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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.
Navigation
View port
Panel
Playback
Controls
Viewport Shortcuts:
P: Perspective View
V: Viewport Popup
Keyframe
Controls
Viewport
B: Bottom View
Track Bar
T: Top View
L: Left View
Viewport Menu)
(Right Click for
Viewport Label
Main Toolbar
Menu Bar
Coordinate Display
Slider Bar
Reactor Toolbar
= 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)
= 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
Command Shortcut
● A special viewport navigation control tool.
Accelerate Toggle Q
● Using this tool you can navigate through Back S, DOWN ARROW
your scene just like in 3D First Person Decelerate Toggle Z
games. If you use walkthrough in Camera Decrease Step Size [
viewport, you can set the animation using
Down C, SHIFT+DOWN-
the walkthrough controls.
ARROW
Forward W, UP ARROW
● By default, it is hidden in the Pan flyout.
Increase Step Size ]
Just click & hold the Pan flyout and choose
Left A, LEFT ARROW
the shoes icon Level SHIFT+SPACE
● Use the directional keys (up, down, left, Lock Vertical Rotation SPACE
right) to move, click and drag the mouse for Reset Step Size ALT+[
view rotations. Right D, RIGHT ARROW
Up E, SHIFT+UP-ARROW
● Check out the table on the right for the
complete list of Walkthrough commands
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)
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
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.
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. Flyouts
Holding Left Mouse Button on them will
reveal a menu.
● Some icons and flyouts will pop a dialog
when right clicked
● 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
Using Spinners
● Dragging the spinner will add/reduce key by Rollouts
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
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.
Selection Shortcuts
● Ctrl + LMB : Select multiple object
● Alt + LMB : Removes an object from
selection
● Hold LMB : Area selection (depends on
active selection tool)
Window/Crossing toggle
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 Objects
Transform Tool Shortcuts
● W : Move
● E : Rotate
● R : Scale
● F12 : Transform Type In dialog
● You can also access most command
through the Quad Menu. Right Click
anywhere in the active viewport.
Transform Gizmo Transform Tools in Quad Menu
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
Transform Gizmo
● 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 Coordinate Display
Display at the bottom.
For more detailed transformation input use the
Transform Type In dialog. Accessible using either
one of these methods :
Essential Exercise 3 :
“Chessmaster”
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.
View
• This is the default coordinate system. X,Y Reference Coordinate Systems
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.
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
● 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
Precision Tools
Precision tools are required for projects that demands high precisions
● S: Snap Toggle
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
Clone Tool
● Ctrl + V : clone
● Shift + transform : Shift-clone tool.
Duplicate objects with transformations. Hold
Shift key while transforming the object
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
Spacing Tool Dialog
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
● 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 Array Dialog
and 2D settings plus adding another row of
copies with offset distance on each
duplicated objects
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
5. Object Grouping
Named Selection Sets
● Give a group of objects a single name
Named Selection Set Tool
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
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
● 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,
layer button
● A new layer, “Layer01” created. New layers
default name are “Layer##”
● Double click on the new layer to change its
name
● Click on icons to set the object or layer’s
attribute as hidden, frozen, etc.
● Each attribute represented by distinctive
Layer icon
4. Most operations (cut, paste, new layer etc)
are accessible from right click menu
● 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.max
2. 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.max
3. 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.max
After you’ve done, consult with your tutor to examine your work.
6. Modifier & Modifier Stack
To modify an object parameters go to Modify Panel
● 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 Sphere+Stretch Modifier
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.
Space Warps
Space warps behave like modifiers, except they influence world space, rather than object space.
Space Warp Procedures
● Some space warps are meant for use with particle or dynamic system only
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 To apply a space warps on an object: create a space
from modifier list and the modifier will appear in the warp, activate Bind to Space Warps, and drag from
object’s stack the object to the space warp or vice versa.
To modify the parameter: just highlight the modifier’s To modify the effect/parameter: the binding relation
name in the stack history list and the parameter will will appear in the modify stack, but to modify the
appear in the modify panel. parameter the space warp itself need to be
active/selected.
You can modify a modifier’s influence area through The object must be placed inside the space warp
the modifier gizmo. area in order to get the right result of the
corresponding space warp.
Creating a Shape
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.
Editable Spline VS Edit Spline modifier
Editable Spline Edit Spline modifier
If you convert a shape object into Editable Spline, You can access Editable Spline commands
all object’s stack history are gone, including any including sub object editing, and still able to access
modifiers you use any previous modifiers you use.
Less memory consuming since all previous A little more memory consuming since previous
parameters are discarded 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 Use this only if you just need some minor editings
you use the surface tools. of the primitive shape objects
Segment
Editable Spline Vertex Types Editable spline anatomy
Corner
Smooth
● Bezier: vertices with straight tangents which
you can use to control the curve’s curvature
and direction
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
● 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
Outline
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
2. Click on the first spline sub-object CrossSection
3. Click on the second spline sub-object,
right click to finish or click another spline
● Connect Copy
1. Under the Geometry parameter rollout Connect Copy
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
Operands
● 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. Union
● Boolean Operations
Combines two spline sub-objects by
performing a 2D Boolean operation. Boolean
operations only accessible for closed spline Subtraction
sub objects
1. Under Geometry parameter rollout,
select Boolean operation you want
(union, subtraction or intersection)
2. Select the first spline
Intersection
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 Extrude
Lathe
Lathe creates a 3D object by rotating a shape or
NURBS curve about an axis
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) Lathe
Sample Slots
Shader Type
Map Slot
Color Picker
Lock Colours
Material Editor
• G: Get Material
• X : Cycle through Material sample resolutions (accessible from right click menu on the sample slot)
• Up : Go to parent
Standard Materials
● Ambient color : The color of an object at
shadowed area. Often used for fake
Specular
Radiosity (color bleeding) effect.
● Diffuse color : Simply, it’s the object’s Diffuse
color. On the sample view, this is the
dominant color.
● Specular Level : affects the intensity of the Ambient
shininess, the higher the value the stronger
the specular color reflected from the object. Standard Material
Standard Maps
● 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 Opacity Map
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 Bump Map
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. Displacement Map
● Reflections and Refractions :You can
either add regular maps to generate fake
reflections and refractions effects
Material/Map Navigator
navigator
● Clearing a Map Slot
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.
9. Animation
Keyframe
● 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
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
• : Time Configuration (to change time length, frame rate, time display, etc)
Level 1 Final Project
Pretty 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.