3d studio max level1 final

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http://creativecommons.org/licenses/by-sa/3.0/ All exercises within this module designed by Fidelis Josaphat Soekahar 3D Studio Max Level 1 These notes are important or even critical. Read them to avoid getting undesired results. These notes, while not as critical as the above one, giving you hints tips or sometimes further descriptions to the current topic. It is recommended you pay attention to these notes as well to get better understanding of the topic. These boxes, with the hands-on icon, contain the essential exercises to the corresponding subject discussed in the current chapter. Wait for the tutor’s instructions to start with these exercises. 1. User Interface Overview 3D Studio Max General Terminology Viewport : the 4 block of windows (default setting) is the 3D view windows where you do most editing process Object : 3D items, 2D shapes, lights and cameras Wireframe : The lines that define a 3D object Shape : a 2D line, closed or open Spline : one or more 2D shapes that form one object Modifier : a tool for changing the shape of an object Gizmo : a virtual area in which a tool takes effect

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DESCRIPTION

This is the Tridigital Academy Class teaching module for student handout. The module was intended for a total beginner who never touch any 3d applications before. The students should hold a printout each so they can practice and recall the tools. This guide was made with an assumption of 0 experience of using 3D application suite.The guide was made for 3D Studio Max 6.x, so most shortcuts described in this module are probably obsolete. The exercise are designed to be somekind of games for the students.Maxtension Class was designed for 4 months period, 3 sessions per week , 3 hours per sessions. Tested for couple of years within Tridigital Academy operation. Released with permission from Gunianto Ateng. Characters, workflows, guides, exercises in this module are all designed by Fidelis Josaphat Soekahar.You are allowed to use this in any way you like, in class, free or commercially, as long you still give proper credits to me. Exercise files coming soon. Wiki version coming soon. If you need the odt (open document format, open office) files plz don't hesitate to drop me an email/private message.

TRANSCRIPT

Page 1: 3D Studio Max Level1 Final

http://creativecommons.org/licenses/by-sa/3.0/

All exercises within this module designed by Fidelis Josaphat Soekahar

3D Studio Max Level 1

These notes are important or even critical. Read them to avoid getting undesired results.

These notes, while not as critical as the above one, giving you hints tips or sometimes further descriptions to the current topic. It is recommended you pay attention to these notes as well to get better understanding of the topic.

These boxes, with the hands-on icon, contain the essential exercises to the corresponding subject discussed in the current chapter. Wait for the tutor’s instructions to start with these exercises.

1. User Interface Overview

3D Studio Max General Terminology

• Viewport : the 4 block of windows (default setting) is the 3D view windows where you do most editing process

• Object : 3D items, 2D shapes, lights and cameras

• Wireframe : The lines that define a 3D object

• Shape : a 2D line, closed or open

• Spline : one or more 2D shapes that form one object

• Modifier : a tool for changing the shape of an object

• Gizmo : a virtual area in which a tool takes effect

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Viewport Navigation Control Icons

= Zoom (click to activate then drag mouse in the viewport to zoom in current active viewport)

= Zoom All (click to activate then drag mouse in the viewport to zoom in all available viewport)

= Zoom Extents (click to focus on all objects in the scene in the current active viewport)

= Zoom Extents All (click to focus on selected objects in the scene in all available viewport)

= Field-of-View; to adjust the view wideness (click to activate then drag mouse in the viewport)

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= Zoom Region, zooms on selected region. Available by default in orthographic views. For perspective

views it is hidden in the field-of-view flyout . (Click to activate then drag mouse in the viewport for the zoom region)

= Pan. Slides the viewport in 2D (X and Y) directions. (Click to activate then drag mouse in the

viewport)

= Rotate the viewport. (Click to activate, and then drag inside the yellow circle for all axis rotation, in

the little yellow rectangles for one axis rotation and outside the yellow circle & boxes for view rotation)

= Min/max toggle. Minimizes/maximizes current active viewport.

Walkthrough

● A special viewport navigation control tool.

● Using this tool you can navigate through your scene just like in 3D First Person games. If you use walkthrough in Camera viewport, you can set the animation using the walkthrough controls.

● By default, it is hidden in the Pan flyout. Just click & hold the Pan flyout and choose

the shoes icon

● Use the directional keys (up, down, left, right) to move, click and drag the mouse for view rotations.

● Check out the table on the right for the complete list of Walkthrough commands

Command ShortcutAccelerate Toggle QBack S, DOWN ARROWDecelerate Toggle ZDecrease Step Size [Down C, SHIFT+DOWN-

ARROWForward W, UP ARROWIncrease Step Size ]Left A, LEFT ARROWLevel SHIFT+SPACELock Vertical Rotation SPACEReset Step Size ALT+[Right D, RIGHT ARROWUp E, SHIFT+UP-ARROW

General Shorcuts

● Ctrl + N : New File (or menu bar File > New)

● Ctrl + O : Open File (or menu bar File > Open)

● Ctrl + S : Save File (or menu bar File > Save)

● Ctrl + Z : Undo (right click on icon for history)

● Ctrl + Y : Redo (right click on icon for history)

● Ctrl + ~ : (Ctrl + tilde) Hides/unhides all open dialog boxes

Mouse Viewport Controls

• Left Mouse Button (LMB) :

o Choose & execute a command

• Right Mouse Button (RMB) :

o activate a viewport (active viewports have yellow border)

o turn off/end/cancel a command

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o shows the Quads menu

o display viewport menu (click on viewport label)

• Middle Mouse Button (MMB) :

o (hold) pan viewport

o (Ctrl + Alt + hold or wheel) zoom viewport

o (Alt + hold) rotate viewport

Keyboard Viewport Control Shortcuts

1. P : Perspective View

2. L : Left View

3. T : Top View

4. B : Bottom View

5. C : Camera View

6. V : Viewport popup menu

7. O : Adaptive Degradation toggle

8. Z : Zoom Extend Selected All

9. Alt + W : Viewport fullscreen

10. Alt + Z : Zoom Tool

11. Shift + Z : Undo viewport changes

12. Shift + Y : Redo viewport changes

13. F3 : Wire/Shaded mode

14. F4 : Show/Hide edges

15. Shift + Q : Quick Render

16. F9 : Render last

Essential Exercise 1: “The ABCs of Viewport”

Open file Viewport Start.max. Nothing in it. Don’t panic yet, press the Zoom Extend icon or press the Z key on the keyboard. Ah, there you go. There’s a box with letters on it.

1. Here’s your first task :Using only viewport navigation tools (pan, rotate, etc) Try to get a shot on each letters with no

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other numbers visible. After you view a number, press F9 to render and save the render on your data folder, name it by the visible letters (A, B, C, D, E, and F) using common bitmap format (bmp or jpg). Piece of cake.

Just A little note, try to use the keyboard shortcuts instead of the viewport navigation icons so you can work more efficiently.

Psst! Here’re the answers :a. Press F key to view the letter E. F key is the shortcut to change the viewport view to Front.b. Press T key to view the letter A. T key is the shortcut to change the viewport view to Top.c. Press L key to view the letter C. L key is the shortcut to change the viewport view to Left.d. Press B key to view the letter B. B key is the shortcut to change the viewport view to Bottom.e. There’re two letters left, D and F. You can view them on Back and Right view. You can right

click on the viewport label and choose “Views then choose “back” or “right”, but here’s how to do it fast, press V key to show the Viewports popup menu, then choose the view you want to view.

2. Your second task is to take shots of the box with only these letter combinations visible on it, D,FF,CC,E,BF,C,Athen save the files like the previous task. Discuss with your tutor when you’re done.

3. Your third task is to find two sentences located somewhere in the scene. Use any viewport navigation tools you need, and when you find them, read them loud.

Icons

There’re two main types of icons in 3DSMax’s

● Icons : Regular icons. For example : Undo

Icon

● Flyouts : Marked with a little black triangle. Holding Left Mouse Button on them will reveal a menu.

● Some icons and flyouts will pop a dialog when right clicked

Flyouts

Hidden right-click dialogs

● Depends on the monitor’s resolution, 3D Studio Max hides some icons on the toolbar and rollouts.

● To view those hidden icons, point the cursor on the toolbar/rollouts until it change

into hand cursor then Left Click & Drag.

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Rollouts

Rollouts are fields containing parameters. Click their title to expand/shrink the parameter fields. On the side

You can add numeric inputs by typing it directly to the input fields or by dragging the spinner next to the input fields

Using Spinners

● Dragging the spinner will add/reduce key by mouse movement

● Clicking on up/down triangle once will add\reduce the value

● Right click on the spinner to make the value jumps to 0

● Holding Alt while dragging the spinner will changes the number in very small amount value (for better accuracy)

● Holding Ctrl while dragging the spinner will changes the number in big amount of value

Rollouts

You can add numeric inputs by typing it directly to the input fields or by dragging the Spinner next to the input fields.

Tapping the spinner is not a reccomended method on dealing with parameters. Some operations will be applied everytime the spinner is released. If you tapping the spinner multiple times, that operation will be applied multiple times too. Either input the value on the field or drag the spinner.

2. Creating & Selecting ObjectsTo create an object

● Menu bar > Create OR :

● Command Panel > Create

To create a sphere

1. Command Panel > Create > Geometry > Standard Primitives > Sphere

2. click & drag mouse cursor in an active viewport

Autogrid

● Activate the autogrid checkbox right below the object type rollout title to create objects using the autogrid facility

● Autogrid is available only after you select an object button (such as Box)

● AutoGrid lets you create objects on the

Sphere object

Autogrid Checkbox

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surface of other objects by generating a temporary construction plane based on normal of the face that you click

• Different objects use different creation procedures.

• Always remember to deactivate object creation button after creating an object. Right click once anywhere in empty area in the current active viewport

• Naming object is very important to avoid confusion

Selection Shortcuts

● Ctrl + LMB : Select multiple object

● Alt + LMB : Removes an object from selection

● Hold LMB : Area selection (depends on active selection tool)

● Spacebar : Lock Selection mode

● Q : Select Tool (also cycle through

region select tools )

● H : Select by name dialog

Select by Name dialog Procedures

● Hold LMB to highlight multiple objects

● Ctrl + LMB to selectively highlight objects

● Type the character/name in the name field to select object with specific names

Region Select tools Procedures

● Rectangular Region : Drag the mouse for rectangular region

● Circular Region : Drag the mouse for circular region

● Fence Region : Drag the mouse and clicking repeatedly to create an irregular region

Select by name dialog

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● Lasso Region : Drag the mouse for irregular region

● Paint Region : Drag the mouse to draw the selections

Window/Crossing toggle

● Window mode : select only the objects within the selection area

● Crossing mode : select all objects that are within the region, plus any objects crossing the boundaries of the region

Selection Filters

● Use Selection Filters to select only certain object types.

● Click on the selection filter arrow to reveal a menu containing object type selection.

● Using combos let you choose combination of object types at once

Selection Filters

Essential Exercise 2 :“The Hidden”

You should consult with your tutor before starting this exercise. Open file select start.max. Your tasks are simple :1. Select all cones and then right click to open the quad menu and choose “Hide unselected”. This way

the scene only left cones and the other objects are hidden. Make sure you only have cones in your scene. Save the file into cones.max. After saving your file, right click and choose “Unhide all” but this time don’t save anything. Or you may use “Open Recent” menu and choose select start.max, this way the original file will be reloaded by max.

2. Select all spheres and then right click choose “hide unselected”. Same as before, save the file into spheres.max

3. There’s one object with distinctive name in the scene. Find the fastest way to locate this object, and read it aloud when you find it. What’s the object and what’s its color?

4. Consult with your tutor for your work result.

3. Transforming ObjectsTransform Tool Shortcuts

● W : Move

● E : Rotate

● R : Scale

● F12 : Transform Type In dialog

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● You can also access most command through the Quad Menu. Right Click anywhere in the active viewport.

Transform Gizmo

Transform gizmos are viewport icons that let you quickly choose one or two axis when transforming a selection with the mouse.

● Color coded : Red = X, Green = Y, Blue = Z

● Active axis indicated with yellow color

● Dragging on an axis will transform the object to that axis only

● Clicking an axis on the gizmo will lock the transformation in that direction

● Clicking on a corner will lock the transformation in both axis direction

● Dragging the center box handles to move the object in screen space

● Scale and Rotate gizmos have different shapes but uses similar procedure

Transform Type In

Type the transformation value at the Coordinate Display at the bottom.

For more detailed transformation input use the Transform Type In dialog. Accessible using either one of these methods :

● Right click on the transform icons

● Press F12 to display the Transform Type In dialog

● Menu bar Tools > Transform Type In

Transform Tools in Quad Menu

Transform Gizmo

Coordinate Display

Transform Type In Dialog

Essential Exercise 3 :“Chessmaster”

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Open file chessmaster start.max. The task isn’t playing a chess, but to arrange the black pieces to their correct positions, that’s all. Use any tools you’ve learned before. If you don’t know the right arrangement, just refer to the white pieces’ positions or ask either the tutor or any dude sitting next to you. Consult with your tutor after you done.

Reference Coordinate System

The Reference coordinate system list lets you specify the coordinate system used for a transformation (Move, Rotate, and Scale). You can adjust the coord

View

• This is the default coordinate system. X,Y and Z axes are the same in all orthogonal viewport.

• X always points right, Y always points up and Z always points straight out of the screen toward you.

Reference Coordinate Systems

Screen

● When using Screen as coordinate system, the Z axis always points out of the screen toward you.

● X is horizontal, running in a positive direction toward the right.

● Y is vertical, running in a positive direction upward.

World

● The World coordinate system is always fixed.

● You can use the gizmo on the left corner below on your viewport, as your guide to World coordinate system.

Local

● Uses the coordinate system of the selected object. An object's local coordinate system is carried by its pivot points.

● Local uses an individual coordinate system for each object.

Parent

● Uses the coordinate system of the parent of the selected object.

● If the object is not linked to a specific object, it's a child of the world, and the parent coordinate system is the same as the world coordinate system.

Grid

● Uses the coordinate system of the active grid.

Pick

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● Uses the coordinate system of another object in the scene.

● After you choose Pick, click to select the single object whose coordinate system the transforms will use.

Gimbal

● The Gimbal coordinate system is meant to be used with the Euler XYZ Rotation controller.

● It is similar to Local, it is used to display the Gimbal Lock effect.

Gimbal Lock is an anomaly in mathematical calculation on the rotational subject (euler rotation). 3DSMax (and most of other softwares) uses this calculation thus Gimbal Lock is unavoidable.

Gimbal lock is a situation where the X axis meet Z axis after you rotate an object using Y axis. After this Gimbal Lock occur, rotating the object in either X or Z axis don't have much difference.

The Gimbal coordinate system shows this effect. But Gimbal Lock will occur no matter what coordinate system you are using.

Pivot Point

● All objects have a pivot point

● Shortly, the transform gizmo’s center is the object’s pivot point

● It is the point about which a rotation takes place, or to and from which a scale occurs

● It is an object’s local coordinate system and local center but a pivot point doesn’t always necessary positioned on an object’s center.

● To adjust an object's pivot go to Command

Panel > Hierarchy > Pivot > Affect Pivot Only

● By activating Affect Pivot Only toggle you transform the pivot point of an object and the object itself won't be affected by the transformations

● You can also use Affect Object Only for the opposite effect

Rotating a Pivot Point

Precision Tools

Precision tools are required for projects that demands high precisions

● S : Snap Toggle

● A : Angle Snap Toggle ; rotate every 5 degree

● Shift + Ctrl + P : Snap Percent Toggle ; scale every 10 percent

● Units Setup : Customize > Units Setup ; to change the current display unit (generic units, centimeters or inch, etc)

● Alt + A : Align tool

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Align tool common Procedure

1. Click the Align flyout to choose the Align tool

2. Select the object you want to align

3. Click on the align flyout

4. Select the target object

5. Tweak the align settings

6. Click apply

7. Click OK

Align Tool Parameters

● Minimum : bounding box base point

● Maximum : bounding box farthest point

● Center : bounding box center

● Pivot : pivot point center

Minimum, center and maximum

Essential Exercise 4 :“Little house on the Plane”

Open file align start.max. There is a box, a pyramid, a cone, a cylinder and two trapezoid objects in the scene. Your task is to arrange these objects into a little house with a tree next to it. The pyramid, box and trapezoids will become the house, with the trapezoids as its door. The cone and the cylinder will become the tree. See the above picture for your reference. You may only uses align tools for this exercise.

4. Duplicating Objects

Axis Direction(X/Y/Z)

Minimum Center Maximum

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Clone Tool

● Ctrl + V : clone

● Shift + transform : Shift-clone tool. Duplicate objects with transformations. Hold Shift key while transforming the object

Copy, Instance & Reference

● Copy makes a clone completely independent from the source object

● Instance makes a clone that remains related to its source

o Instances affecting each other through parameters and modifier but not through transforms (move, rotate & scale)

o Instanced objects can have a different material and animation applied to it, except for parameter/modifier animations.

o Instanced objects takes up less memory and file space than a copy, since all instanced objects referring to only one parameter setting

● Reference makes a clone that has one way relation

o Applying a modifier to the original object will also give the reference object the same modifier

o Modifiers applied to the reference object (above the grey mark) won’t affect the source object in any way

Spacing Tools

1. Select the object you want to duplicate

2. Menu bar > Tools > Spacing Tool

3. Or using shortcut Shift + I

4. A Dialog will appear

● Use Pick Path if you want to distribute the duplicates on a path (spline or NURBS)

● If you use Pick Points, click 2 spots on viewport

Array

1. Select an object you want to duplicate

2. Menu bar > Tools > Array

3. A dialog will appear

● Incremental area inputs transformation distance/value between duplicates

Clone Tool Dialog

Reference Object's Modifer Stack

Spacing Tool Dialog

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● Totals area inputs the first object to the last duplicated object total distance/value

● 1D create duplicates of an object once with single transformation setups

● 2D create duplicates of an object with 1D setting plus adding another row of copies with offset distance on each duplicated objects

● 3D create duplicates of an object with 1D and 2D settings plus adding another row of copies with offset distance on each duplicated objects

Array Dialog

Essential Exercise 5 :

“Array Fiesta”

Well, this isn’t so hard since you’ve been provided with the numbers. Try the settings below to get you familiar with the Array tool.

1D Array 2D Array 3D Array

Box size : 10x10x10

X Incremental Move : 20

1D Count : 10

Box size : 10x10x10

X Incremental Move : 20

1D Count : 10

2D Count : 10

2D Y Row offset : 20

Box size : 10x10x10

X Incremental Move : 20

1D Count : 10

2D Count : 10

2D Y Row offset : 20

3D Count : 10

3D Z Row offset : 20

Two more tasks for array; now you go ahead try to build these two types of stair using array. Both stairs only uses 1D array settings.

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Consult with your tutor to examine your work

5. Object GroupingNamed Selection Sets

● Give a group of objects a single name representing them and quickly select them all using their selection set name

● Each object in a set are still independent, they won’t affect each other in any way

Using Named Selection Sets

1. Select the objects you want to group

2. Type in their name on the field next to named selection set icon

3. The type in field also works as menu. Click the arrow to reveal the menu. To select a set, just select their name using the menu

4. Clicking the named selection set icon will bring up the named selection sets dialog, where you can manage selection sets further (copy, move or remove object from a set, etc)

5. Copying an object from a set to another set won’t duplicate the object. The object only become part of both selection sets.

Named Selection Set Tool

Named Selection Set Icon

Named Selection Set Dialog

Group

● Grouped object act and treated as a single object

● Transformation or modification on a group will affect all objects in it

● Using Menu > group > open will allow you to modify the objects within a group without losing the group bonding

Using Group

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● Grouping objects

1. Select the objects you want to group

2. Menu bar > group > group

3. A dialog box will appear, asking for the group name

● Ungrouping a group

1. Select the group

2. Menu bar > group > ungroup

● Inserting an object to a group

1. Select the object you want to add to the group

2. Menu bar > group > attach

3. Select the target group

● Removing an object from a group

1. Select the group

2. Menu bar > group > open

3. Select the object you want to remove

4. Menu bar > group > detach

5. Select the group again

6. Menu bar > group > close

Explode VS Ungroup

• Ungroup will only ungroup the highest group hierarchy (group that contains groups) but not groups it contain

• Explode will ungroup a group and any groups it contain

Layers

● Think of Named Selection Sets with many facilities thrown in

● Through the layer manager you can hide and freeze objects in the viewport

● You can also exclude/include objects in the rendering process and/or radiosity calculation

Using Layers

Layer operations (add object to a layer, create new layers, move objects between layers, delete layers,

etc) only available in the layer manager

● Layer 0 (default) is a base/initial default layer which contains all objects before any new layers created. You can’t remove or rename this layer.

● Create a new layer using the create new

layer button

● A new layer, “Layer01” created. New layers default name are “Layer##”

● Double click on the new layer to change its name

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● Click on icons to set the object or layer’s attribute as hidden, frozen, etc.

● Each attribute represented by distinctive

icons; hidden with mask , renderable

with teapot , etc

● Objects within a layer can be set to follow the layer’s behavior. Click on their attribute

until the icon changes into dots . This way you only have to change the layer’s behavior and the objects will follow the layer’s attribute.

● To add object(s) to a layer:

1. select the object(s) in the viewport

2. highlight the layer name in layer manager

3. click Add Selected Objects to Highlighted

Layer icon

4. Most operations (cut, paste, new layer etc) are accessible from right click menu

Layer Manager

● If you have selected objects in the viewport creating a new layer will automatically put the objects into the new layer

● Delete a layer only works if the layer completely empty and isn’t the current layer (has check mark next to it)

Essential Exercise 6 :“United Nation of Objects”

Open the file group start.max from the objects grouping chapter. Your tasks are simple :1. Group boxes, cones, cylinders and spheres to their own categories (for example, boxes in “boxes”

group) using select by name facility. Save the file in your folder using selectbyname.max2. Reopen the select start.max; do just like the previous task, but this time using group facility. Save the

file in your folder using group.max3. Reopen the select start.max; do just like the previous tasks, but this time using layer facility. Save the

file in your folder using layer.maxAfter you’ve done, consult with your tutor to examine your work.

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6. Modifier & Modifier StackTo modify an object parameters go to Modify Panel

Modify Panel Contents

● Object name and color

● Modifier List; a full list of modifiers you can apply to your objects

● Modifier Stack

o a visual representation of construction history that taken place on a particular object

o Some objects and modifiers displayed on the stack have symbol which you can expand to reveal their sub objects.

● Parameters Rollout

o Object parameters (width, height, segments, etc, depends on current active object)

● Clicking on the light bulb will turn on/off a modifier temporary (for testing, getting better performance, etc)

● Activating Show End Result button will shows the end result even the current active stack are the bottom one

● Right clicking on a modifier name on the stack will bring up a menu where you can cut/copy/paste the modifier to other object, rename a modifier, etc

Modifiers

● A modifier changes an object in some way (on some points equal to Adobe Photoshop filters)

● To add modifier to an object select the target object then choose a modifier from the modifier list. The modifier will appear on the modifier stack (in the modify panel)

● Modifiers have their own parameters as well as the object itself.

● You can go back & forth to change either the object or the modifier’s parameter by highlighting their name on the modifier stack.

Sphere+Stretch Modifier

Plane + Noise Modifier

Space Warps

Space warps behave like modifiers, except they influence world space, rather than object space.

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Space Warp Procedures

1. Open Command Panel > Create panel > Space Warps

2. The Space Warps panel is displayed.

3. Choose a category of space warp from the list.

4. On the Object Type rollout, click a space warp button.

5. Drag in a viewport to create the space warp.

6. Select the object which you want to give the space warp effect

7. Activate the Bind to Space Warp Icon

8. Drag mouse from the object to the space warp

● Some space warps are meant for use with particle or dynamic system only

Modifier VS Space Warps

Only affects the object that contains the modifier. Affects world space instead of a single object, that is more than one object can be influenced by a single space warp.

To apply a modifier on an object : select a modifier from modifier list and the modifier will appear in the object’s stack

To apply a space warps on an object: create a space warp, activate Bind to Space Warps, and drag from the object to the space warp or vice versa.

To modify the parameter: just highlight the modifier’s name in the stack history list and the parameter will appear in the modify panel.

To modify the effect/parameter: the binding relation will appear in the modify stack, but to modify the parameter the space warp itself need to be active/selected.

You can modify a modifier’s influence area through the modifier gizmo.

The object must be placed inside the space warp area in order to get the right result of the corresponding space warp.

7. Shapes & Editable Spline

Creating a Shape

Command Panel > Create > Shapes

Editable Spline

● Editable Spline provides controls for manipulating an object as a spline object and at three sub-object levels: vertex, segment, and spline.

● To convert a shape into Editable Spline Right click on a shape from the Quad Menu choose Convert To > Convert To Editable Spline

● You can also access Editable Spline’s functions using Edit Spline modifier.

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Editable Spline VS Edit Spline modifierEditable Spline Edit Spline modifierIf you convert a shape object into Editable Spline, all object’s stack history are gone, including any modifiers you use

You can access Editable Spline commands including sub object editing, and still able to access any previous modifiers you use.

Less memory consuming since all previous parameters are discarded

A little more memory consuming since previous parameters are kept and still accessible. With more modifiers on the stack, the scene consumes more memory.

Use this option for freeform modeling, like when you use the surface tools.

Use this only if you just need some minor editings of the primitive shape objects

Editable Spline Anatomy

● Vertex : (plural : vertices) a point in a 3D space

● Segment : a curve/line defined by 2 vertices

● Spline : a single, continuous segment within the Editable Spline object

Editable Spline Vertex Types

● Corner: the basic vertex type, for creating corners

● Smooth: vertices to create smooth curvature. The smoothness are controlled automatically

● Bezier: vertices with straight tangents which you can use to control the curve’s curvature and direction

● Bezier corner : like Bezier, but you can move both tangents independently from each others to create a corner and still able to control the curve’s direction

Editable spline anatomy

Corner

Smooth

Bezier

Spline

Segment

Vertex

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Tangents

● Tangents are handles used to control part of the curve that flows through a vertex/point

● Every tangents have a control point (the little green boxes)

● They control the tangents’ direction and length

● Scaling Editable Spline’s vertices will scale the tangents instead

Bezier Corner

Tangents

● Holding Shift key while editing a Bezier tangent will change the tangent to Bezier Corner

● You cannot select the tangent independently from vertices; instead, you have to edit them by selecting the corresponding vertex first then moving the tangents

Line Tool

Use line tool to create spline shapes, from scratch. Objects created with line tool are automatically in Editable Spline state.

Using Line Tool

Command Panel > Create > Shapes > Line. Make sure the Initial Type radio button at Corner and Drag Type at Bezier (default setting)

● Creating a cornered line

1. Left Click on viewport, move the mouse and left click to create a segment

2. Right Click to finish or Left Click to create another segment

● Creating a Bezier curve

1. Drag left mouse button on viewport and move the mouse. The direction and distance of dragging will define the curve’s tangent

2. Right click to finish or do step 1 again to create another segment

● Canceling the last vertex created

1. When you misplaced a vertex you can press Backspace key

2. The last vertex placed will be cancelled and the line tool is still active and connected to the previous vertex.

● Changing the Initial Type and Drag Type will change the above creation behavior. For example, if you set both to Corner, you can only create straight lines even if you drag on the viewport

● You can combine multiple vertex types in a spline

Working with Editable Spline

● Working with Editable Splines in 3D Studio Max are similar like working in 2D vector graphic softwares such as Corel Draw

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● By default, no keyboard shortcuts are set in the Editable Spline group

Using Editable Spline Tools

● Changing Spline Interpolation

1. Under Interpolation parameter rollout activate either Optimize or Adaptive checkbox

2. Checking Optimize will remove unnecessary segments for lower resources cost.

3. Adaptive will automatically smooth the spline’s resolution. Adaptive also optimizes the spline

4. Increase/decrease steps value for higher/lower resolution.

● Changing vertices type

1. Select the vertices you want to convert

2. Right click on selected vertices

3. From Quad Menu choose either Bezier Corner, Bezier, Corner and Smooth

● Adding more vertices

Only executable in vertex or segment level

1. Under Geometry parameter rollout activate Refine button

2. Move the cursor on the spline until it changes shape

3. left click to add a vertex

● Fillet from a sharp corner

1. Select the vertex on the corner

2. Under the Geometry parameter rollout activate Fillet button

3. add the value or drag the mouse on its vertex sub-object

● Chamfer from a sharp corner

1. Select the vertex on the corner

2. Under the Geometry parameter rollout activate Chamfer button

3. add the value or drag the mouse on its vertex sub-object

● Outline

1. Draw the shape

2. Under the Geometry parameter rollout activate Outline button and add the value or drag the mouse on its spline sub-object.

3. If you only have 1 spline sub object you can directly add the value. If you have more than 1 spline sub object you need to select a spline sub object first.

● CrossSection

1. Under the Geometry parameter rollout activate CrossSection button

Fillet

Chamfer

Outline

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2. Click on the first spline sub-object

3. Click on the second spline sub-object, right click to finish or click another spline

● Connect Copy

1. Under the Geometry parameter rollout activate “Connect” checkbox

2. Select a spline or segments

3. Shift + transform the spline or segments

4. Connecting edges automatically built between the old and new sub objects

● Attaching Spline

Attached splines will become a spline sub-object in the current spline.

1. Under Geometry parameter rollout activate Attach

2. Click on the spline you want to attach.

● Boolean Operations

Combines two spline sub-objects by performing a 2D Boolean operation. Boolean operations only accessible for closed spline sub objects

1. Under Geometry parameter rollout, select Boolean operation you want (union, subtraction or intersection)

2. Select the first spline

3. Activate the Boolean button

4. Select the target spline

Shape Modifiers

Using Splines combined with particular modifiers you already able to make some interesting 3D objects.

Extrude

The Extrude modifier adds depth to a shape

1. Create a shape

2. Apply the extrude modifier

3. Set the amount number

4. Set the segments number (for extrusion height segments)

5. Set the output geometry (patch, NURBS or mesh)

Lathe

Lathe creates a 3D object by rotating a shape or NURBS curve about an axis

CrossSection

Connect Copy

Operands

Union

Subtraction

Intersection

Extrude

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1. Create a shape

2. The pivot point will act as the rotation center, so adjust it if necessary

3. Apply the Lathe modifier

4. If you’re building a full 360 rotation model such as wine glass or goblets, activate weld core to weld the object’s center

5. Set the segments number (for extrusion height segments)

6. Set the output geometry (patch, NURBS or mesh)

BevelSimilar to Extrude, with beveling effects

1. Create a shape

2. Apply the Lathe modifier

3. Set the Start Outline value. This will actually enlarge/shrink the initial shape.

4. Adjust Level 1 Height for Extrude-like effect

5. For first beveling, check Level 2 checkbox, set the Height and Outline value

6. For second beveling, check Level 3 checkbox, set the Height and Outline value

7. Just in case your geometry become messed up because of outlining, try activating the Keep Lines From Crossing checkbox

Bevel Profile

Extrude a shape using another shape path

1. Create the shape you want to bevel (preferably in the Top viewport).

2. In the Front viewport, create a shape to use as the beveling profile.

3. Select the first shape and apply the Bevel Profile modifier.

4. Click the Pick Profile button in the Bevel Profile modifier, and then click the profile shape.

Lathe

Bevel

Bevel Profile

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8. Standard Maps and Materials

Material Editor

Material Editor Shortcuts

• M : Open Material Editor

• G : Get Material

• X : Cycle through Material sample resolutions (accessible from right click menu on the sample slot)

• Up : Go to parent

• Right : Next Sibling material (composite, blend, etc)

• Left : Previous Sibling material (composite, blend, etc)

Using Material Editor

● Applying material to your object

1. Drag the material to the object OR :

2. Select the object and click the Assign Material to Selection icon

Map Slot

Material /Map TypeMaterial /Map Name

Shader Type

Color PickerLock Colours

Get Material from Object

Sample Slots

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● Hot Materials

1. Hot material is assigned material, represented by white triangles surrounding the sample slot

2. Modifying the hot material will also changes the scene wherever that material is applied

3. Copying a hot material will make the sample slot cool

• Copying a material

1. Select the material you want to copy

click Make Material Copy icon OR :

2. Drag a sample slot to another slot

• Using Max’s material library

1. Click Get Material icon

2. Choose Browse From Mtl Library radio button

● Store the new material in the tutorial library

1. Click Put to Library. 2. A naming dialog appears.

3. Give the name and click Ok.

Standard Materials

● Ambient color : The color of an object at shadowed area. Often used for fake Radiosity (color bleeding) effect.

● Diffuse color : Simply, it’s the object’s color. On the sample view, this is the dominant color.

● Specular Level : affects the intensity of the shininess, the higher the value the stronger the specular color reflected from the object.

● Glossiness : affects the size of the specular area. The higher the value given will give an impression of wet-look/plastic objects.

● Specular color : the color reflected from the highlights of the object.

● Self-Illumination : creates the illusion of incandescence by replacing any shadow on the surface with diffuse color

● Opacity : lower opacity value given will make the object become more transparent

Standard Maps

Hot Material

Standard Material

Ambient

Diffuse

Specular

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● Diffuse: This map affects the object color directly. For example, when assigning a bitmap picture to diffuse color, you’ll see the picture projected into the object’s surface directly.

● Specular: Affects the specularity of certain part on the object’s surface.

● Opacity : Lighter areas of the map render as opaque, darker areas render as transparent, and values in between are semi-transparent

● Bump : Makes an object appear to have a bumpy or irregular surface without modifying or adding any geometry to the object. Lighter colors in the applied 2D image appears to be outward, while darker appears inward.

● Displacement : Shortly, displacement maps are bump maps that affects the object’s geometry.

● Reflections and Refractions :You can either add regular maps to generate fake reflections and refractions effects

Configuring Maps in Material Editor

● Assigning Map to your Material

a. Any material parameters that has an

empty box icon next to them can have their own maps

b. Assigning a map to that parameter will make the box have M letter on it

c. To have better controls on maps, you can use the Maps rollout

Opacity Map

Bump Map

Displacement Map

Maps Rollout

Material/Map Navigator

● Switching the Material Editor to Map level

Clicking a filled map slot will bring the material editor to map level

● Changing current Map Type

When you’re at map level the Material Type button switches to Map Type button. Click it to change current map type

● Switching the Material Editor back to material level

1. To go back to material level, click Go to Parent icon.

2. The same procedure is applicable on multi-leveled materials such as blend, composite and multi/sub-object

3. Or to have better view and navigation on the material’s hierarchy, use the Material/Map

navigator

● Clearing a Map Slot

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To clear an assigned map channel, click on Map Type button and choose NONE at the material/map browser

● Copying, Swapping and Instancing a map

1. Drag & drop a map slot to other slot. Choose either copy, swap or instance from the dialog

2. The same procedure applicable on multi-leveled materials such as blend, composite and multi/sub-object

● Adjusting a map intensity

You can adjust each map’s intensity under the Maps parameter rollout by adjusting the Amount number. The higher the number, the stronger a map displayed on the object’s surface

UVW Mapping● The term UVW comes in paralel with XYZ coordinate. If XYZ means location coordinate in 3D space,

then UVW means location coordinate on an object's surface.● Think of the map you apply on an object as a sticker. Think of UVW coordinate as how you plan to

stick that sticker on the object.

Using UVW Map Modifier

1. Create an object

2. Apply a material containing a map

3. Apply UVW Map modifier on the object

4. Choose the mapping projection (planar, box, cylindrical, etc)

5. UVW map modifier also has a transformable gizmo sub object to further adjusts the map projection on the object

9. AnimationKeyframe

● Keyframe is a recording of parameter value at a given time

● Everything between the keyframes are interpolated by 3DSMax automatically

● Color coded : Position, Rotation, Scale = Red, Green, Blue

● Almost every parameters you can find in 3D Studio Max are animatable

Setting Keyframes

● Set Key

Manually place a keyframe

1. Activate the Set Key Mode toggle button

2. Set an initial key on the current object status (scale, position, etc) by clicking on the Set Key icon

(or K key)

3. Move the Time Slider to target frame position

4. Give the object transformation you want then add another keyframe

● Auto Key (shortcut : N key)

Automatically place a keyframe

1. Activate auto key button

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2. Move the Time Slider to target frame position

3. Transform/modify the object

Creating keyframes using the Set Key require the Toggle Set Key Mode button on active state (Red Colored). If you don’t activate the button and setting keys using Set Key, the object won’t move, taking only the last transformation value.

Playback Control

• : Play animation (keyboard : / )

• : Go to start (beginning of animation)

• : Go to end (end of animation)

• : Key mode toggle

• : Next/previous frame (keyboard : < and >)

• : Next/previous keyframe (with key mode toggle button on)

• : Type frame value (jumps directly to certain frame number)

• : Time Configuration (to change time length, frame rate, time display, etc)

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Level 1 Final ProjectPretty Generic Dining Room

This dining room scene was made with every tools described in Level 1.You may only use the tools that you've learned in Level 1 session.

Unless you really know what you're doing, don't step ahead beyond what you've learned.

Don't mind the lighting or atmospheric effect, that'll be taught in Level 2.

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