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Introduction
AUTODESK
®
3DS MAX
®
9
Autodesk® 3ds Max® 9
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6,947,058; and patents pending.
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
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 Ben Paine
Animated Still Life 7
Old Sunflowers
Joana Garrido (Caixa D’Imagens), Portugal
Anibal
Daniel Martínez Lara (Pepeland)
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.
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.
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).
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.
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:
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.
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
Apple texture
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.
Bottle rotated 127 degrees about Y-axis Rotated still life objects
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
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.