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| From: | "Loophole" <jgregory@airmail.net> |
| Newsgroups: | alt.3d.studio |
| Subject: | FAQ : FOR ALL WHO DIDNT READ IT... |
| Date: | Tue, 15 Aug 2000 16:53:06 -0500 |
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****************************************************************************
**
*
*
* This is the unofficial Max Faq, written by Stefan Jansson. Unfortunately
*
* he was very busy and unable to post it to comp.graphics.packages.3dstudio
*
* and alt.3d.studio. I thought that these newsgroups really need a FAQ due
*
* to lots of dumb questions who could easily be answered by looking into
*
* the manuals.
*
* Personally I am not a 3D Guru, so your help and tips are very welcome to
*
* keep this FAQ alive. I will do my best to keep the links and topics
*
* concerning technical things up-to-date.
*
*
*
* Have Phun =)
*
*
*
* MrTux (mrtux@gmx.net)
*
*
*
*
*
****************************************************************************
**
Hello all MAX'ers,
Today is Monday and that means another MAX FAQ update. Attached to
this message you'll find the FAQ zipped up. Just un-zip the file
and then open it with Wordpad (if you use Notepad you might end up
without line breakes which is kind of hard for your eyes!).
The latest revision of the FAQ should also be avalible from one of
the five mirror sites:
The Unofficial Max FAQ @
http://go.to/maxfaq (maintained by MrTux)
Jarek Dukat's site:
http://www.nautilus.com.pl/jarek
Davy's MAXForum:
http://www.maxforums.org
Matthew Clementson's site:
http://www.StudioBlue.co.uk/
Laurent M. Abecassis site:
http://maxwizards.virtualave.net/maxfaq.htm
Comments and suggestions are very welcome. Send them to me at
stefan.jansson@era-a.ericsson.se
Think that's all for today. Read and enjoy :-)
Kind regards,
/Stefan Jansson
****************************************************************************
**
*
*
*
*
* 3D Studio MAX
*
*
*
*
*
*
*
*
*
* *********************************************************
*
* *The Unofficial 3D Studio MAX Frequently Asked Questions*
*
* *********************************************************
*
*
*
*
*
*
*
*
*
*
*
*
*
* Written By
*
*
*
*
*
*
*
* Stefan Jansson
*
*
*
*
*
*
*
************************************************************** Public Domain
*
****************************************************************************
**
*
*
* About the "Warez-Thing"
*
*
*
* alt.3d.studio and comp.graphics.packages.3dstudio are SERIOUS newsgroups.
*
* WE DO NOT GIVE YOU ILLEGAL COPIES OF PIRATED SOFTWARE OR LINKS TO FIND
*
* IT IN THE NET. THE SAME GOES FOR SERIAL'S, CD'KEYS, AUTH. CODES ETC.
*
*
*
* For all of you who lost their documentation and any other evidence to show
*
* and do a search on 3D Studio MAX or look at chapter 16 of this FAQ (I will
*
* update the book reviews as soon as possible).
*
* So these newsgroups are NOT the right place to ask for any kind of warez
*
* thing. Please go elsewhere.
*
* On the other hand please, please stop flaming these warez users cause this
*
* will always continue in a neverending thread about the pro's and con's of
*
* warez and these newsgroups are NOT the place to discuss this. Just ignore
*
* warez posts, please!
*
*
*
* Stefan has stated this in chapter 2.8 of this FAQ but I found this so
*
* important that I put it at the beginnning.
*
*
*
* Have Phun =)
*
* MrTux
*
*
*
****************************************************************************
**
Published: 3/4-00
Revision History:
3/4-00 -
27/3-00 - Nothing new.
20/3-00 - Nothing new.
13/3-00 - Added "3.1 Keyboard shortcuts" with all hotkeys for MAX
R3.x
6/3-00 - Nothing new.
28/2-00 - Added "How do you stop your .WAV file from looping?" to
the sound section "11.1 General"
21/2-00 - Updated section "11.1 General" with the "Foley Studio MAX"
sound plugin. It seems very cool so go and check it out!
14/2-00 - Nothing new.
7/2-00 - Happy 1:st year anniversary "The Unofficial 3D Studio MAX
FAQ"!!! Yes, it's now one year since I started posting the
FAQ to the alt.3d.studio and
comp.graphics.packages.3dstudio
newsgroups. There hasn't been much updates to it the last
few weeks as I'v been busy with other things. Hopefully
this will change.
31/1-00 - Nothing new.
24/1-00 - Nothing new.
17/1-00 - Updated "2.1.3 Version Status" to be R3.1.
- Updated many "R2.5" to be "R3.1"
10/1-00 - Nothing new.
3/1-00 - Nothing new but a small millennium later(!)
27/12-99 - Some spelling errors fixed (thanks Ewald!)
20/12-99 - Nothing new.
13/12-99 - Nothing new.
6/12-99 - Nothing new.
29/11-99 - Nothing new.
22/11-99 - Updated "2.1.4 System Requirements for 3D Studio MAX R2.5"
to be valid for MAX R3
- Updated "2.1.7 Short about 3D Studio Viz" for Viz R3
- Updated "3 The MAX user interface" with information from
Kinetix website.
- Updated "6.2 Mapping technique" with "Is there any
"unwrap" plugins that will unwrap the texture
coordinates?"
- Added section "12.6 How to create gold"
- Updated "16.7 Models" with another link to Star Wars
models
- Updated "16.9 Free Plugins" with an address to Mankua who
gives away the TLUnwrap plugin for free!
15/11-99 - Updated section "10.11 Outputting the animation to video
or film" with "Q: What is the best way to output my
animations to videotape? Least loss??"... it's all about
Digital
Video!!!
- Updated section "16.6 Materials" with another link for
textures
- Updaterd section "6.2 Mapping technique" with an
explanation for transluctant materials
- Updated section "5.2 Shapes" (Can Adobe Illustrator be
used in combination with MAX?) with the decimal separator
problem in Illustrator AI88 files.
8/11-99 - Deleted section "1.6 The Unofficial 3D Studio MAX FAQ
mailing list"
- Added "I have a problem with my R3 dongle" to section
"2.9 Questions about the MAX hardware protection"
- Updated section "5.5 Mesh Modeling" with MAX R3 beveling
info in "Does anyone know how to bevel the edges of a
box?"
- Added the sound plugin flexsound to section "11.1 General"
- Added www.cyba3.co.uk to "16.13 Schools teaching 3D"
1/11-99 - Nothing new.
(I'm back! Will start updatging the FAQ again)
25/10-99 - Nothing new.
(Still in the Philippines!!)
18/10-99 - Nothing new.
(Still in the Philippines!!)
11/10-99 - Nothing new.
(Still in the Philippines!!)
4/10-99 - Nothing new.
(I'm in the Philippines on vacation!)
27/9-99 - Updated "4.2 Basic operations in MAX" with "The axis
restriction doesn't seem to work in MAX3. Is this a bug?"
20/9-99 - Nothing new.
13/9-99 - Nothing new.
6/9-99 - Nothing new.
30/8-99 - Updated section "Outputting the animation to video or
film" with "What is that "Video Color Check" button for?"
23/8-99 - Updated section "10.3.3 What is a "codec" and which one is
- the best?" with the address to CodecCentral.
- Updated section "10.3.3 What is a "codec" and which one is
- the best?" with a list of many codecs and some comments
- Intruduced section "1.8 Abbreviations and terms used in
this FAQ"
16/8-99 - Updated "10.3.3 What is a "codec" and which one is the
best?"
- Updated "16.1 Manuals and books" with what R3 includes
9/8-99 - Updated "2.6 MAX bug report" with "Suddenly I can't rotate
any objects..."
2/8-99 - Updated "2.1.3 Version Status"
- Added "2.2 Buying a second hand MAX copy"
- Updated "2.9 Questions about the MAX hardware protection"
- Added "How do I import Adobe Illustrator paths to 3D
Studio MAX?" to section "13.9 Import/Export other
softwares <->
3D Studio MAX"
- Splitted "15.1 General about the PC system setup and OS"
into sub-chapters.
- Added "Which Service package should I install on top of
Windows NT core?" to section "15.1.1 Running MAX in a
dual-boot setup (Win9x together with Win NT)"
- Added another link to a texture resource for section
"16.6 Materials"
26/7-99 - Updated "2.5 MAX bug report" with "Bad AVI class..."
- Updated "14.2.1 The Basics" with "Can I change controller
types at a certain frame?"
19/7-99 - Updated "2.5 MAX bug report" with a problem with bmm.dll
- Updated "13.7 MAX vs. other 3D software" with how to get
started in the 3D animation business
- Added chapter "17 Miscelaneous" and "17.1 How do I create
a demo reel?"
- Updated "6.1 Basics" with "How do I apply a bitmap to my
3D object?"
12/7-99 - Updated "6.1 Basics" with the difference between Shading
types Blinn, Constant, Phong and Metal
- Added en explanation of "Camera match" to section "9.9
Camera matching / Motion Tracking"
- Added "12.4 How to create ice"
- Updated "15.4 Other additional hardware" with a Q about
Renderdrive
5/7-99 - Added Intel Indeo, Soerensen, Xing and Cinpak to section
"10.3.3 What is a "codec" and which one is the best?"
- Updated "16.2 Magazines" with Design4 (former KTX World)
and 3D Creature Workshop
- Updated "16.3 News" with additional 3D newsgroups
- Updated "16.12 Other related Internet resources" with
Autodesks Q's and A's search engine
28/6-99 - Added "12.17 How to create mist/fog"
21/6-99 - Updated "6.2 Mapping technique" with how to use Alpha
channels
- Updated section "16.6 Materials" with a link to
FreeTextures
- Created section "16.11 On-line chat"
13/6-99 - Updated section "4 MAX Basics" with how to get rid of the
"spalsh" screen when MAX is starting up.
7/6-99 - Nothing new.
31/5-99 - Nothing new.
25/5-99 - Nothing new.
17/5-99 - Introduced the section "2.2 How do I reach Kintetix and
their resellers?"
10/5-99 - Section "5.1 Basics" has been updated with some
suggestions on what methods to use when starting to model.
- Updated "13.2.1 Character Studio" with how to use
Hypermatter together with CharacterStudio.
- Added "13.2.5 The Incredible Commic Shop / Cartoon Reyes"
3/5-99 - Added "10.3.8 About Photoshop plugins in Vidoe Post"
- Added "9.10 Track View"
26/4-99 - 15.2.2 Problem with core.dll an/or I get an "invalid page
fault" introduced
- Whole FAQ has been spellchecked
19/4-99 - Section "4.2 Basic operations in MAX" updated with Array
- Section "9.1 Basics" updated with how to scale animations
- Section "7.2 Working with Lights and shadows" updated with
how to create a flickering light
- Section "15.5 Benchmarking MAX" updated
- Corrected some minor faults
12/4-99 - Minor updates and corrections
5/4-99 - "12.1 Making water in MAX" updated with another example
(A7:)
- Material section "6.1 Basics" updated with "What is a
shader?"
- The presentation of MAX at "2.1 Presentation" is updated
29/3-99 - "2.7 Questions about the MAX hardware protection" updated
22/3-99 - Added "Leadtek" to the "15.2.2 Presentation of...."
section
- Modified the "2.5 The 3D Studio MAX Help system" section
15/3-99 - modified section "15.2.1 An introduction" for graphic
cards
- added "15.2.2 Presentation of different graphic cards"
- added "10.11 Outputting the animation to video or film"
8/3-99 - Section "15.4 Benchmarking MAX" created
- Just minor updates and spelling/grammar corrections
1/3-99 - Added the section "1.6 The Unofficial 3D Studio MAX FAQ
mailing list"
- Added section "1.7 When asking questions in the
newsgroups"
22/2-99 - Added a tip to the section "6.5 Seamless texture bitmaps"
- Added section "16.4 News, Reviews, Galleries and more..."
- Added section "12.16 How to create a pearl necklace"
15/2-99 - Section "10.1 General" updated with explanation of
"Z-buffer"
- Minor things updated and added
8/2-99 - Section "16.11 The "Drained" section - lots of inspiring
3D Artists" added
- Small Q's and A's added from the newsgroups
1/2-99 - Section "6.2 Mapping technique" - added a planar map
technique
- Section "4.2 Basic operations in MAX" - problem when
rotating, problem with axis restriction.
- Section "5.4 Patch modeling" - new basic explanation
- Section "5.6 NURBS Modeling" - Just a note added
- Section "13.7 MAX vs. other 3D software" - MAX vs. AM
****************************************************************************
**
*
*
* INDEX
*
*
*
****************************************************************************
**
INDEX
-----
1 About this FAQ
1.1 What is it and where does the information come from
1.2 The Purpose of this FAQ
1.3 Who is maintaining the FAQ
1.4 Disclaimer
1.5 FAQ Internet mirror web sites
1.6 When asking questions in the newsgroups
1.7 Abbreviations and terms used in this FAQ
2 About 3D Studio MAX
2.1 Presentation
2.1.1 First some sales promotion(!)
2.1.2 The "MAX" story
2.1.2 Who uses MAX?
2.1.3 Version Status
2.1.4 System Requirements for 3D Studio MAX R2.5
2.1.5 Pricing
2.1.6 Support forums for 3DS MAX
2.1.7 Short about 3D Studio Viz
2.2 Buying a second hand MAX copy
2.3 How do I reach Kintetix and their resellers?
2.4 3D Studio MAX demos and version updates
2.5 MAX File format
2.6 MAX bug report
2.7 The 3D Studio MAX Help system
2.8 About piracy, cracks, serial numbers and CD-keys for 3D Studio MAX
2.9 Questions about the MAX hardware protection
3 The MAX user interface
3.1 Keyboard shortcuts
4 MAX Basics
4.1 Backups
4.2 Basic operations in MAX
5 Modeling
5.1 Basics
5.2 Shapes
5.3 Primitives
5.4 Patch modeling
5.5 Mesh Modeling
5.6 NURBS Modeling
5.6.1 NURBS Basic explanations
5.6.2 Working with NURBS
5.7 Modeling 3D landscape
5.8 Digitizing real models into 3D format
5.9 Compound Objects
5.9.1 Boolean
5.9.2 Morphing
6 Materials
6.1 Basics
6.2 Mapping technique
6.3 About Raytracing
6.4 Seamless texture bitmaps
7 Lights, shadows and fog
7.1 Lighting - the basics
7.2 Working with Lights and shadows
7.3 Working with Volumetric Lights
7.4 Working with fog
7.5 Lights in animations
8 Particles
8.1 Particle fundamentals
8.2 How to use particles
9 Animating
9.1 Basics
9.2 Forward Kinematic
9.3 Inverse Kinematic
9.4 Real time animation / motion capture
9.5 Dynamics
9.6 Space Warps
9.7 Combustion
9.8 Camera
9.9 Camera matching / Motion Tracking
9.10 Track View
10 Rendering
10.1 General
10.2 Rendering scenes and animations
10.3 Video Post
10.3.1 General about Video Post
10.3.2 How do I create an animation from Video Post?
10.3.3 What is a "codec" and which one is the best?
10.3.4 About Focus / Depth of Field in MAX
10.3.5 About Motion Blur
10.3.6 About Lensflare
10.3.7 About making objects Glow
10.3.8 About Photoshop plugins in Vidoe Post
10.4 VRML
10.5 Virtual sets / MAX animations within live movie
10.6 Network rendering
10.7 Batch rendering
10.8 Render resolutions
10.9 Rendering animations for the WEB
10.10 Problem with the "Rendering Window"
10.11 Outputting the animation to video or film
11 Sound
11.1 General
11.2 Lip synching
12 How to create...
12.1 Making water in MAX
12.2 How to make gas
12.3 How to create glass
12.4 How to create ice
12.5 How to create metal
12.6 How to create gold
12.7 How to create mercury
12.8 How to create mirrors
12.9 How to create sparks
12.10 How to model an hourglass
12.11 How to create an underwater explosion
12.12 How to create lens flare or shiny stars in space
12.13 How to create liquid
12.14 How to create lightning effects
12.15 How do I create a computer mouse?
12.16 How to create smoke
12.17 How to make an object "implode"
12.18 How to create a pearl necklace
12.19 How to create mist/fog
13 Plugins and additional software
13.1 General about Plugins
13.2 Commercial Plugins
13.2.1 Character Studio
13.2.2 Sandblaster
13.2.3 Genesis VFX
13.2.4 Bones Pro
13.2.5 The Incredible Commic Shop / Cartoon Reyes
13.3 Free/shareware plugins
13.3.1 Free Blob/Metaball modeler
13.3.2 How to use Bomb2
13.3.3 How do I create infinite planes?
13.3.4 Description of peoples "favorite" free plugins
13.4 Plugin Manager
13.5 Writing Plugins for 3D Studio MAX
13.6 Additional software
13.7 MAX vs. other 3D software
13.8 Import/Export AutoCad <-> 3D Studio MAX
13.9 Import/Export other softwares <-> 3D Studio MAX
14 MAXScripts and Expression Controllers
14.1 MAXScripts
14.1.1 The Basics
14.2 Expression Controllers
14.2.1 The Basics
15 Hardware and Workstation Setup
15.1 General about the PC system setup and OS
15.1.1 Running MAX in a dual-boot setup
(Win9x together with Win NT)
15.1.2 Running MAX in a dual-CPU system
15.1.3 Running MAX on an overclocked CPU
15.1.4 Running MAX on a non-Intel CPU
15.2 Resource problems with MAX and Win9x
15.2.1 Resource problems
15.2.2 Problem with core.dll
15.3 Graphic cards
15.3.1 An introduction
15.3.2 Presentation of different graphic cards
15.3.2 Which Graphic card shall I buy and what shall I be looking
for?
15.3.3 Can a Voodoo I/II (3DFX) card be used to accelerate MAX?
15.4 Other additional hardware
15.5 Benchmarking MAX
15.6 Video Editing hardware
16 MAX Related Resources
16.1 Manuals and books
16.2 Magazines
16.3 News
16.4 News, Reviews, Galleries and more...
16.5 Tutorials
16.6 Materials
16.7 Models
16.8 Commercial Plugins
16.9 Free Plugins
16.10 Other FAQ's
16.11 On-line chat
16.12 Other related Internet resources
16.13 Schools teaching 3D
16.14 The "Drained" section - lots of inspiring 3D Artists
17 Miscelaneous
17.1 How do I create a demo reel?
****************************************************************************
**
*
*
* - 1 - About this FAQ
*
*
*
****************************************************************************
**
1 About this FAQ
----------------
1.1 What is it and where does the information come from
-------------------------------------------------------
This if The Unofficial 3D Studio MAX frequently asked
questions (FAQ). The information found in here originally
comes from posts in the ALT.3D.STUDIO, COMP.GRAPHICS.
PACKAGES.3DSTUDIO and ALT.BINARIES.3DSTUDIO internet
newsgroups.
1.2 The Purpose of this FAQ
---------------------------
The purpose of this FAQ is to spread information on how
to use the 3D Studio MAX application and to let newcomers
to the newsgroups know about already discussed topics.
Hopefully this will lower the number of questions asked over
and over again.
1.3 Who is maintaining the FAQ
------------------------------
The FAQ is for time being maintained by Stefan Jansson.
You can reach me at:
stefan_jansson_@hotmail.com
Suggestions on how to enhance this FAQ together with
news and other information are greatly appreciated.
1.4 Disclaimer
--------------
Please note that the maintainer of this FAQ can't be held
responsible for what's written in the FAQ as most parts
are taken directly from the newsgroups. If you feel that
some aspects or comparisons are wrong please let me know.
All copyrights and trademarks are held by their respective
companies. Products mentioned are not necessarily endorsed.
This FAQ may, and should be freely distributed (no charges
should be made or fees taken for use or viewing of this
document).
1.5 FAQ Internet mirror web sites
---------------------------------
This FAQ is mirrored at the following Internet sites:
Davy's MAXForum:
http://www.maxforums.org
Jarek Dukat's site:
http://www.nautilus.com.pl/jarek
Matthew Clementson's site
http://www.StudioBlue.co.uk/3dsfaq/
1.6 When asking questions in the newsgroups
-------------------------------------------
When you are new to the 3D Studio MAX Internet newsgroups (like
all other newsgroups) you should start by looking at the old
posts before placing your question. Many many times the same
questions are asked over and over again. If you feel that you
are new to MAX and have some basic questions you can almost be
sure that your questions have already been asked and answered.
By quickly browsing through the headers of the old messages you
might save time and some frustration for others. Also don't
forget to scan trough this FAQ as many of the "beginners" questions
are gathered in here.
Another good thing to know is that you should try to avoid
posting binary pictures to a "non-binary" newsgroup. Try putting
your image on a website instead and just refer to it with a
link. This will make people with slow modems more happy.
When reading the messages in the newsgroups you might come
across some abbreviations. Below you find the most common
ones with an explanation to what they mean:
IMHO = In My Humble Opinion
IMNSHO = In My Not So Humble Opinion
LOL = Laugh Out Loud
ROTFLMFA = Rolling On The Floor Laughing My F***ing Ass off
AFAIK = As Far As I Know
<g> = grin
:-) = smiling face tipped to the left
:-( = sad face tipped to the left
;-) = smile with a wink tipped to the left
Lastly, try not to SHOUT! Writing with capital letters are considered
shouting and being rude.
Cheers and happy MAXing!
/Stefan
1.7 Abbreviations and terms used in this FAQ
--------------------------------------------
There are quite a few abbreviations used in this FAQ and also in the 3D
"world". This is a comprehensive list of some of the most common terms
and words.
3D Three Dimensional
Discreet Part of Autodesc inc. and the publisher of 3D Studio MAX
KTX Kinetix, today renamed to Discreet
WWW World Wide Web
****************************************************************************
**
*
*
* - 2 - About 3D Studio MAX
*
*
*
****************************************************************************
**
2 About 3D Studio MAX
---------------------
2.1 Presentation
----------------
The following paragraphs are taken from http://www.3dartist.com/ and the
Kinetix web site http://www.ktx.com.
2.1.1 First some sales promotion(!)
-----------------------------------
3D Studio Max is published by Discreet (former Kinetix), a division of
Autodesk, Inc.
Move to 3D Studio MAX R3.1
Has your imagination gone beyond what your 3D animation software can do?
Move to 3D Studio MAX R3.1 from Kinetix, the leading 3D software package on
the NT platform. In its first year, 3D Studio MAX outsold every other
professional 3D package. Now it's even better. Faster. More powerful. Packed
with over 1000 new features and enhancements. The second release of
3D Studio MAX is a powerhouse package for film and video production:
balanced
for superb image quality, speed, freedom of animation, and world-class
special effects, all within a rich and accessible development environment.
For games development, 3D Studio MAX raises the bar for interactivity and
excitement, combining stunning effects with new levels of openness,
extensibility, fast modeling, and interactivity all in one highly
cost-effective package.
Defining the Edge
3D Studio MAX is production proven, delivering the results you need to win
in this business. While every other package is re-tooling to become object-
oriented, 3D Studio MAX is already in its second-generation Windows NT
release.
It's object-oriented architecture is perfect for this fast-changing industry
because it enables developers and Kinetix to create startling new features
and plug-in applications that quickly integrate into the core package.
With more than one hundred plug-ins on the market, new ones coming out
all the time, and the ability to create your own, you'll always be on
the leading edge.
MAXimum Animation
3D Studio MAX makes it easy for you to animate everything! Immediate visual
feedback makes it the most intuitive package around, freeing you to
concentrate on what you want to create instead of the steps you have
to take to build it.
You don't have to transition between subsystems; everything's fully
integrated. You can translate your creative ideas into astonishing results,
model beautifully smooth NURBS-based forms, animate with advanced dynamics
and
particle systems, and combine selective raytracing with optical effects to
render the highest-quality animation for film and television production. 3D
Studio MAX also makes it easy to integrate 3D scenes for seamlessly
composited video and film by matching scene cameras to those in the real
world, with 3D motion tracking, camera matching, using audio cues to
time events, and rendering post effects based upon 3D scene information.
MAXimum Power
3D Studio MAX is fully multi-threaded, harnessing the power of multiple
processors and free network rendering for incredible scalability. OpenGL and
Direct3D[tm] support ensure the fastest hardware-assisted graphics to
visualize your ideas quickly. Super-fast and beautiful scanline rendering,
with the ability to selectively raytrace any part of the scene, helps you
create spectacular images while meeting deadlines. MAXScript, a powerful
scripting language for customized control and external communication,
accelerates your workflow. Fast drag-and-drop control of materials, maps,
and models creates a fluid work environment. 3D Studio MAX software
leverages the NT platform for you, providing a solid, cost-effective
solution
for you to grow your business.
Create, Produce, Astonish!
3D Studio MAX software leverages the NT platform for you, providing a
solid, cost-effective solution for you to grow your business. So if you're
serious
about staying on the edge, take a look at 3D Studio MAX. You don't have to
wait for other packages to switch to new architectures and add in the
features you need. 3D Studio MAX is ready for you now.
2.1.2 The "MAX" story
---------------------
The following sections are taken from the Kinetix website.
When 3D Studio MAX was released in the Spring of 1996, it delivered the
first object oriented animation system designed for Windows NT. While many
were
taken with its unified interactive environment, or the ability to animate
virtually anything and revisit operations at any time, 3DS MAX's thorough
extensibility was probably its most important innovation. Studios quickly
developed custom production tools, game developers forged conduits to their
engines, and scores of seamless plug-in products were available to the
rapidly growing MAX community in less than a year.
The MAX Team rapidly built upon the solid 3D Studio MAX foundation,
delivering a feature rich Release 2 just 18 months after MAX first shipped,
and
following that with an impressive Release 2.5 a mere 7 months later. While
it may
have appeared to some that 3DS MAX simply achieved feature parity with some
older
3D systems, those using it realized those same abilities delivered
substantially more power and possibility when integrated into MAX's unified,
objectoriented NT environment. That fact was certainly not lost on many, as
MAX
has become the chosen tool for over 90,000 animators around the world.
Now, just 3 years after 3DS MAX was first available, and less then one year
after R2.5, Kinetix is proud to announce 3D Studio MAX Release 3 - a very
significant release that revolutionizes the workflow and productivity of
animators and studios alike. While the 3D Studio MAX architecture has served
well, the growing needs of animators and the competitive nature of their
industry showed Kinetix that improvements to core areas were needed to
ensure MAX artists would continue having what they required to stay in the
lead for the years ahead in both efficiency and capabilities. MAX R3 does
not
shy away from large issues or answer problems with work-arounds - it
delivers
fundamental architectural innovations, and significant workflow improvements
that take advantage of those innovations, to deliver an outstanding creative
tool for 3D animation.
2.1.2 Who uses MAX?
-------------------
Recently, 3D Studio MAX and other Discreet software has been used to create
such premiere productions as the motion pictures "Lost in Space" and "Deep
Rising," television's "Ally McBeal" and "Van-pires," and broadcast
commercials for Cap'n Crunch, NFL on FOX, Stick-Ups and Schick razors.
Using 3D Studio MAX, a host of game developers have produced some of today's
hottest interactive entertainment titles, including "Tomb Raider I and II",
"Red Alert", Duke Nukem A Time to Kill", "Diablo" and "Warcraft".
2.1.3 Version Status
--------------------
3D Studio Max release 3.1 is the current version. Upgrade price from version
2.5 costs about $795 and a new full license is ~$3500. If you are a student
you can get the "Student" license to a reduced price (see the "3D Studio MAX
demos and version updates" section below). Note that upgrading from R3 to
R3.1
is free!
2.1.4 System Requirements for 3D Studio MAX R3.1
------------------------------------------------
* Intel-compatible processor at 200 MHz minimum (thoroughly multi-threaded
to take full advantage of multiple processor systems; dual Pentium II
system recommended)
* 128 MB RAM minimum
* 250 MB HD Swap File (amount depends on scene complexity)
* Graphics card supporting 1024x768x16-bit color. (OpenGL and Direct3D
hardware acceleration supported, 24-bit color, 3D graphics accelerator
preferred)
* Windows-compliant pointing device (specific optimization for Microsoft
Intellimouse)
* CD-ROM drive
* Optional: sound card and speakers, cabling for TCP/IP-compliant
network, 3D hardware graphics acceleration, video input and output
devices, joystick, midi-instruments, 3-button mouse.
2.1.5 Pricing
-------------
Full professional licens; U.S. list price is $3,495. Pricing "on the street"
is around $2,900. Upgrade U.S. list price from MAX R2 is ~$795. Talking
about
3D Studio MAX R3 the list prices that was presented at the Game Developers
Conference are:
----------------------------------------------------------------------------
-
YOU HAVE | YOU WANT
----------------------------------------------------------------------------
-
| MAX R3 New MAX R3 Upgrade* MAX R3 Transfer** MAX
R2.5
----------------------------------------------------------------------------
-
{nothing} | $3,495.00
$3,495.00
3DS MAX R2.x | $795.00
3DS MAX r1.x | $1,495.00
$895.00
3DS DOS R1-R4 | Ask Kinetix
$2,495.00
3DS VIZ R1-R2 | $2,000.00
----------------------------------------------------------------------------
-
* Upgrades allow the previous hardware lock to be maintained (kept)
** Transfers require a surrender of previous product's hardware lock
The "Education" license for MAX R3.1; U.S. list price is $998.98. You do
need to prove that you are a student and sign an Autodesk Application
Agreement
form. There are also some bundle packages that includes plugins such as
Character
Studio and Painter 3D. Check Kinetix web site for more up to date
information.
Contact dealers who advertise in 3D Artist to comparison shop. Beyond
initial price, keep in mind the value a good dealer can provide to you in
terms of technical support and follow-on service, including speed of
delivery when
you need some add-on product.
*** IMPORTANT ***
Discreet/Kinetix also started to use a "territory" system which limits you
to by the software from only the dealers closest to you. Give Kinetix a
ring and get the full story to be sure before you shop around.
2.1.6 Support forums for 3DS MAX
--------------------------------
KTX webboard at http://support.ktx.com/. The webboard features the following
sections where you can read and place questions:
- Plugins Tech Support Forum
- Forum Guidelines
- Newsflash and Press Releases
- FAQ's
- Installation and Setup
- Documentation
- Tutorials
- General Support
- MAX 2.5 Support
- Hardware
- Networks
- NURBS
- Plug-ins
- Digimation Tech Support
- Character Studio
- Support Uploads
- Support Downloads
- Documentation Downloads
- Images Library
- Animations Library
- MAX Scenes Library
- MAXScript
- SDK Support
- 3DSMAX R2 Diner
- Job Postings / Resumes
- Seeking Customer Success Stories
- Logos and Signature File Library
This is an enormous source of information. You can either logon as "Guest"
which gives you read-access or apply for a read-write account if you want
to place your own questions.
2.1.7 Short about 3D Studio Viz
-------------------------------
Kinetix has been shipping 2D Studio Viz R3.0 since about September 99. The
list price for a single user license is about U.S. $1,995(?). Check the
Kinetix web site for more information.
2.2 Buying a second hand MAX copy
---------------------------------
Autodesk (Kinetix/Discreet) will not allow -anyone- to transferre their
3D Studio MAX licese to someone else. This means that you as a second hand
owner of MAX are not allowed to participate in their upgrading program with
discounted prices. You have to pay the full price for the next release of
MAX. Do research this statement before buing any second hand copy or you
might end up with a non-upgradable license.
2.3 How do I reach Kintetix and their resellers?
------------------------------------------------
On the Internet
~~~~~~~~~~~~~~~
Kinetix in general can be reached on the Internet at:
http://www.ktx.com
For bug reporting go to:
http://www.ktx.com/cgi-win/polyform.exe/bugform
You can send Kinetix feedback at:
http://www.ktx.com/cgi-win/polyform.exe/feedback
If you want to talk to Kinetix sales, send the mails to:
peter.burval@autodesk.com
Resellers via FAX
~~~~~~~~~~~~~~~~~
From outside the United States and Canada, fax your request forinformation to:
1-415-507-6110 Latin America Fax
1-408-517-1748 Asia Pacific Fax
+331-45-11-50-32 Europe, Middle East and Africa Faxs
2.4 3D Studio MAX demos and version updates
-------------------------------------------
Q: Is there a demo of 3D Studio MAX Rx.x available?
A: No. Today there is only a full retail version and a student version of 3D
Studio MAX. Both costs money. The limitations on the student version is that
you can not use it for commercial purpose but otherwise it's a full featured
version (i.e. no parts are taken out) and by the way, it DO come with real
manuals. The student version just shows a splat screen when you start MAX
that states that the version is not for commercial purpose.
In the past two years I believe they've changed the rules regarding 3DS Max
student licenses -- they are non-transferable, meaning you can't sell your
copy once you've bought it (you can sell the professional version). The good
news is that upgrading to a professional license from a student license is
cheaper than buying a new professional license -- or so the salesperson
told.
Other than the actual applications the best you can manage without having to
pay anything is a non-interactive demo CD that Kinetix will send you for
free if you ask on their site www.ktx.com. Perhaps you can get a reseller
to show you the program in action, but there are no guarantees.
---
Q: Is there any significant addition to 3.1? I have rX, Necessary to
upgrade?
A: Go and check all the new features at:
http://www.ktx.com/3dsmaxR3/html/whats_new.html
2.5 MAX File format
-------------------
Q: Where can I find the file format for 3D Studio MAX Rx.x?
A: 3D Studio MAX uses a -very- complex file format. More complex and totally
different from the previous 3D Studio DOS version. The 3D Studio DOS file
format can be found at www.wotsit.org but no one has up till now come with a
clear and complete description of the 3D Studio MAX file format. This is why
most 3rd party applications uses plug-ins to MAX instead of an "import"
function.
---
Q: How to convert 3D Studio files to MAX file format?
A1: This is exactly what the help file says in 3D Studio MAX release 1,
about the 3DS format. Anyway, I do not want to have a discussion about
what the help file says. I just would like someone to tell me how to
make a 3DS file with UV co-ordinates, and I know is possible because
I have some samples.
When you import a 3DS file, you get the following:
- Backgrounds (solid, gradient, and bitmap).
- Fog, Layered Fog, and Distance Cue.
- Ambient light level.
- Subtractive transparency is converted to 3DS MAX "Filter" transparency
and the filter colour is set equal to the diffuse colour.
- Transparency falloff settings.
- All map channels that are enabled. Map channels that are turned off in
the .3DS file do not import into 3D Studio MAX.
- All map parameters, including UV transforms, Negative, Mirror, and
Rotation. Some Map Parameters such as Blur, Luma, and RGB and Alpha work
much differently in 3DS MAX. These values are converted to new values that
produce a similar affect.
- Mask bitmaps are imported as a 3DS MAX mask texture.
- When materials with both Texture 1 and Texture 2 are imported, a
composite texture is created and added to the Standard materials Diffuse
channel.
- Reflection maps, auto-cubics and mirrors.
- Automatic reflection map Nth frame and Map Size settings.
- SXP translation for Marble and Noise materials.
- 3DS/DOS IK joint parameters.
- 3DSurfer patch data.
The following information is not imported in a 3DS file:
- Morph keys
- Keyframer instances
- Map channels that are turned off
- Custom .cub-format cubic maps
- Decal transparency using the RGB colour of the upper-left pixel of the map
A2:
I'd just upgraded from 3D Studio MAX r1.2 to R2 and I have some projects
that I want to continue with but for some reason the 1.2 files are in
a .3DS format and R2 says that it can't recognize them.
Is there anything I can do?
Use File\Import instead of File\Open!
2.6 MAX bug report
------------------
Q: Objects move when the Transform type in is brought up!
A: This is a pretty major bug with Max from version 1 and through to 2.5 and
Viz 2.
When you right click one of the transform buttons to bring up the transform
type-in, the x co-ordinate in world space is often highlighted, when I go to
the x box for screen space (or whatever co-ordinate system I have chose)
sometimes the object, and the numbers change or move. I haven't worked out
when exactly or why it does this, it appears that it is less likely with
multiple selections. Either way it is a serious bug, I have to undo this
slight move if I am lucky enough to spot it happening. At best it is
inconvenient, at worst my model is not accurate which in my work
(architectural and interior) is not an option.
In fact there seems to be an issue with all the dialogs in Max and moving
your cursor to and from them and working with the objects.
---
Q: Suddenly I can't rotate any objects in MAX 2.x any more! What has
happend?
A: It happens sometimes. Go to File | Preferences | Viewports | Move/Rotate
Transforms and check the 'Rotation increment' parameter. I should be 0.5,
but sometimes 3D Studio MAX sets it to 0.0. If MAX has other strange
settings,
try deleting the 3smax.ini file and restart the application. MAX will then
re-create the .ini file with it's initial values.
---
Q: I have a problem with the Sentinel driver and my parallel port
A: There is a serious, though fortunately not widespread, bug whereby the
Sentinel (dongle) drivers have problems interfacing with some parallel ports
on certain machines. The symptom is about a 10-second delay in mouse
movements. There are a number of threads on the subject in the Kinetix
On-Line 3DS Max
R2 channel. And Kinetix says it is hard at work on solving this problem as
quickly as possible.
---
Q: When using MAX and Photoshop at the same time I get an "The dynamic link
library bmm.dll could not be found in..." error.
When I have MAX and Photoshop both open and I press any key while in
Photoshop. I get an error message which reads: "The dynamic link library
bmm.dll could not be found in the specified path -
D:\3dsmax2.5\stdplugs;,;
E:\WINNT\System32;E:\WINNT\system;E:\Program Files\Adobe\Photoshop 5.0;
E:\WINNT\system32;E:\WINNT ..." and then there must be more but the
message box runs out of room.
This is not a Photoshop problem. I have seen it with different programs.
It is not caused by MAX itself, but by the MAX's Asset Manager. If you
close the AM before switching to PS (Alt+Tab), the error will not occur.
I remember reporting the problem to Ktx, and AFAIK it will not happen
in MAX R3.
---
Q: Why do I get the message "Bad AVI class..." when I try to render my
anim.?
A: There is a bug-fix for that at Kinetix website.
2.7 The 3D Studio MAX Help system
---------------------------------
Q: Can Netscape be used instead of Internet Explorer for the MAX Help
System?
Can I use Netscape instead of Explorer for viewing the helping support
in MAX? If I must use only Explorer can I use the very first versions?
A: I think you cannot use Netscape for this, because it's a compiled html-
format for IE only. It's not very wise and nice of Kinetix to put this "must
for beginners" in there (in dependency with IE4) though it slows down your
whole system.
There are two files on the MAX CD called HH.exe and HHCTRL.OCX. These files
are standard for Win98 (where a good part of the MS documentation is in CHM
format). You will get them automatically with all newer SDKs from Microsoft
(like DirectX and MSDN Library), and they also come together with those
"electronic books" (book contents on accompanying CD). One example is the
latest "Programming Windows" (Charles Petzold). Alas, I'm afraid these two
files won't make it without the IE4. The Petzold book CD states, for
example,
"you will need the latest version of IE to use this electronic book" -- and
includes an IE 4.01 setup in fifteen or so languages.
Heard of a file on the MAX CD (sth with hhie4 or so) which can replace IE.
Have a look.
2.8 About piracy, cracks, serial numbers and CD-keys for 3D Studio MAX
---------------------------------------------------------------------
Both the ALT.3D.STUDIO and COMP.GRAPHICS.PACKAGES.3DSTUDIO are "serious"
newsgroups and it will never pay off to place questions on how to find
cracked versions of either 3D Studio MAX or any other plugins/applications.
The same goes for serial numbers or CD keys. Please take your questions to
one of the "warez" newsgroups, and yes, the "Z" in the end of "warez" stands
for pirated software (as well as appz, serialz and crackz). Now we have said
it once and there's no need for repeating it, OK?!
2.9 Questions about the MAX hardware protection
-----------------------------------------------
Q: Can I move my hardware dongle between machines?
A: Yes. As long as you have one dongle connected to the machine that you are
working on for the moment you can run MAX.
---
Q: Can I start MAX on one machine with the dongle connected and then move
the dongle to another machine?
A: No. MAX scans for the dongle periodiclly and not just when starting up.
---
Q: Do I have to send my old dongle back to Kinetix whan upgrading MAX?
A: Some people have been asked to send their old dongle back and some
have not. You better check with Kinetix what's the deal for your specific
country/area. If they ask for your old dongle back be aware of that your
old version of MAX will not run, neither will any of the old plugins.
---
Q: Can I have more than one hardware dongle connected to the same machine?(i.e. a hardware dongle for both MAX 1.x and 2.x)
A: Yes. Read your manuals for the correct order of plugging your dongles in.
---
Q: Can I use my old version of MAX with just my new dongle plugged in?
A: No.
---
Q: I have problem with my R3 dongle.
A: Yes, they've made a bunch of bad ones. Go to
http://www.ktx.com/hardware_lock_notice.html
for the details on getting a replacement.
---
Q: Is it possible to buy another hardware protection dongle from Kinetix?
I haven't had the need, but can't you buy a second dongle from
Kinetix? I'm sure if you're a registered user, they'll oblige. 'Course,
it'll probably cost you, but then again it'll save you time and
aggravation...
A: No - that is not how it works. The dongle is designed to stop you from
using the one license in two places. Why should Kinetix give a second dongle
unless you purchase a second license?
Do like I do. Take the dongle in to work in the morning - and bring it home
at night. No big deal. Kinetix will not replace the dongle in the case of
theft, fire, etc. You must insure for the cost of a new license. This is
stated near the back of the 2.5 user guide I believe.
****************************************************************************
**
*
*
* - 3 - The MAX user interface
*
*
*
****************************************************************************
**
3 The MAX user interface
------------------------
Since MAX R3 was released the userinterface is now highly customizable.
The following section is taken from the Kinetix website.
Custom User Interfaces (CUI) can be defined, saved, and recalled when needed
to accommodate the tastes of individual artists or the needs of specific
tasks.
The CUI layouts include the position and display of major 3DS MAX interface
elements (e.g., toolbar, command panel, etc.), custom toolbar definitions
and positions, button and icon definitions, tooltips, scripts, and color
infor-
mation. The CUI layouts are transportable files and are accessible from
across the network to ensure artists have the layout they need when they
need it.
Any number of custom toolbars can be created with any number of custom
buttons.
Toolbars can float, dock, or be placed in the Tab Bar for convenient access.
Individual toolbars can be hidden and recalled as needed. Custom Buttons can
reference keyboard shortcut actions, macros, or scripts and may have custom
tooltips and images for easy recognition. Button faces can be text or have
a customizable icon image (hundreds included). Buttons can be dragged and
dropped between toolbars for rapid creation. Button images are high quality,
24-bit color with 8-bit masks to work seamlessly with your choice of Windows
Interface colors. Buttons can be small (traditional MAX) or large (the new
default) to comfortably accommodate a range of display resolutions.
3.1 Keyboard shortcuts
----------------------
The following list is the hotkeys defined by default in MAX R3.x. This list
was extracted and refined by Chris (krice@pkd.org). Thanks Chris!
(t) = toggleable command
command: -> keyboard shortcut
---------- Main U.I. ----------
Adaptive Degradation (t) -> o
Adaptive Perspective Grid Toggle -> Shift+Ctrl+a
Align -> Alt+a
Angle Snap (t) -> a
Animation Mode (t) -> n
Background Lock (t) -> Alt+Ctrl+b
Backup Time One Unit -> ,
Change to Back View -> k
Change to Bottom View -> b
Change to Camera View -> c
Change to Front View -> f
Change to Isometric User View -> u
Change to Left View -> l
Change to Perspective User View -> p
Change to Right View -> r
Change to Spot/Directional Light View -> Shift+4
Change to Top View -> t
Change to Track View -> e
Cycle Selection Method -> Ctrl+f
Cycle Subobject Level -> Insert
Cycle Through Snaps -> Alt+Space
Default Lighting (t) -> Ctrl+L
Disable Viewport -> d
Display Cameras (t) -> Shift+c
Display Edges Only (t) -> Ctrl+e
Display First Tab -> Alt+1
Display Geometry (t) -> Shift+O
Display Grids (t) -> g
Display Helpers (t) -> Shift+h
Display Lights (t) -> Shift+l
Display Particle Systems (t) -> Shift+p
Display Safeframes (t) -> Shift+f
Display Select-By-Name Dialog -> h
Display Space Warps (t) -> Shift+w
Edged Faces (t) -> F4
Expert Mode (t) -> Ctrl+x
Fetch -> Alt+Ctrl+f
Forward Time One Unit -> .
Freeze Selection -> 6
Go to End Frame -> End
Go to Start Frame -> Home
Grid Display All (t) -> Shift+g
Hide Command Panel (t) -> 3, q
Hide Floating Toolbars (t) -> 4
Hide Main Toolbar (t) -> Alt+6
Hide Tab Panel (t) -> y, 2
Hold -> Alt+Ctrl+h
Interactive Pan -> i
Interactive Zoom In -> [
Interactive Zoom Out -> ]
Lock User Interface (t) -> Alt+0
Match Camera To View -> Ctrl+c
Material Editor -> m
Maximize View (t) -> w
MAXScript Listener -> F11
New Scene -> Ctrl+n
Normal Align -> Alt+n
Nudge Grid Down -> Numpad -
Nudge Grid Up -> Numpad +
NURBS Shaded Lattice Toggle -> Alt+l, Ctrl+4
NURBS Tessellation Preset 1 -> Ctrl+1
NURBS Tessellation Preset 2 -> Ctrl+2
NURBS Tessellation Preset 3 -> Ctrl+3
Offset Snap -> Alt+Ctrl+Space
Open File -> Ctrl+O
Pan View -> Ctrl+p
Percent Snap (t) -> Shift+Ctrl+p
Place Highlight -> Ctrl+h
Play Animation -> /
Quick Render -> Shift+q
Redo Scene Operation -> Ctrl+a
Redo Viewport Operation -> Shift+a
Redraw All Views -> 1
Render Last -> Shift+e, F9
Render Scene -> Shift+r, F10
Restrict Plane Cycle -> F8
Restrict to X -> F5
Restrict to Y -> F6
Restrict to Z -> F7
Rotate View Mode -> Ctrl+r, v
Save File -> Ctrl+s
See-Through Display (t) -> Alt+x
Select Ancestor -> PageUp
Select Children -> PageDown
Selection Lock (t) -> Space
Shade Selected Faces (t) -> F2
Show Last Rendering -> Ctrl+i
Snap (t) -> s
Sound (t) -> \
Spacing Tool -> Shift+i
SubObject Selection (t) -> Ctrl+b
Texture Correction -> Ctrl+t
Transform Gizmo (t) -> x
Transform Gizmo Size - -> -
Transform Gizmo Size + -> =
Transform Type-In -> F12
Undo Scene Operation -> Ctrl+z
Undo Viewport Operation -> Shift+z
Unfreeze All -> 7
Unhide by Name -> 5
Update Background Image -> Alt+Shift+Ctrl+b
Viewport Background -> Alt+b
Viewport Box Mode (t) -> Shift+b
Virtual Viewport (t) -> NumPad 1
Virtual Viewport Pan Down -> NumPad 2
Virtual Viewport Pan Left -> NumPad 4
Virtual Viewport Pan Right -> NumPad 6
Virtual Viewport Pan Up -> NumPad 8
Virtual Viewport Zoom In -> NumPad 7
Virtual Viewport Zoom Out -> NumPad 9
Wireframe / Smooth+Highlights (t) -> F3
Zoom Extents All -> Shift+Ctrl+z
Zoom Extents -> Alt+Ctrl+z
Zoom In 2X -> Shift+Numpad +
Zoom Mode -> z
Zoom Out 2X -> Shift+Numpad -
Zoom Region Mode -> Ctrl+w
---------- Track View ----------
Add Keys -> a
Backup Time One Unit -> ,
Edit Keys Mode -> e
Edit Ranges Mode -> F3
Edit Time Mode -> F2
Expand Object Toggle -> o
Expand Track Toggle -> , t
Forward Time One Unit -> .
Function Curves Mode -> F5, f
Lock Selection -> Space
Move Highlight Down -> Down Arrow
Move Highlight Up -> Up Arrow
Nudge Keys Left -> Left Arrow
Nudge Keys Right -> Right Arrow
Position Ranges Mode -> F4
Redo Scene Operation -> Ctrl+a
Render Last -> F9
Render Scene -> F10
Scroll Down -> Ctrl+Down Arrow
Scroll Up -> Ctrl+Up Arrow
Undo Scene Operation -> Ctrl+z
---------- Material Editor ----------
Render Last -> F9
Render Scene -> F10
Undo Scene Operation -> Ctrl+z
---------- Schematic View ----------
Backup Time One Unit -> ,
Forward Time One Unit -> .
Redo Scene Operation -> Ctrl+a
Undo Scene Operation -> Ctrl+z
---------- Video Post ----------
Add Image Filter Event -> Ctrl+f
Add Image Input Event -> Ctrl+i
Add Image Layer Event -> Ctrl+l
Add Image Output Event -> Ctrl+o
Add New Event -> Ctrl+a
Add Scene Event -> Ctrl+s
Edit Current Event -> Ctrl+e
Execute Sequence -> Ctrl+r
New Sequence -> Ctrl+n
Undo Scene Operation -> Ctrl+z
---------- NURBS ----------
Affect Region -> Alt+a
CV Constrained Normal Move -> Alt+n
CV Constrained U Move -> Alt+u
CV Constrained V Move -> Alt+v
Display Curves -> Shift+Ctrl+c
Display Dependents -> Ctrl+d
Display Lattices -> Ctrl+l
Display Shaded Lattice -> Alt+l
Display Surfaces -> Shift+Ctrl+s
Display Toolbox -> Ctrl+t
Display Trims -> Shift+Ctrl+t
Local Select Sub-Object By Name -> Ctrl+h
Lock 2D Selection -> Space
Select Next in U -> Ctrl+Right Arrow
Select Next in V -> Ctrl+Up Arrow
Select Previous in U -> Ctrl+Left Arrow
Select Previous in V -> Ctrl+Down Arrow
Select Sub-Object By Name -> h
Set Custom Tessellation -> Alt+4
Set Tessellation Preset 1 -> Alt+1
Set Tessellation Preset 2 -> Alt+2
Set Tessellation Preset 3 -> Alt+3
Switch To Curve CV Level -> Alt+Shift+Z
Switch To Curve Level -> Alt+Shift+c
Switch To Imports Level -> Alt+Shift+i
Switch To Point Level -> Alt+Shift+p
Switch To Surface CV Level -> Alt+Shift+v
Switch To Surface Level -> Alt+Shift+s
Switch To Top Level -> Alt+Shift+t
Transform Degrade -> Ctrl+x
---------- Edit/Editable Mesh ----------
Attach Mode -> Shift+a
Auto Edge -> Shift+v
Auto Smooth -> a
Bevel Mode -> Shift+b
Break Vertices -> b
Collapse -> l
Create Mode -> c
Cut Mode -> Shift+c
Delete Isolated Vertices -> r
Detach -> t
Divide Mode -> d
Edge Invisible -> i
Edge Level -> 2
Edge Turn -> Shift+t
Edge Visible -> v
Element Level -> 5
Explode -> x
Extrude Mode -> e
Face Level -> 3
Flip Normals -> f
Hide Selected -> h
Ignore Backfacing in Selections -> Ctrl+b
Ignore Visible Edges (for Polygons) -> Ctrl+i
Next Subobject Level -> +
Object Level -> 6
Polygon Level -> 4
Previous Subobject Level -> -
Select By Vertex Toggle -> Ctrl+v
Select Open Edges -> o
Show Normals -> n
Slice Plane -> s
Slice -> Shift+s
Soft Selection Affect Backfacing -> Ctrl+f
Soft Selection -> Ctrl+s
Unhide All -> u
Unify Normals -> Shift+f
Vertex Level -> 1
Weld Selected -> w
---------- FFD ----------
Switch To Control Point Level -> Alt+Shift+c
Switch To Lattice Level -> Alt+Shift+l
Switch To Set Volume Level -> Alt+Shift+s
Switch To Top Level -> Alt+Shift+t
****************************************************************************
**
| - 4 - MAX Basics
|
+===========================================================================
===+
4 MAX Basics
------------
Q: How do I get rid of/change the splash screen when MAX is starting?
A: Put your own image in the MAX root directory and name it splash.bmp!
4.1 Backups
-----------
Q: MAX backup files
Max 1.2 crashed on me whilst working on a large file (20 MB). After
restarting the machine I tried to load the file again but it doesn't
want to open. I assume the crash has corrupted the file. Is there
any way of saving the work, it's needed quite urgently!!!
A: Try looking up your backup files. Max saves your work-in-progress
periodically (you can specify how often) The file you were working on
might be held in your "scenes" directory. Show "all files", and they
should come up as Autobak1.mx, Autobak2.mx, and so forth.
4.2 Basic operations in MAX
---------------------------
Q: Problem when rotating object
I'm using max R2 and tried to rotate a sphere around its pivot.
Instead of rotating around the pivot it rotated around the point I
clicked before dragging the mouse to rotate the sphere ... ?
A: When Snap to grid is ON, objects rotate around mouse point. Disable
Snap to grid (button on bottom).
---
Q: Problem when rotating object
I want to rotate objects from a point where I want and MAX always
use the middle of the object to rotate. I transformed the pivot but
no changes.
A:
1. Go to hierarchy, affect pivot point only
a. Change your pivot to where you desire
b. Exit, and go back to the create tool
2. Change your icon up top from selection center to its individual pivot
3. Rotate on the local axis
These steps make it even easier if you want to rotate more than one thing
at a time, useful for saving steps.
---
Q: Problem when rotating a group of objects
I'm having serious problems when attempting to rotate a particular
group. When I attempt the rotation, the objects in the group scatter,
each one rotating about a seemingly different axis. I also tried
linking all objects to the central object instead, but they still
scatter.
A: Make sure 'Reference Co-ordinate System' is not set to local and
'Use Selection Center' is selected for the axis location.
RefCoSys is a dropdown list and axis location is flyout button
next to it, both at the toolbar...
---
Q: It seems like axis restriction does not work when Snap is turned on
When I select some objects, activate only the Y-axis restriction
I can move the objects in X and Y-direction?!
A: Snapping does not have to override axis-restrictions. Bring up the
grid and snap settings dialog (e.g. Right-click the snap button). The
Options-tab shows at the bottom:
Translation:
Use Axis restriction.
Checked: Transformations obey axis-restrictions
This will make Snap and X/Y/Z-restriction work together.
---
Q: The axis restriction doesn't seem to work in MAX3. Is this a bug?
A: No! If you have selected restriction to X axis and by mistake put your
mouse on the Y axis arrow when moving the object, the Y axis will override
your X axis restriction. Make sure that you don't put your mouse on any of
the pivit points arrows when you move your object. You can also change the
size of the pivot arrows.
---
Q: How do I align a Viewport to an object's face?
I'm trying to align a user view with an object face. This was possible
in 3DS R4. Is there a way to do that in MAX R2?
A1: Just hold down the "Align" button in the toolbar at the top for a second
or two and all the other alignment options should appear.
A2: You could use a grid. Align the grid on object's face, in the view menu
activate object grid, configure the view grid....
---
Q: Problem when doing a circular Array
Can anyone explain to me how to make a circular array of a particular
object in 3DSMAX? Say for instance I wanted to array a symbol so that
it became the 12 points on a clock-face. I've tried following the
manual's advice, but no matter what I do, I just seem to get my object
spinning off into the distance as it rotates, rather than the effect
I'm after.
A: The MAX array dialog is a bit confusing. Pay particular attention to the
proper x,y,z axis you wish to array in. Enter the number in the array, (12
in your case) and the degrees between them (30) and make sure the re-orient
box is checked. Also make sure you move the pivot point to the appropriate
place and use it as the rotation point. In this case the center of the face
of the clock. With those things all properly entered you should get what
you're after.
****************************************************************************
**
*
*
* - 5 - Modeling
*
*
*
****************************************************************************
**
5 Modeling
-----------
5.1 Basics
----------
Q: Can someone give me some "general" thoughts about modeling before I
start?
A1: Hmm, well I am not professing to be an expert, but I think I have a firm
grasp of the ungraspable......so here goes:
My personal modeling technique involves mental visualization...if I can
visualize the object/scene/etc in my mind's eye, I can much more easily
come to grips with making a model/scene/lighting.
Step 1: Concept, idea.
Step 2: Visualization: see your object within the limitless bounds of your
brain.
Step 3: Examine in all possible details, and from all possible angles, any
real world objects or scenes which are similar to your concept/idea. If none
exists, try and find something that is close, or try sketching with pencil
and paper
or even working with clay, paper or any other materials available.
Step 4: Go to work, repeating steps 1-3 as many times as necessary.
Other, more specific, notes on design: as you note, sharp sided objects look
very CG and getting the smoothness or sharpness out will almost always raise
your poly counts significantly. For many objects, bump mapping can produce
some very believable imagery, but for close up work, this will almost always
be insufficient. In one particular scene I have, I made spline drawn
"cracks" for some stones in a temple, in addition to which the stones were
beveled
and booleaned on the edges and corners. The poly count on these stones went
up
quite a few thousand percent, and the results are still not quite perfect
for me and require additional working. This image is on my website, in the
3D
section, if you want to make any comments, and/or view it to see what I
mean.
This scene was mostly produced in trueSpace3, but additional elements,
lighting and objects were added in trueSpace4, to take advantage of ts4's
new render engine and shaders. The following address will take you directly
to
that page:
http://www.nakedhoof.com/truespace.html
For symmetrical objects, the mirrored modeling technique works very well.
I would highly recommend for organic/lifeform models that additional
modifications be made to any mirrored parts to give them more natural
features. When working with nurbs, modification of points after this will
be very simple to do and subtle changes will add _tons_ of character to
your creature or human characters.
A2: TIP: For polygonal character modeling, it's always smart to use the
p-nurbs script. Working on low poly meshes allows much faster feedback
when working and you can always apply a meshsmooth for final output.
R 2.5's poly cutting and slicing brings the modeler into LW's league.
Going too high in poly count and optimizing ends up in uneven nasty meshes.
Maybe R3's optimize modifier will improve.
A3: I'm certainly not an expert, but I wrote a tutorial on modeling using
cross-sections a while ago. It was written following a model I built in
LightWave, but I've received a number of e-mails from people using other
programs saying that many of the techniques translated very well into their
particular program. If you're interested, it's in the tutorials section of
LightWave World at: www.lightwaveworld.com
If I had to pick out the top 5 tips from my tutorial, they would be:
1 - The basic idea of approaching a modeling task differently (using cross
sections in my case). There are countless ways to model an object,
there's no reason to start with a cube every time.
2 - The technique I used to model the wheelwells of the car.
3 - The technique I used to model the body seams between the doors, fenders,
hood...
4 - The technique I used to model the lights and license plate cutouts in
the front and rear bumpers.
5 - The importance of modeling all the little details. Not that I
specifically showed how to model any of the smaller details, but I
tried to show their importance. The weather-stripping around the
windows, the emblems, the door handles... These details aren't
particularly hard to model, but they make a huge difference in the
overall appearance of the completed model.
A4: Definitely, like someone said before, get your hands on a 3D model of
the subject you'd like to model. Though I know it can't always be done, it
helps immensely. It doesn't have to be the same object though. For
example, if you are modeling an alien's legs, and you don't have any
idea on how to start, just go to your local toy stores and browse the
action figures or cartoons, you'll invariably end up seeing something that
you'll like and you can use that as a launching point.
Specifically for modeling, I always start with something at the base
level or near the ground. For example, a lot of my meshes that I made
are mechs or walkers. For those, I almost always started with the legs
and then worked up. They helped with the proportion and made it easier
for me to visualize the object.
Another tip is to model rough stand-ins for the rest of your
incomplete model so you can see how it's going. I mean model them almost as
if you were just sketching them on the paper. Just rough cubical or simple
representative shapes for you model.
---
Q: What "method" should I use to model more complex creatures/forms?you
I am new to 3d studio Max so please excuse what I know is a lame question
but I am getting really frustrated.
I have been through the Sams tutorial book amking geometric shapes and
various architectual structures. This is fun and I'm getting prety good
at material mapping etc. The thing is that I really want to make some
more complex models like cars and creatures, etc. I do not understand how
do this. If I wanted to make a car for instance how to I get the complexfit
curves and nooks that make up the car? Do I loft the basic shape then use
deformation? Should I be using NURBS? How do people get these nicehere.
detalied models that look as though they were sculpted vertex by vertex?
I dont mean to ramble but I really do feel like I have hit a brick wall
I see other meshes that contain a nice amount of detail and I cannotfigure
out how it is accomplished. I am sure this is a vague stupid question butif
anyone can reccomened a book on advanced modeling that will help withpieces :-)
this and organic shapes please let me know. Im tired of modeling chess
A1: There are no stupid questions... unless they are about warez, are
plainly spelled out in the manual, or are about something totally unrelated
to this NG.
The thing that you are dealing with is a large part of becoming a good 3D
artist. For just about every model that you can make, there are a dozen
other ways to make them. One person might use Nurbs, while another might
use meshes with mesh smooth. The idea here is that the modeling choices are
based upon several factors. I will see if I can list some of the factors,
but there are lots... so I will probably not get them all. Modeling is
based upon, the tools you have, the tools you know, the abilities of
different tools, the level of detail needed, the time at hand, the
importance upon the scene, the need for something to be altered, the need
for the model to be animated, and various others that I can not think of.
Let me give you an example... take your car for example. If you do not have
the NURBS tools, then you will not be able to use them (da)... but you do,
but I expect that you are not really familiar with them. If this was for a
client, and they needed it fast... you would not screw around trying to
learn NURBS, and do the work at the same time. If the model is not so
organic... say it is a hummer you are creating, then Nurbs might not be the
way to go. If the car sits way off in the distance, then you might just
model something real quick, take a still of it, and put that still onto a
flat plane so as to increase render time on the final output. If you are OK
with Nurbs... enough to get something done, but not really good enough to be
able to animate it well (not that a car would require this so much, but this
is an example) then you might go with what you know if there is a time
crunch. Or you might go with what you do not know so as to learn it. I
think that you get my point.
Alot of models that people create are actually sculpted vertex by vertex...
this can be a time consuming thing... but everybody does it... that is one
of the best way to tweek a model to make it look just right. But there are
also alot of tricks that people use, which do not give themselves away in
the final rendering. The bump map is one of my favorites... when I teach my
3D classes, it is always funny to see people look at a surface with a strong
bump map, and they kind of cringe thinking that they might have to model
that vertex by vertex. But that is only one example.
3DCafe.com has some good tutorials... as well as numerous others... I will
let other responses tell you more about those. What I did to learn was look
around my life, and find things to model so I could get better... I would
even model somethings with several different ways, so that I could compare.
In not too long, you will be able to look at something and say... "hmmm... I
would use NURBS for that", or "I think that putting this much glow on this
kind of particle system would get that effect the best"... point being that
it all comes with experience. Look at what others have done, there are a
million galleries of 3D images, and think about how you might have done
that. Even try to model something that another has done, that way you know
that it is possible, and you just have to find out how. But do not try to
claim rights, or pass the other stuff off as your own... this is a small
world, and you will get caught. I do not know if you ever saw that guy who
ripped an image of a porn site, and then stuck it in a 3D environment, and
called it his own. It was really impressive, until one of the regulars
picked it out... then it was funny.
Put up a site with the work that you have done, and tell us to go look at
it. We would love to crit your work... but beware that people do not pull
punches around here, and mud might sling. But this is also one of the best
ways to learn... having people look at your stuff, tell you where it lacks,
and tell you how you might fix it.
A2: Forget NURBS to begin with, in MAX, they are complex and are really
suited to high res characters and sphereical objects where you don't
want to see any edges. MAX is great for polygon modelling and has a
lot of very useful tools. The basic methods used are:
* Applying an edit mesh modifier to basic primatives and and turning
Sub-Object/Vertex on selecting groups of verties moving and working
with them. Also by using Sub-Object/Edge you can split faces, slice
through an object to create more detail or select an edge and extrude
it using the extrude button or by pressing the shift key and moving
the edge where you like you can extrude a lot quicker. You can also
edit in the Sub-Object/Face mode which allows extruding of faces and
control over smoothing.
* Another method I use is to create your model out of splines, using
edit spline attach all the splines together and then apply an edit
mesh which converts all the points along your splines into verties.
Using the Editmesh Sub-Object/Face/Buit Face button you can then build
faces using these verties. This is a rather slow technique but is
very good for building basic low poly shapes and finer detail can be
added with the techniques explained above.
* The easiest would be to use patches to create basic surfaces. If
you apply an "Edit Patch" modifier you can go to Sub-Oject/Edge mode
select an edge and add another patch either square or triangular. In
Edit Patch Sub-Object/Vertex mode you can then move these around weld
various verties etc. to form your basic shape. For refinement you can
then apply an Edit Mesh modifier and use any other of the techniques
discribed above.
* Another option is to create you own primitives by creating spline
profiles then applying an "Extrude" or "Lathe" modifier or Lofting
them (which is another whole story) then apply any of the above
techniques.
Baiscally, it is just a matter of trying all these and any other
techniques you can find and finding what works for you. It's not
something that can be acheived on a Sunday afternoon it takes years of
experiementation to get any good. I've been at it for two years
almost full time and I'm still learning new techniques every day.
---
Q: How can I copy modifiers from one object to another?
A: Just click Modifier Stack icon, select modifiers to copy and click Copy
button. Then select other object, go into modifier stack again, and here
you can paste previously copied modifier - but fist you have to select
something in the stack where you want to paste other modifiers (you can
paste a modifier between two other modifiers). Note that this only works
in MAX R2.x+.
---
Q: How to scale selected points or polygons within sub-object?
A: Select the vertices and use the scale button right next to the move and
rotate button on the toolbar. Dragging the mouse pointer up or downwards
on the screen will increase/decrease the vertices scale.
---
Q: How do I select the front vertices of a sphere without selecting the oneclosest
in the back?
I'm having trouble with is selecting and moving the correct vertices,
say for example you're working on a sphere, often when I go to select a
vertex (in the front view) I accidentally select the vertex in the rear
of the sphere instead of the one on the front. It's hard to explain but
imagine trying to select a vertex and instead of selecting the one
to you, you select the one farthest away (on the Z axis) I thought if
there was a way to somehow freeze the rear part of the object, or any
part that you don't want to modify, it would overcome this problem, but
there doesn't seem to be any way to do this at sub-object level.
A1: Go into Edit Mesh>vertex and drag-select the vertices you want to hide,
then click the "Hide" button in the Miscellaneous panel of Edit Mesh>vertex
and you'll no longer be able to grab them by accident.
A2: This is the way I work with vertex-selections. (I'm not saying it's the
ultimate right way, but it works for me.)
When selecting vertexes, I use maximized User viewport in wireframe mode.
I choose any vertex and then I 'Arc Rotate Selected' (my keyboard shortcut
is Alt+S) to see where that one specific vertex is lurking. I rotate view
so that it's easy to see, and select it. (Remember also that Undo works with
selections as well). If I'm working with faces I use viewport in 'Smooth'
and 'Edged Faces' mode.
Sometimes it's better to simply select all (my shortcut Ctrl+A) and
deselect unnecessary with Alt+Drag. Or use Select Invert (my Alt+I).
When I'm selecting objects in a complex scene, I sometimes use Shade
Selected function (my Shift+S) with Wireframe viewmode.
---
Q: Anyone can suggest to me how to make windows and tyre holes for
a complex car body without using Boolean operations.
A: If you want create through hole - create shape, then mirror it and
add both shapes to ShapeMerge object.
---
Q: How do I cover holes in MAX?
I got a face scan with some holes in it. So I want to close the holes.
but since there are many vertices which I want to keep, how can I do
this efficiently in Max 2?
A: Try applying CAP HOLES modifier. If the mesh is OK, Cap Holes will
make work great for you.
---
Q: Lower Polygon count on high-res models:fps?
Is there an easy way with 3D Studio MAX 2 to decrease polygon count from
a nice, high res model to something quake could use and get more than 1
A: You can use the "optimize" button in Modifiers, this will reduce the face
count.
---
Q: How do I "bend" a tube?
I've recently started using MAX, and I'm having a bit of a problem. When I
create a Tube (for example) and I want to bend it as it follows a curved
path. It won't bend. While attempting to bend, twist or add noise, the
gizmo will adjust properly, but the object remains the same.
I've read through the tutorials on this section, but it isn't helping. I'm
familiar with 3D studio r 3&4 but can't seem to get past this simple
problem. Any suggestions?
A: You probably have to give the object more segments (done at creation
or by modifying it later). An object will only bend at its vertices, so
the more vertices the smoother bend. Hope this answered your question!
5.2 Shapes
----------
Q: How do I make my splines show when I render my scene?
A: Just goto modify the spline and check the "Renderable" check box under
"Rendering" You can even specify the thickness
---
Q: How do I connect two splines together?
I've got a simple question that I can't figure out at all! How do you
join multiple 2D lines together in 3D Studio Max 1.2?? How would I
connect the end of a line to the end of an arc?
A: Attach the two shapes first (under the modify parameter of
the line), then under sub-object, move the two vertices or
splines close together, and it will ask if you want to
connect them.
---
Q: I just want to connect a mirrored spline to the original.
God I feel like an idiot. This seems so basic and I can't make the damn
thing work!
Could somebody please explain to me why I can't get CONNECT vetoes
to work under the edit spline rollout? I've checked the manual, the
online help system, Max fundamentals and Inside Studio Max, no luck!
Here's what I'm doing...
1. Created a spline
2. Mirrored the spline
3. Opened edit spline
4. Selected the end point of the spline
5. Clicked on CONNECT
6. The cursor changes to a cross (or plus sign)
7. I drag the cursor from the original spline end point to the mirrored
end point
8. a dotted line appears as anticipated
9. Nothing happens the two splines are not connected.
A: Select the spline, apply Edit Spline modifier, go to subobject/spline,
mirror it there, move a bit so the endpoints of both splines meets
each other and confirm welding.
---
Q: How do I get a solid face from a closed shape/spline?
If I draw 3 consecutive lines, how do I close them and make them into a
solid polygon ? (Instead of a wireframe one)
A: Go into edit mesh at the face level and rummage around in the
miscellaneous
section, you'll find an option to "build face", this lets you create faces
by connecting sets of 3 vertices between the lines. Make sure they're all
the same object though.
---
Q: How do I refine my arc spline, i.e. how do I get more vertices to smooth
it?
A: Create a spline arc. In Modify panel - General parameters, set
interpolation
steps to a higher value (default is 6, highest is 100).
---
Q: How do I create leaves using splines?
I'm sure lots of people here have INSIDE 3D STUDIO MAX vol 2 (advanced
materials and modeling). On the cover is a pic of a lake with a frog
hanging for its life on a long leaf. I'm trying to model my own
leaves in that style....
Am I doing it correctly?... I created the basic 2D leaf shape with the
line tool. I then want to apply some bend and twist (maybe others)
modifiers to it, but it needs some "faces". So I apply a couple
iterations of the "Mesh Smooth" modifier. That gives me some
resolution to play with but all faces go to the center of the leaf. I
guess I can live with/ that. Then I fiddle with/ the bend, twist, etc.
modifiers until my leaf looks good.
Question: Is this the right way/best way to approach this?
A: Every way that works is good. If you are doing a scene where leaves are
in the center of attention (zoomed in) then you should consider taking a
cross-section and doing a loft. That makes the leaf very realistic and
it's much easier to bend it or apply some other modifier on it (displace
can make a cool looking dent in it). If you are doing lots of leaves where
it's not important how good they look then I would suggest the method you're
using.
---
Q: How the heck do you fill regular shapes in 3D Studio Max 2 i.e. Squares,
Circles, etc.?
A: There are many ways (as always in MAX), and they are quite different.
1.Adding any Mesh-based modifier will effectively convert the spline to a
mesh first. These include EditMesh, MeshSelect, UVW map, Material, Normal,
Relax, Smooth, UVW X-Form etc.
Note that an EditMesh modifier is much "heavier" than a MeshSelect modifier
in
terms of Geometry Pipeline overhead. An EditMesh modifier is supposed to
keep
selections, change normals, smoothing groups, MatIDs etc. A MeshSelect
modifier
does just the selecting, so it is a good idea to avoid using EditMesh unless
you have to change many different properties of the mesh at the same time.
Also, when creating a text that is going to be flat and mapped, it is easier
to add the UVW modifier directly to the spline instead of first adding and
EditMesh or MeshSelect and after that UVW map...
NOTE: In case you add an EditMesh modifier and you are SURE you will never
need the spline settings again, you can convert the mesh to EditableMesh by
collapsing the stack. This will greatly speed up MAX...
2.You can click or right-click the "Edit Stack" button if you are sure you
will
never need the spline settings again. From the list, select "Convert To:
Editable Mesh". This is not really the MAX style, since you cannot edit
the
history of the object anymore. But it is there and if you are 100% sure,
you
may use it.
3.Adding an Extrude modifier with height of 0 (as suggested by another
posting)
will LOOK like a solid shape, but it will have MUCH MORE vertices/faces!
In the case of a default circle, EditMesh generates 28 verts/26 faces.
The Extrude modifier generates 56/108! This is because there will be top
and
bottom capped splines, and also side faces with height 0. (Like a flat
cylinder)
---
Q: Can Adobe Illustrator be used in combination with MAX?
I have been looking at using a drawing application such as Illustrator
to create my basic shapes instead of creating them with MAX's tools.
Any suggestions or comments on this approach to creating models.
A: Yes, that is a great approach. Not only can you be more precise, You can
do
it more easily. Illustrator paths can then be brought in and manipulated. I
do
it this way exclusively. Really good idea and extremely fast. Note, if you
are
using 3DS4 the paths comes in open, meaning that they will not be valid
shapes
until you weld their vertices. In 3DS MAX, this is not a problem tough. Just
make sure to save your Illustrator paths in AI88 format. Also, if you have a
problem with importing your splines from Illustrator to MAX change your:
My Computer | Control Panel | Windows Regional Settings | Properties
Number: Decimal symbol to "." and Digit grouping symbol to ","
This will work for any other language than English.
5.3 Primitives
--------------
Q: Why is the Teapot in the Primitives?
A: Way back when at Cornell I believe, when those smarties there were first
figuring out shading models and raytracing, they found that a teapot shaped
like the max primitive encompassed many of the characteristics needed to
test
their methods.
As far as why it is a primitive, I've come to a conclusion about the release
of max 1: it was a shell for the technology. Much like quake (if you follow
that sort of thing), the folks at Kinetix strove to get max to the point of
being an acceptable package, and then released it before it had features
comparable to, say, softimage. They knew that the extensibility was on a
whole
new level and that people would drool at the ease with which they could
implement new stuff...
Along the lines of people developing stuff for max 1, I believe that Kinetix
was really counting on people getting the SDK and just going nuts making
cool
plugins. The reason why they included things like the teapot and ring
array, among other things, was so that they could demonstrate the
possibilities of primitives and systems, respectively.
Now I don't think too many animators have found the teapot primitive to be
useful at all, but PROGRAMMERS on the other hand probably found it immensely
informative because by looking at the source code (which is included on the
max 1.1 CD), they could see how non-contiguous meshes could be implemented
as parametric primitives (i.e. teapot), and exactly what was possible with
systems.
Kinetix had to rely on 3rd parties to develop most of the cool stuff for max
1
after its initial release, because they gambled the get it to market before
it
was a truly full-feature product from the animator's point of view.
3D Studio MAX R2 is the result of them buying the time and making the cash t
do it right. And I don't think that anyone is complaining now because MAX R2
is an amazing product.
5.4 Patch modeling
-------------------
Patch modeling is when you have sheets of polys with splines at their
edges, and to manipulate the 'sheet', you manipulate the spline handles.
It's like a poor-mans-nurbs, in that you don't get dependant tools (blends,
trims at all), and the curves aren't 'infinitely smooth', you have to
control how much MAX tessellates the patches, which isn't always a bad
thing, in fact it's very handy for keeping levels of detail down when not
needed.
A good example of how to use patches is on chuggnuts site (http://www.
chuggnut.demon.co.uk/), look at the one about heads.
A question/answer you might have thought of might be:
'once I've built up an outline of the shape I want (say a head) in splines,
how do I make it a surface?'
The answer is 'by hand', unless you have Surface Tools by Peter Watje. This
is blatantly copied from Chugnuts site, apologies to him!
Using the splines as a reference (I normally freeze my outline before
starting), create a small quad-patch at some easy-to-start-at point. Go
into sub-object mode, grab those handles, and pull the patch into shape,
covering a smallish area. Once it looks right, add a patch to one of the
patch's edges, move that one into shape, and so on. It's like taking little
sheets of clay, attaching them to the previous piece, pushing it into
shape, attaching another piece, and so on. A more complete explanation can
be found at chuggnuts site.
Surface Tools, on the other hand, will magically create patches between
splines, however from what I've read (I don't have surface tools), the
methodology is similar to doing it by hand, just do one piece at a time,
make sure it's correct, and slowly work over the rest of your outline.
---
Q: Is there any way in MAX to always view a primitive in its actual
triangles?
Say, if I make a simple cube, is there anyway I can force it to display
all
12 triangles instead of 6 tetragonal sides? I don't simply mean the
ability
to select 'face' instead of 'planar' in Edit Mesh/Face, but to operate
like
that universally. Seeing the dividing edge of a plane in 'face' mode
doesn't do me a damned bit of good if I want to grab it in 'edge' mode.
A: If you don't want to permanently change the visibility of the hidden
edges, try the following to view them as dashed lines:
1) Select object
2) Right-click on it
3) Choose properties from the bottom of the resultant pop-up menu
4) In the "Display Properties" area of the Object Properties dialog box
uncheck "Edges Only"
5) Hidden edges should now be displayed as dashed lines.
---
Q: How do I create low-poly count models?
What is the best way to do low polygon modeling without primitives in
3D Studio Max 2.5 or should I get another program I find it very
difficult to do it right in 3DS I tried everything but I think 3D Studio
is a bit limited in this area.
A: I'm not sure what package you are using to create these polygons in,
but here are a few pointers which will be relative to EVERY single 3-sided
POLYGON in the UNIVERSE!
1. It is made up of three points (each called a vertex)
2. These in turn produce a FACE with a NORMAL. (the thing that
is perpendicular to the face and determines its orientation)
That's really it! There are no complications there. Everything from 3DS
to alias-wavefront to maya to SI and even good old OpenGL 3D uses
these two simple points to represent polygons.
I take it you are using 3DS MAX, since this is the newsgroup for it.
Do the following! (Reading the Manual would be a good start! but since I
guess you don't actually own it I'll give you a couple of pointers.)
Use the Edit Mesh and under Gizmos, use FACE to ADD FACES. Depending on
whether you select the vertices in Clockwise or Anti-Clockwise rotation,
the normal and hence the orientation will be determined. This is the
underlying point about not being able to see the polygon you just created.
It's facing the other way and -yes- you can flip it!
You really ought to read some more on the subject. Try consulting the many
excellent tutorials produced by many artist around on the subject. Point to
www.3dcafe.com or www.3dsmaxx.com or countless others.
The subject of creating low polys is more an art. The more you do it, the
quicker and better you get at it. After a while you'll begin to appreciate
how much hard effort is put into the simplest of the things.
---
Q: How can I create a quad-patch with more than 25 segments
A: Make two patches and join them. Make them with snap turned on, so they
fit
each other, then select one of them, go to modify, apply edit patch
modifier.
Turn off subobject mode. Click attach button and pick the second patch. Turn
on subobject/vertex and select vertices on the common edge of both patches.
Click weld. Now you have one big patch!
5.5 Mesh Modeling
------------------
Q: What is the difference between "Edit Mesh" and "Editable Mesh"?
A: It can get confusing, Editable mesh has many more options than a pure
edit
mesh modifier. Also collapsing the stack to Editable mesh reduces memory
requirements as it doesn't need to store the stack info. With the mesh as
Editable, you go into the edit faces bit, select the faces you want, give
them an ID and apply a UVW Map modifier to them. You can collapse after each
operation or add edit mesh modifiers if you wish. These rules aren't hard
and fast, just use whatever option makes sense for what you're doing.
You'll find a good little tutorial in the help files that will walk you
through the process of using Unwrap. It's not universally useful, but great
for real time models and maps.
---
Q: Does anyone know how to bevel the edges of a box?
Max 2.5 has a bevel modifier but it works only in shapes
and not in objects. Maya NT has a modifier that when
you selected the edge, it can be beveled with different
parameters to choose from and can be used to any edges
of an object. Note: Bevel works on edges in MAX R3!
A1: In MAX R3 it's finally possible to bevel edges or whole objetcs.
For MAX R2.x users you can try to use the meshsmooth modifier on it.
If this isn't giving you want you want, then just use edit mesh and
move vertices.
A2: So I guess neither of you have had a look at the extended primitives
panel yet huh.. :) There's a primitive there called chamfer box. That'll
do the trick.
A3: You can download the free EditMesh2 plugin, the latest version has a
bevel face function in it. Another option is to use the "Extrude" option
in Edit Mesh or Editable Mesh. The Extrude lets you choose a height and
percentage for the beveled face.
A4: This is one of Max's greatest failings in my eyes. There is the ability
to
bevel faces (with the modified EditMesh2 plugin) but this *adds* a new face
with a chamfered edge rather than just extracting a chamfer from an existing
mesh. You can also use Booleans to cut pieces from the mesh, but it's only
good on simple mesh parts.
With this in mind, you should plan all your models with this taken into
consideration. You can make models by using methods like extruding chamfered
or filleted splines, using Bevel profile to create objects with fillets,
chamfers and blends built in at construction time. It can be a pain,
but if you plan your modeling carefully, it can be done.
Stuff like this is a lot easier in a Solid modeler like SolidWorks or even a
good Nurbs program like Rhino. Let's hope Max 3 has some new features like
this added to it.
A1: You can use the Greeble free plugin that comes with the 3D Studio Max
R2.5 f/x book. Just make sure that you turn off "Widgets", otherwise you
will
end up with all kinds of strange shapes on the face.
---
Q: How can I model a car using 3D MAX 2 or LightWave 5.6?
I'm looking for a tutorial, thanks!!!!
A: Using 3D Studio Max , you can model a very nice car at a very low amount
of polys using only the sub-object panels. Here's how I did it on my
attempt:
1) Get a straight front, back, and side shot photo of the car you want to
build. You don't have to use those orthographic views, anything that
gives you a good understanding of the 3D structure of the car will do,
but
with the ortho view you can use them as a back ground in Max. And with
Lock
Pan/Zoom it can be really helpful. And you can use the images as
material
later too.
2) Outline the entire car, sans tires, in the side view.
3) Convert the line to editable mesh
4) Then use Sub-Object > Edge > Divide and Turn to make the seams of the
doors and plane breaks. This is where the most of your work will be.
5) Then just start pulling vertices to where they should be in 3
dimensional space. This can get confusing if your mesh is dense so try
to
keep it low. At this point you should have about 200~300 faces, and
only half of the car. There's quite a bit of work here too, but if you
divided the car up sufficiently in step 4, you should be fine.
6) Build the tires and rear view mirrors here. Not too tough.
7) Now, mirror the car and attach and weld all the verts.
8) Assign material groups to the car, have the front, side, and back as
three separate groups.
9) Add mesh select to the modifier stack for each of the three mat groups.
10) Assign UVW mapping for each Mesh select.
11) use a multi-sub material in the Material Editor and if you have the
orthographic images you use them in their respective material slots
here.
12) You will probably experience areas where the different material groups
don't match up seamlessly. Add Unwrap UVW and then Edit. This is a
very
intuitive tool but VERY time consuming.
You might be saying, "what the heck can I do with 700 polys? a Volvo?"
Well. at least that's what I was saying. I was afraid the car will turn
out blocky and... well... Volvo-ish. But I was quite pleased.
[Image]
And one more thing, don't build the wheel wells, use a opacity map (like how
I DIDN'T but should have done in this image). You'll get a smoother curve
and
have lower polys. Same for the wheels. It might seem unnecessarily complex
but it's kind of like riding a bike, once you've got it, you've got it.
---
Q: How to make a smooth transition between two objects?
I am building a jet and I am trying to make smooth transition from one
object to another. For instance where the wing meets the body I do not
want
a hard seam. Is there a command that will smooth the two meeting
objects? I
am expecting I need to merge the two object into one then apply some
type of
modifier but I do not know which to use.
A: If you have max 2 you can try the connect function, that will give a
smooth
blend, otherwise select the vertices around the joint (after a Boolean join)
and apply the meshsmooth modifier. Make sure you save the model before doing
any Boolean work as you may need to go back if it looks horrible.
5.6 NURBS Modeling
-------------------
5.6.1 NURBS Basic explanations
------------------------------
Mind that the following paragraphs only cover the NURBS functionality up to
version 2.0 of 3D Studio MAX. Even the new MAX R2.5 books only very shortly
discuss the new NURBS tools (like trim).
1. I don't know how much you know about Nurbs, but generally what you
have to do (in Max) is draw a set of nurbs curves arranged as a series of
cross-sections that define the shape of surface you want to build. Once the
curves are built, you attach them together in the modify panel and perform a
"u-loft" on them, joining them one after another until the curves are all
surfaced. You then repeat the process for the other surfaces you want to
build and finally "blend" the edges of the various surfaces together to form
the whole section. Each surface can be rotated and scaled as with any other
object. You can adjust the shape of the surfaces with the spline control
points or the surface control point depending on how the surface was built
in the first place. The other way is to make a normal mesh object and
convert
it into a nurbs surface which you can then sculpt via the control points,
you
have the option of adding more surface curves to the object to increase
detail
in the places you need to work on. If you haven't yet, download the tutorial
files from Kinetix and work through the nurbs examples, they will give you
an
idea of how to proceed with the two main construction methods. Hope this
helps.
2. Nurbs are quite a nice way to model, it's not some black art and
certainly
nothing new to the world, just Max. It's simply another way of constructing
surfaces, what you do is create a set of support structures rather like the
framework for an aircraft, then, just like an aircraft, you skin it.
Although this sounds fairly similar to normal lofting, you don't have the
limitations of polygon objects at the end of it. Nurbs are much more
flexible, the surface has what are called control points, these work in a
similar way to the freeform deformation modifier in that as you pull these
around, the skin deforms with it in a smooth, fluid fashion.
A control point also has a "weight" setting, this means it has a sphere of
influence around it and you adjust this to give either a sharper or smoother
bend. If you make a surface and find you need more support structures or
frames, you can add these afterwards and then modify the frame and it will
deform the skin. Creating extra detail is easy with this method, something
you'd have problems with using polygons.
You can also convert normal mesh primitives to Nurbs. This lets you start
with a fairly good set of building blocks to work from, modifying and adding
detail as you go. Surfaces can be lathed, extruded, blended together, lofted
but not trimmed. This is a major limitation in Max. It can make some objects
a real pain to complete satisfactorily. In the aircraft example above, you'd
need holes in the fuselage for the wings, tail-plane, cockpit etc. In a
complete set of Nurbs there is a trim option to cut shapes from a surface,
Max cannot do this in version R2 so you have to find other ways to get
around
this (just a side note: MAX R2.5 DOES have this feature).
The other major pieces missing are rail lofts and 3 or 4-sided nurbs
patches.
You can get around these without too much trouble, it just takes time.
I hope this gives some idea of what makes Nurbs so powerful and useful, in
future releases Max should acquire the full set, until then, Nurbs are a
flawed gem...still very desirable, but not perfect.
3. Nurbs are cool because you can use them to quickly create very
complex surfaces that are very smooth. Basically, you draw
curves representing the contours of an object, then connect
them with NURBS surfaces. Changing the curves will change the
shape of the mesh.
Or, if you prefer, you can use NURBS surfaces like patch grids,
pulling them into the right shape. If you want to make very
precise changes, you can convert the surfaces to curves, tweak
the curves, and regenerate the surfaces.
NURBS are kind of like the best of both lofting and patch grids with
most of your favorite MESH tools thrown in. They have a million
options and can be really frustrating - but you can make very
complex objects very quickly.
They are worth the upgrade IMHO
5.6.2 Working with NURBS
------------------------
Q: Is it possible to convert a normal spline into a NURBS point curve?
A1: MAX R2.0 - Yes, draw a NURBS curve. Then under 'modify' chose 'attach
multiple' and select all of your "normal splines". Goto 'sub-object' 'point'
se