- •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
266 Part II Working with Objects
Figure 9-12: Using a background image, you can see how the links relate to the model.
Using List Views
One of the last uses of the Schematic View is to list all nodes that have things in common. Using the List Views menu, you can select to see All Relationships, Selected Relationships, All Instances, Selected Instances, Show Occurrences, and All Animated Controllers.
The List Views All Relationships menu command displays a separate dialog box, shown in Figure 9-13, containing a list of nodes and their relationships. The Selected Relationships menu command limits the list to only selected objects with relationships. The List Views dialog box also includes a Detach button to remove the relationships if desired. Double-clicking on a relationship in the list opens its dialog box, where you can edit the relationship.
Figure 9-13: The List Views dialog box includes a list of nodes with relationships.
Chapter 9 Working with the Schematic View 267
The List Views All Instances menu command displays all the instances found in the scene. This includes all types of instances, including geometry, modifiers, controllers, and so on. For the Instances list view, the Detach button is replaced with a Make Unique button.
Note Another way to identify instances is to look for bold text in the node. All label text for all instanced nodes is displayed in bold.
If a node is selected and you want to see all other nodes that share the same type of relationship or that share a property, the List Views Show Occurrences displays them. The final list view shows All Animated Controllers.
Summary
Some tasks in the viewport, such as linking objects into a hierarchy, can be difficult. The Schematic View represents all data as simple rectangular nodes. These nodes make easy work of accomplishing a variety of tasks.
In this chapter, you’ve done the following:
Viewed all objects as nodes using the Schematic View window
Learned the Schematic View interface
Used the Schematic View window to select, delete, and copy objects, materials, and modifiers
Used the Schematic View to assign controllers and wire parameters
Set preferences for the Schematic View window
Listed views of nodes with common properties.
In the next chapter, you learn how to transform objects using the move, rotate, and scale features — finally, some motion for our static scenes.
|
|
|
Transforming
Objects — Translate,
Rotate, and Scale
Although a transformation sounds like something that would happen during the climax of a superhero film, transformation is sim-
ply the process of “repositioning” or changing an object’s position, rotation, or scale. So moving an object from here to there is a transformation. Superman would be so jealous.
Transformations occur when you select an object or objects, click one of the transformation buttons located on the main toolbar, and then then drag one of the transformation gizmo handles in the viewport to transform the object. Max includes various tools to help in the transformation of objects, including the Transform Gizmos, the Transform Type-In dialog box, and the Transform Managers.
This chapter covers each of these tools and several others that make transformations more automatic, such as the alignment, grid, and snap features.
Translating, Rotating, and Scaling
Objects
So you have an object created and it’s just sitting there — sitting and waiting. Waiting for what? Waiting to be transformed. To be moved a little to the left or to be rotated around to show its good side or to be scaled down a little smaller. These actions are called transformations because they transform the object to a different state.
Transformations are different from modifications. Modifications change the object’s geometry, but transformations do not affect the object’s geometry at all.
The three different types of transformations are translation (which is a fancy word for moving objects), rotation, and scaling.
10C H A P T E R
In This Chapter
Transforming objects
Controlling transformations with the Transform Gizmos, the Transform Type-Ins, and the Transform Managers
Working with pivot points and axis constraints
Aligning objects with the align tools
Using grids and snapping objects to common points
270 Part II Working with Objects
Translating objects
The first transformation type is translation or moving objects. You can move objects along any of the three axes or within the three planes. You can move objects to an absolute coordinate location or move them to a certain offset distance from their current location.
To move objects, click the Select and Move button on the main toolbar (or press the W key), select the object to move, and drag the object in the viewport to the desired
location. Translations are measured in the defined system units for the scene, which may be inches, centimeters, meters, and so on.
Rotating objects
Rotation is the process of spinning the object about its Transform Center point. To rotate objects, click the Select and Rotate button on the main toolbar (or press the E
key), select an object to rotate, and drag it in a viewport. Rotations are measured in degrees, where 360 degrees is a full rotation.
Scaling objects
Scaling increases or decreases the overall size of an object. Most scaling operations are uniform, or equal in all directions. All Scaling is done about the Transform Center point.
To scale objects uniformly, click the Select and Uniform Scale button on the main toolbar (or press the R key), select an object to scale, and drag it in a viewport. Scalings are
measured as a percentage of the original. For example, a cube that is scaled to a value of 200 percent is twice as big as the original.
Non-uniform scaling
The Select and Scale button includes two flyout buttons for scaling objects non-uniformly, allowing objects to be scaled unequally in different dimensions. The two additional
tools are Select and Non-Uniform Scale, and Select and Squash, shown in Table 10-1. Resizing a basketball with the Select and Non-Uniform Scale tool could result in a ball that is oblong and taller than it is wide. Scaling is done about the axis or axes that have been constrained (or limited) using the Restrict Axes buttons on the Axis Constraints toolbar.
Squashing objects
The Squash option is a specialized type of non-uniform scaling. This scaling causes the constrained axis to be scaled at the same time that the opposite axes are scaled in the
opposite direction. For example, if you push down on the basketball by scaling the Z-axis, the sides, or the X- and Y-axes, it bulges outward. This simulates the actual results of such materials as rubber and plastic.
Tip |
You can cycle through the different Scaling tools by repeatedly pressing the R key. |
Figure 10-1 shows a basketball that has been scaled using uniform scaling, non-uniform scaling, and squash modes.