…One of the main advantages of using a…target camera is that the horizon line will…always remain level, as long as the camera and its target are more or less level.…So we can see that better, let's make the…grid larger in the perspective view, and the camera view.…Right click on any one of the snaps icons to go to the home…grid, and I'm going to set the perspective view grid extent to 500 press enter.…That will extend the grid out farther.…Additionally, you can make the horizon line visible in a camera view.…Just select the camera, go into the modify panel,…and you'll see show horizon, and that's really helpful.…
If you move that camera of it's target around, the horizon…line will always stay level, it's hard wired to do that.…However, the downside of that is that if you need to make the camera look straight…up or straight down, the behavior of a target camera's going to be a bit weird.…We can see that here in the perspective view.…If I move that camera so that it's looking straight down, it's starting…to swivel around, and do strange things…
Author
Released
5/13/2014- Navigating the interface and viewports
- Understanding the Modifier Stack
- Modeling with polygons and subdivision surfaces
- Freeform sculpting
- Modeling with splines and NURBS
- Linking objects in hierarchies
- Modeling for motion graphics
- Framing shots with cameras
- Creating and editing keyframes
- Controlling lights and shadows
- Building materials
- Texturing with bitmaps and procedurals
- Painting objects with Viewport Canvas
- Rendering a sequence
- Adding special effects with mental ray
Skill Level Beginner
Duration
Views
Related Courses
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3ds Max: Character Animation
with George Maestri5h 56m Intermediate
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Introduction
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Welcome58s
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Using the exercise files1m 4s
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1. Getting Started
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Using project folders5m 42s
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Setting preferences4m 58s
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2. 3ds Max Interface
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Controlling the grid display5m 16s
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Navigating in viewports6m 2s
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Using hotkeys5m 55s
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Transforming objects7m 26s
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Choosing shading modes6m 30s
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Configuring viewports6m 41s
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3. Modeling Basics
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Creating an image plane6m 1s
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Creating primitives7m 4s
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Working with Scene Explorer3m 39s
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Understanding dependencies5m 23s
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4. Polygon Modeling
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Working with subobjects5m 59s
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Welding vertices6m 47s
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Choosing a transform center4m 22s
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Detailing with QuickSlice4m 56s
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Using soft selection4m 9s
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Using Paint Selection5m 21s
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Joining elements with Bridge4m 39s
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5. Subdivision Surface Modeling
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Adding the Symmetry modifier3m 30s
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Roughing out the shape8m 9s
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Welding the seam1m 59s
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Adding asymmetry2m 14s
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Baking subdivisions3m 53s
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6. Free-Form Modeling
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Sculpting with Paint Deform6m 33s
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Setting Paint options3m 46s
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Controlling Brush options5m 11s
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7. Spline Modeling
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Creating a line2m 21s
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Moving a pivot point1m 37s
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Using axis constraints6m 14s
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Extending a spline4m 8s
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Snapping an Arc primitive2m 23s
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Rounding corners with Fillet1m 28s
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8. NURBS Modeling
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Understanding NURBS2m 48s
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Creating NURBS curves4m 24s
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Converting objects to NURBS3m 32s
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Cloning subobjects3m 13s
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Creating a U loft surface3m 29s
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Rebuilding curves3m 18s
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Grouping objects4m 14s
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9. Hierarchies
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Linking objects3m 41s
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Using the Schematic view3m 8s
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Locking transforms2m 57s
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Avoiding problems with scale7m 55s
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10. 3D Motion Graphic Design
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Creating a Text primitive4m 25s
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Applying a Bevel modifier3m 48s
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Instancing a modifier2m 13s
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Editing text splines6m 12s
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Viewport clipping1m 16s
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Controlling level of detail3m 44s
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Editing polygons6m 57s
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11. Layout and Camera Basics
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Merging scenes1m 43s
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Creating a target camera5m 50s
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Enabling Safe Frames3m 23s
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Adjusting Field of View3m 48s
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Using a free camera6m 48s
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12. Keyframe Animation
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Choosing Set Key Filters2m 11s
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13. Controllers and Constraints
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Understanding controllers2m 53s
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Assigning a Link constraint2m 27s
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14. Lighting Basics
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Understanding CG lighting5m 56s
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Correcting gamma5m 31s
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Choosing a shadow type2m 56s
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Optimizing shadow maps7m 4s
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Optimizing area shadows6m 9s
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Creating Omni fill lights6m 16s
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Using the Light Lister2m 49s
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15. Materials Basics
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Working with scene materials4m 49s
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16. Mapping Textures
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Applying 3D procedural maps8m 34s
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Tracking scene assets7m 32s
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Projecting UVW mapping3m 3s
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Using Real-World Map Size3m 50s
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Mapping a bump channel2m 24s
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17. Rendering Basics
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Choosing a renderer6m 7s
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Choosing Quicksilver options2m 33s
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Rendering image sequences3m 58s
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18. Rendering with mental ray
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Tuning Final Gather5m 15s
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Conclusion
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Goodbye24s
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Video: Using a free camera