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3ds Max® 2010 Bible

Book Description

Covers both 3ds Max 2010 and 3ds Max 2010 Design

Hands down, the best book on 3ds Max around

Whether you're a novice eager to get started or a full-fledged animator seeking new ways to dazzle, the new edition of this perennial hot seller is the perfect 3ds Max book for you. It's crammed with the very latest features, professional techniques, and over 150 step-by-step tutorials that will build skills and spark your creativity. Don't miss the colorful insert, which showcases the work of cutting-edge 3D artists and is sure to inspire you.

  • Do freeform sculpting with the new Graphite Modeling Tools

  • Use the new Material Explorer interface to quick-navigate material hierarchies

  • Discover viewport exposure control, ambient occlusion, and soft shadows

  • Add multiple sound tracks to your scene with the ProSound features

  • Quickly find mesh problems with the xView display options

  • Paint directly on models in the new Viewport Canvas mode

What's on the DVD?

You'll find before-and-after example files for every tutorial in the book, as well as:

  • Unique models and textures you can customize for your own designs

  • A searchable full-color PDF of the book

System Requirements: See the DVD appendix for details and complete system requirements.

Also in the Book

  • A 16-page full-color insert highlighting cutting-edge work from 3ds Max artists

  • Animate a space scene

  • Paint models in the viewport

  • View models with soft shadows

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Table of Contents

  1. Copyright
  2. About the Author
  3. Credits
  4. Preface
    1. Who Is Max?
    2. About This Book
      1. Tutorials aplenty
      2. Tenth time around
      3. Designed for educators
      4. How this book is organized
      5. Using the book's icons
      6. The book's DVD
      7. Color insert pages
  5. Acknowledgments
  6. I. Getting Started with 3ds Max
    1. 1. Landing a Space Vehicle
      1. Spaceships and Ports—Planning the Production
      2. Setting Up the Scene
        1. Tutorial: Gathering models
        2. Tutorial: Adding a ground plane
      3. Adding Materials and Lights
        1. Tutorial: Adding materials
        2. Tutorial: Adding a Sun & Sky system
        3. Tutorial: Rendering the scene
      4. Animating the Spaceship
        1. Tutorial: Animating a spaceship landing
      5. Summary
    2. 1. Exploring the Max Interface
      1. 1.1. Learning the Interface Elements
      2. 1.2. Using the Menus
      3. 1.3. Using the Toolbars
        1. 1.3.1. Docking and floating toolbars
        2. 1.3.2. Using tooltips and flyouts
        3. 1.3.3. Using the Caption Bar
        4. 1.3.4. Learning the main toolbar
        5. 1.3.5. Using the Ribbon
      4. 1.4. Using the Viewports
      5. 1.5. Using the Command Panel
        1. 1.5.1. Working with rollouts
        2. 1.5.2. Increasing the Command Panel's width
        3. 1.5.3. Tutorial: Rearranging the interface for lefties
      6. 1.6. Using the Lower Interface Bar Controls
      7. 1.7. Interacting with the Interface
        1. 1.7.1. Gaining quick access with the right-click quadmenus
        2. 1.7.2. Understanding the button color cues
        3. 1.7.3. Using drag-and-drop features
        4. 1.7.4. Controlling spinners
        5. 1.7.5. Understanding modeless and persistent dialog boxes
      8. 1.8. Getting Help
        1. 1.8.1. Using the InfoCenter toolbar
        2. 1.8.2. Viewing the Essential Skills Movies
        3. 1.8.3. Using the browser-based reference guides
        4. 1.8.4. Using the rest of the Help menu
      9. 1.9. Summary
    3. 2. Controlling and Configuring the Viewports
      1. 2.1. Understanding 3D Space
        1. 2.1.1. Learning Axonometric versus Perspective
        2. 2.1.2. Learning Orthographic and Isometric views
        3. 2.1.3. Discovering the viewports in Max
      2. 2.2. Using the Navigation Gizmos
        1. 2.2.1. Working with the ViewCube
        2. 2.2.2. Using the SteeringWheels
        3. 2.2.3. Tutorial: Navigating the active viewport
      3. 2.3. Controlling Viewports with a Scroll Wheel
      4. 2.4. Using the Viewport Navigation Controls
        1. 2.4.1. Zooming a view
        2. 2.4.2. Panning a view
        3. 2.4.3. Walking through a view
        4. 2.4.4. Rotating a view
        5. 2.4.5. Maximizing the active viewport
        6. 2.4.6. Controlling camera and spotlight views
      5. 2.5. Changing the Viewport Display
        1. 2.5.1. Undoing and saving viewport changes
        2. 2.5.2. Disabling and refreshing viewports
        3. 2.5.3. Viewing materials in the viewports
        4. 2.5.4. Displaying lights and shadows in the viewports
        5. 2.5.5. Enabling Exposure Control and Ambient Occlusion
        6. 2.5.6. Configuring viewport lighting and shadows
        7. 2.5.7. Locating mesh problems with xView
      6. 2.6. Configuring the Viewports
        1. 2.6.1. Setting the viewport rendering method
          1. 2.6.1.1. Rendering levels
          2. 2.6.1.2. Viewing transparency
          3. 2.6.1.3. Rendering options
            1. 2.6.1.3.1. Making selected objects visible
            2. 2.6.1.3.2. Using clipping planes
            3. 2.6.1.3.3. Enabling Fast View
          4. 2.6.1.4. Tutorial: Viewing the interior of a heart with Clipping Planes
          5. 2.6.1.5. Setting the Field of View
          6. 2.6.1.6. Grabbing a viewport image
        2. 2.6.2. Altering the viewport layout
        3. 2.6.3. Using Safe Frames
        4. 2.6.4. Understanding Adaptive Degradation
        5. 2.6.5. Defining regions
        6. 2.6.6. Viewing statistics
      7. 2.7. Working with Viewport Backgrounds
        1. 2.7.1. Loading viewport background images
        2. 2.7.2. Loading viewport background animations
        3. 2.7.3. Tutorial: Loading reference images for modeling
      8. 2.8. Summary
    4. 3. Working with Files, Importing, and Exporting
      1. 3.1. Working with Max Scene Files
        1. 3.1.1. Using the Application Button
        2. 3.1.2. Starting new
        3. 3.1.3. Saving files
        4. 3.1.4. Archiving files
        5. 3.1.5. Opening files
        6. 3.1.6. Setting a Project Folder
        7. 3.1.7. Merging and replacing objects
        8. 3.1.8. Getting out
      2. 3.2. Setting File Preferences
        1. 3.2.1. Handling files
        2. 3.2.2. Backing up files
        3. 3.2.3. Tutorial: Setting Up Auto Backup
        4. 3.2.4. Maintaining log files
      3. 3.3. Importing and Exporting
        1. 3.3.1. Importing supported formats
        2. 3.3.2. Import preference
        3. 3.3.3. Exporting supported formats
          1. 3.3.3.1. Moving files to and from Maya and MotionBuilder
          2. 3.3.3.2. Using the OBJ format
          3. 3.3.3.3. Exporting to the JSR-184 (M3G) format
          4. 3.3.3.4. Exporting to the DWF format
        4. 3.3.4. Exporting utilities
          1. 3.3.4.1. Lighting Data Export Utility
          2. 3.3.4.2. Material XML Exporter Utility
          3. 3.3.4.3. Tutorial: Importing vector drawings from Illustrator
      4. 3.4. Using the File Utilities
        1. 3.4.1. Using the Asset Browser utility
        2. 3.4.2. Finding files with the Max File Finder utility
        3. 3.4.3. Collecting files with the Resource Collector utility
        4. 3.4.4. Using the File Link Manager utility
        5. 3.4.5. Using i-drop
      5. 3.5. Accessing File Information
        1. 3.5.1. Displaying scene information
        2. 3.5.2. Viewing file properties
        3. 3.5.3. Viewing files
      6. 3.6. Summary
    5. 4. Customizing the Max Interface and Setting Preferences
      1. 4.1. Using the Customize User Interface Window
        1. 4.1.1. Customizing keyboard shortcuts
        2. 4.1.2. Customizing toolbars
        3. 4.1.3. Tutorial: Creating a custom toolbar
          1. 4.1.3.1. Changing a button's appearance
          2. 4.1.3.2. Tutorial: Adding custom icons
        4. 4.1.4. Customizing quadmenus
        5. 4.1.5. Customizing menus
        6. 4.1.6. Tutorial: Adding a new menu
        7. 4.1.7. Customizing colors
      2. 4.2. Customizing Modify and Utility Panel Buttons
      3. 4.3. Working with Custom Interfaces
        1. 4.3.1. Saving and loading a custom interface
        2. 4.3.2. Locking the interface
        3. 4.3.3. Reverting to the startup interface
        4. 4.3.4. Switching between default and custom interfaces
      4. 4.4. Configuring Paths
        1. 4.4.1. Configuring user paths
        2. 4.4.2. Configuring system paths
      5. 4.5. Selecting System Units
        1. 4.5.1. Using Custom and Generic units
        2. 4.5.2. Handling mismatched units
        3. 4.5.3. Rescaling world units
      6. 4.6. Setting Preferences
        1. 4.6.1. General preferences
          1. 4.6.1.1. Undo Levels and the Reference Coordinate System
          2. 4.6.1.2. Loading Plug-Ins and Sub-Material settings
          3. 4.6.1.3. Scene Selection settings
          4. 4.6.1.4. Spinner, Rollout, and Vertex Normal settings
          5. 4.6.1.5. Interface Display settings
          6. 4.6.1.6. Layer settings
          7. 4.6.1.7. Real-World Texture Coordinates setting
        2. 4.6.2. Files panel preferences
        3. 4.6.3. Viewport preferences
          1. 4.6.3.1. Viewport parameter options
          2. 4.6.3.2. Enabling ghosting
          3. 4.6.3.3. Using the middle mouse button
            1. 4.6.3.3.1. Panning, rotating, and zooming with the middle mouse button
            2. 4.6.3.3.2. Using strokes
          4. 4.6.3.4. Choosing and configuring display drivers
        4. 4.6.4. Gamma preferences
          1. 4.6.4.1. Setting screen gamma
          2. 4.6.4.2. Propagating gamma settings
          3. 4.6.4.3. Setting bitmap gamma
        5. 4.6.5. Other preference panels
      7. 4.7. Summary
  7. II. Working with Objects
    1. 5. Creating and Editing Primitive Objects
      1. 5.1. Creating Primitive Objects
        1. 5.1.1. Using the Create menu
        2. 5.1.2. Using the Create panel
        3. 5.1.3. Naming and renaming objects
        4. 5.1.4. Assigning colors
        5. 5.1.5. Using the Color Clipboard
        6. 5.1.6. Using different creation methods
        7. 5.1.7. Using the Keyboard Entry rollout for precise dimensions
        8. 5.1.8. Altering object parameters
        9. 5.1.9. Recovering from mistakes and deleting objects
        10. 5.1.10. Tutorial: Exploring the Platonic solids
      2. 5.2. Exploring the Primitive Object Types
        1. 5.2.1. Starting with the Standard Primitives
          1. 5.2.1.1. Box
          2. 5.2.1.2. Sphere
          3. 5.2.1.3. Cylinder
          4. 5.2.1.4. Torus
          5. 5.2.1.5. Teapot
          6. 5.2.1.6. Cone
          7. 5.2.1.7. GeoSphere
          8. 5.2.1.8. Tutorial: Comparing Spheres and GeoSpheres
          9. 5.2.1.9. Tube
          10. 5.2.1.10. Pyramid
          11. 5.2.1.11. Plane
        2. 5.2.2. Extended Primitives
          1. 5.2.2.1. Hedra
          2. 5.2.2.2. ChamferBox
          3. 5.2.2.3. Cylindrical Extended Primitives
            1. 5.2.2.3.1. OilTank
            2. 5.2.2.3.2. Spindle
            3. 5.2.2.3.3. ChamferCyl
            4. 5.2.2.3.4. Capsule
          4. 5.2.2.4. Gengon
          5. 5.2.2.5. RingWave
          6. 5.2.2.6. Tutorial: Creating a pie
          7. 5.2.2.7. Prism
          8. 5.2.2.8. Torus Knot
          9. 5.2.2.9. L-Ext
          10. 5.2.2.10. C-Ext
          11. 5.2.2.11. Hose
          12. 5.2.2.12. Tutorial: Creating a bendable straw
        3. 5.2.3. Modifying object parameters
        4. 5.2.4. Tutorial: Filling a treasure chest with gems
      3. 5.3. Using Architecture Primitives
        1. 5.3.1. Using AEC Objects
          1. 5.3.1.1. Foliage
          2. 5.3.1.2. Railings
          3. 5.3.1.3. Walls
          4. 5.3.1.4. Doors
          5. 5.3.1.5. Stairs
          6. 5.3.1.6. Windows
        2. 5.3.2. Tutorial: Adding stairs to a clock tower building
      4. 5.4. Summary
    2. 6. Selecting Objects and Setting Object Properties
      1. 6.1. Selecting Objects
        1. 6.1.1. Selection filters
        2. 6.1.2. Select buttons
        3. 6.1.3. Selecting with the Edit menu
          1. 6.1.3.1. Select by Name
          2. 6.1.3.2. Select by Layer
          3. 6.1.3.3. Select by Color
          4. 6.1.3.4. Select by Region
        4. 6.1.4. Selecting multiple objects
        5. 6.1.5. Using the Paint Selection Region tool
        6. 6.1.6. Tutorial: Selecting objects
        7. 6.1.7. Locking selection sets
        8. 6.1.8. Using named selection sets
        9. 6.1.9. Editing named selections
        10. 6.1.10. Isolating the current selection
        11. 6.1.11. Selecting objects in other interfaces
      2. 6.2. Setting Object Properties
        1. 6.2.1. Viewing object information
        2. 6.2.2. Setting display properties
        3. 6.2.3. Setting rendering controls
        4. 6.2.4. Enabling Motion Blur
        5. 6.2.5. Using the Advanced Lighting and mental ray panels
        6. 6.2.6. Using the User-Defined panel
      3. 6.3. Hiding and Freezing Objects
        1. 6.3.1. Using the Display Floater dialog box
        2. 6.3.2. Using the Display panel
        3. 6.3.3. Tutorial: Hidden toothbrushes
      4. 6.4. Using Layers
        1. 6.4.1. Using the Layer Manager
        2. 6.4.2. Using the layer list
        3. 6.4.3. Tutorial: Dividing a scene into layers
      5. 6.5. Using the Scene Explorer
        1. 6.5.1. Selecting and filtering objects
        2. 6.5.2. Finding objects
        3. 6.5.3. Editing in the Scene Explorer
      6. 6.6. Summary
    3. 7. Transforming Objects, Pivoting, Aligning, and Snapping
      1. 7.1. Translating, Rotating, and Scaling Objects
        1. 7.1.1. Translating objects
        2. 7.1.2. Rotating objects
        3. 7.1.3. Scaling objects
          1. 7.1.3.1. Non-uniform scaling
          2. 7.1.3.2. Squashing objects
        4. 7.1.4. Using the transform buttons
      2. 7.2. Working with the Transformation Tools
        1. 7.2.1. Working with the Transform Gizmos
          1. 7.2.1.1. Using the interactive gizmos
            1. 7.2.1.1.1. The Move Gizmo
            2. 7.2.1.1.2. The Rotate Gizmo
            3. 7.2.1.1.3. The Scale Gizmo
          2. 7.2.1.2. Setting gizmo preferences
        2. 7.2.2. Using the Transform Toolbox
        3. 7.2.3. Using the Transform Type-In dialog box
        4. 7.2.4. Using the status bar Type-In fields
        5. 7.2.5. Understanding the Transform Managers
          1. 7.2.5.1. Understanding reference coordinate systems
          2. 7.2.5.2. Using a transform center
            1. 7.2.5.2.1. Pivot Point Center
            2. 7.2.5.2.2. Selection Center
            3. 7.2.5.2.3. Transform Coordinate Center
          3. 7.2.5.3. Selecting Axis Constraints
          4. 7.2.5.4. Locking axes transformations
        6. 7.2.6. Tutorial: Landing a spaceship in port
      3. 7.3. Using Pivot Points
        1. 7.3.1. Positioning pivot points
        2. 7.3.2. Aligning pivot points
        3. 7.3.3. Using the Working Pivot
        4. 7.3.4. Transform adjustments
        5. 7.3.5. Using the Reset XForm utility
        6. 7.3.6. Tutorial: A bee buzzing about a flower
      4. 7.4. Using the Align Commands
        1. 7.4.1. Aligning objects
        2. 7.4.2. Using the Quick Align tool
        3. 7.4.3. Aligning normals
        4. 7.4.4. Tutorial: Aligning a kissing couple
        5. 7.4.5. Aligning to a view
      5. 7.5. Using Grids
        1. 7.5.1. The Home Grid
        2. 7.5.2. Creating and activating new grids
        3. 7.5.3. Using AutoGrid
        4. 7.5.4. Tutorial: Creating a spyglass
      6. 7.6. Using Snap Options
        1. 7.6.1. Tutorial: Creating a 2D outline of an object
        2. 7.6.2. Setting snap points
        3. 7.6.3. Setting snap options
        4. 7.6.4. Using the Snaps toolbar
        5. 7.6.5. Tutorial: Creating a lattice for a methane molecule
      7. 7.7. Summary
    4. 8. Cloning Objects and Creating Object Arrays
      1. 8.1. Cloning Objects
        1. 8.1.1. Using the Clone command
        2. 8.1.2. Using the Shift-clone method
        3. 8.1.3. Tutorial: Cloning dinosaurs
        4. 8.1.4. Using Quick Clone
      2. 8.2. Understanding Cloning Options
        1. 8.2.1. Working with copies, instances, and references
        2. 8.2.2. Tutorial: Creating instanced doughnuts
        3. 8.2.3. Tutorial: Working with referenced apples
      3. 8.3. Mirroring Objects
        1. 8.3.1. Using the Mirror command
        2. 8.3.2. Tutorial: Mirroring a robot's leg
      4. 8.4. Cloning over Time
        1. 8.4.1. Using the Snapshot command
        2. 8.4.2. Tutorial: Creating a path through a maze
      5. 8.5. Spacing Cloned Objects
        1. 8.5.1. Using the Spacing tool
        2. 8.5.2. Tutorial: Stacking a row of dominoes
      6. 8.6. Using the Clone and Align Tool
        1. 8.6.1. Aligning source objects to destination objects
        2. 8.6.2. Tutorial: Cloning and aligning trees on a beach
      7. 8.7. Creating Arrays of Objects
        1. 8.7.1. Linear arrays
        2. 8.7.2. Tutorial: Building a white picket fence
        3. 8.7.3. Circular arrays
        4. 8.7.4. Tutorial: Building a Ferris wheel
        5. 8.7.5. Working with a ring array
        6. 8.7.6. Tutorial: Using Ring Array to create a carousel
      8. 8.8. Summary
    5. 9. Grouping, Linking, and Using Containers
      1. 9.1. Working with Groups
        1. 9.1.1. Creating groups
        2. 9.1.2. Ungrouping objects
        3. 9.1.3. Opening and closing groups
        4. 9.1.4. Attaching and detaching objects
        5. 9.1.5. Tutorial: Grouping a plane's parts together
        6. 9.1.6. Building Assemblies
      2. 9.2. Understanding Parent, Child, and Root Relationships
      3. 9.3. Building Links between Objects
        1. 9.3.1. Linking objects
        2. 9.3.2. Unlinking objects
        3. 9.3.3. Tutorial: Linking a family of ducks
      4. 9.4. Displaying Links and Hierarchies
        1. 9.4.1. Displaying links in the viewport
        2. 9.4.2. Viewing hierarchies
      5. 9.5. Working with Linked Objects
        1. 9.5.1. Locking inheriting transformations
        2. 9.5.2. Using the Link Inheritance utility
        3. 9.5.3. Selecting hierarchies
        4. 9.5.4. Linking to dummies
        5. 9.5.5. Tutorial: Circling the globe
      6. 9.6. Working with Containers
        1. 9.6.1. Creating and filling containers
        2. 9.6.2. Closing and saving containers
        3. 9.6.3. Updating and reloading containers
      7. 9.7. Summary
  8. III. Modeling Basics
    1. 10. Accessing Subobjects and Using Modeling Helpers
      1. 10.1. Exploring the Model Types
        1. 10.1.1. Parametric objects versus editable objects
        2. 10.1.2. Converting to editable objects
      2. 10.2. Understanding Normals
        1. 10.2.1. Viewing normals
        2. 10.2.2. Tutorial: Cleaning up imported meshes
      3. 10.3. Working with Subobjects
        1. 10.3.1. Using Soft Selection
        2. 10.3.2. Tutorial: Soft selecting a heart shape from a plane
        3. 10.3.3. Applying modifiers to subobject selections
      4. 10.4. Using Modeling Helpers
        1. 10.4.1. Using Dummy and Point objects
        2. 10.4.2. Measuring coordinate distances
          1. 10.4.2.1. Using the Measure Distance tool
          2. 10.4.2.2. Using the Tape helper
          3. 10.4.2.3. Using the Protractor helper
          4. 10.4.2.4. Using the Compass helper
          5. 10.4.2.5. Using the Measure utility
          6. 10.4.2.6. Using the Level of Detail utility
      5. 10.5. Summary
    2. 11. Introducing Modifiers and Using the Modifier Stack
      1. 11.1. Exploring the Modifier Stack
        1. 11.1.1. Understanding Base Objects
        2. 11.1.2. Applying modifiers
        3. 11.1.3. Other Modifier Stack entities
        4. 11.1.4. Using the Modifier Stack
          1. 11.1.4.1. Copying and pasting modifiers
          2. 11.1.4.2. Using instanced modifiers
          3. 11.1.4.3. Identifying instances and references in the Modifier Stack
          4. 11.1.4.4. Disabling and removing modifiers
        5. 11.1.5. Reordering the Stack
        6. 11.1.6. Tutorial: Creating a molecular chain
        7. 11.1.7. Holding and fetching a scene
        8. 11.1.8. Collapsing the Stack
        9. 11.1.9. Using the Collapse utility
        10. 11.1.10. Using gizmo subobjects
        11. 11.1.11. Tutorial: Squeezing a plastic bottle
        12. 11.1.12. Modifying subobjects
        13. 11.1.13. Topology dependency
      2. 11.2. Exploring Modifier Types
        1. 11.2.1. Object-Space versus World-Space modifiers
        2. 11.2.2. Selection modifiers
          1. 11.2.2.1. Volume Select modifier
          2. 11.2.2.2. Tutorial: Applying damage to a car
        3. 11.2.3. Parametric Deformer modifiers
          1. 11.2.3.1. Affect Region modifier
          2. 11.2.3.2. Bend modifier
          3. 11.2.3.3. Tutorial: Bending a tree
          4. 11.2.3.4. Displace modifier
          5. 11.2.3.5. Lattice modifier
          6. 11.2.3.6. Mirror modifier
          7. 11.2.3.7. Noise modifier
          8. 11.2.3.8. Push modifier
          9. 11.2.3.9. Preserve modifier
          10. 11.2.3.10. Relax modifier
          11. 11.2.3.11. Ripple modifier
          12. 11.2.3.12. Shell modifier
          13. 11.2.3.13. Tutorial: Making a character from a sphere
          14. 11.2.3.14. Slice modifier
          15. 11.2.3.15. Skew modifier
          16. 11.2.3.16. Stretch modifier
          17. 11.2.3.17. Spherify modifier
          18. 11.2.3.18. Tutorial: Making a fat crocodile
          19. 11.2.3.19. Squeeze modifier
          20. 11.2.3.20. Twist modifier
          21. 11.2.3.21. Taper modifier
          22. 11.2.3.22. Tutorial: Creating a yo-yo
          23. 11.2.3.23. Substitute modifier
          24. 11.2.3.24. XForm modifier
          25. 11.2.3.25. Wave modifier
          26. 11.2.3.26. Tutorial: Waving a flag
        4. 11.2.4. Free Form Deformer modifiers
          1. 11.2.4.1. FFD (Free Form Deformation) modifier
          2. 11.2.4.2. FFD (Box/Cyl) modifiers
          3. 11.2.4.3. Tutorial: Modeling a tire striking a curb
      3. 11.3. Summary
    3. 12. Drawing and Editing 2D Splines and Shapes
      1. 12.1. Drawing in 2D
        1. 12.1.1. Working with shape primitives
          1. 12.1.1.1. Rendering rollout
          2. 12.1.1.2. Interpolation rollout
          3. 12.1.1.3. Creation Method and Keyboard Entry rollouts
          4. 12.1.1.4. Line
          5. 12.1.1.5. Rectangle
          6. 12.1.1.6. Circle
          7. 12.1.1.7. Ellipse
          8. 12.1.1.8. Arc
          9. 12.1.1.9. Donut
          10. 12.1.1.10. NGon
          11. 12.1.1.11. Star
          12. 12.1.1.12. Text
          13. 12.1.1.13. Helix
          14. 12.1.1.14. Section
        2. 12.1.2. Tutorial: Drawing a company logo
        3. 12.1.3. Tutorial: Viewing the interior of a heart
      2. 12.2. Editing Splines
        1. 12.2.1. Editable Splines versus the Edit Spline modifier
        2. 12.2.2. Making splines renderable
        3. 12.2.3. Selecting spline subobjects
        4. 12.2.4. Controlling spline geometry
          1. 12.2.4.1. Create line
          2. 12.2.4.2. Break
          3. 12.2.4.3. Attach and Attach Multiple
          4. 12.2.4.4. Cross Section
          5. 12.2.4.5. Auto Welding end points
          6. 12.2.4.6. Insert
          7. 12.2.4.7. Tutorial: Working with cross sections to create a doorknob
        5. 12.2.5. Editing vertices
          1. 12.2.5.1. Refine
          2. 12.2.5.2. Weld and Fuse
          3. 12.2.5.3. Connect
          4. 12.2.5.4. Make First
          5. 12.2.5.5. Cycle
          6. 12.2.5.6. CrossInsert
          7. 12.2.5.7. Fillet
          8. 12.2.5.8. Chamfer
          9. 12.2.5.9. Tangent Copy and Tangent Paste
          10. 12.2.5.10. Hide/Unhide All
          11. 12.2.5.11. Bind/Unbind
          12. 12.2.5.12. Delete
          13. 12.2.5.13. Show Selected Segments
          14. 12.2.5.14. Tutorial: Making a ninja star
        6. 12.2.6. Editing segments
          1. 12.2.6.1. Connect Copy
          2. 12.2.6.2. Divide
          3. 12.2.6.3. Detach
          4. 12.2.6.4. Tutorial: Using Connect Copy to create a simple flower
          5. 12.2.6.5. Surface Properties
        7. 12.2.7. Editing Spline subobjects
          1. 12.2.7.1. Reverse
          2. 12.2.7.2. Outline
          3. 12.2.7.3. Boolean
          4. 12.2.7.4. Mirror
          5. 12.2.7.5. Trim and Extend
          6. 12.2.7.6. Close
          7. 12.2.7.7. Explode
          8. 12.2.7.8. Tutorial: Spinning a spider's web
      3. 12.3. Using Spline Modifiers
        1. 12.3.1. Spline-specific modifiers
          1. 12.3.1.1. Edit Spline modifier
          2. 12.3.1.2. Spline Select modifier
          3. 12.3.1.3. Delete Spline modifier
          4. 12.3.1.4. Normalize Spline modifier
          5. 12.3.1.5. Fillet/Chamfer modifier
          6. 12.3.1.6. Renderable Spline modifier
          7. 12.3.1.7. Sweep modifier
          8. 12.3.1.8. Tutorial: Plumbing with pipes
          9. 12.3.1.9. Trim/Extend modifier
          10. 12.3.1.10. Using the Shape Check utility
        2. 12.3.2. Moving splines to 3D
          1. 12.3.2.1. Extruding splines
          2. 12.3.2.2. Tutorial: Routing a custom shelf
          3. 12.3.2.3. Lathing splines
          4. 12.3.2.4. Tutorial: Lathing a crucible
          5. 12.3.2.5. Bevel and Bevel Profile modifiers
          6. 12.3.2.6. Tutorial: Modeling unique rings
          7. 12.3.2.7. CrossSection modifier
      4. 12.4. Summary
    4. 13. Modeling with Polygons and Using the Graphite Modeling Tools
      1. 13.1. Understanding Poly Objects
      2. 13.2. Creating Editable Poly Objects
        1. 13.2.1. Converting objects
        2. 13.2.2. Collapsing to a mesh object
        3. 13.2.3. Applying the Edit Poly modifier
      3. 13.3. Editing Poly Objects
        1. 13.3.1. Using the Ribbon
        2. 13.3.2. Editable Poly subobject modes
        3. 13.3.3. Subobject selection
        4. 13.3.4. Tutorial: Modeling a clown head
        5. 13.3.5. Editing geometry
          1. 13.3.5.1. Repeat Last
          2. 13.3.5.2. Enabling constraints
          3. 13.3.5.3. Tutorial: Creating a roof truss
          4. 13.3.5.4. Preserve UVs
          5. 13.3.5.5. Create
          6. 13.3.5.6. Collapse
          7. 13.3.5.7. Attach and Detach
          8. 13.3.5.8. Slicing and cutting options
          9. 13.3.5.9. Tutorial: Combining, cutting, and separating a car model
          10. 13.3.5.10. MSmooth
          11. 13.3.5.11. Tessellate
          12. 13.3.5.12. Generate Topology
          13. 13.3.5.13. Make Planar
          14. 13.3.5.14. View and Grid Align
          15. 13.3.5.15. Relax
          16. 13.3.5.16. Hide, Copy, and Paste
        6. 13.3.6. Editing Vertex subobjects
          1. 13.3.6.1. Remove
          2. 13.3.6.2. Break
          3. 13.3.6.3. Extrude
          4. 13.3.6.4. Weld and Chamfer
          5. 13.3.6.5. Connect
          6. 13.3.6.6. Remove Isolated and Unused Map Vertices
          7. 13.3.6.7. Weight and Crease
        7. 13.3.7. Editing Edge subobjects
          1. 13.3.7.1. Split and Insert Vertex
          2. 13.3.7.2. Bridge Edges
          3. 13.3.7.3. Create Shape from Selection
          4. 13.3.7.4. Edit Triangulation
          5. 13.3.7.5. Turn and Spin
        8. 13.3.8. Editing Border subobjects
          1. 13.3.8.1. Cap
          2. 13.3.8.2. Bridge
          3. 13.3.8.3. Tutorial: Bridging a forearm
        9. 13.3.9. Editing Polygon and Element subobjects
          1. 13.3.9.1. Outline and Inset
          2. 13.3.9.2. Bevel
          3. 13.3.9.3. Flip
          4. 13.3.9.4. Retriangulate
          5. 13.3.9.5. Hinge From Edge
          6. 13.3.9.6. Extrude Along Spline
          7. 13.3.9.7. Tutorial: Building an octopus
        10. 13.3.10. Surface properties
          1. 13.3.10.1. Vertex Surface properties
          2. 13.3.10.2. Polygon and Element Surface properties
          3. 13.3.10.3. Subdivision Surface
        11. 13.3.11. Tutorial: Modeling a tooth
      4. 13.4. Using the Freeform Tools
        1. 13.4.1. Using the PolyDraw tools
          1. 13.4.1.1. Drag
          2. 13.4.1.2. Step Build
          3. 13.4.1.3. Extend
          4. 13.4.1.4. Optimize
          5. 13.4.1.5. Tutorial: Opening a diamond
          6. 13.4.1.6. Draw On and Pick
          7. 13.4.1.7. Shapes and Solve Surface
          8. 13.4.1.8. Splines
          9. 13.4.1.9. Surface, Topology, Strips, and Branches
        2. 13.4.2. Using the Paint Deform tools
          1. 13.4.2.1. Shift
          2. 13.4.2.2. Push/Pull
          3. 13.4.2.3. Relax/Soften
          4. 13.4.2.4. Flatten and Pinch/Spread
          5. 13.4.2.5. Smudge, Noise, and Exaggerate
          6. 13.4.2.6. Revert
      5. 13.5. Using the Selection Tools
        1. 13.5.1. Selecting Tops, Open, and Non-Quads
        2. 13.5.2. Copying and pasting selections
        3. 13.5.3. Selecting by criteria
          1. 13.5.3.1. By Surface, Normal, and Perspective
          2. 13.5.3.2. By Random, Half, and Pivot Distance
          3. 13.5.3.3. By View, Symmetry, and Numeric
          4. 13.5.3.4. By Color
      6. 13.6. Summary
  9. IV. Materials, Cameras, and Lighting Basics
    1. 14. Using the Material Editor and the Material Explorer
      1. 14.1. Understanding Material Properties
        1. 14.1.1. Colors
        2. 14.1.2. Opacity and transparency
        3. 14.1.3. Reflection and refraction
        4. 14.1.4. Shininess and specular highlights
        5. 14.1.5. Other properties
      2. 14.2. Working with the Material Editor
        1. 14.2.1. Using the Material Editor controls
        2. 14.2.2. Using the sample slots
          1. 14.2.2.1. Magnifying a sample slot
          2. 14.2.2.2. Using different sample objects
          3. 14.2.2.3. Dragging materials
        3. 14.2.3. Naming materials
        4. 14.2.4. Getting new materials
        5. 14.2.5. Assigning materials to objects
        6. 14.2.6. Picking materials from a scene
        7. 14.2.7. Selecting objects by material
        8. 14.2.8. Previewing materials and rendering maps
        9. 14.2.9. Setting Material Editor options
        10. 14.2.10. Resetting materials
        11. 14.2.11. Removing materials and maps
        12. 14.2.12. Using the Fix Ambient utility
        13. 14.2.13. Tutorial: Coloring Easter eggs
      3. 14.3. Using the Material/Map Browser
        1. 14.3.1. Working with libraries
        2. 14.3.2. Tutorial: Loading a custom material library
      4. 14.4. Using the Material/Map Navigator
      5. 14.5. Using the Material Explorer
      6. 14.6. Summary
    2. 15. Creating and Applying Standard Materials
      1. 15.1. Using the Standard Material
      2. 15.2. Using Shading Types
        1. 15.2.1. Blinn shader
        2. 15.2.2. Phong shader
        3. 15.2.3. Anisotropic shader
        4. 15.2.4. Multi-Layer shader
        5. 15.2.5. Oren-Nayar-Blinn shader
        6. 15.2.6. Metal shader
        7. 15.2.7. Strauss shader
        8. 15.2.8. Translucent shader
        9. 15.2.9. Tutorial: Making curtains translucent
      3. 15.3. Accessing Other Parameters
        1. 15.3.1. Extended Parameters rollout
        2. 15.3.2. SuperSampling rollout
        3. 15.3.3. Maps rollout
        4. 15.3.4. Dynamic Properties rollout
        5. 15.3.5. DirectX Manager rollout
        6. 15.3.6. mental ray connection rollout
        7. 15.3.7. Tutorial: Coloring a dolphin
      4. 15.4. Summary
    3. 16. Adding Material Details with Maps
      1. 16.1. Understanding Maps
        1. 16.1.1. Different map types
        2. 16.1.2. Enabling the Global Viewport Rendering Setting
        3. 16.1.3. Using Real-World maps
      2. 16.2. Understanding Material Map Types
        1. 16.2.1. 2D maps
          1. 16.2.1.1. The Coordinates rollout
          2. 16.2.1.2. The Noise rollout
          3. 16.2.1.3. The Time rollout
          4. 16.2.1.4. The Output rollout
          5. 16.2.1.5. Bitmap map
          6. 16.2.1.6. Checker map
          7. 16.2.1.7. Combustion map
          8. 16.2.1.8. Gradient map
          9. 16.2.1.9. Gradient Ramp map
          10. 16.2.1.10. Swirl map
          11. 16.2.1.11. Tiles map
        2. 16.2.2. 3D maps
          1. 16.2.2.1. Cellular map
          2. 16.2.2.2. Dent map
          3. 16.2.2.3. Falloff map
          4. 16.2.2.4. Marble map
          5. 16.2.2.5. Noise map
          6. 16.2.2.6. Particle Age map
          7. 16.2.2.7. Particle MBlur map
          8. 16.2.2.8. Perlin Marble map
          9. 16.2.2.9. Smoke map
          10. 16.2.2.10. Speckle map
          11. 16.2.2.11. Splat map
          12. 16.2.2.12. Stucco map
          13. 16.2.2.13. Waves map
          14. 16.2.2.14. Wood map
        3. 16.2.3. Compositor maps
          1. 16.2.3.1. Composite map
          2. 16.2.3.2. Mask map
          3. 16.2.3.3. Mix map
          4. 16.2.3.4. RGB Multiply map
        4. 16.2.4. Color Modifier maps
          1. 16.2.4.1. Color Correction map
          2. 16.2.4.2. Output map
          3. 16.2.4.3. RGB Tint map
          4. 16.2.4.4. Vertex Color map
        5. 16.2.5. Miscellaneous maps
          1. 16.2.5.1. Camera Map Per Pixel map
          2. 16.2.5.2. Flat Mirror map
          3. 16.2.5.3. Tutorial: Creating a mirrored surface
          4. 16.2.5.4. Normal Bump map
          5. 16.2.5.5. Raytrace map
          6. 16.2.5.6. Reflect/Refract map
          7. 16.2.5.7. Thin Wall Refraction map
          8. 16.2.5.8. Tutorial: Creating a magnifying glass effect
      3. 16.3. Using the Maps Rollout
        1. 16.3.1. Tutorial: Aging objects for realism
      4. 16.4. Using the Map Path Utility
      5. 16.5. Using Map Instances
      6. 16.6. Creating Textures with External Tools
        1. 16.6.1. Creating material textures using Photoshop
        2. 16.6.2. Capturing digital images
          1. 16.6.2.1. Avoiding specular highlights
          2. 16.6.2.2. Adjusting brightness
        3. 16.6.3. Scanning images
        4. 16.6.4. Tutorial: Creating a fishing net
      7. 16.7. Summary
    4. 17. Creating Compound Materials and Using Material Modifiers
      1. 17.1. Using Compound Materials
        1. 17.1.1. Blend
        2. 17.1.2. Composite
        3. 17.1.3. Double Sided
        4. 17.1.4. Multi/Sub-Object
        5. 17.1.5. Tutorial: Creating a patchwork quilt
        6. 17.1.6. Morpher
        7. 17.1.7. Shell
        8. 17.1.8. Shellac
        9. 17.1.9. Top/Bottom
        10. 17.1.10. Tutorial: Surfing the waves
      2. 17.2. Applying Multiple Materials
        1. 17.2.1. Using material IDs
        2. 17.2.2. Tutorial: Mapping die faces
        3. 17.2.3. Using the Clean MultiMaterial utility
      3. 17.3. Material Modifiers
        1. 17.3.1. Material modifier
        2. 17.3.2. MaterialByElement modifier
        3. 17.3.3. Tutorial: Creating random marquee lights with the MaterialByElement modifier
        4. 17.3.4. Disp Approx and Displace Mesh modifiers
        5. 17.3.5. Tutorial: Displacing geometry with a bitmap
      4. 17.4. Summary
    5. 18. Configuring and Aiming Cameras
      1. 18.1. Learning to Work with Cameras
        1. 18.1.1. Creating a camera object
          1. 18.1.1.1. Free camera
          2. 18.1.1.2. Target camera
        2. 18.1.2. Creating a camera view
        3. 18.1.3. Tutorial: Setting up an opponent's view
        4. 18.1.4. Controlling a camera
        5. 18.1.5. Aiming a camera
        6. 18.1.6. Tutorial: Watching a rocket
        7. 18.1.7. Aligning cameras
        8. 18.1.8. Tutorial: Seeing the dinosaur's good side
      2. 18.2. Setting Camera Parameters
        1. 18.2.1. Lens settings and field of view
        2. 18.2.2. Camera type and display options
        3. 18.2.3. Environment ranges and clipping planes
        4. 18.2.4. Camera Correction modifier
        5. 18.2.5. Creating multi-pass camera effects
        6. 18.2.6. Using the Depth of Field effect
        7. 18.2.7. Tutorial: Applying a Depth of Field effect to a row of windmills
        8. 18.2.8. Using the Motion Blur effect
        9. 18.2.9. Tutorial: Using a Motion Blur multi-pass camera effect
      3. 18.3. Summary
    6. 19. Using Lights and Basic Lighting Techniques
      1. 19.1. Understanding the Basics of Lighting
        1. 19.1.1. Natural and artificial light
        2. 19.1.2. A standard lighting method
        3. 19.1.3. Shadows
      2. 19.2. Getting to Know the Light Types
        1. 19.2.1. Default lighting
        2. 19.2.2. Ambient light
        3. 19.2.3. Standard lights
          1. 19.2.3.1. Omni light
          2. 19.2.3.2. Spotlight
          3. 19.2.3.3. Direct light
          4. 19.2.3.4. Skylight
          5. 19.2.3.5. Area Omni and Area Spot
        4. 19.2.4. Photometric lights
      3. 19.3. Creating and Positioning Light Objects
        1. 19.3.1. Transforming lights
        2. 19.3.2. Viewing lights and shadows in the viewport
        3. 19.3.3. Listing lights
        4. 19.3.4. Placing highlights
        5. 19.3.5. Tutorial: Lighting the snowman's face
      4. 19.4. Viewing a Scene from a Light
        1. 19.4.1. Light viewport controls
        2. 19.4.2. Tutorial: Lighting a lamp
      5. 19.5. Altering Light Parameters
        1. 19.5.1. General parameters
        2. 19.5.2. The Intensity/Color/Attenuation rollout
        3. 19.5.3. Spotlight and directional light parameters
        4. 19.5.4. Advanced Effects
        5. 19.5.5. Shadow parameters
        6. 19.5.6. Optimizing lights
        7. 19.5.7. Manipulating Hotspot and Falloff cones
        8. 19.5.8. Photometric light parameters
          1. 19.5.8.1. Distribution options
          2. 19.5.8.2. Color options
          3. 19.5.8.3. Intensity and Attenuation options
          4. 19.5.8.4. Light shapes
      6. 19.6. Using the Sunlight and Daylight Systems
        1. 19.6.1. Using the Compass helper
        2. 19.6.2. Understanding Azimuth and Altitude
        3. 19.6.3. Specifying date and time
        4. 19.6.4. Specifying location
        5. 19.6.5. Tutorial: Animating a day in 20 seconds
      7. 19.7. Using Volume Lights
        1. 19.7.1. Volume light parameters
        2. 19.7.2. Tutorial: Showing car headlights
        3. 19.7.3. Tutorial: Creating laser beams
        4. 19.7.4. Using projector maps and raytraced shadows
        5. 19.7.5. Tutorial: Projecting a trumpet image on a scene
        6. 19.7.6. Tutorial: Creating a stained-glass window
      8. 19.8. Summary
  10. V. Animation and Rendering Basics
    1. 20. Understanding Animation and Keyframes
      1. 20.1. Using the Time Controls
        1. 20.1.1. Setting frame rate
        2. 20.1.2. Setting speed and direction
        3. 20.1.3. Using Time Tags
      2. 20.2. Working with Keys
        1. 20.2.1. Auto Key mode
        2. 20.2.2. Set Key mode
        3. 20.2.3. Tutorial: Rotating a windmill's blades
        4. 20.2.4. Creating keys with the Time Slider
        5. 20.2.5. Copying parameter animation keys
        6. 20.2.6. Deleting all object animation keys
      3. 20.3. Using the Track Bar
      4. 20.4. Viewing and Editing Key Values
      5. 20.5. Using the Motion Panel
        1. 20.5.1. Setting parameters
        2. 20.5.2. Using trajectories
        3. 20.5.3. Tutorial: Making an airplane follow a looping path
        4. 20.5.4. Using the Follow/Bank utility
      6. 20.6. Using Ghosting
      7. 20.7. Animation Preferences
      8. 20.8. Animating Objects
        1. 20.8.1. Animating cameras
        2. 20.8.2. Tutorial: Animating darts hitting a dartboard
        3. 20.8.3. Animating lights
        4. 20.8.4. Animating materials
        5. 20.8.5. Creating Image File Lists
        6. 20.8.6. Generating IFL files with the IFL Manager Utility
        7. 20.8.7. Tutorial: What's on TV?
      9. 20.9. Working with Previews
        1. 20.9.1. Creating previews
        2. 20.9.2. Viewing previews
        3. 20.9.3. Renaming previews
      10. 20.10. Summary
    2. 21. Animating with Constraints and Simple Controllers
      1. 21.1. Restricting Movement with Constraints
        1. 21.1.1. Using constraints
        2. 21.1.2. Working with the constraints
          1. 21.1.2.1. Attachment constraint
          2. 21.1.2.2. Tutorial: Attaching eyes to a melting snowman
          3. 21.1.2.3. Surface constraint
          4. 21.1.2.4. Tutorial: Rolling a tire down a hill with the Surface constraint
          5. 21.1.2.5. Path constraint
          6. 21.1.2.6. Tutorial: Creating a spaceship flight path
          7. 21.1.2.7. Position constraint
          8. 21.1.2.8. Link constraint
          9. 21.1.2.9. Tutorial: Skating a figure eight
          10. 21.1.2.10. LookAt constraint
          11. 21.1.2.11. Orientation constraint
          12. 21.1.2.12. Using the Walkthrough Assistant
      2. 21.2. Understanding Controller Types
      3. 21.3. Assigning Controllers
        1. 21.3.1. Automatically assigned controllers
        2. 21.3.2. Assigning controllers with the Animation menu
        3. 21.3.3. Assigning controllers in the Motion panel
        4. 21.3.4. Assigning controllers in the Track View
        5. 21.3.5. Setting default controllers
      4. 21.4. Examining Some Simple Controllers
        1. 21.4.1.
          1. 21.4.1.1. Bézier controller
          2. 21.4.1.2. Linear controller
        2. 21.4.2. Noise controller
        3. 21.4.3. Spring controller
          1. 21.4.3.1. Tutorial: Wagging a tail with the Spring controller
          2. 21.4.3.2. Position XYZ controller
          3. 21.4.3.3. Scale XYZ controller
      5. 21.5. Summary
    3. 22. Rendering a Scene
      1. 22.1. Render Parameters
        1. 22.1.1. Initiating a render job
        2. 22.1.2. Common parameters
          1. 22.1.2.1. Specifying range and size
          2. 22.1.2.2. Render options
          3. 22.1.2.3. Bitmap Proxies
          4. 22.1.2.4. Choosing a Render Output option
        3. 22.1.3. E-mail notifications
        4. 22.1.4. Adding pre-render and post-render scripts
        5. 22.1.5. Assigning renderers
        6. 22.1.6. Scanline A-Buffer renderer
          1. 22.1.6.1. Anti-alias filters
          2. 22.1.6.2. SuperSampling
          3. 22.1.6.3. Motion Blur
          4. 22.1.6.4. Other options
      2. 22.2. Rendering Preferences
      3. 22.3. Using the Rendered Frame Window
        1. 22.3.1. Using the Render Types
        2. 22.3.2. Previewing with ActiveShade
      4. 22.4. Using the RAM Player
        1. 22.4.1.
          1. 22.4.1.1. Tutorial: Using the RAM Player to combine rendered images into a video file
      5. 22.5. Using Command-Line Rendering
      6. 22.6. Creating Panoramic Images
      7. 22.7. Getting Printer Help
      8. 22.8. Creating an Environment
        1. 22.8.1. Defining the rendered environment
          1. 22.8.1.1. Setting a background color
          2. 22.8.1.2. Using a background image
          3. 22.8.1.3. Setting global lighting
      9. 22.9. Summary
  11. VI. Advanced Modeling
    1. 23. Building Complex Scenes with XRefs and Using Asset Tracking
      1. 23.1. Referencing External Objects
        1. 23.1.1. Using XRef scenes
          1. 23.1.1.1. XRef scene options
            1. 23.1.1.1.1. Updating an external scene
            2. 23.1.1.1.2. External scene appearance
            3. 23.1.1.1.3. Positioning an external scene
            4. 23.1.1.1.4. Specifying an XRef as an overlay
          2. 23.1.1.2. Working with XRef scenes
          3. 23.1.1.3. Tutorial: Adding an XRef scene
        2. 23.1.2. Using XRef objects
        3. 23.1.3. Using material XRefs
        4. 23.1.4. Merging modifiers
        5. 23.1.5. Using proxies
        6. 23.1.6. Controller XRefs
        7. 23.1.7. Configuring XRef paths
      2. 23.2. Setting Up Asset Tracking
        1. 23.2.1. Checking in and checking out
        2. 23.2.2. Using the Asset Tracking interface
        3. 23.2.3. Logging in
        4. 23.2.4. Selecting a working folder
        5. 23.2.5. Getting and adding Vault files
        6. 23.2.6. Loading older file versions
        7. 23.2.7. Changing asset paths
        8. 23.2.8. Working with proxies
      3. 23.3. Summary
    2. 24. Working with the Schematic View
      1. 24.1. Using the Schematic View Window
        1. 24.1.1. The Graph Editors menu options
        2. 24.1.2. The Schematic View interface
          1. 24.1.2.1. Using the Schematic View menus
          2. 24.1.2.2. Learning the toolbar buttons
          3. 24.1.2.3. Navigating the Schematic View window
        3. 24.1.3. Working with Schematic View nodes
          1. 24.1.3.1. Node colors
          2. 24.1.3.2. Selecting nodes
          3. 24.1.3.3. Rearranging nodes
          4. 24.1.3.4. Hiding, shrinking, and deleting nodes
          5. 24.1.3.5. Renaming objects
          6. 24.1.3.6. Tutorial: Rearranging the solar system
      2. 24.2. Working with Hierarchies
        1. 24.2.1. Using the Display floater
        2. 24.2.2. Connecting nodes
        3. 24.2.3. Copying modifiers and materials between nodes
        4. 24.2.4. Assigning controllers and wiring parameters
        5. 24.2.5. Tutorial: Linking a character with the Schematic View
      3. 24.3. Setting Schematic View Preferences
        1. 24.3.1. Limiting nodes
        2. 24.3.2. Working with grids and backgrounds
        3. 24.3.3. Display preferences
        4. 24.3.4. Tutorial: Adding a background image to the Schematic View
      4. 24.4. Using List Views
      5. 24.5. Summary
    3. 25. Deforming Surfaces and Using the Mesh Modifiers
      1. 25.1. The Basics of Deformation Painting
        1. 25.1.1. Painting deformations
        2. 25.1.2. Accessing brush presets
      2. 25.2. Using the Deformation Brushes
        1. 25.2.1. Controlling the deformation direction
        2. 25.2.2. Limiting the deformation
        3. 25.2.3. Committing any changes
        4. 25.2.4. Using the Relax and Revert brushes
        5. 25.2.5. Tutorial: Adding veins to a forearm
      3. 25.3. Setting Painter Options
      4. 25.4. Primitive Maintenance Modifiers
        1. 25.4.1. Edit Mesh modifier
        2. 25.4.2. Edit Poly modifier
      5. 25.5. Edit Geometry Modifiers
        1. 25.5.1. Cap Holes modifier
        2. 25.5.2. Delete Mesh modifier
        3. 25.5.3. Extrude modifier
        4. 25.5.4. Face Extrude modifier
        5. 25.5.5. Tutorial: Extruding a bullet
        6. 25.5.6. ProOptimizer modifier
        7. 25.5.7. Tutorial: Creating a low-res hand
        8. 25.5.8. Quadify Mesh modifier
        9. 25.5.9. Smooth modifier
        10. 25.5.10. Symmetry modifier
        11. 25.5.11. Tutorial: Creating symmetrical antlers
        12. 25.5.12. Tessellate modifier
        13. 25.5.13. Vertex Weld modifier
      6. 25.6. Miscellaneous Modifiers
        1. 25.6.1. Edit Normals
        2. 25.6.2. Normal modifier
        3. 25.6.3. STL Check modifier
      7. 25.7. Subdivision Surface Modifiers
        1. 25.7.1. MeshSmooth modifier
        2. 25.7.2. TurboSmooth modifier
        3. 25.7.3. Tutorial: Smoothing a birdbath
        4. 25.7.4. HSDS modifier
      8. 25.8. Summary
    4. 26. Working with Compound Objects
      1. 26.1. Understanding Compound Object Types
      2. 26.2. Morphing Objects
        1. 26.2.1. Creating Morph keys
        2. 26.2.2. Morph objects versus the Morph modifier
        3. 26.2.3. Tutorial: Morphing a woman's face
      3. 26.3. Creating Conform Objects
        1. 26.3.1. Setting a vertex projection direction
        2. 26.3.2. Tutorial: Placing a facial scar
      4. 26.4. Creating a ShapeMerge Object
        1. 26.4.1. Cookie Cutter and Merge options
        2. 26.4.2. Tutorial: Using the ShapeMerge compound object
      5. 26.5. Creating a Terrain Object
        1. 26.5.1. Coloring elevations
        2. 26.5.2. Tutorial: Creating an island with the Terrain compound object
      6. 26.6. Using the Mesher Object
      7. 26.7. Working with BlobMesh Objects
        1. 26.7.1. Setting BlobMesh parameters
        2. 26.7.2. Tutorial: Creating icy geometry with BlobMesh
      8. 26.8. Creating a Scatter Object
        1. 26.8.1. Working with Source objects
        2. 26.8.2. Working with Distribution objects
        3. 26.8.3. Setting Transforms
        4. 26.8.4. Speeding updates with a proxy
        5. 26.8.5. Loading and saving presets
        6. 26.8.6. Tutorial: Covering the island with trees
      9. 26.9. Creating Connect Objects
        1. 26.9.1. Filling object holes
        2. 26.9.2. Tutorial: Creating a park bench
      10. 26.10. Creating a Loft Object
        1. 26.10.1. Using the Get Shape and Get Path buttons
        2. 26.10.2. Controlling surface parameters
        3. 26.10.3. Changing path parameters
        4. 26.10.4. Setting skin parameters
        5. 26.10.5. Tutorial: Designing a slip-proof hanger
        6. 26.10.6. Deforming Loft objects
        7. 26.10.7. The Deformation window interface
        8. 26.10.8. Scale Deformation
        9. 26.10.9. Twist Deformation
        10. 26.10.10. Teeter Deformation
        11. 26.10.11. Bevel Deformation
        12. 26.10.12. Fit Deformation
        13. 26.10.13. Modifying Loft subobjects
        14. 26.10.14. Comparing shapes
        15. 26.10.15. Editing Loft paths
        16. 26.10.16. Tutorial: Creating drapes
        17. 26.10.17. Loft objects versus surface tools
      11. 26.11. Working with ProBoolean and ProCutter Objects
        1. 26.11.1. Using ProBoolean
        2. 26.11.2. Tutorial: Creating a keyhole
        3. 26.11.3. Using ProCutter
        4. 26.11.4. Tutorial: Creating a jigsaw puzzle
      12. 26.12. Summary
    5. 27. Modeling with Patches and NURBS
      1. 27.1. Introducing Patch Grids
        1. 27.1.1. Creating a patch grid
        2. 27.1.2. Tutorial: Creating a checkerboard
      2. 27.2. Editing Patches
        1. 27.2.1. Editable patches versus the Edit Patch modifier
        2. 27.2.2. Selecting patch subobjects
        3. 27.2.3. Working with Patch Geometry
          1. 27.2.3.1. Attach
          2. 27.2.3.2. Surface settings
          3. 27.2.3.3. Patch Smooth
          4. 27.2.3.4. Relaxing a patch
        4. 27.2.4. Editing vertices
          1. 27.2.4.1. Bind and Unbind
          2. 27.2.4.2. Create
          3. 27.2.4.3. Delete
          4. 27.2.4.4. Break
          5. 27.2.4.5. Hide and Unhide All
          6. 27.2.4.6. Weld Selected and Weld Target
          7. 27.2.4.7. Copy and Paste Tangents
          8. 27.2.4.8. Vertex surface properties
        5. 27.2.5. Editing handles
        6. 27.2.6. Editing edges
          1. 27.2.6.1. Subdivide
          2. 27.2.6.2. Add Tri and Add Quad
          3. 27.2.6.3. Create Shape
          4. 27.2.6.4. Tutorial: Modeling a shell
        7. 27.2.7. Editing patch and element subobjects
          1. 27.2.7.1. Detach
          2. 27.2.7.2. Extrude
          3. 27.2.7.3. Bevel
          4. 27.2.7.4. Patch and element surface properties
        8. 27.2.8. Tutorial: Creating a maple leaf from patches
      3. 27.3. Using Modifiers on Patch Objects
        1. 27.3.1. Patch Select modifier
        2. 27.3.2. Edit Patch modifier
        3. 27.3.3. Delete Patch modifier
        4. 27.3.4. Using the Surface tools
          1. 27.3.4.1. CrossSection modifier
          2. 27.3.4.2. Surface modifier
          3. 27.3.4.3. Tutorial: Modeling a brass swan
      4. 27.4. Creating NURBS Curves and Surfaces
        1. 27.4.1. NURBS curves
          1. 27.4.1.1. CV curves versus point curves
          2. 27.4.1.2. Rendering NURBS curves
        2. 27.4.2. NURBS surfaces
          1. 27.4.2.1. CV surfaces versus point surfaces
          2. 27.4.2.2. Accessing NURBS subobjects
        3. 27.4.3. Converting objects to NURBS
      5. 27.5. Editing NURBS
      6. 27.6. Summary
    6. 28. Adding and Styling Hair and Fur, and Using Cloth
      1. 28.1. Understanding Hair
      2. 28.2. Working with Hair
        1. 28.2.1. Growing hair
        2. 28.2.2. Setting hair properties
        3. 28.2.3. Tutorial: Adding a spline fringe to a quilt
      3. 28.3. Styling Hair
        1. 28.3.1. Using the Style interface
        2. 28.3.2. Tutorial: Creating a set of fuzzy dice
        3. 28.3.3. Using hair presets
        4. 28.3.4. Using hair instances
      4. 28.4. Rendering Hair
      5. 28.5. Understanding Cloth
      6. 28.6. Creating Cloth
        1. 28.6.1. Using Garment Maker to define cloth
        2. 28.6.2. Creating cloth from geometry objects
        3. 28.6.3. Tutorial: Clothing a 3D model
      7. 28.7. Summary
  12. VII. Advanced Materials
    1. 29. Using Specialized Material Types
      1. 29.1. Using the Matte/Shadow Material
        1. 29.1.1. Matte/Shadow Basic Parameters rollout
        2. 29.1.2. Tutorial: Adding 3D objects to a scene
      2. 29.2. Using the Ink 'n' Paint Material
        1. 29.2.1. Controlling paint and ink
        2. 29.2.2. Tutorial: Cartooning a turtle
      3. 29.3. Using Architectural Materials
      4. 29.4. Using the DirectX Shader Material
      5. 29.5. Using mental ray Materials and Shaders
        1. 29.5.1. Understanding shaders
        2. 29.5.2. Accessing mental ray materials and shaders
        3. 29.5.3. Using the Arch & Design materials
        4. 29.5.4. Using the ProMaterials
        5. 29.5.5. Using the Car Paint material
        6. 29.5.6. Combining bump and displacement maps
        7. 29.5.7. Using the Subsurface Scattering materials
      6. 29.6. Summary
    2. 30. Painting in the Viewport Canvas and Rendering Surface Maps
      1. 30.1. Using the Viewport Canvas
        1. 30.1.1. Setting up an object for painting
        2. 30.1.2. Using the Paint and Clone brushes
        3. 30.1.3. Selecting a different brush
        4. 30.1.4. Capturing a view
        5. 30.1.5. Tutorial: Face painting
      2. 30.2. Using Vertex Colors
        1. 30.2.1. Assigning vertex colors
        2. 30.2.2. Painting vertices with the Vertex Paint modifier
        3. 30.2.3. Tutorial: Marking heart tension
        4. 30.2.4. The Assign Vertex Color utility
      3. 30.3. Rendering Surface Maps
      4. 30.4. Rendering UV Templates
      5. 30.5. Summary
    3. 31. Unwrapping UVs and Mapping Textures
      1. 31.1. Mapping Modifiers
        1. 31.1.1. UVW Map modifier
        2. 31.1.2. Tutorial: Using the UVW Map modifier to apply decals
        3. 31.1.3. UVW Mapping Add and Clear modifiers
        4. 31.1.4. UVW XForm modifier
        5. 31.1.5. Map Scaler modifier
        6. 31.1.6. Camera Map modifier
      2. 31.2. Using the Unwrap UVW Modifier
        1. 31.2.1. The Edit UVWs interface
          1. 31.2.1.1. Using the Options panel
          2. 31.2.1.2. Using the Edit UVW interface's menu commands
        2. 31.2.2. Tutorial: Controlling the mapping of a covered wagon
        3. 31.2.3. Relaxing vertices
        4. 31.2.4. Using the Quick Planar Map
        5. 31.2.5. Mapping multiple objects
        6. 31.2.6. Tutorial: Creating a mapping for a fighter plane
        7. 31.2.7. Using the Spline mapping
        8. 31.2.8. Tutorial: Spline mapping a snake
      3. 31.3. Using Pelt Mapping
        1. 31.3.1. Selecting seams
        2. 31.3.2. Positioning the projection gizmo
        3. 31.3.3. Stretching the pelt mapping
        4. 31.3.4. Tutorial: Using pelt mapping
      4. 31.4. Summary
    4. 32. Creating Baked Textures and Normal Maps
      1. 32.1. Using Channels
        1. 32.1.1. Using the Map Channel Info dialog box
        2. 32.1.2. Select by Channel modifier
      2. 32.2. Rendering to a Texture
        1. 32.2.1. General Settings
        2. 32.2.2. Selecting objects to bake
        3. 32.2.3. Output settings
        4. 32.2.4. Baked Material and Automatic Mapping settings
        5. 32.2.5. Tutorial: Baking the textures for a dog model
      3. 32.3. Creating Normal Maps
        1. 32.3.1. Using the Projection modifier
        2. 32.3.2. Setting Projection Mapping options
        3. 32.3.3. Tutorial: Creating a normal map for a spikey sphere
      4. 32.4. Summary
  13. VIII. Advanced Animation Techniques
    1. 33. Using Animation Modifiers and Complex Controllers
      1. 33.1. Baking Animation Keys with the Point Cache Modifier
        1. 33.1.1. Tutorial: Trees in a hurricane
      2. 33.2. Using the Animation Modifiers
        1. 33.2.1. Morpher modifier
        2. 33.2.2. Tutorial: Morphing facial expressions
        3. 33.2.3. Using the Flex modifier
          1. 33.2.3.1. Flex subobjects
          2. 33.2.3.2. Setting flex strength
          3. 33.2.3.3. Creating simple soft bodies
          4. 33.2.3.4. Painting weights
          5. 33.2.3.5. Adding Forces and Deflectors
          6. 33.2.3.6. Manually creating springs
        4. 33.2.4. Melt modifier
        5. 33.2.5. PatchDeform and SurfDeform modifiers
        6. 33.2.6. Tutorial: Deforming a car going over a hill
        7. 33.2.7. PathDeform modifier
        8. 33.2.8. Linked XForm modifier
        9. 33.2.9. SplineIK Control modifier
        10. 33.2.10. Attribute Holder modifier
      3. 33.3. Examining Complex Controllers
        1. 33.3.1. Transform controllers
          1. 33.3.1.1. Position/Rotation/Scale Transform controller
          2. 33.3.1.2. Script controller
          3. 33.3.1.3. XRef controller
        2. 33.3.2. Position track controllers
          1. 33.3.2.1. Audio controller
          2. 33.3.2.2. Motion Clip Slave controller
          3. 33.3.2.3. Motion Capture controller
          4. 33.3.2.4. Tutorial: Drawing with a pencil with the Motion Capture controller
          5. 33.3.2.5. Quaternion (TCB) controller
          6. 33.3.2.6. Reaction controller
        3. 33.3.3. Rotation and Scale track controllers
          1. 33.3.3.1. Euler XYZ Rotation controller
          2. 33.3.3.2. Smooth Rotation controller
        4. 33.3.4. Parameter controllers
          1. 33.3.4.1. Boolean controller
          2. 33.3.4.2. Limit controller
          3. 33.3.4.3. List controller
          4. 33.3.4.4. On/Off controller
          5. 33.3.4.5. Waveform controller
          6. 33.3.4.6. Color RGB controller
          7. 33.3.4.7. Cubic Morph controller
          8. 33.3.4.8. Barycentric Morph controller
          9. 33.3.4.9. Block controller
          10. 33.3.4.10. IK controller
          11. 33.3.4.11. Master Point controller
      4. 33.4. Summary
    2. 34. Animating with the Expression Controller and Wiring Parameters
      1. 34.1. Working with Expressions in Spinners
      2. 34.2. Understanding the Expression Controller Interface
        1. 34.2.1. Defining variables
        2. 34.2.2. Building expressions
        3. 34.2.3. Debugging and evaluating expressions
        4. 34.2.4. Managing expressions
        5. 34.2.5. Tutorial: Creating following eyes
      3. 34.3. Using Expression Controllers
        1. 34.3.1. Animating transforms with the Expression controller
        2. 34.3.2. Animating parameters with the Float Expression controller
        3. 34.3.3. Tutorial: Inflating a balloon
        4. 34.3.4. Animating materials with the Expression controller
      4. 34.4. Wiring Parameters
        1. 34.4.1. Using the Parameter Wiring dialog box
        2. 34.4.2. Manipulator helpers
        3. 34.4.3. Tutorial: Controlling a crocodile's bite
      5. 34.5. Collecting Parameters
      6. 34.6. Adding Custom Parameters
      7. 34.7. Summary
    3. 35. Working with Function Curves in the Track View
      1. 35.1. Learning the Track View Interface
        1. 35.1.1. The Track View layouts
        2. 35.1.2. Track View menus and toolbars
          1. 35.1.2.1. Keys toolbar
          2. 35.1.2.2. Curves toolbar
          3. 35.1.2.3. Key Tangents toolbar
          4. 35.1.2.4. Time toolbar
          5. 35.1.2.5. Controllers toolbar
          6. 35.1.2.6. Tools toolbar
          7. 35.1.2.7. Biped toolbar
          8. 35.1.2.8. Other toolbars
        3. 35.1.3. Controller and Key panes
        4. 35.1.4. Lower interface toolbars
      2. 35.2. Working with Keys
        1. 35.2.1. Selecting keys
        2. 35.2.2. Using soft selection
        3. 35.2.3. Adding and deleting keys
        4. 35.2.4. Moving, sliding, and scaling keys
        5. 35.2.5. Editing keys
        6. 35.2.6. Using the Randomize Keys utility
        7. 35.2.7. Using the Euler Filter utility
        8. 35.2.8. Displaying keyable icons
      3. 35.3. Editing Time
        1. 35.3.1. Selecting time and the Select Keys by Time utility
        2. 35.3.2. Deleting, cutting, copying, and pasting time
        3. 35.3.3. Reversing, inserting, and scaling time
        4. 35.3.4. Setting ranges
      4. 35.4. Editing Curves
        1. 35.4.1. Inserting new keys and moving keys
        2. 35.4.2. Tutorial: Animating a monorail
        3. 35.4.3. Drawing curves
        4. 35.4.4. Reducing keys
        5. 35.4.5. Working with tangents
        6. 35.4.6. Tutorial: Animating a flowing river
        7. 35.4.7. Applying out-of-range, ease, and multiplier curves
        8. 35.4.8. Tutorial: Animating a wind-up teapot
      5. 35.5. Filtering Tracks and Creating Track Sets
        1. 35.5.1. Using the Filters dialog box
        2. 35.5.2. Creating a Track Set
      6. 35.6. Working with Controllers
        1. 35.6.1. Using visibility tracks
        2. 35.6.2. Adding note tracks
        3. 35.6.3. Tutorial: Animating a hazard light
        4. 35.6.4. Tutorial: Animating a checkers move
      7. 35.7. Using the ProSound Plug-in
        1. 35.7.1. Tutorial: Adding sound to an animation
      8. 35.8. Summary
    4. 36. Using Animation Layers and the Motion Mixer
      1. 36.1. Using the Animation Layers Toolbar
      2. 36.2. Working with Animation Layers
        1. 36.2.1. Enabling animation layers
        2. 36.2.2. Setting animation layers properties
        3. 36.2.3. Collapsing animation layers
        4. 36.2.4. Tutorial: Using animation layers for a plane takeoff
      3. 36.3. Saving Animation Files
        1. 36.3.1. Saving biped animations
        2. 36.3.2. Saving general animations
      4. 36.4. Loading Animation Sequences
        1. 36.4.1. Mapping animated objects
        2. 36.4.2. Using the Map Animation dialog box
        3. 36.4.3. Retargeting animations
      5. 36.5. Using the Motion Mixer
        1. 36.5.1. Learning the Motion Mixer interface
        2. 36.5.2. Adding layer and transition tracks
        3. 36.5.3. Editing clips
        4. 36.5.4. Editing track weights
        5. 36.5.5. Adding Time Warps
        6. 36.5.6. Copying mixed animation to a biped
        7. 36.5.7. Saving and loading Mix files
        8. 36.5.8. Tutorial: Mixing biped animations
      6. 36.6. Summary
  14. IX. Dynamic Animation
    1. 37. Creating Particles and Particle Flow
      1. 37.1. Understanding the Various Particle Systems
      2. 37.2. Creating a Particle System
      3. 37.3. Using the Spray and Snow Particle Systems
        1. 37.3.1. Tutorial: Creating rain showers
        2. 37.3.2. Tutorial: Creating a snowstorm
      4. 37.4. Using the Super Spray Particle System
        1. 37.4.1. Super Spray Basic Parameters rollout
        2. 37.4.2. Particle Generation rollout
        3. 37.4.3. Particle Type rollout
          1. 37.4.3.1. Tutorial: Creating a fireworks fountain
          2. 37.4.3.2. Tutorial: Adding spray to a spray can
          3. 37.4.3.3. Using the MetaParticles option
          4. 37.4.3.4. Tutorial: Spilling soda from a can
          5. 37.4.3.5. Instanced Geometry
        4. 37.4.4. Rotation and Collision rollout
        5. 37.4.5. Tutorial: Basketball shooting practice
        6. 37.4.6. Object Motion Inheritance rollout
        7. 37.4.7. Bubble Motion rollout
        8. 37.4.8. Particle Spawn rollout
        9. 37.4.9. Load/Save Presets rollout
      5. 37.5. Using the Blizzard Particle System
      6. 37.6. Using the PArray Particle System
        1. 37.6.1. Splitting an object into fragments
        2. 37.6.2. Tutorial: Creating rising steam
      7. 37.7. Using the PCloud Particle System
      8. 37.8. Using Particle System Maps
        1. 37.8.1. Using the Particle Age map
        2. 37.8.2. Using the Particle MBlur map
        3. 37.8.3. Tutorial: Creating jet engine flames
      9. 37.9. Controlling Particles with Particle Flow
        1. 37.9.1. The Particle View window
        2. 37.9.2. The Standard Flow
        3. 37.9.3. Working with actions
        4. 37.9.4. Tutorial: Creating an avalanche
        5. 37.9.5. Using Particle Flow helpers
        6. 37.9.6. Wiring events
        7. 37.9.7. Tutorial: Moths chasing a light
        8. 37.9.8. Debugging test actions
        9. 37.9.9. Tutorial: Firing at a fleeing spaceship
      10. 37.10. Summary
    2. 38. Using Space Warps
      1. 38.1. Creating and Binding Space Warps
        1. 38.1.1. Creating a Space Warp
        2. 38.1.2. Binding a Space Warp to an object
      2. 38.2. Understanding Space Warp Types
        1. 38.2.1. Force Space Warps
          1. 38.2.1.1. Motor
          2. 38.2.1.2. Push
          3. 38.2.1.3. Vortex
          4. 38.2.1.4. Drag
          5. 38.2.1.5. PBomb
          6. 38.2.1.6. Path Follow
          7. 38.2.1.7. Gravity
          8. 38.2.1.8. Wind
          9. 38.2.1.9. Displace
        2. 38.2.2. Deflector Space Warps
          1. 38.2.2.1. POmniFlect, SOmniFlect, and UOmniFlect
            1. 38.2.2.1.1. Deflector, SDeflector, and UDeflector
        3. 38.2.3. Geometric/Deformable Space Warps
          1. 38.2.3.1. FFD (Box) and FFD (Cyl)
          2. 38.2.3.2. FFD Select modifier
          3. 38.2.3.3. Wave and Ripple
          4. 38.2.3.4. Tutorial: Creating pond ripples
          5. 38.2.3.5. Conform
          6. 38.2.3.6. Bomb
          7. 38.2.3.7. Tutorial: Blowing a dandelion puff
        4. 38.2.4. Modifier-Based Space Warps
      3. 38.3. Combining Particle Systems with Space Warps
        1. 38.3.1. Tutorial: Shattering glass
        2. 38.3.2. Tutorial: Making water flow down a trough
      4. 38.4. Summary
    3. 39. Simulating Physics-Based Motion with reactor
      1. 39.1. Understanding Dynamics
      2. 39.2. Using reactor
        1. 39.2.1. The reactor process
        2. 39.2.2. Tutorial: Filling a glass bowl
      3. 39.3. Using reactor Collections
        1. 39.3.1. Collection modifiers
        2. 39.3.2. Setting object properties
          1. 39.3.2.1. Mass, friction, and elasticity
          2. 39.3.2.2. Defining collision boundaries
          3. 39.3.2.3. Modifier properties
        3. 39.3.3. Tutorial: Throwing a shirt over a chair
      4. 39.4. Creating reactor Objects
        1. 39.4.1. Springs and dashpots
        2. 39.4.2. Plane
        3. 39.4.3. Motor and Wind
        4. 39.4.4. Toy Car
        5. 39.4.5. Fracture
        6. 39.4.6. Tutorial: Smashing a gingerbread house
        7. 39.4.7. Water
        8. 39.4.8. Tutorial: Working with water
      5. 39.5. Calculating and Previewing a Simulation
        1. 39.5.1. Using the Preview window
        2. 39.5.2. Creating animation keys
        3. 39.5.3. Analyzing the scene
        4. 39.5.4. Tutorial: Dropping a plate of donuts
      6. 39.6. Constraining Objects
        1. 39.6.1. Using a Constraint Solver
        2. 39.6.2. Rag Doll constraint
        3. 39.6.3. Tutorial: Swinging into a wall
      7. 39.7. reactor Troubleshooting
      8. 39.8. Summary
    4. 40. Animating Hair and Cloth
      1. 40.1. Using Hair Dynamics
        1. 40.1.1. Making hair live
        2. 40.1.2. Setting properties
        3. 40.1.3. Enabling collisions
        4. 40.1.4. Enabling forces
        5. 40.1.5. Running a simulation
        6. 40.1.6. Tutorial: Simulating hair dynamics
      2. 40.2. Simulating Cloth Dynamics
        1. 40.2.1. Defining cloth properties and forces
        2. 40.2.2. Creating a Cloth simulation
        3. 40.2.3. Viewing cloth tension
        4. 40.2.4. Tutorial: Draping cloth over a jet
      3. 40.3. Summary
  15. X. Working with Characters
    1. 41. Understanding Rigging and Working with Bones
      1. 41.1. Creating a Rigging Workflow
      2. 41.2. Building a Bones System
        1. 41.2.1. Assigning an IK Solver
        2. 41.2.2. Setting bone parameters
        3. 41.2.3. Tutorial: Creating a bones system for an alligator
      3. 41.3. Using the Bone Tools
        1. 41.3.1. Reordering bones
        2. 41.3.2. Refining and mirroring bones
        3. 41.3.3. Coloring bones
        4. 41.3.4. Adjusting fins
        5. 41.3.5. Making objects into bones
      4. 41.4. Summary
    2. 42. Working with Inverse Kinematics
      1. 42.1. Forward Kinematics versus Inverse Kinematics
      2. 42.2. Creating an Inverse Kinematics System
        1. 42.2.1. Building and linking a system
        2. 42.2.2. Selecting a terminator
        3. 42.2.3. Defining joint constraints
        4. 42.2.4. Copying, pasting, and mirroring joints
        5. 42.2.5. Binding objects
        6. 42.2.6. Understanding precedence
        7. 42.2.7. Tutorial: Controlling a backhoe
      3. 42.3. Using the Various Inverse Kinematics Methods
        1. 42.3.1. Interactive IK
          1. 42.3.1.1. IK Preference settings
          2. 42.3.1.2. Tutorial: Animating a simple IK propeller system
        2. 42.3.2. Applied IK
        3. 42.3.3. History Independent IK solver
          1. 42.3.3.1. Defining a swivel angle
          2. 42.3.3.2. Displaying IK controls
          3. 42.3.3.3. Tutorial: Animating a puppet with the HI IK solver
        4. 42.3.4. History Dependent IK solver
        5. 42.3.5. Tutorial: Animating a spyglass with the HD IK solver
        6. 42.3.6. IK Limb solver
        7. 42.3.7. Tutorial: Animating a spider's leg with the IK Limb solver
        8. 42.3.8. Spline IK solver
        9. 42.3.9. Tutorial: Building an IK Spline alligator
      4. 42.4. Summary
    3. 43. Creating and Animating Bipeds and Crowds
      1. 43.1. Character Creation Workflow
      2. 43.2. Creating a Biped
        1. 43.2.1. Customizing a biped
        2. 43.2.2. Using Xtras
        3. 43.2.3. Modifying a biped
        4. 43.2.4. Setting the Biped display options
        5. 43.2.5. Selecting tracks
        6. 43.2.6. Moving and rotating the whole biped
        7. 43.2.7. Tutorial: Making a biped dive
        8. 43.2.8. Bending links
        9. 43.2.9. Working with postures and poses
        10. 43.2.10. Tutorial: Creating a four-footed biped
      3. 43.3. Animating a Biped
        1. 43.3.1. Using Footstep Mode
        2. 43.3.2. Tutorial: Making a biped jump on a box
        3. 43.3.3. Converting biped animation clips
        4. 43.3.4. Using Freeform Mode
        5. 43.3.5. Setting Freeform keys
        6. 43.3.6. Using the Keyframing Tools, Layers, and Motion Capture
        7. 43.3.7. Loading and saving biped animation clips
        8. 43.3.8. Using Motion Flow Mode
        9. 43.3.9. Previewing a biped animation
        10. 43.3.10. Moving a biped with its footsteps
      4. 43.4. Creating Crowds
        1. 43.4.1. Using Crowd and Delegate helpers
        2. 43.4.2. Scattering delegates
        3. 43.4.3. Assigning behaviors
        4. 43.4.4. Setting delegate parameters
        5. 43.4.5. Solving the simulation
        6. 43.4.6. Tutorial: Rabbits in the forest
      5. 43.5. Creating a Crowd of Bipeds
        1. 43.5.1. Associating delegates with objects
        2. 43.5.2. Associating delegates with objects
      6. 43.6. Summary
    4. 44. Skinning Characters
      1. 44.1. Understanding Your Character
        1. 44.1.1. The curse and blessing of symmetry
        2. 44.1.2. Dealing with details
      2. 44.2. Animated Skin Modifiers
        1. 44.2.1. Understanding the skinning process
        2. 44.2.2. Binding to a skeleton
          1. 44.2.2.1. Tutorial: Attaching skin to a biped
          2. 44.2.2.2. Editing envelopes
          3. 44.2.2.3. Working with weights
            1. 44.2.2.3.1. Using the Weight Tool
            2. 44.2.2.3.2. Using the Weight Table
            3. 44.2.2.3.3. Painting weights
          4. 44.2.2.4. Tutorial: Applying skin weights
          5. 44.2.2.5. Mirror settings
          6. 44.2.2.6. Tutorial: Mirroring skin weights
          7. 44.2.2.7. Display and Advanced settings
          8. 44.2.2.8. Using deformers
        3. 44.2.3. Using the Skin Wrap modifiers
        4. 44.2.4. Tutorial: Making a simple squirt bottle walk
        5. 44.2.5. Using the Skin Morph modifier
        6. 44.2.6. Tutorial: Bulging arm muscles
      3. 44.3. Using Character Animation Techniques
      4. 44.4. Summary
  16. XI. Advanced Lighting and Rendering
    1. 45. Working with Advanced Lighting, Light Tracing, and Radiosity
      1. 45.1. Selecting Advanced Lighting
        1. 45.1.1. How light tracing works
        2. 45.1.2. Enabling light tracing
          1. 45.1.2.1. Color bleeding
          2. 45.1.2.2. Quality versus speed
          3. 45.1.2.3. Adaptive undersampling
        3. 45.1.3. Tutorial: Viewing color bleeding
      2. 45.2. Using Local Advanced Lighting Settings
      3. 45.3. Tutorial: Excluding Objects from Light Tracing
      4. 45.4. Understanding Radiosity
        1. 45.4.1. Lighting for radiosity
          1. 45.4.1.1. Subdividing a mesh for radiosity
          2. 45.4.1.2. Using the Subdivide modifier
          3. 45.4.1.3. Tutorial: Preparing a mesh for radiosity
          4. 45.4.1.4. Painting with light
          5. 45.4.1.5. Rendering parameters and statistics
        2. 45.4.2. Tutorial: Lighting a house interior with radiosity
      5. 45.5. Using Local and Global Advanced Lighting Settings
      6. 45.6. Working with Advanced Lighting Materials
        1. 45.6.1. Advanced Lighting Override
        2. 45.6.2. Lightscape material
      7. 45.7. Using Lighting Analysis
      8. 45.8. Summary
    2. 46. Using Atmospheric and Render Effects
      1. 46.1. Using Exposure Controls
        1. 46.1.1. Automatic, Linear, and Logarithmic Exposure Control
        2. 46.1.2. Pseudo Color Exposure Control
        3. 46.1.3. Photographic Exposure Control
        4. 46.1.4. Tutorial: Using the Logarithmic Exposure Control
      2. 46.2. Creating Atmospheric Effects
        1. 46.2.1. Working with the Atmospheric Apparatus
        2. 46.2.2. Adding effects to a scene
      3. 46.3. Using the Fire Effect
        1. 46.3.1. Tutorial: Creating the sun
        2. 46.3.2. Tutorial: Creating clouds
      4. 46.4. Using the Fog Effect
        1. 46.4.1. Using the Volume Fog effect
        2. 46.4.2. Tutorial: Creating a swamp scene
        3. 46.4.3. Using the Volume Light effect
      5. 46.5. Adding Render Effects
      6. 46.6. Creating Lens Effects
        1. 46.6.1. Global Lens Effects Parameters
          1. 46.6.1.1. The Global Parameters tabbed panel
          2. 46.6.1.2. The Global Scene tabbed panel
        2. 46.6.2. Glow
          1. 46.6.2.1. The Glow Element Parameters tabbed panel
          2. 46.6.2.2. The Glow Element Options tabbed panel
        3. 46.6.3. Tutorial: Creating shocking electricity from a plug outlet
        4. 46.6.4. Tutorial: Creating neon
        5. 46.6.5. Ring
        6. 46.6.6. Ray
        7. 46.6.7. Star
        8. 46.6.8. Streak
        9. 46.6.9. Auto Secondary
        10. 46.6.10. Manual Secondary
        11. 46.6.11. Tutorial: Making an airplane sparkle
      7. 46.7. Using Other Render Effects
        1. 46.7.1. Blur render effect
        2. 46.7.2. Brightness and Contrast render effect
        3. 46.7.3. Color Balance render effect
        4. 46.7.4. File Output render effect
        5. 46.7.5. Film Grain render effect
        6. 46.7.6. Motion Blur render effect
        7. 46.7.7. Depth of Field render effect
      8. 46.8. Summary
    3. 47. Rendering with mental ray
      1. 47.1. Enabling mental ray
        1. 47.1.1. mental ray preferences
      2. 47.2. mental ray Lights and Shadows
        1. 47.2.1. Enabling mental ray Shadow Maps
        2. 47.2.2. Using mental ray Sun & Sky
        3. 47.2.3. Using mental ray Sky Portal
      3. 47.3. Understanding Caustics and Photons
        1. 47.3.1. Tutorial: Using Caustic Photons to create a disco ball
        2. 47.3.2. Enabling caustics and global illumination for objects
      4. 47.4. Controlling Indirect Illumination
        1. 47.4.1. Rendering control
        2. 47.4.2. Advanced mental ray
        3. 47.4.3. Using mental ray proxies
        4. 47.4.4. Accessing mental mill
      5. 47.5. Summary
    4. 48. Batch and Network Rendering
      1. 48.1. Batch Rendering Scenes
        1. 48.1.1. Using the Batch Render tool
        2. 48.1.2. Managing scene states
        3. 48.1.3. Creating a stand-alone executable
      2. 48.2. Understanding Network Rendering
      3. 48.3. Setting Up a Network Rendering System
      4. 48.4. Starting the Network Rendering System
        1. 48.4.1. Tutorial: Initializing the network rendering system
        2. 48.4.2. Tutorial: Completing your first network rendering job
        3. 48.4.3. Job assignment options
      5. 48.5. Configuring the Network Manager and Servers
        1. 48.5.1. The network manager settings
        2. 48.5.2. The network servers settings
      6. 48.6. Logging Errors
      7. 48.7. Using the Monitor
        1. 48.7.1. Jobs
        2. 48.7.2. Servers
      8. 48.8. Summary
    5. 49. Compositing with Render Elements and the Video Post Interface
      1. 49.1. Using External Compositing Packages
        1. 49.1.1. Compositing with Photoshop
        2. 49.1.2. Video editing with Premiere
        3. 49.1.3. Tutorial: Creating a montage of Space Warp animations
        4. 49.1.4. Video compositing with After Effects
        5. 49.1.5. Tutorial: Adding animation effects using After Effects
        6. 49.1.6. Introducing Combustion
          1. 49.1.6.1. Using Combustion maps
          2. 49.1.6.2. Using Render Elements with Combustion
        7. 49.1.7. Using other compositing solutions
      2. 49.2. Using Render Elements
      3. 49.3. Completing Post-Production with the Video Post Interface
        1. 49.3.1. The Video Post toolbar
        2. 49.3.2. The Video Post Queue and Range panes
        3. 49.3.3. The Video Post status bar
      4. 49.4. Working with Sequences
      5. 49.5. Adding and Editing Events
        1. 49.5.1. Adding an image input event
        2. 49.5.2. Adding scene events
        3. 49.5.3. Adding image filter events
          1. 49.5.3.1. Contrast filter
          2. 49.5.3.2. Fade filter
          3. 49.5.3.3. Image Alpha filter
          4. 49.5.3.4. Negative filter
          5. 49.5.3.5. Pseudo Alpha filter
          6. 49.5.3.6. Simple Wipe filter
          7. 49.5.3.7. Starfield filter
          8. 49.5.3.8. Tutorial: Creating space backdrops
        4. 49.5.4. Adding image layer events
          1. 49.5.4.1. Adobe Premiere Transition filter
          2. 49.5.4.2. Simple Wipe compositor
          3. 49.5.4.3. Other layer filters
        5. 49.5.5. Adding external events
        6. 49.5.6. Using loop events
        7. 49.5.7. Adding an image output event
      6. 49.6. Working with Ranges
      7. 49.7. Working with Lens Effects Filters
        1. 49.7.1. Adding flares
        2. 49.7.2. Adding focus
        3. 49.7.3. Adding glow
        4. 49.7.4. Adding highlights
        5. 49.7.5. Tutorial: Making a halo shine
        6. 49.7.6. Adding backgrounds and filters using Video Post
      8. 49.8. Summary
  17. XII. MAXScript and Plug-Ins
    1. 50. Automating with MAXScript
      1. 50.1. What Is MAXScript?
      2. 50.2. MAXScript Tools
        1. 50.2.1. The MAXScript menu
        2. 50.2.2. The MAXScript Utility rollout
        3. 50.2.3. Tutorial: Using the SphereArray script
        4. 50.2.4. The MAXScript Listener window
        5. 50.2.5. Tutorial: Talking to the MAXScript interpreter
        6. 50.2.6. MAXScript Editor windows
        7. 50.2.7. The Macro Recorder
        8. 50.2.8. Tutorial: Recording a simple script
        9. 50.2.9. The MAXScript Debugger
          1. 50.2.9.1. Watching variables
          2. 50.2.9.2. Using debugger commands
          3. 50.2.9.3. Configuring the debugger
      3. 50.3. Setting MAXScript Preferences
      4. 50.4. Types of Scripts
        1. 50.4.1. Macro scripts
        2. 50.4.2. Scripted utilities
        3. 50.4.3. Scripted right-click menus
        4. 50.4.4. Scripted mouse tools
        5. 50.4.5. Scripted plug-ins
      5. 50.5. Writing Your Own MAXScripts
        1. 50.5.1. Variables and data types
        2. 50.5.2. Tutorial: Using variables
        3. 50.5.3. Program flow and comments
        4. 50.5.4. Expressions
          1. 50.5.4.1. Simple expressions
          2. 50.5.4.2. Complex expressions
        5. 50.5.5. Conditions
        6. 50.5.6. Collections and arrays
        7. 50.5.7. Loops
        8. 50.5.8. Functions
        9. 50.5.9. Tutorial: Creating a school of fish
          1. 50.5.9.1. Part 1: Making the fish follow a path
          2. 50.5.9.2. Part 2: Adding body rotation and tail animation
          3. 50.5.9.3. Part 3: Animating the second fish
      6. 50.6. Learning the Visual MAXScript Editor Interface
        1. 50.6.1. The Editor interface
        2. 50.6.2. The menus and the main toolbar
        3. 50.6.3. Toolbar elements
      7. 50.7. Laying Out a Rollout
        1. 50.7.1. Aligning and spacing elements
        2. 50.7.2. Tutorial: Building a custom rollout with the Visual MAXScript Editor
      8. 50.8. Summary
    2. 51. Expanding Max with Third-Party Plug-Ins
      1. 51.1. Using Turbo Squid Tentacles
      2. 51.2. Working with Plug-Ins
        1. 51.2.1. Installing plug-ins
        2. 51.2.2. Viewing installed plug-ins
        3. 51.2.3. Managing plug-ins
        4. 51.2.4. Tutorial: Installing and using the AfterBurn plug-in demo
      3. 51.3. Locating Plug-Ins
      4. 51.4. Summary
  18. A. What's New with 3ds Max 2010
    1. A.1. Major Improvements
      1. A.1.1. Interface changes
      2. A.1.2. Viewport improvements
      3. A.1.3. xView display options
      4. A.1.4. Material Explorer
      5. A.1.5. Viewport Canvas
      6. A.1.6. Render Surface Map
      7. A.1.7. Graphite Modeling tools
      8. A.1.8. Containers
      9. A.1.9. ProSound
      10. A.1.10. mental mill
      11. A.1.11. Transform Toolbox
    2. A.2. Minor Improvements
  19. B. What's on the DVD
    1. B.1. System Requirements
    2. B.2. Using the DVD with Windows
    3. B.3. What's on the DVD
      1. B.3.1. Author-created materials
      2. B.3.2. Applications
      3. B.3.3. 3D models
      4. B.3.4. eBook version of 3ds Max 2010 Bible
    4. B.4. Troubleshooting
    5. B.5. Customer Care
  20. Wiley Publishing, Inc. End-User License Agreement
  21. BC1. Installing and Configuring 3ds Max 2010
    1. BC1.1. Choosing an Operating System
    2. BC1.2. Hardware Requirements
    3. BC1.3. Installing 3ds Max 2010
    4. BC1.4. Registering and Activating the Software
    5. BC1.5. Setting the Display Driver
      1. BC1.5.1. Software
      2. BC1.5.2. OpenGL
      3. BC1.5.3. Direct3D
      4. BC1.5.4. Custom
    6. BC1.6. Updating Max
    7. BC1.7. Moving Max to Another Computer
  22. BC2. 3ds Max 2010 Keyboard Shortcuts
    1. BC2.1. Using Keyboard Shortcuts
    2. BC2.2. Using the Keyboard Shortcut Map
    3. BC2.3. Main Interface Shortcuts
    4. BC2.4. Dialog Box Shortcuts
    5. BC2.5. Character Studio Shortcuts
    6. BC2.6. Miscellaneous Shortcuts
  23. BC3. Working with NURBS
    1. BC3.1. Lofting a NURBS Surface
    2. BC3.2. Tutorial: Creating a U Loft NURBS Spoon
    3. BC3.3. Creating a UV Loft Surface
    4. BC3.4. Lathing a NURBS Surface
    5. BC3.5. Tutorial: Lathing a NURBS CV Curve to Create a Vase
    6. BC3.6. Creating a 1-rail and 2-rail Sweep Surface
    7. BC3.7. Tutorial: Creating a Flower Stem
    8. BC3.8. Sculpting a Rectangular NURBS Surface
      1. BC3.8.1. Tutorial: Creating a NURBS leaf
      2. BC3.8.2. Tutorial: Sculpting a flower petal
    9. BC3.9. NURBS Modifiers