment map > call the file.(JPG) > Bitmap
Animation-
N - for auto key
Time configuration - animation setting( timeline setting)
Framerate- PAL (for India) Phase alternating line.
NTSC- national television standard community.
Tools > preview > graph viewport > 1st option ( for raw animation )
Particles-
Adding gravity -
space wrap > Forces > gravity.
Binding the space wrap to the particles.
Deflector-
(for a collider plane for bounncing of particless)
Forces > deflector. > simple defelctor > drag in veiwport.
Rigging-
IK FK -
Spine-
Alt A - quick align
Freeze controller > select bone > animation > orient> orientation contranit > keep
initial offset (in motion panel)
Skining -
select the object > modifiers > Skin > add bones > select bones.
Skining_ ( red for 100% white for 0%).
Biped -