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3ds Max 2013 Essential Training
Maria ReƱdon

3ds Max 2013 Essential Training

with Aaron F. Ross

 


The course covers Autodesk 3DS Max from the ground up, providing a thorough overview of this advanced 3D graphics and modeling package. Author Aaron F. Ross covers the 3ds Max interface and walks through common tasks such as modeling, texturing, lighting, animating, and rendering. The course is centered around real-world projects that provide designers practical examples to use with the lessons.
Topics include:
  • Creating primitives
  • Setting units and dimensions
  • Modeling with splines
  • Lofting objects
  • Cloning and grouping objects
  • Using the modifier stack
  • Editing polygon meshes
  • Working with subdivision surfaces
  • Creating NURBS curves and surfaces
  • Building materials
  • Mapping textures
  • Controlling lights and shadows
  • Keyframing animations
  • Rendering a sequence

show more

author
Aaron F. Ross
subject
3D + Animation
software
3ds Max 2013
level
Beginner
duration
7h 9m
released
May 16, 2012

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Introduction
Welcome
00:04Hi! I'm Aaron F. Ross and I'd like to welcome you to 3ds Max 2013
00:09Essential Training.
00:113ds Max is a top-tier application for digital content creation.
00:16Here are some of the topics we'll be covering in this course:
00:19modeling with polygons, curves, and subdivision surfaces, defining shading
00:25properties with materials and maps, setting lights such as spot and omni lights,
00:32adjusting camera position and Field of View, animating objects with keyframes
00:38and controllers, keyframe editing in the Curve Editor, constructing and
00:43animating hierarchies, and final output rendering to an image sequence.
00:49I've been using 3ds Max and its predecessor 3D Studio since the early 90s, and
00:55now I'm happy to share my experience with you.
00:57So let's dive into 3ds Max 2013 Essential Training.
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Using the exercise files
00:00If you're a premium subscriber to lynda.com, then you can download and install
00:05the exercise files for the course.
00:07I've got them here on my Desktop as you can see.
00:10If you're not a premium subscriber, then you can create your own Exercise Files
00:15folder, as we will see later in the course.
00:18Inside that Exercise Files folder, you'll see numerous subfolders and these
00:23are created by 3ds Max.
00:25This is a 3ds Max project folder structure, and all the different types of files
00:30are kept in specific locations.
00:32For example, in the scenes folder, we've got a bunch of 3ds Max .max files
00:38organized by chapter.
00:41Again, if you're a premium subscriber, then you can download these.
00:44If you're not, you can create them as you go through the course.
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1. Getting Started
Setting user interface defaults
00:00Before we begin in earnest, I'd like to take a moment to show you how to change
00:04the color scheme of the 3ds Max user interface.
00:08This can be helpful.
00:09We all have our own preferences.
00:11I prefer a lighter interface because I find that the white text on a black
00:15background is harder for me to read.
00:17So I'm just going to go into the Customize menu and choose Custom UI
00:20and Defaults Switcher.
00:23In this dialog, we've got two sections.
00:26On the left are the tool settings.
00:27This lets you choose the default behavior of the tools in 3ds Max.
00:31And as you click through these different options, it'll actually tell you
00:34what those options are.
00:36Usually, you'll just choose Max, which will be the default 3ds Max tool settings.
00:42At the moment, I'm more interested in the other section here, which is the UI
00:47schemes, and I'm going to choose ame-light which stands for Autodesk Media and Entertainment.
00:54Click the Set button and don't be alarmed when the screen flashes.
00:583ds Max is just loading up all the icons, and you will see a message that says,
01:03The default settings will take effect the next time you restart 3ds Max.
01:08So I do recommend that you shut down 3ds Max and reopen the program before continuing.
01:14And that's how you change the user interface color scheme in Max.
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Setting preferences
00:00Let's set a couple of preferences in 3ds Max and simplify the interface a
00:04little bit for teaching.
00:06First of all, you'll see that you may have this big area of the interface here
00:11called the Graphite Ribbon.
00:13I'm just going to shut that off because we won't be using that until later in the course.
00:17So I'll click this icon on the main toolbar and that will take the
00:20Graphite Ribbon away.
00:21I'm also going to hide this thing here which is called the ViewCube.
00:25If you click on that accidentally, it kind of does things to the interface here.
00:29So I'm going to choose to disable that by going to Views > ViewCube > Show the
00:35ViewCube, and that'll turn it off.
00:37Now let's go into the 3ds Max Preferences.
00:40In the Customize menu, I'll choose Preferences.
00:44Most important thing I want to point out to you right away is the Help tab,
00:48click on that, and you'll see that the help files for 3ds Max are by default
00:53hosted on the Autodesk web site.
00:55This can be problematic if you're not connected to the Internet, or if you're on
00:59a slow connection, or if there's a server load on that day.
01:03So I don't recommend that you use the web site.
01:05I actually recommend that you click Local Computer/Network and then click
01:10the Download button.
01:11That will take you to the 3ds Max web site where you can actually download a
01:16full copy of the Help.
01:17Then once you've placed it in the appropriate location, you can go back into
01:21this Preference Settings and click Browse to point at where you've installed
01:26that Help documentation.
01:27While we're here in the Preference Settings, I also want to go to the Files tab
01:33and there is a very important setting in here that I want you to enable.
01:37It says File Handling, Convert local file paths to Relative.
01:42We want to enable that.
01:43What that's going to do is ensure that when we add assets to our 3ds Max
01:49project, the location of those assets will be recorded relative to the current
01:55project folder and not an absolute path that is recorded relative to a
02:00particular computer or drive letter or volume name.
02:05This will become a little bit clearer as we go forward in the course.
02:08But again, the reason I'm doing this is to ensure that when I create a project
02:13folder in 3ds Max, that folder will be portable and I will be able to move my
02:18assets to a different machine or to a different folder on the same machine and
02:23the links to all of the files will not get broken.
02:26So I have enabled Convert local file paths to Relative.
02:31And those are just a couple of the most essential preferences that we need to
02:35set in 3ds Max before we begin.
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Using project folders
00:00There is one more thing that we need to do before we can really begin.
00:03We need to set 3ds Max to a project folder.
00:08A project folder is a way of tracking assets, of managing the links
00:12between multiple files.
00:143D programs are different from 2D programs like Photoshop.
00:18In Photoshop, you open a document and everything that you need is right there in that one file.
00:24But in a 3D program like 3ds Max, you're dealing with lots of different files.
00:29You load a scene file which has your geometry and animation but that's linked to,
00:34for example, texture files or images on disk.
00:37And in order for all of those links to be preserved you need to have some system
00:41for doing that and that's called a project folder.
00:44Up here in the upper left-hand corner of the 3ds Max interface is the
00:48Caption Bar, and this button over here on the far right is called the Project
00:54Folder button.
00:56And if I hover my mouse over that you will see it says my current project is in
01:02the Documents folder, that's the default project.
01:04What we're going to do now is we're going to either create a new project or set
01:10to an existing project.
01:12If you are a lynda.com premium subscriber then you can download the exercise
01:16files and then use this command to point at that folder, and then all the links
01:23for the exercise files will be preserved.
01:26If you're not a premium subscriber, then you can create a new project folder
01:30using this same button because it is in fact a two-in-one command.
01:35I'll click that, and on my Desktop I've placed the exercise files for the course.
01:44Let me open that up so you can see that there are a bunch of curiously named
01:47folders inside that.
01:49It's very important at this stage that you make sure you're clicking the root
01:53level or the top level of the project folder structure.
01:57If these curiously named folders are inside the currently selected folder then
02:023ds Max will simply set to that project.
02:06In other words, that will be the new home base for all assets.
02:10But if there isn't a project folder inside, for example, if I click on this
02:16archives, there is nothing inside that now.
02:19If I click the OK button now what would happen is 3ds Max would create an
02:23entirely new set of project folders inside this existing project folder.
02:29I'd have nested project folders one inside the other and I'd go right down the
02:34rabbit hole and that wouldn't be a good outcome.
02:37So make sure that you're selecting the root level or the top level of
02:42the project folder.
02:43And again, if you don't already have an existing project folder then you can
02:46just create one wherever you like.
02:48I'll click OK and now if I go back and hover my mouse over that button you'll
02:53see that the current Project Folder is now the Exercise Files for the course,
02:58and that's how you set a project folder in 3ds Max.
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2. The 3ds Max Interface
Getting familiar with the interface
00:00Let's take a quick tour of the essential components of the 3ds Max user interface.
00:06Previously I mentioned the Caption Bar up here, which is where you'll find the
00:11most common file commands, like Open and Save.
00:14There is also an Application menu here and that gives us access to some of
00:19the deeper file commands, like importing a foreign file format, for example from AutoCAD.
00:25The main menu in 3ds Max is kind of a limited menu, it doesn't have all of the
00:30commands that you will need.
00:32A lot of these commands are actually redundant to other places in the
00:37interface, and there are in fact quite a number of commands that don't show up
00:41in the menus at all.
00:42This should be familiar to most of us and it's a cascading set of menus.
00:47Below the Menu Bar is something called the Main toolbar and this gives us
00:52commands such as moving objects.
00:55There are many toolbars in 3ds Max and most of them are hidden.
00:59If I right-click on an empty spot on the Main toolbar I'll get a list of all
01:05the possible toolbars.
01:06For example, the Axis Constraints, that's the one that we'll be using later.
01:10The toolbars are dockable and I can just drag them around and drop them wherever
01:14I want, so it's quite convenient.
01:16I've got another one here on the left- hand side, it's called the Viewport Panel
01:21Layout toolbar and it's kind of actually empty, it's taking up a bit of space.
01:26So I'm going to right-click and hide the Viewport Layouts. I don't really need that.
01:31The main area of the interface is taken up by the so-called viewports and we've
01:36got a Perspective view, which is like a camera and then we've got Front, Top, and
01:42Left views which are called Orthographic views, and those are like engineering
01:46design documents. They are just 2D representations of objects.
01:51On the right-hand side is something called the Command panel, and this is really
01:55the heart of the program, and the Command panel has sub-panels within it, we'll
02:00be looking at all these.
02:02The Command panel is also resizable, you can drag in order to make it larger,
02:07and it can be undocked as well.
02:10You can just right-click and choose Float.
02:12So this is helpful sometimes if you have two monitors.
02:18Go ahead and drag it back over there and it will dock back to the interface.
02:23At the bottom of the interface we've got animation controls. We've got a
02:26Timeline that's listed in frames, there are bunch of buttons for doing things
02:30like creating animation, there are Transport Controls and also most importantly
02:35at the extreme lower right-hand corner are controls for the viewports themselves.
02:41So that you can navigate within your scenes.
02:43We'll be covering all of these in greater detail later in the course.
02:47For now that's just a quick introduction to the main components of the 3ds Max interface.
02:53What they're called, where they are, and how they work.
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Using the Create and Modify panels
00:00Creating and adjusting objects in 3ds Max is quite simple and interactive.
00:05All you need to do is go to the Create panel and that's opened by default.
00:10Within that Create panel are a bunch of sub-panels for creating different types
00:13of objects, and the default one is Geometry.
00:17In the language of 3D, Geometry refers to models or objects.
00:21So for example, I can create a Box and click on that button, and to create the
00:25box I'll go over to this Perspective Viewport and click and hold the mouse and
00:29drag it out, and I'm continuing to hold the mouse as I do this.
00:34And you can see, in the Create panel, that I'm getting numbers that are indicating
00:38the length and width of the box.
00:41When I release the mouse then I can drag upward to set the height of the box.
00:45And when I'm finish with that box I can click again to complete that box.
00:50If I haven't clicked off of anything then I can still go over here to these
00:54parameters and adjust the Length, Width, and Height of the box.
00:59If I click again in the viewports I can create another box.
01:05And again, it's click and hold, then release, and then drag up to set the height.
01:10When I am finished making boxes, I can choose a different tool such as the Select
01:15Object tool up here, and that will turn the Box Creation tool off.
01:19I could also just right-click in the viewport and that will exit out of Box Creation.
01:24Once I've made objects then I can adjust their parameters by going to another
01:30panel called the Modify panel, and if I select an object, once again, I have
01:35access to its parameters, such as Length, Width, and Height.
01:40Select a different object and adjust its parameters as well.
01:44These are primitive objects, just building blocks, I can go back to the Create
01:48panel and make other primitives like a Sphere.
01:52Sphere is easier because it only has a radius, I'll just click and drag and release.
01:57If I am finished making objects of that type I can right-click.
02:00If you're more comfortable with a menu interface 3ds Max does provide
02:04that functionality.
02:06You can also go into the Create menu and choose your object type such as the
02:11Standard Primitives > Cone.
02:15And for each one of these primitive types you'll have slightly
02:18different creation methods.
02:19With a cone, I'll click and drag to set the radius, release the mouse and drag
02:23up to set the height of the cone, click again and then drag to set the second radius.
02:31Finally, click yet again to finish that cone and then right-click to exit the tool.
02:37So each primitive has slightly different creation methods. Once you've created
02:42an object you can go into its Modify panel and adjust its parameters.
02:47That's a quick introduction to creation and modification of objects in 3ds Max.
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Navigating in the viewports
00:00Once you've got something in your scene, you'll want to use 3ds Max Viewport
00:04Navigation controls to view the objects from different points of view.
00:08This can be done from the icons at the extreme lower right-hand corner of the interface.
00:12For example, the Hand will let you move left and right and up and down in any
00:18viewport, either Perspective, or in these Orthographic 2D viewports.
00:24You've also got a Magnifying Glass, which will let you move forward and back.
00:30And also, most helpfully, an Orbit tool, which is this one here.
00:34So I'll click on Orbit and then activate a viewport, and I want to make sure
00:39that I click in the center of the circle here, and the reason for that is
00:43that as long as I click in the center of that circle, than my horizon line will remain level.
00:50If I click on the outside here, I'll get what's known as a Dutch Tilt or a
00:54Canted Angle, and that's almost never a desirable outcome.
00:58So how do we get back to where we were?
01:00Of course I could try to tilt it back, but I'll never really be sure if I get it
01:04exactly right on the money.
01:06There's no numerical input for this.
01:09This leads us to a discussion of undo for viewport controls.
01:133ds Max, like many 3D programs, has actually two separate undos.
01:19There's an Undo buffer for scene commands, like moving an object, and there's a
01:24separate Undo buffer for Viewport commands like Orbit.
01:28So if I hit Ctrl+Z or if I use the Undo button up here, that would actually not
01:33undo the viewport move, and in fact, I might undo something that I didn't intend
01:38to, like creating a box or whatnot.
01:40To undo a Viewport command, you can go to the name of the viewport, in this case
01:45Perspective, click on that and then you've got an Undo command here.
01:51And you notice that it's got a shortcut here, which is Shift+Z. So I could hit
01:55Shift+Z and that would do the same thing.
01:57So that's how you can use the viewport navigation icons in 3ds Max.
02:01What you'll find though is that these will tend to slow you down and it's better
02:05and easier to use the hotkeys.
02:06We'll cover that in the following movie.
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Using hotkeys
00:00Viewport navigation hotkeys are incredibly useful in any 3D program.
00:05It will free you up from having to worry about clicking on icons just in order
00:09to be able to move through the scene.
00:11So you really will want to memorize the viewport navigation hotkeys.
00:15Luckily in 3ds Max, it's quite a simple matter.
00:18It's all about the middle mouse button.
00:20I'm going to choose the Select Object tool so that you can see I do not have any
00:25Viewport Navigation tools active, and I'll hold down the middle mouse button,
00:29and that lets me navigate left and right and up and down in any viewport.
00:34So I'm moving my point of view left and right and up and down.
00:39If I hold down the Alt key and the middle mouse button in an active viewport,
00:44then that lets me tumble, and this is preferable to using the icon, because I'll
00:49never get a Dutch Tilt.
00:51I'll never get a Canted Angle this way.
00:53The horizon line will always stay level.
00:56And to move forward and back in your scene, it's Ctrl+Alt+Middle mouse
01:03button all at once, and that lets you dolly forward or back in any viewport.
01:10Little bit easier way to do this is just to turn the mouse wheel, if you've got
01:14one, and that will also dolly forward and back, but as you see it's doing it in increments.
01:19So if you need finer control, it's Ctrl+Alt+Middle mouse.
01:25Another really useful hotkey is to minimize or maximize the viewport.
01:30There's a button for that in the extreme lower right-hand corner of the
01:33interface, Maximize Viewport Toggle, and I can click on that and it will
01:39maximize the current viewport.
01:42But that's just going to slow you down.
01:44The hotkey is much faster, and it's Alt+W, that will maximize a viewport.
01:50Finally, I want to warn you about something that could be problematic, and that
01:55is orbiting in an Orthographic Viewport.
01:58If I click on one of these Ortho views, like a 2D Front View, and I tumble in it,
02:03or orbit in it, with Alt and middle mouse, it will be converted to something
02:07called a User View, and this might be useful to you if you're an engineer and
02:13you're used to working with isometric drawings and so on.
02:16For most of us it's going to be confusing.
02:19We can change the behavior of 3ds Max so that this will not happen.
02:23I'll go ahead and Undo those rotations a couple of times, and I'm back to the
02:30standard 2D Orthographic View.
02:32I'm just going to set a 3ds Max preference so that, that will not happen again.
02:38Customize > Customize User Interface, and I'll go to the section that says
02:44Mouse, and I'll just activate this switch that says Lock Orbit in orthographic,
02:51and that way I won't need to worry about that happening accidentally.
02:57And now when I try to orbit in here I get a little do not enter sign, and that
03:01will make sure that those 2D views are always locked to the grid.
03:06Those are the most essential keyboard shortcuts for navigation in the
03:10viewports in 3ds Max.
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Transforming objects
00:00Let's look at manipulating objects in 3ds Max.
00:04Moving and rotating objects is called transformations, or Transforms, and those
00:12tools they're found on the main toolbar, Select and Move.
00:17So if I click on that, now I've got the Move tool active, and if I choose an
00:21object I get this tripod, which is called the Transform Gizmo or the Move
00:29Gizmo, and it will let me move an object in any one of the three directions of 3D space.
00:36I've got X, Y, and Z, and I can do that in any viewport.
00:46Pretty simple, pretty basic.
00:47Most 3D programs have a similar method of manipulating objects, that's the
00:52Move tool, very simple.
00:54The shortcut for that by the way is W, and again, that's very common in most 3D programs.
01:01So if I've got the Select Object tool active and I just press the W key on my
01:06keyboard that will activate the Move tool.
01:11Next to the Move tool is the Rotate tool, and let me get in a little bit closer on this.
01:18I'll right-click in my Perspective View, that way I'll preserve the current
01:22selection, and I'll maximize that view with Alt+W, and I'll get in a little bit closer.
01:28I can use the Z Key as one way to get in closer to a selected object, Z for Zoom.
01:35And the Rotate tool has 3 axes as well, and I can rotate around X, Ctrl+Z to
01:42Undo that, I can rotate around Y, I can rotate around Z, and you can see as I do
01:51this I'm getting numerical feedback in degrees.
01:56Very simple, very straightforward.
01:57The shortcut for rotate is E. So W is Move and E is Rotate.
02:05If I want to undo that rotation, I can hit Ctrl+Z back to a neutral rotation.
02:12You'll also notice that there are numerical values at the bottom of the screen
02:15here, and if I want to restore that rotation back to 0, I can just type in a 0
02:23down here, press Enter.
02:25That's Move and Rotate.
02:27There's also Scale on the main toolbar.
02:30That's the third in the holy trinity of Transforms in 3D, move, rotate, and
02:34scale, or position, rotation, scale.
02:37For reasons that will become clearer when we talk about hierarchies, I want to
02:41discourage the use of the Scale tool at this point.
02:44We could go ahead and stretch this box in various ways using the Scale
02:48Manipulator or Scale Gizmo, but that could actually cause unforeseen
02:53consequences later on.
02:54I'm going to use Ctrl+Z to undo that, and I'll mention at this stage that since
03:00we have a procedural primitive or a primitive box here, I can just go to the
03:04Modify panel and change its Height directly by clicking on one of these little
03:10arrows, which is called a spinner, holding down the mouse and just dragging that up and down.
03:17That's a much better way of adjusting the shape of a primitive, instead of
03:21scaling, again, for reasons that will become clearer when we talk about
03:25hierarchies or linkages between objects.
03:28When you have linked objects, scaling can become a problem and we'll be
03:32covering that later.
03:34So that's the basics of how to transform objects in 3ds Max using the Move
03:38and Rotate tools.
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Using axis constraints
00:00I'd like to go little bit deeper into the Transforms in 3ds Max to talk
00:04about axis constraints.
00:07As you've seen, you can use the Move tool or the Transform Gizmo to position
00:11objects in the scene.
00:13The Transform Gizmo is actually just a shortcut to a toolbar called Axis Constraints.
00:19Let me open that up for you.
00:21I'll right-click on an empty spot on the main toolbar and choose Axis
00:25Constraints, and you'll see as I choose X, Y or Z on the Move Gizmo, that the
00:33Axis Constraints toolbar is updating.
00:36Sometimes the Transform Gizmo will actually get in your way, and we will see
00:40this later when we get into Spline Curve editing.
00:43It's important that you know that you can turn the Transform Gizmo off as needed.
00:49To do that, you could use the X Key on the keyboard.
00:53If I press X, the Transform Gizmo is not displayed, but I can still see which
00:58axis I'm constrained to.
01:00You'll see that red line indicating the X axis.
01:06I can use the Axis Constraints toolbar to switch to the Y axis or the Z
01:11axis, which is elevation.
01:12Ctrl+Z to undo that, and additionally I've got the ability to choose two Axis
01:20Constraints, like XY for example, and now if I click anywhere on my object I can
01:26move it in X and Y, but not Z.
01:30I'll press the X Key again to turn the Transform Gizmo back on, and you can see
01:35you can actually do the same thing with the Transform Gizmo itself, by clicking
01:39on one of these brackets here.
01:41That will let you move in two axes at once.
01:45It's a basic introduction to axis constraints in 3ds Max, and again, it's
01:50important that you know this, because sometimes you'll need to turn the
01:53Transform Gizmo off.
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Choosing shading modes
00:00In any 3D program you have the choice as to how you can see objects in the viewports.
00:07For example, do you want to see the surface of the object or just its wires?
00:11To illustrate this a little bit better, let me create a ground plane.
00:13Go to the Create panel, let's add Primitives Plane.
00:20Just click and drag that out, release the mouse.
00:22So that you can see in fact, that there are shadows in the default 3ds Max viewport.
00:29Right-click to end plane creation.
00:33So if I move an object up and around you can see it's actually casting a shadow.
00:39If you're working on more modest hardware, you don't have the fancy video card
00:44and if your scene is running a little bit sluggish, or if for whatever reason,
00:48you can choose different Shading modes from the item on the far right of the
00:54Viewport Panel menu, and it currently says Realistic.
00:58So if I click on that I can choose different modes, such as Shaded, and that's a
01:04simpler display mode, which will run faster especially on more modest hardware.
01:11We could also choose Wireframe, and in fact, there are a lot of really cool
01:17things you can do in here, for example, there are Stylized modes.
01:24We can see what that looks like in a Colored Pencil.
01:28That's pretty interesting, and in fact, you could actually render it this way.
01:33I'm going to set this back to Shaded.
01:36We can do that in any viewport.
01:38We can choose a Wireframe or a Shaded mode in any view, through the menu.
01:44However, you probably going to want to use the shortcut keys, just going to
01:48be faster and easier.
01:50F3 on your keyboard will switch between Wireframe and a Shaded mode.
01:54That just toggles the state of the shading.
01:59Click on a viewport and press F3.
02:00A lot of times when you're modeling, you will find that you need to see not just
02:05the shading, but also the wireframes at the same time.
02:08Let me maximize this Perspective view with Alt+W. If I select an object and go
02:17to its Modify panel, like this Sphere, you notice that we've got settings for,
02:22for example, level of detail, the number of Segments to a sphere.
02:28You'll see as I click and hold this spinner and drag it up and down, I don't
02:31really see much change in the viewport.
02:34That's because I can't see the wires.
02:36If you press F4 on your keyboard, you'll be able to see wires and shading at the
02:43same time, and this is very helpful.
02:47It's important that you know what the level of detail of your model is, and
02:52if you can't see the wires then you don't really know what the structure of that model is.
02:57So I recommend when you're modeling, it's a good idea to view it in this mode
03:01which is called Edged Faces, and you'll see that up here.
03:06It says Shaded+Edged Faces.
03:08Once again, F3 toggles between Wireframe and Shaded, and F4 enables and
03:14disables Edged Faces.
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Configuring the viewports
00:00As you work in 3D, you're probably going to want to layout the viewports in different ways.
00:05So far we've only seen two possible viewport layouts, the standard four
00:09viewports and then a single viewport maximized with the Alt+W keys.
00:15There are a couple different ways for you to customize the viewport layout, so
00:18that for example, you can have one big viewport and three smaller ones.
00:23Right now I've hidden the toolbar to do that, but let's re-enable it and I'll
00:28right-click on the main toolbar and choose the Viewport Layout Tabs.
00:33And now I've got a toolbar over here that has only one option in it currently,
00:41but if I click on the arrow, I can choose different layouts.
00:46So for example, as I said, I can do one large viewport and three smaller ones,
00:50and when I click on that it's now added to the list of possible layouts here.
00:57That's kind of useful, because I can click to a Quad Layout or I can click to
01:02that two Column Layout, just by clicking on that button.
01:07And so as you add more of these here it'll sort of stack up, come back to the
01:13Standard Four Viewport Layout.
01:14There is another way to do this as well, I can turn that Viewport Layout Tab
01:21off, I can go into the Configuration for the viewports. I'll click on the plus
01:29sign in any viewport and choose Configure, and there's a lot going on in here.
01:36We can completely customize everything in the viewports from within this dialog box.
01:41So for example, I could go to the Layout, and I could do things like choose a different view.
01:47You can click here and say, instead of seeing the Front,
01:50I want to see the Back, for example.
01:53I'll click again and restore it back to the Front.
01:57Those are the two different ways that you can change the panel layout in
02:013ds Max.
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3. Modeling Basics
Surveying different modeling methods
00:00Before we dive into modeling in 3ds Max, let's take a look at three different
00:05ways of modeling an object in a 3D program.
00:09If you know about the different types of models and how they work, then you can
00:12better make decisions about which tool to choose for the particular job.
00:17On the left is a polygon model.
00:21The hallmark of a polygon model is that it's built out of all straight lines,
00:25and if I select an object within that model, you'll see that it's made of
00:30only straight lines.
00:31I'll press the F4 key, so we can see that a little bit better.
00:36Polygon models excel at shapes that don't deform and that have a kind of rigid appearance.
00:44It's the simplest of the modeling types.
00:47In the center here we have a curve-based model.
00:50If the Modified panel is active and I select the base of this cocktail table,
00:56you'll see this little panel opening up that says NURBS, that's an acronym that
01:01stands for Non-Uniform Rational Basis Spline.
01:06NURBS is curve-based modeling technique.
01:09So for example, if I go over to this panel, I can click on Curve, and I can
01:13select one of these curves.
01:16There's one now, click on that, and if I move it, you can see that I can change
01:21the shape of this curve-based model, or I can maybe scale it and do different
01:26things to it to change it, and the surface is derived from those curves.
01:31That's the primary characteristic of a NURBS model, it's a surface based upon curves.
01:38On the far right I've got something called a subdivision surface model, and this
01:43is the best choice for character and creature modeling.
01:46If you need to model an organic living thing, then subdivision surfaces is
01:51the best way to go.
01:52There is a lot going on over here in this panel, but I just want to show to
01:56you that if I go into a Vertex mode here, and turn on this option, so I can see the end result.
02:03What you're looking at here is the structure of a subdivision surface model and
02:11the key to SubDs, as they're called, is you have a rough polygon approximation of
02:18that surface, that's called the Control Cage, and then underneath that you've
02:22got the actual finished model, which is the surface here.
02:27In a subdivision surface model, raw polygons are used to generate a more highly
02:32detailed surface. Those are the three main types of models, and those are the
02:37three that we will be looking at in 3ds Max.
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Setting units
00:00In this chapter we'll be looking at the basics of modeling in 3ds Max, and this
00:05is our first exercise and it's just this interesting twisty archway, that's
00:10going to be a good illustration of two basic concepts in 3D modeling.
00:15The first is procedural modeling and it's a very high-level approach in which
00:19you are performing very large adjustments, and it's based upon deformers and
00:25other types of effects that you can add to change the shape of the model.
00:28For example, the number of twists in this model, I could do that just by
00:34adding a twist deformer and adjusting the number of twists, and that's a very
00:38high-level approach.
00:39We'll also be looking at a low-level approach, which is a sub-object modeling or
00:44component modeling, in which we can actually go down into the individual parts
00:48of the model and select them and manipulate them directly, and that's how I've
00:53created the base of this archway.
00:55I'm going to start fresh by resetting 3ds Max.
00:59I'll go to the Application menu and choose Reset.
01:03This is an important command, because what it does is actually flush everything
01:07out of memory and restore 3ds Max back to default settings. As if you have
01:12closed the program and reopened it, click Reset.
01:17Before I build anything, I need to get my units set up.
01:21In 3D, there actually is a sort of fake virtual world that has a real size, and
01:29when you build something, you want to build it to some scale convention.
01:33In other words, if it were a human being for example, it would be someone like
01:37five or six feet tall.
01:38It's important that you get your scale sorted out before you construct anything,
01:42otherwise, you may have problems later down the line, when you have objects
01:46modeled to different scales, and you need to try to put them all under the same
01:49scene and it's a mess.
01:51I'll go to the Customize menu and choose Units Setup.
01:55In this dialog you'll see a section that says Display Unit Scale and that's an
02:01indicator that what you're changing here is just the display.
02:04In other words, what is the unit of measurement that you want to choose to
02:09measure objects in your scene. Do you want to use the Metric system or perhaps
02:14the US Standard Imperial Units?
02:16I'm going to choose Feet/Decimal Inches.
02:20Below that you will see Default Units Feet or Inches.
02:24And this just determines how 3ds Max will interpret a keystroke.
02:29If I type in 12, in this case, it would interpret that as 12 feet.
02:33If I chose Inches and typed in a 12, it would interpret that as 12 inches. I'll
02:38leave it at Feet and click OK.
02:41Now if I construct an object like a box, you'll see in the Create panel or the
02:46Modify panel, I'm seeing values in Feet and Inches.
02:51I'll go to the Modify panel and set these to 3, press the Tab key, 3 and 3.
02:59Now I've got a cube that's exactly 3 feet in all directions.
03:02I have options about how I enter these values in.
03:05For example, if I choose the Height field and I type in 18 inches and press
03:10Enter, 3ds Max will interpret that as 1 foot and 6 inches.
03:15Well likewise, if I typed in 2.5, 3ds Max interprets that as 2 feet and
03:226 inches.
03:25I can go back into my Unit Setup and change my unit of measurement, and that will
03:29not affect the actual size of the object in the scene.
03:33In other words, objects have an absolute size and changing the units does
03:38not change their size.
03:40Go back to the Customize menu, choose Units Setup, and I can swap this over to
03:45Metric, and when I press OK, now immediately, all the values are reading out in
03:50Metric values; .914 meters, instead of 3 feet, and I can change this back and
03:56forth at will, and it won't break my scene, it won't cause any problems.
04:01This is great because people in different countries can work on the same scenes
04:04and choose whatever unit of measurement is convenient to them.
04:08Let's quickly take a look at this sub-dialog call the System Unit Setup;
04:12I'm going to click on that.
04:15The System Unit Setup controls the internal accuracy of 3ds Max.
04:20Usually you won't want to change this, and you certainly wouldn't change it after
04:24you've started modeling.
04:26You'd only change this value before you begin modeling, because if you change it
04:30later on bad things can happen.
04:33If you change the accuracy of the program it might cause models to crumple or
04:38things to not render when you try to output them to an image, and so on.
04:42This setting should usually be set at 1 inch, which is the default.
04:47The only time you'd want to change this is if you needed to model something very
04:50large, and by that I mean something larger than a city.
04:54The other time that you might need to change this is if you're working with a
04:58game engine or some real-time simulation that requires a particular system unit scale.
05:04However, 99% of the time you want to just leave it at inches, and that's
05:09appropriate for scenes that are modeled smaller than, let's say, a square mile or so.
05:16That's our Unit Setup.
05:18And the next thing that we'll want to do is setup the grid, because the grid is
05:21in fact an independent consideration.
05:23We'll look at that next.
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Setting home grid dimensions
00:00The size and spacing of the grid in the viewports in 3ds Max is a very
00:04important consideration.
00:06We need to be able to tell from a glance how large something is, just by
00:10looking at the grid.
00:11That's a separate consideration from the Units of Measurement.
00:15I'll zoom in a little bit here in the front viewport by just turning the mouse
00:18wheel, and I'll position this cube a little bit.
00:22What I want you to see here is that this cube, although it is 3' x 3' the
00:28gridlines are not lining up with that.
00:30What I'd like to see is a gridline every 1 foot, strangely that's not the
00:35default in 3ds Max.
00:37Every time you start a new scene, you'll need to check in on the Grid Settings.
00:42The Grid Settings can be adjusted from the Tools menu, Grids and Snaps > Grid and
00:48Snap Settings. There's actually an easier way to get to that dialog, which is simply
00:53just do a right-click on any one of these magnet icons on the main toolbar.
00:57I'll right-click that and it opens the Grid and Snap Settings dialog.
01:02What we're concerned with here at the moment is the Home Grid, I'll click on that.
01:06And now you can see what's going on here.
01:09The Grid Spacing is not every 1 foot, it's every 10 inches.
01:14If I want to have a grid line every 1 foot, I'll type in 1 here and press the
01:19Tab key. And there we go.
01:21That's much better.
01:23Then the next thing down here is, how often do we want to see a darker Grid Line?
01:29So you'll see we've two different colors of Grid Lines.
01:32We got lighter Grid Lines and darker ones.
01:35This is fine as it is now.
01:37I am getting a Minor Grid Line every 1 foot, and the Major Grid Line every one
01:42times 10, or every 10 feet.
01:45Finally, at the bottom here, is the Perspective View Grid Extent.
01:49How far does the Perspective Grid Extend from the origin or the center of the world?
01:55And currently, it's only 7 feet.
01:57I'll set that to 20 feet and press the Tab key.
02:02There I set my grid up and close the Grid and Snap Settings, and I am ready
02:06to begin modeling.
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Understanding the Level Of Detail
00:00We're going to start shaping up our archway and along the way we're going to
00:04learn little bit about Level Of Detail.
00:07I've got a box in this scene already. I'm going to keep that box as a reference
00:13for a human sized object.
00:15I'll set the Height to be 5.5 feet and the Width 0.5, and Length 2 feet.
00:25Now I've got box that's approximately the size and shape of a human, and I'll
00:29keep that as a reference, so move that out of the way a little bit.
00:35Now I'm ready to build my arch proper.
00:37Go to the Create panel, click Box, drag out a box, right-click to complete
00:45Box Creation Mode.
00:47I'll go ahead and rename it and change its color.
00:50I can do that from the Create panel, or from any of the other panels, like Modify panel.
00:55I'll rename this arch and I can change its color by clicking on this Swatch here.
01:02This is not the material of the object, this is merely the wireframe color
01:06or the object color.
01:08You'll see up at the top we can choose between a 3ds Max palette and an AutoCAD palette.
01:12I am going to use the AutoCAD palette because it gives me more options, and I'll
01:16set this to be a neutral gray.
01:19By the way, I'm also going to switch off the switch that says, Assign Random Colors.
01:24That way the next time I make an object it will also be assign this neutral gray color.
01:30I'll start by setting the dimensions of the box.
01:32The Length and Width I'll make 2 feet, press 2, press the Tab key.
01:38This is going to be a box that's going to be eventually be bent and twisted into
01:42shape in order to make the archway.
01:44Therefore it will need to be pretty tall.
01:46I'll give it a Height of about 30 feet, and I'll maximize that view with
01:51Alt+W. Let's talk about Level Of Detail.
01:56Level Of Detail refers to how heavy the model is or how much detail is
02:02present in the model.
02:03And this one has a very low Level Of Detail currently.
02:06I'll press the F4 key so that we can see the Edged Faces, and this cube is
02:12constructed out of six flat faces.
02:15What I am going to do eventually is bend it and twist it, and in order to make
02:19that happen I need more detail on the model.
02:21I'll increase the Height Segments here, I can click and hold the mouse button
02:26and drag upward and I'll set those Height Segments to, let's say, about 30.
02:31Now I've got enough detail that if I want to bend this thing it will actually bend.
02:36I'm going to add something call a Modifier, that will deform the shape of the current model.
02:42In the Modify panel, you'll see Modifier List, and if I click the arrow, I'll get
02:48a list of many different Modifiers, and the one that I want is actually near the
02:53top, Bend, and now I've got a Bend Angle and Direction.
02:58And once again, if I click and hold my mouse on one of these spinners and drag
03:03it, I can adjust the Bend Angle, and that's working just fine.
03:06Because in fact, this box has lots of detail to it, it's got enough
03:11segmentation that it's able to bend.
03:13But if I were to change the Level Of Detail then it wouldn't necessarily bend so well.
03:18Here in the Modify panel I have got something called the Modifier Stack and this
03:22is a layers-based interface.
03:24You can see I've got a Box and above that a Bend.
03:28If I click on Box, I've now descended down into that level of the Modifier Stack,
03:35and I can do things like change the height and the number of segments.
03:39If I reduce the number of Height Segments then you'll start to see the effect of
03:43a lower Level Of Detail.
03:45Once I get down low enough it's start getting pretty blocky, and if I go down
03:49to only one segment then it's not even a bend anymore, it's just becomes this weird skewed box.
03:55Polygon Models are only built out of all straight lines and when you make a
03:59Primitive here in 3ds Max it's a Polygon Model.
04:02In order to get the illusion of curvature you have to have lots of
04:06short straight lines.
04:07I'll set my Height Segments back up to 30.
04:11Level Of Detail is very important.
04:13We're lucky here because this is a procedural model and we can change the Level
04:17Of Detail adaptively.
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Working with the modifier stack
00:00We've got a got a box and we've added a bend modifier to it.
00:04Let's look at what we can do with that bend modifier and along the way we'll
00:08learn about the modifier stack itself.
00:11The first thing you might notice is that there's a little light bulb icon
00:14next to the modifier.
00:15If I click that icon, I can turn the modifier off,
00:20or turn it back on again.
00:22I can also delete modifiers.
00:24If I don't want it, I can select it, and then press the Trash Can and that will remove it.
00:30I'll undo that with the Undo button.
00:32I can obviously control different parameters such as the Angle.
00:37What I want to happen here with this arch is I want it to be straight and then
00:42bend at the top and then straight back down again.
00:46And I can do that using a combination of the Limits shown here, and also the
00:52position of the so-called Modifier Gizmo.
00:56To get at this Gizmo, I'll press the plus sign on the modifier, click on that
01:01and you will see Gizmo.
01:04When I click Gizmo, it highlights in bright yellow, and that's an important
01:08indicator that we've now entered into a special mode called sub-object mode.
01:14When you're in sub-object mode, you can't select any other objects.
01:18You're down inside the structure of this model and you cannot select a different object.
01:24You can click on this other object all day long and nothing will happen, as long
01:28as you're in sub-object mode.
01:31Gizmo sub-object mode lets me change the position of the Bend effect.
01:37I'll click on the Z axis of my Move tool and drag that up, and you can see the
01:42effect of moving the Bend Gizmo.
01:46This yellow outline here is the bend modifier itself.
01:51What I want to do is I want to have the Bend effect start up here and I want
01:57this part to be straight.
01:59And to accomplish that, I can use Limits on the modifier.
02:04When you turn on Limit Effect, it'll look like there is no modifier at all,
02:09and that's because the Limits are set to 0 and 0.
02:13But if I change these values by dragging, I can adjust the Limits, I can type in
02:19a value as well, like I can set that Upper Limit to let's say 10 feet.
02:24That means that the modifier is only affecting the box up to 10 feet away in linear units.
02:32There's a Lower Limit here as well.
02:34I'm just going to leave that at 0 for the moment.
02:37Now if I want this to be symmetrical, I just need to do a little bit of simple math here.
02:41I'll set the Bend Angle to exactly 180.
02:45I know that the Upper Limit is set to 10 feet.
02:48If I wanted, let's say, 10 feet of straight, and then 10 feet of bent, and then 10
02:53feet down, I can do that because my box is exactly 30 feet tall.
02:59I can move this Gizmo down, and if I move it down to exactly 10 feet, then I'll
03:04get a symmetrical structure here.
03:08You'll notice as I move it up and down, the numbers are changing at the
03:12bottom of my screen.
03:14So that's the Z position of the Gizmo, and if I want it to be exactly 10 feet,
03:19I'll just go down here to Z and type in 10 and press Enter.
03:25When I'm finished, I can exit out of Gizmo sub-object mode.
03:29Those are the basics of working with the modifier stack, enabling and
03:34disabling modifiers, changing the Gizmo position in sub-object mode, and
03:39playing around with the limits.
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Understanding dependencies
00:00The modifier stack in 3ds Max allows you to, as the name implies, stack as many
00:05modifiers as you need to.
00:08However, you need to understand that the order in which they're stacked is important.
00:12The structure flows from the bottom up.
00:15The chronological order that you add them is not important, but the final result
00:20of which is stacked on top of which is very important.
00:24To illustrate this, I'm going to add a Twist Modifier.
00:27Click on the Modifier list and scroll down looking for Twist and add that.
00:34And now you see I've got a new orange box around when I have the Twist Modifier
00:39selected and I'll adjust the Twist Angle.
00:43And you'll see this is not really what I was going for.
00:46What I wanted was the box to be twisted around and then bent.
00:51That means that the Twist would need to be lower in the stack than the Bend.
00:57Okay, well that's easy enough to do because in fact, I can just select that and
01:01drag it and you see that blue line, and when I release the mouse, boom!
01:06Now I've just changed the order of operations in the stack.
01:10And this is referred to as a dependency.
01:13The Bend is dependent upon the Twist because it's later in the stack.
01:17Now you'll notice that this Twist Modifier looks kind of funny and that's just a
01:23byproduct of the way that I did it.
01:24There's a better way to do this, in fact, which would be clearer and less confusing.
01:29I'm going to delete that Twist by just selecting it and then clicking the trashcan.
01:35If I add the Twist at the appropriate location in the stack of where I want it
01:40to be, then I won't see that funny icon.
01:43If I select the box in the stack and then add the twist, it'll be added above
01:48the box but below the bend.
01:52And now this is going to be a lot easier for us to figure out and understand.
01:56As I adjust the Twist angle now, you can see this orange box is showing us the
02:01effect of the Twist.
02:04Now I can also enable and disable modifiers to check each one in turn.
02:08For example, I can turn the Bend off and just sort of isolate this and see
02:13what the Twist is doing by itself, or I could isolate only the Bend by turning the Twist off.
02:21There's another way I can do it too, which is this very important button
02:25here, Show end result.
02:27And if it's on, then you will see the end result of everything in the stack, all
02:31the modifiers we processed and displayed on the screen.
02:35But if Show end result is turned off, then you'll only see the result at the
02:41currently selected modifier level.
02:44If I go down to Box, I'll only see the effects of the Box.
02:48Click on Twist, I'll see only that.
02:50Click on Bend and I will see everything below the Bend.
02:54That's Show end result and it's usually on.
02:58Now I can make some adjustments here.
02:59Because I have all these modifiers and it started its life out as a
03:03procedural primitive, I can go down and do things like select the Box and
03:08reduce its thickness.
03:10Maybe I only want a Length and a Width of 1 foot.
03:14Press the Tab key, type in a 1, or I could go to the Twist Modifier and adjust its angle.
03:19For example, I could say I want an angle of exactly 720 degrees.
03:26I could also limit the effect just as I did with the Bend.
03:29Perhaps at the bottom I want it to be not twisted.
03:33That means I could go into the Twist > Gizmo sub-object mode and move that up.
03:39And if I think about this for a second, maybe I want to have let's say 2 feet of
03:43non-twisted shape down here and then twisted all the way through, and then the
03:49bottom 2 feet here also not twisted.
03:52So that means, let's put the Gizmo at a height of 2 feet, type in a 2 here, turn
03:59on Limits, and then set the Upper Limit to 30 feet -2 -2, and that of course
04:06would be 26 feet, Upper Limit of 26.
04:11And I can turn off Gizmo sub-object mode and now I've got a fully procedural
04:16model that I can adjust at will.
04:18For example, I can go back down to the Box, increase the number of segments;
04:22maybe I want 50 segments instead.
04:25That's just a little bit about working with dependencies in the modifier stack.
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Collapsing the modifier stack
00:00This is a purely procedural model that gives us a lot of flexibility to change
00:05the model on a very large scale.
00:08In other words, I can change global parameters like the amount of Bend very easily.
00:15And this is a purely nondestructive workflow.
00:18That's pretty cool because that means I can change any of these things and there
00:22are no negative consequences from that.
00:25I could change Level Of Detail, I could change parameters like Bend and Twist
00:29and nothing is going to break because it's all purely procedural.
00:34And when 3ds Max saves and loads a procedural model, it's actually
00:38following instructions.
00:40In other words, it's not recording the exact position of every point on this model.
00:45Rather, it's recording very simple instructions, like make a box, give it this
00:50number of segments, twist it this amount, and bend it around this amount.
00:55That workflow is very useful in some cases, but eventually, you'll find that
01:00it's limiting because you need to select individual parts of the model and move
01:05them around and manipulate them independently.
01:07To do that in 3ds Max, you can collapse the modifier stack.
01:12And that's a destructive act.
01:14When you collapse the modifier stack, you remove all modifiers, and what you're
01:19left with is a raw shape.
01:21Other programs have similar processes.
01:24In Maya, for example, it's called deleting the construction history.
01:28It's the same idea.
01:29You're taking basic instructions and then converting it down to something a lot simpler.
01:35And that then gives you the ability in 3ds Max to manipulate
01:39independent components.
01:41To collapse the modifier stack, the easiest way is to simply select the object
01:47and then right-click in the viewport and you'll get the pop-up quad menu.
01:52This is a context-sensitive menu.
01:55What you see here will depend upon what you're currently doing.
01:59Down in the lower right-hand corner is Convert To, and the one that you'll
02:03usually choose here is Convert To Editable Poly.
02:06An Editable Poly is an object type that gives you a lot of advanced tools for
02:12adjusting the shape of a polygon object.
02:15I'll go ahead and release the mouse, and as soon as I do that, now you'll see
02:20something very different has happened in the modifier stack.
02:23No longer do I have a box, no longer do I have a twist or a bend.
02:28Instead, that's all been erased and what I'm left with is an editable poly object.
02:34It has a lot of tools and we'll be covering some of these later in the course.
02:39At this point, we've converted it to an editable poly, and now we're ready to go
02:44in and select sub-objects and move them around in the next movie.
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Working with sub-objects
00:00Having converted this object to editable poly, now I can go in and select
00:05individual parts and manipulate them and sculpt the object with a little bit more finesse.
00:11There are actually lots of different ways of doing that.
00:13In any event, I need to enter a sub-object mode.
00:16If I click on the plus sign over here, you'll see the sub-object modes listed in text form.
00:24The most important ones are Vertex, Edge, and Polygon, and those correspond to
00:30point, line, and plane in geometry.
00:33Vertex is just a fancy word for point.
00:37And when I go into Vertex sub-object mode, you'll see all the points in the
00:40object are now shown in blue.
00:43And if I drag a selection rectangle, they'll be highlighted, and I can move them
00:48and manipulate them.
00:49Ctrl+Z to undo that.
00:51You'll notice that when I selected Vertex up here, that an icon lit up down here.
00:57I can choose a sub-object mode either from these text labels or from the icons.
01:03For example, I can click on Polygon and make a selection and now it's the same
01:08as if I clicked up here to enter Polygon sub-object mode.
01:12Additionally, sub-object modes can be entered from the Graphite Ribbon, which I
01:18previously closed just to streamline the interface a bit.
01:21I'm going to open that back up again, Graphite Modeling Tools.
01:26These tools only work with editable poly.
01:29If it's any other type of object, when you click Graphite up here, you won't
01:34see any of this stuff.
01:36And you'll see that we can enter various sub-object modes from here as well.
01:41So what do I want to do here?
01:42Well I just want to select a couple of these at the bottom, get in a little bit
01:46closer, and drag a selection rectangle around all these near the bottom.
01:50I just want to scale those up a little bit.
01:54I'll use the Scale tool to do that, and I'll click just exactly in the center of
01:59that scale gizmo and I can change the size of that.
02:03Now if you remember, I mentioned earlier that scaling can be problematic. This
02:07form of scaling is not problematic, and in fact, this is the way that we need to do a scale.
02:12We'll talk about that more in the chapter on hierarchies.
02:15I'll hit Ctrl+Z to undo that.
02:17Let me close the Graphite Ribbon to give myself a little bit more space.
02:21I'll go back out to the four viewport layout by hitting Alt+W on my keyboard.
02:27And what I want to show to you is that if I scale from the center of the Scale
02:33Manipulator here, you'll see it's scaling in all three axes.
02:37What I'd really like to do here is to scale only in X and Y in the world coordinates.
02:44Let me hit Ctrl+Z to undo that.
02:46I don't want to scale vertically.
02:48Get in a little bit closer here.
02:51You'll see that as I move my mouse over the gizmo, if I go to the edge of the
02:56gizmo, I can select just two axes and scaling only those two axes.
03:01Click on that and release the mouse.
03:04When I'm finished, I want to exit Polygon sub-object mode and I can go back out
03:10a little bit and admire my work.
03:13There is a lot more to modeling obviously in 3ds Max.
03:16This chapter has been a basic introduction to setting up a scene, setting units,
03:21and basic operation of the modifier stack and sub-object editing.
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4. Modeling with Splines
Creating shapes
00:00Over the next two chapters we'll be looking at constructing objects from shapes,
00:06or from curves, and we'll be working with these curves here.
00:11For example, these primitives and also free form lines, and then we'll use those
00:15to construct something called a loft, and that's what you see here.
00:19This art glass piece has been created as a loft from these three shapes.
00:25I'm going to go ahead and reset 3ds Max, and start from scratch, and restore 3ds
00:31Max back to default settings.
00:33As if you would close the program and reopened it.
00:36Now I've got a blank scene.
00:38I'm going to hide that ViewCube too while I'm at it.
00:42Before I begin I want to set up my units of measurement,
00:45Customize > Unit Setup. Because this object is going to be pretty small to fit on a table top,
00:52I can go ahead and use Inches as my default units, and click OK.
00:57Next I'll want to set up the grid.
00:59Right-click on any one of the magnet icons on the main toolbar, and go to Home Grid.
01:05I'll have a minor grid line every 1 inch by setting the Grid Spacing to 1.
01:10Press the Tab key and I want a major grid line every 12 inches or every 1 foot.
01:16I'll set Major Lines every Nth Grid Line to 12, and in the Perspective View
01:23I'll set it to 24 inches, and now I've got a stage in the Perspective View
01:28that's 24 inches from center to edge, and this is how I can set it up for
01:33imperial units in inches.
01:36Now I'm ready to create some shapes.
01:38For that art glass vase I need a circle and a star.
01:43The shapes are found in the Create panel, in their own sub-panel labeled Shapes.
01:493ds Max considers a shape to be a spline or a curve.
01:53We've got shape primitives such as a circle.
01:57I'll click and create this in the top view, just because that's the most convenient.
02:01It doesn't really matter where I create it.
02:03It's just cleaner and neater in the scene if I created in the top viewport.
02:07I'll right-click to exit Creation and then immediately go to the Modify panel.
02:13And take a look at this, I've got a Radius of 1 foot 5 inches and it's not even
02:19anywhere close to my Perspective View Grid.
02:23This is just part of the byproduct of working in 3ds Max because the grid is adaptive.
02:29If I zoom forward or back with the wheel, you'll notice that the lines of the
02:34grid adapt to the distance that I'm at.
02:37So as I go further out, eventually those minor lines disappear.
02:42That can make it kind of difficulty for you to figure out how large things are.
02:46Just make sure you're checking the numeric values, and if you need to, you can
02:49make a reference box that's 1 foot on a side or something like that.
02:52I'm going to set this to 2 inches in Radius.
02:56Type in a 2 and press Enter, and I'll move it nearer to the center of the
03:01world, just by grabbing the Move tool, typing in some zeros down here in this
03:06Transform type in area.
03:08X of 0, Tab, and Y of 0.
03:13Now it's centered on the world.
03:14Move it over a little bit.
03:16That's easy enough. It's a circle, nothing more to that.
03:19I'll go back to the Create panel and I'll also make a Star primitive.
03:24Click on Star, and drag that out in the Top View, and when I release the mouse,
03:313ds Max is also expecting me to set other parameters, not just one radius but
03:36also a second radius.
03:38I'll click again to set that second radius.
03:41Now I've created the star.
03:43If I'm finished, I'll right- click to exit Star creation.
03:47You might need to right-click twice.
03:49I can go into the Modify panel and adjust the Star parameters.
03:53For example the number of Points, maybe I just want 5 points.
03:57It would also be nice if these weren't so hard-edged.
04:01I want a rounded corner on these.
04:03I can do that by adjust these Fillet Radius values.
04:07Fillet Radius 1 is the outer corners, Fillet Radius 2 is the inner corners.
04:13Just make sure that you don't push this too far because you'll get
04:17interesting results.
04:18In other words, the shape is now self-intersecting.
04:22That's not going to work in this case.
04:24So I want to have a very small Fillet Radius, for both Radius 1 and Radius 2.
04:31That's all there is to it to create shapes in 3ds Max.
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Creating lines
00:00We've created a couple of Spline primitives, also known as shapes in 3ds Max.
00:06I also want to create a freeform line that I can edit and make any shape that I want.
00:12Before I do that, I'm going to zoom all viewports to enclose all geometry,
00:17because I'm not sure where I am in the Front View or Left View.
00:22If I want to zoom all the viewports, so that all of the objects are visible, I
00:28can hold down Shift+Ctrl and press the Z key.
00:32Ctrl+Shift+Z zooms all viewports to enclose all geometry, and now I know in the
00:38Front View that I am more or less in the right zone, even if I can't see the
00:43objects selected, and I'm going to make my object about a foot tall.
00:47So I've zoomed back a little bit, and remember I set the grid earlier to
00:51show inches in feet.
00:53This is about 1 foot in height here, and I'll go over to the Create panel, and
00:58under Shapes I'll click Line.
01:01I'll start at the bottom and click once to create a point, and I'll just go up
01:07here about a foot up in the air and click again to create a second point, and
01:12I'm done making points.
01:14Therefore, I'll right-click and I will exit that particular object, and I can
01:20right-click again to complete line creation.
01:23Now if you look closely on this, it's not perfect.
01:27I try my level best to click on the center here, but I didn't quite make it.
01:31This will give me an opportunity to show you how to use Snaps.
01:35I'll do that over again by deleting that, press the Delete key on the keyboard
01:39to delete that object, and I'll turn on Snaps.
01:43If I click on the 3D magnet icon, by default, that'll allow me to snap to
01:49grid intersections.
01:51However you might want to right-click on that, just to make sure that Grid
01:55Points is the only item chosen in the Snaps.
01:59Once again I'll click Line, and as I move my mouse around, you'll see that I get a
02:04nice, big yellow Snap icon.
02:07Click once to create the first point.
02:09Click again to create the second point, and then right-click to finish the line
02:14and right-click again to exit the Line tool.
02:18Now you may notice that you see some funny business here with the line, and it
02:22may not display well because this selection bracket is kind of hiding it,
02:27don't be alarmed by that.
02:29And you also might notice that the grid and the snaps sometimes don't play well together.
02:34But if I just turn the Snaps off, everything should be fine.
02:39I'll dolly back in my Perspective View and I've got a line, perfectly straight,
02:45and it's because I clicked and did not drag the mouse when I created the line.
02:51Just to illustrate, if I go click on Line and hold down the mouse as I create,
02:57you'll see I'm getting curved lines.
02:59We don't want that this time. We just want a straight line.
03:02So I'll delete that.
03:04That's all there is to creating a line in 3ds Max and next we'll work with it
03:09and change its shape.
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Working with Editable Spline
00:00We've got three shapes in our scene, two out of three of those are still
00:04primitives, for example this star.
00:07I'm going to reduce the Radius a little bit and then I'll convert it to Editable
00:11Spline which will collapse its modifier stack, delete all parameters, and allow
00:17me to select individual points.
00:19I'll maximize the view with Alt+W, and Press+Z key to zoom in on that star.
00:25If it's selected, I can right-click anywhere in the viewport and choose Convert
00:28To > Convert to Editable Spline.
00:31As soon as I release the mouse, you'll see that it's no longer a Star Primitive,
00:35it's now a different type of object, Editable Spline.
00:39Very similar to what we saw in the last chapter with converting a 3D Primitive
00:43into Editable Poly, so basic same idea here.
00:46And now I can actually go in and select individual points, click on Vertex
00:50sub-object mode, either in the Selection rollout here or in the sub-object modes
00:56in this stack, and then I can select individual points and move them around
01:01using the Move tool.
01:03I definitely want to do this in the top viewport, and that's because if I move
01:08these points in the front or left viewports it wouldn't be flat any more, and I
01:12want it to remain flat.
01:14Now I've got an asymmetrical shape.
01:16I'll exit out of sub-object mode and I'd also like to show to you the fact
01:22that the line that we created previously is the same object type as this
01:27converted Editable Spline.
01:29I'll hit Alt+W to go back to my four viewport layout, and click on the line and
01:34you'll notice that the Modify panel here looks the same.
01:38In fact, let me make this a little bit bigger by pulling this out, and you'll
01:42see that these two have all of the same tools.
01:46This one started its life out as a freeform line. This one started out as a
01:51shape that was converted.
01:53But they both end up being the same thing which is an Editable Spline.
01:56Don't be thrown off by the fact that this one says Line up here and this one
02:02says Editable Spline, because in fact those are just two different names,
02:06for the same thing.
02:08In the next movie we'll look in a little bit more detail at controlling the
02:11shape of an Edible Spline.
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Using different vertex types
00:00To get full control over the shape of an Editable Spline, you'll also need to
00:04work with vertex types.
00:06They are four different types of vertices on an Editable Spline.
00:10If I go into Vertex sub-object mode for my star, and select some of these, you'll
00:14see that they are all Bezier points.
00:18Grab the Move tool and move these little green handles around, and that
00:24indicates that it's a Bezier Curve or Bezier Vertex.
00:27You're probably familiar with that from a program like Illustrator on Photoshop.
00:32Almost all computer graphic programs have some implementation of the classic
00:36Bezier Spline, which has incoming and outgoing handles to adjust the shape of the
00:41curve on either side of the Vertex.
00:44In 3ds Max, we have other types of vertices as well. To convert between vertex
00:49types just select one or more vertices and then right-click anywhere in the
00:54viewport, you'll get the quad menu, and in the upper left quadrant you can
00:59choose a different vertex type.
01:00For example, Corner, if I choose a corner point then it's a sharp corner. I'll
01:06do this one too, right-click, choose Corner, and a segment between two points
01:13will be a straight line if both of those points are corner points.
01:18So if all you need are straight lines you can just select all the points and
01:20convert them to Corner.
01:23Another really useful vertex type is Smooth, I'll right-click and choose Smooth,
01:29and a Smooth point as the name implies is smooth, it's a nice soft curve, and it
01:34doesn't have any tangent handles for you to worry about.
01:38So on some regards it's simpler.
01:40However, you'll notice with a Smooth point that it does affect other
01:45segments, in other words, I'm moving that point, and it's not just affecting
01:48this segment and this one, but it's also affecting segments farther away than you might expect.
01:53The fourth type of vertex is the Bezier Corner, that's a special case of a
01:59Bezier in which the incoming and outgoing tangents are not locked and I can
02:04move them independently.
02:06You'll notice, by the way, with a Spline that the Transform Gizmo does not appear
02:11at the location of a tangent handle.
02:15And so now as I move this, you'll notice that it's only moving in X. If I need it
02:19to move in X and Y then I can just click in the center of the Move Gizmo and now
02:24I'm back to moving in X and Y. I'll convert those back to Bezier.
02:30You'll also notice that sometimes the curves become asymmetrical, the handles
02:36are different lengths on either side. If you need to restore the handles to be
02:40the same length, then you can right- click and convert to smooth and then
02:45right-click and convert back to Bezier, and now the two handles are equally same
02:50length, get in a little bit closer on that.
02:54One last thing I need to mention to you is, it may be necessary for you to get
02:59rid of the Transform Gizmo in order to work. Here's an example.
03:03Let's say I want to get at this green tangent handle here, and I want to move it left and right.
03:10Because it's underneath the Transform Gizmo I actually cannot move it in X.
03:15Because as soon as I click there with my mouse I'm telling 3ds Max that I want
03:19to constrain the movement to Y. So I cannot move it in X if the Transform Gizmo
03:27is directly positioned over the top of it.
03:30In this case I'll need to hide the Transform Gizmo and use the Axis
03:33Constraints toolbar.
03:35To hide the Gizmo, I'll press the X key on the keyboard, and to get the Axis
03:40Constraints toolbar right-click on the main toolbar and choose Axis Constraints.
03:46And now in the Axis Constraints toolbar, I can choose X and Y as my constraints
03:52and now I can edit this as I needed to before.
03:56One last point about hiding the Transform Gizmo, there is a separate command in
04:01the Views menu that says Show Transform Gizmo, and if you turn that off then
04:06the Transform Gizmo and the little axis tripod will also disappear and you'll
04:11be left with nothing.
04:12I don't recommend that.
04:14Turn that back on again.
04:16Just use the X key which will hide the Gizmo but still show you this red axis
04:21tripod so you'll know which constraints you're currently in.
04:25Exit out of sub-object mode, and that's a little introduction to using different
04:31vertex types in an Editable Spline.
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5. Lofting
Lofting a vase
00:00In this chapter, we'll be making this art glass vase using the loft compound object.
00:07In 3ds Max, a loft is slightly different than it is in some other programs.
00:11If you've used to Maya, or more traditional NURBS modeling, a loft is usually just a
00:17surface that's drawn between two curves.
00:21Well in 3ds Max, a loft has one additional requirement which is that it must
00:26have a path, and this line here is the path of the 3ds Max loft.
00:32The loft must have exactly one path, and it must have one or more shapes which
00:38are the Profile Curves.
00:41Okay, I'm going to open up the scene that just has only the splines in it.
00:45Here is the scene that just has only the shapes in it, and I'm ready to create a loft.
00:50To do this, I'll select the path.
00:53I'll tell you what,
00:55I'll make this bigger by hitting Alt+W so we can see it a little bit better.
01:00So I've got that path selected and now I want to go to the Create panel, and
01:05I'll go to a new category that you haven't seen before.
01:09Under Geometry, select this pulldown list and go to Compound Objects.
01:18As the name indicates, a compound object is made out of two or more other objects.
01:24When I've activated that panel, now you'll see some of these are lighting up and
01:28some of them are grayed out.
01:30I need to have the path selected at this point or I will not be able to create the loft.
01:34You'll notice that if I click off of that path, now loft is grayed out.
01:40Again, you got to have it selected first.
01:42Then click the Loft button.
01:44And at this point now, you have to select the profile curves, or the shapes.
01:49You'll see down here in the Create panel, Get Shape.
01:53Click that Get Shape button, and then click on one of the profile curves like this circle.
01:59And as soon as I've done that now, you'll see I've got a cylinder.
02:04Now my object color is currently black.
02:06I'll just go and change that.
02:10You can see that better now.
02:12Very simple!
02:14I've got a loft now.
02:15It's a compound object made out of a line and a circle.
02:19Let's make it more interesting by adding another profile curve.
02:23To do this, I am going to get in a little bit closer, and I want to go into
02:27Wireframe Mode so we can see this a little bit more clearly.
02:29So I'll press F3 on my keyboard.
02:32Notice that there's a very small yellow X down here, that's our current
02:38position along the path.
02:41I can change that position by adjusting this value here.
02:44This is a percentage of distance along the path.
02:48If I set that value to 50 and press Enter, now it's moved up to half way along the path.
02:56I've now set it up so that if I choose another shape, it will be positioned at that location.
03:03I'll click Get Shape, and then click on my star and there you go!
03:09Now I've got two shapes along the path.
03:12I'll press F3 again, so we can see that better;
03:16I've got two shapes on one path.
03:20I can right-click to exit that creation and then I can go into the Modify panel,
03:25and I can in fact do those same things again.
03:27I can choose a location along the path.
03:30I will need to be in Wireframe Mode to see it, and I will probably have to get in very close.
03:34But I can do all those same things from within the Modify panel.
03:38I can choose a position along the path and then get a new shape.
03:42But I basically got the shapes that I need now.
03:45Hit F3 to go back to Shaded Mode.
03:47In the next movie, we'll work on the aesthetics of this and moving the shapes
03:52around along the path and changing their parameters.
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Setting loft parameters
00:00I've got a basic loft, let's play around with some of the parameters of that
00:05loft and to make it more beautiful and aesthetic.
00:09I'll select it, and before even change its Level Of Detail or any of its loft
00:14parameters over here, I want to show you that there is still a live dependency
00:19back to the original shapes.
00:21The original profile curves are still connected to this loft.
00:24For example, if I select this circle and adjust its Radius, you can see
00:29immediately, it's connected to the loft. Very cool!
00:34Now note that if I move this circle that doesn't affect the shape of the loft,
00:39and that's different than a traditional loft in other programs.
00:42In 3ds Max the object transforms of the shapes and the path do not affect
00:48the shape of the loft.
00:50However the sub-object transforms do affect the shape of the loft, in other
00:55words, if I were to move points around on my star, that would change the shape
01:00of the lofted vase.
01:01I'll go to the Top View to do that, Alt+W, select my star and go into Vertex
01:09mode, select some points on that and move them, and you can see that there is a
01:13live connection back to the loft object.
01:17As long as I haven't deleted the shapes and the path, then that dependency will
01:21still be in effect. Exit out of sub- object mode, go back to the loft, maximize
01:28that view with Alt+W, and let's play around with some of the Loft parameters.
01:33The most basic one is Capping.
01:36By default, I get a cap at the start and the end of the loft.
01:40Because this is supposed to be a vase, I don't want to have a cap at the top
01:44here, that in fact, is the end of the loft.
01:48The first point that I created was at the bottom, so that's the start.
01:51The second point on the path is the top which is the end.
01:55I'll turn that Cap End off and now I've got a hollow shape, cap at the
02:01bottom, but not the top. Cool!
02:05Now I want to work with Level Of Detail.
02:07To see this better, I want to be in a Wireframe mode, or at the very least have
02:11Edged Faces visible.
02:12I'll press F4 so I can see the wires.
02:16Get in a little bit closer on that.
02:20Level Of Detail for a loft is controlled through these Shape Steps and Path
02:24Steps in the Options.
02:26Shape Steps is how many divisions between two points on the original shape.
02:32If I reduce that down, we'll get a much lower Level Of Detail.
02:37Path Steps is the Level Of Detail running along the path, and Adaptive is
02:42turned on by default.
02:44What that's going to do is try to fill in a certain number of polygons to make it look good.
02:50It doesn't always work out that way.
02:51If I increase the Path Steps quite a lot, something like 50, you'll notice that the
02:57density of edges is much greater here at the bottom than it is up here.
03:01If I wanted a consistent sizing to these polygons or consistent length to
03:07those edges, I could turn Adaptive Path Steps off and that gives me a little
03:13bit more predictable result.
03:16That's a basic introduction to editing Loft parameters, changing the Level Of
03:21Detail, and also adjusting dependent splines.
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Editing a path
00:00We've set some basic parameters for the loft, now let's dive into making it more beautiful.
00:06The first thing I want to do here is to change the shape of the path so that I
00:10have a curved path rather than this straight line.
00:13Sometimes it's difficult to select things in the viewport, especially if things
00:17are hiding behind other things.
00:18There is an alternate method of selection called the Scene Explorer.
00:22Let's take a look at that.
00:24It's under Tools > New Scene Explorer.
00:29This is an outline of all of the objects in the scene.
00:33And if I click on something in the Scene Explorer it will be selected in the viewports.
00:38Now I have got that line selected.
00:40I can grab the Move tool and just move that line out of the way, leaving the
00:45loft where it was at the origin, which is the center of the world, and by
00:49convention that's where we want the model to end up.
00:53Close the Scene Explorer.
00:56Now I am ready to edit that line.
00:57What I want is a curve.
00:59I'll go to the Front Viewport, Alt+W and with that line selected, I'll choose
01:07Vertex sub-object mode.
01:10These are both corner points.
01:12If I select it and move it, you will see we are just getting a straight line
01:17between those two points, Ctrl+Z to undo that.
01:21I do recommend that you have corner points at either end of a loft path.
01:25If those points are anything other than a corner, you might get unpleasant
01:29results with your loft crumpling in on itself or twisting around and doing weird things.
01:35Keep these as corner points.
01:38To create curvature, I'll need to add more points along the path, and that's
01:42done with the Refine tool.
01:44With the line selected, in sub-object mode, I'll go to the Geometry rollout and click Refine.
01:52Then I can just click anywhere to create a point.
01:56Let's make two points.
01:59When I am finished refining, I'll right-click to exit that tool.
02:03These have been created as corner points as well.
02:05So if I move that around, you will see I am getting an angular result.
02:10I'll convert those two to Bezier to get more softer or rounder shape.
02:16Select those two points, right-click in the viewport to get the quad menu and
02:21convert those points to Bezier, and now I've got a much softer, rounded shape.
02:27Press the F4 key to turn off those edged faces for a moment so we can see that
02:30a little bit better.
02:34If I move these points around, you will see it's changing the shape of the loft.
02:38Be careful with this because if the path is too curved then the loft will
02:44actually self-intersect or crash through itself.
02:48Also notice that the bottom of the vase is not flat with the world, you can see
02:53that over here as well.
02:55To make sure that it is flat, we just want to make sure that we have two points
03:00in a row here and basically a straight line segment.
03:05I can move that down a little bit.
03:13Very good!
03:14We've edited the shape of the path and I'll exit out of sub-object mode now and
03:20next we will control the positions of shapes along a path.
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Manipulating loft sub-objects
00:00Let's adjust the positions of shapes along a loft path.
00:05What you will see in this case is I have a circle at 0% along the path and I
00:12have got a star up here at 50% along the path.
00:15We can position these at different locations along the path very easily.
00:19We maximize that with Alt+W. I'll go to the Modify panel and open up the loft
00:27sub-objects and you will see Shape and Path.
00:29The only thing I really care about now is Shape, and if I click on Shape then I
00:36can select a shape along the path and this is easiest to see if you don't have
00:42wireframes turned on.
00:43If I had wireframes on, it'd be kind of hard to see.
00:47Before you do this, I want to warn you that this is one of the very few things in
00:513ds Max that is not undoable.
00:54Once you select that shape and move it, you cannot undo the operation.
01:00If it's a critical operation, I recommend that you save before you do this.
01:06Okay, so I'll just move that, boom!
01:09And what I have done now is I've positioned that star at 100% along the path
01:15as shown here, and in fact I could also adjust this spinner directly if that were my desire.
01:22I can select the circle too and pull that up, and that's giving me more of the
01:28result that I was trying to get which is this floral design. Cool!
01:34Another thing I want to mention here is that sometimes you may get twisted lofts,
01:39and you'll need to adjust the rotation of a shape.
01:44If I select that star, go to the Rotate tool, I can rotate it, and
01:53sometimes this will happen whether you want it or not and it will kind of
01:56turnaround inside out.
02:00This is a way for you to correct that problem,
02:03and also just to fine-tune the structure. If I go to Wireframe or Edged Faces
02:10by pressing F4, as I rotate that shape you can see how it's affecting the polygon structure.
02:23That's a very simple introduction to manipulating Loft shapes along the path.
02:23Very good!
02:28I just want to remind you once again with a big warning that that is a
02:31non-undoable operation.
02:34And next, we will add a scale deformation which will allow us to change the size
02:40of a shape as it travels down the path.
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Adding a scale deformation
00:00We've got a basic loft, but this doesn't have very much finesse to it, it's
00:05not very aesthetic.
00:06What I really want to have is a really elegant taper to the thickness here and I
00:12want it to be larger at the bottom so that it won't be top-heavy.
00:16You might think that a good way to do that would be to add more circles as
00:21shapes along the path.
00:23However, that would not be an efficient way.
00:26Instead, I am going to use something called a scale deformation, which is built
00:30right into the loft.
00:32I'll select that loft and go over to the Modify panel, and at the very bottom you
00:37will see Deformations.
00:40The only one we care about right now is the scale deformation and it's by far
00:44the most intuitive of all of them.
00:46To add that deformation, I'll click the Scale button, and now I've got a window opening up.
00:53You resize that window.
00:55What you are looking at here is a graph.
00:58On the left is the beginning of the path, and on the right is the end of the path.
01:04The vertical dimension up and down is the scale of shapes as they travel down the path.
01:11I'll use the Zoom Region tool here just to zoom in on this area from 0 to 100%.
01:18And I'll grab this Move Control Point tool up here, grab one of these points and
01:22move it down, and you can see very clearly what it's doing.
01:27At the very beginning of the path, we've got a very small scale, a scale of in
01:33this case only about 6% or 7%, as shown by this numeric readout here.
01:38If I want to restore it back to 100%, I can just type in 100.
01:43The dashed lines here that you see indicate the positions of shapes along the
01:48path and also of vertices along the path.
01:53What I need to do is add more control points to this red curve.
01:57To do that I can go up here to Insert Points.
02:01By default I'll get a Corner Point, but what I really want are Bezier Points.
02:06You'll notice there is a little triangle down here at the bottom of that icon
02:10that means it's a flyout.
02:12If I hold that down, I can choose a different option.
02:15Here we go, insert Bezier Point, that's what I really want.
02:19And then when I click any where here I am creating a new Bezier Point.
02:23Let's create a couple of those.
02:24Then I'll go back to the Move Control Point tool and move these around to
02:29start shaping my model. Very cool!
02:40Let's say I wanted to sort of bubble out of the bottom here.
02:44This is a corner point here, but what I really need then is a Bezier Corner
02:48because I want to have a handle that I can adjust.
02:51I can right-click on one of these control points and convert it, Bezier Corner,
02:57and then move that up.
02:59There we go, that's what I was trying to go for, I was trying to get this sort
03:02of larger base at the bottom.
03:08That's pretty easy, pretty straightforward stuff.
03:10You'll notice, by the way, that the handles are not of equal length.
03:14If that's a problem, then you can convert it to Corner, and then convert it back
03:20to Bezier that will equalize the lengths of the handles.
03:26Maybe at the end I don't want it to be 100% in size and maybe I'll bring
03:30this down, and this is all nondestructive and I can go back and change this at any time.
03:45Examine that from different points of view.
03:49That's pretty good!
03:52There isn't much of that.
03:53I can zoom these out here so I can see the entire curve and I can use this hand
03:59to move around, and that's really all there is to it to creating a scale
04:02deformation to modulate the size of a shape as it travels down a loft path.
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Adding a Shell modifier
00:00I have worked on this a little bit more to give it a slightly better shape.
00:04The last thing I really need to do in terms of the structure of this loft is to
00:08give it some thickness.
00:10Let me get in closer here so you can see what I'm talking about.
00:16If we get in close enough, you will see that this is an infinitely thin
00:20surface, it has no thickness at all.
00:23It's just a shell of polygons.
00:26It needs to have an interior and an exterior surface.
00:303ds Max makes it very easy for you to do that.
00:34There is a Modifier designed just for that purpose called Shell.
00:37Go to the Modifier List, scroll down looking for Shell.
00:46Boom!
00:48All right, we've got the Shell but you can see that it's looking pretty thick.
00:51All I need to do is adjust these Inner and Outer Amounts to get the result that I want.
00:57Maybe I want it to be an Outer Amount of 0 and an Inner Amount of maybe a
01:02quarter of an inch or something like that.
01:07As long as the surface is not self- intersecting or passing through itself
01:10then everything is fine.
01:13Wow! That was easy, and you can do this for any object in 3ds Max.
01:19You can turn a plane into a box by just adding a Shell modifier, or any complex shape.
01:24If you need to, you can even go in and play around with some of the fancy
01:29stuff in here like the number of segments and so on, but in fact this is fine just as it is.
01:34That Shell modifier is a very easy way for us to add realism because if this
01:39were, for example, a real piece of glass, it would need to refract light and that
01:44means it would need to have some thickness.
01:46Shell makes it very easy for you to do that.
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Finishing the model
00:00We just about completed our art glass vase, there are just a couple of finishing
00:05touches to put on this.
00:07If you look really closely you might see some kind of interesting modeling effects.
00:14It's not really desirable outcome.
00:18All I need to do is adjust the level of detail on the model to clean that up.
00:22Go back to the Modify panel, back to the Loft, and even with the Shell on there
00:29I can still see the end result because I've got Show end result turned on.
00:34You can turn that on and off as needed.
00:38What I really need to do is increase the number of Shape Steps here to get a
00:42softer, more pleasing result here.
00:46And it's going to vary. It's going to be different for every model.
00:51You need to just find the sweet spot here.
00:53If I go up too high, then it's too heavy.
00:57If I go down too low, then I start to see these weird artifacts, and you can't
01:03really tell where the edges are in a shaded view, so you may need to have more
01:08than one view open at a time.
01:10I'll hit Alt+W, and I'll go a little bit closer in on the Front Viewport in a
01:15Wireframe View, so I can get a sense of the density or Level Of Detail of that model.
01:21And I'll just increase those Shape Steps up until the model looks clean and no further.
01:26I don't want to increase it beyond where it looks good because then I'm just
01:31unnecessarily burdening my computer with too much data.
01:36It looked like a Shape Steps of about 7 worked for me. Cool!
01:42I would make any final adjustments to the model and then save it in this state.
01:49I am going to Save As, and I'll call this one vaseLoft, and I'm putting the word
01:58Loft in there for a reason because I'm going to convert this to an Editable Mesh
02:02as my final output and once I've done that, that'll delete the loft and the
02:08shell and all of that stuff, and I won't be able to make changes very easily.
02:12Therefore I'm going to version my work.
02:15I'll make a version that's a Loft, press Enter.
02:20I'll convert it to a raw mesh object, either Editable Poly or Editable Mesh.
02:27If I save it to Editable Poly then I'll have a lot of advanced tools available to me.
02:32If I save it to Editable Mesh, it'll be a very simplified structure.
02:38In other words, it's an older and dumber object format that's very universal.
02:43For final output, it doesn't really matter which I do, Editable Mesh is a little
02:48bit better performance, so I'll choose that.
02:51And now I've erased the Loft and erased the Shell and all I'm left with is this
02:57raw shape, or raw mesh.
03:02I don't need any of these Editable Splines any longer, they are not connected
03:06to the mesh anymore.
03:07So I'll go ahead and delete those with the Delete key and then save out as a
03:12new version, I'll call this one vaseMesh, and that's what I would use in my
03:20master scene if I were to bring this into an architectural rendering or
03:23something like that.
03:24I would want to use the Mesh object rather than the Loft because it's more
03:28efficient, there's nothing to calculate, it's just a raw shape.
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6. Modeling with Primitives
Setting up the scene
00:00In this chapter, we'll learn about building objects using simple primitives.
00:05This modern bookshelf is a good example because it has a modular structure.
00:09We can just use these parts and repeat them to build the whole piece, and then at
00:13the end we'll group it together so that it's a single unit.
00:17To begin, I'll go ahead and reset 3ds Max.
00:24As always, I'll start by setting my Units and Grid,
00:28Customize > Units Setup. I'll use Feet and Decimal Inches with Inches as the default units.
00:36I'll right-click on any one of the magnets up here to get the Grid and Snaps
00:40dialog, and go to the Home Grid, and I want to set this up for imperial units with
00:46a minor grid line every 1 inch, hit the Tab key, a major grid line every 12
00:51inches, hit the Tab key again, and for the Perspective View, let's give it 24
00:57inches from center to edge. Very good!
01:01Now I've got that set up.
01:03We'll be basing our 3D model on a bookshelf from the real-world, and in fact,
01:07I've already got the dimensions for that, that will be helpful when we're
01:10building this piece.
01:12Here are the dimensions of the bookshelf.
01:14This information is included with the exercise files as a text file in
01:18the Chapter 6 folder.
01:19Now that we've got our scene setup, we are ready to start constructing the model
01:23in 3ds Max.
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Creating chamfer boxes
00:00We're ready to begin constructing our bookshelf.
00:03I could use the standard box to do this, but as you will see, if you get in
00:08really close on a box, the edges are razor sharp.
00:12This corner is an exact 90 degree angle, and objects in the real world really
00:16have a slight rounded corner, also known as a fillet or a chamfer.
00:22I could add that to my primitive box using a Modifier, however there is an
00:26easier way because 3ds Max provides an extended primitive called a chamfer box.
00:32I'll delete that standard box, go up to the Create panel, the Geometry section,
00:37and I'll click here on this arrow to get the pulldown list and choose Extended
00:42Primitives, and here you will see ChamferBox.
00:46Click on that, and in the Perspective View, I'll click and hold the mouse to
00:50set a footprint for the ChamferBox, release the mouse and drag upward to set its height.
00:56Click and then drag left to right to set the Fillet amount.
00:59It doesn't matter what that Fillet value is right now, it just has to have
01:03some non-zero value.
01:05I'll click to create the ChamferBox, that finishes the box, and then I'll
01:09right-click to exit the tool.
01:11Now since I know the dimensions of this piece already, I'm going to go directly
01:15to the Modify panel and plug the values in.
01:18For the Length, we'll have a value of 1 foot and 2 inches, and I'll just
01:23type in 1'2, press Enter. Press the Tab key.
01:29For the Width, it's going to be 3 inches, just enter a value of 3, and since the
01:34Default Units are Inches, just press Enter and that's interpreted as 3 inches.
01:39Hit the Tab key for the Height, and that's just going to be only 1 inch as it is
01:43just the very base of the bookshelf.
01:47Okay let's get in really close on this in order to adjust this Fillet value.
01:53I'll maximize the view with Alt+W so we can see that better, and press F4 so we
01:58can see Edged Faces, and additionally, the selection brackets here can be a
02:03little bit distracting, so I can turn those off using the J key, and that toggles
02:08selection brackets on and off.
02:10Okay, so now if I adjust this Fillet value, we can see what we are doing.
02:15We want a very small value here.
02:18Let's give it about an eighth of an inch.
02:21So I'll give that a value of .125 inches.
02:25All right, so that's my first piece.
02:28I'll go back out to the four-viewport layout with Alt+W. I'll get in a little
02:33bit closer in the Top View and I want to position this where it is going to
02:38eventually end up, and I know what that value is already too.
02:41I might as well just type it directly into the transform type in values down here.
02:47With the Move tool active, I'll set the X value to -2 feet and 2 inches, press
02:54the Tab key and then the Y and Z values would just be zeros, and there I have
03:01got a single piece that's positioned in the correct location.
03:06Okay, getting a little bit closer in here once again,
03:10you will see that the edges are kind of rounded and smoothed, and in fact I just
03:15want to turn that off, turn Smoothing off, because in fact I want to have sharp
03:20angled edges in my final rendering.
03:23Okay, so there we go, we've got one little piece there, a single ChamferBox,
03:28and next, we'll make some copies of it and build the rest of the pieces of our bookshelf.
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Cloning objects
00:00We've got just one ChamferBox at the bottom of our bookshelf.
00:03Let's make some copies of this.
00:06I'll select it and I can make a clone.
00:083ds Max makes it very easy for you to do this.
00:11All you need to do is hold down Shift as you move or rotate an object and you
00:15will be making a copy.
00:17Hold down Shift and move the object and there I have got a copy.
00:22When I release the mouse, I get a dialog box asking me what type of copy do I want.
00:28Standard copy is as the name implies; it's a copy and there's no relationship
00:32between the two objects.
00:34What I want here actually is an Instance, which is very useful because if I
00:38change one of the instances, all of the instances will change.
00:42It's almost like having an object in two places at once.
00:46Click OK to create that, and just to illustrate, I'll show you that if I change
00:50the value of the Length of one of these, they both change. Very cool!
00:53All right, Ctrl+Z to undo that.
00:55I just want to position this symmetrically at 2 feet and 2 inches in the X axis,
01:03and tell you what, let's rename these as well, and I'll call this one
01:07bookshelfBase001, and I'll call this bookshelfBase002.
01:18It's a really good idea to name everything as you go along because if you
01:21don't, then you'll end up with lots of objects that are all called ChamferBox01 to ChamferBox200.
01:28That makes it very hard for you to navigate your scene and figure out what you're doing.
01:33Okay, so that's a standard Instance.
01:35Now I want to make the next piece.
01:37In fact, I can make more than one copy at a time.
01:40To do this, let's get in closer in the Front View and maximize that Front View
01:45with Alt+W, and I'll make another clone.
01:48Hold down Shift with both of them selected and release.
01:54This time I don't want an Instance because this part will be taller.
01:58I'll need to choose Copy instead.
02:03And these ones, I'll just adjust them independently.
02:07I know that the height of this is going to be 9 inches, let's type in a 9.
02:14And you see, since I had them both selected, they both changed.
02:17All right, very good!
02:20Hit Alt+W to go back out to the four-viewport layout.
02:24That's the essentials of creating clones in 3ds Max.
02:28Copies are not connected and Instances are always identical to other instances.
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Using the Array tool
00:00We'll be using the Array tool to construct parts of the bookshelf.
00:05Let's go ahead and make the shelf proper.
00:07Go to the Create panel, choose ChamferBox, drag that out in the Top viewport and
00:12then drag upward to set the Height.
00:15Click and drag left to right to set a Fillet amount.
00:19Click again to complete the box, and then right-click to exit the tool.
00:26Move that up in the Front viewport and then go into the Modify panel and set
00:30the dimensions.
00:31I'll set the Width to be 1 foot and 2 inches, hit the Tab key.
00:37The Width is going to be 4 feet 7 inches, hit the Tab key.
00:41The Height is going to be only .5 inches and the Fillet amount,
00:46once again, it will be an eighth of an inch or .125 inches.
00:53All right, let's get in closer on that, Alt+W, and I want to just center it.
00:58I'll give it an X value of 0 and a Y value of 0, and the Height we will just
01:05eyeball the position and that's my shelf.
01:11Now for the sides here, I am going to clone these guys again.
01:14Select those, I can use the Ctrl key to select them both, and then hold down
01:18Shift and drag, and these are going to be copies once again.
01:23We can rename them here too.
01:25I'll call that bookshelfSide001 and the Height of these is going to be a foot
01:32and 3.5 inches, 1' 3.5.
01:39Okay, I'll just get in a little bit closer here to make sure that things are lined up.
01:43Don't want to have any overlap, if I can avoid it. All righty,
01:49I forgot to turn off Smoothing on this bookshelf piece, so I'll do that now. All right,
01:56and then I can take these three, and in fact, clone them. I'll rename this
02:01too, call that shelf001.
02:04I am going to select these three with the Ctrl key, and I can clone them in a
02:09clever way using the Array tool, under Tools > Array, and what this allows me to
02:17do is to make multiple copies of selected objects and create one-dimensional,
02:23two-dimensional or three-dimensional arrays.
02:26I've got a number of copies that I want to make here and I am really only going
02:30to need four copies,
02:32and I'll also want to position them.
02:35I want to move them up in Z. Now it's very useful to see a preview of what I'm doing.
02:42I'll click the Preview button over here and then adjust the Z value, and you can
02:48see I'm getting four copies.
02:50Wow, that's pretty cool!
02:52And in fact, it looks like a value of 1 foot and 4 inches, which is right.
02:57I'll get in really close on this to make sure that that's clean.
03:01That looks good to me. Very nice!
03:06And by the way, the Array tool is now non-modal, which means that I can make
03:10adjustments in the main window while I'm previewing the array. Excellent!
03:15And these are Instances by default. I'll click OK.
03:20All righty, so I just need one more of these, I'll hold down Shift and drag
03:24that up, and I can make that an Instance too, and I'm almost finished with the structure of this.
03:31I just need a little bit more up at the top here.
03:34I'll take these guys, Ctrl+Select those, hold down Shift and drag that up and
03:41those will be copies. I'll need a different height to those, and I'll call this
03:44one bookshelfSide and the Height here is just going to be 3.5 inches, 3.5, and
03:54finally I have got these two little bits down here, Ctrl+Select those.
03:58If you accidentally select the wrong thing, like I just did, you can use Alt
04:02to unselect, here we go, hold down Shift, bring that up and I'll call those bookshelfTop.
04:11All right, so I have constructed my bookshelf out of ChamferBoxes.
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Measuring with the tape helper
00:003ds Max provides a handy tool that lets you measure your scene.
00:04It's called the tape helper.
00:06I'll hit Alt+W; go out to my Front view, because I want to measure the height of my bookshelf.
00:11To make it a little bit easier, to make sure that my tape helper is only
00:15measuring vertically, I'll use the Snaps.
00:18Turn on 3D Snaps up here.
00:20It's a good idea to right-click on the 3D Snap button too, and make sure that
00:25Grid Points is the only thing active.
00:29And I'll create my tape helper.
00:30Go to the Create panel, and there is a new category of objects you haven't seen
00:34before, and that's over here, here it is, Helpers.
00:37Looks like a little tape measurer, and I'll click on Tape and click and drag
00:43to set the position of the tape head and the end of the tape helper, and then release the mouse.
00:50I'll right-click to complete that creation and I'll also turn off Snaps, now
00:54that I've got it lined up.
00:56Okay, so how does a tape helper work?
00:58Let's look at this, Alt+W to get in closer on that, go to the Modify panel and
01:03what this is showing me is the current Length.
01:05And if I select the end of the tape or its target, I can change the Length, but
01:12you'll see that I don't get to see the value as I do that, whereas, if I select
01:18the head, and move it, I can see the value, Ctrl+Z to undo that.
01:23Well there is a handy way that I can pin the stack, in other words, click this
01:29little button here and now whatever I currently have in the Modify panel will be sticky.
01:34It will stay displayed if I select a different object.
01:37That means I can select this target and move it around.
01:40It's a much better way of measuring.
01:43So you can see here that it's 6 feet 7 inches tall.
01:46I can also specify the Length, which is pretty helpful.
01:50I can click here and then type in a value, 6 feet 7, and now the line here of
01:58the tape helper is exactly 6 feet and 7 inches. Excellent!
02:03So that's how I use the tape helper to measure your scene and also how to
02:07use the Pin Stack command to display a specific Modify panel as you work on
02:13other objects.
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Grouping objects
00:00The last thing we'll look at in this chapter is simply placing objects into a group.
00:04It's a handy way of collecting all of these pieces into a single unit, and that
00:09way I can easily move that around or easily import it into another scene.
00:14I'll simply select all the objects, go up to the Group menu and choose Group.
00:19I recommend that you use the word group in the name of the Group, I'll call
00:25this bookshelfGroup.
00:28And now when I select any member of the group, the entire group is selected.
00:32You'll notice in the Modify panel that the name is listed in bold, and that's an
00:38indicator that I've selected the group and not any individual object. Cool!
00:43So I can move that around or place it wherever I need.
00:45It's also quite easy for me to select individual group members.
00:50Simply go to the Group menu and choose Open.
00:54And now if you select an individual object, you can work with that
00:59object independently.
01:01And you'll notice that there are pink selection brackets around the group.
01:04If you click on that bracket, then you can transform the entire group. Very good!
01:11When you are finished, you can close it back up again, Group > Close.
01:15And finally if you need to get rid of the group, you can just choose Group >
01:18Ungroup, and then you'll be back to where you were originally.
01:23I'll undo that, because I want to keep that group, just hitting Ctrl+Z a few
01:28times until I see bookshelfGroup again, and close it.
01:34That's how you work with groups in 3ds Max.
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7. Using the Modifier Stack
Laying out the scene
00:01In this chapter, we'll be modeling this fancy sofa, using two techniques.
00:06First for the base, we will use a rectangle shape primitive and a sweep
00:14modifier to create the frame, and for the cushions, we'll start with chamfer
00:20boxes that have been rounded.
00:22But we'll add a bunch of bells and whistles to them to shape them up and give
00:28them a little bit of a lived-in feeling.
00:30And also we'll optimize it by deleting some of the unnecessary stuff.
00:41As you can see in this cushion, it has no bottom.
00:47And we'll be doing this using some cool stuff in the Modify panel, specifically
00:53selecting based upon volume.
00:56Okay, so that's what we'll be learning.
00:58Let's go-ahead and reset the scene, and I want to set this up with my Grid and Snaps.
01:06This is a European design so it's in Metric Units.
01:09I'll go to Customize > Unit Setup and choose Metric.
01:16And I'll also choose Centimeters as the Units, so that if I type in a value of
01:21100 that will be interpreted as a 100 centimeters.
01:25Whenever you change the Unit Setup, you also need to check in on your Grid Settings.
01:29I'll right-click on any one of these magnets up here and go to the Home Grid.
01:35I want a Grid Line every 10 centimeters in this case, and then a major grid line every
01:4010 times 10, or 100 cm.
01:44And for the Perspective View, I want to have a stage that's 2 meters from center to edge.
01:52So to get that, I would take the Grid Spacing value and then multiply that.
01:57So if I want 200 cm, it's 10 times 20, so the Perspective View Grid Extent would be 20.
02:05All right, so there I've got my stage set up, and next I'll make some rectangle
02:09primitives for the frame.
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Modeling rectangle primitives
00:00To build the frame of my fancy European sofa, I'll use rectangle primitives.
00:05Just as a sanity check, I'll make a reference box, so I'll know approximately
00:10how large things are in my scene.
00:13And I'll set that box to be 1 cubic meter, or 100 cm on the side,
00:19pressing the Tab key and entering in a value of 100 for each of those and
00:23right-click to complete the box.
00:27Move that over to the side.
00:28That's just a sanity check to make sure that when I build things that they're
00:33approximately the right size.
00:35To make the rectangle, I'll go to the Create panel and Shapes > Rectangle.
00:41Draw that out in the Top viewport, right-click to complete the rectangle and
00:47I'll center it. I've got the Move tool active already, typing in zeros.
00:56For the Z-position, I actually want it to be slightly above the ground.
00:59I'll give that a height of 2 cm.
01:04Okay, now I'll go into the Modify panel and set the dimensions of the rectangle.
01:08I've got Length which is the Depth in this case, set that to 100 cm.
01:16And the Width, I'll set to about 235 cm.
01:23You'll also see that there's a Corner Radius parameter here.
01:26I am getting closer on the corner, so you can see it.
01:30We could have rounded corners if we wanted, but in this case I want to have
01:34sharp corners, so I'll set that Corner Radius back down to 0.
01:39As my first rectangle primitive, I'll need a second one for the frame, getting
01:43closer in the Front viewport.
01:44I'll make a clone by holding down the Shift key and drag that up.
01:51You can see at the bottom of the screen I've got the Y-Offset value.
01:56That's how far away it is in screen space.
02:01I'll set that up to about a value of 8.
02:05In this case it doesn't really matter whether I make it a copy or an instance,
02:08because I won't be making any changes.
02:11Okay, so I've got two rectangle primitives now.
02:14Just to make them a little bit easier to see in the view, I am going to select
02:16them both, and set their Object Color to black, because they are just wireframes.
02:23And next I'll join them up using Editable Spline.
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Working with Editable Spline
00:00Currently I've got two rectangle primitives for the frame of the sofa.
00:04I want to use the Sweep Modifier later, so that I can give them some thickness.
00:09To do that most effectively, I want to make them Editable Splines, attach them
00:14together and join them up with a couple of other pieces of lines.
00:19First thing I'll do is select either one of them and convert it to Editable Spline.
00:24Simply select it, right-click anywhere in the viewport and choose Convert To
00:29> Convert to Editable Spline.
00:32Once I've done that, of course, I get lots of cool tools in the Modify panel.
00:38Most importantly is the Attach tool.
00:40If I want these two objects to be one object, I'll use Attach.
00:46Click on that and then click on the other object and it will be converted to
00:50Editable Spline and attached to the current Editable Spline.
00:56When I am finished attaching I can right-click to exit that.
00:58I'll rename this now and I'll call it sofaFrame.
01:05Frame is going to have a few pieces of metal that join it at the corners and
01:10also at the center here.
01:13I can use Snapping to build a new line exactly where I need it.
01:18I'll go up to the Snaps tools,
01:23activate 3D Snap and also right-click.
01:27This time I don't want to snap to Grid Points, I want to turn that off.
01:32Instead I want to snap to Vertex or snap to Points, close that.
01:39And I can create new parts of this line directly in place here.
01:44As you see, as I move my cursor around, I get a little Snap icon that appears at those vertices.
01:51If you're distracted by the selection rectangle you can turn that off if you
01:54want, it's the J key.
01:56I am going to create a new line here at this corner.
02:01Over here inside the Editable Spline object I'll click Create Line, click once
02:07at that corner, and again here, and then right-click to complete it.
02:13And I'll just do that on all four corners, get in closer here, click once,
02:18twice, and then right-click, using the middle mouse and navigate, and the wheel
02:25to get in closer.
02:29Be careful that when you do this you're not holding the mouse button as you
02:32create the new line, you just want to click.
02:36Because if you hold the mouse down, you'll get a curved line, we want
02:39straight lines here.
02:42All right, I've got those lines made.
02:45That looks like a box, but it's actually not.
02:47If we go out here, you can see I've got an actual box here that's in a shaded mode.
02:53This is a frame made out of lines, right-click to stop making lines.
02:59I'll also turn Snaps back off again.
03:02I'll need a couple of pieces of metal bar here in the front and back.
03:08I can take these Aligns that already exist here and clone them.
03:12In fact, I can clone some objects in the exact same way that I clone objects.
03:18I'll just need to go into that Editable Spline sub-object mode Segment.
03:24A Segment is a piece of a line between two points.
03:29I could choose it also from the text here, Segment Text button, or from the icon.
03:36I'll Ctrl+Click to select these four pieces of line that I just made.
03:42I might need to get in closer to do that.
03:47And I can make duplicates of all four of these in a kind of clever way using the Scale tool.
03:55Select the Scale tool and hold down the Shift key and click on the X axis of the
04:02Scale tool and I'm making duplicates. Wow, that's easy.
04:09And sometimes you won't be able to drag all the way to where you want to go, you
04:13can just release the Shift key and then continue to scale it, and when you're
04:20finished, you just exit out of sub-object mode.
04:26And that's the structure of our frame, and now to give it some thickness, in the
04:29next movie we'll add a Sweep Modifier.
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Applying a Sweep modifier
00:01To finish our sofa frame we can add a Sweep modifier to this Editable Spline.
00:06Sweep is kind of like a loft, except it's much simpler.
00:10I'll select that and go to the Modify panel, and from the Modifier List I'll just
00:16simply choose Sweep.
00:21I've got a black object now.
00:23Let me just change the color, so you can see that better.
00:29I'll also change my Display mode to Shaded.
00:32Now that doesn't look like what we wanted.
00:35We wanted just a standard bar, instead of this interesting angle.
00:42We can change the behavior of the Sweep modifier very easily, going into
00:46the Section Type here.
00:47Instead of an Angled Sweep, I'll choose Bar.
00:52And then I'll need to change the dimensions of the Bar.
00:56Length and Width, they are up here.
00:58I could set that to 1 cm and 1 cm.
01:04Wow, that was easy.
01:06What we had with the Editable Spline was an infinitely thin line that won't render.
01:12Just by adding the Sweep modifier, now I've got a 3D mesh.
01:15There are other built-in sections by the way, you could do Cylinders and so on,
01:22could set the Radius of that cylinder.
01:24That's very useful for things like chrome tubing, and you can even put your own
01:30section in there too.
01:31You can make an Editable Spline and then select it using these tools here, for
01:36example, if you needed to do crown molding.
01:40I'll set this back to Bar.
01:44That's my frame with a Sweep.
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Soft-selecting with Volume Select
00:01In this movie we're going to select part of an object based upon a Volume Gizmo.
00:07That gives us the ability to apply effects selectively and nondestructively,
00:13very useful technique.
00:16I've constructed half of the sofa here out of ChamferBoxes.
00:19Get in a little bit closer there, and I've press the F4 key, you can see the edged faces.
00:25And you can see I have got a fair number of segments here, because I am going to
00:28want this to be soft and rounded.
00:31And I have also got Fillet segments on the ChamferBox so that the sides are round as well.
00:38I want to focus just on the one object at a time, and to do that all I have to
00:44do is select the object, go down to the bottom of the screen and click this red
00:48light bulb and that will isolate the object, essentially hiding everything else.
00:53What I am going to do here is add Volume Select modifiers and then Push
00:59modifiers that will cause the cushion to bubble outward.
01:02I will go to the Modify panel > Modifier List and you'll see Selection
01:07Modifiers here up at the top.
01:09The one that I want here is a Volume Select, because that gives me a convenient
01:13way of selecting a region or an area on the model.
01:17And that's not an absolute selection, in other words, I can change parameters
01:21like the Level Of Detail, and that won't affect the Volume Selection.
01:26I want to select it by Vertex, I will go down here and click in Stack
01:30Selection Level > Vertex.
01:32As soon as I do that now, all the vertices highlight in red.
01:36That indicates that they are actually selected.
01:39If I move the Gizmo around, I can select different areas on the model.
01:42I will go up to the Volume Select modifier and open up its sub-object modes and choose Gizmo.
01:48Then I will move that Gizmo around and anywhere that the Gizmo intersects with
01:53the model, I will select those points.
01:56I can scale the Gizmo in various axes to control the selection.
02:00Now that's a hard selection, those vertices are actually selected.
02:06What I really want here is a soft selection.
02:09I want the influence of the selection to diminish over distance.
02:13All I have to do then is turn on Soft Selection and adjust parameters such as the Falloff.
02:22And as I do that you can see color coding.
02:25Red means the vertex is selected and as these colors fade into cooler colors, we
02:31are getting less and less selection.
02:34So out here on the edges here, very little selection, and out here beyond that
02:41dark blue, these light blue vertices are not selected at all.
02:45Now that I've got my Volume Select, I can go ahead and add a Push modifier to
02:50bubble the cushion outward.
02:52Modifier List > Push, and I have got the Push value.
03:00The Push is only being applied within the Volume Selection, and additionally, that
03:04selection is a Soft Selection, so it's sort of fading out.
03:07I can go back down to the Volume Select modifier to its Gizmo and change the
03:13shape of the gizmo to get different effects to the Push.
03:21Go back up to the Push and change its value.
03:25And this is completely nondestructive, in fact, if could go back down to the
03:29ChamferBox if I wanted to, and change the number of segments for example, to get
03:34greater or less Level Of Detail.
03:38That's the real advantage of using Volume Select.
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Removing polygons with Delete Mesh
00:00Now let's optimize this model by deleting any parts that the audience is not
00:05going to see, for example the bottom of the cushion.
00:08I am going to open that scene file up to illustrate to you that when you open
00:11it you will get this dialog that pops up and says, one or more objects are
00:14currently isolated, that just means that the file was saved with an object isolated.
00:22Click OK.
00:23All right, so I want to delete the bottom of the cushion.
00:27All I need to do is add another Volume Select modifier.
00:30Go to Modify panel and add another Volume Select.
00:36I will set this to Vertex Mode and I don't need Soft Selection this time, I will
00:41leave that off, because we are just deleting parts of the model.
00:44I'll open up this top Volume Select and enter Gizmo sub-object mode.
00:51And then I can move the Gizmo around. I just want to move it down in Z and I can also scale it.
00:59So I only want to select the very bottom of the cushion.
01:07All right, and I'll leave it in that state, in sub-object mode and then add a
01:12modifier called DeleteMesh.
01:18Very simple, very straightforward, and again, this is nondestructive, because I
01:23can go back at any time and do things like change the ChamferBox, Level Of
01:28Detail and that won't have any negative implications for my Volume Selection.
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Clearing a sub-object selection with Mesh Select
00:01In the next movie, I'm going to use a Noise modifier to randomize the shape of the cushion.
00:07But I want that to affect the entire object, not just part of the object.
00:12And if I apply a modifier now in this state, actually nothing will happen,
00:17because we still have a sub object selection in effect.
00:21Let me just illustrate that to you, let's say for example, I add another Push or
00:25something like a Bend, let's do a Bend.
00:26And I set that Angle and I do all sorts of stuff and apparently nothing is happening here.
00:32The reason is that I'm applying this modifier to a Volume Selection that has been deleted.
00:39The selection is being made, then it's being deleted and then I am trying to
00:43apply a Bend to it after the deletion, and obviously that's not going to work.
00:47I have got a little indicator here that I'm still in sub-object mode, that's
00:51what these three little dots are.
00:52That's telling me that this modifier is only being applied to certain vertices.
00:58Okay, let me trash that.
01:00What I really need to do here is I need to apply a Selection modifier to clear
01:05out this sub-object selection.
01:07I will go to the Modifier List and choose Mesh Select, and in fact, all that's
01:13doing is just wiping out the sub object selection so that any subsequent
01:18modifiers that I apply will be applied to the entire object.
01:22And I can tell that that's the case, because there are no little dots over here,
01:26there's no sub-object icon applied.
01:29And just to illustrate that to you, if I add a Bend and change the Angle you'll
01:32see that it is in fact affecting the entire object.
01:36Okay, so I will trash that, and now we are ready to apply Noise modifier to
01:40randomize the shape in the next movie.
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Adding randomness with the Noise modifier
00:00To make the cushion look a little bit more lived-in
00:03we can randomize the shape using a Noise modifier.
00:07I've cleared out my sub-object selection so that Noise modifier will be applied
00:10to the entire object.
00:12In the Modifier List I will scroll down looking for Noise.
00:17In the Noise modifier, I will need to change several parameters, for example, the
00:21Strength, currently it's set to 0.
00:24This is the maximum amount of deviation that a vertex will make.
00:27If I set these to 5 cm in each axis, that's probably a pretty good value, in
00:33fact, that's probably kind of a high value.
00:35But as I do that, you see that apparently not much has happened.
00:39The reason is, I also need to adjust the Scale of the Noise; that's
00:43essentially the wavelength.
00:45A Scale of 100 is a very long wavelength, so we are not seeing much of an affect
00:49here, because it's being spread out over a very large area.
00:52All I need to do is click and drag and reduce the scale and you can see--oh
00:56there we go, we are getting some nice Noise.
00:59If I take that Scale down too low, we will get some very strange results.
01:03It will actually turn into some sort of abstract art piece.
01:08That's a much too low wavelength.
01:11I just want to find the sweet spot there, and it was somewhere in the order of 10 cm or so.
01:17And as you can see now, we probably don't need that much of Strength, so I can
01:21reduce the Strength down to maybe like 2 cm in each dimension.
01:25If I want to adjust the pattern of the Noise, all I need to do is transform the Noise Gizmo.
01:32I will open up the Noise sub objects and you'll see Gizmo.
01:37Grab the Move tool and move that Gizmo around to change the placement of the
01:41Noise, to get different looks.
01:46That's a pretty basic introduction to using a Noise modifier, you could do
01:50quite a lot with Noise, in fact, you could create mountains and all sorts of
01:54cool stuff with it.
01:55This is just a real basic introduction.
01:57You can have a lot of fun with Noise.
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Instancing modifiers on multiple objects
00:00To finish up this sofa, we are going to add some more Noise modifiers, and I've
00:04done it on this one cushion as you can see.
00:08But we are going to learn about how to copy paste modifiers and also how to instance them.
00:13First thing I want to do is create a Noise that spreads across more than one object.
00:18For example, I can select these two armrests, Ctrl+Select both of those.
00:24Add a Mesh Select modifier, so that will clear out any sub-object selection that may be there.
00:30And when I do that, you will notice that Mesh Select is in italics up here.
00:35And if I select one of the arms, you will see at the top of that stack
00:40Mesh Select in italics.
00:42That means the modifier is applied to more than one object.
00:47Select them both with the Ctrl key and I'll also add a Noise nodifier.
00:54And set the values here, I have got a scale of 10 cm and the Strength of, let's
00:59say, only 1 cm in each dimension.
01:02We just added a little bit of randomness.
01:05I will turn this up just for moment so you can see that it is in fact affecting
01:10both of those armrests.
01:12Set that back down to 1 cm, we want that to be a pretty subtle effect.
01:17And again, if I select either one of them, I will see the Instance modifiers in italics.
01:23I can also copy and paste modifiers from one object to another.
01:27I've got a Noise and the Mesh Select on this one, and I can just copy those on
01:32to the next cushion.
01:35Select those and right-click and choose Copy.
01:39Go over to the other object and right- click at the top of the stack and choose
01:44either Paste or Paste Instanced, I will just do Paste this time.
01:49If I choose Paste instead of Paste Instanced, then I have independent control
01:54over the objects, as you can see here, as I adjust the Strength on this cushion,
01:57it's not affecting the other one, Ctrl+Z to undo that.
02:01But I also have the option of instancing the modifiers through the Copy Paste menu.
02:06I will select those and trash them, right-click and Paste Instanced this time.
02:13And now they are both affected by the same modifier.
02:18And if I change the Strength here, you will see it's affecting them both.
02:23Additionally, if I wanted to, I could go down and select the Gizmo.
02:26You will notice that that Gizmo is affecting both of them.
02:32You have a lot of options for copying and pasting modifiers, you can select more
02:37than one object and apply a modifier.
02:40You can copy/paste without instancing, or you can copy/paste with an instance.
02:46That's a basic introduction to this nondestructive workflow for building
02:52a polygon model.
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8. Polygon Modeling
Making an editable poly and understanding Graphite
00:01In this chapter we'll look at some of the advanced polygon modeling tools in
00:05the Graphite Ribbon.
00:07We'll model just one or two pieces from this robot arm assembly and then we'll
00:11animate it later in the course.
00:13I'll start fresh with a new scene by resetting 3ds Max.
00:18The first thing I want to mention to you is that the object must be an Editable
00:22Poly in order for you to access the Graphite Ribbon.
00:26If I make any primitives, such as a teapot, and open up the Graphite Modeling
00:30tools from the main toolbar, most of the Ribbon is actually blank. The tools
00:35aren't showing up because this is not an Editable Poly.
00:38All I need to do is convert it.
00:40Select the object, right-click and choose Convert To > Convert to Editable Poly.
00:46And as soon as I've got an Editable Poly object selected, I have got the
00:49Graphite Ribbon tools visible.
00:52In the next movie we'll look at customizing the interface so that we can
00:55optimize the display of the Ribbon and the Graphite tools.
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Using the Graphite ribbon interface
00:01Let's build part of the robot arm.
00:03I am going to make the turntable part of that robot arm, and so that will
00:06start from a cylinder.
00:08Go to the Create panel > Standard Primitives > Cylinder.
00:13Drag that out, release the mouse, set the Height, click again to finish the
00:19cylinder, and then right-click to exit the tool.
00:22Then I'll go to the Modify panel and work with a Level Of Detail on this.
00:26In order to see what I'm doing, I'll need to press the F4 key so I can see edged faces.
00:31I don't need quite so many Height Segments here, let me set that to just 2.
00:36And in the Cap Segments, let me set that to 2 as well, so I'll get a little
00:39more detail up there.
00:41The number of Sides I'll set to 36.
00:44Just set the Radius down a little bit to 1.5 feet.
00:48Now I've got the Primitive setup and I can go ahead and right-click on it and
00:53Convert to Editable Poly.
00:56As soon as I do that, now you can see I've got all the tools available in
01:00the Graphite Ribbon.
01:01The Modify panel will need to be activated in order to see all of these tools.
01:06If you go back to the Create panel, for example, most of those icons will be grayed out.
01:11We can enter Modify mode from the Graphite Ribbon and that's a button up here,
01:17Toggle Command Panel.
01:19What that's going to do when I click it is activate the Modify panel and then
01:23hide the entire Command panel, including Create and all of the others.
01:28And this is actually helpful, because Editable Poly is redundant to the Graphite Ribbon.
01:35In other words, the Graphite Ribbon includes all of the tools in the Editable
01:39Poly Modify panel, and more.
01:41There's no real reason for us to have that Modify panel visible if all we're
01:45working on is Graphite tools.
01:48I can also customize the Graphite interface a little bit.
01:51For example, you'll notice that as you move your mouse around onto these
01:55different buttons, you'll get these extended tooltips that will sometimes even
02:00show your illustrations on how to use the tool.
02:03This is helpful when you're first learning all of the tools.
02:05But once you've learned them, then these can definitely be a distraction.
02:09All you need to do to turn them off is right-click on an empty spot on the
02:12Ribbon and choose Ribbon Configuration, and disable the tooltips, and now we won't
02:20be distracted by all of that.
02:22I'd also like to move the Graphite Ribbon around on the screen because
02:25especially on a widescreen monitor, it's not really optimal to have it placed at
02:30the top of the screen like this.
02:32All I need to do to move the Graphite Ribbon is to click on this selection bar
02:36on the left-hand side, hold that down and drag it out.
02:40You'll notice that the cursor has changed to a little dialog box icon.
02:45If I release the mouse in the middle of the screen then I'll get a floating
02:49Graphite tools panel.
02:51That's helpful if you've got two monitors.
02:53You can just put that over on the other monitor and leave it there.
02:56In this case I want to dock it to one side of the screen.
02:59I'll just select it and drag it over to the right here until my cursor changes
03:03to another icon, and then release the mouse.
03:06And now it's docked over there.
03:09Also you may need to turn some of these panels off.
03:13If you've got limited screen real estate, then all of these panels may not
03:17actually fit on the screen at once.
03:19Just right-click on an empty spot and choose Show Panels, and you can activate or
03:25deactivate the panels as needed.
03:27For example this Subdivision panel, I won't be using that, so I can turn
03:30that back off again.
03:34And finally, if you need to get your Command panel back, one way to do that is
03:38just from the Customize menu.
03:41Customize > Show UI, and we can turn the Command panel and others screen
03:46interface elements on and off at will.
03:49That's a brief introduction to optimizing the Graphite Ribbon for
03:53Polygon Modeling.
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Selecting sub-objects
00:01Let's look at selecting sub-objects using Graphite.
00:04We have the same types of sub-objects that you do in the ordinary Editable
00:07Poly, specifically Vertex, Edge and Face. All we have to do is click to activate
00:17one of these sub-object modes.
00:19And the Graphite Ribbon will show you tools that are specific to that
00:24particular sub-object type.
00:27I can just click on a point to select it, pretty simple, pretty straightforward.
00:32I want to point out to you, that if you drag a selection rectangle, then
00:38you'll by default, be selecting sub-objects on the opposite side or the back
00:43face of the object.
00:45If we orbit around to the backside, you'll see that those points have been selected.
00:48You have the option to turn Ignore Back Facing on.
00:52It's just up here Ignore Back Facing.
00:55Turn that on, and then when you make a selection, any sub-objects that are facing
01:01away from you will not be selected.
01:04That's pretty helpful.
01:05Another helpful thing is selecting by Edge Loop.
01:08Go into Edge sub-object mode, and if I select one edge, just click on it.
01:14But it's quite common that you want to select an entire loop of edges, all of
01:19these connected end-to-end.
01:21All you have to do is double-click and you've selected the entire Edge Loop.
01:25That doesn't always work in all cases, for example, the edges at the rim of this
01:30cylinder, if I double-click on that it may or may not actually select all of
01:34those, it did this time.
01:37Once we got an Edge Loop selected, we can do things do it like scale it or
01:40move it or whatever.
01:41Go to the Scale tool and I can scale that Edge Loop up or down.
01:46I can also select by Face, go up here select by Polygon, and I can click on Faces.
01:53I've still got my Scale tool active,
01:54I'll go back to the Select tool.
01:56And I can hold down the Ctrl key to add to my selection.
02:00Let's say I want to select all of the Faces here in the center of my cylinder.
02:04There is a convenient trick to this.
02:06I can convert a sub-object selection to a different sub-object type.
02:12In this case, if I go into Vertex mode and select just that center vertex, then I
02:18can select all of the Faces, or all the Polygons that are touching that vertex.
02:22I'll just hold down the Ctrl key and click on Polygon Mode and then all those
02:28Faces are now selected, and I can manipulate it.
02:32That's a basic introduction to sub-object selection in Graphite.
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Choosing selection region methods
00:01Let's look at a couple of other cool ways of selecting things in 3ds Max.
00:05On the main toolbar you've got Selection Regions and you also something
00:09called Window/Crossing.
00:11And this will control how you can select objects and sub-objects, not just in
00:15Graphite, but across the board, throughout the program.
00:18I'll go into Polygon Face Selection mode and if I hold my mouse down on this
00:23Selection Region icon, I can choose a different shape for the Selection
00:27Region, such as a circle.
00:30I just click in the center and drag outward to define that circle shape and when
00:34I release the mouse, then everything that that circle touched will be selected.
00:38I currently do have Ignore Back Facing enabled, that means I won't select
00:43anything on the other side of the model.
00:46There are other Selection Region types, for example, there is a Rubber Band,
00:50and I can just drag my cursor across and I can select everything that that
00:55Rubber Band touches.
00:57My favorite is actually the Paint Selection mode, and I can just drag my cursor
01:02across and select just by dragging.
01:05If I use the Alt key, I can subtract from that selection, and Ctrl will add to the selection.
01:12That's pretty cool.
01:14I'll go back to the standard;
01:15let's use the Circle Selection mode.
01:18Here's another button that's also quite useful, it's called Window/Crossing.
01:23The default behavior is that when you drag a selection, anything that that
01:28selection window touches will be selected.
01:32If I want to choose the other mode, I can just click here and now in order to
01:36make a selection it has to be completely enclosed within that window.
01:40If I release the mouse now, nothing is selected.
01:44If I drag my cursor out a little bit more, then any polygon that is completely
01:48within that selection region will be selected. There we go.
01:54Those are just different methods for selection in 3ds Max.
01:58Now that I've done that, I'm going to actually disable Ignore Back Facing for
02:02the next few movies.
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Using the caddy to extrude
00:01Editable Poly and Graphite have many advanced tools for altering the topology of the model.
00:06That means to change its structure, to add or remove edges and polygons.
00:11What I'd to do now is show you the Extrude tool.
00:13This is one of the most common and one of the most basic tools.
00:17I can select polygons and then branch that out to a set of new polygons,
00:22essentially I can make a tower coming up here.
00:24I want to be Polygon Selection mode and select those top polygons.
00:28Just want to make sure I don't have anything else selected.
00:32The Extrude tool is found in the Polygons panel.
00:36Hover my mouse over that, I get a little pop-up there and you'll see Extrude.
00:41If you click on that then you'll need to click on the selected polygons to
00:45extrude them upward interactively, release the mouse to complete the operation.
00:50Okay, we can get a little bit more control over this.
00:54We can set numeric values for the height of the Extrude.
00:57I'll go back to the Polygons panel.
01:00You'll notice that some of these tools have pulldown menus next to them.
01:04If you click on that pulldown arrow then you can click on Extrude Settings.
01:08What that will do is open up something called the caddy.
01:13This is an interface element that can be moved around the screen.
01:17And it's going to show you a preview of an extrusion that has not yet been made.
01:22If I go to this Height parameter, I can hold down the mouse and drag to set the
01:27height of the extrusion.
01:30There are also keyboard modifiers for that.
01:32If you hold down Ctrl+Drag, you'll get a faster adjustment, or a gross adjustment.
01:37If you hold down Alt and click drag you'll get a fine adjustment.
01:42This operation has not yet been made.
01:45If I want to complete it, I'll click the check box and that will close the dialog.
01:49I'll go back in there again and go to Extrude > Extrude Settings.
01:55To show you that, we're seeing a preview here now, and if I lose my selection,
02:02then I won't see any extrusion being made.
02:05If I click anywhere out here, there are no polygons selected, and therefore,
02:11there's no extrusion.
02:12I'll need to have something selected in order to see that extrude.
02:15I can go around, Ctrl+Select those, get my selection back, or I could use Paint
02:21Selection, hold down Ctrl.
02:24But you'll notice that I've selected things on the back of the model. You need
02:27to be careful when you're doing this.
02:29I can use Alt and unselect all of that, until I am back where I was.
02:37Again, this is just a preview.
02:39If I click the check box, the operation will be completed.
02:43I can also press the plus sign, that will complete the current operation and
02:48then show me another preview.
02:51If I don't want to apply the operation, I can just press the X and that will cancel out.
02:58There are a lot of tools that use the caddy, the caddy will be slightly
03:01different for each tool because there will be different parameters, but the
03:04interface is the same in each case.
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Controlling detail with Remove and Cut
00:00One of the advantages of Polygon Modeling is the ability to interactively
00:05add and remove detail.
00:07In this case what I'd like to do is flatten out one side of this cylinder here,
00:12and I can do that by removing edges.
00:14I'll go to the Edge sub-object mode, and click on some of these edges with
00:19the Ctrl key held down.
00:24Once I've made my selection, I'll want to tumble around, or orbit around, to the
00:27other side of the model, to make sure I haven't accidentally selected any of the back edges.
00:33There we go, I've got those edges selected.
00:36Now if I press the Delete key on the keyboard, I'll actually punch a hole in the model.
00:41If you delete an edge, you'll delete the associated polygons that are
00:44touching that edge.
00:46That's not what I want here.
00:47I'll use Ctrl+Z to undo that.
00:50Instead I want to remove the edges and leave the polygons there.
00:54I can do that from the Edges panel here and you'll see Remove.
00:59If I click that, then those edges are all deleted and the polygons are left.
01:04However, if you orbit around and look carefully, you'll notice that the
01:07curvature there hasn't changed.
01:09And the reason is, that although the edges have been removed, the vertices are still there.
01:15If I go into Vertex sub-object mode, you'll see that those vertices are still there.
01:20Now I could select them and delete them in a second pass.
01:24But that's too much work, really I can do this in one step, because 3ds Max will
01:29allow me to remove edges and their connected vertices in one command.
01:33I'll undo that, go back to Edge Selection mode, back to Edges, and if I hold
01:41down Ctrl when I click on Remove, that will remove those edges and their
01:47associated vertices.
01:49The keyboard shortcut for that is Ctrl+Backspace.
01:52That's a very useful one that you'll use quite a lot.
01:56Okay, so that's been cleaned up.
01:58But the tops and bottoms here still have curvature.
02:02What I'll want to do here is remove these vertices.
02:06I'll go to Vertex sub-object mode and select these vertices with the Ctrl
02:10key held down, and press the Backspace key, and now those vertices have been removed.
02:18However the surface isn't flat, as you can see, if you orbit around.
02:24What I really want here is a flat quadrilateral polygon here and a flat
02:29triangular polygon up here.
02:31All I need to do here is use the Cut tool to create a new edge.
02:36The Cut tool is found in the Edit panel, and in fact, you can be in any sub-object,
02:42or even Object mode, to access the Cut tool, and it looks like a little scissor.
02:48I'll activate that.
02:49And then as I move my cursor around you'll see that the cursor icon will change,
02:55because the Cut tool actually has snaps built into it.
02:58So I move my cursor over to one of these vertices until my cursor changes to a small crosshair.
03:04I'll click on that once.
03:07And then as I move my mouse around, you'll see I'm getting a preview.
03:10Then I'll go over to this other vertex and make sure that it's snapped, click
03:15again to complete that operation, and to exit the Cut tool, I'll right-click in the viewport.
03:21All right, so there it is, I have created a nice flat surface there.
03:27And I can repeat that process down here if I need to.
03:30I'll right-click to exit the Cut tool completely, select these vertices with the
03:34Ctrl key held down, press Backspace to remove them, and then go back to the Cut
03:40tool and chop a new edge through there, and right-click a couple of times. And there you go!
03:48I've used Remove and Cut to change the structure of the model.
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Inserting edge loops with SwiftLoop
00:01Another common Graphite tool for topology modification is SwiftLoop.
00:06This is a very, very useful tool that allows you to add a New Edge Loop
00:10anywhere on your model.
00:12And it works in any mode, it's found in the Edit panel.
00:16Here it is, SwiftLoop.
00:18I will click on that to activate it.
00:20Then I just hover my mouse over anywhere on the model and that green line is a
00:24preview of an Edge Loop that has not yet been created.
00:27If I want to create an Edge Loop at that location, I will just click, and boom!
00:32I have got one there. That was so easy.
00:34I will add another one here and now I've got three Edge Loops in that area.
00:40And if I want to create a little bit of a rounded, filleted corner there, I can go
00:46into Edge sub-object mode and double- click to select that edge, and I will just
00:52use the Scale tool, give that a little bit of a rounded, filleted corner. That was so easy.
00:59SwiftLoop is one of most useful tools you are going to find.
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Constraining sub-object transforms
00:003ds Max gives us the ability to constrain transforms.
00:05This is very useful, because we can for example, move edges and keep them stuck
00:10to the surface of their polygons.
00:13I can constrain from the Edit panel here.
00:16This icon is highlighted and that indicates that constraints are
00:20currently disabled.
00:22If I go into a sub-object mode, such as Edge, the Edit panel might get
00:28collapsed down, and it might be harder for you to see what Constraints are
00:31currently in effect.
00:33It is really actually a good idea to see what Constraints are currently on at
00:37all times. You might need to hide some of these other panels, just so that the
00:42Edit panel will be shown and displayed.
00:45I can right-click and go to Show panels, and turn some of these others off. There's
00:49a lot here that I will not actually be using.
00:56And now the Edit panel is fully visible.
00:59Okay, I am in Edge sub-object mode, and I will double-click to select that whole Edge Loop.
01:05And with Constraints disabled, then I have the ability to move those edges around
01:10in a free-form manner.
01:13Ctrl+Z to undo that.
01:15And I've got different Constrain modes here.
01:18Constrain to Edge is quite useful.
01:20Now when I move, you'll see that those edges are staying stuck to the surface,
01:27that's quite useful.
01:28Then we've got Constrain to Polygon or Face, that's less useful, because it only
01:33allows you to constrain to one of these two faces here.
01:39I don't tend to use that very much.
01:41Finally, we have got Constrain to Normal, and a Normal is an imaginary line that
01:46sticks out from the Edge.
01:48And with Constrain to Normal, essentially, it's similar to Scale, but it
01:53preserves the shape better than Scale would.
01:56Remember when you're finished, to disable Constraints. That's a simple
02:00introduction to using sub-object Constraints with Editable Poly.
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Attaching polygon meshes to a single object
00:01Now what I am going to show you is how to attach two polygon meshes together.
00:06I want to create a ball joint up here with a perfect sphere.
00:09I couldn't really do that very effectively by just simply extruding the existing model.
00:14Instead, I'll create a separate sphere, attach the two together and then bridge the gap.
00:20Before I do, I just want to center the model in the world.
00:23Grab the Move tool, select the model, and just type in some 0s down here in X, Y
00:28and Z, and now it's perfectly centered on the origin.
00:30I will need to make some adjustments to this sphere;
00:34that means I will need to have the Modify panel to do that.
00:36I will go back over to the Graphite Ribbon and click the button to show the
00:43Command panel once again.
00:46Go to Create menu, but before I create my sphere, I want to turn on Snaps,
00:51because I just want a snap to this vertex right here.
00:54I will also want to right-click and make sure that I'm snapping only to Vertex.
01:00All right, and as I move my cursor around you will see it's snapping to all the
01:04intersection points.
01:06Click Sphere, snap to that center vertex and drag it out, release the mouse and the
01:11sphere has been created.
01:12I will right-click to complete the sphere.
01:15And then I will turn Snaps back off again.
01:18Then I will go to the Modify panel, because I want to change the number of
01:21segments here. Let's get in a little bit closer, move this sphere up a bit.
01:26The important thing here is that I want to have the same number of edges on
01:30both of these objects.
01:32When we use the Bridge tool later, it can kind of compensate for that, but
01:36it won't be pretty.
01:37It's best if they have the same number of vertices and edges.
01:40When I created my cylinder, I set it to 36 Segments;
01:45therefore, I will set my sphere to be 36 as well.
01:48Now you can see that those edges line up.
01:51And that's nice and clean.
01:53Good! I will set the Radius and then I can just attach the sphere to the
01:59existing polygon model.
02:00I will select that Editable Poly and I am looking for the Attach button.
02:05I can access the Attach button from the Modify panel.
02:11Here it is, Attach, click on that, and then click on the sphere, and
02:17right-click to exit.
02:19Now they're one object, and if I select and move you will see they
02:24move together. Cool!
02:27You can also find the Attach button in the Graphite Ribbon. I've currently got
02:32it hidden, but if I go over here to Show Panels > Geometry (All), you'll see the
02:37Attach button is here as well and it works exactly the same.
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Bridging parts of a mesh
00:01We have got a single polygon object that was originally two objects.
00:05In this case, now there are actually two sub-object elements.
00:10Just to illustrate to you what an element is, I can select it from a Graphite
00:14Ribbon or from the Standard Modify panel.
00:16An element is part of a mesh that used to be a separate object.
00:22That means, in fact, I can still manipulate the sphere separately, using Element mode.
00:28Well what I really want to do here is create a surface that bridges these two pieces.
00:34The best way to do that is to just delete all these polygons.
00:37I am going to Vertex mode and select the center vertex here and delete it, and
00:42that will punch a big hole there.
00:43I will go into Face Mode, or Polygon Mode, and I want to select the bottom parts
00:48of the sphere. Just to keep that neat and clean I want to do that in one of the
00:51Ortho views, so I will hit Alt+W, go the Front view, press the Z key to zoom in and
00:57I just want to select the bottom third of the sphere and press Delete.
01:02Go back to my Perspective View and Alt+W to make that big again.
01:06Now I have got two adjacent borders. A border is a series of edges around
01:12an open hole.
01:15I can go into Border sub-object mode, click on that and you will see we selected
01:19that entire quarter.
01:21To do the bridge, I want to select both of the borders, I'll hold down Ctrl.
01:26Now I've got both of those open borders selected.
01:29And I can activate the Bridge tool either from the traditional Modify panel or
01:34from the Graphite Ribbon Borders panel.
01:38And I can go to Bridge, but I really want to get the caddy open so I can
01:42control the Bridge parameters.
01:44Another way to open the caddy is to hold down the Shift key and click on the button.
01:50And now I've got the Bridge tool open.
01:52And this is really cool, because I can do all sorts of fun things here.
01:56I can increase the number of segments, and even better I can play around with
02:00this Taper Effect, here we go.
02:03And to get a little bit finer control over that I can hold down Alt as I do it.
02:08That's really nice.
02:09You can also play around with some of this other stuff like Bias, see what that does.
02:14Sometimes you might need to use the Twist Control here, if your vertices and
02:19edges and are quite lining up.
02:20This one is just fine as it is, so leave that, Twist at 0.
02:25All right, so that's my bridge.
02:27If I'm happy with that I will just click the check box to finish that command,
02:32and I can exit out of sub-object modes.
02:35And essentially I've got my bridge and I have got my model.
02:37Last thing I will need to do is just clean up the Edge Smoothing.
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Smoothing and hardening edges
00:01I have finished building the model.
00:02Last thing I need to check in on is the Edge Smoothing.
00:06A polygon edge can be drawn as smooth or as hard. In order to see this, I have
00:11to turn off Edged Faces.
00:13I will press the J key, so we can see the selection brackets, and then the F4
00:17key to turn off the Edged Faces.
00:19If I get in closer here, you can see that some of the edges are drawn as hard or
00:24faceted edges, and some are drawn as soft or smooth edges.
00:283ds Max is a little bit different than most programs, edge smoothing is defined
00:34by polygons and not by edges.
00:36So I'll need to select polygons in order to affect the edges.
00:40I have also got the Standard Command panel open here;
00:43I don't really need that now, so I will click to turn that off.
00:47In the Graphite panel, near the bottom, you'll see Properties.
00:51And we have got three buttons here Hard, Smooth, and Sm 30.
00:55This will operate on the entire model.
00:58If I click the Hard button, then every edge is made hard, and we got a
01:02faceted appearance here.
01:05If I click Smooth, then all of the edges are made smooth, or soft, and that works
01:10fine up here in this area where there's a lot of curvature.
01:14But here where we've got a sharp angle here that doesn't look right, we want
01:17this to be a hard edge.
01:19The third button is Sm 30, and that's a very useful one.
01:24If I click that now, we get more or less what we want here in this case.
01:27Sm 30 tests the angle between adjacent polygon faces, and if the angle is greater
01:34than 30 degrees, we will get a hard edge between those two faces.
01:38Here in this area, that's a nearly 90 degree angle, that's greater than 30 degrees, we get a hard edge.
01:45Up here it's a much shallower angle.
01:48It's less than 30 degrees, so we will get a soft edge.
01:51And in this case, this actually looks okay, but usually you'll need to go in on
01:56a finer level and control individual edges.
02:00To do that, you will need to go into Polygons sub-object mode, not Edge sub-object mode.
02:05You can select the polygons and then control their smoothing individually.
02:10If I select all of these here now, I have got those Polygon selected, and I can go
02:14to the Properties panel, and you'll see Hard, Smooth and Sm 30 once again.
02:19This is a little bit deceptive though, because these buttons will actually
02:23operate on the entire model, it will not operate on the selected polygons by default.
02:29I will need to go over here to this pulldown list and change the state of this
02:33button to Hard Selected.
02:36And now when I click on that, those edges have all been made Hard.
02:41However, we are still not where we want to be, because we cannot smooth based
02:45upon edge selections, we actually had to make multiple polygon selections to get what we want.
02:52These edges have all been made Hard, but I don't want these ones to be hard.
02:56What I will need to do is I will need to select all these polygons once again.
03:01Then go back to Properties and we want to choose Smooth Selected and click it.
03:07And now those have all been smoothed.
03:10Finally, I want to smooth all of these down here.
03:13Select those, back to my Properties panel and click Smooth Selected.
03:19And that's the process for smoothing edges in 3ds Max.
03:23And again, if you're used a Maya or other programs where you can select by edges,
03:26this is much more difficult, you've got to go through multiple steps to make it happen.
03:31And the reason is that all the Edge Smoothing was based upon something called
03:34Smoothing Groups, this has been around since the early, early days in the early
03:3990s, with 3D Studio DOS.
03:42We can get at the Smoothing Groups from the Properties panel in a
03:46Polygon sub-object mode.
03:47I can click on this button and open this up.
03:50And this little panel actually is how we can control the Smoothing Groups.
03:55Basically, if two polygons are in the same Smoothing Group, then the edge
03:59between those polygons will be smoothed.
04:02I can go in here, for example, and I can select all the smoothing groups in
04:06Group 1, click on Select By FG and click on 1 and OK,
04:12and then all the polygons in Group 1 are currently selected.
04:16This little dialog is also helpful because it has an Auto Smooth control that
04:21gives me a numeric field that I can enter in a value other than 30 degrees.
04:27I can select all of these and set the Auto Smooth value to something like 15 degrees,
04:34and then click Auto Smooth.
04:36And now any polygons that have an angle of greater than 15 degrees will have a
04:43hard edge.
04:45Anything less than 15 degrees, such as here, will have a soft edge.
04:48This is a very useful tool here.
04:51So again, I can select all of those, set the Auto Smooth value to something like
04:5545, and then click Auto Smooth.
04:59And I'm back where I wanted to be.
05:01That's how I control Edge Smoothing in 3ds Max, and that's a basic introduction
05:06to Graphite modeling.
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9. Subdivision Surface Modeling
Understanding subdivision surfaces
00:00Subdivision surfaces are a polygon modeling technique that allows you to
00:05easily achieve flowing, curved surfaces, and the barstool here is made from
00:13subdivision surfaces.
00:15Let's take a look at this and we'll deconstruct it a little bit before we
00:18go into the lesson.
00:19I will press the F4 key so we can see edged faces, and I will press the J key to
00:24turn off selection brackets.
00:26And here on the right-hand side we will see the Modify panel, and we've got
00:30several things going on here.
00:31Let me go down to the bottom level which is an Editable Poly and Show end result
00:36is currently turned off, so we can just see that Polygon cage only.
00:42It's a very simple model, it doesn't have a lot of detail to it, but the
00:47TurboSmooth modifier that you see here is subdividing it, and smoothing it, and
00:53giving it a greater level of detail.
00:56I have got a Symmetry modifier in here, which is just mirroring the Edible Poly.
01:00I will turn off End result here, so you can see just the symmetry in effect.
01:06After it's been mirrored with a Symmetry modifier, then it's
01:10smoothed with TurboSmooth, and that's creating all of the polygon detail here. And I
01:15can turn that up or down using this Iterations parameter here.
01:21Finally, at the top of this stack you'll see I've got a Smooth modifier and
01:26that's just smoothing the edges and making it prettier.
01:29Subdivision surfaces are the ideal choice for character and creature modeling.
01:34You don't have to have a huge number of points on your control cage, or on your
01:37original polygon mesh. You can have a limited number of points, a limited number
01:42of polygons, and then they can be smoothed and made beautiful.
01:47Also subdivision surfaces allow you to leverage all the tools within polygon modeling.
01:53All the Graphite tools are available, as opposed to other modeling techniques,
01:58such as NURBS, which we will look at later.
02:01NURBS do not have as much of a free- form methodology, so they used to be used
02:07for character and creature work, but not so much anymore.
02:11Before we launch into this, I just want to mention that there are couple other
02:14parts to this barstool that were not modeled with subdivision surfaces or SubDs.
02:19SubDs are not necessarily the best choice in all cases.
02:22For example, the base of the barstool here, it would have been a waste for me to
02:27use subdivision surfaces on this.
02:29All I really needed was a Line Profile there and Lathe modifier, which produces
02:36the surface of revolution.
02:38You can see if I adjust this Degrees parameter how it works.
02:42It's sweeping that curve around an axis to create that surface.
02:47Likewise, with this footrest here, it's an Ellipse primitive.
02:52It has a Sweep modifier applied to it with a Cylinder section.
02:57We won't be covering those specific techniques in this chapter because it's all
03:00about subdivision surfaces, but I thought it was important to point out to you
03:04that you should choose the best tool for the job.
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Creating a box and converting it to an editable poly
00:00The first step in creating a subdivision surface model is to make a box.
00:05In fact, you are always starting from a box or a cube.
00:08The reason for this is, that on a cube or box, all of the polygons are
00:12quadrilateral, and you never have more than four edges meeting at a single point.
00:18Other primitives, such as cylinders and spheres are problematic for
00:21subdivision surfaces.
00:23To illustrate this I will make a cylinder and then drop a modifier on it called
00:30TurboSmooth, and that will convert it to a subdivision surface model, and you can
00:35see that doesn't look so nice.
00:37And there's really not a lot we can do about this.
00:39I mean I can increase the number of Iterations, which will make it rounder, but
00:42we are always going to have this ugly structure to it, and you can see it's even
00:46got these weird bubbling artifacts and things going on.
00:50Not a good outcome, and it's because all of these lines or edges are meeting at a
00:55single point up here, which is called a pole.
00:59So again, you will always start from a Box. I will delete that.
01:05I will build the box out a little bit larger than the object needs to be.
01:10Right-click to end the box creation and I will just center it, selecting Move
01:15and typing 0s in the Transform type in area at the bottom of the screen.
01:21I'll just position that up.
01:24I will need to set a base Level Of Detail before I go any further.
01:29In the Modify panel, I will set the Length, Width and Height, all to a value of 4.
01:35That's a pretty good starting value.
01:38If you take it up past 4, so in this case, it's going to be a problem, because
01:43you'll have too much detail.
01:46The whole idea of subdivision surface is you've got a very limited amount of
01:49detail in the original polygon mesh, or what we are calling the Control Cage.
01:55The Control Cage should be very simple, that way you'll have a limited number of
01:59points. You won't get bogged down in trying to move around million points.
02:03Another thing that's important at this stage is that I want to have an even
02:06number of divisions in the X axis here.
02:12That means that my number of Width Segments needs to be an even number.
02:17The reason is this is going to be a symmetrical model, and to do that, I am
02:21going to use the Symmetry modifier.
02:23That will save me a lot of time, because I will only need to model half of the object.
02:28For that to work correctly, I need to have an edge that runs right down the
02:31middle of the object.
02:33Therefore, I will need to have an even number of segments in this X axis here.
02:394, 4, and 4 works fine for me. Great!
02:42So I have got a box and I will just go ahead and convert that to Editable Poly.
02:47Right-click, Convert To > Convert to Editable Poly.
02:52Now I am ready to continue onward to create my subdivision surface model.
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Using the Symmetry modifier
00:00Our next step is to add a Symmetry modifier, that way I can just model one half
00:05of the model and the other half will be mirrored automatically.
00:08It works best if I delete half of the model.
00:11I will go into Polygon sub-object mode, and I will delete the one half of the
00:16model that's in the negative X axis.
00:19Press the Delete key, now I have got half of a box.
00:25I will exit out of sub-object mode and then add the Symmetry modifier.
00:29There is also one called Mirror, that's not what you want.
00:33You want Symmetry, and the reason for using Symmetry rather than Mirror is that
00:38Symmetry will actually join the two halves together and weld all the vertices, or join the seams.
00:46If you deleted the half on the negative X axis, then you will get exactly what you see here.
00:53Symmetry assumes that you've deleted one half on the negative X side.
00:59If I deleted the positive X side, then I would see something like this.
01:04My model would kind of disappear.
01:06If that were the case then I could just enable the switch to Flip the symmetry.
01:11You will also see that there is an option here to Weld the Seam and that should be on.
01:17Therefore, we will get a continuous surface here.
01:20It's going to join the two parts together and weld all of those points.
01:26All right, so now if I go back down to my Editable Poly and turn on Show end
01:31result, I can selects sub-objects such as Vertex and move those around, and you
01:37can see that now we're getting symmetry for free.
01:40It's going to save us a whole lot of time.
01:43Exiting out of sub-object mode, and there we go, I have got a symmetrical model.
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Working with TurboSmooth
00:00Now that we have a symmetrical model, let's add the Smooth modifier that will
00:04then subdivide each one of these polygons into smaller polygons, and average the
00:10angles to round out the surface.
00:133ds Max has several different methods for doing this.
00:15You might see other tutorials that talk about MeshSmooth, or HSDS, and those
00:22will work as well.
00:23But what you really want is TurboSmooth, because that's very fast and very efficient.
00:27It will update really quick in the viewports.
00:30I will choose TurboSmooth, and that TurboSmooth is now added at the top of
00:34the modifier stack.
00:36The most significant aspect of the TurboSmooth modifier is the number of Iterations.
00:41That's the number of times that the subdivision algorithm is being applied.
00:47To see what this does a little bit more clearly, I want to display the Polygon
00:51Count in the viewport.
00:53To do that, I am going to click the 7 key on the keyboard, and now what you'll
00:58see in the upper left- hand corner are statistics.
01:01These statistics display the Polygon Count for the entire scene by default, and
01:07it doesn't matter what I have selected, it's showing me that I have about 4000
01:11polygons in the scene in total.
01:13What I really want to do, is I want to know how many polygons I've got on this one object.
01:18To do that I will need to go into the Viewport Configuration and change up
01:22the Statistics options.
01:23I will click on the little plus sign up here, and go to Configure Viewports, and Statistics.
01:32The option I want to choose here is Total+Selection.
01:36When that's on, then I will be able to see the total number of polygons, plus
01:41the number of polygons on the currently selected object.
01:46Select that object, and you will see currently with Iterations set to 1, I've
01:51got about 700, 800 polygons.
01:55If I increase the Iterations to 2, this value suddenly jumps.
02:00Now I've got over 3000 polygons.
02:04Each time you increase the Iteration value by 1, you are essentially multiplying
02:09the number of polygons by four, assuming that all the polygons are
02:13quadrilaterals to begin with.
02:16If I set Iterations up to 3, now I've got over 12,000 polygons.
02:213 is about the maximum that you would ever want to go up to.
02:25If you push these Iterations pass 3, it might look nice and smooth but in
02:30fact, its overkill.
02:32You'll see here I got almost 50,000 polygons here.
02:36We won't need 50,000 polygons, unless we are getting up super, super close to the object.
02:41I mean, literally we'd have to be sitting on top of the object in order to
02:44be able see all those.
02:454 Iterations is usually too much.
02:48In fact, 2 Iterations is usually the optimal sweet spot.
02:53If you need to take it up past 3,
02:55that means that you've probably got not enough detail on your original Edible
02:59Poly or your original Control Cage.
03:01An Iteration value of 2 is usually optimal.
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Extruding polygons
00:00Now we come to the real heart of subdivision surface modeling in Max.
00:04If I go down to the Editable Poly level of the stack, I can now go into a
00:09sub-object mode such as Vertex, and make adjustments like moving a point around,
00:15and you'll see that that's affecting the underlying subdivision surface.
00:20Wow, that's really cool!
00:23I can make it a little bit easier to see by turning the Edged Faces off with F4,
00:28and also all of the tools within Editable Poly or Graphite are available at my
00:34fingertips, and any command that I perform will flow upward through the stack.
00:40I just want to do an extrusion here.
00:42I'll spend that Command panel a little bit, select by Polygon, and I'll click a
00:47couple of polygons up here at the top.
00:51Select those two polygons here, and I can extrude.
00:57Here we go, Extrude, let's click on that and click and drag.
01:01In this case, I'm dragging downward, to extrude down and release the mouse, and
01:08that looks pretty good actually.
01:10But technically there's something that I'd need to look at here.
01:12If you look closely you'll see that there is a line here.
01:17There's actually extra polygons here in the center that I can't really see.
01:21I just want to clean those up.
01:23I'll right-click to exit out of Extrude, and I'll turn Show end result off for a
01:27moment so we can see the issue.
01:29You see these polygons here?
01:31Those got created during the Extrude and although the Symmetry modifier is
01:35kind of cleaning up that mess for me, it's probably better to not have the
01:39mess in the first place.
01:40I'll just Ctrl+Select those two polygons, and then press the Delete key on the
01:45keyboard, and now I've got a nice, clean open border here.
01:51That's kind of important, because later on I might need to select that border,
01:54and if those two polygons had been there, I wouldn't be able to. Cool!
02:01I can use any of the tools within Editable Poly or Graphite, and those will flow
02:06upward to my TurboSmooth.
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Rounding out square corners
00:00Now we're ready to take a first pass at sculpting the subdivision surface model.
00:04As you can see it looks quite boxy here.
00:07I'm displaying it without the Edged Faces, and I've got the selection
00:10brackets around it.
00:12You can see that it is really quite square, and in fact, that's the sort of
00:17Achilles' heel of this whole technique, because you're starting from a box, you
00:21need to do some extra work to make it not to be a box, especially if you're
00:26doing character creature work.
00:27If you have a really boxy shape, it's not convincing at all.
00:30You'll need to look in all the Ortho views to make sure you're not getting a boxy shape.
00:35In this case I want to go to the Top view.
00:38I'll hit Alt+W, go over the Top view, right-click in there so I don't lose my
00:43selection, Alt+W again to maximize the top viewport.
00:47Then I'll go down to the Editable Poly and turn Show end result on, and go into
00:54Vertex mode, and what I want to do is move these points around to basically make
00:59a cylinder out of this cube.
01:03This is not just one point here.
01:05There are 5 points in that location.
01:06They're all stacked vertically.
01:08To select all of them, I'll drag a selection rectangle there, grab my Move tool,
01:14and then move that around.
01:16I'll just do that for all of these, and I can also use the Scale tool too, while I'm at it.
01:22I can hold down Ctrl and select these.
01:25Just to save a little bit of time, I'll use the Scale tool and scale only in the
01:29Y axis in the viewport here.
01:34I'll do the same thing for these, Ctrl+Select them, scale that down.
01:39What I'm trying to achieve here is a round shape.
01:44Ctrl+Select, get the Move tool too.
01:56I'm just trying to push these around until I get a more or less round shaped,
01:59and luckily I've got a circular object as a reference point.
02:05I've got the barstool base that I can use as a point of reference, to try to
02:11achieve a round shape.
02:14It'll never be exactly round. This is important.
02:17You need to know this about subdivision surfaces.
02:21It's actually completely impossible to get a perfect sphere or a perfect circle.
02:27It's one of the sort of the skeletons in the closet.
02:29But that's okay because you can usually get it close enough that the average
02:33viewer will not notice the difference.
02:36I'll select all of these points here and maybe move that in a little bit.
02:42I can just take a few minutes here to shape this up, using Scale & Move.
02:50I'd like to try to make them as equidistant as possible.
02:54Atleast at this stage, I want to have a sort of uniform shape, and that means
02:58that most of the polygons would be about the same size.
03:01All right, let's see what that looks like in the Perspective view.
03:04Go back to Alt+W, and as you can see what I've done,
03:07I've essentially converted that box into a pseudo-cylinder.
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Choosing a transform center
00:00Now we're ready to taper the shape of the subdivision surface model to get that
00:04barstool that has that elegant shape to it.
00:07What I want to do actually first is to delete the bottom polygons, and that'll
00:11give me a much cleaner edge at the bottom here.
00:15The grid is kind of in my way, so I'll turn it off by pressing the G key on the keyboard.
00:20Then I'll go down into the Editable Poly and turn on Show end result so I can
00:24see this as it happens.
00:26I'll enter into Polygon sub-object mode, hold down Ctrl and select all the bottom polygons.
00:36Once those are selected, I can press the Delete key on the keyboard, and now
00:41you'll see I've got a nice, clean edge at the bottom there. Cool!
00:45Now what I want to do here is to scale these edges so that they will
00:48move towards the center.
00:49I'll go to Edge sub-object mode, and I can select that whole edge loop just by
00:54double-clicking on any one of these.
00:57If I use the Standard Scale tool, you'll notice that the Scale Gizmo is not
01:02really at the center here where I need it to be, and if I try to use the Scale
01:06tool at this point, it will split my model apart.
01:09Ctrl+Z to undo that, and that will happen no matter which axes I scale in.
01:15If I click in the center here, I'm scaling in all three axes.
01:18I could try to scale only an X and Y, by clicking on this bracket.
01:23But that doesn't actually solve the problem either, undo that.
01:27What I need to do is to move the Transform Gizmo to the center of the world.
01:33To do that I'll go up to the main toolbar. I've got the Scale tool active, and I
01:38need to use the World Coordinate System, that's what this pulldown list is here.
01:43It says Reference Coordinate System and the default is View.
01:47I'll click on that and choose World, and what that does is it chooses the World
01:53axis as a reference for the Scale Transform.
01:57Now I don't see any change on my screen just yet.
02:00There's one more thing I need to do here, and that is this third button over
02:04here, is a mysterious one and it's called Use Transforms Center.
02:09If I click on that, and hold it down I get a flyout, and I have three options here.
02:15Use Pivot Point Center, Use Selection Center, and Use Reference Coordinate Center.
02:22The one that I want is the third one.
02:24What that'll do is it will use the current Reference Coordinate System as the
02:28position for the Transform Gizmo, and when I release the mouse on that, now my
02:34Scale tool is positioned exactly at the World origin.
02:38Turn the Grid on just for a second with the G key.
02:40So you can see that the Scale Gizmo is now positioned at World Coordinates of 000.
02:47Okay, so far so good.
02:49Now I can try scaling this.
02:51If I click in the center of the Scale Gizmo, all of those points on that Edge
02:57Loop will move down towards the Scale Gizmo or towards the Origin.
03:01It's scaling in all three, X, Y and Z axes.
03:05But what I really want it is to scale only in X and Y, and I can do that by
03:10clicking on this little bracket here, and now those edges are not moving
03:15closer in the Z axis.
03:19Okay, so that's cool!
03:20That basically does what I want it to do.
03:22However, it's not really convenient to have the Transform Gizmo here down at the origin.
03:27It would be a lot easier if I could just click on those edges, and scale them
03:32around World X and Y; just directly, without worrying about the Transform Gizmo.
03:38I can make that happen by using the Axis Constraints.
03:43I'll right-click on any empty spot on the main toolbar, and open up the Axis
03:48Constraints toolbar, and you remember this from an earlier chapter, we can
03:54bypass the Transform Gizmo entirely and choose the axes that we want to, in
03:59this case, Scale Around.
04:00So you'll see XY is currently active.
04:03Now you might think that that means that I'm scaling in X and Y, but it's
04:07actually not quite that simple.
04:10I'll show you by double-clicking on another edge loop up here, and if I try to
04:14scale this now it's actually going to scale in all three axes.
04:18Despite the fact that only X and Y are apparently active here.
04:23There's one other little mysterious thing I need to do here.
04:26I need to change the behavior of the Scale tool itself.
04:30The Scale tool is a flyout.
04:32If I hold that button down, I have three options:
04:35Select a Uniform Scale, Select a Non-uniform Scale.
04:40and Select and Squash.
04:42The one that I want is Select a Non-uniform Scale.
04:46If that's active, then the Axis Constraints will be in full effect.
04:51Finally, I can just click on that edge loop and drag, and there you go.
04:57We've got exactly the behavior we needed.
05:00We just had to set these options correctly up here.
05:04In review, we want to be in Non-uniform Scale,
05:08our reference is World, and the transform center is on the third icon here, which
05:14is Use Transform Coordinate Center.
05:17All right, so I can double-click on any one of these edge loops, and then scale it.
05:25You'll notice as I do that, that sometimes the edges actually go inside
05:28the model.
05:30That's not a problem. That's normal.
05:35If I've trouble with that, then I can just go to Wireframe mode, F3, and then
05:41double-click on one of these edges here, and that'll give me an edge loop, and I
05:45can continue to scale this and shape it up a little bit.
05:51All right, so that's how we use Transform Coordinates Centers in 3ds Max.
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Editing edge loops
00:00Let's look at adding and removing detail with edge loops, and shaping up our
00:05model by positioning those edge loops.
00:08I will go back down into Editable Poly and Edge Selection Mode.
00:14I might need to turn Show end result on and off as I work, and I might need to
00:18hit F4 to make those edges visible or invisible.
00:23What I'd like to see here is a sharper transition at this location, which means
00:29that I need another edge loop here, in order to define that curvature.
00:35As we saw earlier, we could use the Swift Loop tool to insert an edge loop.
00:39We can also do it from the traditional Editable Poly tools here, using Connect.
00:47To use the Connect tool, I want to select edges that I want to then split in half.
00:54So I selected all those edges, and I've got the Connect tool here.
00:58All I need to do really is just click on it, and now I've got a new edge loop there.
01:04It's currently selected.
01:06I'll turn Show end result back on again, so I can see the results, and I can
01:11move it and scale it.
01:14I'm only moving it up or down in Z. If I am going to scale it, I will go back to
01:19my Select a Non-uniform Scale tool, just as we had in the last movie.
01:24I haven't changed those settings.
01:27I can scale that edge loop as well, just by activating the Select a Non-uniform
01:31Scale tool, and I still got the World Coordinate System as my reference, and I
01:36still have Use Transform Coordinate Center active.
01:40But I can't see the edge loop, because it's inside the model.
01:43That means, I will need to turn Show end result back off again, and now, I can
01:49scale, and then turn Show end result on again.
02:01If edge loops are close together, then we'll get a sharper curvature at that location.
02:05I can demonstrate that up here at the top once again.
02:10Select all these edges, click the Connect button to create a new edge loop, and
02:18then use the Move tool to position them.
02:21The closer those edges are together, the sharper the curvature will be at that location.
02:26If the edges are far apart, we'll get a soft curve, if they're close together,
02:31we'll get a sharper curve.
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Shaping the model
00:00Now I'm ready to shape the top of the model here.
00:03What I want to do is select it and go down into the Editable Poly, and select
00:08just the top polygons.
00:12I'll need to select the second row of polygons too.
00:15That's easily done by just clicking the Grow button here and that just
00:17extends the selection out.
00:21Grab the Move tool, push those down, grab the Rotate tool, and tilt it.
00:32All right, that looks pretty good.
00:33Let's see what it looks like with Show end result turned back on again, and with
00:37edged faces off, F4.
00:42All right, that's pretty good.
00:45Now I want to move some of these points around here to shape it up a little bit better.
00:48I'll go to Vertex sub-object mode, click on one of these guys, and use the Move tool.
00:55And you'll notice that if I move this point back, that it's not remaining flat,
01:01this polygon up here is now getting skewed. I'll undo that.
01:06I want to make sure that this vertex only moves along that edge.
01:12That's easily done either from the Graphite toolbar or from the traditional
01:16Editable Poly panel by using Constraints.
01:20Here are Constraints now.
01:21I just want to constrain to edge.
01:25Now when I drag this, it will move along that edge which means that the top
01:30here will remain flat. All right!
01:35Bring that around.
01:35I can also constrain to face if I need to. I'll try that.
01:44That seems to work just fine.
01:47Bring a lot of these in.
01:48Getting a little bit of a display glitch there, but seems okay.
01:58If I have trouble with Face Constraints, I can switch back to Edge Constraints.
02:02I will continue working on this for a while until I get what I want.
02:06I'm not going to do that now, I'll let you do that on your own time.
02:09But I will mention that it's very common that you'll accidentally move these
02:14points away from the center.
02:16This is a really common issue that you might experience.
02:19If those points are not exactly at an X value of 0, then you're going to have issues.
02:25Turn my Constraints off.
02:27It doesn't matter if it goes over in the negative axis or in the positive,
02:32you're still going to have problems with the model.
02:35What can we do about this?
02:37Let me demonstrate to you this trick that we can do to restore the integrity of
02:42this open border here.
02:45That way, all of the vertices here will be at an X value of 0.
02:49I'll turn Show end fesult off, and I'll turn Edged Faces back on again with F4.
02:56What I need to do here is I need to move each one of these points back to an X value of 0.
03:02Now I can do that for individual points, one at a time, by just using the Move
03:07tool, selecting the point, and setting the X position down here to 0.
03:14And that's fine!
03:16But what you'll find is as you work, not just one point, but many of these
03:19points are going to kind of drift away from the center.
03:22You need some way of restoring them all back to an X value of 0.
03:29The problem is that in 3ds Max, you cannot move multiple points at the same time
03:34using the Transform type in down here.
03:37But there is a trick to this.
03:39First up, I want to be in Select and Non-uniform scale mode.
03:45I want to have the World Coordinate System, my current reference, and I want to
03:50have Use Transform Coordinates as my coordinate center.
03:54Then I can select the entire border in Border sub-object mode,
04:00click on any one of these edges and I've got that entire open border
04:03activated and selected.
04:05And the trick here is I want to convert that selection to a vertex selection.
04:11Hold down the Ctrl key and click on Vertex sub-object mode.
04:16Now I've selected all of the points at the scene.
04:20Now I need to open up the Transform Type-In dialog.
04:24I'll right-click on the Scale tool, and now I've got Scale Transform Type-In,
04:32and I'll just set this X value up here to 0,
04:36type in a 0, press Enter, and now all of those points have been scaled in X
04:42to have a value of 0.
04:45I know that, that's a little bit of a cumbersome method in order to restore all
04:49of those back to a value of 0.
04:50It would be much easier if we could just select them all and type in a 0 with
04:54the Move tool, but we can't.
04:57This is the workaround.
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Baking subdivisions
00:00I have worked on this model a little bit more and sculpted it a bit more.
00:04I'm almost ready to complete it.
00:06There are a couple of other little things I want to show you first. First is creasing.
00:14Maybe I want a little bit sharper edge around here.
00:18Now I could do that by adding more edge loops, but that would increase the
00:23level of detail of the model, and it would make it unnecessarily heavy.
00:27Instead I am going to go back down to the Editable Poly > Edge mode, and you'll
00:32see in the Edit Edges section, there's a Crease value.
00:35I will just double-click on an edge loop, and increase the Crease value, and
00:42that's sharpening up that edge without increasing the level of detail.
00:47If I show the Edged Faces with F4, we can see that it's not increasing the
00:52number of polygons, and edges.
00:54It's just pushing those closer to the original control cage.
00:57I want to do that actually for both of these edge loops here.
01:00So I will hold down Ctrl and double-click here, and increase that up a little bit.
01:07Maybe a value of let's say 0.3. Okay.
01:11Now in that process, it is also sharpened up the edge smoothing.
01:16In other words, these are now rendering as hard edges.
01:19If I turn F4 back off again, you can see that we're getting this hard edge.
01:26We want the structure to have this sharp corner here, but we don't actually want
01:31it to be rendered as a hard edge.
01:35I will drop out of sub-object mode, go up to the top level of the stack, and I
01:40will add an edge-smoothing modifier which is called Smooth.
01:45Not to be confused with TurboSmooth or MeshSmooth, it's just straight
01:49up ordinary Smooth.
01:53When I add it, it's actually disabled by default.
01:57I will turn Auto Smooth on, and I will set the Threshold up here to let's say 45
02:02degrees, and that's helped with this edge here.
02:11I can have a greater value if I want.
02:12Maybe I want a Threshold of even higher like 90 degrees.
02:16Now that's really softened this up quite a lot.
02:22Okay, if I finish this model, then I want to save it in this state.
02:27Then I want to convert it to an Edible Mesh to make all of that permanent.
02:33So when I double check on my TurboSmooth iterations, and hit F4 to look at
02:37Edged Faces, I want to make sure that I have the right number of Iterations here
02:41before I convert to Edible Mesh because that's a destructive act.
02:46The default Iterations of two seems fine.
02:50With the object selected, I will right- click in the Viewport, and choose Convert
02:54To, and I can do Editable Mesh or Editable Poly.
02:58If I was truly finished, then I would use Edible Mesh because that's a
03:02more efficient format.
03:04However, I do have a little bit of detail work to finish up here.
03:07I will go to Convert To > Editable Poly instead.
03:13What I want to do here finally is to remove some of these edges here.
03:19These loops here are not really necessary.
03:21Really, I want this to be a straight line here, and I can reduce the overall
03:25level of detail a little bit.
03:27Let me turn on my Statistics again with the 7 key, and let me go back into my
03:35Viewport Configuration and turn on Total+Selection, so we can see that the total
03:41number of polygons for this model is now about 1,700 polygons.
03:46I will go to Edge Selection mode, get in a little bit closer here and
03:51double-click on one of these.
03:53That selects the entire edge loop, and I want to delete that, and all the
03:58vertices, and the shortcut for that is Ctrl+Backspace.
04:05Now that I have done that, I've had a net loss of about hundred polygons.
04:11I will do that a couple of more times here, double-click on those, hold down
04:15Ctrl, and double-click on that, and then hold down Ctrl and press the Backspace
04:22key, and now I have further reduced the level of detail for this model.
04:27So now I've only got about 1,500 polygons on it.
04:31There's no need for me to have all of those there if this is just going to be a straight line.
04:36Now we've completed this subdivision surface model.
04:39If I'm doing no more work on it, then I can convert it to an Editable Mesh which
04:42will be a little bit more efficient version;
04:45Convert To > Editable Mesh.
04:47That's helpful sometimes
04:49if I've got lots and lots of these in a scene, let's say I've got a bar that's
04:52got 20 or 30 of these, an Editable Mesh will be a little bit more efficient.
04:57That's just a real basic introduction.
04:59You can extend this to model lots of stuff including characters and creatures.
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10. NURBS Modeling
Understanding NURBS
00:00In this chapter, we'll take a look at NURBS modeling.
00:04This is a curve-based form of modeling.
00:06The example we'll be using here is this artistic looking cocktail table.
00:11One of the great advantages of NURBS is that the level of detail can be set
00:16separately for the viewports and the renderer.
00:19As you can see, this is looking a little bit blocky, a little bit chunky and angular.
00:24However, if I do a quick rendering by clicking on the teapot on the far right of
00:29the main toolbar, you will see that it looks nice and smooth in the rendering.
00:33NURBS lends itself very well to these forms of industrial objects, hard surface
00:39models that don't deform, and in fact, many of the gadgets and objects that we
00:45use in our daily lives were designed using NURBS.
00:48It's not really suited to character and creature modeling so much.
00:52If you want to create a person or an animal, you would do that using
00:57subdivision services.
00:58Let's dive into NURBS modeling.
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Creating NURBS curves
00:00NURBS objects usually start from curves.
00:03To make that cocktail table, in fact, we're going to use standard Bezier spline
00:07curves and convert them to NURBS.
00:09However, I do want to show you how to create NURBS curves from scratch.
00:13I'll maximize the top view with my Alt+W hotkey, go over to the Create panel and
00:20choose Shapes, and one of the items within that pulldown list is NURBS Curves.
00:26You'll see that there are two types of NURBS Curves available;
00:29Point Curve and CV Curve.
00:31This is a distinction that usually doesn't exist in most NURBS
00:35modeling applications.
00:37In other words, if you were using Maya or Alias Studio or one of those other
00:40programs, there would only be one type of NURBS curve, but in 3ds Max, there are
00:45in fact two different types.
00:47First of all, the Point Curve;
00:49if you click in the View, you'll create points that exists on the curve and when
00:54you're finished making them, you can right-click.
00:57Right-click again to exit the tool.
00:59If you want to change the shape, then go to the Modify panel, and as soon as I
01:04activate the Modify panel and I have a NURBS object selected, you'll see I get
01:08this NURBS toolbox showing up.
01:11I'm not actually going to be using that, because I preferred the text buttons over here.
01:15I'm going to close that NURBS toolbox.
01:18The NURBS Curve has a couple different types of sub-objects.
01:24First of all, there's the Curves sub- object which is just the entire curve.
01:28More importantly is the Point sub-object and these are the points that we created.
01:33I'll grab the Move tool and move these around.
01:36You'll notice as I move this, that it's having an influence not just on these
01:41sections here, but in fact, it's having an influence way all the way over here,
01:48and in fact, that's sort of the Achilles' heel of the Point curve, and for that
01:53reason, I don't use it very much.
01:55I find it difficult to control.
01:58I am going to just delete that with the Delete key.
02:01I'll go back to the Create panel and I'll show you how to create a CV Curve.
02:06This one is a little bit more intuitive.
02:09I'll click a few times to create some points, and right-click to complete the
02:14object, right-click again to exit the tool, and go back to the Modify panel.
02:20In the sub-object types, you'll see Curve CV;
02:24CV stands for Control Vertex and this is the more intuitive of the two types of NURBS Curves.
02:31One thing that's a little bit different than what you might be used to from
02:34Bezier splines is that we have this armature or hall that surrounds the curve,
02:41and that's basically a set of lines that join these CVs or Control Vertices. That
02:48might take a little bit of getting used to, but it is much easier to control,
02:52because as you can see, it doesn't have an undo influence over the entire shape.
02:57That's a basic introduction to NURBS Curves and how to create them from scratch.
03:02However, in the exercise, we'll be creating Bezier splines and converting them
03:06to NURBS and that's what we'll do in the next movie.
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Creating arcs and lines
00:00To take advantage of the full toolset of 3ds Max, I'm going to combine a Bezier
00:05Spline workflow with a NURBS workflow.
00:08I'll start by creating Bezier splines, and then convert them to NURBS Curves.
00:13Before I begin, just to make things a little bit easier on myself, I am going to
00:17make sure that when I create objects, they will be assigned random colors.
00:21I'll go over here to the Create panel, and click in the Name and Color rollout.
00:25Just make sure that Assign Random Colors is turned on.
00:28That way when I make multiple spline curves, they will be in different colors,
00:31and I can see the difference between them.
00:34Next, I want to set up the Units of Measurement, this will be in Metric.
00:38Go up to Customize > Units Setup, set the Display Unit Scale to Metric,
00:44Centimeters is fine, click OK.
00:46I will also need to set the Grid.
00:48Go up to any one of the magnet icons, and right-click on that.
00:51I want to make sure that I'm snapping to Grid Points, not Vertices, so I will
00:56make sure that Grid Points is the only thing active.
00:58I will go into the Home Grid section, and set up my Grid Spacing.
01:03Let's make a minor grid line every 10 centimeters, and then a major grid line
01:08every 10 times 10, or every 1 meter.
01:12The Perspective View Grid Extent, let's make that a value of 20.
01:16What that will do is it will make the stage here 10 centimeters times 20, or 200
01:22centimeters from center to edge.
01:24Press the Tab key and that value will be accepted.
01:28I will zoom in a little bit in the Top view.
01:31And in fact, I want to make a reference box just to make sure that when I build
01:35something, it's the size that I think it is.
01:38I've made that box, and then I will set its size to be 100 centimeters in each dimension.
01:44That's 1 cubic meter.
01:47Again, that's just a sanity check to make sure that when I build something,
01:49it's at the right scale.
01:50I will end up deleting that later, move that over to the side.
01:54I'll maximize the Top view with Alt+W. I'll go ahead and create some curves for
02:01the top of the coffee table.
02:03Go to the Create Panel > Shapes > Splines, and I will make a freeform line,
02:09and it will be about a little bit more than a meter in length, it's 120 centimeters there.
02:16And I just clicked.
02:17I didn't click and drag, because I need those to be corner points or straight lines.
02:20I've made the two points and then I'll right-click to exit.
02:24Next, I will make a couple of arcs on either side.
02:27Click on Arc, click at the end of that line, hold the mouse button down, move it down a bit.
02:34Let's give it about 50 centimeters there, release the mouse, and then drag out
02:39to set the Radius of the arc.
02:41That looks good there.
02:42You can see in the lower right-hand corner there, my Radius is currently 30
02:46centimeters, and I'll click again to complete that arc.
02:49I will make another one over here too.
02:51Let me zoom in a little bit with the mouse wheel.
02:55Let's get in really close on that, make another arc over here.
02:59Click and hold the mouse to make the first point, drag down, release the mouse,
03:04and then drag out to set the radius.
03:07Click again to finish the arc and then right-click to complete the Arc tool.
03:13Now I'll create one more line to join these two parts.
03:17Go back to the Line tool, click once, and click twice, and finally, right-click
03:23to exit that line, and right-click to exit the tool.
03:28So I've got four lines in here.
03:31I'll need to combine them all together, and clean them up before I convert
03:34them to NURBS.
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Converting BƩzier splines to a NURBS object
00:00I've got four Bezier spline objects here.
00:03What I need is actually a single NURBS curve.
00:07I'll need to combine all these to a single object and then convert to NURBS.
00:12I've still got Snaps turned on.
00:14Let me turn those off.
00:15I can do that with the shortcut key, which is S for Snap.
00:19I'll go to the Modify panel and select one of these lines.
00:24The lines are Editable Spline objects, which have an Attach button included in them.
00:29Here we go, under the Geometry rollout you'll see Attach.
00:33I'll click that, and then I'll just click on each one of these other objects in turn.
00:39When I finish, I'll right- click to complete the attach.
00:43Now this is one single object.
00:45I'll open up the Line sub-object types.
00:48You'll notice however if I go to the Spline sub-object, that they're
00:52still disconnected splines, sort of like elements on a mesh object or a polygon object.
00:58What I need is one single continuous spline here.
01:02That's very important in fact, because if I have several Spline sub-objects
01:07within this line, when it's converted to NURBS, it will still maintain that
01:12break, and then when we create surfaces from this line, it won't just be one
01:17surface, in fact, it will be four surfaces that are sort of just parked next to each other.
01:22We need it to be continuous.
01:24To do that we'll need to weld the vertices and then make sure we've converted
01:28them to the type Bezier Vertex.
01:32Go over here to Vertex sub-object and draw a selection rectangle around those two vertices.
01:39In fact, there are two points there, not just one, there are two coincident points.
01:43And I want to find the Weld button.
01:46I'll have to scroll down a little bit in that Geometry rollout to find the Weld
01:50button, and I'll just click that.
01:53And I know that something happened, because now I see two tangent handles
01:57instead of just one.
01:59Go around to the next one and Weld.
02:02In fact, I can do more than one at a time.
02:05I've got now four vertices selected, and as long as we have a non-0 Weld
02:11Threshold here, we will be able to combine these two vertices and these two
02:16vertices, click on Weld.
02:19Now we want to check in on these and make sure that in fact they are Bezier
02:24Vertices, and not Bezier Corner, not Smooth, but Bezier Vertices.
02:30If I select one of those vertices and then right-click in the viewport, I'll get
02:34the quad menu and you'll see it says Bezier Corner.
02:37That's not going to work.
02:39If it were a Bezier Corner, then when we convert to NURBS, once again, we would
02:43get four separate surfaces.
02:46We need to make sure that these are all Bezier Vertices.
02:50And I can convert more than one of these at a time.
02:52I can just go and select that, hold down the Ctrl key and select these as well,
02:58right-click and choose Bezier.
03:02Just do a little bit of cleanup here to straighten up this line, and now I'm good.
03:06I just want to make sure that these are all Bezier points;
03:10that there are no Bezier Corners or anything else, that they're all Bezier.
03:16And we've got check boxes there.
03:18So everything is fine.
03:19So all that remains is for us to convert this Bezier spline to NURBS.
03:23I'll exit out of sub-object mode, and with the curve selected, simply
03:28right-click and choose Convert To > Convert to NURBS. There you go!
03:33We've converted it to a NURBS object, and next we'll actually start editing that
03:37object and making several different curves that we can join into a surface.
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Cloning sub-objects
00:00Currently I've got a single curve in this NURBS object.
00:04If we select it and go to the Modify panel, and open up the sub-object types,
00:09you'll see Curve CV and Curve.
00:11Don't be thrown off by the fact that it says NURBS Surface up here;
00:15I don't actually have a surface yet.
00:17There is only one type of NURBS object in 3ds Max, and it could contain curves
00:23and/or surfaces, and it could be named NURBS Surface or it could be named NURBS Curve.
00:29It doesn't matter what that name is.
00:31Again, there's only one type of NURBS object in 3ds Max.
00:35I will hit Alt+W, to go out to my Four View port Layout.
00:40I don't need my reference box anymore, so I will just delete that.
00:43I'll need to create a couple of more curves in order to build a surface, get in
00:48a little bit closer on that.
00:51There are a couple of ways that I could do this.
00:53I could scale the curve, or I could make an offset.
00:57Scaling is quite simple.
00:58All I need to do is select the Curve, click on it, and then use the Scale tool,
01:05and hold down Shift.
01:07And when I do that, I am making a clone of that sub-object, and when I release
01:11the mouse, I get a pop-up dialog that asks, do I want an Independent Copy or
01:17a Transform Object?
01:19An Independent Copy as the name implies, has no connection back to the original curve.
01:24If it were a Transform Object, then it would be sort of locked in place, as is,
01:30and if I made changes to the original curve, it would also change this duplicate curve.
01:35What I really want here is Independent Copy, I will click OK.
01:39And that gives me the ability now to move that around and position it. There we go!
01:45I've cloned a sub-object curve within this NURBS object.
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Creating an offset curve
00:00Let's look at another way of creating curves within this NURBS object.
00:06Select the object and I'll go to the Curve sub-object type, in fact, I just
00:10want to scale this down a little bit more, position it at the center a little bit better.
00:16And now I want to create something called an offset curve.
00:19Let's see the difference between an offset curve and simple scaling.
00:23I'll zoom in on that with Alt+W, and again, I can use the Scale tool to create
00:28a duplicate curve with the Shift key, and when I release the mouse and create
00:33an independent copy, I can move that around to show you that with this scale
00:38technique, it's not possible for me to maintain a consistent distance between the two curves.
00:44To do that, I need something called an offset curve.
00:47In fact, I'll just delete the one that I just made, just created that as illustration.
00:52One of the quirks of the software is that in order to create a new curve, I
00:56cannot actually be in Curve sub-object mode.
00:59I'll actually need to exit out of sub-object mode, and I need to be in Object mode now.
01:04I've got a lot of rollouts here in the Modify panel.
01:08Let me open some of these up here, especially this one that says Create Curves.
01:12That's the one I really need.
01:14I could use the NURBS toolbox, by the way.
01:17I don't prefer to use that because these icons are not really that obvious to me.
01:22I prefer the text buttons.
01:24Here we go, Offset.
01:26I'll activate that button and then click and drag to create the offset curve.
01:32And as you see, it's maintaining a consistent distance from the original curve.
01:38And when I have what I want, more or less, I'll release the mouse and now I've got
01:42an offset curve, and I can right-click to exit that tool.
01:46You'll notice now that the offset curve is in bright green.
01:49That's an indicator that it's a dependent curve.
01:53It's dependent on some other curve in the object.
01:55I'll go back to my four viewport layout with Alt+W, and I don't need these selection
02:01brackets in the shaded view.
02:02So I'll press the J key to hide those.
02:05Now if I go into Curve sub-object mode and select this, I actually cannot move
02:10it independently of the original source curve.
02:13There is a connection between those two.
02:16What I need to do, in order to position them separately, is to make this
02:20offset curve independent.
02:22I'll click on it and I'll have to go into the Curve Common rollout and find the
02:29button that says Make Independent.
02:32Once I click that, now I've broken the relationship between the two and now I'm
02:37able to move them separately.
02:38That's an offset curve.
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Creating a U loft surface
00:00In our NURBS object, we've currently got three curves sub-objects and we're
00:05ready to generate a surface.
00:07I'll select that object, and go into the Modify panel, and I'll go to the Create
00:12Surfaces rollout and I'll choose U Loft.
00:16Now U Loft in NURBS is a little bit different from a standard loft
00:21compound object in 3ds Max.
00:23A U Loft does not require a path;
00:26it'll just join these shapes together.
00:28I'll click on that and then click on each one of these curves in turn, either
00:33going from top to bottom or bottom to top.
00:37When I finished, I'll right-click to complete the U Loft and then I'll
00:41right-click again to exit the tool.
00:44Tumble around, orbit around in there a little bit.
00:47In fact, I'll turn my Display mode back to Shaded just to simplify things a bit,
00:52and that looks okay.
00:53Let's do a quick render of that with the teapot on the far right of the main
00:57toolbar and you'll see it doesn't look quite right.
01:01I'm going to make this a little bit brighter just so we can see it a bit better;
01:06brighter gray color, and render again, and you can see that it doesn't look
01:10anything like what we see in the viewport.
01:12And the issue here is that depending upon what order you select the curves, the
01:18surface might be turned inside out, or to put it in technical terms, the normals
01:23might be reversed, or flipped, and that's exactly what has happened here.
01:28I need to make sure that those normals are facing in the right way.
01:31To do that, I'll go into Surface sub- object mode and then select that surface.
01:37I can also press F4 so we can see the edged faces, and then I know that that
01:42surface is actually currently selected, and down here in the Surface Common
01:47rollout, you'll see some options for normals.
01:49If I turn Display Normals on, then we'll see little blue lines stick out, and you
01:57see this line here; that is showing the orientation of the surface and it's
02:01pointed towards the interior.
02:03I want that line to point outward, so that this surface will be renderable on
02:07the outside rather than the inside.
02:10All I need to do to fix this is to choose Flip Normals and then that line is
02:16pointed out instead of in, and if I do a rendering of this, it looks perfectly fine.
02:22If I had selected the curves in the opposite order, if I'd gone from bottom to
02:26top, then the surface would have been oriented in this manner instead of inside out.
02:32You'll never know in advance whether those normals are going to be pointed in or out.
02:37You will need to go in here after you've made each surface and verify that it's
02:41turned in the right direction and if necessary to click the Flip Normals button.
02:46I'd also like to mention that you don't want to use the Normal modifier.
02:51There is a separate modifier that you could add to the stack which would reverse
02:56all of the normals on the object.
02:58That's no good because, in fact, we will need to adjust the orientation of the
03:03normals on each individual surface within the NURBS object.
03:08If I use the modifier, it would flip all of the surfaces and if I do it this
03:13way, I can choose which ones need to be flipped.
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Editing a dependent surface using curves
00:00Now I've built up the structure of the model and I'm ready to go in and adjust the form.
00:07I can do that by changing the shape or the transforms of the original curves.
00:13I will go into Curves sub-object mode, and you can see that if I click on
00:18any one of these curves, it will be highlighted in red indicating that it's selected.
00:23And once it's selected, I can move it and I can adjust the shape of the object.
00:28However, as you see, when I move that around my surface temporarily disappears
00:33until I release the mouse.
00:35This is actually an intentional design choice in 3ds Max.
00:40The NURBS toolset was created some time ago when computers were a lot slower, and
00:45that was necessary in order to maintain performance.
00:50Well now computers are a lot faster, so we can go ahead and turn that option off.
00:54That's going to be found at the top level in the Modify panel.
00:58I will need to exit out of sub-object mode, and what I am looking for in the
01:02General rollout is this switch that says Transform Degrade.
01:07What that means is, when I transform part of the object, it's going to
01:10degrade the display.
01:12I will turn that off.
01:15Then go back down into Curve sub-object, and you can see what I'm doing as I work.
01:19That's much more effective.
01:21I can use all the standard tools like Scale, select another curve, and scale that too.
01:26Maybe I will select this bottom curve and scale that up.
01:30I also want to have a little bit of a lip at the bottom here.
01:34The means I am going to create an extrude surface that just go straight down.
01:39To do that I will move this bottom curve up just a little bit, go to the Ortho
01:43views with Alt+W, and I will dolly-in in the front viewport, grab the Move tool,
01:49then just move this up a little bit, maybe a couple of centimeters.
01:54I can see at the bottom of my screen how far I am moving it.
01:57I will just put that at about 2 centimeters up.
02:02I can spend a lot more time editing this if I needed to.
02:05I could go into Curve CV mode and I could edit these individual curve points.
02:10For example, this one, move that around, and try to shape that up a little bit.
02:16We don't have a lot of time to do that in the lesson.
02:18I just wanted to illustrate to you that you have the ability to change the
02:22surface by moving the curves or by moving the curve control points.
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Creating an extrude surface
00:00I want to create a little bit of thickness here at the bottom of the base of
00:04the cocktail table.
00:05Well I can do that very simply using an Extrude surface.
00:09Once again to create a surface, I needed to be in Object mode and not in
00:13any sub-object mode.
00:15And you'll see in the Create Surfaces rollout, I've got Extrude, and this is
00:19very similar to extrusion with polygons.
00:23All I need to do is click on one of these curves and then drag up or down to
00:28create the Extrude surface.
00:30And when I'm finished, I'll release the mouse and then right-click to exit the tool.
00:35These surfaces have parameters.
00:37All I need to do, if I want to change the height of the Extrude, is go to the
00:41Surface sub-object mode, select the Surface, and you can see here in the
00:46Wireframe view that it's highlighted in red, and the Extrude surface has got
00:51some parameters here, specifically the amount.
00:53I'll set that to -2 centimeters. Press Enter.
00:59I've created the two surfaces in this object.
01:01What remains for me to do is to set the surface approximation or the Level Of
01:06Detail of the NURBS surfaces.
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Setting Surface Approximation
00:00When we finished modeling a NURBS object, the last step is to define the Surface
00:05Approximation parameters.
00:07It's also known as tessellation which means tiling.
00:10A NURBS surface is actually a mathematically perfect idealized vector surface,
00:17and theoretically, we could zoom in infinitely on that surface to any level of detail we want.
00:223ds Max does not have a NURBS renderer.
00:26It's only a polygon-based renderer.
00:29In order for the NURBS surface to be displayed on the screen or rendered to
00:32disk, it needs to be sliced and diced up into polygons and that's what the
00:37Surface Approximation rollout is all about.
00:39Let's go open that up in the Modified panel, Surface Approximation, and you
00:44will see here that there are two radial buttons at the top:
00:47one for the Viewports and one for the Renderer.
00:51And you'll notice that, by default, they have different settings down here and
00:55that's why we see one level of detail in the viewport and another level of
00:59detail in the Renderer.
01:00So this is much smoother here than it is in the viewport.
01:04That's a really good feature of NURBS, the fact that we can set different levels
01:08of detail for the Viewport and the Renderer means we can have fast performance
01:12in the viewport, but really smooth curves in the Renderer.
01:15All right, I'll maximize that with Alt+W.
01:19Essentially, you'll only be able see changes if you make adjustments in the
01:24Viewports section here.
01:26If I click on these presets, for example, you'll see that it's adapting the
01:30level of detail in the viewports.
01:33If I do the same thing with the Renderer option chosen, I won't see anything
01:38happen in the viewports, and this is a bit unfortunate, I'm essentially flying
01:42blind here and I don't know what I will get.
01:45What I recommend that you do to work around this issue, you use the Viewports
01:48settings and choose an option, and then once you have everything you want down
01:54here then you plug those same values into the Renderer section.
01:58In this case, I can just use this High Preset and that's an easy way to do this.
02:03You will see also there is this switch here that says Lock.
02:07That is not a way to lock the Renderer and the Viewport settings.
02:11What this Lock button does in fact, is allow you to control all of the surfaces
02:17in the current object at once.
02:20If you wanted to, you could turn this Lock off and then adjust each surface
02:24separately by selecting it.
02:26I am going to leave it on, and I just wanted to show you how these parameters work.
02:31Spatial and Curvature is the default tessellation method.
02:35Lower numbers here will result in more detail.
02:39Once I release the mouse here, you'll see that lower numbers are going to give
02:42me a better curvature.
02:43I can choose different ways of doing that.
02:46There's a Spatial method, which is really only testing the length of
02:50an individual edge.
02:51Larger numbers will give you longer edges.
02:55The Curvature method is detecting the angle of the curve on the surface, and we
03:00can play around with the Angle value and again lower values are going to give us
03:04better approximation of curvature.
03:06There is also a Distance factor here.
03:10Once again, lower values are going to increase the level of detail.
03:14Then there is finally the default method which is using all three of these and
03:19set them to let's say 5, 5, and 5.
03:22Now as you do this, you may notice that some areas have higher detail than
03:25others, and that's because in this area here, I've got control vertices that
03:31are closer together.
03:33In areas where there are fewer control vertices on the original source curves,
03:37I'll get larger polygons in my tessellation.
03:41If I needed to I could go in and refine those curves and add more points there.
03:45There is another way to tessellate.
03:47Up here at the top you'll see Regular and Parametric. Let's try Regular.
03:52I will turn that on, and you will see with the default U and V steps of two are
03:57getting a very poor approximation.
03:59If we use the regular method then these U steps and V steps are going to need
04:03to be increased quite a lot, and that's going to produce a fairly uniformed tessellation.
04:09The Parametric method can be dangerous if you're not careful.
04:12If I just clicked on Parametric right now, there's a very good chance that I
04:17would crash my machine.
04:19The Parametric method is based upon the number of CVs on the curve, and these U
04:24and V steps need to be set down to an extremely low value.
04:28In fact, a value of 1 is really the best value to start with and you need to set
04:33those U and V steps of values down before you'd click this Parametric button,
04:38otherwise, you will most certainly overload your computer.
04:41I am going to set these U and V steps of values back down to 1 and then
04:47choose the Parametric method, and you can see even with values of 1, it's still a fairly dense mesh.
04:54I actually prefer the regular method. That's my favorite option here.
04:57So I will choose that, and then set these up to create a more consistent level of
05:02detail across the surface.
05:05Now again, this is only for the Viewport and the Renderer is a completely
05:10separate consideration.
05:11If I want this to be what I get in the Renderer, I will need to do over and
05:16choose the Render radio button and then pick my Tessellation Method and plug
05:21in the same numbers, and when I render that, that will correspond exactly to what I had here.
05:27You can see that I get a little bit of splitting here and some issues with the tessellation.
05:32That's pretty common.
05:34You'll see that quite a lot, and you will need to do a lot of test renders
05:37to make sure that things look clean and you don't get these splits in between surfaces.
05:42Actually a lot of times the high preset will be fine, and in this case that's
05:47actually the optimal setting.
05:49That's a very quick introduction to NURBS modeling in 3ds Max.
05:54You can spend a lot of time in this and in fact, it's a very deep tool set and
05:57it's got quite a lot of options.
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11. Modeling for Motion Graphics
Setting up the scene
00:00This chapter is all about modeling for motion graphics.
00:04As you can see I've got this lovely text logo here;
00:063D text that's got a nice beveled edge on it.
00:11In this chapter, we'll look at creating text from scratch in 3ds Max.
00:15We'll also look at how to import art work from Adobe Illustrator.
00:20To begin, I'll reset the program and I'll set my units of measurement.
00:26Now you might think that because it's only motion graphics that we really don't
00:29care about the size of objects, in other words, we're not making architecture
00:34here and all we care about is screen space.
00:38However, in fact, because of the way the tools work in 3ds Max, it is important
00:43that we build things to the right scale and that way we'll have more accuracy
00:47and it'll just be easier to work with.
00:49The first thing I'll do is go into the Units Setup, Customize > Units Setup, and I'm
00:54going to be working in US Standard with my default units as inches.
00:59Next, I'll go into the Grid and Snaps dialog by right-clicking on any of
01:05these magnet icons.
01:07Go to the Home Grid and I'm going to set this up for imperial units.
01:11I'll set the Grid Spacing to align every 12 inches, a major grid line every
01:1712 times 10, or 10 feet, and then the Perspective View Grid Extent, let's set that to 50.
01:28I've got my unit setup.
01:31Now there's one other thing that I want to do, before we begin, and that is we've got
01:36a custom font for this.
01:38You don't have to use the custom font, but it is included.
01:41If you're a premium subscriber, you have access to the exercise files.
01:45I've got those here on my desktop;
01:47Exercise Files > Fonts, open that up and you'll see Timepiece.ttf.
01:53I'll just select it and right-click and choose Install.
01:58We've now set up our scene and we're ready to begin creating text in 3ds Max.
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Creating text
00:00Creating text in 3ds Max is quite simple.
00:03All I need to do is go to the Create panel and go to the Shapes panel, and in the
00:09Splines category you'll see text, and I'll click on that and just click in the
00:15front viewport to create the text with default parameters.
00:18When I've created it, I'll right-click to exit the Text tool.
00:23Now I'll go directly to the Modify panel and change up those parameters.
00:27First of all, I've got the font, which is Arial by default.
00:30I click on that, and I just want to scroll down. I'm looking for Timepiece. There it is.
00:38The Size, I'll set to about 5 feet, press Enter, then I'll type in the text.
00:46I'll hit Enter to start a new line.
00:49I'll center the text.
00:51I'll also play around with the Kerning and Leading.
00:54Kerning is the space between letters.
00:56The Leading is a space between lines;
00:58if I give it a negative leading, I can move those closer together.
01:02Notice, by the way, this is a cool feature of 3ds Max, that when I click and drag
01:06on those spinners, they're infinite.
01:08You'll notice that my cursor is wrapping around from the bottom to the top of the screen.
01:13That's very useful.
01:15Okay, so I've got some text now.
01:17If I want to edit these individual letters, I don't have that ability here.
01:20I'll need to convert to Editable Spline in order to do that, and just right-click
01:26anywhere in the viewport and choose Convert To > Convert to Editable Spline.
01:32Once I've done that then I can select individual letters.
01:35I'll maximize that front view with Alt+W, and you'll see I've got Spline
01:40sub-object mode, and then I can click on one of these and move it around to customize.
01:46Some letters, of course, are built out of more than one spline.
01:49If I needed to move this P, for example, I need to select both of those splines
01:53and move them together.
01:58That's text creation in 3ds Max and as you see, it's quite simple.
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Applying a Bevel modifier
00:00We've got a spline object here for the text.
00:03If we want this to render, it will need to be made into a surface.
00:07One way to do that is to simply extrude it.
00:10I can select it and go to the Modify panel and choose the Extrude modifier from
00:14the pulldown list, and give it some amount of the extrusion.
00:19I will extrude that back by about 2 feet.
00:22Well you'll see that this is not terribly interesting.
00:25We've got a precise 90 degree angle here and there is no bevel on the edge
00:30to catch the light, and for motion graphics it's really important that we have that.
00:35So the Extrude modifier is not really good enough.
00:38I'll go ahead and trash that by clicking on the trashcan icon, and I'll add the
00:43Bevel modifier instead. Here it is, Bevel.
00:47Now when I do this, you'll see that it's perfectly flat.
00:50I will need to reduce this Level 1 Height to a negative value to extrude it
00:55backwards into the scene.
00:56I will give that a value of let's say -24 inches or 2 feet.
01:02I've applied the Bevel modifier, but now it looks just the same as if we had
01:06used the Extrude modifier.
01:08In the next movie, we'll adjust the Bevel parameters to make it more beautiful.
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Choosing bevel parameters
00:00With the Bevel modifier applied, I want to go into the Bevel Values rollout here
00:05and adjust some of these numerical values.
00:08Most importantly, I've got the Outline values.
00:11What this outline does is it makes the original spline larger or smaller, and
00:18you'll see this if I adjust the Start Outline.
00:20Let's say I give that a negative value, and you'll see it's causing the outline
00:25to become larger or smaller.
00:26Now be careful with this, of course, as you can see that if I make this too large
00:31or too small, then we'll have issues with the text.
00:34It will need to be a very small value in this case.
00:37Let's give it a value of -1 inch.
00:41That's going to be cumulative with the outline values below it.
00:45I have got Level 1 Outline, and I can increase that.
00:48You can see that we're able to get an interesting 3D effect there.
00:54Well what I want here in fact is a 45 degree angle here.
00:59To achieve that, I will set the Height to be equal to the Start Outline, set the
01:05Height to -1 inch, and then the Outline value here I'll make that +1 inch.
01:13And with those values now, what I've got is a start outline that's 1 inch
01:17smaller than the original curve, and this Level 1 Extrusion is 1 inch larger
01:25than the one above it.
01:26These Outline values are cumulative.
01:29The Start outline of -1, plus a Level 1 Outline of +1 takes me back to an
01:36Outline value of 0 here.
01:38Now I want to extrude this back further.
01:41I want to extrude this backward to give it some thickness.
01:44To do that I'll need to enable Level 2 and then reduce this Height to a negative
01:51value of, let's say, -24 inches.
01:54If I want that to be a consistent thickness throughout, then this Outline will need to be 0.
02:00I don't want this to have any non-zero value.
02:03Set that back to 0. That looks pretty good.
02:06If I want to see a bevel on the back, I will also need to enable Level 3.
02:14And here, once again, I'll give it a Height of -1 inch and an Outline of -1
02:21inch, and now I've got a bevel on the back.
02:25That's a quick introduction to creating an angled bevel for a text object.
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Controlling the level of detail
00:00This object looks pretty good as it is.
00:03However, if I wanted to deform it, I would need to pay special attention to
00:08its level of detail.
00:09I'll select it and press the F4 key, so I can see the edged faces.
00:14I don't need to see those selection brackets right now, so I'll press the J key to hide those.
00:19As you can see here on the front faces here, there are no edges, and that means
00:24that if I try to bend this or twist it or do anything to it, it would not deform
00:29very well, and I would have some pretty serious issues.
00:32I'd like to now enable an option so that I can see the full information about
00:38the level of detail.
00:40For each object, there are Object Properties and one of the Object Properties is
00:45whether we want to see all of the triangle edges or not.
00:48There are two ways to get to that Object Properties dialog:
00:52one would be to go to Edit > Object Properties, or you could select the object,
00:58and right-click and in the quad menu, just choose Object Properties.
01:04Now, I've got the dialog open.
01:06And the important parameter here is Edges Only.
01:11When that's enabled, the triangle edges of this polygon object will be hidden.
01:17If I disable that option, and click OK, now I'm able to see all of the triangles.
01:23As you can see, some of these are looking a bit strange.
01:27This wouldn't work very well if I try to deform it with a bend or whatever.
01:33But I can control the behavior of the tessellation of the bevel through this
01:38Cap Type option here in the Bevel modifier.
01:42If I choose Grid, then we're going to get a much more uniform structure to the
01:47triangulation or tessellation.
01:50That's going to help a lot if we want to deform the object.
01:53We've got enough polygon structure there that it can bend properly.
01:58However, that's only the caps.
02:00What about the rest here?
02:02I've also got the number of segments here, and I can increase that.
02:08You'll see that, that's increasing the number of polygons within each one of
02:13these levels in the Bevel Values section.
02:17Okay, so that's pretty good.
02:19However, you'll notice that in the straight areas here, I'm not really
02:23getting any detail there.
02:24I've got six polygons for this entire surface here.
02:28What I really want to do is increase the number of polygon edges in these
02:33straight line areas.
02:35And that is actually controlled through the Spline Interpolation parameters,
02:40not the Bevel itself.
02:41I'll need to go back down the stack to the Editable Spline object, and I'll turn
02:46on Show End Results that we can see what we're doing.
02:50This Interpolation section is quite important.
02:52Let me open that up.
02:54This lets me control the level of detail of a Spline object.
02:59You'll see that the default values are 6 with Optimize enabled.
03:04What Optimize does is, if there is a straight line segment, then 3ds Max is
03:10going to discard any detail on the spline in that area.
03:14If I disable Optimize, then what I will get between two points on the original
03:19Spline curve is the number of steps that I determined here, and if I increase
03:25that, we'll get greater detail.
03:28You might think that that's a little bit heavy in terms of a model, but if I
03:31needed to bend this or deform it, this is the level of detail I would need.
03:35Finally, there's also an Adaptive option.
03:38I don't recommend that in this case, because what that's going to do is attempt
03:43to add steps to the spline wherever they are needed to maintain a smooth
03:48curvature, and when Adaptive is on, Optimize is always enabled.
03:54I don't recommend the Adaptive option in this case.
03:58I'll just turn both Optimize and Adaptive off, and then set the number of
04:02Steps to, let's say 8.
04:06That's a pretty good level of detail for this object, and next, I will just play
04:11around with deforming it in the next movie.
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Deforming beveled objects
00:00Now that we've set an appropriate level of detail on this beveled text object,
00:04we can apply any parametric deformer to change its shape.
00:08For example, I'll select it and go to the Modify panel.
00:11In the Modify list, I'll try a Ripple Deformer.
00:15This would be pretty interesting, and I'll increase this Amplitude, and you can
00:20see we're getting this sort of watery ripple effect.
00:22So that I can see that a little bit better, I'll turn off the Edged Faces with F4.
00:28And although it's not perfect, it's got a few little glitches here and there,
00:32it's looking pretty good.
00:35If I had not set the level of detail, then it would look pretty terrible.
00:38To illustrate that, I'll go back down to the Bevel modifier, and I'll switch
00:43the Cap Type to Morph, which is the default, and immediately things start to get kind of ugly.
00:50That's really not a desirable outcome, and if I change this Ripple Amplitude,
00:54I can make it worse.
00:58It's really important that you have good level of detail to your text before you
01:03try to deform it in any way.
01:05Go back to the Bevel, set that back to Grid, and it's looking more or less the
01:09way that I need it to.
01:11That's just an illustration of the importance of setting a proper level of
01:15detail for deforming objects such as a beveled text.
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Exporting paths from Adobe Illustrator
00:00Motion graphics artists commonly will need to take an Adobe Illustrator document
00:05and make it 3D and then animate it.
00:08I want to show you just quickly how that Illustrator document must be formatted
00:12in order to load it into 3ds Max.
00:15I'll make a new document, and I'll just use a letter-size template, that's fine,
00:22and create some text.
00:24Drag this out, make that text larger, make it, let's say 72 points.
00:35To make this a little bit more interesting, I'll put an ellipse around that text.
00:39Go over here to the Rectangle tool, and I'll choose Ellipse, drag that out.
00:46And I don't need a fill there, I just want a stroke.
00:48I'll go over here and click on this button to give me a Default Fill and
00:54Stroke, and I don't need a fill, so I can click the None button, and I just got a stroke there.
01:003ds Max can only recognize the paths in an Illustrator document.
01:05It will not understand fills and it will not understand text objects.
01:09That means you'll need to convert the text to paths.
01:14Select that text object, I'm going to the Type menu and choose Create Outlines.
01:20And now, that's been converted from a text object into pure Bezier curves.
01:25Now I'm ready to save this.
01:27I'll go to File > Save As.
01:30For convenience sake, I'm going to place the document into the current 3ds
01:35Max import folder, because that's where 3ds Max is going to look when I
01:40import the AI file.
01:42I'll go into my current project import, and I will give it a name, I'll call it myLogo.
01:50I need to save it as a .AI file.
01:53When I click Save, Illustrator will ask me, what version of AI file I want.
01:59And this is very important, because 3ds Max cannot understand anything later
02:03than a version 8 file.
02:05I'll need to go up to the Version, and choose Illustrator 8.
02:11When I click OK, I'll get an additional warning that says, You'll lose some features.
02:15That's fine! We don't care.
02:18Now the file has been saved out properly, so that 3ds Max can open it.
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Importing Illustrator paths
00:01To bring an Illustrator document into 3ds Max, I want to use the Import function.
00:06I'll go up to the Application menu and choose Import > Import.
00:14And you'll see it took me directly to my current project, which is called
00:17Exercise Files, and the import folder, and there is the AI document.
00:23I'll select that and click Open.
00:25I get a dialog asking if I want to merge into the current scene or replace the
00:30current scene. Doesn't matter which I choose now, because it's an empty scene.
00:34And I'll click OK and I get an additional dialog that asks whether I want to
00:39bring this in as a single object or multiple objects.
00:44Again, it really doesn't matter which in this case, so I'll just choose single
00:46object, click OK and now I've got the logo in 3ds Max, and it's placed on the X/Y
00:55planes, so it's sitting flat on the ground.
00:57You'll notice that it's very small, and in fact, the Illustrator document had
01:03a size of 8.5 x 11 inches, and that's the size of the imported 3ds Max Bezier curves now.
01:12If I wanted to put a Bevel modifier on this, I would need to make the
01:15object quite a lot larger.
01:18I'll need to scale this up to make it much, much larger than it was, and now I'm
01:26ready to add a bevel.
01:27Just to simplify things I'm just going to add an Extrude modifier, so that we
01:32can see the effect really quickly.
01:35Extrude, and then give it an amount.
01:39And you can see that conveniently, 3ds Max has recognized that I had nested curves.
01:46I had the text inside an ellipse and that then has resulted in this interesting
01:52reversed out text. That's pretty cool.
01:56Of course, I would probably want to adjust the level of detail on this too,
02:00because it's looking a little bit blocky, and once again, that would be done by
02:03going into the Editable Spline Interpolation settings.
02:06I'll turn on the Show End Result, turn off Optimize, and increase the number of
02:11steps until it looks smooth.
02:14It's not always perfect. You might get some issues, so sometimes you might need
02:20to play around with these in order to get rid of those problems. You could also
02:24go in and edit the Spline directly.
02:27For example, select by Spline and do things like--
02:32I can make adjustments to change the look of the logo.
02:38And that concludes our chapter on 3D modeling for motion graphics.
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12. Materials Basics
Opening the Material Editor
00:00Let's take a look at the basics of the Material Editor in 3ds Max.
00:05A material is a shader definition that has to do with the surface properties of a model.
00:11What's its color? Does it have a texture? Is it shiny? Does it have a pattern or
00:16an image applied to it?
00:17Those are all properties of a material.
00:19Here is what we'll have by the end of this chapter.
00:22It's a simple material that's got some refractions here to this transparent logo.
00:29Here is the scene. I simply got a bevel text object and a backdrop.
00:34I'll begin by opening up the Material Editor.
00:37I can do that in a couple different ways, either by clicking on this button on
00:41the main toolbar or by pressing the M key on the keyboard.
00:47The default type of material editor is called the Slate Material Editor.
00:51To begin with materials, I can switch to the Compact Material Editor by going up
00:56to this menu in the Material Editor and choosing Modes > Compact Material
01:00Editor, and now I've got the Compact interface, and this will just be simpler and
01:05easier to work with.
01:07The main area up here is devoted to so-called sample slots.
01:11A sample slot is a staging area where you can create, preview, and edit
01:16materials, whether or not they're assigned to objects in the scene.
01:20A sample slot is not necessarily applied to an object.
01:24There's no direct relationship between the two.
01:26I can have a material that's present in the scene and not in a sample slot, or vice versa.
01:32I'll select one of these sample slots here and I just like to show to you a few
01:36of these icons on the right-hand side of the Compact Material Editor.
01:40For example, I can choose to display a background or I can turn the
01:44backlighting on or off.
01:46I can also choose a different object for this sample.
01:50The default is a sphere, but I can also use a cylinder or cube.
01:55Additionally, I can middle-mouse click in the sample slot and rotate the object.
02:01I'll give this a name.
02:02I'll call it logoMaterial.
02:06I do like to put the word material in the name of the material.
02:10That way I'll be able to tell whether I'm working with a top level material or a subordinate map.
02:18A map is a texture or pattern that's applied onto some property or parameter of
02:22a material such as its color.
02:25Just so that I know that I'm working with the material, I'll put the word
02:27material in the name.
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Navigating the Compact Material Editor
00:00In the Material Editor main panel, you'll see there are lots of rollouts such as
00:04Shader Basic Parameters or Maps.
00:07I can open and close these at will in order to see different aspects of the material.
00:12Before I start editing the material, I'd like to assign it to an object.
00:16There are a couple ways to do that.
00:17One would be to simply drag the sample slot onto an object and release the mouse.
00:23Now I've assigned that logoMaterial onto that object.
00:27I could also use a button to do that.
00:29Let's make another material here and I'll call this one backdropMaterial and
00:37I can select the backdrop object in the viewport, and then with the
00:41backdropMaterial selected, I can click a button that says Assign Material to Selection.
00:48Now that material has been assigned to the backdrop.
00:51You'll notice that a material that is present in the scene will have little
00:57brackets around the sample slot.
00:59An open bracket indicates that the material exists in the scene, but the
01:04object is not selected.
01:07A filled in bracket indicates that the material is present in the scene and
01:11the object is selected.
01:13Let's play around with some basic material parameters such as color.
01:16I'll go back to that logoMaterial sample slot, and to change the color, I can go
01:21into this Diffuse color swatch here.
01:24I'll just click on that.
01:26The diffuse color is the main color of a material.
01:30It's the color of an object where it's directly illuminated.
01:33As you can see, as I adjust the controls in this color selector, the colors are
01:40updating in the viewport in real-time.
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Working with the Sample Slots and Scene Materials
00:00I like to show you how you can check to see what materials are actually in the scene.
00:06It's possible that you might have filled up all of the Sample Slots.
00:10There are only 24 Sample Slots available in the Material Editor, and after a
00:15while these will all fill up, and then you'll need to recycle these and
00:19reuse them, and you don't want to erase the work that you've done that's
00:23already in the scene.
00:25I'll select an empty Sample Slot and go over here and click on the button
00:28that says Get Material.
00:31When I click that I get a new window launching called the Material/Map Browser
00:36and this allows me to do quite a lot.
00:38In fact, I can create a new material by clicking on one of these.
00:43I can also scroll down and near the bottom of that dialog, I'll see two sections.
00:50One that says Scene Materials and another that says Sample Slots.
00:55And in fact, there's another scrollbar here, I've actually got nested rollouts here.
01:01In other words, I've got a big window that I can scroll and then within this
01:05rollout, I've got another scrollbar.
01:08Okay, so this is telling me that currently in my scene I have two materials: a
01:12backdrop and a logo.
01:15If I wanted to load that Scene Material in, I could just double-click on one of these.
01:20And now in fact, I've loaded that material into a new Sample Slot.
01:25And you notice now that this one is the one that's currently hot, or the one that
01:30is currently in the scene, and this one over here, although it's called the same
01:34name, is not in the scene.
01:38I can go over here and change that color to something else, and you can see that
01:42it didn't change the look of the object in the viewport.
01:45This is a helpful trick that you can use.
01:48If you have two materials of the same name, then you can globally replace all of
01:54the materials of that name in your scene.
01:56For example, I can go over here and click on this version of logoMaterial and
02:02then click on the button that says, Put Material to Scene, and now that's the one that's hot.
02:09If I want to switch it back I can over here, and again, click Put Material to Scene.
02:14If you've filled up all the sample slots, don't worry, because you can always
02:19reuse the Sample Slots.
02:21For example, I can click here at Get Material and go back up to the top to
02:27create a new material in that Sample Slot, and these are material types here,
02:32I'm just going to choose Standard, that's the one that you'll use most of the
02:35time. I'll double-click on that and now I've wiped out that Sample Slot and I've
02:41got a brand new material in there, but you'll see that I did not change the
02:47status of the Scene Material.
02:50If I run out of Sample Slots, I can just recycle them and that will not affect
02:54the Scene Materials.
02:55I like to show you one more thing here which is very convenient for selecting
03:00materials from the scene, and that's simply the Eyedropper.
03:05Pick material from object, select the eyedropper and then click on an object,
03:10and now that material has been loaded into the current Sample Slot.
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Choosing material and shader types
00:003ds Max offers many different types of materials. So far we've only seen the
00:05Standard Material, but there are others.
00:08I can load a new material into a Sample Slot and choose a different Material
00:13Type, or I can convert an existing sample to a different Material Type.
00:18For example, if I select this backdropMaterial, you'll see there's a button here
00:22that says Standard, that's a read out of the current Material Type.
00:26If I click on that I'll get the Material/Map Browser and these are all the
00:31different types of materials.
00:32The two that I use most often are Standard and Architectural.
00:37I'll double-click on Architectural, and what that does is convert the
00:42existing material to a new Material Type, and you'll see now it's reading
00:46Architectural here.
00:47Architectural materials are simpler to use. It's a stripped-down interface that
00:52should save you some time.
00:54The way that you'd use an Architectural material, is you'd go up to the Templates
00:58here and choose one of these templates.
01:00You'll need to do that first.
01:02For example, I can choose a Stone template, and that will just change all these
01:07attributes here, all these parameters, so that we'll get a stone look, or I can
01:12switch it up to, let's say, Masonry, or Glass.
01:18We won't see the glass here unless we turn on the background, that's a glass material.
01:26I will go back down to the Templates and choose, let's say, Ceramic, and you can
01:30see that that's got a little bit of a reflection on there with some glazed look.
01:36Then I can change up these values here like Shininess, and so on, to affect the look.
01:42I can switch it back to a standard material by clicking here again and
01:47double-click on Standard, and you'll notice that when I do that it wipes out a
01:52lot of the information, so I don't have any shininess here any longer.
01:55The next thing let's look at, the Shader Type. The Material Type in this case is
02:00Standard, and within the Standard Material, I've got a lot of different Shaders;
02:05these are shading algorithms.
02:08And each one of these has a slightly different look.
02:10They are usually named after their inventors.
02:13For example, I've got Oren-Nayar- Blinn, and that's useful for a rough
02:19surface like terracotta.
02:20I can change the diffused color, so you can see that that has a kind of
02:26unfinished ceramic look to it.
02:28Each one of these shader algorithms has a slightly different look and has
02:33different attributes or parameters to it.
02:36Most of the time you'll be using the Blinn Shader Type, because that's the
02:39most general purpose.
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Adjusting specular parameters
00:00One of the most fundamental properties of a material is its specular highlights.
00:06Specular highlights are the hotspots on a material, the shiny parts.
00:11I'll go ahead and select the logoMaterial here and it'll be easier to see the
00:15specular highlights if I go back to the sphere as my sample object.
00:22Down near the bottom of the Blinn Basic Parameters rollout, you'll see Specular
00:26Highlights, and I can increase the Specular Level, and now you'll see I've got a
00:30nice big, broad highlight there.
00:33If I increase the Glossiness, it'll make that highlight smaller and it's
00:37actually counterintuitive for a lot of people. As you polish a surface and make
00:42it more smooth, the highlight will actually become smaller.
00:47A high-glossiness will result in very small highlight.
00:51If I wanted a metal look to this I might have a very high specular level.
00:56I might turn this up really high.
00:58You can actually go up to 999 and then high-glossiness as well.
01:05In the case of this motion graphic logo, I might want to cheat this a little bit
01:09and not have so high of a specular level.
01:13Maybe I'll bring that back down to somewhere around a hundred, and then give it a
01:18little bit less glossiness.
01:20That'll give me some very strong highlights which will look good when we finally
01:25have lighting in the scene.
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Previewing renders with ActiveShade
00:00Although the 3ds Max viewports are quite accurate, they're not quite what you'll
00:05see when you do a full rendering.
00:08Let's do a test here. I'll highlight the Perspective view, go up to the
00:12main toolbar, and on the extreme right-hand corner I'll click the teapot
00:15that says Render Production.
00:18And this is a full render. This is what I'll actually get when I output my animation.
00:23And you'll see, it's close, but it's not quite the same as the viewport.
00:28We can get a better approximation of what the final renderer will look like in
00:33the viewport by using something called ActiveShade, and this an interactive
00:39production renderer.
00:40In other words, I can make changes to the material and the viewport will
00:44render in real-time and show us a very good approximation of what it will look
00:49like in a final rendering.
00:51To activate ActiveShade, click on the name of the viewport, in this case Perspective.
00:57Then go to Extended Viewports > ActiveShade.
01:02It will take a second to think about it, but now I've got a fairly accurate
01:07representation of what this will look like when it renders, and I can go back to
01:10my material, or lighting, and I can make changes and it will update right away.
01:16Just takes a moment to think about it, like a second or so.
01:20This is very useful because I don't have to keep clicking the render button
01:24every time, and I can get a pretty good preview of what my final rendering will look like.
01:30The ActiveShade window will not update if I, for example, move objects in the scene.
01:35For example, if I go over here and get in closer on this, and move the logo
01:40over, ActiveShade doesn't update.
01:43If I needed it to update, I would have to reinitialize.
01:47I'll go over here and right-click in the viewport and choose Initialize, and now
01:53you'll see it has responded to the fact that I've moved the logo over.
01:57Okay, I'll just move it back, right- click and choose Initialize once again.
02:03If I'm finished with the ActiveShade window, then I can simply right-click here
02:07and choose Close, and now I'm back to the standard viewport rendering.
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Adjusting opacity and refraction
00:00Another one of the most basic parameters in a material is its opacity.
00:05I've got my logoMaterial active here and you will see Opacity here.
00:11I can bring that down to let's say 50%, and now you can see I can actually
00:15see through my object.
00:17Let's do an ActiveShade rendering of that so we can get a little bit better
00:20understanding of what this is really going to look like.
00:26As you can see, it's not a very convincing transparency.
00:29We're not seeing the bending of light as it moves through the object.
00:34A transparent object actually bends light.
00:37That's called refraction.
00:39To get that effect, I can't do it by just adjusting the opacity.
00:43Set that down to 10.
00:44You see, it's just basically making it see-through and it kind of a 2D fashion.
00:49I'll set the opacity back up to 100%, and if I want refractions I'll need to go
00:55into the Maps rollout down here. I'll open that up.
01:00In the Maps rollout, you'll see a list of all of the Material parameters that
01:04could potentially be mapped.
01:06In other words, that could be varied or modulated by some other factor like,
01:11for example, an image.
01:13In this case, I'm concerned with the Refraction channel, here it is.
01:18All of these things that say None here are actually buttons, and if I click on
01:23the button that says None, I'll get the Material/Map Browser up again.
01:27What I'm looking for here is a map called Raytrace.
01:31It is under Maps > Raytrace, and I'll double-click on that.
01:38It takes a moment to think about it, but now you can see that I'm getting a
01:42simulated refraction in my viewport.
01:45There are some parameters here in the Material Editor, but I don't really need
01:49to adjust any of those.
01:50In fact, it's doing everything sort of automatically.
01:53It's automatically applying a refraction here.
01:56However, if I try to get back to my main Material parameters, you'll see that I
02:00can't see them here.
02:02The reason is now we've drilled down inside of the map. These are the map parameters.
02:09I need to get back up to the top level of the material, and one way for me to do
02:14that is to click this button here that says Go to Parent.
02:18That will take me up one level, and now I'm back up at the Material parameters.
02:24If I want the color to show through here I can reduce the Refraction amount.
02:29Let's say I knock that down to 50%.
02:33And now you see I'm getting a tinted glass effect.
02:36If the refraction is not at 100% then the diffuse color will blend, and you can
02:43see I've got a diffuse color of orange here.
02:46The opacity is usually left at 100% when you're using a Refraction map.
02:51That was a very basic introduction to using the Material Editor in 3ds Max and
02:56in the next chapter we'll look at using maps.
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13. Mapping Textures
Applying procedural maps
00:00This chapter will be an introduction to using maps within a material.
00:05So far we've only applied flat colors to the Diffuse Channel.
00:10Let's now use a map to vary a color.
00:13I'll go over to the backdropMaterial and I want to add something into
00:17this Diffuse Color slot.
00:19I could do that in a couple of ways.
00:21I could open up the Maps rollout and you'll see Diffuse Color here, and I can
00:25click on this big None button.
00:27However, I can also do that from up here, because there's an identical button
00:33here, that's just a shortcut.
00:34It's a little bit easier for me to get to.
00:37If I click on that I get the Material/Map Browser window open.
00:41These are all the possible maps that I could apply to this Diffuse Color Channel.
00:46All of these, with the exception of Bitmap, are so-called procedural maps.
00:50A Bitmap is a file on disk, like a TIFF file or JPEG file, the rest of these are
00:57all generated internally by 3ds Max.
01:00So for example, I could choose the Cellular procedural map, and I will
01:04double-click on that.
01:06Now you see I've got a pattern here.
01:07Now I don't see it on the actual object yet, even though this material is
01:14assigned to the object.
01:15In order to see the map on the surface of the object in the viewport, I have to
01:20click this button here that says, Show Shaded Material in Viewport, and if I do
01:26this here, I'm doing it at the level of the Cellular map.
01:29I will click it, and now you will I've got a pattern in the viewport.
01:34Tell you what, let's look at this in ActiveShade so we can see it a little
01:37bit more precisely.
01:38I'll choose Perspective > Extended Viewports > ActiveShade.
01:43It takes a little bit longer to think about it, but now you'll see I've got a
01:47pretty good representation here.
01:49You'll notice that the scale of the dots is different.
01:53What you see in the viewport renderer, by default, is not necessarily an
01:57accurate representation.
01:59The actual renderer, or the ActiveShade renderer, will show you what you're
02:02really going to get.
02:04Each procedural map has different parameters.
02:07For this Cellular map I can, for example, change the Size.
02:11Maybe I will make that size of 10, and the ActiveShade takes a moment to think
02:16about it and now it updates.
02:17You can have a lot of fun with procedural maps, and they're very useful, because
02:22they're resolution independent.
02:23They are not dependent upon a pixel- based image and that means that you can zoom
02:29in very close to a procedural map and it won't break up into a mosaic of pixels.
02:34So let's try another procedural map.
02:35You will see up here the Diffuse Color has got a Cellular map in it.
02:39If I click on this button that says Cellular, I'll get the Material/Map Browser
02:43up again, and I can choose a different type of map.
02:46For example, Noise.
02:49That's actually the one that I use most commonly.
02:52I'll double-click that, and I get a dialog asking me, do I want to discard the
02:56old map, or do I want to put this new one as a sub-map inside the current map?
03:02Well usually you don't want to make a sub-map.
03:05You don't want have nested maps unless you specifically choose that.
03:09In this case I'll choose Discard and click OK, and now the Noise map is showing
03:15up on the backdrop, instead of this Cellular map.
03:19Again, I can play around with parameters such as Size.
03:21Maybe I will set this down to a value of maybe 15, and there are lots of
03:25other fun things I can do, like I can change these Thresholds to increase the contrast.
03:30Maybe I will set the High Threshold to 0.5 and the Low Threshold to .45, and now
03:39I've got a much more contrasty look.
03:41I can play around with Fractal Noise and so on. Cool!
03:46I could add more complexity to this if I wanted to, because you can see that
03:49within the procedural map, I've got color swatches, and in fact, each one of
03:53these color swatches has a Map channel too.
03:57In fact, I could actually add another map inside this existing map and that's
04:01what's meant by a sub-map.
04:03In this case, I am just going to leave well enough alone, and that's a really
04:06basic introduction to procedural maps in the Material Editor.
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Navigating shader trees
00:00In the Compact Material Editor we can only see the parameters for one shading node at a time.
00:07In other words, we can see the parameters for a map, but we can't see the
00:10Material parameters at the same time.
00:13We can go up one level out of this map and go up to the top level by clicking
00:18on Go to Parent here.
00:20Now I'm back up at the material level.
00:22There is another way that I can do this, which is very useful, especially if
00:26you've got a complex network of shading nodes, that's known as a shader tree.
00:31We can navigate through the shading network by clicking on a button over here,
00:35Material/Map Navigator, open that up.
00:43You can see up here that backdropMaterial is highlighted, and that indicates that
00:47we're currently viewing the parameters of the Material node.
00:51If I click here, now I can view the parameters for that map and that's a really
00:59convenient way of both visualizing the structure of your material, and also
01:04navigating through the material and accessing its various parameters.
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Managing source image files
00:00Procedural maps are very useful in some cases, because you can just quickly
00:03place a pattern onto a surface and that pattern is resolution independent. You
00:08can get up really close to it and it won't break up into pixels.
00:12However, you can't use a procedural map to,
00:14for example, place a photograph onto a surface.
00:18For that you need a bitmap or an image file.
00:20If you're working with image files then you have got to make sure that the links
00:24between the scene and the image files are preserved.
00:29You need to follow this procedure in order to make sure that that will actually work.
00:34First of all, you will need to go in the Customize menu and in the Preferences
00:39choose the Files tab, and make sure that the Convert local file paths to
00:43Relative is enabled.
00:45That means that when you create a link to a file, that link will be recorded
00:50relative to the current project folder.
00:54It will not be recorded relative to a volume name, or a drive letter, or
00:59a specific computer.
01:01This is important, because Relative path means that you can take your project
01:05and move it to a different machine or to a different folder, and all the links
01:09that are internal to that project structure will be preserved.
01:13This switches off by default.
01:15It's very important that it be enabled.
01:18Second, you have to actually have a project folder.
01:22We did this at the beginning of the course.
01:24You can either create a new project folder or set to an existing one.
01:29Since we have the exercise files here, then we just want to make sure that we're
01:33pointing at the Exercise Files folder.
01:36If you are a premium subscriber you've got the exercise files.
01:40If you are not a premium subscriber, then you've already made your own project folder.
01:44Up here on the Caption bar is a button that allows us to point to an existing
01:49project folder or make a new one, and if I click on that, it will take me to the
01:55current project folder, and right now you'll see that Exercise Files is
01:59highlighted, and that's exactly what I want.
02:02I don't want to select anything inside there, because if I do, I'll be creating
02:06a nested project folder inside the current one.
02:09I just want to make sure that that is currently selected.
02:13Okay, so that's step two.
02:14I have now got a project defined.
02:17Step three is I need to actually place the image files in the appropriate
02:22location within the project.
02:25Let me minimize 3ds Max for a moment and go out to the Desktop.
02:29Here's the Exercise Files folder.
02:31We need to place our image files in a very specific location and we need to do
02:36this before we build the material.
02:39And that location is sceneassets > images, and you will see I have got some
02:44files in there now.
02:45Once again, you will need to place the images into this special folder before
02:51you create the material, and they are in there now.
02:54Okay, I will go back to 3ds Max, I will open up the Material Editor with the M key.
03:00I want to make a duplicate of this backdrop material.
03:03All I need to do to do that is just drag it onto another Sample Slot, and now I've
03:08got another one with the same name, backdropMaterial.
03:11I want to place a bitmap into the Diffuse slot.
03:15I can click on this button here and that will take me to the Map parameters.
03:19Currently this is a Noise map, but instead, I want a bitmap.
03:24Click on that button that says Noise, and you will see Bitmap here.
03:28Double-click on that and I get a dialog box that lets me browse for a bitmap image.
03:34And notice, very importantly, it has taken me to that precise location, my
03:39current project, sceneassets > images, and my files need to already be here.
03:45If they are not here now I need to stop what I'm doing, bomb out of this and
03:50copy the files into the correct location.
03:52The very worst thing you can do here at this point is start browsing to some
03:56other location on your hard drive or on the network, and that's an almost
04:00guaranteed situation where you are going to have broken links to your textures,
04:05and no one wants that.
04:06You don't want to open up a scene and get an error message that says,
04:09your texture files are not being found.
04:12Okay so, I will click on this one, galactic_2K.png, and then click Open, and
04:18now I have got that bitmap applied to the Diffuse Channel of this material.
04:22And to assign it, I can drag and drop it, but because it's got the same name
04:27as the existing material, in fact, I can just click the button that says, Put Material to Scene.
04:32Additionally, I will need to turn on Show Map in Viewport here or Show Shaded
04:36Material in Viewport and now it's refreshed.
04:39That is the all-important workflow for managing source images or texture maps.
04:45You have to follow this religiously and if you misstep at any stage along
04:49that process there is a very high probability that you'll get broken links to your textures.
04:54And again, of course that's not a desirable outcome.
04:57As long as you follow this procedure, then you will probably be fine.
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Tracking scene assets
00:00If you follow the process shown in the last movie, then you shouldn't have any
00:04problems with missing files.
00:07However, if anything went wrong in that process, or if you didn't observe that
00:11process, then there's a very good chance that you're going to have problems.
00:15What I've done here is I've made a scene in which the links are intentionally
00:20broken, and I want to show you how you can fix the links.
00:23I'll go over here and open the scene, it's called 04_trackingSceneAssets.max.
00:29As soon as I open it I get a dialog that says, Missing External Files.
00:35That galactic_2K.png that we added in the last movie is not being found.
00:39Again, because I deliberately moved it out of its proper location to
00:43demonstrate the problem.
00:45In this dialog you've got two buttons at the bottom, Browse and Continue.
00:51The very worst thing you could do here would be to click Browse.
00:54Please do not click Browse, because what will happen if you do that is you will
00:58get another dialog that's called the Missing External Files dialog, and within
01:03that dialog, you can choose a path to your image files.
01:07But what that's going to do, in fact, is to add a new entry into the user paths
01:13that would customize the current installation of 3ds Max.
01:17That's not what you want.
01:19Again, that's the worst possible thing you could do.
01:21That's a Band-Aid short-term solution and it won't change the recorded path to
01:26the file, it will just tell 3ds Max to look in a new and different location,
01:31other than the standard sceneassets > images, where things are supposed to be.
01:36I know this is all very confusing.
01:38I'm sorry that there are so much problems around this.
01:41There is not much we can do about it, except to observe those proper
01:45procedures from the beginning.
01:47And if you run into this kind of trouble, you can then use the Asset Tracker
01:52to relocate the paths.
01:55Instead of clicking Browse, I need to click Continue.
01:58Then I can go into another dialog here called the Asset Tracking dialog, and
02:04that's found under References > Asset Tracking, click on that.
02:10What I see here is a list of all the maps that this scene is referencing, and
02:15you'll see here it says, galactic_2K is supposed to be in sceneassets\images,
02:20but the file is missing.
02:22So this path is correct, but the file is not there.
02:27Okay, I am going to go ahead and place the file in there. Here it is,
02:31galactic_2K, it's actually on my Desktop.
02:34I am going to go ahead and put it in here.
02:35I will go back to 3ds Max, and if I go back into that Asset Tracking, I just
02:40want to point out to you, References > Asset Tracking, that it's still saying it's missing.
02:45In order for it to be found, I'm actually going to have to reset the program.
02:49I need to go up here to Application menu > Reset, and then reopen the file, and
03:00now it's being found, because the file is actually in that location.
03:04Another situation that might happen is if you've linked to a file that's not in
03:09the sceneassets folder.
03:10Let me show you that.
03:12I will go back to the Material Editor, and I will make another duplicate material
03:16of that backdrop, and I will go into the map here, the Diffuse Map, and I will
03:21point it to a different location.
03:23You'll see here it says, Bitmap, click on that, and I'm actually going to do
03:29what I told you not to do before, which is I'm going to Browse.
03:34I'm actually going to go into the Desktop.
03:37You can see I have got some files here.
03:40Okay, if I had linked to a file on my Desktop instead of in that proper location,
03:46now you'll see here it's got a path that's got a couple of dots, and that
03:50means go up one level. All right,
03:53so I will assign this, and replace that material, and you can see it's showing up
03:57there and that's fine.
04:00Now I am going to save this out, and call this trackingSceneAssets2.
04:06I will Reset the program and I am going to move that file out of where Max
04:14thinks it is, and into the correct location.
04:17Now that's in the correct location, I will go back into 3ds Max, I will go back
04:22to opening that, and once again, I get the Missing External Files dialog.
04:27Once again, I'll click Continue, not Browse, and once again, I will go back
04:32into References > Asset Tracking, and you can see here we've got a path, really
04:39it's a relative path, but it's taking us up one level from our current project folder.
04:44If the path does not say sceneassets\ images, then you can just type it in.
04:49I can select that and go up to Paths > Set Path, or I could just right-click and
04:57choose Set Path, and I want to type it in here, sceneassets\images.
05:06I could also browse for it, but since I know what that path needs to be, I will
05:11just type it in directly.
05:12And I'll click OK and now it's been re- pathed and since the file is there, it's
05:17now being found, and now it's finally applied onto that surface.
05:22Again, my apologies that this is so complicated, as long as you follow the
05:25proper procedures from the beginning, then you won't need to worry about asset
05:29tracking in the first place.
05:30But it does happen to the best of us.
05:32We all make mistakes. Even experts have problems with file pathing in 3ds Max.
05:37If you have the issue then all you need to do is make sure that you've placed
05:41all of your maps into sceneassets\images.
05:44Then go into the Asset Tracking dialog and set the path appropriately.
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Projecting UVW mapping
00:00To place a map onto a surface, you can do it by adjusting the Map parameters or
00:05by adding a modifier called UVW Map.
00:09It all depends upon whether you want the changes to affect all of the objects
00:13that have that map, or if you want the changes to be on a per-object basis.
00:17If you want to affect all the objects that have that map applied you would do it
00:21through the Material Editor.
00:23Open up the Material Editor, I'll select that material, and I'll drill down into
00:28its Diffuse Map in this case.
00:30And you'll see there are parameters here in the Coordinates rollout, such as Tiling.
00:34I can set those Tiling values to 4 and 4.
00:38That's causing the map to repeat four times across the surface, horizontally and vertically.
00:43I could use these Offset values here to place the map, although that's
00:47not terribly intuitive.
00:51I'm going to set these Tiling values back to 1 and 1 in both U and V. Let's look
00:57at placing a map on a per-object basis.
01:01I'll select my backdrop object and go to the Modify panel.
01:04First, I'd like to point out to you that there's a switch down here that's
01:08labeled Generate Mapping Coordinates, and it's on by default.
01:13Whenever you create a primitive in 3ds Max, default UV coordinates will be
01:17created and assigned to that object.
01:19Essentially, it has implicit UVs.
01:22If you want to place the map somewhere else on that surface, then you'll need to
01:26add a modifier called UVW Map.
01:29I'll go over to the Modifier List and scroll down looking for UVW Map.
01:35You'll see that there are a bunch of other variations on it.
01:37You just want the basic UVW Map modifier.
01:41The first thing to pay attention to is the Mapping type.
01:44We've got Planar Map, Cylindrical, Spherical, and so on.
01:47This is going to depend upon what type of object you have.
01:51Obviously, if you've got a cylinder, then cylindrical mapping would be appropriate.
01:55In this case of course, it's a flat plane, and so Planar mapping is appropriate.
02:00Down a little bit further, you'll see that there are Length and Width attributes.
02:03These parameters here are the absolute size of the tile in world units.
02:09So if I set this to 40 feet and 40 feet, then that map is tiling to be exactly
02:1740 feet wide and 40 feet tall.
02:19To position the map, you'll want to open up the sub-object modes in the modifier.
02:24You'll see Gizmo.
02:26Click on Gizmo, and then you can use the Move tool to position the map.
02:34You'll notice that if I move the Gizmo in the world Y axis, in this case, that it
02:40doesn't actually affect the mapping.
02:43The distance here doesn't change the mapping placement.
02:46And the reason for that is that you can just imagine that this plane is
02:51projecting pixels onto this surface and it's doing that in orthogonal fashion, or
02:57orthographic fashion.
02:59Let me go to my four viewports for just a moment and back out in the Top view.
03:04Essentially, it's projecting pixels perpendicular to the Gizmo here.
03:10So moving the Gizmo forward and back is not going to affect the pixel.
03:15It's not going to affect how that texture pixel, or texel, is being placed on the surface.
03:21In this case, it's only the X and Z axes that are relevant.
03:27You can also rotate the Gizmo.
03:32That's pretty intuitive.
03:33I don't recommend that you scale the Gizmo however, because if you scale it,
03:37then these numbers are no longer valid.
03:40If I scale this up, it would be larger than 40 feet, but the readout here
03:46still says 40 feet.
03:47So that's a bit confusing.
03:48So I don't recommend scaling the gizmo. I'll undo that.
03:52Down a little bit further you'll see that there are a couple more useful
03:55options such as the Alignment; Alignment in X, or Y, or Z. 3ds Max usually gets
04:02this right the first time.
04:03It sort of detects how your object is oriented and chooses an alignment to fit the object.
04:09There's also couple other really useful buttons down here such as the Fit
04:13button and if you click that, then it will stretch the Gizmo to the available
04:18area of the object.
04:20There's also a Bitmap Fit which is kind of useful, because if you've got a
04:23non-square bitmap, then you could click on this and navigate to your bitmap and
04:28it would automatically change the Gizmo's aspect ratio to match your bitmap.
04:33This was just a very quick introduction to the UVW Map modifier in 3ds Max.
04:39Of course, map placement can be a much more involved process.
04:43Here we're just barely scratching the surface to show you how to position and
04:48scale a map on an individual object.
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Using the Real-World Map Size option
00:003ds Max has a very useful feature for scaling the UVW Map and it's called
00:06Real-World Map Size, you'll find it down in the parameters of the UVW Map
00:11Modifier and I can tick that on.
00:14Now that's only half of it.
00:16Once I've turned that on I also need to turn on the corresponding switch in
00:21the Material Editor.
00:22You need to open up that Material Editor, go to the material and I'll need to
00:27go to the Map, and it is currently shown here, and in the Coordinates rollout
00:33for that map I will need to enable Real- World Scale and then give it some size,
00:39let's say 20'x20'.
00:44And once I've done that, now each one of these tiles is exactly 20 feet.
00:49Don't be distracted by the fact that this is reading out as 19 feet and 12
00:53inches, that's just little bit of a quirk of the program.
00:56This is a very, very useful technique, because especially for architectural
01:02scenes it might be useful for me to have a sample that's, you know, a piece of
01:07masonry that's maybe 3 feet on a side, or something like that, and if I enable
01:12Real-World Scale here and Real-World Map Size here, then I can just type in the value.
01:19If I get in really close on this by the way you'll notice that the gizmo is tiny.
01:23This is the only real issue with this is that that Gizmo is itty-bitty.
01:28Where is it? There it is!
01:31That's just a byproduct of the process, it doesn't show the gizmo at 20'x20', it
01:36shows it at a tiny size of an inch as we can see here.
01:41There's not a lot I can do about that.
01:42I don't want to scale the Gizmo for the reasons I've mentioned in the last movie.
01:46Just leave it as it is.
01:47If you need to move it around you'll just have to get in really close on that,
01:52selected that Gizmo and I can position it as needed.
02:00A very helpful feature; Real-World Map Size.
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Adding reflections with Raytrace map
00:00We want this logo to be sparkly and reflective.
00:03Currently, it's still refracting;
00:06it's a transparent logo.
00:08If I do a quick render of that, you can see we've got refractions.
00:13Instead, I'm going to choose reflections.
00:15Close that window and I'll go to the Material Editor and select that logoMaterial.
00:22Go down into the Maps rollout and you'll see I've got a Raytrace map in
00:26the Refraction Channel.
00:27I want to just get rid of that.
00:29The easiest way to get rid of a map is to take one of these other buttons that
00:34say None and just drag and drop it onto that map, and when I release the mouse,
00:39now that one has nothing in it as well.
00:41Okay, now for the Reflection Channel, I want to add a Raytrace map there.
00:46I'll click on the button that says None and the Material/Map Browser opens.
00:50I just want to double-click on Raytrace to add the Raytrace map.
00:55Raytracing is a global illumination technique that automatically calculates
00:59reflections or refractions.
01:00And I don't need to do anything in the Raytracer parameters.
01:03It's all fine as is.
01:04I'll go back up to the top level here and I'll do an ActiveShade rendering so
01:10we can get a preview.
01:12Click on the Perspective label and choose Extended Viewports > ActiveShade.
01:17And you can see that the reflections are looking kind of hot.
01:20It's a bit too bright.
01:22I can reduce the Reflection amount here, set that down to, let's say, 50%.
01:27And if I want a gold look here, I might want to play around with some of these
01:30colors, maybe I'll go into this Diffuse color and set this down, maybe we'll
01:36set the Saturation to 255, fully saturated, and the Value I'll set down to,
01:43let's say, 190.
01:48The Specular Highlights, that will affect this as well.
01:51I'll set the Specular Level to about 100 and the Glossiness to, let's say, about
01:5650 or so, and you can see this is looking a little bit better.
01:59Now as you see in my ActiveShade, it's still not quite convincing.
02:04It's uniformly reflective across all surfaces.
02:08And it would look better if we could have it be a little bit dimmer in certain
02:13areas, and we can use Reflection Dimming to achieve that.
02:16I'm going to close the ActiveShade window, right-click and choose Close, and
02:21just get in closer here so we can see it better.
02:26And I'll turn ActiveShade back on again.
02:31What I want to achieve here is that in these curved areas here where there's not
02:34as much light, we want the reflection to be dimmer there.
02:38And we can do that in the material by going to the Extended Parameters
02:42rollout, I'll open that up.
02:45And within here, we've got Reflection Dimming.
02:48I'll turn it on, and as soon as I do that, we get some effect here and you can
02:52see it in the Sample Slot as well.
02:55It will even be more dramatic if I turn the Backlight off.
02:59With the Reflection Dim Level here at 0, then where there's no direct
03:04illumination, the reflection is going to be completely black.
03:07That's not really what I want.
03:09I want some amount of reflection there.
03:11The Dim Level is really the black level.
03:13I'll set that to, let's say, 0.4.
03:16The Reflection Level here is the white level, and a Value of 3 is usually a bit
03:21too high, especially when I've got specular highlights as well.
03:25I'll set that Reflection Level down to let's say 1.5.
03:30And finally, maybe I'll turn the Reflection amount up a little bit, to let's
03:34say 75%, and you can see that's looking considerably better than we had a moment ago.
03:40I'll close that and I'll do another rendering.
03:42Let me back out a little bit and I'll click Render.
03:47And that's looking pretty good, especially around the sides here where it's
03:51actually reflecting this background.
03:53But you'll notice that there's no reflection on the front here.
03:56On the front surface of our logo, it's not showing any pattern or any image.
04:01The reason for that is that there's nothing there for it to reflect.
04:05If I go out to my scene, there's nothing out here.
04:08It's just blackness.
04:11There's nothing for it to reflect.
04:13We need to create some sort of fake environment for it to reflect.
04:17And we'll do that in the next movie by creating a skydome around the scene.
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Creating a self-illuminated environment
00:00To create a good simulating reflection on the text object, I want to create an environment.
00:07Now I could do this through the Environment and Effects dialog in 3ds Max, and
00:12that would create reflections and it will actually show up as a background
00:15too in my rendering.
00:17However, I don't have any ability to intuitively adjust the placement of the
00:21texture using that method.
00:23Instead, I would advise that you create a self-illuminated material and apply
00:29that to a primitive, such as a Sphere.
00:32In gaming they use boxes usually.
00:34It's called a skybox.
00:36In this case, I am going to use a Sphere.
00:38That's more convenient for me.
00:39Go ahead and go to the Create panel and create a sphere.
00:44Dolly back in my Top view and drag that sphere out, make that nice and big, and right-click.
00:50I will go the Modify panel, I'll set that Radius for this sphere to let's say
00:54400 feet, and just position it at the center of the world with the Move tool,
00:59giving it X, Y, Z values of 0.
01:03If I dolly back in the Perspective view you will see that when I'm outside the
01:06sphere I can't see my logo.
01:10I'll show you a trick here that will make it so that you can always see the
01:13interior of this sphere even if you're outside it.
01:15This is a two-part process.
01:18First, I want to select the Sphere and right-click, go to its Object Properties,
01:23and turn on the switch that says, Backface Cull.
01:26That means that if a surface is pointed away from the camera, it will not be
01:30rendered, Backface Cull on.
01:34Now if I am inside the sphere I cannot see it, and if I dolly back and go outside
01:39it, then I can see it.
01:41The second part of this is I just want to invert the surface of the sphere or
01:45flip its surface Normals.
01:47Very easy to do that, I'll just select the sphere, go to the Modify panel and
01:52from the Modifier List I'll choose a modifier called Normal, and Flip Normals is
01:59turned on by default.
02:01This is really useful because I can be inside or outside the sphere and I'll
02:05always see the interior.
02:08Okay, now I want to create a self- illuminated material and apply it.
02:12I will go to the Material Editor and I'll grab a new blank Sample Slot and I'll
02:18call this one skydomeMaterial.
02:22I will add a Diffuse Map, Diffuse Color, and click on the button here.
02:27It opens up Material/Map Browser and I'll double-click on Bitmap.
02:32I will use this Sky image, open that.
02:37Now I've got the image applied to the Diffuse Channel.
02:40I will go ahead and drag and drop that material onto the sphere and enable Show
02:46Material in Viewport, and now we can see it.
02:51Okay, we can play around a little bit with a tiling here and maybe make this
02:54look little bit better.
02:56I'll set the U and V Tiling values over here to 2, and press Tab and 2, and I can
03:02change the Offset as well.
03:05If I set this V Offset to .25 it will move up by 25%, and now we can see that
03:15it's placed pretty well onto the sphere except that now I am getting this seam here.
03:21Well I can mitigate that by enabling mirroring for the V axis.
03:26So I will just turn on Mirror, and that looks pretty good.
03:32Finally, I need to make this fully self-illuminated.
03:35That way no matter what the lighting is in the scene this will be
03:38completely 100% brightness.
03:40The pixel brightness on the rendered image will be the same as the pixel
03:46brightness of the original source map.
03:48I'll go up to the top level of my material and you'll see Self-Illumination here
03:54and I will just turn that up to 100% and now that is fully bright. Cool!
04:01So I will go back into the scene and get in close on my logo and do a quick
04:05render of that, and you can see now that we are getting nice strong reflections
04:10on the front surface of the logo.
04:12That's how you can create a self-illuminated environment.
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Mapping a bump channel
00:00We can add more visual interest to our material by using a Bump Map.
00:05A Bump Map is a way of deviating the surface of the model.
00:10Now it's not actually changing the shape of the model, it's just changing the
00:13way that the lighting and rendering works.
00:16I will go into my current material here, here is the logoMaterial, and I have got
00:22my Maps rollout, and you'll see there's a Bump channel here.
00:25I will click on the button that says None.
00:28I could add a procedural map here or a bitmap.
00:32Let's do a procedural map.
00:33I will just do a simple Noise Map.
00:36Double-click on that.
00:39And to see this most effectively let's do an ActiveShade rendering.
00:42I will go into the Perspective View, click on Perspective > Extended Viewports > ActiveShade.
00:49You can start to see that the cloud pattern on the reflections is starting to
00:54deviate, it's getting a little bit swirled there.
00:57If I change the Noise parameters, we will see this more dramatically.
01:00Let's say I will set the noise Size down to only 5 and press Enter.
01:06And now you can see very clearly that we're getting a Bump effect on the
01:10surface of our logo.
01:11Now this is not affecting the profile, it's not affecting the actual model in
01:16any way, it's just affecting the material.
01:19And I can play around with this.
01:20I could do Fractal and getting a nice rough effect there, but that might be too strong.
01:27And in fact, the default Bump amount is usually too much.
01:30I will go back up to the top level of my material, I will just reduce the Bump
01:35amount to 10 instead of 30, and now it's not quite as extreme, and it's a little
01:40bit more believable.
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Instancing material sample slots
00:00Here is a really cool technique that will allow you to visualize a map
00:05independently of the material to which it is applied.
00:09All I need is an empty Sample Slot to do it.
00:12I have got my logoMaterial active and I'll just go down here and click on this
00:17Bump map button and drag it up to that empty Sample Slot.
00:21When I release the mouse button, I get a pop-up dialog asking, do you want
00:26an Instance or a Copy? And as we saw earlier in the course, an Instance is
00:31when something is in more than one place at a time, and that's exactly what I want here.
00:36That way I can make changes to the map in this slot and it will also affect the
00:41material. Instance is what I want, click OK.
00:46Now I'm seeing a 2D representation of the Noise map.
00:51If you see something like this, that means you're working on a map and not a
00:54material, and in fact, you cannot assign a map directly to a model, you can only
00:59assign materials to models.
01:02So I can't actually drag this on to anything and expect that to work.
01:05However, I can select it and go into these parameters and adjust them.
01:10Let's say, I will set the Size back up to 25 and press Enter and you'll see that
01:14that is reflected in the material instantly.
01:17This is very helpful because you can break down a complex material into multiple
01:22Sample Slots and work on them independently without having to navigate back and
01:27forth and up and down through the shader tree.
01:30This chapter has been a basic introduction to mapping in the Material Editor.
01:35We've really only scratched the surface here and there's quite a lot to be
01:38learned, but the 3ds Max interface is pretty intuitive and so you will have
01:42a lot of fun in building materials and applying them to objects in your own scenes.
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14. Camera Basics
Working with Display layers
00:00Camera and scene layout is an essential part of any production.
00:04I have got a very simple scene here, but nevertheless it's a good idea for me
00:09to put things onto layers so that I can hide things, or I can freeze them to
00:14make them untouchable.
00:15For example, I might want to animate the logo but not move the backdrop objects.
00:21Let's take a look at Display layers.
00:23I will open up the Manage Layers dialog either by going to Tools menu and
00:29choosing Manage Layers, or I can go over to the main toolbar and click on the
00:33button, Manage Layers.
00:36Now I have got a window here and I have got one layer currently, the default
00:40layer, and it's currently active as indicated by this little check box here.
00:44What I would like to do is to create a new layer for the backdrop objects.
00:48What I will do is I will highlight these two, the Sphere and the Plane, and they
00:54are not actually selected in the viewport, they are just highlighted in this
00:57panel here, in this window.
00:58I will need to select them by clicking this button, Select Highlighted
01:03Objects and Layers.
01:04Now they are actually selected.
01:06Then I can click this button here that says, Create New Layer (Containing
01:10Selected Objects), and when I do that a new layer is built and those two objects
01:15are placed within it. I will rename it,
01:18I'll call this one backdropLayer.
01:24When a layer is built, it's made active by default.
01:28This is the current layer.
01:29I can go ahead and hide everything on that layer by just clicking the Hide
01:34column here, I can also freeze everything on that layer, and when it's frozen, by
01:39default, it will be displayed in gray.
01:41Turn that back off again.
01:43If I need to move things from one layer to another, I can do that through a sort
01:48of cumbersome process.
01:50I can't just drag and drop from one layer to another, and I can't really
01:54effectively cut and paste because I can only cut and paste one object at a
01:58time, and obviously for a heavy scene with thousands of objects, that's really not practical.
02:03What I will need to do, if I want to move objects from one layer to another, is
02:08highlight them in the window here and then select them.
02:12Then I'll highlight the name of the destination layer and press this plus
02:17sign, Add Selected Objects to Highlighted Layer, and now they are moved into the other layer.
02:22I will just move those back,
02:25select, then select the target layer name, and press the plus sign.
02:31Now they have been moved back. Let's talk about hiding.
02:34If I hide a layer, then the object won't be displayed.
02:38There is one thing about 3ds Max here that can kind of trip you up, which is
02:42that the active layer, or the one that has a check box, is the one in which new
02:47objects will be placed.
02:49If I create a new object now, then it will be placed into this backdropLayer.
02:54But that layer is hidden.
02:56If I go and create a primitive like a Sphere here, then I won't see it because
03:01it's being placed into a hidden layer, and if I unhide that layer, now I can see the sphere.
03:07The solution to this is, immediately after you make a new layer, then you want
03:13to click on the default layer and make that one active, and that way new objects
03:18will not be hidden, delete that.
03:21Now let's talk about freezing.
03:23If I freeze a layer, then it's untouchable.
03:27I can't select it and therefore I can't move it.
03:29That's very helpful especially for these backdrop objects.
03:33However, by default, frozen objects and frozen layers are displayed in gray and I
03:39can't see the texture on the object.
03:41I will unfreeze it and what I will do is I will change an option so that frozen
03:47objects will not be displayed in gray.
03:50I can set that on a per-object or a per-layer basis.
03:55I'd like to set it on a per-layer basis in this case.
03:58I will right-click on the layer and choose Layer Properties.
04:03On the left-hand side of this dialog, you'll see Display Properties, and there is
04:07an option here that says Show Frozen in Gray.
04:09I will turn that off and then when I click OK, I would expect that if I freeze
04:15this layer then I would still see the texture on my backdrop.
04:21However, that's not the case because the default installation of 3ds Max gives
04:26priority to object properties.
04:29If you are using 3ds Max design, or if you have chosen one of the design
04:34templates in the Customized UI and Default Switcher, then you will get Layer
04:40Properties taking priority.
04:42But again, the default 3ds Max install gives priority to Object Properties.
04:48But we can switch that.
04:50I want to select these two objects and actually fully select them and then
04:57right-click anywhere, and go to Object Properties, and for each one of these
05:03sections here, you will see a button here that says By Object.
05:07That button is displaying the current state.
05:10In other words, it's telling me that the Display Properties are giving objects
05:15priority, and if I click on that button then for the currently selected objects
05:21their priority will be By Layer.
05:25And with that having been done, now if I click Freeze, the objects are still
05:31displayed in their normal color and their normal texture but they are now
05:36untouchable, and I can't actually mess up my scene accidentally.
05:40If you want to change this behavior and give priority to Layer Properties, you
05:45can do that from the Customize > Preferences dialog, and you want to go to the
05:51layer defaults and that's found in the General tab, General > Layer Defaults >
05:57Default to By Layer for New Nodes.
06:01A node is an object.
06:02If that switch is on, then all new objects will have their Display Properties
06:08priority set to By Layer, and then I won't need to go in there and change each
06:13one of those each time.
06:15That's a real brief introduction to managing layers in 3ds Max.
06:19It's important that you place objects of the same type onto Display layers so
06:25that you can hide or freeze them all at once.
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Creating a free camera
00:01Now I'm ready to create a camera. I have a Perspective view here and I actually
00:05could render the Perspective view, but that's not a good practice. You really do
00:10need to have an actual camera in the scene.
00:12Think of the camera as being the camera on a live action set, and think of the
00:18Perspective view as the point of view of the director onset.
00:21Usually the director is not looking through the camera lens, the camera operator
00:25is looking through the lens and the director is standing off to the side
00:29directing the talent and can see the entire set and the camera itself.
00:34Again, don't use the Perspective view to render, create an actual camera.
00:39I'll go to the Create panel and go to the section labeled Cameras. You'll see
00:44that there are two types of camera:
00:46Target and Free. I'll create a Free camera this time, click on the button.
00:52And I want to click in the Front viewport to create my camera.
00:56That's because when I create a Free camera, it will be pointing into the current viewport.
01:01I'll click in Front, and move back out a little bit in the Perspective view, and
01:06you'll see that, that camera is correctly oriented.
01:09If I clicked in the Top view, then the camera would be pointed down, back out a
01:15little bit so you can see that.
01:18There is my second camera that I made.
01:21That's why you don't want to click in the Top view, you usually use the Front view.
01:23So I'll right-click to exit Camera Creation and then just delete that second one.
01:31Now I want to load the camera into a viewport and I'll do that just by
01:35sacrificing one of the existing views here.
01:38I probably want to keep the Left view, but I don't really need the Front view
01:42anymore. I'll load the camera into that Front viewport.
01:45I'll go up here to the Front viewport and click on that Front label and then
01:50choose Cameras > Camera001.
01:52Now I've got a free camera and I'm looking through that camera lens, and in the
01:57next movie we'll use the Viewport controls to frame the shot.
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Moving a camera with Truck, Dolly, and Pan
00:00To adjust a camera, you have two ways of doing it:
00:03you can do it in a third person point of view or in a first person point of view.
00:08To adjust the camera in a third person method, all you have to do is select the
00:11camera in a Non-camera viewport and then move and rotate it.
00:16I will select this and pull it back and you can see that my Camera view is updating.
00:21Maybe I will go over to the Left view and move the camera up.
00:26I can rotate the camera as well.
00:28I can tilt it down and I can rotate it.
00:33I can right-click in the Top view and then Pan.
00:38This is a third person method.
00:40I can also do it in a first person method by highlighting the Camera viewport,
00:46and then going down to the Viewport controls in the lower right-hand corner.
00:50And these are slightly different than you would see in a Perspective view.
00:53For example, I've now got a Dolly button here and I can click on that and drag
00:58in the viewport to move forward and back.
01:03We've also got a Hand button here which allows me to Truck the camera left and
01:07right and pedestal up and down.
01:12And finally, we've also got an Orbit Camera button here, and when I do this in a
01:18free camera, it's not really panning.
01:22We can see this here, if we get a little bit closer.
01:25It's not actually really panning, you can see that, that camera is swiveling
01:30and orbiting around.
01:31What I'd like is for the camera to stay in one place.
01:35If I go back down here and I click and hold this button, I get a flyout,
01:39and there's a really important button hidden underneath there, and that's Pan Camera.
01:44This is probably the most important button that's hidden inside of 3ds Max.
01:49And now you can see, in the Top viewport that the camera is panning and tilting,
01:54but it's not changing position.
01:57That's very, very helpful.
01:58In a first person Camera viewport, your hotkeys are limited.
02:02You have really only got the ability to use the middle-mouse button to track
02:07left or right, and pedestal up and down. Otherwise if you want to Dolly
02:12forward/back or to Pan, then you will want to use the Viewport controls in
02:16the lower right-hand corner.
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Using a target camera
00:013ds Max also offers a target camera, which is a camera that's always constrained
00:06to look at its target or its aim point.
00:09I have got a free camera in here now, I will just go ahead and select that and
00:13press the Delete key, and I will back out in the Top viewport to create my target camera.
00:19I recommend that you always create the target camera in the Top view.
00:22If you create it in a different view, it might be pointing down or in some
00:25other weird direction.
00:26I will go to the Create panel > Cameras, and click Target.
00:31I want to click and hold the mouse button down to create the target and the camera.
00:36The first time I click, I am creating the position of the camera, and I will drag
00:40out, and when I release the mouse I'm setting the position of the target.
00:44And when I'm finished I will right-click to exit that tool.
00:47Then I can use the Move tool to select either the target or the camera and to
00:53change its position.
00:56To see what I'm doing, I want to load the camera into a viewport.
00:59I will go over here to this Perspective view and click on that Perspective label
01:03and choose Cameras > Camera001.
01:07Okay, so now, as you see, if I move the target, the camera is panning.
01:11If I move the camera, then it's orbiting around its target.
01:18It works very similarly to a free camera, and if you want to change its framing,
01:23then you would want to use the Viewport controls in the lower right-hand corner,
01:28for example, the Dolly tool.
01:30But there's one important difference from a free camera.
01:34If I Dolly forward and back, by default the camera is going to move, but the target isn't.
01:39And the implication of that is that when the camera moves forward enough, it
01:43will actually flip around backwards, because the target is not moving.
01:49We can change that behavior.
01:51All we have to do is go down to the Viewport controls and click on the Dolly
01:56button and hold it down, and you'll see a flyout, and the one that you want
02:01is the one that has a red arrow and a red cross, and that one is Dolly Camera
02:07and Target, and now if I Dolly forward and back you will see that it won't flip around.
02:13That's a real basic introduction to using a target camera in 3ds Max.
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Adjusting Field of View
00:01One of the most important properties of a camera is its Field of View, sometimes
00:05known as angle of view, or focal length, or simply zoom.
00:09We can control the zoom on a 3ds Max camera in a couple of different ways.
00:15One would be through the Modify panel.
00:17If I select the camera, go to its Modify panel, you'll see an FOV parameter, and
00:23this is simply zooming in and out.
00:25And if I have a wide angle, I will see a high number to Field of View.
00:30That means I've got 141 degrees currently.
00:35If I have a low number, then that means I am going to be zoomed in really tight.
00:39You will also see that if the camera is selected, there is a handy pyramid
00:43structure here that shows what's within the camera's Field of View.
00:47That's very useful.
00:48It's technically called a Frustum.
00:52In 3ds Max, here it's called the Cone.
00:55And if I want to see that Cone, even if the camera is not selected, then I can
01:00enable this switch here that says Show Cone.
01:02Now if the camera is not selected, I can still see its Frustum or Cone.
01:07I can also adjust the Field of View interactively in a First Person viewport.
01:11If I click on the Camera view, then down in the Camera Viewport controls, I can
01:16click on Field of View and then zoom in or out.
01:21Very basic and very important, you'll need to set Field of View for each shot in
01:26your movie, and 3ds Max makes it quite easy for you to do so.
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Choosing an aspect ratio
00:00Another critical consideration of a camera is its aspect ratio.
00:06What is the proportion of the width to the height?
00:10For example, HDTV has an aspect of 16x9.
00:14Standard Definition television has an aspect of 4x3.
00:18We need to know what the aspect ratio is going to be in order to properly
00:23compose a shot, and if we're not careful we may end up with problems, like
00:27things that weren't supposed to be in the shot are in the shot, or they were not
00:32supposed to be there and they are.
00:34Let me show you an example of what could happen.
00:36I'm going to resize this Camera view so that I've got a different aspect ratio.
00:41This is a more or less square aspect.
00:43And I'm going to use the middle-mouse button just to reposition the camera, so
00:47that my logo is near the top of the frame.
00:50And then I'll do a quick test render by selecting that Camera view and
00:55clicking the Render Production button up here, on the extreme far right-hand
00:59side of the main toolbar.
01:02And as soon as I do that, you'll see that there's something quite different here.
01:06The first word of my logo is being completely cropped off here, whereas I'm able
01:11to see it in the viewport.
01:13The problem here is that the aspect ratio of the renderer and the aspect ratio
01:18of the viewport are two different things.
01:22What I need to do is I need to enable an option in the Camera viewport
01:27called Show Safe Frames.
01:30I need to crop that viewport to the aspect ratio of the renderer so that I'll
01:35have a, what-you-see is what-you-get situation.
01:39To turn on Safe Frames, one way that you can enable Safe Frames is with a
01:43hotkey, which is just Shift+F, and now you can see that it's cropping the top
01:50and bottoms of the viewport to correspond to the renderer aspect ratio.
01:56I can also enable Safe Frames by clicking on the Viewport label, in this case
02:01Camera001 and I can toggle it on and off from here.
02:06That's very important.
02:08That's the only way I'll be able to know what's in the frame and what's not in the frame.
02:13You always need to have Safe Frames enabled for a camera.
02:17There's never a case when it's okay to not enable it, it must always be enabled,
02:22otherwise you'll have no idea what you're going to get when you render.
02:25Safe Frames are really critical.
02:27If you want to change the aspect ratio of the camera, it's actually not a
02:31property of the camera itself,
02:33it's a property of the renderer.
02:35I'll need to go into the Render Settings dialog.
02:37Here we go, Render Setup.
02:40It's a little teapot that has a dialog next to it, and in this dialog I can
02:45choose the size that I want to render to.
02:48You'll see here Output Size, and the default is 640x480 with square pixels.
02:55If we have square pixels, that means that the image aspect is going to be the
02:59Width divided by the Height.
03:01You'll see here 640 divided by 480 is 1.333.
03:05Just to demonstrate how I can change the aspect ratio, I'll choose one of the
03:09other Output Size presets, such as an HDTV preset.
03:14I've got 1920x1080, or let's say 1280x720.
03:20Let me reset the Viewport panels here.
03:22I'll right-click in the center here and choose Reset, and you can see here now
03:27that getting a good widescreen aspect, and the viewport is being cropped at the
03:33tops and bottoms to show me the framing in the renderer.
03:36And then I can compose my shot, and what I see is what I get in the viewport.
03:42I'll Dolly back a little bit, and do another test rendering.
03:46That's how we can set the aspect ratio and turn on Safe Frames in order to make
03:52sure that we get what we want in the final rendering.
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15. Lighting Basics
Understanding CG lighting
00:00This chapter is an introduction to basic CG lighting, and we will be using the
00:06flying logo scene, but first I'd like to take a few moments to talk about the
00:12basics of CG lighting, how it's different from the real world.
00:16And this simple primitive scene will be a better illustration of that.
00:21Before we even begin to put lights into the scene, I need to take a moment
00:25to talk about just the interface and how to change the display modes in the viewports.
00:30You will see the default display mode is Realistic.
00:34That means that it's going to use a default lighting, an over-the-shoulder
00:38light, that's attached to the current perspective camera, and that shadows will
00:44be enabled, and something called Ambient Occlusion is also enabled.
00:49Ambient occlusion is another word for contact shadows.
00:53If I use the middle-mouse and position my Perspective view a little bit, you'll
00:57see that graininess and then it will sort of refine.
01:01That's the Ambient Occlusion and it's turned on by default.
01:05Ironically, when you render a scene like this, there is no Ambient Occlusion in the rendering.
01:12Therefore, it seems a little bit strange that we will have Ambient Occlusion in
01:15the viewport, but it is enabled by default.
01:18Let's take a look at the options here.
01:20If I click here where it says Realistic or wherever it lists the shading mode,
01:24you'll see I have Realistic and Shaded and so on.
01:28And then under Lighting and Shadows, I can play around with these different options.
01:33First of all, the default behavior is to Illuminate with Default Lights.
01:38And again, that's an over-the-shoulder light.
01:41If that's on, then if I create actual lights in the viewport, we will not
01:46see any illumination.
01:47It's very important that the first thing you must do is turn on the switch that
01:50says Illuminate with Scene Lights.
01:52We don't actually see any change here now, but it's important that we do that,
01:57because again, if we create a light and that switch is set to Illuminate with
02:01Default Lights, then we won't see any true lighting in the viewport, that's just
02:05a bit of a strange default.
02:07I'll go back into the shading modes and also, once again, go back to Lighting
02:12and Shadows and I'm just going to disable Ambient Occlusion.
02:15That will improve the performance, and once again, Ambient Occlusion doesn't
02:20show up in an actual rendering.
02:22And if it's on in the viewport, that might give me a kind of inaccurate idea of
02:28what I'm going to get in the final render.
02:30Another thing I want to mention is that if you go into standard Shaded mode
02:35without the Realistic option, and if you go back in the Lighting and Shadows,
02:39all of that stuff is grayed out.
02:41And in this standard Shaded mode we can't change any of these options.
02:46Again, this is a very strange quirk in the interface.
02:50All I have to do here, in order to adjust these options, is I have to go back to
02:54Realistic and then go into these options and change it up to whatever I want,
03:00and then finally, switch it over to Shaded.
03:04This is the behavior of the program as of 2013.
03:08Well, in fact, what I want is Realistic without Ambient Occlusion.
03:12So now we've set up the interface, and let's talk about the difference between
03:17CG lighting and real world lighting.
03:20To illustrate this, I'll go to the Create panel and I'll create an
03:23omnidirectional light.
03:26You see I've got the Lights panel selected, and within that panel I've got a
03:31pulldown list that currently reads Photometric.
03:33Well in this course we're going to be using Standard lights.
03:37Standard lighting is essentially cartoon lighting.
03:40It doesn't have any relationship to measurements of illumination in the real world.
03:46If you want to learn about photometric lighting, we have another course
03:49for that, it's 3ds Max 2010: Lighting and Rendering with mental ray.
03:54In this course we'll be looking at the Standard lights.
03:57So I'm going to create an Omni light.
03:59That acts just like a point light or a light bulb that shines equally in all directions.
04:05I'll click the Omni button and then click in the viewport and a light is created.
04:11Once again, if I did not change my display options to Illuminate with Scene
04:16Lights, then I would not see any change at this point.
04:20If I was using the default lights, then nothing would change on the screen.
04:23I'll right-click to exit Omni light creation.
04:27And let's take a look at this.
04:28I'll Orbit around and you'll see something kind of unusual here, which is that
04:33everything seems black and dark.
04:36The reason is that the light has an elevation of 0.
04:39Its position is exactly at a Z value of 0.
04:43I'll need to move it up in order to see light in my scene.
04:48The first thing that's kind of counterintuitive about CG lighting is that as
04:52you move a light closer to a surface, paradoxically that surface will sort of become darker.
04:59And that of course is the opposite of what you'd expect.
05:02You'd expect that as you move the light closer, things will get brighter, but
05:07CG lighting it doesn't work that way, because the lighting model is very simple.
05:12All that really matters in a standard CG lighting scenario is, is the surface
05:17pointed towards the light or not?
05:18For example, with this sphere, you will see that this side of the sphere is
05:23illuminated, and that's simply because it's facing towards the light.
05:27The other side of the sphere is not illuminated because its faces are pointed
05:31away from the light.
05:33The standard CG lighting model is only based upon face angle.
05:37If the polygon faces or surface is pointed towards the light, it will receive
05:41illumination, and that's it.
05:43The implication of that is that as a light moves farther away from a planar
05:47surface, such as my ground plane here, more and more of that surface will be
05:52pointed towards the light.
05:54And if I move the light back down again, less and less of that surface will be
05:58pointed towards the light.
06:00Only this area here is really pointed towards it.
06:03This area, the angle is far too shallow to receive any illumination.
06:08So that's one of the first things that's going to be a little bit different from
06:11what you're used to from lighting in the real world.
06:14The next thing that's kind of different from the real world, as you will see, is
06:19shadows don't come for free in CG lighting.
06:22I don't see any cast shadows on the surface of the ground plane.
06:27In CG, shadows actually have to be calculated.
06:30And in fact, they're disabled by default.
06:33You can turn shadows on, on a per-light basis.
06:37Finally, the other thing that's quite different from the real world is that by
06:40default you won't have any decay in intensity over distance.
06:45To illustrate that, I'm going to move this light down close to this sphere here.
06:50And take a look at this;
06:51I've got two spheres, one here and one here, and they're equally bright.
06:57The reason that they're equally bright is because their faces are pointed
07:00towards the light, and there is no decay in intensity over distance by default in CG lighting.
07:07In the real world, for a radiant light source such as this point light, the
07:12intensity will decay with the inverse of the square of the distance.
07:16That's called the inverse square law.
07:18That can be enabled in CG, but it's turned off by default for
07:23performance reasons.
07:24Those are some of the differences between CG lighting and lighting in the real world.
07:29If you've been working in photography or cinematography to light real scenes,
07:34you're going to have to sort of relearn some of what you already know in order
07:39to leverage your knowledge in the CG environment.
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Controlling an object's shadow properties
00:00Here is our flying logo scene with a camera and backdrop already in place.
00:06Currently, in my Camera view we are looking at a Wireframe view.
00:10If I go up here and choose Realistic, then you'll see that my scene goes
00:14almost completely black.
00:17The reason this is happening is because despite the fact that I have no
00:21lights in the scene, the sphere for my skydome is in fact casting a shadow
00:27on to everything else.
00:29That's just the default behavior of the viewports.
00:32Even if there are no lights we will still get shadows.
00:35I could disable shadows from the Viewport menu, but I am going to need shadows later.
00:41What I will do is I will disable shadow casting from the backdrop object.
00:47The object, this skydome, is currently on a frozen layer.
00:52I want to go into the Manage Layers window and select this sphere and
00:58right-click and go into its Object Properties, and in the Rendering Control
01:02section I simply want to turn off these two switches that say Receive
01:07Shadows and Cast Shadows.
01:09And when I click OK now you'll see I am getting shadows projected onto this
01:14backdrop object, I'm not getting shadows cast from the skydome.
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Creating a target spotlight
00:00Let's create a key light.
00:02In the language of cinematography and photography, the key light is the
00:07dominant source of illumination; the one that's the brightest and the one
00:11that's casting shadows.
00:13Usually in a studio lighting setup, such as this, you'd use a spotlight as your key light.
00:18If you were at an outdoor shot then you would probably use a directional light.
00:23The difference between the two is the spotlight has a pattern of distribution
00:27that's in a cone shape, rays of light will move outward from the light source in
00:33a cone pattern, whereas a directional light has parallel rays. That would be more
00:37appropriate for an outdoor shot.
00:39I'm going to go to my Create panel, Lights, and I want to choose the Standard
00:45lights, and I've got two flavors of spotlight, Target Spot and Free Spot.
00:50It's exactly like the difference between a target camera and a free camera.
00:54The target camera or target spot has an aim point, that's what I usually use
00:59because it's easier to work with.
01:00I'll click on Target Spot, and in the Top view, I'll click to define the
01:05location of the light, hold down the mouse and drag, and when I find the
01:11location I want for the target, I'll release the mouse, and then right-click to
01:16create the Target Spot creation.
01:19I won't see anything in the shaded views unless I turn on scene lights.
01:26Sometimes it might be difficult to select the Viewport menus. You'll need to
01:30sort of click on here until you get the label visible, and I'm in Realistic
01:36mode. I want to go down into Lighting and Shadows and turn on Illuminate with Scene Lights.
01:41And again I want to go back down into Lighting and Shadows and disable Ambient
01:45Occlusion just for performance reasons.
01:48But I do want shadows to remain on.
01:50Now I've got a pretty good approximation of what this lighting will look like.
01:54If I go to my Top view, or any other view and use the Move tool, I can position
01:58the light or its target in order to change the lighting.
02:04Sometimes it might be difficult for you to select the target or the light.
02:08You might accidentally select a piece of geometry.
02:11Up here on the main toolbar is a Selection Mask or Selection Filter, and if you
02:16click on that you can choose to select only Lights or Cameras or different
02:22object types, I'll choose Lights.
02:25And now I can't accidentally select a camera or anything else other than
02:28lights and light targets.
02:33So I'll go into my Perspective view and maybe move that up a little bit, and you
02:39can see that the spotlight has a conical shape, shape like a cone, and that
02:45outside of that cone there is no illumination.
02:48Now I've got a spotlight in the shot and next I can go and change the spotlight
02:53parameters to get whatever look I'm trying to achieve.
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Adjusting intensity and color
00:00Let's look at changing the brightness and color of a spotlight.
00:04I will simply select the light and open up the Modify panel, and there is a
00:09rollout here that's labeled Intensity/Color/Attenuation.
00:12I will open that rollout.
00:15The most important attributes of the light are its Multiplier, which is its
00:20intensity, and this color swatch here.
00:23You can see if I change the Multiplier value, let's say I knock it down to 0.5,
00:28we will get, in this case, a dimmer illumination, or if I set it to a value of 2,
00:33it'll actually be so bright that it's kind of distorting the color here.
00:36I'll set it back down to a value of 1.
00:39For standard lights, the intensity here is an arbitrary value.
00:43It's not connected to any type of metrics such as the number of lumens put
00:48out by a light bulb.
00:50If you need photometrics then you'll need to create a photometric light.
00:54And again that's covered in the title: 3ds Max Lighting and Rendering with Mental Ray.
00:59There's also a color swatch here, and I can click that and adjust the color.
01:05For example, I can create a red light or an intense green light.
01:11I am actually going to use a slightly orange light here.
01:14Let's set it to something like that, and it will give a warm color to the illumination. There we go!
01:21We've just adjusted the basic parameters of intensity and color for the spotlight.
01:26All of the other standard lights work exactly the same way.
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Controlling contrast and highlights
00:01One of my favorite features of 3ds Max lighting is the ability to adjust the
00:06contrast of the light and the look of the highlights on object surfaces.
00:11I reverted back to this simple primitive scene, because that's a better
00:14illustration than the flying logo.
00:16In order to see this in the viewports we will need to use ActiveShade.
00:20I'll go to the Perspective viewport label, click on that, and choose Extended
00:24Viewports > ActiveShade, and now you see what it looks like with no
00:29adjustments to the contrast.
00:31I'll select this Omni light, and go to the Modify panel and open up the rollout
00:37that says Advanced Effects.
00:40If I increase this Contrast value up to the maximum of 100 you'll see a
00:44very dramatic change.
00:46Basically, we are blasting out the scene.
00:49It's extremely contrasty.
00:51So contrasty that it even looks like it's a cartoon-type shader.
00:55Usually I will set that Contrast to something more reasonable like, let's say, 50%.
00:59Below that you'll see Softened Diffuse Edge, and as the name implies it's going
01:05to soften the gradient from the brightest part to the darkest part of a surface,
01:12and I will set that up to let's say 50 as well, and that softened up the look.
01:18Additionally, within here, you can do things like disable Specular highlights for
01:22the light completely.
01:23That's sometimes useful when you're just using a fill light that's just supposed
01:27to fill in some of the shadows.
01:30That's a basic introduction to using the advanced effects to control
01:33the contrast of a shot.
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Setting a spotlight's hotspot and falloff radius
00:00One of the most important properties of a spotlight is the softness of the edge.
00:05This is sometimes called the Penumbra.
00:08To adjust the softness of the edge, I'll want to select the spotlight and go to
00:11the Modify panel, and open up the Spotlight Parameters rollout.
00:17Within the Spotlight Parameters you'll see Hotspot and Falloff, these correspond
00:22to the two cones that you see in the viewport.
00:26The hotspot is the inner cone, and if I reduce that angle you'll see I'm getting
00:31a softer edge to the spot, I've also got the Falloff value, and I can increase or
00:38reduce that as well.
00:40The greater the differences between the Hotspot and Falloff values, the softer
00:45the look will be, and let's say I reduce this Falloff value down until it gets
00:50close to the Hotspot value.
00:52If it starts to go below the Hotspot value, the Hotspot value will actually be
00:57adjusted automatically, and 3ds Max is set up to maintain a difference of 2
01:03degrees between these two.
01:05If you want a super-sharp spotlight edge then you can go into the
01:09Preferences and change that.
01:12Go ahead and increase this.
01:14Okay, so that's pretty cool, but here's something that's even cooler, I can look
01:18through the light as if it were a camera, and this will give me the ability to
01:23adjust this hotspot and falloff interactively, as well as change the position and
01:28orientation of the light.
01:30I need a viewport to do this.
01:32I'm not really using the Left view right now, so I can sacrifice that one.
01:36I'll click on the Viewport label and go up to Lights > Spot001, and now I'm
01:44looking through the spotlight. I'll want to go up here and change some of the
01:48display options, I'll switch it over to a Realistic view, and I'll need to see
01:53scene lights. I'll additionally to click on Realistic and go to Lighting and
01:58Shadows and enable Scene Lights.
02:01And now I can see what the light is actually illuminating and I can move the
02:06light around with the middle-mouse button. I can go down to the Viewport
02:12controls and use the Orbit tool to orbit the light around its target, and
02:19additionally, I can adjust the Hotspot and Falloff values in this viewport.
02:25You'll see here that there are couple of buttons here: Light Hotspot and Light
02:30Falloff, I can click on that and adjust it directly in the viewport.
02:36It's a little bit easier to see if the light is actually selected, I'll use the
02:40Select Object tool and then select the light, and now I can actually see the
02:44circles here. I'll right-click in the Spotlight viewport so that I don't lose
02:49the selection, and I'll go back to adjusting the Hotspot and Falloff values.
02:56So that's how I can use a first person method to adjust the light position and
03:01orientation and also its Hotspot and Falloff values.
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Choosing a shadow type
00:00To achieve realism in a shot, we need the key light to project shadows.
00:05Shadows are disabled for each light by default.
00:09I'll need to select the light and go to Modify panel, and enable Shadows in the
00:13General Parameters rollout.
00:15I will go ahead and tick this switch to turn it on, and you will see now I am
00:19getting shadows projected onto that backdrop.
00:21Let's talk about the different types of shadows and which one you'd choose in
00:24different situations.
00:26The default is called a Shadow Map, and that's a pixel-based shadow.
00:31That means that it's exactly projecting a pixel-based image onto the backdrop
00:36and that's the cheapest.
00:38It's the most efficient and fastest of all the shadow types, and that's why it's the default.
00:43As we'll see in a later movie, if you use Shadow Maps you are going to have to
00:47adjust the pixel values in order to get good results.
00:52The disadvantage of Shadow Maps is that they don't respect transparency, and we
00:56will not get a variable softness to the shadow based upon distance.
01:02Shadow Map is just equally soft or equally hard throughout, and again, it
01:06doesn't respect transparency.
01:08If I have a glass object, it will cast an absolutely black shadow if I'm using a Shadow Map.
01:14What are the other options?
01:17If I click on this pulldown list, you will see a few other options.
01:21Specifically, we've got Ray Traced Shadows, and if I select that you will see
01:25that in my viewport, now I'm getting a little bit harder edge shadows.
01:29That's because Ray Traced Shadows are vector-based.
01:32And by default, Ray Traced Shadows will give you very hard edges, and they do
01:38respect transparency.
01:40So a glass object would cast a very light shadow, if I choose Ray Traced Shadows.
01:47We've also got Area Shadows.
01:50Area Shadows are useful because you can get a really soft effect and it's
01:55vector-based, which means I don't have to worry about mosaicing or pixelation in the rendering.
02:02But Area Shadows do not respect transparency, and if again I have a glass object,
02:08I will get perfectly black shadows, if I use Area Shadows.
02:12Finally, there is Advanced Ray Traced.
02:15Advanced Ray Traced Shadows are the best option because they do respect
02:19transparency and the softness of the shadow does respect distance.
02:25However, they are the slowest to render, because they are the most
02:28computationally expensive.
02:30We are going to look at Shadow Maps first in the next movie.
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Optimizing shadow maps
00:00Shadow maps are the most efficient type because they calculate fastest.
00:06However, in order to get good results, you need to understand how to
00:09adjust their settings.
00:10I'll select the spotlight and go to the Modify panel, and I'm looking for the
00:15Shadow Map Parameters rollout.
00:18The two important parameters here are Sample Range and Size.
00:22Sample Range is the amount of blur and Size is the resolution of the shadow.
00:27I'll set the Sample Range down to 0, press Enter, and now you can see in my
00:33Camera viewport, I'm getting sort of jagged edges here.
00:37If I reduce the Size or Resolution down to, let's say 128, then we can very
00:43clearly see the mosaic structure of the Shadow Map.
00:48It's built out of pixels.
00:50In order to get a nice clean result, I'll need to have a larger size or a higher resolution.
00:57Let's say I set that up to 1024, press Enter, and now I'm getting a cleaner edge.
01:03The Size works best if it's set to a power of 2 value, such as 512 or 1024 or 2048.
01:12The useful range of values is usually somewhere between 512 and 8192, which
01:18 is an 8K value.
01:20There are a couple other factors that also influence the quality of a shadow map.
01:27The size of the spotlight's falloff or the distance of a light to the shadow
01:34receiving surface can also affect the quality.
01:37Let's say I set the Size back down to 128, and then I'll adjust the
01:42spotlight's Falloff value.
01:44I'll open up the Spotlight parameters and increase the Falloff.
01:49Now watch what happens in my Camera view.
01:52As I increase the Falloff, this starts to look even more blocky.
01:57If I reduce the Falloff and have a very narrow angle to that, then you can see
02:01that the Shadow Map is looking better and better.
02:05What's happening here is that this is a pixel-based image of only 128 pixels on
02:13a side, and that's being stretched across this falloff radius.
02:17I've only got 128 pixels this way and 128 pixels that way.
02:22That means that a greater Falloff amount is usually going to result is a blockier shadow.
02:28The distance of the light to the shadow receiving surface is also going to
02:32influence the shadow quality.
02:34I'll click in this Spotlight viewport and I can Dolly back using the
02:38Viewport controls down here.
02:40If I pull the light back, you can see that is also affecting the shadow quality
02:45because that pixel-based shadow is being stretched over a larger area.
02:51To get good results with shadow maps, you'll need to adjust the light parameters
02:55as well as its position.
02:57Let's set this to a pretty good value.
02:59I'll select the light, and I'll go back to a Size of 1024 with a Sample Range of,
03:07let's say 5, which will give me a little bit of blur, and adjust the Falloff
03:13amount to make this a little bit larger.
03:14And I'll just click in the Camera viewport and then click Render Production to
03:20do a Preview Render.
03:21That's the basics of setting shadow map parameters.
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Optimizing area shadows
00:00Area shadows are a more realistic alternative to shadow maps.
00:05They don't respect transparency, but area shadows do respect distance.
00:10I've got a slightly modified version of my logo here, in which you can see part
00:15of the logo is very close to the backdrop and part of it is pretty far away from the backdrop.
00:19Let's do a rendering of this with just default shadow maps, click on Render.
00:25And you can see although I've got a little bit of a soft edge to the shadow,
00:29it's a consistently soft edge across the entire surface here.
00:33To be more convincing, what we would want is a sharp shadow here and a
00:38softer shadow over here.
00:40And I can do that using Advanced Ray- Traced Shadows and I can also use area
00:45shadows, which are a little bit faster to calculate.
00:50I'll select the light and go to the Modify panel and I want to choose Area
00:55Shadows as my shadow type, click on that.
00:59I'll go up here and re-render this view, and that's a default Area Shadow.
01:06You can see that it's sharper here and softer over here.
01:10The quality isn't that good, but we will change that up.
01:13I'd also like to show you how to use Region Render so that you can render just
01:18part of a frame and not have to wait for the entire thing to render each time.
01:23I can go up here and make sure that I've chosen the Camera view, and I'll lock
01:28that view so that that's the only thing that will render, regardless of what I
01:31have selected in the viewport.
01:32I'll go over here to Area to Render and I'll choose Region, and now I get a red
01:39box around my rendering and I can resize that box to enclose just the area
01:45that I need to render.
01:47I'll click the Render button, you'll see that's the only part that renders.
01:51Now I'll go back to my Light parameters and I'll start adjusting the Area Shadow parameters.
01:56I'll open up the Area Shadows rollout and you'll see the Basic Options
02:01here, Rectangle Light.
02:03The light itself is a point source, but for the purposes of shadow calculation,
02:08light is considered to have some area and we can choose different shapes for
02:12that area, Rectangle, Disc, and so on.
02:15And the size is controlled by these dimensions here.
02:19The larger the area light dimensions are, the softer the shadows will be overall.
02:25If I set this to a value of, let's say, 24 inches, press the Tab key and 24
02:31inches, click Render over here and it'll just render that region again.
02:35Now you can see I'm getting a much softer result.
02:39To control the quality, I'll have to go up here to the Antialiasing Options.
02:44The Integrity is essentially the accuracy of the shadow.
02:48I'll set that Integrity up to, let's say, a value of 5 and click Render to
02:53render that region again.
02:55And you can see that although it's looking kind of grainy, it's more accurate.
02:59To improve the graininess, I'll go over here to Shadow Quality and set it to a
03:04value of let's say 10.
03:08And as you can see, it takes longer to render.
03:11Every shot that you do is going to need to be tuned.
03:14The shadows are going to be slightly different in each situation.
03:18And so that means you'll need to go in here and adjust these values.
03:22That's how you can set the Area Shadow parameters to get good results.
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Creating omni lights
00:01Although you can control the color of a shadow independently or the color of a
00:05light, that's actually not a very good way to lighten up dark shadows.
00:11Instead you should do what's done in the real world, which is to add fill lights.
00:16A fill light is one that just simply fills in dark shadows in the shot.
00:21A good option for that is an omni light or an omni directional light.
00:27I'll go to the Create panel and in the Lights panel I'll choose Standard,
00:31and you'll see Omni.
00:33I'll click on that, and then click in the Top view to create that omni light, and
00:39then right-click to finish omni light creation.
00:43You'll see in the Top view that my key light, the Spotlight here, is on one side
00:48of the camera and my omni fill light is on the other side of the camera, and
00:53that's a traditional way of filling in dark shadows.
00:57You'll also see in the shaded views that my shot is now over-lit, it's too bright.
01:03I'll want to go into that Omni Light's Modify panel, and knock its
01:08Intensity down a little bit.
01:10I'll open up that Intensity/Color/ Attenuation and knock this Multiplier down to
01:15a value of, let's say, 0.5, and while I'm here I'll also take the opportunity to
01:20change the color of the fill light.
01:23A good artistic technique is to use a complimentary color for the fill light.
01:29I've got a warm color for the spotlight, for my key, and I'll want to use a cool
01:34color for the omni light which is the fill.
01:38I'll click on Color and I'll just change that Hue to a blue and have it be
01:44very, very de-saturated.
01:45It does not need to have much saturation to it.
01:48If you add too much saturation, it would start to look kind of strange.
01:50Bring that back down a little bit.
01:53Let's look at this in ActiveShade.
01:55I'll click on the Camera Viewport label and choose Extended Viewports >
01:59ActiveShade, and you can see here that it's still over-lit, even with the value of 0.5.
02:06I'll reselect that omni light and reduce that Multiplier down, even lower to,
02:10let's say, 0.2 or 0.3, and I think that's maybe the sweet spot in terms of the shadows.
02:19But now my logo itself is over-lit.
02:22To get good results with lighting, you'll need to adjust the brightness of all
02:26of the lights in your shot.
02:28I'll go back to my key light and reduce its intensity.
02:32Open that Intensity and then knock the Multiplier down to let's say 0.8, and now
02:39I'm not getting the highlights blasting out on my logo.
02:42A good rule of thumb for a standard lighting in 3ds Max is, you don't want all
02:48of the lights in your scene to have a cumulative multiplier value beyond let's
02:53say 2, and in this case I've got a cumulative value of only 1.
03:00It's 0.8+0.3 or 1.1.
03:04Additionally, I probably want to use a backlight, or a rim light, to highlight some of the edges.
03:10I can make a clone or a copy of this omni light, by just holding down the
03:15Shift key with the Move tool active, and drag this over and place that behind
03:22the logo.
03:25When the Clone Options dialog pops up, I want to choose Copy as the Object
03:29type, because I might need this Rim Light to have different parameters than the fill light.
03:36I'll click OK, and now I'm getting a little bit more highlighting on the edges,
03:40we can see that as we move this around.
03:44You'll notice also that it's illuminating the backdrop itself, and if I
03:48don't want that then I can change the behavior of that and we'll do it in
03:52the next movie.
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Excluding objects from lights
00:01I've got a rim light, or a backlight over here, and it's illuminating my logo
00:05edges pretty well, but I'm getting too much light on the backdrop here.
00:11Let's go back to ActiveShade so we can see that better.
00:16Again, the rim light is lighting up the sides and back of the logo, but it's
00:22also lighting up this Backdrop panel here.
00:26What I want to do is exclude this object from illumination from the light.
00:33I'll select that light and then right here in the General Parameters is a
00:39button that says Exclude.
00:40I'll click on that.
00:42And what I have here is a dialog with two sides.
00:46On the left are all of the objects in the scene and on the right are any objects
00:51that I want to exclude from either Illumination or Shadow Casting, or Both.
00:58In this case, I'm not casting shadows from the rim light.
01:02It doesn't really matter whether I choose Illumination or Both.
01:04I'll just leave it at Both.
01:06Here's my backdrop object, it's called Plane01, and I'll click this arrow to
01:11move it over into the Exclude section and click OK.
01:17We might not see the result right away in ActiveShade and we might need to reinitialize.
01:23Right-click and choose Initialize, and now you'll see that I'm getting highlights
01:28on the rim of the logo, but I'm not getting any illumination on the backdrop.
01:34This is an extremely useful technique.
01:37It's very easy to exclude objects from lights in CG.
01:41This is something that live action cinematographers and photographers have to
01:46work very hard to do in the real world.
01:49But here in CG, it's super easy-breezy.
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Using the Light Lister
00:00To complete our chapter on basic lighting, let's look at the Light Lister.
00:05This is a panel that lists all of the lights in the scene and gives us easy
00:09access to their most common parameters.
00:12It's found in the Tools menu, Tools > Light Lister.
00:17And in this window, you'll see all of the lights in the scene listed, and we can
00:22do all sorts of things.
00:23Like, for example, turn them on and off, or change their intensity, set that back down.
00:31I can turn their Shadows on and off, change the Color, and so on.
00:37Not all of the light parameters are listed here, but if I need to get to the
00:41more obscure parameters in the Modify panel, all I need to do is click this
00:45little button over here on the extreme left, and that actually selects the light
00:51and then I can open the Modify panel and get at those parameters.
00:55The Light Lister is a super useful window in 3ds Max and I use it all the time.
01:01The more lights you have in a scene, the more valuable the Light Lister will become.
01:06And that concludes our chapter on basic lighting.
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16. Keyframe Animation
Understanding keyframes
00:00Keyframing is the foundation of all computer animation, whether it be 2D or 3D.
00:06Here's an example of a flying logo that comes and spins around in front of the camera.
00:13If I select that logo, in the timeline here, you'll see these little ticks and
00:17those are keyframes.
00:19The idea of keyframing is simple;
00:22the artist sets a value for some parameter, such as the position of an object at
00:27a certain point in time.
00:29Then sets another value for that same parameter at a different point in
00:34time, and the computer fills in all the blanks, and that's called keyframe interpolation.
00:40What you see here is a keyframe at frame 0, another at frame 60.
00:45There's no data in here except for what the computer has filled in, and that's
00:50keyframe interpolation.
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Setting up the time configuration
00:00Before you begin animating, you'll probably want to go in and change the
00:04preferences for how you're displaying time in the timeline here.
00:09For example, how many frames you're seeing, and whether they're listed as frame
00:13numbers or timecode.
00:15Before we do that, let's just make sure that you can actually see the Track Bar
00:18here, which is this little slider.
00:20You might have turned that off in an earlier movie.
00:23I'll just go into Customize > Show UI, and make sure the Track Bar is checked on.
00:29That means it's visible.
00:30Now we'll go into the Time Configuration dialog, which is down here in the lower
00:34right-hand corner of the interface.
00:36I'll click on Time Configuration.
00:39And here we can change the Frame Rate.
00:41The default is 30 frames per second, NTSC, which is the US standard frame rate of
00:48approximately 30 frames per second.
00:50We'll leave it at 30 for now.
00:51We've also got the ability to display either frame numbers or timecode.
00:57I can switch this to SMPTE or timecode.
01:00SMPTE just stands for Society of Motion Picture and Television Engineers.
01:05And now the Track Bar is displaying minutes, seconds, and frames.
01:11In the Animation area here, we can set the total length of the visible area of the timeline.
01:18Currently, it's set to 3 seconds 10 frames.
01:20I'm going to increase that to 6 seconds and 0 frames.
01:27Also, there's a helpful switch here, Active Viewport Only.
01:31If that's on, then we'll only see playback in the currently selected viewport.
01:35I'm going to switch that off and that way we can see playback in all
01:40viewports simultaneously.
01:42Click OK, and now you'll see I've got 6 seconds worth of time in my timeline and
01:48it's being displayed as SMPTE timecode.
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Choosing Set Key filters
00:003ds Max has two methods for creating keyframes, and you'll see them on these two
00:05buttons here: Set Key and Auto Key Mode.
00:10Let's look at Set Key mode first.
00:12Before we create any keyframes with Set Key, we'll want to choose which types of
00:18keyframes we want to create.
00:19In other words, do we want to create keyframes for position or rotation, and so on?
00:25We can control that behavior through the Key Filters.
00:28I'll click on this button here, Key Filters.
00:31I get a little pop-up dialog and here I can choose which parameters I want to
00:37keyframe in Set Key mode.
00:40For the first pass at our animation, I'll just create Position keyframes.
00:45So I'll turn off everything except for Position.
00:48That setting is sticky and it will be remembered in the current scene.
00:52Next, we'll actually create keyframes in Set Key mode.
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Creating keyframes in Set Key mode
00:00To create keyframes in Set Key mode, the first thing you'll do is activate Set
00:05Key mode, click the button that's labeled Set Key.
00:09As soon as you do that, you'll notice that you get a big red indicator in the
00:14Track Bar and that means that we're actually in Set Key mode currently.
00:19Also the currently selected viewport is outlined in red.
00:23I'll select my flying logo and on frame 0, I'll move it off screen in the X
00:30axis, and of course, I have Safe Frames enabled in my Camera view, that way I
00:37know exactly whether the object is, in the frame or not.
00:42Once I have positioned the object and I'm ready to create the keyframe, all
00:47I have to do is click the big Skeleton Key button and immediately a keyframe is created.
00:55And you can see now, that we've got a little red keyframe indicator here on the timeline.
01:01The timeline will only display keyframes for the currently selected object.
01:05If I deselect my logo my keyframe will not be displayed. I'll reselect it.
01:13Now I'll go down to about 3 seconds in, move the Track Bar down to 3 seconds, 0
01:19frames, I'll select the logo and position it in center of the Camera viewport,
01:27and click the Skeleton Key button again, a second keyframe is created.
01:33To view the animation, I'll go down to the Transport Controls here, and
01:37click Rewind and Play.
01:40And now I've created a very simple animation, there are only two keyframes and
01:46the only parameter that is animated is Position.
01:52When you finish creating keyframes, you want to click the Set Key button again,
01:56to turn Set Key mode off.
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Editing keyframes in the timeline
00:00The simplest method for editing keyframes is directly in the timeline.
00:05I'll select the logo and play the animation, and you'll see it takes 3 seconds
00:10for it to get to its destination.
00:12If I wanted to move more quickly, all I'll have to do is click and drag on a
00:15keyframe and move it to an earlier point in time.
00:20Rewind and Playback, and now it's only taking about 1 second to get to its destination.
00:26I can click that keyframe and move it down to later point in time, which means
00:30the object will move more slowly.
00:32Now it's taking a full 6 seconds to get to the center of the screen.
00:36I'll move that keyframe back to a 3 seconds, paying attention to the numbers at
00:41the bottom of the screen.
00:42And it says Moving key(s) from 6seconds to 3 seconds 0 frames, and release the
00:50mouse, and now I'm back where I was.
00:55Additionally, I can change the value of the keyframe.
00:59I can position the Track Bar directly on top of the keyframe and then change the
01:04parameters, such as Position, and create a keyframe on top of the existing one.
01:10I'll active Set Key mode, grab the Move tool, move the logo out of frame and
01:19then click the Skeleton Key button again.
01:22And I have just had overwritten the existing keyframe.
01:24I'll rewind and test that, and you'll see that 3 seconds in, it's completely left the frame.
01:31When it finished, of course, I want to turn Set Key back off again.
01:35There's a handy feature of 3ds Max that lets you skip the Track Bar to exactly
01:41the time of a keyframe and all I've to do is go down to the Transport Controls
01:47here and activate this button that's called Key Mode.
01:50And when that's on, these two buttons here will let me go to the Next Key or the Previous Key.
01:57That's very helpful,
01:58especially if you're editing existing keyframes, you don't want accidentally
02:02create another keyframe that's right next to an existing keyframe
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Creating keyframes in Auto Key mode
00:00Here is another way to create keyframe in 3ds Max, it's called Auto Key mode.
00:06I'll go ahead and turn that on, and as soon as I do that, once again, the
00:10Track Bar is highlighted in red and the currently active viewport is also
00:14highlighted in red.
00:16Auto Key is a very useful function, but if you're not careful, it could get you into trouble.
00:22Because when this is on, literally almost anything that you do in the program
00:27will create keyframes.
00:30For example, if I go into the Material Editor and change the color of a
00:33material, in fact, I'll be creating keyframes for that color.
00:37You just need to make sure that you're paying attention when you're use the Auto Key mode.
00:40One of the quirks of Auto Key is that it'll not create a keyframe at frame 0 by
00:48default, if you're parked on frame 0.
00:51In other words, if I grab my logo and move it, and I'm on frame 0, no keyframe is being created.
00:59However, if I position this on frame 0, let's say, right out of the frame,
01:04and then I go to a different point in time, let's say at 3 seconds in.
01:09now when I move the object, I'll create keyframes at frame 0 and at 3 seconds in,
01:18As soon as I do that you'll notice I got two keyframes, one here at frame 0
01:22and one at 3 seconds.
01:25This behavior can be changed in the Preferences, but this is the default.
01:29Once again, if you're on frame 0 and you manipulate something in Auto Key mode,
01:34by default nothing will happen.
01:36But if you're on any other time, other than frame 0 and you use Auto Key, 3ds
01:42Max will create two keyframes, one at frame 0 and one at the current time.
01:47I'll rewind and play that back, and you'll see I got two keyframes.
01:55When I'm finished, I want to turn Auto Key back off again.
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Building up animation in passes
00:00I've created Position keys for the logo.
00:03To show you that, I'll select it, and you'll see I've got Position keys down here.
00:07When I press Play, the logo moves through the scene.
00:11Now I want to add another pass of animation.
00:14I'll create some Rotation keys to make the logo spin.
00:18Probably the easiest way to do that is by using Set Key mode with a Key Filter
00:22set to Rotation only.
00:24I'll click on Key Filters and I'll disable everything, except for Rotation.
00:31And then activate Set Key mode.
00:34I'll go to frame 0 and click the big Skeleton Key button.
00:40Now you'll notice that this first keyframe has two colors, red and green.
00:45This is an indicator that there is a Position key and a Rotation key at
00:49that point in time.
00:51In 3ds Max, red is a Position key and green is a Rotation key.
00:57Now I'll go down to 3 seconds in, and I'll grab the Rotate tool, and I want to
01:03spin this around exactly 360 degrees.
01:07One way to do that is to use Angle Snaps.
01:10On the main toolbar and I can click on Angle Snaps.
01:13You can also use the keyboard shortcut which is A. Then I'll rotate the
01:18object exactly 360 degrees.
01:22I can see the numeric value at the bottom of the screen in the Transform Type-In area.
01:27When I reach 360, I'll release the mouse, and then click the big Skeleton Key button.
01:34When I'm finished I'll turn Set Key mode off, and then I'll rewind and admire my work.
01:39You'll see that it's spinning around exactly 360 degrees over the course of 3 seconds.
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Editing keyframes in the Dope Sheet
00:00I want to edit the Position and Rotation keys of this object separately from one another.
00:07If select it, you'll see in the timeline however, that both the Position and the
00:12Rotation keys are at the same point in time.
00:15There's no way for me to select only position or only rotation in the
00:19timeline in this case.
00:21To do that I can use another window called the Dope Sheet.
00:25Dope Sheet, or Exposure Sheet, is a term from traditional animation.
00:30It's a spreadsheet that lists every frame in the animation, and instructions on
00:35what should happen on that frame.
00:37To open the Dope Sheet in 3ds Max, I'll go upto the menu labeled Graph Editors,
00:43and we'll see, Track View-Curve Editor and Track View-Dope Sheet.
00:49The Dope Sheet will show you keyframes for the currently selected object.
00:55If I deselect my logo, I won't see anything in the Dope Sheet.
00:58I'll go ahead and select it again.
01:01Text001 has got several keyframes on it.
01:04What I need to have happened here is I need to edit those
01:07keyframes independently.
01:09To do that I'll open up the Text001 hierarchy and you'll see Transform.
01:16I'll open Transform up, and now finally I have separate keyframes for
01:20Position and Rotation.
01:23I can zoom in on that.
01:25I got some controls over here on the right-hand side, Zoom Region.
01:29I'll click that and then draw a box around that region, and that'll just zoom in on that area.
01:35My current time is indicated here by this blue line.
01:38If I want to move keyframes around, then I can use the Move Keys tool here, and click on that.
01:43Let's say that I want the rotation to happen more slowly.
01:47Then I can click on the Rotation key and then drag it down to a later point in
01:53time, and you can see as I do so, the Dope Sheet will scroll.
01:57Let say I move it down to 6 seconds, and release the mouse.
02:03I'll minimize that, rewind in my Transport controls and playback and see what I'm getting.
02:10The position settles down at 3 seconds, but the rotation takes a full 6
02:14seconds to complete.
02:18I'll go back to the Dope Sheet, which is minimized down here.
02:21I want to give you a little bit more clarity about what these boxes represent.
02:25I can also click here to frame the entire keyframe range.
02:30Now we can see all of them.
02:33Some of these rows here are not actually keyframable channels.
02:37For example here, Text001, there is no animation channel or track,
02:43 called Text001.
02:45However there are actual real keyframes here in Position and Rotation.
02:50What are these white boxes here?
02:52Well these are just methods for you to select keyframes.
02:56It's a hierarchical selection method.
02:59If I click up here at the top, then all of the keyframes at that position in
03:03time will be selected, and I can move them around or do whatever I need to.
03:09If I open up some of these, you will see that in fact, Position has got several
03:13keyframes within it; there's X, Y and Z position keys here.
03:17If I wanted to move just one of those I can click on it, and now that's the only one selected.
03:22If I wanted to move all of the Position keys, I could click up here in the
03:26Position row and that will select all of the Position keys.
03:32Again, these rows here are methods of hierarchically selecting keyframes.
03:37This can take a little bit of getting used to, but once you're familiar with
03:41the idea that these are not actual keyframes, you'll be able to use them to great advantage.
03:47Again, that's not a keyframe, that's just a method for selecting keyframes that
03:51are hierarchically below that level, and actually 3ds Max calls these Fake keys,
03:59because it's not actually a keyframe.
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Editing function curves in the Curve Editor
00:00The Dope Sheet is essential for adjusting animation timing.
00:04However, eventually you're going to need finer control.
00:07To do that you can use another window called the Curve Editor.
00:12I will select my animated object and go to the Graph Editor's menu and choose
00:16Track View - Curve Editor.
00:18What we see here are Function Curves.
00:22The animation data is being visualized as a curve.
00:26The horizontal dimension here is time, and the vertical dimension is the value of
00:32that particular track, or animation channel.
00:35If the curve is steep, that means the value is changing quickly.
00:40If the curve is shallower, that means the value is changing more slowly, and if
00:45the curve is completely flat, that means the value is not changing at all, and
00:49in fact, in this case, only two out of the six function curves are actually changing in value.
00:56To clean up my view here, I can delete some of this other stuff.
01:00I'll select the Y Position, Z Position, X Rotation and Y Rotation, and those are
01:05all just flat static channels.
01:08I will select all those keyframes and press the Delete key on the keyboard.
01:13Now I am just going to work on X Position and Z Rotation.
01:17I will hold down Ctrl to select both of those.
01:20To change the timing of the animation in the Curve Editor, I can move
01:24these keyframes around.
01:26The Move Keys tool is active by default.
01:28I will drag a selection window around these two, and I only want to move them in
01:33time, I don't want to move their values.
01:36I will hold down the Ctrl key and click and drag, and now I'm living only in
01:43time, changing the timing.
01:45Bring that down to 6 seconds and if I rewind and playback my animation, you'll
01:50see that it's taking 6 seconds to reach the final destination there.
01:56I will go back to the Track View - Curve Editor.
01:59There is another way I can adjust the timing.
02:01With selected keyframes, I can type in their frame value up here.
02:06Currently, they're at 0 minutes 6 seconds.
02:09I will just highlight that 6 and type in a 3 and press Enter, and now they're at 3 seconds in.
02:16Another very important aspect of a Function curve is its shape and that
02:20determines the interpolation.
02:22These have default Auto Key interpolation, which is going to give us an ease out and ease in.
02:29If I wanted a straight-line interpolation,
02:33that would be a linear interpolation, and that would be a very sudden stop.
02:37I will select all these keyframes and go up here to this toolbar and I will
02:43click on the button labeled Set Tangents to Linear, and now the tangent handles,
02:49which we saw a moment ago, are being hidden, but we've got a linear curve now.
02:54I'll minimize that view, rewind, and playback, and what we will see here is that
03:00the logo comes to a very sudden stop at the end there.
03:03I'll rewind and play that again for you.
03:07That's linear interpolation.
03:08I will go back to the Track View, select them again, and I can switch it back to Auto Tangents.
03:17Now I've got the default auto interpolation or default ease in/ease out.
03:24If I want to change the behavior this ease in/ease out, I can directly edit
03:29the Tangent handles.
03:30I can click on one of these and move it around and you can see I am changing
03:34the shape of the curve.
03:35Let me undo that with Ctrl+Z. To make sure that the curve doesn't overshoot the
03:40mark, I'll hold down the Ctrl key and drag to change the length of that handle
03:46horizontally, without moving it vertically.
03:49Still holding down Ctrl and I will do the same for the second keyframe.
03:54What this is going to be is a very slow ease in to the resting position.
03:59I will rewind and play that back.
04:04And you see, that's a very slow and graceful transition into that
04:07resting position.
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Cycling and extrapolating function curves
00:00One of the most common things that you need to do in animation is to
00:03create cycles and loops.
00:06Now we could do this by copying and pasting keyframes.
00:09But 3ds Max provides an easier way to do this.
00:12All I need to do is select the object and go into the Curve Editor, Graph
00:17Editors > Track View-Curve Editor, and I'm working on rotation.
00:22I want the logo to spin infinitely.
00:25I'll select that curve, select all its keyframes and to get a clean loop, I'll
00:31want to use Linear Interpolation.
00:33I'll click up here once again to set those tangents to Linear.
00:37Notice, before and after the keyframed area, we're seeing a dashed line.
00:433ds Max calls this the Out Of Range time.
00:48Anything before the first keyframe or after the last keyframe is known as Out Of Range.
00:54To create a cycle, we can choose a different Out Of Range type.
00:58We'll just go upto the Edit menu inside the Curve Editor, and go to a menu item
01:03that says Controller.
01:05Controller is a program module that creates motion or animation.
01:13Inside that Controller item, I'll choose Out Of Range Types.
01:17I get another pop-up dialog.
01:20These are all the different possibilities.
01:22The default is Constant, which means that before the first keyframe and after
01:27the last keyframe, we'll just hold a constant value.
01:31Let's try Loop and click OK, and now what you'll see here is a saw tooth wave
01:38indicating the rotation over time.
01:41With the Loop Out Of Range type, you'll see that the last keyframe immediately
01:47jumps to the value of the first keyframe.
01:51I'll rewind my animation and it playback, and it's actually working just fine.
02:00It's rotating infinitely, and in fact, I could change my time configuration and
02:05make this 10 minutes long, and it would keep spinning forever.
02:09What if I want to change the rate here?
02:11What if I wanted it to spin faster or slower, or what if this second keyframe
02:16were not at exactly 360 degrees?
02:20There's an alternate method I can use, to determine the Out Of Range value.
02:24I'll go back to the Curve Editor, and I'll go back into the Edit menu, to
02:30Controller > Out Of Range Types, and in this case the optimal one to use
02:37is Linear.
02:38I'll click on that, and then click OK, and with Linear Out Of Range
02:44interpolation, in fact, what we're really doing is extrapolating the curve.
02:48I'll use the middle-mouse button to move around in the track view here, and
02:53you can see that after the last keyframe, that value is being extrapolated, or
02:59it's being continued onward on that path, and it'll actually look the same
03:04when I play it back.
03:07However, this is going to give me more freedom, because now using this method
03:12the second keyframe does not have to have a value of exactly 360 degrees.
03:18I can go back to that Curve Editor, and as long as the curve is a Linear
03:23Interpolation I can make these keys whatever I want.
03:26Let me just click on that, and I can move it wherever. I can make it go faster or
03:33slower by changing the slope.
03:38Rewind and play that back, and now you'll see it's spinning a lot faster and it's
03:42spinning infinitely.
03:45Out Of Range types are a really useful way of creating loops and cycles, and for
03:51extrapolating existing animation.
03:54This concludes our chapter on keyframe animation.
03:57Of course, we just barely scratched the surface here.
04:003ds Max has a very deep and a very powerful toolset, for creating animation.
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17. Hierarchies
Understanding hierarchies
00:00In most cases, animation is not just the movement of a single object, but rather
00:06the movement of an entire linked chain or hierarchy of objects.
00:11For example, this robot arm.
00:13If I grab the Rotate tool and select one of these objects and turn it, you'll
00:17see that the other objects turn as well.
00:20We can rotate this object and you'll see that we've got a relationship between these.
00:25This is called an animation hierarchy or sometimes called linking or parenting.
00:31Those all basically mean the same thing.
00:33There are three main principles around animation hierarchies.
00:37First of all, children inherit transforms of their parent.
00:42For example, if I select this turntable object and rotate it, then all of its
00:46children will rotate as well.
00:48Second, a child may have exactly one parent and no more, unlike in biology where
00:56a child has two parents.
00:58And finally, a parent may have multiple children.
01:02For example, I've got this wrist object down here and it's got two children,
01:08these two claws, and if I manipulate this wrist by, let's say, for example, moving
01:14it, you'll see that those two claws move as well.
01:19Those are the basic principles of hierarchies.
01:22Children inherit transforms of their parent,
01:25a child may have exactly one parent, but a parent may have more than one child.
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Understanding coordinate systems
00:00To work effectively in a 3D program, such as 3ds Max, you need to understand how
00:05reference coordinate systems work.
00:08When you transform an object, move, rotate, or scale it, you can choose
00:13different points of reference around which that transform will happen.
00:16In 3ds Max, the Reference Coordinate System is chosen from this pulldown list
00:21here and it's sticky for each of the three transforms.
00:25In other words, 3ds Max will remember your choice for each of the three transforms.
00:30Right now I've got the Move tool active and I can choose a different
00:33Reference Coordinate System.
00:36Let's use the World Coordinate System, because that's the most easy to understand.
00:40When I activate that, then when I move something, it will be moved according to
00:46the World Coordinates, or along the three axis of the grid.
00:51If I select an object, such as the base of my robot, you will notice that the
00:56Move Gizmo is aligned with the World Coordinates.
00:59In the lower left-hand corner of each viewport, you will see an axis tripod that
01:04indicates the current orientation of the World Coordinates.
01:08When I've chosen World Coordinates as my Reference Coordinate System, then the
01:13Transform Gizmo is always aligned with the World Grid.
01:16That's very simple and very straightforward.
01:19The default Reference Coordinates System however is not World, but View, and in
01:25View Coordinates, when you transform something, you're transforming it relative
01:30to the viewport itself.
01:32In the Top view, it just so happens that the View Coordinate System is identical
01:37to the World Coordinate System.
01:39You can see that my Transform Gizmo shows X pointing to the right and Y pointing
01:44up, and the axis tripod also shows X pointing to the right and Y pointing up.
01:50However, if I choose a different viewport, such as this Left view, the Transform
01:55Gizmo is still aligned with X to the right and Y going up, but the World
02:01Coordinates are in some other orientation.
02:04Once again the View Coordinate System operates in screen space.
02:09The Transform Gizmo is aligned with the current viewport.
02:13The exception to that is the Perspective view or a Camera view.
02:16I will right-click over here so I don't lose my selection, and you will notice
02:20that in this case the Transform Gizmo is not aligned with the viewport, but
02:24rather with the World.
02:26The View Coordinate System operates in screen space, except for in a
02:30Perspective view or Camera view and in that case the View Coordinate System
02:34defaults to the World Coordinates.
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Controlling rotations
00:00Controlling animated rotations for an articulated hierarchy such as this, can
00:05be challenging if you are not familiar with the way that Reference Coordinate Systems work.
00:10To illustrate this, I will grab the Rotate tool, and I am in the default
00:14View Coordinate system.
00:16I'll turn this robotTurntables about 45 degrees, and what I want to do here is I want to
00:23turn the elbow down.
00:24As soon as I select that with the Rotate tool in View Coordinate System, you
00:29will see that the Rotate Gizmo is not aligned with the object.
00:33I will get in a little bit closer on that.
00:35And if I try to rotate this in any direction, I am not able to turn it, so that
00:39it rotates directly down.
00:41There is no way that I can achieve that result in the View Coordinate System, and
00:46that's because the Rotation axes are currently locked to the world.
00:50I have other options however.
00:52The one that most people use is Local Coordinates.
00:55Now go up to the Reference Coordinate System and choose Local.
01:00And now I can actually turn the object in the direction that I want, because
01:04Local Coordinates are a temporary Reference Coordinate System that's locked to the object.
01:10And that seems okay at first, but Local Coordinates can be problematic.
01:14For one thing, I can't see the absolute rotation value when I am in Local mode.
01:20You'll see that as I turn it, I am getting numerical readout on the
01:24Transform Gizmo that's telling me the offset value that I've rotated it
01:29away from its starting position.
01:32However, there's no way for me to find the absolute rotation value in Local mode.
01:35What I will have to do to see a rotation value is go into Parent mode, and now
01:41what I am going to see is rotation values relative to the object's parent, and
01:46you'll see down here in the Transform Type-In dialog, I've got an X rotation of 89.
01:51I can also right-click on any one of the Transform tools and open up a Transform
01:56Type-In dialog, and this is a little bit more convenient for me. And I can type in
02:0190 degrees exactly, and that's 90 degrees of rotation relative to the object's Parent, which in
02:07this case is this robotShoulder object.
02:10So you think the Parent rotation is what you want, but it's still not quite right.
02:16To illustrate this, I will rotate this wrist object a little bit and now you'll
02:22see that I'm not able to actually rotate it around its own coordinate system.
02:26If I try to turn this it's sort of weaseling around and spinning around.
02:32Well you'd think that then in this case we would just switch back to Local mode and
02:36that would probably work. Let's try that.
02:38I will go back to Local Coordinate Systems and you'll see now the Rotate Gizmo
02:42is aligned with the object and it looks okay, so far so good.
02:48However, it's not okay, because as soon as I try to keyframe this, I am going to
02:51have problems and this is where people really get tripped up in 3D.
02:55This is one of the most common problems that people have when trying to animate
02:59a character or other articulated hierarchy.
03:02I will go down here to my Key tools and turn on Auto Key and I will go to lets
03:07say, frame 30, and in Local mode, I will just spin this around to be about 200
03:14and something degrees.
03:15And I will turn off Auto Key and rewind and play this back, and you will see
03:20that I get this very strange result.
03:22It's not spinning around the axis that I wanted it to.
03:26It looked okay when I was in the viewport and turning it, but as soon as I tried
03:30to animate this, I got problems.
03:32This is not a bug, this is the way that all 3D software is designed, and if you
03:38are not careful you will run into this problem.
03:40If I go back to Parent mode, this might be a clear explanation of why this is happening.
03:46If I rotate in just one axis in Parent mode, I can see rotation values, and
03:51notice although I'm rotating only in X, all three of these values are
03:56changing over here.
03:58So that's the problem, is that we can't use Local mode, because interpolations
04:04will get messed up, and we can't use Parent mode, because we can't actually
04:09rotate it in the direction that we want here.
04:12The solution is we need to use another mode, which is called Gimbal.
04:16I will go up here to Reference Coordinate System and choose Gimbal.
04:21Now when I rotate in Gimbal mode, it's only rotating in one axis at a time and
04:28that's really good, because now if I animate this, it's only going to rotate in
04:33one axis, the one that I've chosen, and I won't get that strange behavior that
04:37we saw a moment ago.
04:38I will delete these keyframes down here and start over.
04:41I will just select those keyframes and press the Delete key on the keyboard.
04:45So I am in Gimbal mode, and so far so good, as far as I'm only getting one
04:51axis of rotation at a time, but I'm not able to rotate it in the direction
04:56that I need to, and the final linchpin to this whole problem is I need to
05:01change the rotation order.
05:043ds Max, like most 3D programs, calculates the rotations in linear sequence.
05:11In other words, it's calculated in the X rotation, then the Y rotations, and
05:15finally Z rotations.
05:18What I want to do is I want to give priority to the Z axis here.
05:23To change the rotation order, I will select the object and go to the
05:27Motion panel up here.
05:30And in the PRS Parameter section, I want to choose Rotation.
05:34Then I have got the Euler Parameters here, and I want to change the Axis Order to
05:40give priority to the Z axis.
05:44In this pulldown list, I will choose ZXY, and although my object is turned in a
05:51different direction now, I have actually got exactly what I need now, because I
05:55can spin it around Z and you will see only Z is updating.
06:00And if I do it this way, then I can keyframe this exactly the way I need to.
06:04I will turn Auto Key back on.
06:05I will go to frame 30, and turn the object, and now you'll see it's spinning in
06:12the direction that I needed to.
06:17Gimbal mode is essential for controlling rotations.
06:21But Gimbal mode alone is not good enough.
06:24You'll also need to, in many cases, change the order of rotations to give priority
06:30to the most important rotation axis.
06:33That's a little bit of obscure information, that's something that's not quite
06:38obvious in the interface and it may not really be covered very well in most
06:41training materials, but this is really a life or death for creating convincing
06:46animation that doesn't spin around in uncontrollable ways.
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Moving and rotating pivot points
00:00Another critical consideration for hierarchies is the position and orientation
00:06of the pivot point of each object.
00:08In this version of the robotArm, some of the pivot points are correct and some are not.
00:13For example, this shoulder object has its pivot point exactly in the center
00:19of this ball joint.
00:20I'll select the Rotate tool and turn it so you can see.
00:25This object however does not have its pivot point in the correct location, I'll undo that.
00:31To move or rotate the pivot point, select the object and go to the Hierarchy
00:35panel, and the Pivot sub- panel is active by default.
00:40To move or rotate the Pivot, click on Affect Pivot Only, and now you'll see a
00:46new axis tripod that indicates the position and orientation of the pivot point.
00:51Don't confuse the pivot point with the Transform Gizmo, because they are
00:55two different things.
00:56The pivot point is a property of the object itself and the Transform Gizmo is
01:02merely a manipulator that you can use to move things around and rotate them.
01:06Sometimes the Transform Gizmo is at the same location as the pivot point, but not always.
01:11For example, the Gizmo could be located at the origin of the World.
01:15I want to move this pivot point down so it's at the center of this ball joint here.
01:21I'll choose the Move tool and I can just move it straight down.
01:25To make sure that it's exactly where I want it to be, I'll hit Alt+W and get in
01:29very close in the Front viewport.
01:32I just want to make sure that that's positioned exactly in the center of that sphere.
01:36To test it, I'll exit Affect Pivot Only and grab the Rotate tool and turn the
01:42object and make sure that it's turning in the direction that I need it to.
01:46And that looks okay, so I'll hit Ctrl+Z to undo that.
01:50Next I want to look at the pivot point orientation.
01:54I've got these two claw objects up here.
01:57What I want here is I want to be able to select both of those claws and rotate
02:01them in opposite directions at once.
02:05Currently, if I select them both and try to rotate them, they'll rotate in the
02:08same direction, but I can change the pivot point orientation to get the
02:13result that I need.
02:15Once again, I'll select the object and go to Affect Pivot Only, and what I want
02:21to have happen here is I want the Y axis to be pointing in opposite directions
02:26for each one of these.
02:28You can see here the Y axis here is pointing in the world positive Y, and
02:32this one as well is pointing in the world positive Y. I want this to point in
02:38the world negative Y.
02:41With Affect Pivot Only active, the Rotate tool active, and Angle Snaps turned
02:47on, I'll rotate the pivot point exactly 180 degrees.
02:53I'll disable Affect Pivot Only, make sure that I'm in Gimbal mode, and use
02:59pivot point center.
03:01Then I'll grab the two objects and rotate in Y, and you'll see I can rotate
03:06them both symmetrically. Excellent!
03:09So now I have set the position and orientation of each pivot point on my object.
03:15And next I'm going to lock some of the transforms so that I can't accidentally
03:19move or rotate them in undesired directions.
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Locking transforms
00:00I'm just about ready to link all my objects together, but one thing I can do
00:05just to protect myself from accident is to lock some of the transforms.
00:10I can do that from the Hierarchy panel, select an object, go to the Hierarchy
00:16panel and choose Link Info, and here you will see Locks.
00:21For example, I'm not going to be moving this object and I'm not going to be
00:24scaling it at all, I can turn on the Locks for Position X, Y, and Z and Scale
00:30X, Y, and Z. For rotations, I'm really only going to rotate this one in one direction.
00:36I'll choose the Rotate tool so I can figure out which direction I need.
00:40Looks like it's the X axis that I'll be rotating in.
00:44I'll lock the Y axis and the Z axis, and now if I try to rotate it in any
00:50direction, I can really only rotate in X. Even if I click on Y or Z, it's still
00:56going to turn in X, and that's in Gimbal mode.
01:00If I switch over to Local mode, you can see actually that the other axes are
01:05currently grayed out. That's optional.
01:09However, I do prefer to work in Gimbal mode.
01:12Before you link all your objects together I do recommend that you check in on
01:15all of these things.
01:17You want to check in on the rotation order, the pivot point position, and
01:21orientation, and optionally lock some of the transforms so that you don't
01:26get into trouble later.
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Linking objects
00:00Once you've set up all your objects, as described in the previous few movies,
00:05then you're ready to link them together.
00:08One way to do that is, in the viewport, using the Select and Link button on the
00:14extreme left-hand side of the main toolbar. Select that icon, then click on
00:20the object that you want to be the child and drag to the object that you want to be the parent.
00:25For example, I'll click on this robotElbow, hold down the mouse, and drag it
00:31down to robotShoulder and release the mouse, and the parent object will flash
00:38just for a moment, you'll see that selection bracket just flash for a moment and
00:43that will indicate that the link has been made.
00:44Of course you have to have Selection Brackets visible in order to see that, and
00:49remember the shortcut is J. Generally, you want to work from the outer
00:53extremities inward, because the outer parts are usually the children.
00:58I can continue that process.
01:00I can click on the shoulder, hold down the mouse, and you'll notice, by the way,
01:05as I move my cursor around, I'll get different cursor icons.
01:12When I get this icon with the little x, that means that's not a legal object.
01:16I cannot actually link something to itself.
01:19But if I go down here, I get an icon that indicates it's okay to make
01:24this object the parent.
01:26Then I'll release the mouse button and the parent will flash for just a moment.
01:30Once again, I'll click on this one, hold down the mouse, and drag to the object
01:36that I want to be the parent.
01:38I can test all of this by using the Move tool or any one of the Transform tools,
01:43just making sure I don't try to rotate or move it in a locked transform.
01:48This base here does not have locked positions.
01:52I've locked the positions of these ones here so I can't actually move those, but
01:56I can rotate them just to test to see if my links are working.
02:01Now up here at the top, I'm going to link this wrist, link the wrist here to the elbow.
02:10And finally, I've got these two claws that I want to link to the wrist.
02:14And in fact, I can do those both at once.
02:18I can drag a selection rectangle to select both of those and then click and hold
02:24and drag down to the object that I want to be the parent, and you'll see I get
02:27two dashed line this time.
02:30And when I release the mouse, those two objects are now linked to the parent wrist.
02:35And again, I can test this by selecting that parent and rotating and making sure
02:40that the children are actually following along.
02:44To test the entire hierarchy I'll go back to the Move tool and move the root and
02:49make sure that everything else is following along.
02:52If I need to break links, I can simply select the object and click the Unlink
02:58button, and now this is no longer a child of the shoulder.
03:03And I can test that by selecting the base and moving it and you'll see the elbow
03:08is not following along.
03:09I'll undo that and go ahead and link it back up again.
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Using Schematic View
00:003ds Max has a very helpful window called the Schematic View, which lets
00:04you visualize the structure of your hierarchy and also make or break links
00:10in a node-based editor.
00:13The Schematic View can be opened in a couple of different ways;
00:17one would be from Graph Editors > New Schematic View, or from the main toolbar,
00:22there's a button that says Schematic View (Open), I'll click on that.
00:27And what I see here are two windows;
00:29I've got this little child window here called Display.
00:32I can use this to visualize other types of relationships beside
00:36from parent/child links.
00:38Right now I don't need that so I'll close it.
00:40The main window is showing me parent/child links, and I can navigate in that
00:44window using the keyboard shortcuts, the middle-mouse button, Ctrl+Alt+Middle
00:50mouse to zoom in or the mouse wheel.
00:54The root, or the first parent, is shown at the top here and each of children is shown below it.
01:01If I need to make or break links, I can do that within the Schematic View as
01:05well, and you'll see I've got a Select and Link button here that's labeled
01:09Connect, and I've also got an Unlink button.
01:13If I want to unlink everything, I can just select it all and then click on Unlink.
01:19And then to link things back up again, I'll choose the link tool, Connect.
01:24I'll link the Turntable to the Base, the Shoulder to the Turntable, Elbow to the
01:31Shoulder, Wrist to the Elbow, and these two I can select the left and right
01:37Claws and then link them to the Wrist.
01:41The Schematic View is very helpful for you, because you can, again, visualize
01:45the structure of the hierarchy.
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Solving problems with scale
00:00To conclude our chapter on hierarchies, I'd like to show you a common problem
00:05that many users have.
00:07It has to do with non-uniform scale in an animated hierarchy.
00:13In general, all objects in a hierarchy should have scale values of 100%, 100%, 100%.
00:21And if that's not the case, then you will probably have issues when you
00:25rotate child objects.
00:27Here's a simplified version of a robot arm that's a good illustration of the problem.
00:32I've linked all the parts except for the bottom parts here.
00:35Just to illustrate that, you can see if I rotate this, all these others
00:38are rotating as well.
00:39So I've got a box down here and that's going to be the base of my robot arm, but
00:44it's not tall enough.
00:46If I didn't know any better, I would just stretch it up by scaling.
00:50And again, this is a problem.
00:51I'll go ahead and grab the Scale tool, and down here at the Transform Type-In
00:57area, watch these numbers.
00:59I'll scale it up in Z to make it taller, and X is a 100, Y is 100, and I'll
01:06set Z to be about 400.
01:08It's about four times its original size, and I release the mouse.
01:13And that seems okay, it looks fine.
01:16Now I'll go ahead and link the rest of the hierarchy to the scaled box.
01:20I'll click the Select and Link button and link this shoulder object to the box,
01:27and then I'll test this.
01:29I'll select the box and rotate it around, and that looks okay.
01:35I'll select this elbow object and rotate, and that seems okay.
01:41And I'll select the shoulder and try to rotate that, and oh my goodness, that is not okay.
01:47That is an issue.
01:48We're seeing this very strange and bizarre scaling artifact.
01:53The reason this is happening is because of 3ds Max's internal order of
01:57transform operations.
02:00The Position is calculated, then the Rotation, and then the Scale.
02:04And those transforms are calculated relative to the object's parent.
02:09And what that means for us is that these child objects are being rotated and
02:15then scaled relative to the parent.
02:20And then additionally, 3ds Max has sort of gone behind my back here and it has
02:26applied an inverse scale to this child so that when the rotation value is 0, it looks okay.
02:34But that's deceptive.
02:36If I have that child object selected and I go to the Scale tool and right-click
02:40on it, you'll see that the Absolute Y scale is set to 25% or so.
02:47And that's the inverse of the scale of its parent.
02:51In other words, the parent was scaled up to four times its original size in Y,
02:56and then the child was scaled down to one-quarter of the original scale in
03:01order to compensate.
03:03If this had a value of 100, then all of the children would stretch out.
03:09So this is clearly not what we want.
03:11How do we avoid this situation?
03:12I'm going to hit Ctrl+Z a few times and get back to where I was originally.
03:18I'll break the link here as well, just go ahead and click on Unlink Selection.
03:22You notice as soon as I did that, the scale reverted back to 100%, and that's good.
03:29To avoid the problem, don't non- uniformly scale anything, or if you do, you'll
03:34have to take steps to correct it.
03:37The easiest thing to do here is to leave the Scale at 100% in all axes and
03:43simply change the Height parameter of the box.
03:46I can set that Height to be four times as high or 50 times 4 is 200.
03:51And that's going to be just fine.
03:53I haven't scaled it at all.
03:55And that's the optimal solution.
03:57However, if it's not a procedural primitive object, then you can't just
04:01adjust its parameters.
04:03What if it's an editable poly or something like that, that doesn't have those parameters?
04:07I'll set this back down to 50 and then convert it to editable poly, right-click,
04:13Convert To > Convert to Editable Poly.
04:17And in this case now, I don't have any parameters to adjust.
04:20Instead what I'll do is I'll just go into Polygon Face Selection mode, grab that
04:25top face, and simply move it up.
04:28And that's not going to affect the transform scale at all.
04:30If I go back to object level, you'll see the scale values are all still at 100, 100, 100.
04:38That's one solution. I'll undo that.
04:42Another solution would be to scale all the polygons at the sub-object level.
04:47If you've got a complex shape and you need to stretch it in some way, you can't
04:51just select one polygon and move it.
04:53You'll need to select all the polygons, drag a box around that, and I can scale
05:00up here at sub-object level, and I'm looking at the bottom of my screen and the Z
05:05Scale value is about 400 now, and I'll release the mouse.
05:10And I'll need to Position it up as well.
05:13But having done it this way, I have not changed the Scale values at the level of the object.
05:20Instead, I've changed the shape of the object at sub-object level using the Scale tool.
05:25Now I know that's not a very obvious distinction, because I've clicked on
05:29the same button to do it, but the difference is whether I'm in sub-object mode or object mode.
05:36And if I do scale operation at sub-object mode, I'm affecting the shape of the
05:40object without changing the transform values.
05:44And to prove that, I'll go back up to the Scale tool and you'll see that I've
05:48got scale values of 100 in all axes.
05:51Now I simply create my link and do a test rotation and everything is fine.
06:00Now what would you do if you accidentally scaled the object at object level or
06:06maybe you've got a scene from someone else that had been non-uniformly scaled?
06:10What would you do in that situation?
06:14I'll reopen the same file to illustrate what we can do in case we get into trouble.
06:19Let's say I select the object and then scale it up and it has got a
06:26non-uniform scale of about 400 in Z. I can reset this back to 100 and preserve
06:33the existing shape.
06:35To do that, I'll go into the Hierarchy panel, and in the Adjust Transform
06:41rollout, there's a button that says Reset Scale.
06:44I'll click on that and now all three of the X, Y, and Z axes have a scale of 100.
06:52And now this is safe to link up.
06:53Just go ahead and link it and do a test rotation and everything is fine.
07:01And that concludes our chapter on hierarchies, best practices for transform
07:07coordinate systems, pivot points, linking, and scaling.
Collapse this transcript
18. Controllers and Constraints
Understanding controllers
00:00In the terminology of 3ds Max, a controller is a program module that can vary
00:06some parameter, such as an animation track.
00:10Controllers can create procedural animation.
00:13It's an alternate way of making things move, instead of the
00:15traditional keyframing.
00:17To illustrate this, I'll make a bouncing ball using a Waveform Float controller.
00:23I'll just create a small sphere in my world and just to make it a little bit
00:27easier to see on the screen, I'm going to go into my Time Configuration.
00:31I want to use a custom frame rate of 15 frames a second, because that's the
00:36capture rate that this movie is being delivered at.
00:40And I also am going to turn off the Active Viewport Only option.
00:44That way I'll be able to see the motion in all the viewports. Click OK.
00:50Now I'm ready to assign a controller.
00:52One way to do that is through the Curve Editor.
00:55With the ball selected, I'll go up to Graph Editors > Track View - Curve Editor.
01:00The elevation or vertical position of the ball is the Z Position.
01:03I'll select the Z Position track and you'll see currently it's flat.
01:08It's a constant value of 0.
01:10To assign a controller, I'll go up to the Edit menu and choose Controller > Assign.
01:17Now I've got a list of all the possible controllers that could be assigned to this track.
01:21The one with the little carrot in front of it is the currently
01:24assigned controller.
01:26Bezier Float is the default controller for all transforms, and in fact for
01:32most tracks in 3ds Max.
01:35In this case, I'm going to choose Waveform Float, and I'll click OK.
01:40Now I get a child window popping up, that gives me control over the Waveform
01:44properties, such as its Period and so on.
01:48I'll minimize the Curve Editor for a moment and play back my animation so you
01:52can see that, in fact, now I've got a procedural animation.
01:55It's oscillating back and forth.
01:58Stop that, go back to the Curve Editor, and I'll make some changes, like for
02:02example, instead of a sine wave, as we can see here, I'll do a half sine, and
02:10that means it will bounce up and down, and it won't oscillate in that same way.
02:14It will look a little bit more realistic.
02:15I'll change the Period, which is the length of the cycle.
02:19Let's make it 20 frames, and let's see what that looks like.
02:23I'll minimize, rewind and playback.
02:26Wow, we're getting a pretty cool bouncing ball effect for free.
02:32You'll see however that it's going through the floor.
02:34I can just go back into those parameters, and I want to position my time on
02:41frame 0, so I can see what it looks like at the very bottom of that curve, and
02:47I've got a manual bias here I can adjust.
02:50So I'll just drag this spinner out, until the ball is right on the floor at frame 0.
03:00Maximize the view and play that back.
03:04Now you'll see the ball is bouncing up and down, and it will actually bounce
03:08up and down infinitely, because the Waveform controller is now taking full
03:13control over the Z axis.
03:15That's a very basic example of how you can use a controller to produce
03:20procedural animation.
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Constraining animation to a path
00:00A constraint is a special type of controller in which one object drives another.
00:06A common application of constraints is a constraint to a path.
00:10We can attach an object to a spline curve, and it will travel down the path,
00:15moving and rotating according to the shape of the path.
00:18One thing that we could do with that is to create a turntable animation in which
00:23a camera is spinning around an object so we can show off our model.
00:28For a constraint I'll need a constraint object and an object to which it will be constrained.
00:33So the constraint object in this case would be a Target camera.
00:36I'll go to the Create panel, Cameras > Target.
00:41Click to define the camera position, hold the mouse and drag out and release to
00:46define the target position, right -click to complete that camera.
00:52Next, I need an object to constrain it to, and that will simply be a circle.
00:56Go back to the Create panel and Shapes > Circle.
00:59I'll drag that out at the origin, and now I've got a circle.
01:03I'll right-click to complete that and I'll move it up a little bit.
01:06Go to the Perspective view and move that up, and now I'm ready to constrain the
01:12camera to the circle.
01:14Let's make this bigger with Alt+W. I'll need to select the camera first, and
01:20then go up to the Animation menu and choose Constraints > Path Constraint.
01:27Now 3ds Max is expecting me to click on a Spline Curve.
01:31I'll click on that circle, and now the camera is attached to the circle, and if
01:36I play the animation, you'll see the camera is spinning around.
01:42Let's see what that looks like in the Camera viewport, Alt+W to go back to my 4
01:46Viewport Layout, and I'll choose one of these viewports that I'm not using, like
01:51the Front view and choose Cameras > Camera001.
01:55I'll press F3 to see the Shaded mode, and I'll use the Shift+F hotkey to turn on
02:01Safe Frames, and now when I press Play, I can see the turntable animation.
02:07Wow, that's pretty cool!
02:10If I want to get closer to this, I can change the size of the circle.
02:13I'll just select that circle, go to the Modify panel and reduce its Radius.
02:20If I want it to be up a little bit higher, I'll just move it up.
02:24The camera's target is not constrained to anything.
02:26I can go to one of these other views and select that target.
02:29It might be a little tricky to do so.
02:31You might need to get in really close.
02:32I'll click on that target and I'll move it up to frame my model better, and I'll
02:38give focus to that Camera viewport and press Play, and I've got a basic
02:44turntable animation.
02:48If I want to change the speed of this, then I'll select the camera, which is the
02:51constrained object, and you'll see I've got keyframes here.
02:55I've got a keyframe at 0 and a keyframe at 10 seconds.
02:59If I want this to go faster, I can just select this keyframe and move it to an
03:03earlier point in time.
03:05These keyframes represent the distance along the path, and by default 3ds Max
03:10sets the first keyframe to a position of 0 on the path, and the second keyframe
03:16to a position of 100% along the path, and it will stretch those keyframes across
03:21the currently visible timeline, and now it's moving faster.
03:26I'll give focus to the Camera view once again.
03:32That's just a very basic introduction to how you can use a Path constraint to
03:36create a turntable animation.
Collapse this transcript
Assigning a Link constraint
00:00Another very common and extremely useful type of constraint is a Link constraint.
00:07This will allow you to link an object to more than one parent.
00:11The most common application of this is to transfer a linkage over time.
00:16Here's an example with a robot arm. I want the robot arm to reach down and pick
00:21up that cylinder and then bring it over here and drop it, and a Link constraint
00:26is perfect for this.
00:28You'll notice that I've completed the animation first.
00:31That's not an absolute requirement, but it's going to make things easier.
00:34So I do recommend that you complete your animation first, before you bother
00:38trying to make the Link constraint.
00:42So back at frame 0, what I want do is assign a Link constraint to this cylinder, and
00:48at first it's going to be constrained to the room and then when the robot is
00:52supposed to pick it up, then we will constrain it to the wrist of the robot arm.
00:57I can assign controllers and assign constraints in multiple ways. The easiest way
01:01to do this now is through the Animation menu.
01:04I've got the Cylinder selected and I'll go up the Animation > Constraints > Link Constraint.
01:11And now 3ds Max is expecting me to click on something, and I want to link it to
01:16the room first, I'll click on the room.
01:19You'll see that 3ds Max is also automatically opened up the Motion panel, and
01:24you can see here I got the all bunch of parameters available.
01:28Specifically, I've got a rollout that's labeled Link Params, and in this little
01:33window here is a list of all of the Link Targets.
01:37Currently there's just one.
01:39This is telling me that at frame 0 the cylinder is linked to the room.
Collapse this transcript
Adding link targets in the Motion panel
00:00Now I'm ready to add another link target to transfer the parenting to the robot arm's wrist.
00:08I'll move my Track Bar down to the time at which I want the link to be transferred.
00:12And it will be some time right before the robot arm lifts up.
00:15I'll set that to let say 2 seconds 25 frames.
00:20Then I'll go up here the Motion panel and click Add Link and then click on the
00:25robot arm's wrist, and a new link has been created.
00:31And after that point in time, now the cylinder is linked to the robot arm's wrist.
00:36Wow, that's pretty cool!
00:43And then I just wanted to drop at about let's say 5 seconds 0 frames, I'll link
00:51the cylinder back down to the floor.
00:53With the Cylinder selected, in the Motion panel you'll see that the Add Link
00:57button is still active.
01:00All I need to do now is click on the room and now the object is linked back to
01:06the room at frame 150.
01:08It's not going to drop by itself.
01:10I will have to animate that in the next movie.
01:12When I am finished, I want to turn Add Link back off again.
Collapse this transcript
Animating constrained objects
00:00The constraints in 3ds Max have quite a lot of flexibility.
00:04In some other programs like Maya, when you sign a constraint to a
00:08Transform Channel, that's it.
00:10You can't animate the object in the traditional way.
00:13But actually in 3ds Max you can, because there's a system of layering to the
00:18controllers and constraints.
00:20And that kind of happens for you by default, it's very convenient.
00:25Right now, I don't have any animation on the cylinder proper, I just got some
00:30Link constraints, and I'm just going to animate that cylinder dropping.
00:35I will go ahead and position that at about 5 seconds in, select that cylinder,
00:41and I want to keyframe it.
00:42You notice these keyframes here now?
00:44Those are the Link keyframes that correspond to the Motion panel targets here.
00:49I want to keyframe the Position and Rotation for the cylinder at this point in
00:54time at 5 seconds in.
00:56I will go over to my Key Filters and turn on Position and Rotation.
01:00I will enable Set Key, click the Skeleton Key and now I've got Position and
01:07Rotation keyframes at that point in time.
01:10Then I will just go a little bit later, maybe about 15 frames later or so.
01:15Grab the Move tool and position the cylinder, and maybe I'll rotate it too a
01:21little bit and click the Skeleton Key again.
01:27And as you can see, even though it's constrained to the floor at that point in
01:31time, I'm also able to animate it as well.
01:35Maybe I'll move that keyframe a little bit earlier to speed that up.
01:42That's pretty cool!
01:43And that all happens because 3ds Max has something called a List
01:47controller added by default.
01:49Turn off Set Key, I'll go up here in the Motion panel to Assign Controller, and
01:54you can see that there is a Link controller in effect, but if I open that
01:59up, there is also Position and Rotation controllers inside that.
02:03So in fact I've got nested controllers there.
02:06It's a very useful feature of 3ds Max and it makes it so you don't have to
02:10actually build a separate hierarchy in order to animate constrained objects.
02:16That's the basic introduction to controllers and constraints in 3ds Max.
02:20Again, it's a very powerful set of tools that you can use to animate objects.
Collapse this transcript
19. Rendering
Understanding image sequences
00:00When you've completed the modeling materials, camera, and scene layout,
00:06lighting and animation fore shot, your final result will be rendered to a
00:12series of images on disk.
00:14That's what this chapter is about, is rendering.
00:17When you render in production, you always render to an image sequence, a
00:22series of individually numbered still frames, and that's what you'll see here,
00:26in my Exercise Files folder; renderoutput, logoAnimation, and I can just page
00:32through this.
00:35We can see one of these frames one at a time. Why do we do this?
00:40Why don't we just render directly to a movie?
00:43Well there are a lot of reasons why.
00:45For one, if you render directly to a movie file, then there's a good chance that
00:50if your machine crashes or anything goes wrong, the entire movie will be lost.
00:57Whereas, if you render to individual still frames, then if something goes wrong, you can
01:02just pick up the rendering on the next frame, and this is really important to
01:06especially if the frames are taking a really long time.
01:10It's not unusual in feature film production for a frame to take at least a
01:15half hour to render just one frame.
01:19So it might take months to render your entire movie.
01:23Another reason why you would render to an image sequence is because if you
01:26render to a movie file, a movie file can end up being very, very large.
01:32In fact, just a standard definition video, a minute of uncompressed footage is
01:38going to be almost 2 GB in size, and that can get very unwieldy.
01:43If you've got a large image size or a long sequence, it can add up to be
01:49sometimes tens of gigabytes, and you can actually exceed the capabilities of your
01:54computer, or file system, or archive media.
01:59And for these reasons, you always want to render your final production to a
02:03series of numbered stills, as seen here.
02:07And then you can take it into some other program like QuickTime, or After Effects,
02:11or Final Cut, or Premiere, or whatever; take that image sequence into an editing
02:15or compositing program and use that program to compress it to a movie file.
Collapse this transcript
Choosing Render Setup options
00:00I've got a cute little flying logo animation here, and I'm ready to render this
00:05out to an image sequence.
00:08I'll go into the Render Setup dialog here and play around with some of the
00:13properties of the renderer.
00:15The first thing is, of course, whether we want to render out to a single frame or
00:20to a sequence of images, and I'll choose the Active Time Segment, the full 180
00:25frames of my timeline.
00:28I could choose an alternate range, if I wanted to.
00:31This Active Time Segment is what I want this time.
00:34I also need to set the Output Size here, that's the pixel resolution of the image.
00:40Right now it's at the default of 640x480 and that's fine.
00:45If I wanted something else, I could go to this Output Size pulldown and choose
00:49something else like HDTV.
00:51And of course, as you note, if I change the resolution, that's going to change
00:56the aspect ratio in my Camera view, and I'll only be able to see that if I have
01:02Safe Frames enabled in the Camera viewport, and they are enabled currently.
01:08I'm just going to switch this back to the default of 640x480.
01:13Scrolling down a little bit, I also have a choice of renderers.
01:17Down here at the very bottom of the Common tab, you'll see Assign Renderer, and
01:22you can open that rollout and you can assign different renderers to the
01:26Production Renderer or the ActiveShade Renderer.
01:31Right now they're both set to the Default Scanline Renderer.
01:34If I wanted something else, I would click here on this little browse button and I
01:39get a pop-up dialog here. It's out of scope for this training title for us to
01:44talk about all the different possibilities of the different renderers, but you
01:47can see we have a lot of choices here.
01:50I'm just going to leave it at the default, which is the Scanline Renderer.
01:56Those are some of the most basic options, but next, I need to set the file
02:00output and we'll do that in the next movie.
Collapse this transcript
Specifying file output
00:00To save my rendered images to disk, I have to specify a file output, a location,
00:06and also an image file type.
00:09Right now I haven't done that, and if I click the Render button now, I'll
00:13actually get a warning message that says, You are rendering a sequence with no assigned file.
00:18Frames may be lost.
00:20Do you want to continue?
00:21Well actually it should say frames will be lost.
00:25It's not a question of if; it's absolute.
00:28If you render without specifying a file output, what will happen is 3ds Max will
00:32draw the images onto the screen, but then nothing will get saved on the disk.
00:37No I don't want to continue. I'll bomb out of there.
00:40I'll scroll down in the Render Setup window and I'm looking for Render Output.
00:47And currently no file has been assigned.
00:50I'll click on the Files button here and here's where I get to define where I'm
00:55going to save to and in what format.
00:57You'll see that it has taken me directly to my current project, which is
01:00Exercise Files, and the renderoutput folder.
01:05I recommend that you create a subfolder within this.
01:08It's a good idea to make a folder for each and every image sequence that you create.
01:12If you're doing a movie, you might have a project that has a 100 different
01:17shots in it, and if you dump those all into the same renderoutput folder, it's
01:21going to be very confusing, because you'll have thousands and thousands of files there.
01:26So I recommend that you create a subfolder and I'll call this logoAnimation.
01:32Then I'll double-click on that to go into that folder and now I need to give a
01:37file name, and I'll call this one logo, and I'll put an underscore after that.
01:42Just for convenience sake.
01:443ds Max is going to append a number to the end of every frame and it's just a
01:49little bit easier to read if I put in an underscore.
01:52I'll also need to define a format.
01:54You'll see that there are a bunch of options here in the Save as type pulldown list.
02:00What's good here?
02:01Well I'll tell you what's not good, JPEG.
02:04You never want to render directly to a JPEG file unless it's just for preview
02:09purposes, like if you're doing dailies, something that's going to be reviewed,
02:13and you don't really care if it's in full production quality.
02:17A JPEG file is always lossy-compressed, and it becomes a real problem if you take
02:23a JPEG file into a compositing program and then try to change its contrast or
02:27color or something like that.
02:29You always want to save your renders to an uncompressed or a
02:34losslessly compressed format.
02:36My favorite is actually PNG or Portable Network Graphics.
02:42Now I have not yet set the options for the PNG format.
02:46If I click the Save button, the Configuration dialog pops up.
02:51I've already played around with this a little bit and so it's actually not
02:54at the default values.
02:55The default is in fact RGB 48 with an Alpha channel.
03:00A 48 bit file is a high-dynamic range image, and some programs won't be able to read that.
03:06I recommend that you choose RGB 24 bit.
03:09The Alpha channel is the transparency.
03:12If I was going to layer this with any other images, then I might need an
03:16Alpha channel to do that.
03:18But this one already has a background in it.
03:20I'll turn the Alpha channel off.
03:23When I click OK, both of those dialogs close.
03:26If I need to go back in there and change those, I can click on the Files button again.
03:31And if I need to change my file format options, I can go here and click on Setup.
03:37Don't be dismayed or confused that it's grayed out.
03:40That's actually a minor bug in the program.
03:43It doesn't matter that it's grayed out.
03:44I can go ahead and click on that.
03:46I might need to do it more than once and then I can get back into that
03:49Configuration dialog.
03:53So I've set all of the options for my rendering.
03:55I've got a file location, I've got a render size, and I've got a duration of 180 frames.
04:03It's a good idea to save your scene at this point, and I'll go ahead and click Render.
04:093ds Max draws the frames to the screen as we go.
04:14And that's very convenient, because we can see what's happening as it is rendering.
04:19It's also giving us some really helpful feedback here about how long it
04:24might take to render.
04:26As we go forward, you'll see that each frame is taking longer to render because
04:303ds Max is calculating these Ray- traced reflections on the logo.
04:36In my test with this, it took about 20 minutes to render on my machine here at
04:41lynda.com, but this is a pretty fast machine, so your mileage may vary.
Collapse this transcript
Playing Image Sequences in the RAM Player
00:00To check our animation, we can use the 3ds Max RAM Player. This is a file player that
00:06will load all of those individual images into System Memory, and play them back at a precise
00:11frame rate of our choosing. It's found in the Rendering menu, and it's right down at
00:17the bottom, RAM Player. To open up an Image Sequence, I will go up here to Channel A and
00:24click on the file browser. There is a Channel A and Channel B because if we want to, we
00:29can load two separate Image Sequences and compare them. I just have one this time. I
00:34will click on the file browser and it takes me directly to my renderoutput folder. Here
00:39is my logoAnimation folder inside there, and I will drill-down in there and select the
00:44very first frame, and click Open. I get some dialog boxes that pop-up here. First of all,
00:51do I want to load the entire Image Sequence or just part of the Sequence? If I've got
00:56HD frames, or if I've got a lot of them, they might not all fit in System Memory, and I
01:01could choose to load just some of them at this point. But I've got a lot of memory on
01:05this machine and I'm sure that they will fit, and it will be no problem. I'll click OK.
01:10Then I get another dialog box opening up that asks, Do you want to knock the resolution
01:15of this down? Again, if you've got HD frames and you are having memory issues, you could
01:20go in here and reduce the Resolution and 3ds Max will resize the images so that they will
01:26fit into memory better. I will just click OK to click through that, and you'll see now
01:31that it is loading all the images, and it is bringing them into System Memory. And I
01:36can choose the frame rate here, I've got the default frame rate of 30 frames per second
01:41right now, and just press the Play button and see what I have got. And this is a very
01:46helpful way to analyze your animation to make sure that it's working okay. If you want to
01:51you can actually play in reverse, or you can play back at a different frame rate, maybe
01:57slower; 10 frames a second for analysis purposes. Very useful. I'll put it back to 30 frames
02:03per second. That concludes our chapter on rendering, and it also concludes our course
02:09on 3ds Max Essential Training.
02:11
Collapse this transcript
Conclusion
Goodbye
00:003ds Max 2013 is an extremely powerful, yet relatively easy to use program.
00:06I hope that what you've learned here will inspire you to go on to
00:10create incredible things;
00:11movies, animations, games, visualizations of interior designs and so on.
00:16We've got lots of other great titles on 3ds Max, here at lynda.com, so please
00:22explore the rest of the online training library and go out there and do
00:26incredible things with this powerful software. I'm Aaron F. Ross.
00:31I would like to thank you for listening and say goodbye!
Collapse this transcript


Suggested courses to watch next:

3ds Max 2011: Particle Effects (5h 53m)
Steve Nelle



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