- •Preface
- •About This Book
- •Acknowledgments
- •Contents at a Glance
- •Contents
- •Relaxing at the Beach
- •Dressing the Scene
- •Animating Motion
- •Rendering the Final Animation
- •Summary
- •The Interface Elements
- •Using the Menus
- •Using the Toolbars
- •Using the Viewports
- •Using the Command Panel
- •Using the Lower Interface Bar Controls
- •Interacting with the Interface
- •Getting Help
- •Summary
- •Understanding 3D Space
- •Using the Viewport Navigation Controls
- •Configuring the Viewports
- •Working with Viewport Backgrounds
- •Summary
- •Working with Max Scene Files
- •Setting File Preferences
- •Importing and Exporting
- •Referencing External Objects
- •Using the File Utilities
- •Accessing File Information
- •Summary
- •Customizing Modify and Utility Panel Buttons
- •Working with Custom Interfaces
- •Configuring Paths
- •Selecting System Units
- •Setting Preferences
- •Summary
- •Creating Primitive Objects
- •Exploring the Primitive Object Types
- •Summary
- •Selecting Objects
- •Setting Object Properties
- •Hiding and Freezing Objects
- •Using Layers
- •Summary
- •Cloning Objects
- •Understanding Cloning Options
- •Mirroring Objects
- •Cloning over Time
- •Spacing Cloned Objects
- •Creating Arrays of Objects
- •Summary
- •Working with Groups
- •Building Assemblies
- •Building Links between Objects
- •Displaying Links and Hierarchies
- •Working with Linked Objects
- •Summary
- •Using the Schematic View Window
- •Working with Hierarchies
- •Setting Schematic View Preferences
- •Using List Views
- •Summary
- •Working with the Transformation Tools
- •Using Pivot Points
- •Using the Align Commands
- •Using Grids
- •Using Snap Options
- •Summary
- •Exploring the Modifier Stack
- •Exploring Modifier Types
- •Summary
- •Exploring the Modeling Types
- •Working with Subobjects
- •Modeling Helpers
- •Summary
- •Drawing in 2D
- •Editing Splines
- •Using Spline Modifiers
- •Summary
- •Creating Editable Mesh and Poly Objects
- •Editing Mesh Objects
- •Editing Poly Objects
- •Using Mesh Editing Modifiers
- •Summary
- •Introducing Patch Grids
- •Editing Patches
- •Using Modifiers on Patch Objects
- •Summary
- •Creating NURBS Curves and Surfaces
- •Editing NURBS
- •Working with NURBS
- •Summary
- •Morphing Objects
- •Creating Conform Objects
- •Creating a ShapeMerge Object
- •Creating a Terrain Object
- •Using the Mesher Object
- •Working with BlobMesh Objects
- •Creating a Scatter Object
- •Creating Connect Objects
- •Modeling with Boolean Objects
- •Creating a Loft Object
- •Summary
- •Understanding the Various Particle Systems
- •Creating a Particle System
- •Using the Spray and Snow Particle Systems
- •Using the Super Spray Particle System
- •Using the Blizzard Particle System
- •Using the PArray Particle System
- •Using the PCloud Particle System
- •Using Particle System Maps
- •Controlling Particles with Particle Flow
- •Summary
- •Understanding Material Properties
- •Working with the Material Editor
- •Using the Material/Map Browser
- •Using the Material/Map Navigator
- •Summary
- •Using the Standard Material
- •Using Shading Types
- •Accessing Other Parameters
- •Using External Tools
- •Summary
- •Using Compound Materials
- •Using Raytrace Materials
- •Using the Matte/Shadow Material
- •Using the DirectX 9 Shader
- •Applying Multiple Materials
- •Material Modifiers
- •Summary
- •Understanding Maps
- •Understanding Material Map Types
- •Using the Maps Rollout
- •Using the Map Path Utility
- •Using Map Instances
- •Summary
- •Mapping Modifiers
- •Using the Unwrap UVW modifier
- •Summary
- •Working with Cameras
- •Setting Camera Parameters
- •Summary
- •Using the Camera Tracker Utility
- •Summary
- •Using Multi-Pass Cameras
- •Creating Multi-Pass Camera Effects
- •Summary
- •Understanding the Basics of Lighting
- •Getting to Know the Light Types
- •Creating and Positioning Light Objects
- •Viewing a Scene from a Light
- •Altering Light Parameters
- •Working with Photometric Lights
- •Using the Sunlight and Daylight Systems
- •Using Volume Lights
- •Summary
- •Selecting Advanced Lighting
- •Using Local Advanced Lighting Settings
- •Tutorial: Excluding objects from light tracing
- •Summary
- •Understanding Radiosity
- •Using Local and Global Advanced Lighting Settings
- •Working with Advanced Lighting Materials
- •Using Lighting Analysis
- •Summary
- •Using the Time Controls
- •Working with Keys
- •Using the Track Bar
- •Viewing and Editing Key Values
- •Using the Motion Panel
- •Using Ghosting
- •Animating Objects
- •Working with Previews
- •Wiring Parameters
- •Animation Modifiers
- •Summary
- •Understanding Controller Types
- •Assigning Controllers
- •Setting Default Controllers
- •Examining the Various Controllers
- •Summary
- •Working with Expressions in Spinners
- •Understanding the Expression Controller Interface
- •Understanding Expression Elements
- •Using Expression Controllers
- •Summary
- •Learning the Track View Interface
- •Working with Keys
- •Editing Time
- •Editing Curves
- •Filtering Tracks
- •Working with Controllers
- •Synchronizing to a Sound Track
- •Summary
- •Understanding Your Character
- •Building Bodies
- •Summary
- •Building a Bones System
- •Using the Bone Tools
- •Using the Skin Modifier
- •Summary
- •Creating Characters
- •Working with Characters
- •Using Character Animation Techniques
- •Summary
- •Forward versus Inverse Kinematics
- •Creating an Inverse Kinematics System
- •Using the Various Inverse Kinematics Methods
- •Summary
- •Creating and Binding Space Warps
- •Understanding Space Warp Types
- •Combining Particle Systems with Space Warps
- •Summary
- •Understanding Dynamics
- •Using Dynamic Objects
- •Defining Dynamic Material Properties
- •Using Dynamic Space Warps
- •Using the Dynamics Utility
- •Using the Flex Modifier
- •Summary
- •Using reactor
- •Using reactor Collections
- •Creating reactor Objects
- •Calculating and Previewing a Simulation
- •Constraining Objects
- •reactor Troubleshooting
- •Summary
- •Understanding the Max Renderers
- •Previewing with ActiveShade
- •Render Parameters
- •Rendering Preferences
- •Creating VUE Files
- •Using the Rendered Frame Window
- •Using the RAM Player
- •Reviewing the Render Types
- •Using Command-Line Rendering
- •Creating Panoramic Images
- •Getting Printer Help
- •Creating an Environment
- •Summary
- •Creating Atmospheric Effects
- •Using the Fire Effect
- •Using the Fog Effect
- •Summary
- •Using Render Elements
- •Adding Render Effects
- •Creating Lens Effects
- •Using Other Render Effects
- •Summary
- •Using Raytrace Materials
- •Using a Raytrace Map
- •Enabling mental ray
- •Summary
- •Understanding Network Rendering
- •Network Requirements
- •Setting up a Network Rendering System
- •Starting the Network Rendering System
- •Configuring the Network Manager and Servers
- •Logging Errors
- •Using the Monitor
- •Setting up Batch Rendering
- •Summary
- •Compositing with Photoshop
- •Video Editing with Premiere
- •Video Compositing with After Effects
- •Introducing Combustion
- •Using Other Compositing Solutions
- •Summary
- •Completing Post-Production with the Video Post Interface
- •Working with Sequences
- •Adding and Editing Events
- •Working with Ranges
- •Working with Lens Effects Filters
- •Summary
- •What Is MAXScript?
- •MAXScript Tools
- •Setting MAXScript Preferences
- •Types of Scripts
- •Writing Your Own MAXScripts
- •Learning the Visual MAXScript Editor Interface
- •Laying Out a Rollout
- •Summary
- •Working with Plug-Ins
- •Locating Plug-Ins
- •Summary
- •Low-Res Modeling
- •Using Channels
- •Using Vertex Colors
- •Rendering to a Texture
- •Summary
- •Max and Architecture
- •Using AEC Objects
- •Using Architectural materials
- •Summary
- •Tutorial: Creating Icy Geometry with BlobMesh
- •Tutorial: Using Caustic Photons to Create a Disco Ball
- •Summary
- •mental ray Rendering System
- •Particle Flow
- •reactor 2.0
- •Schematic View
- •BlobMesh
- •Spline and Patch Features
- •Import and Export
- •Shell Modifier
- •Vertex Paint and Channel Info
- •Architectural Primitives and Materials
- •Minor Improvements
- •Choosing an Operating System
- •Hardware Requirements
- •Installing 3ds max 6
- •Authorizing the Software
- •Setting the Display Driver
- •Updating Max
- •Moving Max to Another Computer
- •Using Keyboard Shortcuts
- •Using the Hotkey Map
- •Main Interface Shortcuts
- •Dialog Box Shortcuts
- •Miscellaneous Shortcuts
- •System Requirements
- •Using the CDs with Windows
- •What’s on the CDs
- •Troubleshooting
- •Index
Working with Files and XRefs
Complex scenes can end up being a collection of hundreds of files, and misplacing any of them will affect the final output, so learn-
ing to work with files is critical. This chapter focuses on working with files whether they be object files, texture images, or background images. Files enable you to move scene pieces into and out of Max. You can also export and import files to and from other packages.
Max scenes can also be composed from several different objects that have been created by a team. Using external references (XRefs), you can pull all the different pieces together into a single scene.
Working with Max Scene Files
Of all the different file types and formats, there is one file type that you will probably work with more than any other — the max format. Max has its own proprietary format for its scene files. These files have the .max extension and allow you to save your work as a file and return to it at a later time. Max also supports files saved with the .chr extension used for character files.
When Max starts, a new scene opens. You can start a new scene at any time with the File New (Ctrl+N) command. Although each instance of Max can have only one scene open at a time, under Windows XP, you can open multiple copies of Max, each with its own scene instance.
Starting a new scene deletes the current scene, but Max asks you whether you want to keep the objects and hierarchy, keep the objects, or make everything new, as shown in Figure 3-1. Starting a new scene with the File New menu command maintains all the current interface settings, including the viewport configurations, any interface changes, viewport backgrounds, and any changes to the Command Panel. To reset the interface, choose File Reset. When reset, all interface settings return to their default states, but interface changes aren’t affected.
C 3H A P T E R
In This Chapter
Saving, opening, merging, and archiving files
Importing and exporting objects and scenes
Importing objects from external packages like Illustrator and Poser
Externally referencing objects and scenes
Working with file utilities such as the Asset Browser
Accessing scene files information
90 |
Part I Learning the Max Interface |
Figure 3-1: When creating a new scene, you can keep the current objects or select New All.
Saving files
After you start up Max, the first thing you should learn is how to save your work. After a scene has changed, you can save it as a file. Before a file is saved, the word “Untitled” appears in the title bar; after you save the file, its name appears in the title bar. Choose File Save (Ctrl+S) to save the scene. If the scene hasn’t been saved yet, then a Save File As dialog box appears, as shown in Figure 3-2. You can also make this dialog box appear using the File Save As command. After a file’s been saved, using the File Save command saves the file without opening the File dialog box. Pretty simple — just don’t forget to do it often.
Up One Level |
Create New Folder |
Go to Last Folder Visited |
View Menu |
Increment file number and Save
Figure 3-2: Use the Save File As dialog box to save a scene as a file.
The Save File As dialog box keeps a history list of the last five directories that you’ve opened. You can select these directories from the History drop-down list at the top of the dialog box. The buttons in this dialog box are the standard Windows file dialog box buttons used to go to the last folder visited, go up one directory, create a new folder, and to view a pop-up menu of file view options. The options include Large Icons, Small Icons, List, Details, and Thumbnails. The thumbnail option displays an image of the active viewport, which is useful when you open files, but when you save files for the first time, the thumbnail is blank.
Chapter 3 Working with Files and XRefs |
91 |
Note |
If you try to save a scene over the top of an existing scene, then Max presents a dialog box |
|
confirming this action. |
|
Clicking the button with a plus sign to the right of the Save button automatically |
|
appends a number onto the end of the current filename and saves the file. For example, |
|
if you select the myScene.max file and click the plus button, a file named myScene01.max is |
|
saved. |
Tip |
Use the auto increment file number and Save button to save progressive versions of a scene. |
|
This is an easy version control system. If you need to backtrack to an earlier version, you can. |
|
The File menu also includes an option to Save Selected. This option saves the current |
|
selected objects to a separate scene file. If you create a single object that you might possibly |
|
use again, select the object and use the Save Selected option to save it to a directory of mod- |
|
els. A Save Copy As menu command is also available that lets you save the current scene to a |
|
different name without changing its current name. |
|
Another useful feature for saving files is to enable the Auto Backup feature in the File panel |
|
of the Preference Settings dialog box. This dialog box can be accessed with the Customize |
|
Preferences menu command, which is covered later in this chapter. |
Opening files
After you’ve saved a file, you might want to know how to open it again. Choosing File Open (Ctrl+O) opens a file dialog box that is the same as the one used to save files, shown in Figure 3-2. Max can open files saved with the .max and .chr extensions. Max can also open VIZ Render files that have the .drf extension. Selecting a file and clicking on the plus button opens a copy of the selected file with a new version number appended to its name.
New |
The ability to open VIZ Render (DRF) files is new to 3ds max 6. |
Feature |
|
If Max cannot locate resources used within a scene (such as maps) when you open a Max file, then the Missing External Files dialog box, shown in Figure 3-3, appears, enabling you to Continue without the file or to Browse for the missing files. If you click the Browse button, the Configure External File Paths dialog box opens, where you can add a path to the missing files.
Figure 3-3: The Missing External Files dialog box identifies files for the current scene that are missing.
92 |
Part I Learning the Max Interface |
|
If you open a file that includes features that have changed since the previous version, then |
|
Max presents an obsolete data format warning statement. Resaving the file can fix this prob- |
|
lem. However, if you save a file created with a previous version of Max as a Max 6 scene file, |
|
then you won’t be able to open the file again in the previous versions of Max. |
Tip |
You can disable the Obsolete File Message in the Files panel of the Preference Settings |
|
dialog box. |
|
The most recently opened scenes are listed in the File Open Recent submenu. Selecting |
|
these scenes from the list opens the scene file. |
Note |
You can also open files from the command line by placing the filename after the executable |
|
name, i.e., 3dsmax.exe myFile.max. You can also use the –L switch after the executable name |
|
to open the last file that was opened. |
|
Merging and replacing objects |
|
If you happen to create the perfect prop in one scene and want to integrate the prop into |
|
another scene, you can use the Merge menu command. Choose File Merge to load objects |
|
from another scene into the current scene. Using this menu command opens a file dialog box |
|
that is exactly like the Save As dialog box, but after you select a scene and click the Open |
|
button, the Merge dialog box, shown in Figure 3-4, appears. This dialog box displays all the |
|
objects found in the selected scene file. It also has options for sorting the objects and filtering |
|
certain types of objects. Selecting an object and clicking the OK button loads the object into |
|
the current scene. |
Note |
The Merge dialog box is very similar to the Select Objects dialog box. |
Figure 3-4: The Merge dialog box lists all the objects from a merging scene.