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1. Familiarize with the 3dsMax User
Interface
2. Primitive Modeling
3. Basic Polygon Modeling
4. Basic lighting and texture
5. CREATE the keyframe animation
6. Introduce to skeleton(Use Biped to
create a serials of motion)
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© 2000 Pixar Animation Studios, All Rights Reserved
© 2000 Pixar Animation Studios, All Rights Reserved
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Quick Access toolbar InfoCenter
Application
button . Menu bar
Modeling Main toolbar
ribbon
Command
Viewports panel
. Rollout
. Time slider
. MAXScript Viewport
Mini-listener navigation
controls
. Prompt line and . Animation Animation playback controls
status bar controls keying
controls
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6 elements -- These elements can be grouped
under various sub elements.
1. Menu bar
2. Main Toolbars – Provides quick access to
tools and dialogs for a number of common
tasks
3. Modeling Ribbon
4. Viewports
5. Command Panel
6. Upper and Lower Interface Bar
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1. The Edit menu contains commands for selecting and editing objects in a scene.
2. The Tools menu displays dialogs that help you change or manage objects
3. The Group menu contains functions for grouping and ungrouping objects in the scene.
4. The view menu for setting up and controlling viewports.
5. The Modifiers menu provides a way to apply frequently used modifiers quickly.
6. The Animation menu provides a set of commands related to animation, constraints and
controllers, and inverse-kinematics solvers.
7. The Graph Editors menu gives you access to graphic sub-windows for managing a
scene and its hierarchies and animation.
8. The Rendering menu contains commands for rendering scenes, setting up
environmental and render effects, compositing scenes with Video Post.
9. The Customize menu contains commands for customizing the 3ds Max user interface
(UI).
10. MAXScript is the 3ds Max built-in scripting language.
11. The Help menu provides access to the 3ds Max online help, and to other learning
resources.
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Manage > Set Project Folder
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The standard viewports show you Top, Front, Left &
Perspective views of your current project
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Viewing and navigating the viewports
Navigating Hotkey
Zoom in/ out, zoom all ALT + CTRL
Toggle viewport ALT + W
Pan viewport
Obit viewport ALT
Using view cube Left Click mouse button
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Wireframe
Smooth+highligh
t “F3”
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Edged face
“F4”
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Common modeling primitives :
Polygon Mesh
Curve
Nurbs surface
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In 3D graphics, there are 2 kinds of modeling: solid
modeling and surface modeling.
Solid modeling treat object as a solid mass, often with
density, weight and other attributes. This method is used
mainly in engineering and scientific applications.
In surface modeling, the surfaces that enclose an object
define the shape of that object. It is used widely in
entertainment applications.
We will be focusing on
surface modeling.
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Standard Primitives
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Line:
› Spline
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Polygons are straight-sided shapes (3 or more sides), defined by
three-dimensional points (vertices) and the straight lines that
connect them (edges). The interior region of the polygon is called
the face/ surface.
Vertices, Edges, and Faces are the basic components of polygons.
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Pivot points control how objects rotate and scale and position
All transformations to an object are relative to the pivot point:
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It is a “tree” of Transformation
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A CSG solid is constructed from a few
primitives with boolean operators.
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Block + Cylinder Block - Cylinder
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Make an outline
Revolve it along an axis
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2D Shape + Procedure/Modifier = 3D Object
Lathe:rotate a curve around an axis to produce a surface
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add lines as one break two vertexs
make two lines
as one
add more vertex
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join together
join vertexs add one more
together w/ line vertex must
define position
Make one centre
round corner point of different
corner splines
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Change the space, not the object
Allow flexible transformations: bend, twist, taper, melt…etc.
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