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3ds Max ®
2008
Tutorials: Introduction
Date: Filename/description:
7.5.07 3dsMax08_Man_Help_fron.ai
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Introduction
1
Welcome to the World of 3ds Max
Welcome, and congratulations! You’ve just bought a ticket to the world of
Autodesk® 3ds Max® . Hang on and get ready for the ride of a lifetime! With
3ds Max, you can create 3D places and characters, objects and subjects of any
type. You can arrange them in settings and environments to build the scenes
for your movie or game or visualization. You can animate the characters, set
them in motion, make them speak, sing and dance, or kick and fight. And then
you can shoot movies of the whole virtual thing.
You can use 3ds Max to visualize designs of real things that will actually be
built, such as buildings and machines. The File Link feature of 3ds Max lets you
base visualizations on designs created in AutoCAD or Autodesk Architectural
Desktop: when the design changes in these other applications, the revisions
1
can be automatically updated in your 3ds Max scene. Add lighting and
materials, then render to still image or movie formats.
These tutorials teach 3ds Max through a series of hands-on exercises. Prepare
to be entertained and fascinated by the awesome power at your fingertips.
The tutorials are provided in two forms, as an online help file, and as a printed
manual. Due to space limitations, not all of the tutorials are printed in the
book.
Links between the online tutorials and the User Reference appear in the printed
manual as underlined text. Illustrations are printed in black and white in the
manual, and are full color in the online system.
To do the online tutorials, from the 3ds Max Help menu, choose Tutorials to
display the online collection.
Acknowledgements
■ Michael B. Comet, for creating the character bones and rigging tutorials
and the low-poly character-modeling tutorial.
■ Brandon Davis and Grant Adam, for the Particle Flow and particle effects
tutorials.
2 | Chapter 1 Introduction
■ Pia Maffei, of Applied IDEAS, for providing the head model used in the
Creating the Skin Material tutorial. The model was created with Applied
IDEAS's Head Designer plug-in.
■ Jon McFarland, for providing the tutorials on working with CAD files, and
fixing problems in imported files.
■ Jeff Patton, along with other users on the Web, for good tips on how to
use the mental ray (lume) Ocean shader.
■ Retired Captain Irv Styer, fighter pilot, for expertise and assistance in
modeling for the P-38 tutorial.
■ Fred Ruff and Mike O'Rourke for the games and skin-deformers tutorials.
1 Locate your product disc: the disc from which you installed 3ds Max.
Place in your computer's drive.
3 Right-click the \tutorials folder and then choose Copy from the context
menu.
TIP If you have limited hard drive space, you can copy individual directories
from the disk.
■ 3ds Max 2008 Help: The online help reference covers fundamental concepts
and strategies for using the product, as well as details about the features
of 3ds Max. Access the 3ds Max Help online by choosing Help > 3ds Max
Help.
4 | Chapter 1 Introduction
■ Other Resources: There is a wealth of information written about using 3ds
Max. There are third-party books that specialize in teaching the software
for various industries. There are magazines devoted to 3D design and
animation, as well as user groups and mail lists. Communities of users
trade secrets daily, and if you ask a question, you're likely to get answers
from experts all around the world.
User Showcase
In the 3ds Max tutorials we teach you the tools to use the software. Put those
tools in the hands of talented artists and magic happens.
Here is a gallery of images by creative individuals from around the world using
this software. We hope you find these images inspiring before you set out on
your journey of learning 3ds Max.
User Showcase | 5
Chinese Opera
James Ku
www.3dartisan.net/~kuman/
6 | Chapter 1 Introduction
The Ancient Indian Crown
Kameswaran Ramachandran Iyer,
India
www.kameswaran.com
Unpleasant Company
User Showcase | 7
Metin Seven
A Living Room
Frances Gainer Davey
8 | Chapter 1 Introduction
Marc Tan, Insane Polygons
Old Courtyard
Pradipta Seth
User Showcase | 9
by Tommy Hjalmarsson
http://hem.bredband.net/tomhja
10 | Chapter 1 Introduction
by Tommy Hjalmarsson
http://hem.bredband.net/tomhja
User Showcase | 11
Student Breakfast
Jean-Yves Arboit, Belgium
www.discreetcenter.com
12 | Chapter 1 Introduction
Electric Water
Johannes Schlörb
User Showcase | 13
Ripples of Spring
Casey McGovern
molerocket@hotmail.com
14 | Chapter 1 Introduction
Indian Beauty
Jaykar Arudra, AMM Studio, India
User Showcase | 15
by Ben Paine
Old Sunflowers
Joana Garrido (Caixa D'Imagens), Portugal
16 | Chapter 1 Introduction
Pistol Pete
Martin Coven
User Showcase | 17
Sommar Torp: "Summer House"
Sören Larrson, Sweden
www.3dbetong.se
18 | Chapter 1 Introduction
Anibal
Daniel Martínez Lara (Pepeland)
When you learn to paint, you start with a still life, perhaps a bottle and some
fruit arranged on a table. In this tutorial, you’ll make a “not-so-still life” that
is animated.
The idea for this tutorial was taken from the Salvador Dali painting “Nature
Morte Vivante,” in which the traditional elements of a still life are painted
flying through the air. You’ll use the same idea for your first animation project
in 3ds Max.
Skill Level: Beginner
Time to complete: 20 minutes
20 | Chapter 1 Introduction
■ How to move and animate objects
■ How to render
Tutorial Files
All the files necessary for this tutorial are provided on the program disc in the
\tutorials\still_life directory. Before starting the tutorials, copy the \tutorials
folder from the disc to your local program installation.
Navigating a Scene
In this lesson, you'll open an existing scene of a still life and learn to adjust
the view and navigate the viewports.
Navigating a Scene | 21
Perspective viewport
22 | Chapter 1 Introduction
Zooming out reveals the corner.
5 Position the cursor inside the yellow circle. Press and hold the left mouse
button and move the mouse.
The point of view orbits around the scene.
Navigating a Scene | 23
Orbiting the scene
TIP Avoid dragging outside the yellow navigation circle, unless you want to
roll the entire viewport.
6 Spin your view so you can see the scene from every angle.
You'll notice that the back side of the corner is dark. This is because there
are already hidden lights in this scene prepared to cast shadows in your
rendering.
8 Click Pan in the viewport navigation controls and move the mouse
in the viewport.
The viewport pans with your movement.
NOTE You can also start a pan operation by holding down the middle mouse
button or wheel as you pan. If the middle mouse button doesn't pan the
viewport, check your mouse driver settings.
24 | Chapter 1 Introduction
9 To return the viewport to its original orientation, press Shift+Z repeatedly
to undo the viewport changes all the way back to the beginning.
Next you'll create a camera and a Camera viewport. The Camera viewport is
similar to the Perspective viewport, but with different functionality. It can be
animated, and effects can be added to it.
Creating a camera
2 Right-click the Top viewport label (the word Top at the upper left corner
of the viewport). On the menu that appears, choose Smooth + Highlights.
The viewport display changes from wireframe to shaded.
TIP You can also press F3 to switch a wireframe viewport to a shaded display.
3 On the Create panel, click the Cameras tab, and then click Target.
4 In the Top Viewport, starting at the lower left-hand corner of the wooden
shelf, drag out a camera pointing toward the knife (see the following
illustration).
Navigating a Scene | 25
Camera created in Top viewport
TIP When a scene contains more than one camera and none of the cameras
is selected, or more than one are selected, pressing C causes the Select Camera
dialog to open. If there is just one camera in the scene, or if a single camera
is selected, pressing C automatically sets the active viewport to the camera
view.
26 | Chapter 1 Introduction
The view from Camera02 (yours might differ)
The navigation controls have changed. Because tools and controls are
context-sensitive, activating a Camera viewport switches to camera-specific
navigation controls.
TIP To undo Camera viewport changes, press Ctrl+Z, or click the Undo
button at the left end of the main toolbar. Unlike the Perspective viewport,
Camera viewport changes are based on the movement of the camera.
Navigating a Scene | 27
2 Look at the very bottom of the dialog. Make sure the Viewport field says
Camera02, and then click Render.
The rendered frame window appears, and the rendering takes place
line-by-line from the top to the bottom of the image.
4 Render again.
Observe the rendering. You'll see shadows on the wall, reflections in the
knife blade and bottle, and transparency on the leaf objects. None of
these were visible in the viewport display.
28 | Chapter 1 Introduction
Rendering from Camera01
5 Right-click the Camera viewport label, and choose Views > Front to change
the Camera viewport back to a Front viewport.
Next, you'll create an orange to add to the scene. Then you'll animate the
objects so they fly into place.
Creating an Orange
Here you'll create a sphere primitive, color it orange, and name it. Then you’ll
add a realistic orange peel material to it, so the rendering will have the speckled
appearance of fruit skin.
Create a sphere:
Creating an Orange | 29
The button highlights to show that it is active and ready to use. Before
you make the sphere, you'll make two changes in the Create panel.
3 On the Create panel, directly below Object Type and above the primitive
object names, turn on AutoGrid.
AutoGrid creates a grid on the surface of any object, so you can create
another object directly in contact with the surface.
4 In the Perspective viewport, position your cursor between the apple, the
bottle, and the knife blade.
After a moment, a tooltip appears showing you which object the cursor
over. The tooltip should read wooden board.
5 Create a sphere by pressing down on the left mouse button and dragging
away from where you started. As long as you hold the mouse button
down, you can adjust the size of the sphere. When you release the mouse
button, the sphere is complete.
TIP Your sphere might be a different color from the one in the illustration.
30 | Chapter 1 Introduction
Create a sphere using AutoGrid.
6 On the Create panel > Parameters rollout, change the Radius setting to
20 and press Enter.
The sphere changes size in the viewport. In 3ds Max, it’s typical practice
to rough out an object with the mouse, then reset its parameters to your
specific requirements.
1 In the Create panel > Name And Color rollout, click the small, colored
square next to the default name, Sphere01.
Creating an Orange | 31
The Object Color dialog is displayed.
4 Type in orange to change the name of the sphere. Press Enter to set the
new name.
2 Using the transform gizmo, move the orange so it is in front of the apple.
32 | Chapter 1 Introduction
Transform gizmo used to move the orange
The rendering looked interesting because of the materials that were already
applied to the geometry. Next you'll apply a material to your orange using
the Material Editor.
34 | Chapter 1 Introduction
Apple texture
36 | Chapter 1 Introduction
Orange texture map
3 Drag the orange material from the Material Editor sample onto the orange
in the viewport.
The orange in the viewport now displays with a speckled fruit skin.
4 Press F9 on the keyboard to render again. If you like, you can zoom in
on the orange, render, then undo the viewport change by pressing Shift+Z.
38 | Chapter 1 Introduction
The procedure consists of three steps. At frame 50, you will rotate the bottle
and the knife to create rotation keys for them. You will then position the
apple and the orange so they are floating in the air. Then you'll shift the keys
around to reverse the animation.
3ds Max gives you three different ways to create keyframes. One is to turn on
the Auto Key button, move to any point in time, and transform (move, rotate,
or scale) the object. A second method is to right-click the time slider and then
set keys using the Create Key dialog. There is also a Set Key animation mode,
designed for professional character animators.
You’ll use the Auto Key button in this exercise.
TIP The time slider bar also turns red, and the active viewport is outlined in
red to remind you that you are in Auto Key mode.
5 The time slider is the wide button located directly above the time scale
display below the viewports. Move the time slider to frame 50.
6 Right-click the orange and choose Move from the transform quadrant of
the quad menu.
In all viewports, you see the transform gizmo.
7 As you move your mouse over the Transform gizmo, the different axes
highlight one at a time. When the Z axis (blue) highlights, click and hold
the left mouse button, and drag the orange straight up in the Perspective
viewport until it is almost out of view. Release the mouse button.
8 Move the time slider back and forth from frame 0 to frame 50, and watch
the orange rise up from the wooden counter.
NOTE If you still have one of the viewports set to Camera01, you will see
the animated view of Camera01.
2 In the Perspective viewport, click the bottle to select it, or press H and
select the bottle by name.
3 Right-click the bottle in the viewport and choose Rotate from the
transform quad.
The transform gizmo appears over the bottle.
40 | Chapter 1 Introduction
As you move your cursor over the transform gizmo, different axes display
as yellow. The axes are color-coordinated (red, green, and blue equals X,
Y, and Z, respectively).
4 Rotate about the Y axis approximately 127 degrees so the bottle is upside
down, with the bottle bottom up in the left-hand corner of the viewport.
(See illustration).
You can see the X,Y,Z values displayed in yellow above the transform
gizmo as you rotate the bottle. These values also appear in the Coordinate
Display below the viewport.
TIP You can enter values directly in the coordinate fields for precision in your
work.
5 Again move the time slider back and forth from frame 0 to frame 50 to
observe the animated effect.
You'll repeat this for the knife and the apple.
6 Return the time slider to frame 50. Then select the handle of the knife
in the viewport, or press H and select the object namehandle from the
list.
The knife blade is linked to the handle, so when you animate the handle,
you'll be animating the knife blade as well.
7 The Rotate tool should still be active; if not, click Select And Rotate on
the toolbar. Use the transform gizmo to rotate the knife handle around
in the viewport. Then right-click and choose Move from the quad menu.
Move the handle in Z, then in X, and then in Y so the knife is closer and
larger than before in the viewport.
42 | Chapter 1 Introduction
Rotated still life objects
2 Hold down the Ctrl key and click the bottle, apple, orange, and handle
in the list. Then click Select.
3 In Ohe track bar, drag a selection rectangle around the keys at frame 0.
The keys turn white on the track bar to show they are selected.
4 Hold down the Shift key and drag the keys from their position at frame
0 to frame 100
This creates a copy of the keys from frame 0 to frame 100.
5 Press the Play Animation button in the VCR controls to see the
animation you've created
The still life objects fly up and around at frame 50 and then return to
their positions at frame 100. The animation loops because the position
and rotations at frame 0 and 100 are the same.
1 With all four objects still selected, select the keys at frame 0 as before.
Delete them with the Delete key.
TIP Depending on how you rotated your objects, you might need to re-create
the rotation keys if the objects no longer spin the way you want them to. To
do this, go to frame 0 and, with Auto Key on, rotate the objects again.
44 | Chapter 1 Introduction
Rendering the Animation
Rendering multiple frames for a complete animation can be time consuming,
even on a fast machine. Each frame is individually processed. Realistic
materials, shadow casting, and other factors can slow the process as well.
When you're ready to take a break, you can render this animation and then
come back after a short time to see the results.
1 From the File menu, use the Open command to load one of your saved
animations, either my_still_life_animated_loop.max or
my_still_life_animated_flyin.max. Or you can open still_life_animated.max,
provided in the \tutorials\still_life folder.
2 Choose Rendering menu > Render to open the Render Scene dialog.
TIP If your computer is fast, feel free to skip the next step.
3 In the Render Scene dialog > Output Size group, change the default (640
x 480) to 320 x 240.
This smaller size has only one-quarter the area of the default, making it
much faster to render.
5 In the Render Output group, click the Files button. In the Render Output
File dialog, name your animation mystill_life_animated.avi. Click Save
to save the animation to the default directory (usually \renderoutput).
On the Render Scene dialog, Save File is now on and the output field
shows the location of mystill_life_animated.avi.
7 At the bottom of the Render Scene dialog, from the list labeled Viewport,
choose Perspective.
You always want to be sure you’re rendering the right viewport.
TIP Usually you will use a camera viewport, rather than rendering the
Perspective viewport. In this case, since the animation was created in the
Perspective viewport, you'll use that.
1 When your animation is finished rendering, chose File menu > View
Image File.
By default, the View File dialog opens in the \renderoutput subdirectory.
46 | Chapter 1 Introduction
Summary
You have created an animated still life and learned to find your way around
the 3ds Max user interface. You've learned viewport navigation, created an
orange using primitives, and assigned materials. You've also learned to move
objects, animate and render your animation.