
Autodesk 3ds Max 2013 Bible
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Inhalt
- Autodesk® 3ds Max® 2013 Bible
- About the Author
- Contents
- Preface
- The Growth of 3ds Max?
- About This Book
- Acknowledgments
- Part I: Getting Started with Autodesk 3ds Max 2013
- Quick Start: Falling from a Tightrope
- Planning the Production
- Setting Up the Scene
- Adding a Camera and Light
- Animating the Great Fall
- Summary
- Chapter 1: Exploring the Interface
- Learning the Interface Elements
- Using the Menus
- Using the Toolbars
- Using the Viewports
- Using the Command Panel
- Using the Lower Interface Bar Controls
- Interacting with the Interface
- Using Workspaces
- Getting Help
- Summary
- Chapter 2: Controlling the Viewports
- Understanding 3D Space
- Using the Navigation Gizmos
- Controlling Viewports with a Scroll Wheel Mouse
- Using the Viewport Navigation Controls
- Changing the Viewport Display
- Enhancing the Viewport
- Displaying Materials, Lighting, and Shadows in the Viewport
- Working with Viewport Backgrounds
- Summary
- Chapter 3: Working with Files
- Working with 3ds Max Scene Files
- Importing and Exporting
- Using the File Utilities
- Accessing File Information
- Summary
- Part II: Manipulating Objects
- Chapter 4: Creating and Editing Primitive Objects
- Selecting System Units
- Creating Primitive Objects
- Using Modeling Helpers
- Summary
- Chapter 5: Selecting Objects and Using Layers
- Selecting Objects
- Setting Object Properties
- Hiding and Freezing Objects
- Using Layers
- Using the Scene Explorer
- Summary
- Chapter 6: Transforming Objects, Pivoting, Aligning, and Snapping
- Translating, Rotating, and Scaling Objects
- Working with the Transformation Tools
- Using Pivot Points
- Using the Align Commands
- Using Grids
- Using Snap Options
- Summary
- Chapter 7: Cloning Objects and Creating Object Arrays
- Cloning Objects
- Understanding Cloning Options
- Mirroring Objects
- Cloning over Time
- Spacing Cloned Objects
- Using the Clone and Align Tool
- Creating Arrays of Objects
- Summary
- Chapter 8: Grouping, Linking, and Parenting Objects
- Working with Groups
- Understanding Parent, Child, and Root Relationships
- Building Links between Objects
- Displaying Links and Hierarchies
- Working with Linked Objects
- Summary
- Part III: Modeling 3D Assets
- Chapter 9: Introducing Subobjects and Modifiers and Using the Modifier Stack
- Exploring the Model Types
- Understanding Normals
- Working with Subobjects
- Introducing Modifiers
- Exploring the Modifier Stack
- Summary
- Chapter 10: Drawing and Editing 2D Splines and Shapes
- Drawing in 2D
- Editing Splines
- Summary
- Chapter 11: Modeling with Polygons
- Understanding Poly Objects
- Creating Editable Poly Objects
- Editing Poly Objects
- Summary
- Chapter 12: Using the Graphite Modeling Tools
- Working with the Graphite Modeling Tools
- Using the Freeform Tools
- Using the Object Paint Tools
- Summary
- Chapter 13: Working with Compound Objects
- Understanding Compound Object Types
- Morphing Objects
- Creating a Terrain Object
- Working with BlobMesh Objects
- Working with ProBoolean and ProCutter Objects
- Summary
- Part IV: Applying Materials and Textures
- Chapter 14: Creating and Applying Standard Materials with the Slate Material Editor
- Understanding Material Properties
- Working with the Slate Material Editor
- Using the Standard Material
- Using Shading Types
- Accessing Other Parameters
- Summary
- Chapter 15: Adding Material Details with Maps
- Understanding Maps
- Creating Textures with External Tools
- Summary
- Chapter 16: Creating Compound Materials and Using Material Modifiers
- Using Compound Materials
- Applying Multiple Materials
- Using the Matte/Shadow Material
- Material Modifiers
- Summary
- Chapter 17: Unwrapping UVs
- Mapping Modifiers
- Using the Unwrap UVW Modifier
- Using the Edit UVWs Interface
- Summary
- Part V: Working with Cameras, Lighting, and Rendering
- Chapter 18: Configuring and Aiming Cameras
- Learning to Work with Cameras
- Setting Camera Parameters
- Summary
- Chapter 19: Using Lights and Basic Lighting Techniques
- Understanding the Basics of Lighting
- Getting to Know the Light Types
- Creating and Positioning Light Objects
- Viewing a Scene from a Light
- Altering Light Parameters
- Summary
- Chapter 20: Rendering a Scene and Enabling Quicksilver
- Working with Render Parameters
- Using the Rendered Frame Window
- Summary
- Chapter 21: Using Atmospheric and Render Effects
- Adding an Environment Background
- Using Exposure Controls
- Creating Atmospheric Effects
- Using the Fire Effect
- Using the Fog Effect
- Adding Render Effects
- Using Render Effects
- Summary
- Chapter 22: Rendering with mental ray and iray
- Enabling mental ray and iray
- Working with iray
- Tutorial: Starting iray
- Working with mental ray
- Summary
- Chapter 23: Compositing with Render Elements and the Video Post Interface
- Using External Compositing Packages
- Using Render Elements
- Using State Sets
- Completing Post-Production with the Video Post Interface
- Working with Sequences
- Adding and Editing Events
- Working with Ranges
- Summary
- Part VI: Animating Objects and Scenes
- Chapter 24: Understanding Animation and Keyframes
- Using the Time Controls
- Working with Keys
- Using the Track Bar
- Viewing and Editing Key Values
- Using the Motion Panel
- Using Ghosting
- Animating Objects
- Working with Previews
- Using the RAM Player
- Tutorial: Using the RAM Player to Combine Rendered Images into a Video File
- Summary
- Chapter 25: Animating with Constraints and Simple Controllers
- Restricting Movement with Constraints
- Understanding Controller Types
- Assigning Controllers
- Examining Some Simple Controllers
- Summary
- Chapter 26: Using Animation Layers and Animation Modifiers
- Using the Animation Layers Toolbar
- Working with Animation Layers
- Saving and Loading Animation Files
- Using the Animation Modifiers
- Summary
- Chapter 27: Wiring Parameters
- Wiring Parameters
- Collecting Parameters
- Adding Custom Parameters
- Summary
- Chapter 28: Editing Animation Curves in the Track View
- Learning the Track View Interface
- Working with Keys
- Editing Time
- Editing Curves
- Filtering Tracks and Creating Track Sets
- Working with Controllers
- Using the ProSound Plug-in
- Summary
- Part VII: Working with Characters
- Chapter 29: Understanding Rigging, Kinematics, and Working with Bones
- Understanding Rigging
- Building a Bones System
- Using the Bone Tools
- Forward Kinematics versus Inverse Kinematics
- Creating an Inverse Kinematics System
- Summary
- Chapter 30: Skinning Characters
- Understanding Your Character
- Animated Skin Modifiers
- Using Character Animation Techniques
- Summary
- Chapter 31: Animating Characters with CAT
- Character Creation Workflow
- Creating a CAT Rig
- Animating a CAT Rig
- Summary
- Part VIII: Dynamic Animation
- Chapter 32: Creating Particles
- Understanding the Various Particle Systems
- Creating a Particle System
- Using the Spray and Snow Particle Systems
- Using the Super Spray Particle System
- Using the Blizzard Particle System
- Using the PArray Particle System
- Using the PCloud Particle System
- Using Particle System Maps
- Summary
- Chapter 33: Using Space Warps
- Creating and Binding Space Warps
- Understanding Space Warp Types
- Combining Particle Systems with Space Warps
- Summary
- Appendix A: What's New with Autodesk 3ds Max 2013
- Major Improvements
- Minor Improvements
- Appendix B: What's on the CD-ROM
- System Requirements
- Using the CD with Windows
- What's on the CD
- Troubleshooting
- Customer Care
- Index
- Obtaining the CD
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