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Tutorials

Introduction

AUTODESK
®

3DS MAX
®

9
Autodesk® 3ds Max® 9
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6,061,067, 6,064,394, 6,072,498, 6,081,624, 6,122,391, 6,144,385, 6,184,901, 6,195,098, 6,262,742, 6,313,842, 6,323,879, 6,363,503, 6,366,283, 6,396,420,
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6,947,058; and patents pending.
Introduction

entertained and fascinated by the awesome


Welcome to the World of power at your fingertips.
3ds Max
Online and PDF Tutorials
Welcome, and congratulations! You’ve just
bought a ticket to the world of Autodesk® The tutorials are provided in two forms:
3ds Max® 9. Hang on and get ready for the the online help file, and these PDF tutorials.
ride of a lifetime! With 3ds Max, you can
For these PDF tutorials you will find the
create 3D places and characters, objects and
files that you need to complete the tutorials
subjects of any type. You can arrange them in
on the same webpage. Each PDF has a
settings and environments to build the scenes
corresponding EXE file with these files.
for your movie or game or visualization.
You can animate the characters, set them in To do the online tutorials, from the 3ds Max
motion, make them speak, sing and dance, Help menu, choose Tutorials to display the
or kick and fight. Then, shoot movies of the online collection.
whole virtual thing.
Acknowledgements
You can use 3ds Max to visualize designs
of real things that will actually be built, Special thanks are due to a number of
such as buildings and machines. The hardworking and talented individuals who
File Link feature of 3ds Max lets you helped create this volume of tutorials. A tip
base visualizations on designs created of the virtual hat to:
in AutoCAD or Autodesk Architectural • Jean-Yves Arboit, Jaykar Arudra,
Desktop: when the design changes in these Alessandro Baldasseroni, Beans Magic Co.
other applications, the revisions can be Ltd, Martin Coven, Frances Gainer Davey,
automatically updated in your 3ds Max Joana Garrido, Tommy Hjalmarsson,
scene. Add lighting and materials, then Kameswaran R. Iyer, Michael Koch, James
render to still image or movie formats. Ku, Sören Larsson, Daniel Martínez Lara,
These tutorials teach 3ds Max through a
series of hands-on exercises. Prepare to be
2 Chapter 1: Introduction

Casey McGovern, Eni Oken, Ponsonnet • Fred Ruff and Mike O’Rourke for the
Olivier, Ben Paine, Herman Saksono, games and skin-deformers tutorials.
Johannes Schlörb, Pradipta Seth, Metin
Seven, and Marc Tan, for creating beautiful
images using 3ds Max and allowing Where to Find Tutorial Files
their reproduction in the online tutorial
Most of the tutorials require that
collection.
you to load sample files to start and
• Michael B. Comet, for creating the complete the lessons. These files do not
character bones and rigging tutorials and install automatically on your local drive
the low-poly character-modeling tutorial. when you install 3ds Max. All the files for
• Brandon Davis and Grant Adam, for the these exercises can be found on the product
Particle Flow and particle effects tutorials. disc or on the website.
• Alberto Flores, for design of the mental (www.autodesk.com/me_training)
ray water material.
• Swami Lama, for providing the tutorials To install the tutorial files from the website:
on scripting. 1. On the website where you found these
• Peter Carisi de Lappe, of the Autodesk PDF tutorials, locate the EXE file that
Media & Entertainment Quality
corresponds to the PDF tutorial.
Engineering group, for his help creating
the lesson on using IK and FK together. 2. Click the EXE file to download its
contents.
• Pia Maffei, of Applied IDEAS, for
providing the head model used in the
Creating the Skin Material tutorial. The How to Learn 3ds Max
model was created with Applied IDEAS’s
Head Designer plug-in. Besides the tutorials found in this collection,
a number of other resources are available to
• Jon McFarland, for providing the tutorials
help you learn 3ds Max.
on working with CAD files, and fixing
problems in imported files.
• Paul Neale, for additional tutorials on
character rigging.
• Jeff Patton, along with other users on
the Web, for good tips on how to use the
mental ray (lume) Ocean shader.
• Miroslaw Piekutowski, for the model
demonstrating the mental ray Dielectric
Material shader.
• Retired Captain Irv Styer, fighter pilot, for
expertise and assistance in modeling for
the P-38 tutorial.
User Showcase 3

Autodesk Learning Resources 3ds Max. Access the User Reference online
by choosing Help > User Reference.
• Autodesk Authorized Training Centers
for Media and Entertainment: Autodesk • Additional Resources: A number of
has authorized more than 100 training additional Help files are installed with
centers in over 30 countries worldwide. the software. For details, see the topic
You can take intensive courses with ”3ds Max Documentation Set” in the User
flexible schedules to meet your needs. Reference.
To find a center near you, visit: • Other Resources: There is a wealth of
www.autodesk.com/me_training. information written about using 3ds Max.
• Autodesk Learning and Training There are third-party books that specialize
Materials: Check out Autodesk’s latest in teaching the software for various
learning and training materials: go to industries. There are magazines devoted
www.autodesk.com, click Store, click to 3D design and animation, as well as
your region, and then click the Media user groups and mail lists. Communities
& Entertainment link under Learning of users trade secrets daily, and if you ask
& Training. Here you can get training a question, you’re likely to get answers
manuals designed for the instructor-led from experts all around the world.
training environment, purchase books,
and download individual e-courses to
view offline. Training DVDs are also User Showcase
available for our most popular products.
In the 3ds Max tutorials we teach you the
• Autodesk Online Support World-Wide: tools to use the software. Put those tools
The Autodesk Support web site in the hands of talented artists and magic
www.autodesk.com/3dsmax-support happens.
provides access to a wide range of product
Here is a gallery of images by creative
information and support resources:
individuals from around the world using
searchable Knowledgebase, FAQs,
this software. We hope you find these images
technical bulletins, tested hardware
inspiring before you set out on your journey
information, and product downloads.
of learning 3ds Max.
• Discussion Forums: Information and
assistance are also available on the
peer-to-peer online discussion forum. To
visit the discussion forums, go to http://
www.autodesk.com/3dsmax-discussion,
or from the 3ds Max Help menu, choose
3ds Max on the Web > Online Support.
• 3ds Max 9 User Reference: The online
reference covers fundamental concepts
and strategies for using the product,
as well as details about the features of
4 Chapter 1: Introduction

Unpleasant Company
Metin Seven

Chinese Opera
James Ku
www.3dartisan.net/~kuman/

A Living Room
Frances Gainer Davey

The Ancient Indian Crown


Kameswaran Ramachandran Iyer, India
www.kameswaran.com

Guardian of the Enchanted Forest


Marc Tan, Insane Polygons
User Showcase 5

Old Courtyard
Pradipta Seth

by Tommy Hjalmarsson
http://hem.bredband.net/tomhja

by Tommy Hjalmarsson
http://hem.bredband.net/tomhja

Student Breakfast
Jean-Yves Arboit, Belgium
www.discreetcenter.com
6 Chapter 1: Introduction

Ripples of Spring
Casey McGovern
molerocket@hotmail.com

Electric Water
Johannes Schlörb

Indian Beauty
Jaykar Arudra, AMM Studio, India

by reiv: Ponsonnet Olivier


http://reiv.fr.st/

by Ben Paine
Animated Still Life 7

Old Sunflowers
Joana Garrido (Caixa D’Imagens), Portugal

Anibal
Daniel Martínez Lara (Pepeland)

All images are copyright. Reproduction and


distribution is not permitted without the
owner’s permission.

Introductory Tutorial
Pistol Pete
This tutorial, intended for those new to
Martin Coven
3ds Max, offers a quick introduction to the
world of 3D while you play with some
traditional elements of art. Using basic
features of the program, you’ll create a
composition of an orange and an apple, a
windowsill and wall, a bottle and a knife.
You’ll also add lights and a camera, and view
the scene from different angles. The final
steps introduce you to some basic animation.

Sommar Torp: "Summer House"


Sören Larrson, Sweden
www.3dbetong.se
8 Chapter 1: Introduction

Tutorial Files
All the files necessary for this tutorial
are provided on the program disc in the
\tutorials\still_life directory. Before starting
the tutorials, copy the \tutorials folder from
the disc to your local program installation.

Navigating a Scene
In this lesson, you’ll open an existing scene
of a still life and learn to adjust the view and
navigate the viewports.
Animated still life

When you learn to paint, you start with a still Navigating the scene
life, perhaps a bottle and some fruit arranged 1. Choose File menu > Open.
on a table. In this tutorial, you’ll make a
All the files necessary for this tutorial
“not-so-still life” that is animated.
are provided on the program disc in
The idea for this tutorial was taken from the \tutorials\still_life directory. Before
the Salvador Dali painting “Nature Morte starting the tutorials, copy the \tutorials
Vivante,” in which the traditional elements folder from the disc to your local program
of a still life are painted flying through the installation.
air. You’ll use the same idea for your first Find the \tutorials\still_life directory
animation project in 3ds Max. on your hard drive and highlight
Skill Level: Beginner still_life_start.max, then click Open.

Time to complete: 20 minutes

Features Covered in This Tutorial


As you do this tutorial, you’ll be learning a
number of things at once:
• How to open a scene
• How to model objects and apply realistic
materials
• How to navigate the viewports and
interface of 3ds Max
Perspective viewport
• How to move and animate objects
• How to render The Perspective viewport should be
active, indicated by a yellow border. If it’s
not, right-click to activate this viewport.
Navigating a Scene 9

2. Click the Zoom button in the


viewport navigation controls at the
lower-right corner of the screen.
The button turns yellow to show it’s
active.
3. Press and drag downwards in the
viewport.
Your view zooms back so you can see the
corner in the scene.

Rotating the viewport

Tip: Avoid pressing outside the yellow


navigation orb, unless you want to roll the
entire viewport.
6. Use the orb to spin your view so you can
see the scene from every angle.
You’ll notice that the backside of the corner
is dark. This is because there are already
hidden lights in this scene prepared to cast
Zooming back reveals the corner. shadows in your rendering.
7. Right-click in the viewport to dismiss the
4. Click Arc Rotate in the viewport yellow circle.
navigation controls at the lower-right
8. Click Pan in the viewport navigation
corner of the screen. It highlights when
controls and move the mouse in the
active.
viewport.
A yellow navigation orb appears in the
The viewport pans with your movement.
viewport.
Note: You can also start a pan operation by
5. Move the cursor inside the yellow circle.
holding down the middle mouse button
Press the left mouse button and move the
or wheel as you pan. If the middle mouse
mouse.
button doesn’t pan the viewport, check
The viewport arc rotates, changing the your mouse driver settings.
perspective view.
9. To return the viewport to its original
orientation, press SHIFT+Z repeatedly to
undo the viewport changes all the way
back to the beginning.
Next you will create a camera and a Camera
viewport. The Camera viewport is similar
10 Chapter 1: Introduction

to the Perspective viewport, but with more Camera viewport. You’ll replace the Front
functionality. It can be animated, and effects viewport with a Camera viewport.
can be added to it. 5. Right-click the Front viewport to activate
it. Then press C on the keyboard.
Creating a camera
The Select Camera dialog appears.
1. Right-click the Top viewport to activate it.
Click Camera02, then OK.
The Top viewport is outlined in yellow.
The camera you created is Camera02.
2. Right-click the Top viewport label (the
There was already a Camera01 hidden in
word Top at the upper left corner of the
this file.
viewport). On the menu that appears,
choose Smooth + Highlight. Tip: When a scene contains more than
one camera and none of the cameras is
The viewport display changes from
selected, pressing C will cause the Select
wireframe to shaded.
Camera dialog to appear. If there is just
Tip: You can press F3 to turn a wireframe one camera in the scene, or if just one
viewport display into shaded display. camera is selected, pressing C will change
the active viewport to the indicated
3. On the Create panel, click the camera.
Cameras tab, then click Target.
6. Press F3 to change the wireframe display
4. In the Top Viewport, on the lower into Smooth + Highlight shading.
left-hand corner of the wooden shelf,
press and drag to create a camera pointing
toward the knife (see the following
illustration).

The view from Camera 02

If you look at the navigation controls,


you’ll see they have changed. Tools
and controls are context-sensitive, so the
Camera created in Top viewport active Camera viewport has shifted the
navigation controls.
Press CTRL+D to make sure the new 7. Experiment with the various camera
camera is not selected. navigation controls, to zoom, pan,
To see what the camera sees, you need arc-rotate, and so on in the Camera
to change one of the viewports into a viewport.
Creating an Orange 11

Tip: To undo Camera viewport changes, selected, then press C and select Camera01
press CTRL+Z, or click Undo at the from the list.
left end of the Main toolbar. Unlike the 4. Render again.
Perspective viewport, Camera viewport
changes are based on the movement of Observe the rendering. You’ll see shadows
the camera. on the wall, reflections in the knife blade
and bottle, and transparency on the leaf
Next you will render the scene. objects. None of these were visible in the
viewport display.
Rendering the scene
You’ve looked at the scene from many
different angles now. But the viewport only
tells part of the story. You need to render the
viewport to an image to see the full effect.

1. On the toolbar, press the Render


Scene button.
The Render dialog appears.
2. Look at the very bottom of the dialog.
Make sure the Viewport: field says
Camera02, then click Render. Rendering from Camera01

The virtual frame buffer appears, and the


5. Right-click the Camera viewport label,
rendering takes place line-by-line from the
and choose Views > Front to change
top to the bottom of the image.
the Camera viewport back to a Front
viewport.
Next, you’ll create an orange to add to the
scene. Then you’ll animate the objects so
they fly into place.

Creating an Orange
Here you’ll create a sphere primitive, color
it orange, and name it. Then you’ll add a
realistic orange peel material to it, so the
rendering will have the speckled appearance
Rendering from Camera02 zoomed in
of fruit skin.
3. Change the Camera viewport to
Camera01. Make sure the Camera
viewport is active and no cameras are
12 Chapter 1: Introduction

Create a sphere:

1. On the Create panel, click the


Geometry tab, then in the Object Type
rollout, click Sphere.
The button highlights to show that it is
active and ready to use. Before you make
the sphere, you’ll make two changes in
the Create panel.
2. At the bottom of the Parameters rollout,
turn on Base To Pivot.
Create a sphere using AutoGrid
Base To Pivot lets you create a sphere with
its pivot point at its bottom.
6. In the Create panel > Parameters rollout,
To create the sphere so the orange is change the Radius field to 20 and press
resting on the wooden slab, like the rest ENTER.
of the objects in the scene, you’ll use the
The sphere changes size in the viewport.
AutoGrid function.
In 3ds Max, it’s typical practice to rough
3. On the Create panel, directly below Object out an object with the mouse, then reset
Type and above the primitive object one or more of its parameters to your
names, turn on AutoGrid. specific requirements.
AutoGrid creates a grid on the surface
of any object, so you can create another Change the color and name of the sphere:
object directly in contact with the surface. By default, 3ds Max chooses colors at random
4. In the Perspective viewport, move your for new objects, so the sphere is probably
cursor between the apple, the bottle, and not orange. You can change the color of the
the knife blade. sphere in the viewport to simulate an orange.

After a moment, a tooltip will appear 1. In the Create panel > Name And Color
showing you what object you are over. rollout, click the small, colored square
The tooltip should say wooden board. next to the default name, Sphere01.

5. Create a sphere by pressing down on the


left mouse button and dragging away
from where you started. As long as you
hold the mouse button down, you can
adjust the size of the sphere. When you
release the mouse button, the sphere is The Object Color dialog is displayed.
complete. 2. Select an orange color and click OK.
Tip: Don’t worry if your object is a different The sphere in the viewport turns orange.
color from the one in the illustration. 3. Double-click the name Sphere01 to
highlight it.
Adding a Material to the Orange 13

4. Type in orange to change the name of the The rendering looked so interesting because
sphere. Press ENTER to set the new name. of the materials that have been applied to the
Note: Pressing ENTER is the explicit way geometry. Next, you will apply a material to
to make a change to a parameter. 3ds Max the orange using the Material editor.
also accepts the change as soon as you
click anywhere on the screen.
Adding a Material to the
Move the orange: Orange
You might want to move the orange so it Materials use bitmap images to texture
is slightly in front of the apple. To do that, objects in your scene. The bottle label, the
you’ll use the Transform gizmo. leaves, and apple all get their appearance
from bitmap texture mapping on the objects
1. On the main toolbar, click the Select in the still life scene. Bitmaps can also be
And Move button. used as other kinds of maps, such as opacity
maps (on the leaves, for example).
A tripod of red, blue, and green arrows
appears. This is the transform gizmo.
As you move your cursor over the
arrowheads, the axis label and arrow stem
will turn yellow. When they are yellow,
you can press and drag to move the
object in one direction only. If you move
your cursor over the inner corners of the
transform gizmo, the plane turns yellow.
This lets you move in only one plane at
a time.
2. Using the transform gizmo, move the
orange so it is in front of the apple.

Bottle-label texture

Transform gizmo used to move the orange


14 Chapter 1: Introduction

It should already be selected, surrounded


by a white outline to show it is active. If it
isn’t active, click it to select it.
Notice that the name of the material orange
appears in the Material Name field.
This orange material has already been
constructed for you. It uses a bitmap as a
texture and as a bump map.

Apple texture

Add an orange material:

1. On the toolbar, click the Material


Editor button.
Tip: You can also press M on the keyboard
to launch the Material Editor.
The Material Editor opens as a floating
window.
Orange texture map

3. Drag the orange material from the Material


Editor sample onto the orange in the
viewport.
The orange in the viewport now displays
with a speckled fruit skin.
4. Press F9 on the keyboard to render again.
If you like, you can zoom in on the orange,
render, then undo the viewport change by
pressing SHIFT+Z.

Material Editor displays materials.

2. Locate the material that looks orange in


the Material Editor.
Animating the Still Life Objects 15

track bar, you will shift the keys around to


reverse the animation.
There are three ways to create keyframes.
One is to turn on the Auto Key button, move
to any point in time, and transform (move,
rotate, or scale) the object. A second method
of setting keyframes is to right-click the time
slider, and then set keys using the Create
Key dialog. There is also a Set Key animation
mode designed for professional character
animators.
You’ll use the Auto Key button in this
exercise.
Rendered close-up of orange
Animate the position of the orange:
You can find more information on
1. Continue with your own scene, or open
Modeling and Materials in the Modeling
still_life_with_orange.max.
and Materials chapters of the online
tutorials. 2. Click the Auto Key button.
Next you will see how easy it is to create
animation using the Auto Key method in The button turns red. You are
3ds Max. now in automatic animation mode.
Tip: The time slider bar also turns red,
and the active viewport is outlined in red
Animating the Still Life Objects to remind you that you are in Auto Key
In this lesson, you will animate the objects. mode.
You learn how to make objects fly off screen, 3. In the Perspective viewport, move your
much like the network logos you see on mouse over the orange.
television. After a moment a tooltip appears that says
You’ll do this with keyframe animation, Orange.
using Auto Key mode. You set the important
or key positions for the objects in the scene at 4. On the toolbar, click the Select
different points in time. 3ds Max figures out Object button, if it isn’t already active,
all the in-between positions. then click to select the orange.
The procedure consists of three steps. At 5. The time slider is the wide button located
frame 50, you will rotate the bottle and the directly above the time scale display
knife to create rotation keys for them. You below the viewports. Move the time slider
will then position the apple and the orange to frame 50.
so they are floating in the air. Then, using the
16 Chapter 1: Introduction

6. Right-click the orange and choose Move 2. In the Perspective viewport, click the
from the transform quadrant of the quad bottle to select it, or press H and select the
menu. bottle by name.
In all viewports, you see the transform 3. Right-click the bottle in the viewport and
gizmo. choose Rotate from the transform quad.
7. As you move your mouse over the The transform gizmo appears over the
Transform gizmo, the different axes bottle.
highlight one at a time. When the Z
axis (blue) highlights, click and hold the
left mouse button, and drag the orange
straight up in the Perspective viewport
until it is almost out of view. Release the
mouse button.

As you move your cursor over the


transform gizmo, different axes display
as yellow. The axes are color-coordinated
(red, green, and blue equals X, Y, and Z,
respectively).
4. Rotate about the Y-axis approximately
Because you’re working in animation 127 degrees so the bottle is upside down,
mode, you have now set a key for the with the bottle bottom up in the left-hand
orange. Notice that the key appears as a corner of the viewport. (See illustration).
red rectangle in the time scale, below the
time slider. You can see the X,Y,Z values displayed
in yellow above the transform gizmo as
8. Move the time slider back and forth from you rotate the bottle. These values also
frame 0 to frame 50, and watch the orange appear in the Coordinate Display below
rise up from the wooden counter. the viewport.
Note: If you still have one of the viewports Tip: You can enter values directly in the
set to Camera01, you will see the animated coordinate fields for precision in your
view of Camera01. work.
Animate the rotation of the bottle:
1. Return to frame 50.
Animating the Still Life Objects 17

Bottle rotated 127 degrees about Y-axis Rotated still life objects

5. Again move the time slider back and forth


9. In the animation playback
from frame 0 to frame 50 to observe the
controls, press the Go To Start button, then
animated effect.
press the Play Animation button.
You’ll repeat this for the knife and the
Watch the animated objects fly up in the
apple.
air.
6. Return the time slider to frame 50. Then
10.Turn off Auto Key.
select the handle of the knife in the
viewport, or press H and select the object Develop the habit of turning Auto Key
namehandle from the list. off after animating, otherwise you might
accidentally create unwanted animation.
The knife blade is linked to the handle, so
when you animate the handle, you’ll be Reverse the animation:
animating the knife blade as well.
It’s a simple procedure to reverse this
7. Rotate should still be in effect. If it isn’t, animation. You’ll move keys in the track bar
click Rotate on the toolbar. Use the to accomplish this.
transform gizmo to rotate the knife handle
1. Press H on the keyboard.
around in the viewport. Then right-click
and choose Move from the quad menu. The Select object dialog appears.
Move the handle in Z, then in X, and then 2. Hold down the CTRL key and click the
in Y so the knife is closer and larger than bottle, apple, orange, and handle in the
before in the viewport. list. Then click Select.
8. Repeat for the apple. The objects are displayed with selection
brackets in the viewport. The keys for all
the animated objects are displayed on the
track bar.
3. In the track bar, drag a selection rectangle
around the keys at frame 0.
18 Chapter 1: Introduction

The keys turn white on the track bar to 3. Again save your scene to your local folder,
show they are selected. this time as my_still_life_animated_
4. Hold down the SHIFT key and drag the flyin.max.
keys from their position at frame 0 to
frame 100
Rendering the Animation
This creates a copy of the keys from frame
0 to frame 100. Rendering multiple frames for a complete
animation is time consuming, even on
5. Press the Play Animation button in fast machines. Each frame is individually
the VCR controls to see the animation processed. Realistic materials, shadow
you’ve created casting, and other factors can slow the
The still life objects fly up and around at process as well. When you’re ready to take
frame 50 and then return to their positions a break, you can render this animation, then
at frame 100. The animation loops because come back after a short time and see the
the position and rotations at frame 0 and results.
100 are the same.
Render your animation:
6. Save your scene as my_still_life_
animated_loop.max to your folder on To complete this tutorial, render the
your local drive. animation you made earlier. The rendering
time is probably under 15 minutes,
Experiment with changing the animation: depending on the speed of your machine.
You can change the animation so the objects 1. On the menu bar, do the following:
fly in from off screen. • Choose File > Open to load
1. With all four objects still selected, select your saved animations, either
the keys at frame 0 as before. Delete them my_still_life_animated_loop.max or
with the DELETE key. my_still_life_animated_flyin.max. Or you
2. Drag a selection rectangle around the can open still_life_animated.max.
remaining keys, at frames 50 and 100. • Choose Rendering menu > Render to
Next, drag the keys to the left, so the display the Render Scene dialog.
animation starts at frame 0 and ends at 2. If you did not save the completed files
frame 50. back to the same tutorial directory, when
Again play the animation. you select one of your files to open
Tip: Depending on how you rotated your you might encounter a Missing Map /
objects, you might need to re-create the Photometric Files dialog. If you do run
rotation keys if the objects no longer spin into this problem, press the Browse button.
the way you want them to. To do this, go The Configure Bitmap / Photometric
to frame 0 and, with Auto Key on, rotate Paths dialog will appear. Click the Add
the objects again. button. In the Choose New Bitmap Path
dialog, navigate to the directory where
you loaded the original file. Click the Use
Path button. On the Configure Bitmap
Rendering the Animation 19

/ Photometric Paths dialog, click OK. • When you’re done, click OK.
On the Missing Map/Photometric Files 7. On the Render Scene dialog, notice that the
dialog, click Continue. field next to the Files button now shows
3. In the Render Scene dialog > Output Size the location of mystill_life_animated.avi.
group, change the default (640 x 480) to 8. At the bottom of the Render Scene dialog,
320 x 240. from the list labeled Viewport, select
This smaller size has only one-quarter the Perspective.
area of the default, making it much faster You always want to be sure you’re
to render. rendering the right viewport.
4. In the Time Output group, turn on Active Tip: Usually you will use a camera
Time Segment. viewport, rather than rendering the
5. In the Render Output group, click the Perspective viewport. In this case,
Files button. In the Render Output since the animation was created in the
File dialog, name your animation Perspective viewport, you’ll use that.
mystill_life_animated.avi. Click Save 9. Click Render to begin the rendering
to save the animation to the \images process.
subdirectory.
Watch a few frames to make sure nothing
Warning: You must either add the extension is terribly wrong. The Time Remaining
.avi in the file name, or else select AVI as estimate will give you an idea of how long
the file type. If you don’t tell the program the rendering will take.
what type of animation format to save in, the
rendering won’t work. Play the rendered animation:
Tip: When working professionally it is 1. When your animation is finished
better practice to not render directly to rendering, chose File menu > View Image
a movie file format. You should instead File.
render to a sequence of still image files
By default, the View File dialog opens in
such as TGA or TIF and then assemble
the \images subdirectory.
them into a movie using Video Post or the
Ram Player. For more information on this 2. Highlight mystill_life_animated.avi and
method see the Rendering chapters in the click Open to display the Media Player.
online tutorials. 3. Play your animation from the Media
6. In the Video Compression dialog, do the Player.
following: 4. If you like the animation, you can render
• If necessary, change the compressor it again at 640 x 480. This will take 4 times
to Cinepak Codec. There are lots as long as the smaller resolution, probably
of different codecs to choose from. around 30 minutes. Or you can load the
Cinepak generally gives satisfactory other animation file and render that one.
results. You’ll find finished AVI files of both
• Set the Compression Quality high, animations (the fly-in and the loop) in the
between 90 and 100.
20 Chapter 1: Introduction

\tutorials\still_life folders if you want to


skip the rendering entirely.

Summary
You have created an animated still life
and learned to find your way around the
3ds Max user interface. You’ve learned
viewport navigation, created an orange
using primitives, and assigned materials.
You’ve also learned to move objects, animate
and render your animation.

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