3 ds max

29
RASHID NAWAZ (11051556-004) ZEESHAN AHMED (11051556-003) MULTIMEDIA

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Page 1: 3 ds max

RASHID NAWAZ (11051556-004)ZEESHAN AHMED (11051556-003)

MULTIMEDIA

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3D Studio MaxDefination3D Studio Max, is 3D computer graphics software for making 3D animations, models, and images.It was developed and produced by Autodesk Media and Entertainment in 1990.

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UsesIt is frequently used by Video game developers TV commercial studiosArchitectural visualization studiosFor movie effects and movie pre visualizationproject managementspecial effectsAnimationCharacter AnimationModelingMaterial And Mapping

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ANIMATION Animation means to move something or to provide energy to some thing

Features: stop motion cell animation key frames

KEY FRAMESThis type of animation is formed by cell animation.Key frame is a simple type of animation and can be formed easily. Mostly people prefer the key frame animation because it’s a lesstime taking animation

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STOP MOTIONThe process of stop motion the movement of any body is divide into small parts these small parts are recorded as a moviewhen this movie is played in a fast manner its seen like that the body is moving

Cell AnimationCell animation is the oldest technique which is being use to create animation. A series of two dimensional pictures are arrange in a specific way and then move these pictures all types of cartoon are created using cell animation

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CLONING OF OBJECT The process of copying an object to form a new object Types Copy cloning Instance cloning Referance cloning

Copy Cloning:Copy object is seen like a real a object .There is no connection between copy object and a real object.If want to finish a real object there is a no effect on a copy object

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INSTANT CloningThere is a two type of connection between the modification of an object and a instant clone If you finish the real object then instant will also finish And if you finish instant real will also change

REFERENCE CLONINGReference clone is one sided connection. Which form reference object from real object but real object cannot be formed by reference objectIf we finish real object then reference object will also change

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3Ds Max Main Window

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3Ds Max Main Window

1. Menu bar2. Window/Crossing selection toggle3. Snap tools4. Command panels5. Object categories6. Rollout7. Active viewport8. Viewport navigation controls9. Animation playback controls10. Animation keying controls

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3Ds Max Main Window

11. Absolute/Relative coordinate toggle and coordinate display12. Prompt line and status bar 13.MAX Script mini-listener14. Track bar15. Time slider16. Main toolbar

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Command Panel

command panel has following toolCreate: holds all object creation tools.Modify: holds modifiers andediting tools.Hierarchy: holds linking and inverse kinematics parameters.Motion: holds animation controllers and trajectories.Display: holds object display controls.Utilities : holds miscellaneous utilities.

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Menu BarA standard Windows menu bar with typical File, Edit, and Help menus. Special menus include:Tools : Contains duplicates of many of the Main toolbar commands.Group : contains commands formanaging combined objects.Views : Contains commands forsetting up and controlling the viewports.Create : Contains commands forcreating objects.Modifiers: Contains commands formodifying objects.

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Menu Bar (continue)

Rendering : Contains commands for rendering, Video Post and the environment.

Customize : gives you access to controls that let you customize the user interface.

MAX Script : Has commands for working with

MAX Script, the built-in scripting language.

Animation: Contains commands for animating and constraining objects, plus commands such as Bone Tools for setting up animated characters.

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Menu Bar (continue)

Graph Editors: Provides graphical access

to editing objects Animation Track: Track View lets you open and manage animation tracks in Track View windows, and Schematic View gives you an alternate way to work with the objects in your scene and navigate to them.

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Window/Crossing Selection ToggleThe Window/Crossing Selection toggle switches between window and crossing modes when you select by region.In Window mode, you select only the objects within the selection.In Crossing mode, you select all objects that are within the region, plus any objectscrossing the boundaries of the region. The same meaning holds true for sub-object selection.

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Modeling toolbar 1:Modify panel : apply modifiers to modify objects2:Create panel : geometry shape are created3:Object categories :different shape categories are included

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IMPLEMENTATION OF MODIFIERSwe can edit objects into their final form by applying modifiers from the Modify panel. The modifiers you apply to an object are stored in a stack. You can go back at any time and change the effect of the modifier, or remove it from the object

STACK MODIFIER As you implement the modifiers on object this process is store in the stack is called stack modifiers In stack to give position to modifiers you can drag up or down You can also remove from stack

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RolloutsRollouts are areas in the command panels and dialogs that you can expand (roll out) or collapse (roll in) to manage screen space. collapsed, as indicated by the + sign, rollout is expanded, as indicated by the - sign.

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Status BarStatus Bar shows the command line promptis active and current status on the scene.

Prompt Line prompt line, located at the bottom of the window under the status line, provides ongoing feedback, based on the current cursor position and the current program activity.

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Modifier Tabs Modify: By using this tab we can create different changes in object

Motion: By using this tool we can create control animation and changes in them

Display: By using this tab we can display objects

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Animation playback controlsThe animation controllers are organized in the following categories: Float controllers: for animating floating-point values Point3 controllers: for animating 3-component values such as colors or 3D points Position controllers: for animating positions of objects and selection sets Rotation controllers: for animating rotation of objects and selection sets Scale controllers: for animating the scale of objects and selection sets

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Viewport navigation controls The button cluster at the lower-right cornerof the main window contains controls for zooming, panning, and navigating within the viewports.

TypesPerspective and Orthographic Viewport Controls(zooming)Camera Viewport Controls(for camera position)Light Viewport Controls(for the adjustment of beam angle)

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Absolute/Relative coordinate toggle and coordinate displayThe Coordinate Display area shows the position of the cursor or the status of atransform, and allows entry of new transform values.When you are transforming an object, you can

type coordinates directly in the Coordinate Display fields.

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MAX ScriptMax script is a built in scripting language that is use to automate repetitive tasks combine existing functionality in new ways. Develop new tool and user interfaces .we can create plugging module within max script.

MAX Script mini-listener The MAX Script Listener window is divided into two panes:Pink PaneWhite Pane

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MAX Script mini-listener

Pink pane The pink pane is the MacroRecorder pane. When the MacroRecorder is enabled, everything that is recorded is displayed in the pink pane. The pink line in the Mini Listener shows the latest entry into the MacroRecorder pane.White paneThe white pane is the Scripter window where you can create scripts.

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Track Bar The track bar provides a timeline showing the frame numbers .It provides a quick alternative to Track View for moving, copying, and deleting keys, and changing key properties.The Track Bar displays a rectangular marker for every key for the selected object. These markers are color-coded depending on the type of key. Position keys are red, rotation keys are green, scale keys are blue, and parameter keys are dark gray.

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Time Control The Time Control buttons include buttons to jump to the Start or End of the animation, or to step forward or back by a single frame. You can also jump to an exact frame by entering the frame number in the frame number field

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Time sliderThe Time Slider provides an easy way to move through the frames of an animation. To do this, just drag the Time Slider button in either direction. The Time Slider button is labeled with the current frame number and the total number of frames. The arrow buttons on either side of this button work the same as the Previous and Next Frame (Key) buttons.

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Shortcut Keys alt+b=for back ground imagen=on/off animation modek=change back viewr=change right viewp=change user viewl=change left viewf=change front viewc=change camera viewe=change track viewctrl+s=to save filectrl+t= for texturectrl+b= sub object selectionalt+o= to lock all user interfacealt+1= to display first tab