3DS MAX -
modeling
texturing
lighting
rigging
animation
dynamics
rendering.
orthographic view-
2d view (top front left right)
axonogragphic view- presp.
title bar and menu.-
file edit group view create modifiers animation.
view- hide display
create- create light camera geomaetry
modifier-bend, taper twist ffd box loft etc.
animation- track view, curve editor dope sheet.
rendering-(f10,f9 for single frame render)
civil view menu-
scripting-(MEL for maya)(C++ for max) (sphere()...new script.
content menu- preset assests.
Main Toolbar-undo redo linking , space wrap. select and link,
scale into 3 type-
uniform nonuniform squash.
in seelection two types.
Local axis
World axis.
2dSnap-2d snap.
2.5dsnap 3Dsnap-presp.
press H for outliner.-Object by list.
Alt W to switch panels.
how to change the user interface.-
costomize> show UI> Command pannel.
to change the units-
Costomize> unit setup
WHAT IS STANDARD AND EXTENDED PRIMITIVES-
standard primitives are simple object which require only one drag(one click)
extended require two drags(base and height)
they are 3d objects
shapes-
they are 2d objects.
to make 2d object into 3d use extrud from modifiers list>(e) extrud.
LIGHTS-
three types
1.photometric
2.standard- spot,direction,omni,skylight,target,free.
3.arnold
CAMERA-
physical- used for light and arnold mainly.
target-
free- used for walkthroughs.
HELPERS-
(non redereable)
for wireframe mode-(f4)
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-
(press 8 for environmet and effects)
hotkeys in maya, Quad menu in 3dsMax(the options after right clicking).
What the uses of 3DS Max in the production??
-
production Pipeline-
Script
project planning
bidding and billing
signing copyright
non disclosure aggrement.
getting approval
storyboard
mockup/animatics.
fullscape production
delivaring first draft
final content
billing the client
ending the contract
getting the recognition.
+SHAPES AND STYLE-
select the shape > modify > enable render.
T F B P - shortcuts for views.
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.
to change the vertex of the line-
turner,Smooth,Ve
What is primitive?
the objects in geometry.
Text and Text Plus-
Text is 2d ( In shapes)
Text Plus is 3d (in Primitives).
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>
.Sclupting IN 3dsMAx- PAINT DIFFERMATION.
Fill hole in Maya - Cap in 3ds Max
Select the border > right click.
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.
CRTL+C = target camera.
Press C to activate the camera.
apply Noise modifier to create the water texture.
(f9) to render.
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.
to import the texture-
map > diffuse > general > bitmap.
press (show shaded material viewport) to see the texture in viewport.
modifier > Uv double map.
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.
Getting reference Image in 3DSMax-
get a plane > materail editor(m) > select the first slot > physical materail(in
render setting press f10)> change to scanline > standard legacy > diffuse >
general > bitmap > import the image. and drag drop the material on the plane.
To modify the map > modifiers > UVW map.
(f4) for the outline.
Applying diff. materails on the same object ( MultiSub object)-
select the object > right click > convert to poly > select polygon > get the
polygon materail ID( down in the attribute box) > materail editor > new slot .
physical materail > MultiSub Object > set number > set materail > diffuse >
standard legacy > bitmap.
Max doesnt support MP4 format..Use AVI format.
Use displace materail to imprint the image on the plane.
BLEND MATERAIL- Materail editor > physical materail > blend.
LIGHTING-
three types of light _
1 photomatic
2 arnold
3 standard.
Shift+f3 to show light.
Three point lights-
*key light.100% - The key light as the name suggests shines directly upon the
subject and serves as its principals illuminator; more than anything else. the
strength color and the angle of key determines the shoots overall lighting design.
*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.
Photomatic Light- (select and drag)
modifier > light distribution > photomatic wave. > choose photomatic files > call
IAS light.
Sun positional light(physical sky)
Arnold light -
ONLY 1 ARNOLD LIGHT IN 3DSMAX.
to add sky-
press 8 > environment map > call the file.(JPG) > Bitmap
Mirror instance __ modifier > symmetry
Plane > increase points > modifier > Refill.
Animation-
N - for auto key
Time configuration - animation setting( timeline setting)
Framerate- PAL (for India) Phase alternating line.
NTSC- national television standard community.
Animation > graph editor > curve editor.
GReater than and less than >< for moving single frame.
/ for play.
Ghosting- Preview of pervious frames in Animation.
Veiw > ghosting.
Tools > preview > graph viewport > 1st option ( for raw animation )
Particles-
standard > particles
There are two types of particles
1. Event particle- Can change accordingly (PH source)
2. Non Event particle- can not change acc. ( all other are non event)
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-
System > Bones (for joints)
Right click after done
Animation > bones tool (for adding bones)
Refine tool for adding bone.
delete and Subtract (for deleting bones)
Turn on bone edit mode for navigating bones.
IK FK -
Select bone > animation > bones > HI server
Select and link the ik and last bone of reverse foot by draging it on it.
Shift A to Align the controller (V)
Select IK > go to motion panel > IK solver > shovel angle > pick target
ALT press and right click > freeze transfrom.
Select and link the controller and leg.
Spine-
Alt A - quick align
Freeze controller > select bone > animation > orient> orientation contranit > keep
initial offset (in motion panel)
Set Driven key In Maya...
Reaction Manager in Max-
Finger bone > controller > freeze > Animation > reaction manager > Click the first
option (reaction driver)
click the circle > transform > rotation > frozen rotation > Y rotation.
Go to driven > select the first bone > trasnform > roation > frozen roatation > Y
Repeat the process for all the bones.
Roatate the driver and driven > select all the components > create state > all
selec.
Blend Shape In MAYA~
Morph something in MAX-
Hirarchy > affect pivot only > center to the object.
Make copies of the the faces with different expressions (Eye blink, mouth open,
chin,)
To import sound > Animation > curve editor > Sound >
dope sheet > sound > properties > addc> close.
Select the main face > modifires > morpher >
select slots and click from scene.
hide all faces.
Skining -
select the object > modifiers > Skin > add bones > select bones.
Skining_ ( red for 100% white for 0%).
Biped -
Figure mode (chnge the skeleton)
Walk step mode ( for walking )
Helpers > manipulator > Slider.
right click on slider > wire parameter > value > drag to face > modiddfy object >
connect.
modifiers > hair n fur . > cut length > bitmap.