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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
In 3ds Max, the heart of the program really is the Command panel. And the Command panel itself is divided into six separate panels. Let's just look at them quickly. The Create panel is where you can build objects. The Modify panel, if we click on that, allows us to change objects, and you will spend most of your time in the Command panel, here in this Modify panel. Hierarchy gives you the ability to deal with object pivot points.
What's the center of an object's rotation, for example. The Motion panel lets you control how objects move through something called a controller and also through animation keyframes. The Display panel, as the name implies, gives you the ability to hide objects, to freeze objects, so that they will be untouchable. And finally, the Utilities panel is an area for stuff that didn't seem to fit anywhere else in the program.
And some of these are actually quite important. For example, if you click the More button here, you will see that there's a list of additional utilities. Some of these can be quite important. For example, there's one here to rescale the world units, if your scene isn't built to the right scale. So those are the six command panels in 3ds Max: Create, Modify, Hierarchy, Motion, Display, and Utilities. And once again, you will spend most of your time in the Create and Modify panels.
Next, we will actually build something in Max using the Create panel.
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