Professional Documents
Culture Documents
On
AT
THINKNEXT TECHNOLOGIES PRIVATE LIMITED
Submitted in partial fulfillment for the award of the Degree of the
Bachelor of Technology
1
COMPANY PROFILE
THINKNEXT TECHNOLOGIES PVT. LTD is a leading strategic IT
Company offering integrated IT solutions. THINKNEXT TECHNOLOGIES
is having rich experience managing global clients across various business
verticals and aligning IT strategies to achieve business goals. The various
accreditations that we
We believe in
“Better Skills-> Better Jobs-> Better Life”
2
RECOGNITION:
CERTIFIED COURSES
As we all know that the Indian
Government has created this rule
that one must have done 120 hours
course, 200 hours course or 1 year
course from an ISO Certified
Organisation, to be eligible for a
government job. So THINKNEXT
PLACEMENTS:
3
The employability status of a student becomes the paramount concern of the
company during the course of training which enhances and hones the technical
skills and soft skills of the students.
DRDO, CEERI, Ericsson India, NTPC, MTS, Nokia Siemens, Tata
Teleservices, REIL, CEG, Indian Railways, CRD Labs, GTL Ltd., Door
Darshan Kendra, United Spirits and Karrox were some of the
organizations where students were placed.
Regular sessions are held for the development of technical skills. Corporate
etiquette is also floated in practice for the students to absorb the behavioral trait.
These efforts are made to bridge up the gap between theory outline and
application requirement so as to build up a congenial Industry-Institution
Interface.
Clients We’ve Worked with So Far
FRANCHISE:
THINKNEXT offering industrial Training Franchise Opportunity in every
district & states of India. THINKNEXT TECHNOLOGIES PVT. LTD is a
well known brand for Industrial training programs in Technical Education.
Presently THINKNEXT is running its Institutes in Mohali and coming up with
more Industrial training institutes in PAN India.
4
Certification
5
ACKNOWLEDGEMENT
It is a great pleasure to present this report on the project named “Autodesk 3Ds
Max & Etabs” undertaken by me as part of my CIVIL ENGINEERING
curriculum.
6
INDEX
7
SR. NO. TOPIC PAGE NO.
1. Review 9
2. Introduction 9
3. History 10
4. Versions 10
5. Features 12
6. Adoption 15
7. Modelling Techniques 16
8. Predefined Primitives 17
9. Standard Primitives 18
11. Rendering 21
12. Views 23
13. Objective
14. Problem
17. Etabs
8
22. Chapter 7 References
9
AUTODESK 3DS MAX:
REVIEW:
INTRODUCTION:
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional
3D Computer Graphics Program for making 3D animations, models, games and
images. It is developed and produced by Autodesk Media and Entertainment. It
has modelling capabilities and a flexible plug-in architecture and can be used on
the Microsoft Windows platform. It is frequently used by video game
developers, many TV commercial studios and architectural visualization
studios. It is also used for movie effects and movie pre-visualization. For its
modelling and animation tools, the latest version of 3ds Max also features
shaders (such as ambient occlusion and subsurface scattering), dynamic
simulation, particle systems, radiosity, normal map creation and rendering,
global illumination, a customizable user interface, new icons, and its own
scripting language.
10
HISTORY:
The original 3D Studio product was created for the DOS platform by Gary Yost
and the Yost Group, and published by Autodesk. The release of 3D Studio made
Autodesk's previous 3D rendering package AutoShade obsolete. After 3D
Studio DOS Release 4, the product was rewritten for the Windows NT platform,
and renamed "3D Studio MAX". This version was also originally created by the
Yost Group. It was released by Kinetix, which was at that time Autodesk's
division of media and entertainment.
Autodesk purchased the product at the second release update of the 3D Studio
MAX version and internalized development entirely over the next two releases.
Later, the product name was changed to "3ds max" (all lower case) to better
comply with the naming conventions of Discreet, a Montreal-based software
company which Autodesk had purchased.
When it was re-released (release 7), the product was again branded with the
Autodesk logo, and the short name was again changed to "3ds Max" (upper and
lower case), while the formal product name became the current "Autodesk 3ds
Max".
11
Hardware
Version Codename Year Operating system
platform
3D Studio
THUD 1988 MS-DOS 16-bit x86
Prototype
MS-DOS 16-bit x86
3D Studio THUD 1990
MS-DOS 16-bit x86
3D Studio 2 THUD 1992
3D Studio 3 THUD 1993 MS-DOS 16-bit x86
3D Studio 4 THUD 1994 MS-DOS 16-bit x86
3D Studio MAX Windows NT 3.51, Windows NT
Jaguar 1996 IA-32
1.0 4.0
3D Studio MAX Windows 95 and Windows NT
Athena 1997 IA-32
R2 4.0
3D Studio MAX Windows 98 and Windows NT
Shiva 1999 IA-32
R3 4.0
Discreet 3dsmax Windows 98, Windows ME,
Magma 2000 IA-32
4 Windows 2000[4]
Discreet 3dsmax
Luna 2002 Windows 2000 and Windows XP IA-32
5
Discreet 3dsmax
Granite 2003 Windows 2000 and Windows XP IA-32
6
12
Autodesk 3ds Windows XP, Windows Vista and
Zelda 2010
Max 2011 Windows 7
Windows XP, Windows Vista and
Autodesk 3ds Excalibur /
2011 Windows 7
Max 2012 Rampage IA-32 and x64
Autodesk 3ds
SimCity 2012 Windows XP and Windows 7
Max 2013
Autodesk 3ds
Tekken 2013 Windows 7 x64
Max 2014
Autodesk 3ds
Elwood 2014 Windows 7 and Windows 8 x64
Max 2015
Autodesk 3ds Windows 7, Windows 8 and
Phoenix 2015 x64
Max 2016 Windows 8.1
Autodesk 3ds Windows 7, Windows 8,
Kirin 2016 x64
Max 2017 Windows 8.1 and Windows 10
Autodesk 3ds Windows 7, Windows 8,
Imoogi 2017 x64
Max 2018 Windows 8.1 and Windows 10
FEATURES
● MAXScript
MAXScript is a built-in scripting language that can be used to automate
repetitive tasks, combine existing functionality in new ways, develop new
tools and user interfaces, and much more. Plugin modules can be created
entirely within MAXScript.
● Character Studio
Character Studio was a plugin which since version 4 of Max is now
integrated in 3D Studio Max; it helps users to animate virtual characters.
The system works using a character rig or "Biped" skeleton which has
stock settings that can be modified and customized to fit the character
meshes and animation needs. This tool also includes robust editing tools
for IK/FK switching, Pose manipulation, Layers and Keyframing
workflows, and sharing of animation data across different Biped
skeletons. These "Biped" objects have other useful features that help
accelerate the production of walk cycles and movement paths, as well as
secondary motion.
● Scene Explorer
Scene Explorer, a tool that provides a hierarchical view of scene data and
analysis, facilitates working with more complex scenes. Scene Explorer
13
has the ability to sort, filter, and search a scene by any object type or
property (including metadata). Added in 3ds Max 2008, it was the first
component to facilitate .NET managed code in 3ds Max outside of
MAXScript.
● DWG import
3ds Max supports both import and linking of DWG files. Improved
memory management in 3ds Max 2008 enables larger scenes to be
imported with multiple objects.
● Texture assignment/editing
3ds Max offers operations for creative texture and planar mapping,
including tiling, mirroring, decals, angle, rotate, blur, UV stretching, and
relaxation; Remove Distortion; Preserve UV; and UV template image
export. The texture workflow includes the ability to combine an unlimited
number of textures, a material/map browser with support for
drag-and-drop assignment, and hierarchies with thumbnails. UV
workflow features include Pelt mapping, which defines custom seams and
enables users to unfold UVs according to those seams; copy/paste
materials, maps and colors; and access to quick mapping types (box,
cylindrical, spherical).
● General key framing
Two keying modes — set key and auto key — offer support for different
key framing workflows.
Fast and intuitive controls for key framing — including cut, copy, and
paste — let the user create animations with ease. Animation trajectories
may be viewed and edited directly in the viewport.
● Constrained animation
Objects can be animated along curves with controls for alignment,
banking, velocity, smoothness, and looping, and along surfaces with
controls for alignment. Weight path-controlled animation between
multiple curves, and animate the weight. Objects can be constrained to
animate with other objects in many ways — including look at, orientation
in different coordinate spaces, and linking at different points in time.
These constraints also support animated weighting between more than
one target.
All resulting constrained animation can be collapsed into standard key
frames for further editing.
● Skinning
Either the Skin or Physique modifier may be used to achieve precise
control of skeletal deformation, so the character deforms smoothly as
joints are moved, even in the most challenging areas, such as shoulders.
14
Skin deformation can be controlled using direct vertex weights, volumes
of vertices defined by envelopes, or both. Capabilities such as weight
tables, paintable weights, and saving and loading of weights offer easy
editing and proximity-based transfer between models, providing the
accuracy and flexibility needed for complicated characters.
The rigid bind skinning option is useful for animating low-polygon
models or as a diagnostic tool for regular skeleton animation.
Additional modifiers, such as Skin Wrap and Skin Morph, can be used to
drive meshes with other meshes and make targeted weighting adjustments
in tricky areas.
● Skeletons and inverse kinematics (IK)
Characters can be rigged with custom skeletons using 3ds Max bones, IK
solvers, and rigging tools powered by Motion Capture Data.
All animation tools — including expressions, scripts, list controllers, and
wiring — can be used along with a set of utilities specific to bones to
build rigs of any structure and with custom controls, so animators see
only the UI necessary to get their characters animated. Four plug-in IK
solvers ship with 3ds Max: history-independent solver, history-dependent
solver, limb solver, and spline IK solver. These powerful solvers reduce
the time it takes to create high-quality character animation. The
history-independent solver delivers smooth blending between IK and FK
animation and uses preferred angles to give animators more control over
the positioning of affected bones. The history-dependent solver can solve
within joint limits and is used for machine-like animation. IK limb is a
lightweight two-bone solver, optimized for real-time interactivity, ideal
for working with a character arm or leg. Spline IK solver provides a
flexible animation system with nodes that can be moved anywhere in 3D
space. It allows for efficient animation of skeletal chains, such as a
character's spine or tail, and includes easy-to-use twist and roll controls.
● Integrated Cloth solver
In addition to reactor's cloth modifier, 3ds Max software has an integrated
cloth-simulation engine that enables the user to turn almost any 3D object
into clothing and even build garments from scratch. Collision solving is
fast and accurate even in complex simulations. Local simulation lets
artists drape cloth in real time to set up an initial clothing state before
setting animation keys.
Cloth simulations can be used in conjunction with other 3ds Max
dynamic forces, such as Space Warps. Multiple independent cloth
systems can be animated with their own objects and forces. Cloth
deformation data can be cached to the hard drive to allow for
non-destructive iterations and to improve playback performance.
15
● Integration with Autodesk Vault
Autodesk Vault plug-in, which ships with 3ds Max, consolidates users'
3ds Max assets in a single location, enabling them to automatically track
files and manage work in progress. Users can easily and safely find,
share, and reuse 3ds Max (and design) assets in a large-scale production
or visualization environment.
ADOPTION:
Further information: List of films made with Autodesk 3ds Max
● Many films have made use of 3ds Max, or previous versions of the
program under previous names, in CGI animation, such as Avatar and
2012, which contain computer generated graphics from 3ds Max
alongside live-action acting. Mudbox was also used in the final texturing
of the set and characters in Avatar, with 3ds Max and Mudbox being
closely related.
● 3ds Max has been used in the development of 3D computer graphics for a
number of video games.
● Architectural and engineering design firms use 3ds Max for developing
concept art and revisualization. 3ds Max shares a close resemblance to
AutoCAD.
● Educational programs at secondary and tertiary level use 3ds Max in their
courses on 3D computer graphics and computer animation. Students in
the FIRST competition for 3d animation are known to use 3ds Max.
16
MODELLING TECHNIQUES:
POLYGON MODELLING:
Polygon modelling is more common with game design than any other modeling
technique as the very specific control over individual polygons allows for
extreme optimization. Usually, the modeller begins with one of the 3ds max
primitives, and using such tools as bevel and extrude, adds detail to and refines
the model. Versions 4 and up feature the Editable Polygon object, which
simplifies most mesh editing operations, and provides subdivision smoothing at
customizable levels (see NURMS).
Version 7 introduced the edit poly modifier, which allows the use of the tools
available in the editable polygon object to be used higher in the modifier stack
(i.e., on top of other modifications).
NURBS in 3dsmax is a "legacy feature" none of the features were ever updated
since version 4 and have been ignored by the development teams over the past
decade. For example the updated path deforms and the updated normalize spline
modifiers in version 2018 do NOT work on nurbs curves anymore (they did in
previous versions).
NURBS curves and surfaces have the important properties of not changing
under the standard geometric affine transformations (Transforms), or under
17
perspective projections. The CVs have local control of the object: moving a CV
or changing its weight does not affect any part of the object beyond the
neighbouring CVs. (You can override this property by using the Soft Selection
controls). Also, the control lattice that connects CVs surrounds the surface. This
is known as the convex hull property.
Surface tool was originally a 3rd party plugin, but Kinetix acquired and
included this feature since version 3.0. The surface tool is for creating common
3ds Max splines, and then applying a modifier called "surface." This modifier
makes a surface from every three or four vertices in a grid. It is often seen as an
alternative to "mesh" or "nurbs" modelling, as it enables a user to interpolate
curved sections with straight geometry (for example a hole through a box
shape). Although the surface tool is a useful way to generate parametrically
accurate geometry, it lacks the "surface properties" found in the similar Edit
Patch modifier, which enables a user to maintain the original parametric
geometry whilst being able to adjust "smoothing groups" between faces.
PREDEFINED PRIMITIVES:
This is a basic method, in which one models something using only boxes,
spheres, cones, cylinders and other predefined objects from the list of
Predefined Standard Primitives or a list of Predefined Extended Primitives. One
may also apply boolean operations, including subtract, cut and connect. For
example, one can make two spheres which will work as blobs that will connect
with each other. These are called metaballs.
18
STANDARD PRIMITIVES:
19
Produces a Utah teapot. Since the teapot is a parametric object, the user can
Teapot: choose which parts of the teapot to display after creation. These parts include
the body, handle, spout and lid.
Cone: Produces upright or inverted cones.
Sphere: Produces a full sphere, semi-sphere, or other portion of a sphere.
Produces round or prismatic tubes. The tube is similar to the cylinder with a
Tube:
hole in it.
Pyramid: Produces a pyramid with a square or rectangular base and triangular sides.
Produces a special type of flat polygon mesh that can be enlarged by any
amount at render time. The user can specify factors to magnify the size or
Plane:
number of segments or both. Modifiers such as displace can be added to a
plane to simulate a hilly terrain.
Produces spheres and hemispheres based on three classes of regular
Geosphere:
polyhedrons.
Some of the 3ds Max Standard Primitives as they appear in the wireframe view
of 3ds Max 9
3ds Max Standard Primitives: Box (top right), Cone (top center), Pyramid
(top left), Sphere (bottom left), Tube (bottom center) and Geosphere (bottom
right)
20
EXTENDED PRIMITIVES:
21
Hose: Creates a flexible object, similar to a spring.
Some of the 3ds Max Extended Primitives as they appear in the wireframe view
of 3ds Max 9
3ds Max Extended Primitives: Torus Knot (top left), ChamferCyl (top center),
Hose (top right), Capsule (bottom left), Gengon (bottom, second from left),
OilTank (bottom, second from right) and Prism (bottom right)
RENDERING:
Scanline rendering
The default rendering method in 3DS Max is scan line rendering. Several
advanced features have been added to the scan liner over the years, such as
global illumination, radiosity, and ray tracing.
ART Renderer
Autodesk Raytracer Renderer (ART) is a CPU-only, physically based renderer
for architectural, product, and industrial design renderings and animations. It is
integrated into 3ds Max as of version 2017.
Mental ray
Mental ray is a third-party renderer using bucket rendering, a technique that
allows distributing the rendering task for a single image between several
computers. Since 3ds Max 2018, mental ray is no longer shipped with 3ds Max
and needs to be obtained directly from NVIDIA.
RenderMan
22
A third party connection tool to RenderMan pipelines is also available for those
that need to integrate Max into Renderman render farms. Used by Pixar for
rendering several of their CGI animated films.
V-Ray
A third-party render engine plug-in for 3D Studio MAX.
Brazil R/S
A third-party photorealistic rendering system. It is capable of fast ray tracing
and global illumination.
Arion
A third party hybrid GPU+CPU interactive, unbiased ray tracer, based on
Nvidia CUDA.
Indigo Renderer
A third-party photorealistic renderer with plugins for 3ds Max.
Maxwell Render
A third-party photorealistic rendering system providing materials and unbiased
rendering.
Octane Render
A third party unbiased GPU ray tracer with plugins for 3ds Max, based on
Nvidia CUDA.
Luxrender
An open-source ray tracer supporting 3ds Max, Cinema 4D, Softimage, and
Blender. Focuses on photorealism by simulating real light physics as much as
possible.
Arnold
Arnold is an unbiased, physically based, unidirectional path-tracing renderer.
Corona Renderer
A third-party unbiased,physically based render engine plug-in for 3D Studio
MAX.
Verge3D
23
A third-party real-time WebGL renderer for 3ds Max
VIEW:
Some examples of different kind of shapes with their respectively vies in
different forms.
PERSPECTIVE VIEW:
IN REALISTIC FORM:
IN WIREFRAME FORM:
24
IN SHADED FORM:
FULL VIEW:
(Included Top, Front, Orthographic & Perspective View)
25
26
RENDERING VIEW:
Included rendering setup.
27
28
Objective
To demonstrate and practice step-by-step on the modeling, static
analysis and design of 5 story reinforced concrete building.
Problem Part A:
Part B:
Part C:
Material Properties
Strength of concrete (Fc’) = 4 ksi
Yield strength of main reinforcement (Fy) = 60 ksi
Yield strength of shear reinforcement (Fys) = 60 ksi
Young Modulus of concrete ( Ec) = 3600 ksi
Loading
24"
29
20"
Colum n (C 1 ) B
e
a
m
(
B
1
)
30
3D View of the building
C1 C1 C1
B1 B1
C1 C1 C1 C1
B1 B1
C C1 C1
1
B1
B1 B1
C1 C1 C1
30
Elevation At Grid Lines 2, 3, 4, A, B and C (Shear Wall Not Shown)
Story 5
C1 C1 C1
B1 B1 B1
C1 C1 C1
B1 B1 B1
C1 C1 C1
B1 B1 B1
C1 C1 C1
B1 B1 B1
C1 C1 C1
C1
C1
C1
C1
C1
31
C1 C1
B1 B1
C1 C1
B1 B1
C1 C1
B1 B1
C1 C1
B1 B1
C1 C1
Story 5
C1
C1
C1
C1
34
Part A: Modeling, Static Analysis and Design
Step-by-Step Solution
Step 1-1: Start ETABS by clicking on the appropriate desktop shortcut or by selecting ETABS from your
Windows Start menu. Select “Kip-in '' from the drop-down menu box in bot- bottom-right screen and click
on the top toolbar or go to File > New Model in the main menu. Click No to start a new model without
opening any existing file.
✔ Click the Default.edb button. This means that the definitions and preferences will be
initialized (get their initial values) from the Default.edb file that is in the same directory
as your ETABS.exe file. If the Default.edb file does not exist in this directory then the
definitions and preferences are initialized using ETABS built-in defaults.
You should create your Default.edb file such that you most commonly click this but-
ton.
✔ In some cases you may want to click the Choose .edb button and specify a different
file from which the definitions and preferences are to be initialized. For example, a cer-
tain client or project may require certain things in your model to be done in a certain
way that is different from your typical office standards. You could have a specific .edb
file setup for this client or project which could then be used to initialize all models for
the client or project.
Click the No button if you just want to use the built-in ETABS default
35
Define Material Properties
Default concrete material (“CONC”) has been used for this example.
Step 2-1: Click on in the tool bar or from Define > Material Properties in main menu.
Select CONC and click on Modify/Show Material to view/revise the material
properties.
36
1. ETABS –
a. Text File output -
ETABS v9.7.0 File:MODEL-1 Units:KN-m December 2, 2014 20:54 PAGE 1
AUTOSEISMICINDIAN
Case: EQX
Direction: X
Typical Eccentricity = 5%
Eccentricity Overrides: No
Top Story: 4
Bottom Story: BASE
R=5
Z = 0.16
Soil Type = II
I = 1.5
V = Z I Sa W / (2 R g)
37
AUTO SEISMIC CALCULATION RESULTS
T Used = 0.7735
sec C Used =
0.0422
W Used = 17424.11
Ft Used = 0.00
STORY FX FY FZ MX MY MZ
38
b. Bending Moment –
c. Shear Forces –
39
d. Storey Drift –
40
CHAPTER 5
COMPARISON
Comparison table –
41
CHAPTER 6
CONCLUSION
Actually the results of analysis should match with the classical analysis solutions, whatever the
type of analysis we do using whatever S/W package. The finer thing that we should note in all these
packages is that, there are parameters/properties such as boundary conditions, material properties
etc., which are applied to the generated model by the software package by default at the initial stage.
Maybe the ambiguity we observed in results arise due to these default prams. And these by default
properties/ parameters change from one S/W package to another.
Maybe more inspection of these inputs may give better results! :) Sometimes closer or exact!
42
CHAPTER 7 REFERENCES
43
44