- •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
258 Part II Working with Objects
7.Select all the planet nodes, and choose Layout Align Top to align all the nodes together.
Figure 9-5 shows the rearranged hierarchy with all the planets lined up in order.
Figure 9-5: After rearranging nodes to the correct order, the planets are easy to locate.
Working with Hierarchies
Another key benefit of the Schematic View is to see the relationships between different objects. With the Schematic View open, you can quickly tell which objects are children and which are parents. You can also see which objects have modifiers and which have materials applied. You can get a wealth of knowledge from the Schematic View.
Using the Display floater
With all relationships enabled, the Schematic View becomes a mess. Luckily, you can control which Relationships and which Entities are displayed using the Display floater, shown in Figure 9-6.
Figure 9-6: The Display floater can turn nodes and lines on and off in the
Schematic View.
Chapter 9 Working with the Schematic View 259
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The top section of the Display floater shows or hides relationships between nodes, which are |
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displayed as lines. The relationships that you can control include Constraints, Controllers, |
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Param Wires, Light Inclusion, and Modifiers. If you hold the mouse over these relationship |
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lines, the details of the relationship are shown in the tooltip that appears. |
Tip |
For some relationships, you can double-click on the relationship line to open a dialog box |
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where you can edit the relationship. For example, double-clicking on a Parameter Wire rela- |
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tionship line opens the Parameter Wiring dialog box. |
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The lower section lets you show or hide entities that are displayed as nodes, including Base |
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Objects, Modifier Stack, Materials, and Controllers. The P, R, and S buttons let you turn on |
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Positional, Rotational, and Scale controllers. When a node has a relationship with another |
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node, the right end of the node displays an arrow. Clicking this arrow toggles the relationship |
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lines on and off. |
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The Expand button shows the actual nodes when enabled, but only an arrow that can be |
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clicked on to access the nodes if disabled. The Focus button shows all related objects as |
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colored nodes and all other nodes are unshaded. |
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Figure 9-7 shows a Schematic View with the Base Objects and Controllers Entities selected |
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in the Display floater. The Expand button is also disabled. This makes up and down arrows |
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appear above each node. Clicking the up arrow collapses the node, rolling it up into its parent. |
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Clicking the down arrow expands the node and displays the Base Object and Controller nodes |
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for the node that you clicked on, such as the Earth node in Figure 9-7. You can also expand and |
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collapse nodes with the Layout Expand Selected and Collapse Selected menu commands. |
Collapse (up) arrow
Expand (down) arrow
Figure 9-7: Schematic View nodes can be collapsed or expanded by clicking the up and down arrows.
Hierarchical relationships are shown as lines that connect the nodes. Even if the nodes are moved, the lines follow as needed to show the relationship between the nodes.
260 Part II Working with Objects
Connecting nodes
To create a hierarchy, use the Edit Connect (C) menu command or click the Connect button on the Schematic View toolbar. This enters Connect mode, which lets you link objects together; copy modifiers, materials, or controllers between nodes; or even wire parameters.
For linking nodes, the Connect button works the same way here as it does on the main toolbar — selecting the child node and dragging a line from the child node to its parent. You can even select multiple nodes and link them all at once.
The Edit Unlink Selected menu command (and toolbar button) destroys the link between any object and its immediate parent. Remember that every child object can have only one parent.
Copying modifiers and materials between nodes
Before you can copy materials or modifiers between nodes, you need to make sure that they are visible. Materials and modifiers nodes show up only if they are enabled in the Display floater. You can access this floater by clicking the Display floater button (or by pressing the D key).
To copy a material or modifier, select the material node for one object, click the Connect (C) button, and drag the material to another object node.
Note |
In the Schematic View, materials can be copied only between objects — you cannot apply |
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new materials from the Material Editor to Schematic View nodes. |
When modifiers are copied between nodes, a dialog box appears giving you the chance to Copy, Move, or Instance the modifier. You can also use the Schematic View window to reorder the Modifier Stack. Using the Connect tool, just drag the modifier node to the modifier node that you want to be beneath and the stack is reordered.
Assigning controllers and wiring parameters
If controller nodes are visible, you can copy them to another node using the same technique used for materials and modifiers using the Connect (C) button. You can also assign a controller to an object node that doesn’t have a controller using the Edit Assign Controller menu command. This opens the Assign Controller dialog box, shown in Figure 9-8, where you can select the controller to apply.
Figure 9-8: Controllers can be assigned using the
Schematic View window.
Chapter 9 Working with the Schematic View 261
Nodes can be wired using the Schematic View window. To wire parameters, just select the node that you want to wire and select Edit Wire Parameters. A pop-up menu of wire parameters appears that works the same as in the viewports. All parameter wiring relationships are shown in magenta.
Cross- |
You can learn more about parameter wiring in Chapter 30, “Animation Basics.” |
Reference |
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Tutorial: Linking a character with Schematic View
Perhaps one of the greatest benefits of the Schematic View is its ability to link objects. This can be tricky in the viewports because some objects are small and hidden behind other items. The Schematic View with its nodes that are all the same size makes it easy, but only if the objects are named correctly.
To link a character model using the Schematic View, follow these steps:
1.Open the Futuristic man.max file from the Chap 09 directory on the CD-ROM.
This file includes a simplified version of a futuristic man created by Viewpoint Datalabs with no links between the various parts.
2.Select Graph Editors New Schematic View to open a Schematic View window and name the view Linked character. Click the Region Zoom button in the lower-right corner, and drag over the nodes at the left end of the Schematic View.
For this model, we want the pelvis to be the parent node.
3.Click the Connect button on the toolbar (or press the C key), and drag from the handr node to the armr node to link the two nodes. Continue linking by connecting the following nodes: handl to arml, head to neck, pupil to eyes, bootr to legr, bootl to legl, and torso to pelvis.
4.Select the eyes, mask, patch, and hair nodes, and drag them all to the head node.
5.Finally, grab the armr, arml, neck, and katana nodes, and drag them to the torso node and the legr and legl nodes to the pelvis node.
This completes the hierarchy.
Note Typically when rigging characters, you want the pelvis to be the parent object because it is the center of most of the character movement. In this example, the torso was easier to use because of its size.
Figure 9-9 shows the final geometry object nodes of the linked character. If you move the torso part in the viewports, all the parts move together.