3ds Max 2010 New Features

3ds Max 2010 New Features

with Steve Nelle

 


3ds Max is the industry leader for 3D modeling and animation, and the 2010 version of this application offers a load of new tools and features. In 3ds Max 2010 New Features, Steve Nelle explores many of the cutting-edge features in this major release. Steve introduces users to the redesigned interface, the brand-new Modeling Ribbon, and many other advancements designed to improve scene interactivity and production workflow. Exercise files accompany the course.
Topics include:
  • Using the Application button and QuickAccess toolbar
  • Understanding the Viewport changes and shading enhancements
  • Understanding and customizing the Modeling Ribbon
  • Managing materials with the new Material Explorer
  • Exploring improvements to the Mental Ray Render Frame window
  • Adding multiple soundtracks using ProSound

show more

author
Steve Nelle
subject
3D + Animation
software
3ds Max 2010
level
Intermediate
duration
1h 38m
released
Jul 07, 2009

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Introduction
Welcome
00:03Hi! My name is Steve Nelle and I would like to welcome you to 3ds Max 2010 New
00:07Features. We are going to be taking a look at some of the terrific new additions
00:11to the 3ds Max tool set, features and options that I'm sure you will be able to
00:15apply to your projects right away. Whether you are a seasoned vet or brand
00:19new to the game of 3D.
00:22In addition to testing out the new look interface, we are going to have an
00:25opportunity to delve into a wide range of new improvements. Everything from
00:29Updated Scene Management and View Port Shading controls to some cool new tools
00:34specific to materials and rendering and sound and using the Character Studio biped.
00:38We will also be taking a look at what many feel is one of the most exciting
00:42additions to the 3ds Max modeling arts in quite some time and that's the
00:47Graphite Modeling Ribbon, a truly new innovation in both concept and design
00:51that's bound to change the way you work when building models for your scene.
00:55A healthy dose of brand new stuff that will certainly leave you smiling when
00:58using 3ds Max. Now, let's get started with 3ds Max 2010 New Features.
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Using the exercise files
00:00Throughout the new features title, I'll be working in 3ds Max 2010 using assets
00:05that I have created especially for the videos you will be watching. If you are
00:08a premium member of the lynda.com Online Training Library, you have unlimited
00:12access to the Exercise Files used throughout this title. If you are instead, a
00:16monthly or annual subscriber to lynda.com, and don't have access to the
00:20Exercise Files, you will still be able to follow along from scratch or by
00:26creating your own assets.
00:27As you explore the resource material provided in the Exercise Files folder, you
00:31will find that different chapter folders will contain different types of
00:35material. Some chapters will simply provide the beginning files to get you
00:39going. You see that for an example in Chapter 03 on View Port Changes and
00:44Enhancements. Other chapters will offer not just the start from here same
00:49files, but also maps and images that will be incorporated in that chapter's discussion.
00:54You will find still other chapters where both the beginning scene file and the
00:59completed project will be provided so you can explore how things were put
01:03together. In all cases, make sure to familiarize yourself with what's being
01:06provided for your use and you will find that in every situation, the chapter
01:11numbers in the Exercise Files, will correspond to the chapter numbers found on
01:15the table of contents, which should make it real easy to find the assets that
01:19you are looking for.
01:21What I would suggest is copying the entire Exercise Files folder over to your
01:25computer's desktop. That will give you quick and easy access without always
01:28having to track things down. You will also want to make sure to build a
01:33map-path in Max over to the Exercise Files folder on your desktop. You can
01:37easily do that by going to the Customize pull-down menu, choosing Configure
01:42User Paths, clicking on the External Files tab at the top and adding a path
01:48over to the Exercise Files folder.
01:55Having this pointer now in place, we'll make sure that when you open a file
01:59that's been put together using one or more bitmap images, that Max doesn't
02:03throw up a warning message saying that it can't find certain resources. OK,
02:07that will get us going, let's go see what we can do.
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1. Working with the New Interface
Understanding the interface
00:00When opening Max 2010 for the first time, you are originally caught off guard by
00:05the dramatic changes that have been made to the overall color and shading of
00:08the interface. Designed to bring the software a little more in line with the
00:11look and feel of many of Autodesk's other applications, the interface color
00:15change is just one of several areas of the program that have been revamped.
00:18The pull-down menu no longer begins on the left side with the familiar
00:22File commands. Functions, such as Open and Save, are now included as part of the
00:27Application menu, while other file type controls are organized within the Quick
00:32Access toolbar. Both the Application menu and the Quick Access toolbar will be
00:39discussed in detail in the next video.
00:42Now, just as a side note, in case you are looking to view something you have rendered, be
00:45aware that the View Image File command has now been relocated under the
00:48Rendering pull-down. The Main toolbar is also gone through a few changes. With
00:54the Undo and Redo commands, making their way into the Quick Access toolbar and
00:59the brand new Graphite Modeling Ribbon, considered by many as the most exciting
01:03new feature in 2010, having its Click Here to Open icon position on the far right.
01:08We will show you how the ribbon works, when we get to the chapter on specific
01:12modeling improvements in 3ds Max 2010. You will also notice that the View Port
01:17controls have taken on a new look. With the Command menus now divided into
01:21separate categories, each being accessed by a simple click of the mouse. So a lot
01:27of changes on the first look. You will probably need a little time snooping
01:31around to initially find a few things you're used to seeing in another places,
01:34but I honestly think with a little time and patience, you will truly come
01:38to appreciate the new layout and design.
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Using the Application button and the Quick Access toolbar
00:00Containing the majority of commands that used to make up Max's File pull-down
00:04menu, the New Application menu and Quick Access toolbar, provide users with a
00:09quicker and more organized approach to the most commonly used file management commands.
00:14The Application menu found on the upper left hand corner of the interface, lists
00:19commands categorized by topic, with a brief definition of what the command does
00:24next to its name. You will see your options for creating a new file, when
00:29opening an existing file, and your choices when saving as. The Import category
00:34gives you options when you want to import, merge or replace a file.
00:38Export gives you a couple different controls when wanting to save Auto Max
00:41using a different file format. References offer you controls for both
00:45referencing and links to other scenes. Manage gives you a few different options
00:50when wanting to manage your project or individual scene assets and the
00:54Properties category gives you information and properties exclusive to your
00:57scene. If you open the menu using the Alt+F keyboard shortcut, the drop-down
01:04will display the associated shortcuts for each menu choice.
01:08So for an example, pressing R would reset the scene, while hitting I will activate
01:17the Import command. If you move your mouse instead of pressing a key, the menu
01:23reverts back to its original appearance. Pressing Alt+F again, will restore the
01:27shortcut display. Even the files that you previously worked on can be accessed
01:32by typing a single key. So for an example, if I wanted to go back to
01:36yesterday's work, and open the file name ProOptimizerModifierCompleted, I'd simply hit 7.
01:46You have your Exit Max button down in the lower right hand corner and a
01:50button for your options, should you want to go in and change your preferences.
01:56The Quick Access toolbar, as the name implies, offers immediate access to the
02:00commands you will most often use. It's located directly to the right of the
02:05Application menu. In the toolbar, you will find options for creating new files,
02:10opening existing ones, saving your work and Undo and Redo.
02:15You can delete a button from the toolbar by simply right-clicking and choosing
02:18Remove from Access toolbar. You can also add any button from the modeling
02:23ribbon by right-clicking at the button and choosing Add to Quick Access toolbar.
02:31As new features, both the Application menu and Quick Access toolbar will take a
02:36little getting used to. Once you are comfortable though with what you will find
02:39command wise in each. I think you will come to truly appreciate having both in
02:43your new file management arsenal.
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Understanding the Modeling Ribbon
00:00One of the coolest new features inside 3ds Max 2010 is undoubtedly the Graphite
00:05Modelling Ribbon, designed in the hopes of minimizing as much on-screen clutter
00:09as possible when focusing specifically on the task of modeling. The Ribbon
00:13provides all the essential editable poly commands in one easy-to-access
00:16interface, and will undoubtedly change the way you work in creating objects for your scenes.
00:23When you open 3ds Max, by default, a minimized version of the Graphite
00:27Modelling Ribbon displays directly below the Main toolbar. The Ribbon can be
00:31closed entirely and reopened by clicking on the Tools icon on the upper
00:35right-hand-side of the Main toolbar. The Ribbon's interface is organized in
00:40panels which can be expanded and collapsed all depending on how you would like
00:43to work. When collapsed down, the available controls then become drop-down
00:47menus of one design or another.
00:52The Ribbon's toolbar contains three tabs; the Graphite Modelling Tools, the
00:57Freeform, and the Selection. The Graphite Modelling Tools tab contains the most
01:02often used polygon commands organized in separate panels for quick and easy access.
01:08The Freeform tab contains a handful of tools designed when you're wanting to do a
01:12little more free-hand modeling, like maybe sculpting on a surface with, let's
01:15say, the Paint Deform Tools. And the Selection tab provides an assortment of
01:20tools specific to assisting you and making sub-object selections.
01:25In order to take advantage of the Ribbon's tools and commands, the object you
01:28are working on must be in an editable poly state, meaning you'll have to either
01:32add an edit poly modifier or simply convert your object down to an editable
01:36poly. You can do that directly inside the Ribbon Interface. Most of the tools
01:41inside the Ribbon offer handy tool tips that can be accessed by simply holding
01:45your mouse over the command icon.
01:48The information that displays is typically divided into two sections; the first
01:52providing a brief description of the tool, while the second one available
01:56describing specifically how the tool works. Because the Ribbon contains all the
02:00tools that you would usually access by going through the Command panel, that
02:04side pane can be hidden, which makes it especially nice when you are wanting a
02:08little extra room in your work area. You can hide that panel by clicking on the
02:12Toggle Command Panel icon.
02:20If you have worked with Max before, you are aware that many of the sub-object
02:23modeling commands have specific controls or settings that are accessed by
02:27clicking on that command's option box. Those option box settings are available
02:31in the Ribbon by either clicking the arrow next to the Command icon or by
02:38simply holding down the Shift key when clicking directly on the command's primary icon.
02:43As for what shows or doesn't show in the actual toolbar, options for both the
02:47three main toolbar tabs and the individual panels within a specific toolbar can
02:52easily be controlled by simply right- clicking anywhere at the top of the Ribbon
02:55toolbar, on any of the icons, or along the bottom of the bar.
03:05So that's the gist of what you need to know in order to start using the
03:08Modelling Ribbon. In the chapter on modeling improvements, we'll take a look
03:12at actually using it to model along with diving into some of its customizable features.
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Reverting back to the look of 3ds Max 2009
00:00Being a 3ds Max user since the days of DOS, I'll never forget when Max first
00:04made its way to the Windows platform over a decade ago. The new Windows version
00:09no longer called 3D Studio was more colorful, more intuitive, and compared to
00:13its older DOS counterpart, an absolute blast to use. And the programs interface
00:18for all intents and purposes stayed true to its Windows look with its Viewport
00:23Shading and icon colors until well about, I guess now.
00:27With the introduction of Max 2010, many of you seasoned Max users have, whether
00:30you like it or not, had a little learning curve to go through in familiarizing
00:34yourself with the new look. Yeah, most of the commands are in the same place
00:39but it's amazing what switching things around colorwise can do with the users
00:42immediate use of the software.
00:43I know, it personally took me probably a couple of weeks to get used to the new
00:47and improved layout and design. Well, if you would rather work with the good,
00:50old look and feel of Max 2009, for the most part, you can. The conversion I'm
00:55about to show you won't be identical to what you remember in the previous
00:58edition, but it will certainly make you feel at least a little closer to home, sweet home.
01:02Here is what you can do. Let's go ahead and scoot up to the Customize pull-down
01:06menu and choose Load Custom UI Scheme. UI simply stands for User Interface. Now
01:11if you look at the address at the top of the dialog, you will notice where we
01:15are. We are on the hard drive, in the Program Files. You go into the Autodesk
01:20folder, the 3ds Max 10 folder and then in there you will find a folder named UI.
01:24Now what you see in the list is a number of predefined user interfaces that you
01:28can choose from. You will notice the one we currently have loaded is called
01:32Default UI. What we simply want to do is to switch over to the one named 3ds
01:36Max 2009. We'll highlight that and now click Open. Now after just a moments
01:42delay, the interface has been reconfigured.
01:44Now as mentioned previously, it's not exact to what you remember in 2009, but it
01:50comes darn close. You have got a lighter interface in Viewport Shading, in
01:54addition to the icons now having just a little bit more color. So if
01:58getting back to a little more of the 2009 look is what you are aiming for,
02:01now you know of a quick and easy way of how to do so.
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2. Scene Management Tools
Introducing the Scene Explorer improvements
00:00The Max 2010 Scene Explorer brings a new level of management to your scene
00:04assets. Enabling quick access to viewing, selecting, and editing elements in
00:09the current Wireframe Scene, the new Scene Explorer looks a tad bit different
00:13than it did back in 2009. Let's go ahead and take a look at some of those changes.
00:17I am using a file named Scene Explorer which can be found on the Chap_02 folder
00:21in the Exercise Files. To open Scene Explorer, you will want to go to the Tools
00:26pull-down menu, then choose a new one or open one that might previously have
00:30been created. You can do that by using the keyboard shortcut, Ctrl+Alt+O.
00:36Now, the new default layout displays only your object names, although
00:39customizing the display is very easy. The icons that enable you to change what
00:44does or doesn't display on the window have been relocated to the far left side
00:48of the dialog. Turning any of the buttons off will hide that asset class from
00:54being displayed within the window. Your Display filters are located a little
00:58bit farther down below. Here is one for All, None, and Invert.
01:05The Selection filters have been relocated to the bottom of the dialog. Here you
01:09can select everything, nothing, or have a few objects selected and then invert
01:16that selection. Listing your Scene assets in alphabetical order can easily be
01:23accomplished by simply clicking directly on the name tag. Adding additional
01:28columns to the table is accomplished by either using the Customize pull-down
01:31menu and choosing Configure Columns. Or by simply right-clicking on a column
01:37heading, and choosing Configure Columns from the Context menu.
01:44To add a new classification, you will simply pull it from the list and then
01:48simply drop it directly on the top header. The new column is automatically
01:52inserted to the left of any existing columns. Now, if you want to replace a
01:59column in the table, simply right- click on its header, choose Replace Column,
02:05and then substitute an alternative. The columns can be rearranged by simply
02:09dragging the column header on top of another and then letting go.
02:14This moves the dragged column to the immediate left of the target column. If you are
02:18looking to remove a column from the table, simply drag its label down onto the
02:22main window, and release the mouse cursor when the icon changes to an X.
02:28Objects can easily be renamed by simply selecting the name of the list,
02:31right-clicking and then choosing Rename. You can also quickly link objects
02:40together with a simple drag and drop.
02:43Choosing first the child than pulling it over to the parent. In order to unlink,
02:48you will simply right-click on the child name, and choose Unlink Selected. You
02:53can also easily group objects together. Let's say we'll take our Lamp, select all
02:59its parts, right-click, and then choose Group, Group. And last but not least
03:08you can quickly find objects by their name. So, up in the Find category, I'll
03:11type in remote, press Enter, and the object is immediately located from the list.
03:18So, there is a few things about the new explorer, be sure to use it whenever possible.
03:21It is a great way to both increase your productivity and simplify the process of managing your Scenes.
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Using containers
00:003ds Max has introduced the concept of Containers with its release of 2010. They
00:05come in particularly handy when you are working on a team project where Scene
00:08assets will be shared between one computer or user on another. Examples of that
00:13would be a group collaborating to create a video game or maybe a handful of
00:16individuals working together on a large-scale architectural project.
00:20Now, what makes Container so flexible is their ability to gather and hold
00:24several objects within a single Container. That Container then being made
00:28available over a server to the other team members, who can then either edit the
00:32contents or be locked out from editing; all depending on the wishes of the
00:36individual who originally created the Container.
00:38Why don't we start by first opening the Select by Name list and taking a look
00:42at the objects in the scene, so I want to make sure they are all included in
00:45our Container. OK, now that we know we are working with, let's go ahead
00:49and create that Container. You can do so by going in the Helper section of the
00:53Command panel, clicking on Container, and then dropping one anywhere within the Scene.
01:00Now, because the Container will hold certain objects in the Scene, it is
01:04probably a good idea to recenter that Container onto the objects themselves. I
01:09can do that in this instance by simply right-clicking on the Move command and
01:12zeroing out my coordinates. Now, that we have got things in place, why don't we
01:22go ahead now and add the objects into the Container.
01:24To do that we will go to the Modify column and then under the Local Content tab,
01:30simply click on Add. The list that pops-up contains all the objects in your
01:35Scene. We have already established the fact that each of these is part of the
01:38weight machine. So, we'll want to make sure to include them all when we make
01:41our selection. I'll simply start at the top and then pull all the way down to
01:45the bottom. With all of them now included I can simply click on Add.
01:49Now, because a Scene can have many Containers, we'll keep things organized by
01:53naming this one. I'm going to go give it the name Weight Machine. Now because
02:03at this point the objects have been added into the Container, I can now move
02:07the Container Helper and manipulate the objects as a single entity. Now because
02:14I have yet to close the Container, I can still select the individual objects
02:18inside and control them as individual pieces.
02:24If you would like to create a visual representation of the name of the
02:27Container on the screen, you can do that by simply dropping a little farther
02:30down the menu and then activating Label under the Display section. If needed
02:35you can even change the size of the Container Helper icon without worrying
02:39about affecting any of the geometry inside.
02:42Now, when you are setting the Container up to be used by others, you have the
02:46option to control whether or not your co -workers will be able to make any edits
02:49to what you have created. If you want those other members of your team to have
02:53those editing rights, you want to make sure to turn on the Allow Edit in Place option.
02:58Now, if you leave this option off as we'll do in our example here, only you
03:03will be able to edit that geometry. Others in your team will be able to move
03:06the assets around in the Scene, they just won't be able to make any changes to
03:11whatever might be inside the Container. When you are happy with the way things
03:15are and you are ready to move forward, you simply have to save things up.
03:18We will go back on the Command panel, and simply click on Save. Now, with this
03:24Max will save this as a separate file. You will note that it is using the Max
03:29Container definition file format using an extension of MAXC. Now, as long as
03:38you save that file to a server location others in your work group can access,
03:42they will be able to use that file with or without editing privileges all
03:46depending on the way you have set things up.
03:50If you being the author of the file wish to make any changes, you can simply
03:54open the Container, edit the assets however needed, then simply close the
03:59Container and re-save. Whatever changes you make will reflect in each reference to that Container.
04:08So that should give you a little introduction as to how the Containers work.
04:11Next time you are working with a group on a team project, be sure to take
04:14advantage of the benefits they offer.
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Using the Transform toolbox
00:00 The new Transform Toolbox offers a quick and easy way to re-size and rotate
00:05 objects in your Scene, in addition to providing a handful of tools for
00:09 manipulating pivot points. You can access the controls by going to the Edit
00:13 pull-down menu and choosing Transform Toolbox. Now, in as much as you can float
00:18 the box around the screen, I'm going to go ahead and dock it off to the left hand side.
00:22 Let's start with the rotation. One of the cool things about the way that
00:25 Transform Toolbox handles rotating objects is that the rotations are done so
00:29 from your actual point of view as opposed to the coordinates either in your
00:33 Scene or exclusive to the object itself. You can type in a specific number of
00:37 degrees to rotate, or you can simply choose one of the predefined Degree settings.
00:44 You can then choose to rotate it counterclockwise or clockwise. Now, as you can
00:48 see once the command is executed, your model quickly rotates in relation to
00:52 your actual point of view. If I orbit around to change the orientation of my
00:56 workspace which can be done by simply holding down both the Alt key and the
01:00 middle mouse button, then moving your mouse.
01:02 You will see that the rotations are still performed from my current POV, and it
01:09 doesn't matter which direction you are working. Here we'll change the rotation
01:13 to 90, and go counterclockwise, and then back clockwise. These rotation
01:22 controls come in especially handy when you are creating assets for a game
01:25 level, as many times you will need to quickly re-orient something without the
01:29 use of an additional construction grid or snapping function.
01:32 The Toolbox enables those rotations to be both quick and easy. Now the Size
01:36 controls directly below that allow you to set the size of an object in specific
01:41 units along a single axis or in all three directions simultaneously. The Get
01:46 button shows the dimensions of your objects bounding box along all three axes,
01:51 enabling you to make precise adjustments with very little effort. So, for an
01:55 example, if I wanted to make the plane just a little longer, I could increase the Y value.
01:59 When I have locked in my 120 units I can just click on Set Size. The Align
02:08 Pivot options allow you to reposition an object's pivot either to the minimum
02:12 or maximum constrains in a particular direction, centered on the object, or if
02:19 needing to center the pivot to the origin of the world; which you would for
02:22 example need to do when exporting your model to a video game engine, you can
02:25 simply align the pivot to the origin.
02:30 Lastly, there is a real neat tool called QuickClone, that comes in especially
02:34 handy when creating when morphed targets for a Scene. It works by creating
02:38 copies of the selected object based on the direction the object is viewed in the
02:42 View Port. It will typically move the clones to the right of the original,
02:46 except in situations where you are viewing your model from above or over head.
02:56 In those situations it will move the copies toward the point of view.
03:06 So, there you go with a few of the features in the new Transform Toolbox,
03:10 definitely worth getting to know and definitely worth putting to use.
03:13
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Understanding OBJ import and export enhancements
00:003ds Max has expanded its support for the OBJ file format with the release of
00:042010. If you are planning on working with data from another application, like
00:09maybe Maya, Mudbox or one of the other popular 3D softwares. You are going to
00:13find that the new version of Max has made that job both a little cleaner and a
00:17little less troublesome.
00:18Let's take a look at some of your options. Why don't we start by first
00:22exporting this out. We will go onto the Application menu, and simply choose
00:26Export. We want to verify that we are indeed using the OBJ file format, and why
00:32don't we go ahead and name this candle. Now your Export options have pretty
00:38much stayed the same since 2009, you still have a control to determine the
00:42type of Faces that you will export, and you got the standard options under the
00:46Material category. If you indeed know the software that will be the using the
00:50file, you can select that from the pop-up menu.
00:52For example, we'll just keep it on NONE. Now we'll go ahead and click Export,
01:02and the job is done. Now with Import there are a few new things to be aware of.
01:07We'll first Reset and then we'll go into our Import menu, let us go ahead and choose
01:14the candle.obj file which you can find over in the Chap_02 folder and you can now click on Open.
01:20Now here is a few new things to look for, first there is a new Import As
01:25Editable Poly option, this will import the geometry as an editable poly object
01:29as opposed to the old editable mesh. With Retriangulate Polygons, you will
01:34ensure that the imported polys do indeed come in as triangles. In the Normals
01:38category over on the right, the Import from file option will accurately import
01:42the Normals as they were generated from the original OBJ file. Now that OBJ
01:47doesn't have Normals for whatever reason, new Normals will be created using the
01:51imported smoothing groups.
01:53In the Materials category directly below, there is a new Copy Maps To Project
01:58Folder option. This will automatically copy whatever maps were contained in the
02:02OBJ file into the Images folder of your current project. And you now even have
02:07a handful of presets that you can choose from, to identify this specific
02:10application the file is coming from to ensure that the import comes in as
02:14error-free as possible.
02:15Once you have chosen your options, you can simply click Import. And it looks
02:22like things have come in pretty clean. Let's go ahead and render that to check
02:25out how things turned out. And I think we are looking pretty good.
02:35So that will give you a few new things you can look for when exporting and when
02:39importing OBJs from another application.
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3. Viewport Changes and Enhancements
Using right-click controls
00:00 The Viewport Labels in Max 2010 have undergone a little facelift, in the hopes
00:05 of providing users with quicker access to the various display options. The
00:09 layout now consists of three separate labels, each being a clickable shortcut
00:14 menu to the commands and control settings within their group.
00:18 Those labels can be accessed using either the left or right mouse buttons. The
00:23 plus(+) sign label farthest to the left provides the opportunity to activate a
00:27 handful of miscellaneous Viewport display data controls, in addition to giving
00:36 you access to the Viewport Configuration dialog.
00:40 The category that reads Perspective is known as the Point Of View menu and
00:45 provides the opportunity to change Viewport orientation. In addition to
00:53 allowing a collection of other type windows to dock within the Viewport layout.
00:57 Those other type windows would include the Schematic View, Scene Explorer, and
01:03 the Asset Browser. The Point Of View menu also contains the ActiveShade. And a
01:19 brand new feature called Shape, which allows you to view a selected 2D shape in
01:23 a flat 2-dimensional orientation. Now this comes in extremely handy when you
01:29 are wanting to edit that shape only in a flat 2D or the graphic direction.
01:39 The final menu on the right are your shading controls which allow you to choose
01:43 how your objects will display inside the View. The menu also contains the
01:51 options to control your hardware-based advanced lighting preview
01:53 configurations, and your Transparency Quality Of Display controls. There is
02:01 also a brand new option called xView which can be used to analyze a 3D model
02:06 for potential problems and errors when being imported into a video game engine.
02:11 And lastly, you have got your options for images and animations being displayed
02:14 in the Viewport Background.
02:18 So, there you have it, mostly the same controls that you have seen before but on a slightly different Layout.
02:23
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Previewing soft shadows
00:00Max 2010 has dramatically upped the ante as far as providing immediate feedback
00:05within the Viewports by improving on it's ability to show not just Shadows in a
00:09shaded view, but now also Ambient Occlusion and Exposure control.
00:14These new features have been added to the program in the hopes of being able to
00:17provide 3D artists a greater level of immediate visual feedback within the
00:21normal work flow. Now what makes these new and improved settings even more
00:24impressive is the fact that they are scalable, meaning that they can be
00:28adjusted and tweaked, in order to best suit the abilities and limitations of
00:33your system resources. In other words, those Viewport controls aren't just an
00:37all-or-nothing process. The ability to fine tune those adjustments makes it
00:42possible to receive immediate feedback within your windows.
00:45Even without having to spend an arm and a leg on a high-end graphics card or
00:48a ton of RAM. In this video we'll specifically address the enhancements of
00:53Viewport shadows. Now being able to actually view shadows directly inside of
00:57Viewport is not new to 3ds Max as the technology has been around since Max
01:012008. What is new is the ability to display not just Hard Shadows which was
01:06available on the previous release. But now being able to offer also Soft
01:11Shadows which can improve your viewing experience even that much more should
01:15that style of shading be called for.
01:17Let's take a look at how things are set up. This is a file named Soft Shadows
01:21which can be find in the Chap_3 folder of the Exercise files. Now if you
01:25select the light and move it from side to side, you do notice there is a little
01:33bit of shading going on but certainly no shadows. We'll need to first verify
01:37that the shadows have indeed been enabled on the light; if we go the Modify
01:41column, under Shadows let's make sure they are turned On. You could have also
01:47done this by right-clicking on the light, and choosing Cast Shadows.
01:52Now let's go ahead and Render and see how things look. The results are awfully
02:01dark, we'll make a few adjustments on that in just a moment. Let's first enable
02:07the hardware shadow display within the view. We'll go to the Shading properties
02:11in the upper left-hand corner, down to Lighting and Shadows, and then turn on
02:16Enable Hardware Shading. Notice we could have also used the keyboard shortcut, Shift+F3.
02:21Now although the Scene is still quite dark, if we move the light from side to
02:25side, we can indeed see the shadows directly inside our shaded view. Let's go
02:29ahead and crank up the brightness of the light, we'll go down to the
02:36Intensity/Color/Attenuation controls, and take our Intensity from 1500 up to
02:40let's say 3000. We could probably go a little lighter still. So let's increase
02:47it to 5000. Now with the Intensity turned up, as we move the light from side to
02:53side you can indeed see the interactivity of the moving shadows.
02:58Now before we go making any further adjustments, I want you to take note of how
03:02hard the Shadows look. You can see this behind the table, over on the wall
03:07behind the lamp, and also to the right- hand side of the chair. Let's instead
03:12activate the new soft shadows feature; for that we'll go back in the Shading
03:15menu, under Lighting and Shadows you want to go to your Configure page. From
03:20here, halfway down on the right-hand side you have your Shading options, here is
03:23our control. We want to go from Hard Shadows over to Soft. Now look at the
03:30difference that has made as far as the edge on the Shadow, you can see how things have softened up.
03:35Let's go ahead now and render so we can see the quality of the Viewport shading
03:38versus the actual render. Now when you compare the two, and we'll move that
03:50over to the left-hand side here, look how the quality of the shading inside the
03:54Viewports is almost as good as the quality of the shading inside the actual final
03:59render. Pretty darn close and certainly much better than anything that's been
04:03available up until now.
04:05So that will give you a few options when wanting to display Shadows directly
04:08inside your views. Now we'll take a look at Ambient Occlusion.
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Applying Ambient Occlusion
00:00With the introduction of Ambient Occlusion shading directly inside of View, Max
00:042010 provides an even greater level of visual accuracy and realism, in hopes of
00:09more closely matching ones Viewport to the actual finished render. Let's take a
00:13look at how it's activated and controlled. Now to fully understand the effect
00:17and benefits of Ambient Occlusion, let's first turn the Shadows off in our light.
00:22Now if you look below the desk and chair, you'll notice we have no shading
00:26whatsoever, this is where the Ambient Occlusion comes into play. To activate
00:31that, we'll go up to our Shading menu, over to our Lighting and Shadows, and
00:35then enable the Ambient Occlusion. Now watch the change underneath the table.
00:40The Ambient Occlusion basically adds an additional level of shading to any
00:44surface that lies in close proximity to another object or objects in the Scene.
00:49Adding the Ambient Occlusion to your shaded view, just brings you one step
00:52closer to having a better idea of what your eventual render will turn out looking like.
00:57If you now move your light from side to side, you'll see the shading
01:00dynamically update underneath the table and chair. Now the full benefit of the
01:05shading comes by going back and turning on the Shadows in the light.
01:10To get a better idea of what the Ambient Occlusion offers as far as overall
01:13shading, let's temporarily turn it off then back on. So there is with it off,
01:24and there it is when re-enabled. As we move our light now back and forth, you
01:29can say we have got a nice little level of both contrast and 3-dimensionality.
01:33Now the quality of the Occlusion shading can also be adjusted, should the
01:36limitations of your computer's processor, RAM, or graphics card become an
01:40issue. To make those adjustments, you want to go back in the Configure page.
01:47You have got a slider control that goes from Medium to High, which you can
01:51adjust all depending on what you think your machine can handle. Lower levels
01:55will obviously yield a lower quality result.
01:58You also have a setting called Sample Radius. Here a higher value will yield
02:02smoother results albeit at an increase in render times, while a lower
02:07value will indeed render faster but has a tendency to yield results that look a little more grainy.
02:14So, with the addition of Ambient Occlusion, you can now achieve an even higher
02:17level of final output realism directly inside your shaded views.
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Using exposure controls
00:00Max 2010 has advanced the ability to create the highest level of shaded
00:04Viewport realism by introducing Exposure controls that serve to provide your
00:08viewing Windows with the same output levels and color range as an actual
00:11rendering. Let's take a look at some of those innovative controls.
00:14I am using a file named Exposure Control which is merely a carryover from our
00:19previous video. Now you should know that Exposure Control is typically used in
00:23a 3D application in order to compensate for the limited dynamic range of ones computer monitor.
00:28In essence, you apply Exposure Control to a computer-generated image in hopes
00:34of achieving the same level of photo realism that one would typically get when
00:37shooting with a real world camera. It's important to know that Exposure Control
00:41doesn't change the actual lighting in a Scene, it's more like changing the
00:45amount of light coming into the camera that's shooting the Scene. Here's how
00:48you go about setting it up.
00:50You'll first need to activate your hardware shading, then be sure that the
00:54Enable Exposure Control in Viewport option has been turned on. Both of these
00:59are controlled in the Shading menu in the upper-left hand corner.
01:05Now we can open up the Exposure Control dialog. You do that by going to the
01:09Rendering pull-down and choosing Exposure Control. Now there is a couple of
01:13different types of Exposure controls you can choose from. Let's start with
01:17Logarithmic, which is best used on Scenes that have a high dynamic range of
01:21both lighting and contrast.
01:23We have a Render Preview option directly inside our dialog, let's go ahead and
01:26activate that. Now directly below our thumbnail preview, we can make some
01:31adjustments. You have got controls for Brightness, the level of your Scene
01:39Contrast, and even the Mid Tone Coloration and Shading within your Scene.
01:57You can even experiment with the Color Correction which serves to simulate how
02:01the human eye adjusts the lighting. Now if you are using the metal ray
02:09rendering engine as we are here, you can consider using the metal ray Photographic
02:14Exposure controls, which let's you modify your view using camera controls like
02:18Shutter Speed, Aperture, and Film Speed.
02:21Let's start by simply applying a general Exposure Value. And we can now render
02:26our Preview. Things are quite dark because our Exposure Value is too high, so
02:32we'll back that down to let's say 10, and here is what it would look like with
02:365, and let's go somewhere in the middle of that, how about 8.
02:42For your real world camera settings, you will want to change over to the
02:45Photographic Exposure. Now you can control things like Shutter Speed, which
02:49adjusts the length of time the camera shutter is actually open. Higher values
02:54have a tendency to lower the exposure. So here we are with 6, here is 2, and
03:01we'll return to the default value of 4.
03:04You can also adjust the Aperture or what as many times referred to as the
03:08F-stop setting. This controls the size of the opening of the camera eye. Like
03:12with Shutter Speed controls, higher Aperture values will create a lower
03:16exposure. So here we are at 12, we'll back that down to 4, and then we'll
03:23return to our original 8.
03:27Under the Image Control section directly below that, you have individual
03:31settings for Highlights, Midtones, Shadows, and Color Saturation. There is even
03:38a series of preset templates that you can use to dial in on a particular
03:41lighting effect, should that be the way you want to go.
03:44So you have got some pretty cool Viewport adjustments that you can now play
03:47around with. Take a little time to explore how they work, and you'll soon be
03:51able to take your shaded views one notch closer to that realism that I'm sure you are aiming for.
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4. Modeling Improvements
Using the Modeling Ribbon
00:00 Let's take a look at how you go about using the tools in the modeling ribbon.
00:04 Now one of the things that makes the ribbon so feature-filled is the fact that
00:08 it contains not just all the Editable Poly commands that you are used to using,
00:12 but nearly 150 new tools that are designed to both increase your speed and efficiency.
00:16 Let's see what we can do. Why don't we go ahead and activate the perspective
00:20 view full screen and create a Plane that's pretty much the size of the grid.
00:26 We'll now hide that grid by typing G, then pressing F4 so we can see our shaded edges.
00:31 Now we are going to need a little more geometry in this, so let's go ahead and
00:34 change the Length and Width Segments both to 20. We can now activate the
00:40 modeling ribbon, convert our object to an Editable Poly and then hide the Command panel.
00:52 Okay, I'm just going to play around a little here. I'm going to go ahead and
00:54 select this series of polygons right in the middle of by surface. I think in
00:58 this example I'll go ahead and use my Paint selection and turn on my Ignore
01:03 Backfacing. I'll come to the middle and go ahead now and make a selection.
01:11 Now I have a few more on each end that I actually wanted, so I will hold the Ctrl
01:14 key down and deselect those. Now from here I'm going to use a couple of Polygon
01:19 commands. I don't see the Polygon panel up on the ribbon, so I'm going
01:23 right-click to go to my Panels, and there is the reason why, it's temporarily been
01:27 hidden. So we'll go ahead and turn that on. From here I'll go ahead and choose
01:30 the Extrude command. And then simply extrude this up. There we go.
01:36 Now my idea was to make maybe a castle in the middle of things. So I'm going to
01:39 now select a couple more polygons on the inside. This time choose the Bevel
01:45 command; we'll bevel that up and then possibly a little bit more in.
01:51 Now to get a closer look I'll hit Z, and then pull back away just a tad. Now it
01:57 looks like we have quite a few polygons and what I would like to do now is to
02:00 delete those polys. Select the opening as a border and use the Cap Poly command located
02:07 over in the Geometry panel. That converts that to a single polygon. I can go
02:12 back and select it now as a poly and this time I'll bevel this up and in by
02:17 using the Option box by holding down the Shift key.
02:19 We will change the Height on this and maybe come back a little ways more. There
02:30 we go. From here let me pull back just a tad and I still have all the options
02:36 with my right mouse click, so we'll right-click, choose Bevel one more time,
02:40 and then take this up even further.
02:44 Let's cancel that command and pull back to see how things look. Now I would
02:49 also like to lengthen the outsides on each corner. So we'll go ahead and
02:54 select those. Bevel those just a tad, again I should probably pull a little
03:00 closer in. There we go. And then we'll go to our Extrude, again holding the
03:08 Shift key down for the Options box. Lower that just a bit, we'll pull back out
03:14 and then why don't we right-click and scale those down to a tip. There we go.
03:22 This place is going to need a location to actually enter, so why don't we go
03:25 ahead and create a couple of doors on this side over here. For this I'm going
03:29 to cut some edges, and get myself a little better angle. Go to the Edge
03:34 command, and then under the Edit panel choose Cut. And we'll see how close we
03:39 can come to going straight across. It doesn't look like I have made a very good
03:50 cut, so we'll change another angle. Let's see, it looks like I have got good
03:52 detection here. Let's try again, Ignore Backfacing is on, there we go. I think
03:59 Max just didn't like the angle I was going in at. There we go. We are going to
04:05 be happy now with those.
04:07 Now after making those cuts, I can go back and select the polys underneath.
04:13 Come back a little closer and again using the Extrude Options box we are now
04:18 going to Extrude these in just a tad. And in this case choose the By Polygon
04:22 option so we can actually make three even divisions.
04:24 Now you can see those are single polygons, what I would like to do is divide
04:30 those by using the Tessellate command. You can find that over in Subdivisions,
04:33 and here is the button here. Let's go ahead and click. Now you can see what
04:37 that's done. I'm now going to open up the Bevel option box, we'll bring those
04:42 in just a tad. Again, we'll bevel By Polygon to make some nice separations, and
04:48 then we'll maybe extend those out just a bit more. There we go, click away and
04:59 you can see we have got some nice doors now in front.
05:02 Now a palatial estate of this magnitude is certainly going to want some leisure
05:05 activity, why don't we go ahead and create a pool directly here on the front.
05:08 Let's zoom in, we'll go to the Edge command and I'm going to select a
05:14 series of edges that I'm then going to plan on removing. Oops! Let's go one
05:20 more back. There we go, I think I have got them all. I'll now go to the Edges
05:29 panel, and click on Remove Edges.
05:33 So now again we are working with a single polygon. I'll now select that puppy
05:39 and then using the Inset command under Polygons. We'll then create another
05:43 polygon just a little bit smaller than the one that we began with. This is
05:47 going to give me the opportunity of then selecting all the outside polygons,
05:50 extruding them up, in essense to create kind of a barrier or maybe fence
05:55 around the pool. There we go.
05:57 We will come to the Extrude, and up we go. I'm also going to want to take that
06:03 inside polygon and maybe extrude that down a little bit to the depth of our
06:08 little wading pool. Now from here, I would like to create a decking around the
06:11 pool. So we'll select the inside polys down at the bottom, orbit around.
06:19 I better get myself better situated here, there we go. And then with those
06:31 polys selected we'll again use the Option box, and extrude in that decking. There we go.
06:44 Now a place this nice would probably end up being in the mountains somewhere,
06:47 so we are going to use one of our Freeform tools. Hold the guy over here named
06:50 Shift, which will now allow me to Freeform scoped in a couple of mountains for
06:54 my background. Over the Shift option I can control both the strength of my
06:59 brush, and also the size.
07:04 So we'll come around here a little bit. Isn't that neat how that works, maybe
07:11 around more to the side. I'm going to be careful here not to get my palatial
07:17 estate. And you can see now how that's worked, maybe little farther up in the
07:24 back here, there we go.
07:26 Why don't we now aim to smoothen things out a little bit. We going to go to a
07:32 element selection, we are going to use again the subdivision category,
07:36 Tessellate this guy one more time. Now to smoothen out even further, we'll
07:41 again make a selection as an element and this time choose the MSmooth. There we go.
07:50 Now another handy command I can use in the Freeform category is the good old
07:53 Paint Deform. I can pull these up little farther, or by holding down the Alt
08:02 key we can actually create maybe a moat that goes directly around our property.
08:14 There we go. Not perfect, but I think you certainly get the idea.
08:20 So that will give you a quick little whirlwind tour of how the modeling ribbon
08:23 works. Now like with anything new, there will be a little learning curve that
08:27 you are going to have to work through. But I think once you are comfortable
08:30 with where things are and how all the new tools work. You will truly come to
08:34 appreciate what the ribbon can do to improve your modeling work flow.
08:37
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Customizing the Modeling Ribbon
00:00The modeling ribbon offers a couple different things you can do to customize
00:03its look and feel to best fit your personal style and modeling workflow. Both
00:08the entire ribbon and individual panels can be torn off and used as floating
00:12tools sets directly inside your Viewports.
00:14The entire ribbon, by going to the upper left-hand corner, right-clicking and
00:18choosing Float. This can also be resized by grabbing either side and pulling it
00:23left or right. It can be docked at the bottom of the interface by
00:26right-clicking choosing Dock>Bottom or taken back to its original position
00:32by going to the left-hand edge, right- clicking and again docking at the top.
00:36As far as tearing off individual panels, that's simply done by dragging the
00:41panel directly inside the view. You can then move the panel from side-to-side
00:45by simply grabbing on its name and then pushing it around.
00:53Panels can be added together by simply dragging one on top of the other then
00:56releasing your mouse. To separate, you simply take the panel and drag it from
01:00its locked position. The panels are also redocked to their default locations by
01:06going into the panel name and choosing Return Panels to Ribbon.
01:12The order of the panels in the toolbar can easily be switched around. You
01:15simply grab the panel and pull it to a new location. Individual panels can also
01:26be resized by simply dragging horizontally while holding down on the panel's edge.
01:33Both the tabs and the panels can also be hidden from display. That's done by
01:37simply right-clicking on the tab name and hiding this specific panel. To get it
01:43back open just right-click again and reactivate.
01:48Individual commands can also be added into the Quick Access Toolbar at the
01:52upper left-hand side of the interface. To do that, simply put your mouse on top of
01:56the command, right-click and choose Add to Quick Access Toolbar. You will see
02:02that tool has now made its way up to the Quick Access Toolbar. If you would
02:07like to remove it from that location, just right-click on the icon and choose
02:10Remove from Quick Access toolbar.
02:12So you've got quite a few options when it comes to customizing the ribbon and its
02:16tools. And because it's XML-based, you can even add your own tools into the mix
02:21making it even that much more useful when setting out to model.
02:24Next we'll take a look at some of the new Edge and Edge Loop tools available in the ribbon.
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Using the new Edge Loop tools
00:00Max 2010 has introduced an entire new set of tools that work exclusively when
00:04working with both Edges and Edge Loops. Let's take a look at how they work.
00:09It's simply a sphere that's been converted down to an Editable Poly. Now in
00:12order to work on your edges, we are going to need to enter Edge mode. Let's
00:16first of all take a look at a few selection techniques.
00:19If you have an edge selected and you would like to either grow or shrink that
00:22selection, you can do so on the Modify tab. Here is your Grow command, and
00:28directly below that you'll find Shrink. If you have an edge selected and you'd
00:34like to turn that into a loop, well, you've got a Loop icon.
00:38Now if you like to bypass the idea of having to convert an edge into a loop,
00:47there is a brand new Loop Mode. This enables you to select any individual edge
00:53and it will automatically select the adjoining loop.
00:56As usual, you can hold down the Ctrl key to add to your selection. By the way,
01:03you can always tell if you are in your Loop Mode by simply looking directly
01:05above the View Cube on the right. And just like you had a Loop Mode, you also
01:10have a Ring Mode. You can see how that works here.
01:15Again the Ctrl key will add to your selection. Now there is going to be times
01:21when you want to add a loop into the existing geometry, and for that Max
01:24introduces a brand-new tool called SwiftLoop. You can find that over in the Edit panel.
01:29Now this is pretty cool, watch how this works. As I put my mouse on top of the
01:33surface, I can interactively choose where I'll create my new loop, clicking
01:38will add that new loop in. There might be other times when you want to remove
01:45an existing loop. Here is how that's done. We'll go back to Loop Mode and
01:50select the Horizontal Loop that maybe goes around the center of the object.
01:54Now let's simply hit the Delete key. Well, that actually removes the geometry,
01:58so there must be another method that we can use. We'll undo that. And instead
02:03cruise over to the Loops panel and choose Remove Loop. We could have also done
02:10that by simply using the keyboard shortcut, Ctrl+Backspace.
02:14Now I want to show you something that you'll many times run into when wanting
02:17to add an additional loop or two into an existing mesh.
02:20Watch what happens when we activate the SwiftLoop. Go to the middle part of our
02:23geometry with the Horizontal Loop and simply click. With the normal way of
02:27adding loops, you'll notice the new loop was simply added into the area where
02:31we clicked, having absolutely no effect on the overall curvature of the surface in that area.
02:36All you did was simply add in a new series of edges that lay directly inline
02:40with the existing surface. And that's created a very flat area, if you look at
02:44the side of the sphere.
02:45Let's instead remove that loop, and this time using the SwiftLoop command,
02:49we'll hold the Shift key down. Look at the difference that's made. The new loop
02:55now instead approximates a gradual smoothing between the two existing
02:58neighboring loops. Creating a smoother transition and curvature to the surface
03:02by averaging out the surrounding polygons. And we can make that area even
03:06smoother by clicking with the Shift key down a little bit above, and a little bit below.
03:12So that will give you a few new Edge tools that you can play around with. Now
03:16with the graphite ribbon having added almost 150 new features and controls
03:19to the Max modeling arsenal, it's obvious that I've only touched on a handful
03:23of some of the options. With the ones I've showed you though, and with maybe
03:26a little looking around on your own, you'll quickly come to realize that Max has
03:30added some pretty sweet new tools for you to deploy the next time you set out to build a model.
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Understanding the Quadify Mesh modifier
00:00Max 2010 has introduced a new modifier called Quadify Mesh, which enables you
00:05to convert an object's geometry into four-sided polygons. To better produce
00:09rounded edges on a model when using subdivision surface tools like MeshSmooth,
00:14TurboSmooth or when in Editable Poly mode. Let's take a look at how it works.
00:19The scene consists of three separate mesh objects which can be easily
00:22identified by their surface color. Our goal would be to first join them
00:25together using the ProBoolean command, then round off the edges to create a
00:30smoother surface. Let's first glue all three pieces together using the
00:33ProBoolean command.
00:35I'll select one of the objects, then in the Command panel, go under Standard
00:39Primitives to Compound Objects. Let's click on the ProBoolean command. Go down
00:44to the Parameter section and change Subtraction and Union, we'll now click on
00:48Start Picking button, and get down to work. I'll pick one of the other two
00:52objects, and then the third.
00:55Now the single surface color indicates we now have one object. Before we
00:59attempt our smoothing, let's hit F4 to go into Shaded Edge mode. Now as you can
01:04see, we don't have a whole lot of geometry here to work with. We'll leave
01:07things as they are though, and apply the TurboSmooth Modifier. We will eneter the
01:11Modify column, go down our list, and click on TurboSmooth.
01:20Now that's not exactly the results I was expecting. What's happened here, is
01:24the TurboSmooth hasn't been given enough initial geometry in order to perform
01:28its magic. This is where the Quadify Mesh Modifier can come into play.
01:32Let's first go below the stack, and delete the TurboSmooth Modifier. Now we'll
01:37go back in our list, head down aways, and click on Quadify Mesh. Now with the
01:47application of the modifier, you can now see how the geometry has been better
01:50divided into primarily four-sided polygons.
01:54The actual number of polys can be further adjusted by going to the Quad Size %
01:58over on the right. What the setting does, is specify the approximate size of
02:03each quad in relation to the overall size of the object. The smaller the
02:07number, the more four-sided polygons you'll have to use.
02:10Let's start by experimenting with the value of 20. You can see it's reduced the
02:15divisions in our mesh, and for our example here, we're certainly going to need
02:18a lower number. Let's try 10. I think we are going to need to go a little lower
02:22still. Let's try 5, and then 2.5. Now we've created the proper division in
02:31layout for our polygons, and can now go back and then reapply the TurboSmooth Modifier.
02:35Look at the difference that's made. Let's again hit F4 to remove our edges, and
02:47we'll orbit around for a closer inspection. You can see it whatever angle we
02:53approach our geometry, our results have turned out much better.
02:57So when attempting to smooth out a low polygon surface, and not getting
03:00the results you are expecting, try first applying the Quadify Mesh Modifier and
03:04then go in for your smoothing.
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Using the ProOptimizer modifier
00:00The new ProOptimizer modifier offers a more interactive approach to optimizing
00:05extremely dense 3D models. Now if you're familiar with the older Optimize
00:09modifier in Max, you know that optimizing objects is done for a handful of
00:13reasons. First, it helps with reducing a scene's overhead as far as memory
00:17requirements, and secondly, it improves performance in both the speed of your
00:21Viewport display and in your render times.
00:24ProOptimizer works by reducing the number of vertices and faces on an object
00:28while still preserving its overall shape and maintaining any material mapping
00:32and vertex color information the object might have. We'll see how it works with
00:37the example we have on the screen.
00:39Let's start by first inspecting our mesh, which we'll do by selecting the model
00:42and heading out for. Now as you can see we've got quite a heavy piece of
00:45geometry. Let's go ahead and apply the ProOptimizer and see if we can't lighten things up.
00:56In the Optimization Options, about half way down, Max offers a couple
01:00different ways that will handle the faces and edges that might occupy a border
01:03of your object. Those are your controls under optimization mode. There is also
01:08a couple of controls designed to assist in both maintaining your mapping and UV
01:12coordinates. You can see those just below.
01:15For our example, we'll leave things as is and now begin the process by clicking
01:19on the Calculate button located just above. Max is now taking a closer look at
01:23the model and determined a starting point for both our vertex and face count.
01:28You can see before we begin, we're running into about 53,000 faces. Those
01:33numbers can be further reduced by using one of two options just above; by
01:37controlling the Vertex %, or the actual Vertex Count. Let's take the Vertex %
01:43spinner, hold down and simply drop this down a little more and you can see more
01:47and more faces are being eaten away. Continue to go down farther and farther
01:55and I'll go down to roughly about 20% of the original geometry.
01:59Now look what this has done to our face count. We've taken the original 53,000
02:03faces down to just less than 11,000. Now the big test, we'll see how this thing
02:09renders. Let's go ahead. I see no changes to the overall curvature of the
02:13surface, yet we have substantially reduced the number of faces needed to create
02:17that shape. You can also type in a specific Vertex Count. Let's drop just below
02:23that and why don't we type in, let's say, 4,000. Now our faces have dropped down
02:28to a little less then 8,000. Let's go and render again.
02:30To do our final tweaking, let's head up for one more time to hide our edges.
02:38And we'll now drop down the Vertex % count until we start seeing our mesh
02:42beginning to break down. You can see that's exactly what's happening here. I'll
02:51go ahead and crank it up to about, let's say, around 10 or 11 and we'll render one more time.
02:57Now think of what the ProOptimizer has done. We have taken original face count
03:00of 53,000 all the way down to just a little over six. That's a nine-fold decrease
03:06in the amount of our geometry. Yet the shape of our surface remains intact.
03:10So next time you're working on a heavy mesh object, consider applying the
03:14ProOptimizer to lighten the load. You'll be able to work more efficiently and
03:18Max will certainly love you for it.
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Using Hair Spline Deform
00:00 By using the new Spline Deform feature on the Hair and Fur Modifier, you can
00:04 now more easily style or animate your character's hair by having it conform to
00:08 the shape of a spline.
00:10 We'll start by first selecting the blue sphere, then applying the Hair and Fur
00:13 Modifier. Now the Hair Deformation Controls can be found under the Tools tab.
00:23 So open that up and then click on the None button directly below the words,
00:26 Spline Deform. This now simply signals to Max that we're ready to pick a spline in our scene
00:32 that we will then use to change the curvature of our hair. With the button down,
00:35 go ahead and click on the yellow line. Notice how each hair is now conforming
00:40 to the general overall curvature of the yellow spline. Let's take a look at how
00:44 that would look if we would render it out.
00:46 If you would like to experiment with a different line, or would simply like to
00:54 remove the one that we are using; you can simply click on the X button to the
00:57 right of the spline's name. To return the hair to its original layout, we'll now click Regrow Hair.
01:04 The Spline Deform can even be used on a series of selected ploys. Let's go to a
01:08 four-way view. We'll activate the Front View. Open up the Hair and Fur Modifier
01:13 going down to the Poly level and now window select the top of the sphere. We
01:19 can now return to the Perspective view full screen. We'll now need to go a
01:22 little bit above the Tools tab, open up Selection and then click on Update
01:28 Selection. Now we can go back and select our yellow spline. Click on None and
01:33 then the spline itself.
01:34 Let's take a look at how this will render out. Why don't we now see if we can
01:41 lighten up the hair a little bit by changing the Glossiness setting on the hair
01:44 material. To do that, we'll put our mouse inside the Command Panel, right-click
01:50 and then drop-down to the Material Parameters. Let's now change the Glossiness from
01:54 99 to 25 and we can render that.
02:04 What makes the spline deform even more versatile is that you can animate
02:07 vertices along the spline to make the hairs move from side to side. Let's first
02:12 turn off the Hair and Fur Modifier by clicking on the light bulb inside the
02:15 stack. We'll now hit H to open up our Select By Name list and choose Line 1.
02:23 In the stack, we can now drop down to the Vertex level, turn on our Auto Key
02:27 and move the vertex from side to side. Let's grab the time slider and pull it
02:31 to 50. We'll select that middle vert, activate our Move command and we'll slide
02:37 it to the right. We'll now go to Frame 100 and we'll move that back to the
02:42 left. Now if we click back on the top of the stack and type H, we can now go
02:50 back and select our blue sphere. Let's now turn the Hair Modifier back on and
02:55 we'll play things back.
03:03 To offer an even greater range of possibilities, you can even have the hairs
03:06 conformed to not one, but a series of splines that have been connected
03:09 together. We'll go back up to the top of the Hair and Fur settings. Remove the
03:16 spline from controlling the hairs curvature and get out of the Polygon sub-object level.
03:22 Let's now Regrow our hair. Select the old spline and hit Delete. Let's now
03:29 right-click to Unhide All and we'll use this spline cage consisting of two
03:34 lines to reform our hair. Let's first of all turn off the Auto Key and so we
03:38 don't get in trouble with that. Now we can go back and select the ball. Click
03:42 again on the None button under Spline Deform and this time click on one of the
03:46 two green lines. If we render you can see how that looks.
03:56 Now to offer a greater level of accuracy as to where the hair bends. Let's
03:59 increase the number of segments on each hair. To do that, we'll go a little
04:03 farther down in the Modify column and change the Hair Segments from 5 to let's
04:11 say 12. We can render again and that should smoothen things out just a bit.
04:22 Now with just like working with one spline, we could change the shape of our
04:26 two green curves, which would therefore reshape the hairs. I'll select the
04:31 green lines, enter the Vertex level and as you can see, moving these up and
04:37 down. Indeed that's the trick.
04:46 So the next time you're needing a little hair or fur on a character, consider
04:50 whether the new Spline Deform feature will do the trick.
04:52
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5. Materials
Viewing the Material Explorer
00:00 One of the new features within 3ds Max that I think you will come to
00:03 appreciate the most is the Material Explorer; designed to allow for the
00:07 management of all your scene materials within a single easy-to-navigate window,
00:12 the Material Explorer offers the opportunity to quickly craft not just global
00:15 material adjustments, but also to make quick edits to individual materials
00:20 without having to access the Materials Editor.
00:22 Let's take a look at how it works. To access the new dialog, you will want to
00:26 go to the Rendering pull-down menu and choose Material Explorer. The interface
00:32 is divided into two panels; the Scene panel at the top and the Material panel
00:36 located directly below.
00:38 The Scene panel allows you to quickly browse and manage each and every material
00:42 that's been applied to your scene. You can determine what and how things are
00:46 displayed within the window by using the display icons located in the upper
00:50 left-hand side, showing your materials as thumbnails.
00:56 Displaying or not displaying the maps that are built into those materials and
01:01 if needed, showing the object or objects that, that particular material has
01:05 been applied to. Sorting, can done by Object or by Material.
01:14 You also have a series of columns that identify the type of material that you
01:17 built. Whether or not its Map is currently displayed the Shaded view and how
01:21 that display is being generated and the Material ID number which can easily be
01:25 changed from directly within the window. Like with working with the Scene
01:29 Explorer, individual columns can be added or removed to suit your needs and
01:33 production workflow, removing by simply dragging the title tag into the view,
01:37 or adding by either right-clicking on the Title bar or going to the Customize pull-down menu.
01:47 Columns can easily be reordered by simply dragging-and-dropping to their
01:51 desired position. Materials can be renamed, Maps can be swapped or copied to
01:58 other materials. You can even pull this again back into the Materials Editor
02:08 for a quick adjustment or drag something directly from the Explorer into your
02:24 scene. Expanding the material, now displays both objects on which it has been applied.
02:39 You can even change the type of material on the fly. That's done by opening the
02:43 Material Editor, choosing a different type of material and dragging that type
02:49 on to the existing material in the Explorer.
02:55 Down on the Material panel, you can more closely inspect any individual
02:59 material that's been applied to your scene. You can also easily change the
03:03 size of the display. You can see what particular branch or material channel a
03:08 Map has been loaded on to, in addition to its actual size. Or remove a
03:16 Subtexture Map altogether by right-clicking on the name and choosing Delete Sub-Materials.
03:23 So, a lot going on the new Material Editor. As you get a little experience
03:27 using it, you are going to wonder how you ever got along without it.
03:30
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Using the viewport canvas
00:00 A much anticipated feature that's finally made its way into the Max toolset is
00:04 the Viewport Canvas which allows you to interactively paint textures directly
00:08 on an object surface right inside the Viewport. Let's take a look at how it works.
00:12 First, select the vase, which will be the object on which we'll paint. We can
00:16 then go to the Tools pull-down menu and choose Viewport Canvas. There is a couple
00:20 of things to be aware of when using the Viewport Canvas. The object that you
00:24 are planning on painting on, needs to have Mapping Coordinates applied and it
00:27 must be an editable poly.
00:29 Now to get going, the first thing you will want to do is click on the Setup
00:32 button up at the top of the dialog. You will then want to choose whether you
00:36 are planning on assigning a brand new texture or using an existing one. For our
00:40 example here, we'll start from scratch, so we'll leave it on New Texture.
00:44 You can then determine the resolution of the map that you are going to create.
00:47 Having some presets over on the right, we are going to go ahead and keep ours
00:50 at 512x512. You will then want to click on the color swatch which will enable
00:55 you to apply a base color to your object. I'm going to go ahead and choose a light red.
01:00 Now, you'll want to save your new texture. You can do that by clicking on the
01:03 icon that looks like three dots. I'm going to name my file Viewport Canvas. Now
01:12 I want to you to notice that Max is saving this in the TIFF file format. This
01:16 will typically yield the best results when using the Viewport Canvas feature.
01:19 We'll click on Save and then the Setup button in the lower right part of the
01:23 dialog. You can now see that the new color has been applied to the vase.
01:27 From here, you'll want to select the type of brush you will be using for your
01:30 painting. As you can see, I have got a couple of options. For now, I'm going to
01:34 go ahead and keep mine on the Default style. You will now want to choose your paint
01:39 color, which you can do by clicking on the Color swatch or by using the
01:42 eyedropper to grab a color directly from the scene. I think, I'll use the
01:46 yellow over in the flower.
01:49 Now to be begin painting, you will simply want to click on the Paint icon.
01:53 Doing this automatically converts the Viewport into a two-dimensional canvas on
01:57 which you can now interactively paint. So I'll move my cursor over the vase and
02:01 start applying a few strokes.
02:05 If I want to make my brush bigger or smaller, I can do that back in the
02:08 Viewport Canvas dialog. I'm going to take mine up to a size of 50 and I'll add
02:15 a little more yellow down at the bottom of the vase. Now when you are done
02:21 painting, you simply want to turn Off the Paint Brush icon. Doing so will bake
02:25 the texture onto the vase. You can see that if I orbit the view.
02:31 I want a few more touches by changing my Brush type. Choosing a different color
02:36 from within the scene, this time I'll choose the blue in the upper right hand
02:39 corner. Going back to click on the Paint Brush icon, and continuing to paint on
02:43 the vase. Turning off the Paint icon again bakes the texture down onto the
02:54 surface of the vase.
02:58 You also have a Clone tool which allows you to grab a texture off of something
03:02 else in your scene and use that pattern as your paint color. I'm going to
03:05 return to my original Brush style, click on the Clone button, then hold down
03:15 the Alt key and click in the middle of the teapot. This now grabs that teapot
03:19 pattern and I can transfer that directly over to the vase.
03:28 If I'd like to use the flower design over at the right-hand side of my
03:31 background, I'll position my mouse there, hold the Alt key down and click and
03:36 then again begin painting on the vase. Getting out of the Clone tool bakes the
03:44 texture onto the object.
03:49 There is also a few different Photoshop-type Blending Modes that you can play
03:53 around with for other type of effects. Doing anything from a Lightening or
03:56 Darkening in the Maps, to changing their Saturation.
04:06 So that's the Viewport Canvas. A nifty new edition to the 3ds Max toolbox that
04:11 you will certainly want to start using in your production workflow.
04:13
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Using the Render Surface map
00:00Another new feature in 2010 is the Render Surface Map utility which provides a
00:05set of tools for creating bitmap images based on an object's UVW-Mapping. Those
00:11bitmaps can be used to either analyze the structure and makeup of an object's
00:14surface or it can be applied as a material mask in the hopes of creating a more
00:19realistic skin for an object.
00:21To show how the new feature works, I'll be using a file named Render Surface
00:25Map. Let's go ahead and first select our object which can be any editable poly.
00:29Now we'll go up to the Rendering pull- down menu, and choose Render Surface Map.
00:36When the dialog opens, you will first want to choose the size and resolution
00:39for the map you are creating. There is a handy drop-down list, so you can
00:43choose from to make things go a little quicker.
00:45For our example here, we'll leave it set to 512x512. Once the Size of the map
00:51has been determined, you can then make a selection between four different types
00:54of maps that you can create. For example, if you wanted to generate a texture
00:58that could be used to make an object look dirty in the areas of its surface
01:02that were concave, you could choose a Cavity Map, where the darker areas of the
01:08bitmap representing the areas of the surface, they are little more concave.
01:14You can kick up the Contrast level a bit; should you want the differences
01:18between the light and dark areas to be a little more pronounced. I'll take my
01:21Contrast to 15, and I'll click the Cavity Map button once again. You also have
01:32a Density Map. This creates a grayscale image that displays how dense the mesh
01:38is at any given point. Lighter areas displaying the location of the surface
01:42where the vertices are closer together.
01:44There is also a Dust Map which produces an image again in grayscale that
01:52illustrates the areas of the surface that point up or in the Z direction of
01:57world space in other words. This is helpful to know for an example, when you
02:01are wanting to study what areas on the surface will be shaded and lit should
02:05the primary lighting in your scene be coming from above. You could also use it
02:10to determine where the dust would gather on an object, should that be in your
02:13project's game plan?
02:17There is even a SubSurface Map which once calculated, displays an estimation of
02:24the relative volume of an object at a given point. This comes in real handy
02:28when using subsurface scattering materials. Wide areas within the map
02:33representing the thinner regions of your geometry. The areas that will show the
02:37greatest level of translucency in another words, which you can see in our
02:40example here would be areas of the dog's forehead, nose, and the edge of his lips.
02:46So that's the Render Surface Map utility new to 2010. Be sure to take advantage
02:51of its controls and features the next time you are needing a quick analysis of
02:54a model, or a fast and easy way of creating a material mask.
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Using the Mental Ray Multi Sub-Map Shader
00:00 The new Metal Ray Multi-Sub Map Shader gives you the opportunity to assign
00:04 different colors or maps to a single parameter on a material. Those designs or
00:09 colors can be assigned at random or based on an object or material ID number.
00:14 Let's take a look at how it works.
00:16 Let's start by first selecting all the bricks and assigning the new Multi-Sub
00:20 Map Shader. Each of the bricks is starting with a default object ID number of
00:36 0. Because of this, each object has currently been assigned the map's
00:41 default or what is called the Out-of- Range color. You can see that as being Red.
00:46 Let's go ahead and render real quick to make sure that we have got good contact with
00:49 our skin. And it looks like we do. Now if we went ahead and changed that color
00:55 swatch, you can now see how those changes reflect back in our scene. For our
01:03 example here we will leave it on the Red.
01:07 Now we can start mixing things up by reassigning objects of similar color, a
01:11 new ID number exclusively to that color group. In other words, all the yellow
01:15 wireframe objects will receive ID number 1, all the green objects ID number 2 and
01:20 so on and so forth. When we have the renumbering in place, we can then start
01:24 building a random color pattern into our block formation.
01:28 Now in the hopes of speeding things up, I have already created a couple of
01:31 selections sets for each mesh color. That will simply make it a little easier
01:34 for us to assign the ID numbers. We'll choose the Yellow, right-click, go to
01:39 the Object Properties and change their ID number to 1. We'll go to the Green,
01:46 and we'll make those number 2, continuing on here, let's go to the Pink, those
01:52 will be Object ID 3 and finally, the Lt Blue, will be converted over to Object ID 4.
02:06 There is another way that we could have selected all the objects that have a
02:09 similar wireframe color and that would be by using the Select By Color Command
02:14 over in the Edit pulldown menu. With this now activated, let's go and click on
02:19 all the orange bricks, and we'll change their Object ID to 5.
02:27 Now we can use the different Object ID numbers to vary the color and textures
02:31 on the individual objects. Let's go back in the Materials Editor. You can see
02:35 that we already have some random colorations here identified by the Object IDs
02:39 to the left. So if we now render, we should be able to see a little bit of
02:43 change in our results and indeed we do.
02:48 Now if you are simply wanting to stay in solid colors, you can now go ahead and
02:52 change some of these color swatches. So we'll make one kind of a Lt Green,
03:00 maybe another going to Orange and how about a third one, converting over to
03:06 Yellow. Let's render that.
03:07 Now what makes the Multi-Sub Map Shader even more powerful is the fact that you
03:16 can actually load bitmaps on each color ID slot. So we'll go to slot number 1
03:20 and click on the Option box directly to the right and from here we'll choose Bitmap.
03:26 Now these are a series of images that I have made available to you over in the
03:28 Chapter5 folder. Six of them in total, they all start with the word Tile. We
03:33 can take a look at one of those real quick so you have a better idea of what we are working with.
03:37 Okay, now we are going to go ahead and load that up. If we now render, all the
03:42 objects that have been assigned the Object ID number 1, have now change
03:46 accordingly. And we can do that with each of our other colors. So our number 2 will
03:56 load Tile 2, ID 3 gets Tile 3, and so on and so forth.
04:19 Now you can see that each of the top five ID numbers have been assigned a map
04:23 with just a slight variation in their color. Let's go ahead and render that. Now I did
04:31 purposely leave a few of these blocks set at the Out-of-range color just to
04:35 demonstrate the fact that you can also load a map up on that, which is bitmap
04:40 and for this one we'll choose Tile 6. Let's render one more time and you can
04:47 now see the results. So that's Metal Ray's Multi-Sub Map Shader.
04:51 I got to believe you'll be able to come up with dozens of ways that you can put
04:54 that baby to use. Varying the tile colorations on a kitchen counter or in a
04:58 shower stall, mixing up the brick designs on a driveway or paver patio. Heck,
05:03 maybe even changing the seat colors in a concert hall or sports stadium.
05:06 There is all kinds of uses for the Multi-Sub Map Shader. Now it's just a
05:11 matter of pulling that puppy out and putting it to good use.
05:14
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6. Other New Stuff
Adding multiple soundtracks using ProSound
00:00 If you've ever worked with adding dialog or sound effects to an animation in
00:03 Max, you've undoubtedly felt the frustration of having to work with only a
00:07 single track for whatever you've needed to add in. Because of that, you have
00:11 more than likely decided to instead use a video editing program to throw things
00:15 together and you still might, but with Max 2010, you now have a much more
00:20 flexible option directly inside the software.
00:23 You see the new release has brought with it a terrific new utility called
00:26 ProSound that provides 3ds Max with a real-time multi-track solution for
00:31 integrating sound inside your animations. With ProSound, you can compile up to
00:36 100 different independent audio tracks using any clip that's been saved in
00:40 either an AVI or WAV format.
00:43 Here is how it works. Let's say that we are creating a wartime video game and
00:48 have been given the responsibility of adding sound into a shot. We have got a
00:52 soldier on foot running from an enemy helicopter in close pursuit. Our job will
00:57 be to add the sound of the footsteps from the fleeing soldier, the hum of the
01:01 helicopter overhead and the explosion that will result from the chopper firing at his prey.
01:07 Here is how we'll set it up. We'll first access the Dope Sheet by going through
01:11 the Graph Editors pull-down. From here, we'll click on the Sound option, then
01:17 right-click and choose Properties. Now, here is your ProSound interface. To add
01:22 a sound track, we'll click on the Add button in the upper right corner. Now,
01:25 here is our sounds for the chopper, the explosion and the soldier running.
01:29 Let's first bring in the sound of the soldier's footsteps. We'll choose Running
01:33 and then Open. Now, once it's been loaded into the interface, we can click on
01:37 the Playback button to hear how it sounds. [running sound] We'll now close the dialog, then
01:51 open the sound track in the Dope Sheet. We'll click on the plus sign to the
01:55 left of Running, so we can see both the WAVform and its volume. We only have a
01:59 100 frames in our animation, so let's right-click on the Playback head and
02:03 change your End Time to, let's say, 500 frames.
02:09 We can now click on the Horizontal Zoom Extents inside the Dope Sheet. Now we
02:13 can go ahead and play it back directly along the timeline. Let's now add in the
02:26 sound of a chopper flying overhead. We'll again go back to the Sound entry in
02:30 the Dope Sheet, right-click and choose Properties. This time we'll load the
02:36 Chopper file and again, play it back. [Chopper sound] We'll now close the dialog and expand the
03:00 Chopper track in the Dope Sheet.
03:02 Let's pull this down a little way so we can actually see both, here we go. Now,
03:10 let's play this back and see how things are turning out. [chopper and running sound] Okay, not bad, but we
03:27 are going to want a slight delay before we begin to hear the chopper
03:30 approaching. To move the sound track, you will have to change from Edit Keys
03:34 over into the Edit Range mode. This now gives you a set of range bars that you
03:38 can slide back and forth.
03:40 I am thinking that I would like the chopper sound to begin about 15 frames
03:44 after the start of the animation. I'll move back to frame 15, just so I get a
03:51 better idea of where I'm working. And I'll now grab the Chopper range bar and
03:55 move its start into the middle of those two yellow lines. Let's now hit the Home
03:59 key and play this back. [chopper and running sound] So, that does indeed synch up a little better.
04:15 Now why don't we bring in the sound of the missile fire and the resulting
04:18 explosion. We'll again return to the Sound button, right-click the Properties
04:25 and add the explosion. Let's take a listen to that. [explosion sound] Okay, we can close that out
04:44 and as just with the others, we'll go ahead and expand its track. Now, if you
04:49 look at the WAVform, it is pretty obvious, the explosion occurs about a third
04:52 of the way into the track. At its current position, the explosion will be
04:56 occurring much too early in our animation.
04:59 Let's verify that by listening to the playback. [running and explosion sound] So, with the timing off, we are
05:17 also going to want to move this range bar back to the right. Let's synch this up
05:22 so the explosion happens right around frame 300. I'll get to that location on
05:29 my timeline, then move the range bar in place, there we go. Now, let's have a
05:37 listen to that. [chopper, running and explosion sound] Okay, so that sounded pretty good.
05:58 Now, to polish this off, we probably need to lower the levels of both the
06:02 explosion and the running to bring in a little more realism into what actually
06:06 happened as the soldier got knocked off his feet. For this we'll start with the
06:10 Explosion. We'll select its volume track. We'll have to go back to the Edit
06:15 Keys mode and we are going to want to add a couple of keys along the volume track.
06:22 Let's say that we are going to start fading out of the explosion around frame
06:25 360, then completely eliminate the volume on the explosion by frame 420. For
06:30 this I'll simply click to set a couple of keys knowing that I'll have to go
06:33 back to make the fine tune adjustments in their dialog boxes. I'll click once
06:37 around 360 and then again right around 420. Once I have done that, I'll go back
06:43 to the Move command and then I'll right- click on that second key that I created.
06:48 Now, we'll set the frame to 420 and we'll lower the volume to 0 meaning that we
06:55 can no longer hear the sound of the explosion. We'll go back to the first key
07:02 and readjust its frame to 360. You can now see the sound volume is tapering
07:09 down over the 60 frame interval that we set our keys. We'll now want to do
07:13 pretty much the same thing for the footsteps.
07:15 We will find the volume track for the Running, go back to Add Keys, then click
07:22 around 360 and then just a little bit thereafter. Again, we'll be adjusting
07:27 these once we get another Option box. Let's right-click on the selected key
07:34 and we'll say that the footstep sounds will end within one second. We'll make sure
07:39 it starts at 360, keeping the volume at 1 and then right around frame 390,
07:49 we'll lower the value to 0.
07:56 If we now play this back, we'll be able to hear the end result. [runnin, chopper and explosion sound]
08:18 We probably need to tweak the running keys a little bit more so he gets knocked off this
08:21 feet a little sooner. If the explosion happens at frame 300, maybe that's about
08:26 the time we ought to have him being blown to the ground. So, we'll go back and
08:30 right-click on that key. We'll take the first one to about let's say, 310 and
08:38 we'll take the one at 390 back to let's say about 340. That ought to synch things up
08:45 just a little bit better.
08:46 Let's play that back. [running, chopper and explosion sound] So, that's pretty sweet and all inside 3ds Max. Now, the
09:10 next time you are looking to add a sound effect or maybe a little dialog for
09:13 your character, know that you won't experience the same obstacles that have
09:16 limited you up until now. I'm going to save this out as ProSound Completed if
09:21 you would like to take a look at it.
09:22
Collapse this transcript
Understanding the new Particle Flow operators and tests
00:00The 2010 version of Particle Flow has added a number of great new operators and
00:04tests. A better design to expand the capabilities of an already very powerful
00:09particle system. Some of the options are brand new while others are improved
00:14versions of existing events that up until now have been available only as
00:17additional plug-ins. Now there is quite a bit to choose from.
00:20Let's take a look at a few of the ones that you might want to use right away.
00:26OK, let's see what we can find. The Preset Flow merges a previously saved
00:31Particle Flow Setup into the current scene. You can use that flow as an event
00:35within the current flow or as a starting point for a new particle system.
00:41The Empty Flow provides you with a starting point for a particle system
00:44consisting of simply a single global event containing a Render operator. You
00:49can use the Empty Flow when you are looking to build a new system completely
00:51from scratch, without first having to delete all the default operators that
00:55come loaded in the standard flow setup.
01:00Now the Standard Flow will add a default particle system into your view. It's
01:04just a quick way to add a flow that contains all the default events and event
01:07settings. Now as far as the new operators, let's start with the Birth Paint.
01:12This will generate particles using the data from another new feature in Max
01:152010, something referred to as a Particle Paint Helper. You also have the Birth
01:20Texture, which will generate particles by using the animated color data from Animator Object.
01:25Directly below that is the Initial State. This makes a snapshot of the Pflow
01:29event at its Start Time, and uses it to generate clone particles at Emit Time.
01:35There is also a new mapping object operator, which assigns the mapping from a
01:39reference object on to your particles. There is also a newer version, the Shape
01:43Operator, which has added several new particle shapes, both 2D and 3D.
01:50And one more item of note, the sample files disk, the second DVD that ships as
01:54part of the Max 2010 Installation Package, contains the new Pflow elements
01:58library that offers over 100 samples Particle Flow setups, that have been
02:03created by one of the industries leading effects artists.
02:06If you get a chance, check them out they are awfully impressive. So that will
02:10do it for some of the new power pack features in Particle Flow; be sure to take
02:14some time to learn how they work.
Collapse this transcript
Exploring Mental Ray's Render Frame Window improvements
00:00 The Mental Ray Rendered Frame Window has gone through a little face-lift since
00:03 Max 2009. For example, both the Render button and the Production Iterative
00:10 switch have moved south to the lower part of the dialog to join the other
00:13 Mental Ray specific controls.
00:15 You will also be happy to know that the lower panel has added a new set of
00:19 global tuning sliders, that serve as a way to temporarily override the final
00:24 render settings. When you are simply looking to take a quick test render at
00:27 maybe less than final quality output.
00:30 The Slider Controls are also particularly handy when fine-tuning both Mental
00:33 Rays, Arch & Design and Pro Materials. In Max 2009, you would have to
00:38 painstakingly go back and forth through various dialogs, to get what now can
00:42 all be controlled in a single on screen window.
00:46 Each slider also offers a quick tool tip that enables a quick understanding of
00:49 its purpose and application. So there is a little less guessing now when making your adjustments.
00:55 Now, as with most settings in Mental Ray, when making your adjustments, be sure
00:58 to remember that the higher the setting, the longer the render. Those delays
01:02 sometimes being pretty dramatic.
01:05 So the new Mental Ray Rendered Frame Window may not look like a whole lot just
01:09 an extra slider here or there, but believe me, next time you find yourself on a
01:13 production work-flow, you will truly appreciate the new bells and whistles that
01:17 are now available with the 2010 overhaul.
01:19
Collapse this transcript
Using Biped's new Knuckle feature
00:00Max has added a few new features to the Biped tool-set that you will appreciate
00:04when animating your next character. First, is the new Knuckle option that
00:09allows for the addition of more subtle hand animation when needed.
00:13The Standard Biped Hand link which up until now has been the only available
00:17hand configuration gave animators the ability to move things around, but never
00:21really offered the opportunity to create finely detailed movement on a character's hand.
00:25That is all now changed with the new Knuckle and Short Thumb options in 2010.
00:31With Knuckles activated, you see that the hand automatically converts to a
00:35small base and individual bones for each finger, each finger having four links.
00:40New in 2010 is also the ability to now more freely rotate each bone along all
00:45three axes. The Short Thumb option went on, configures the thumb with one fewer
00:51bone at each finger, making it a little more anatomically correct when working with a human hand.
00:57The Bone Twist option which was previously limited to the biped's forearm has now
01:02been expanded to include all the biped limbs.
01:05Activating Twist allows for a much more realistic deformation on your
01:09character's mesh when a particular limb is twisted. When the option is active,
01:15the Twist link controls the skin deformation set up by your physique or skin
01:19modifier, while the base link, the primary bone drives the animation.
01:32You can see a similar result if we would rotate the ankle. The new Xtras group
01:47directly below the Twist link lets you add extra tails to your biped.
01:51The tail is added by simply clicking on the Create Xtra button. By default, the
02:00biped's center of mass is assigned as the Extra Tails parent. Although you can
02:04change that if needed.
02:05To make that change, you will go down a little bit lower, click on the Pick
02:08Parent button, and then choose your new parent. In our example here, I'll go
02:13ahead and choose the Green Thigh. You can also add additional links if needed.
02:39It's also easy to add an additional tail to the opposite side of the biped by
02:42simply clicking on the Create Opposite Extra icon.
02:52Now, these extra tails like the biped ponytails aren't configured with inverse
02:56kinematics. So transforming a bone further down the chain won't affect any of
03:02the links going toward its parent.
03:04Now because of that, any animation you want to add to the extra tail must be
03:08done by setting individual rotation keys. Whatever key framing you do, will be
03:13saved in both your Max file, and if you were to save out the motion, via the BIP format.
03:19So there is a few things you can play around with on the Biped. Next time you
03:23are doing a little character work, be sure to remember the new options.
Collapse this transcript
Conclusion
Goodbye
00:00Well, how's that for a healthy dose of new features you can sink your teeth
00:03into, and it will definitely improve your production work-flow in 3ds Max.
00:08Be sure to be on the lookout for other new titles on 3ds Max 2010 scheduled for
00:12release in the not-too-distant future. For lynda.com, I'm Steve Nelle.
00:17Thanks for watching.
Collapse this transcript


Suggested courses to watch next:

3ds Max 2011 Essential Training (10h 4m)
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3ds Max 9 Modeling (13h 33m)
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3ds Max 2011: Particle Effects (5h 53m)
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