Autodesk 3ds Max 2023: A Comprehensive Guide, 23rd Edition
By Sham Tickoo
()
About this ebook
Autodesk 3ds Max 2023: A Comprehensive Guide textbook aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and designers. The book caters to the needs of both the novice and the advanced users of 3ds Max. Keeping in view the varied requirements of the users, the book first introduces the basic features of 3ds Max 2023 and then gradually progresses to cover the advanced 3D models and animations. One project based on the tools and concepts covered in the book has been added to enhance the knowledge of the users. Additionally, in this edition, the readers will be able to learn about some new and enhanced features introduced in 3ds Max 2023 such as AutoBackup toolbar, Snap Working Pivot Tools, Active Viewport icon, and so on. This book will help you unleash your creativity, thus helping you create stunning 3D models and animations.
Sham Tickoo
Prof. Sham Tickoo is professor of Manufacturing Engineering at Purdue University Northwest, USA where he has taught design, drafting, CAD and other engineering courses for over nineteen years. Before joining Purdue University, Prof. Tickoo has worked as a machinist, quality control engineer, design engineer, engineering consultant, and software developer. He has received a US patent for his invention Self Adjusting Cargo Organizer for Vehicles. Professor Tickoo also leads the team of authors at CADCIM Technologies to develop world-class teaching and learning resources for Computer Aided Design and Manufacturing (CAD/CAM) and related technologies.
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Autodesk 3ds Max 2023 - Sham Tickoo
Autodesk
3ds Max 2023:
A Comprehensive Guide
(21ST Edition)
CADCIM Technologies
525 St. Andrews Drive
Schererville, IN 46375, USA
(www.cadcim.com)
Contributing Authors
Sham Tickoo
Professor
Purdue University Northwest
Hammond, Indiana, USA
Mable Thomas
CADCIM Technologies
USA
Autodesk 3ds Max 2023: A Comprehensive Guide
Sham Tickoo
CADCIM Technologies
525 St Andrews Drive
Schererville, Indiana 46375, USA
www.cadcim.com
Copyright © 2022 by CADCIM Technologies, USA. All rights reserved. Printed in the United States of America except as permitted under the United States Copyright Act of 1976.
No part of this publication may be reproduced or distributed in any form or by any means, or stored in the database or retrieval system without the prior permission of CADCIM Technologies.
ISBN 978-1-64057-142-6
Copy Editor Technical Editor
Anju Jethwani Arti Deshpande
NOTICE TO THE READER
Publisher does not warrant or guarantee any of the products described in the text or perform any independent analysis in connection with any of the product information contained in the text. Publisher does not assume, and expressly disclaims,any obligation to obtain and include information other than that provided to it by the manufacturer.
The reader is expressly warned to consider and adopt all safety precautions that might be indicated by the activities herein and to avoid all potential hazards. By following the instructions contained herein, the reader willingly assumes all risks in connection with such instructions.
The Publisher makes no representation or warranties of any kind, including but not limited to, the warranties of fitness for particular purpose or merchantability, nor are any such representations implied with respect to the material set forth herein, and the publisher takes no responsibility with respect to such material. The publisher shall not be liable for any special, consequential, or exemplary damages resulting, in whole or part, from the reader’s use of, or reliance upon, this material.
www.cadcim.com
CADCIM Technologies
DEDICATION
To teachers, who make it possible to disseminate knowledge
to enlighten the young and curious minds
of our future generations
To students, who are dedicated to learning new technologies
and making the world a better place to live in
THANKS
To employees of CADCIM Technologies and
Tickoo Institute of Emerging Technologies (TIET)
for their valuable help
Online Training Program Offered by CADCIM Technologies
Note
If you are a faculty member, you can register by clicking on the following link to access the teaching resources: https://www.cadcim.com/Registration.aspx. The student resources are available at https://www.cadcim.com. We also provide Live Virtual Online Training on various software packages. For more information, write us at sales@cadcim.com.
CADCIM Technologies provides effective and affordable virtual online training on various software packages including Computer Aided Design, Manufacturing, and Engineering (CAD/CAM/CAE), computer programming languages, animation, architecture, and GIS. The training is delivered ‘live’ via Internet at any time, any place, and at any pace to individuals as well as the students of colleges, universities, and CAD/CAM/CAE training centers. The main features of this program are:
Training for Students and Companies in a Classroom Setting
Highly experienced instructors and qualified engineers at CADCIM Technologies conduct the classes under the guidance of Prof. Sham Tickoo of Purdue University Northwest, USA. This team has authored several textbooks that are rated one of the best
in their categories and are used in various colleges, universities, and training centers in North America, Europe, and in other parts of the world.
Training for Individuals
CADCIM Technologies with its cost effective and time saving initiative strives to deliver the training in the comfort of your home or work place, thereby relieving you from the hassles of traveling to training centers.
Training Offered on Software Packages
CADCIM provides basic and advanced training on the following software packages:
CAD/CAM/CAE: CATIA, Creo Parametric, SOLIDWORKS, Autodesk Inventor, Solid Edge, NX, AutoCAD, AutoCAD LT, Customizing AutoCAD, AutoCAD Electrical, EdgeCAM, Alias, and ANSYS
Architecture and GIS: AutoCAD Map 3D, AutoCAD Civil 3D, AutoCAD Raster Design, Autodesk Revit (Structure/Architecture/MEP), Autodesk Navisworks, STAAD.Pro, ArcGIS, MS Project, and Oracle Primavera P6.
Animation and Styling: Autodesk 3ds Max, Autodesk Maya, Autodesk Alias, The Foundry NukeX, MAXON CINEMA 4D, Adobe Flash, and Adobe Premiere
Computer Programming: C++, VB.NET, Oracle, AJAX, and Java
For more information, please visit the following link: https://www.cadcim.com
Table of Contents
Dedication iii
Preface xv
Chapter 1: Introduction to Autodesk 3ds Max 2023
Introduction to Autodesk 3ds Max 2023 1-2
Getting Started with Autodesk 3ds Max 1-2
Starting a New File in Autodesk 3ds Max 1-3
Autodesk 3ds Max Interface Components 1-4
Menu Bar 1-5
Workspaces 1-5
Toolbars 1-5
Autobackup toolbar 1-6
Command Panel 1-6
Scene Explorer 1-7
Viewports 1-7
Viewport Navigation Controls 1-11
Viewport Layout Tab Bar 1-11
Animation Playback Controls 1-12
Animation Keying Controls 1-12
Track Bar 1-12
Time Slider 1-12
Status Bar 1-12
Max Creation Graph 1-13
Snaps Settings 1-14
Snaps Toggle 1-15
Angle Snap Toggle 1-16
Percent Snap Toggle 1-16
Spinner Snap Toggle 1-16
Snap Working Pivot tool 1-16
Units Setup 1-17
Setting Grid Spacing 1-17
Undo and Redo Tools 1-18
Hold and Fetch Tools 1-19
Importing Files 1-19
Import 1-19
Merge 1-20
Replace 1-20
Link Revit, Link FBX, and Link AutoCAD 1-20
Exporting Files 1-20
Hot Keys 1-20
Customizing the Hot Keys 1-22
Customizing the Colors of the User Interface 1-23
Help Preferences 1-25
Tips and Tricks 1-27
Self-Evaluation Test 1-28
Review Questions 1-29
Chapter 2: Standard Primitives
Introduction 2-2
Viewport Navigation Controls 2-2
Selection Techniques 2-3
Select Object Tool 2-4
Select by Name Tool 2-4
Select and Move Tool 2-5
Select and Rotate Tool 2-5
Select and Scale Tool 2-6
Select and Place Tool 2-7
Scene Management 2-8
Scene Explorer 2-8
Layer Explorer 2-9
Managing Local and Global Scene Explorers 2-10
Axis Constraints Toolbar 2-12
Standard Primitives 2-12
Creating a Box 2-12
Creating a Sphere 2-15
Creating a Geosphere 2-16
Creating a Cylinder 2-17
Creating a Cone 2-18
Creating a Tube 2-19
Creating a Torus 2-21
Creating a Pyramid 2-22
Creating a Plane 2-23
Creating a Teapot 2-23
Creating a Textplus 2-24
Rendering a Still Image 2-26
Arnold Renderer 2-26
Quicksilver Hardware Renderer 2-27
Art Renderer 2-27
Scanline Renderer 2-29
Changing the Background Color 2-29
Creating the Project Folder 2-30
Tutorial 1 2-30
Tutorial 2 2-45
Self-Evaluation Test 2-64
Review Questions 2-65
Exercise 1 2-66
Exercise 2 2-66
Exercise 3 2-67
Exercise 4 2-67
Chapter 3: Extended Primitives
Introduction 3-2
Modifiers 3-2
Weighted Normals Modifier 3-2
Bend Modifier 3-3
Taper Modifier 3-4
Extended Primitives 3-5
Creating a Hedra 3-5
Creating a Chamfer Box 3-7
Creating a Chamfer Cylinder 3-8
Creating a Capsule 3-9
Creating a Spindle 3-10
Creating an L-Ext 3-11
Creating a Gengon 3-12
Creating a RingWave 3-12
Creating a Hose 3-14
Tutorial 1 3-16
Tutorial 2 3-23
Self-Evaluation Test 3-42
Review Questions 3-43
Exercise 1 3-44
Exercise 2 3-44
Chapter 4: Working with Architectural Objects
Introduction 4-2
Mirror Tool 4-2
Mirror Axis Area 4-2
Clone Selection Area 4-2
Align Tool 4-3
Align Position Area 4-3
Align Orientation Area 4-3
Match Scale Area 4-4
AEC Extended Primitives 4-4
Creating a Foliage 4-4
Creating a Railing 4-7
Creating a Wall 4-10
Creating Doors 4-11
Creating a Pivot Door 4-11
Creating a Sliding Door 4-14
Creating a BiFold Door 4-14
Creating Windows 4-14
Creating an Awning Window 4-15
Creating a Casement Window 4-16
Creating a Fixed Window 4-16
Creating a Pivoted Window 4-17
Creating a Projected Window 4-18
Creating a Sliding Window 4-18
Creating Stairs 4-19
Creating L-type Stairs 4-19
Creating Spiral Stairs 4-22
Creating Straight Stairs 4-23
Creating U-Type Stairs 4-24
Tutorial 1 4-25
Tutorial 2 4-38
Self-Evaluation Test 4-52
Review Questions 4-53
Exercise 1 4-54
Chapter 5: Splines and Extended Splines
Introduction 5-2
AutoGrid 5-2
Creating Splines 5-2
Creating a Line Spline 5-3
Creating a Rectangular Spline 5-6
Creating a Circular Spline 5-8
Creating an Elliptical Spline 5-8
Creating an Arc Spline 5-9
Creating a Donut Spline 5-11
Creating an NGon Spline 5-11
Creating a Star Spline 5-13
Creating a Text Spline 5-14
Creating a Helix Spline 5-14
Creating a Section Spline 5-16
Creating an Egg Spline 5-17
Creating Freehand Splines 5-18
Creating Extended Splines 5-20
Creating a WRectangle Spline 5-20
Creating a Channel Spline 5-21
Creating an Angle Spline 5-22
Creating a Tee Spline 5-23
Creating a Wide Flange Spline 5-23
Importing File Format 5-24
Tutorial 1 5-24
Tutorial 2 5-33
Tutorial 3 5-38
Self-Evaluation Test 5-45
Review Questions 5-46
Exercise 1 5-46
Exercise 2 5-47
Exercise 3 5-47
Chapter 6: Modifying Splines
Introduction 6-2
Pivot Point 6-2
Adjust Pivot Rollout 6-2
Working Pivot Rollout 6-3
Spline Chamfer Modifier 6-4
Chamfer Rollout 6-5
Limit Effect 6-7
Use Soft Selection 6-7
Min. Angle 6-7
Corner Knots Only 6-7
Lathe Modifier 6-7
Modifying the Shapes 6-7
Converting the Shapes into Editable Splines 6-8
Sub-object Levels in Editable Spline 6-8
Sub-object Levels 6-8
Rollouts 6-11
Tutorial 1 6-21
Tutorial 2 6-30
Tutorial 3 6-39
Self-Evaluation Test 6-45
Review Questions 6-46
Exercise 1 6-47
Exercise 2 6-47
Exercise 3 6-48
Exercise 4 6-48
Exercise 5 6-49
Chapter 7: Materials and Maps
Introduction 7-2
Material Editor 7-2
Menu Bar 7-3
Sample Slots 7-3
Material Editor Tools 7-4
Materials 7-12
Physical Material 7-13
PBR Materials 7-16
Creating the HDRI Environment 7-18
Standard Material 7-20
Architectural Material 7-28
Raytrace Material 7-30
Blend Material 7-31
Composite Material 7-32
Double Sided Material 7-33
Multi/Sub-Object Material 7-34
Top/Bottom Material 7-35
Maps 7-36
Types of Map 7-37
Tutorial 1 7-45
Tutorial 2 7-49
Tutorial 3 7-59
Tutorial 4 7-62
Self-Evaluation Test 7-70
Review Questions 7-71
Exercise 1 7-72
Exercise 2 7-72
Exercise 3 7-73
Chapter 8: Modifying 3D Mesh Objects
Introduction 8-2
Modifying 3D Objects 8-2
Converting Objects into Editable Mesh 8-3
Sub-object Levels in Editable Mesh 8-4
Modifying Editable Mesh Objects Using Sub-object Levels 8-15
Converting Objects into Editable Poly 8-16
Modifying Editable Poly Objects Using Sub-object Levels 8-17
Smart Extrude
8-34
Tutorial 1 8-36
Tutorial 2 8-41
Self-Evaluation Test 8-57
Review Questions 8-57
Exercise 1 8-58
Chapter 9: Graphite Modeling Technique
Introduction 9-2
Graphite Modeling Toolset 9-2
Modeling Tab 9-2
Tutorial 1 9-16
Self-Evaluation Test 9-32
Review Questions 9-32
Exercise 1 9-33
Chapter 10: Compound Objects
Introduction 10-2
Compound Objects 10-2
Boolean 10-2
Terrain 10-5
Scatter 10-8
Connect 10-10
Loft 10-11
ShapeMerge 10-15
Conform 10-16
ProBoolean 10-18
ProCutter 10-20
Compound Shapes 10-22
Tutorial 1 10-22
Tutorial 2 10-35
Self-Evaluation Test 10-46
Review Questions 10-47
Exercise 1 10-48
Exercise 2 10-49
Chapter 11: Modifiers
Introduction 11-2
Modifiers and Modifier Stack 11-2
Types of Modifiers 11-4
Mesh Select Modifier 11-4
Displace Modifier 11-5
Extrude Modifier 11-6
Melt Modifier 11-7
ProOptimizer Modifier 11-8
Face Extrude Modifier 11-9
Lattice Modifier 11-10
Material Modifier 11-11
Noise Modifier 11-13
Twist Modifier 11-14
Lathe Modifier 11-15
MeshSmooth Modifier 11-16
Tessellate Modifier 11-17
Push Modifier 11-18
Chamfer Modifier 11-19
Normal Modifier 11-20
Edit Mesh Modifier 11-20
UVW Map Modifier 11-21
FFD (Free-Form Deformation) Modifiers 11-24
Data Channel Modifier 11-27
Hair and Fur Modifier 11-27
Slice Modifier 11-29
Relax Modifier 11-32
Symmetry Modifier 11-33
Retopology Modifier 11-33
Tutorial 1 11-36
Tutorial 2 11-42
Self-Evaluation Test 11-47
Review Questions 11-48
Exercise 1 11-49
Exercise 2 11-49
Exercise 3 11-50
Chapter 12: Lights and Rendering
Introduction 12-2
Standard Lights 12-2
Omni 12-2
Target Spot 12-9
Free Spot 12-10
Target Direct 12-11
Free Direct 12-12
Skylight 12-12
Photometric Lights 12-13
Templates Rollout 12-14
Intensity/Color/Attenuation Rollout 12-14
Shape/Area Shadows Rollout 12-15
Sun Positioner 12-16
Arnold Renderer 12-16
Arnold Light 12-16
Standard Surface Material 12-20
Place Highlight Tool 12-21
Cameras 12-21
Creating a Target Camera 12-22
Creating a Free Camera 12-23
Creating a Physical Camera 12-23
Align Camera Tool 12-27
Tutorial 1 12-28
Tutorial 2 12-32
Tutorial 3 12-36
Tutorial 4 12-45
Tutorial 5 12-50
Self-Evaluation Test 12-54
Review Questions 12-55
Exercise 1 12-56
Exercise 2 12-56
Exercise 3 12-57
Chapter 13: Animation Basics
Introduction 13-2
Time Slider and Animation Playback Controls 13-2
Time Slider 13-2
Animation Playback Controls 13-2
Understanding Animation and Time Controls 13-3
Toggle Auto Key Mode 13-3
Toggle Set Key Mode 13-3
Current Frame (Go To Frame) 13-4
Key Mode Toggle 13-4
Time Configuration 13-4
Track Bar 13-6
Track View 13-6
Morph Compound Object 13-7
Rendering an Animation 13-8
Target 13-9
Preset 13-9
Renderer 13-9
View to Render 13-9
Common Parameters Rollout 13-9
Assign Renderer Rollout 13-10
Previewing an Animation 13-11
Rendering Effects 13-12
Motion Path 13-13
Tutorial 1 13-14
Tutorial 2 13-25
Tutorial 3 13-42
Self-Evaluation Test 13-51
Review Questions 13-52
Exercise 1 13-53
Exercise 2 13-53
Exercise 3 13-53
Chapter 14: Rigid Body Dynamics and Helpers
Introduction 14-2
Types of Rigid Bodies 14-2
Dynamic Rigid Body 14-2
Kinematic Rigid Body 14-2
Static Rigid Body 14-2
MassFX Toolbar 14-2
Rigid Body Flyout 14-3
MassFX Rigid Body Modifier 14-4
Initial Velocity 14-4
Initial Spin 14-4
Center of Mass 14-4
Mesh Transform 14-4
Rigid Body Properties Rollout 14-5
Physical Material Rollout 14-6
Physical Shapes Rollout 14-7
Physical Mesh Parameters Rollout 14-8
Forces Rollout 14-8
Advanced Rollout 14-8
mCloth Modifier 14-10
mCloth Simulation Rollout 14-10
Forces Rollout 14-11
Capture States Rollout 14-11
Physical Fabrics Properties Rollout 14-11
Volume Properties Rollout 14-12
Interaction Rollout 14-13
Tearing Rollout 14-14
Visualize Rollout 14-14
Advanced Rollout 14-14
Constraints 14-15
Creating the Rigid Constraint 14-15
Creating the Slide Constraint 14-20
Creating the Hinge Constraint 14-20
Creating the Twist Constraint 14-20
Creating the Universal Constraint 14-21
Creating the Ball & Socket Constraint 14-21
Simulation Controls 14-21
Reset Simulation 14-21
Start Simulation 14-22
Start Simulation without Animation 14-22
Step Simulation 14-22
The MassFX Tools Dialog Box 14-22
World Parameters 14-22
Simulation Tools 14-23
Multi-object Editor 14-25
Display Options 14-25
Ragdoll Flyout 14-26
Helpers 14-26
Dummy Helper 14-27
Point Helper 14-27
Tape Helper 14-28
Protractor Helper 14-28
Compass Helper 14-29
Container Helper 14-30
Atmospheric Apparatus 14-30
BoxGizmo Helper 14-30
Tutorial 1 14-32
Tutorial 2 14-37
Tutorial 3
14-40
Self-Evaluation Test 14-45
Review Questions 14-46
Exercise 1 14-46
Exercise 2 14-47
CHAPTERS For Free Download
In this textbook, four chapters have been given for free download. You can download these chapters from our website www.cadcim.com. To download these chapters, follow the given path: Textbooks> Animation and Visual Effects > 3ds Max > Autodesk 3ds Max 2023: A Comprehensive Guide > Chapters for Free Download and then select the chapter name from the Chapters for Free Download drop-down. Click the Download button to download the chapter in the PDF format.
Chapter 15: NURBS Modeling
Chapter 16: Systems, Hierarchy, and Kinematics
Chapter 17: Particle Systems and Space Warps-I
Chapter 18: Particle Systems and Space Warps-II
Project 1 P1-1
Index I-1
This page is intentionally left blank
Table of Contents
Table of Contents
Preface
Autodesk 3ds Max 2023
Autodesk 3ds Max, developed by Autodesk Inc., provides powerful tools for 3D modeling, animation, rendering, dynamics, and compositing. This enables game developers, visual effect artists, architects, designers, engineers, and visualization specialists to create stunning artwork. Additionally, the intuitive user interface and workflow tools of 3ds Max makes the job of design visualization specialists easier.
Autodesk 3ds Max 2023: A Comprehensive Guide textbook aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and designers. The textbook caters to the needs of both the novice and the advanced users of 3ds Max. Keeping in view the varied requirements of the users, the textbook first introduces the basic features of 3ds Max 2023 and then gradually progresses to cover the advanced 3D models and animations. One project based on the tools and concepts covered in the book has been added to enhance the knowledge of users. Additionally, in this edition, the readers will be able to learn about some new and enhanced tools and features introduced in 3ds Max 2023 such as AutoBackup toolbar, Snap Working Pivot tools, Active Viewport icon, and so on.
This book will help you unleash your creativity, thus helping you create stunning 3D models and animations. The textbook will help the learners transform their imagination into reality with ease. Also, it will take the users across a wide spectrum of animations through progressive examples, numerous illustrations, and ample exercises.
The main features of this textbook are as follows:
• Tutorial Approach
The author has adopted the tutorial point-of-view and the learn-by-doing theme throughout the textbook. About 36 real-world 3D modeling and 3D animation projects have been used as tutorials in the textbook. This enables the readers to relate these tutorials to the real-world models. In addition, there are about 48 exercises based on the real-world projects.
• Tips and Notes
Additional information related to various topics is provided to the users in the form of tips and notes.
• Learning Objectives
The first page of every chapter summarizes the topics that will be covered in that chapter. This will help the users to easily refer to a topic.
• Self-Evaluation Test, Review Questions, and Exercises
Every chapter ends with a Self-Evaluation Test so that the users can assess their knowledge of the chapter. The answers to Self-Evaluation Test are given at the end of the chapter. Also, Review Questions and Exercises are given at the end of the chapters and they can be used by the instructors as test questions and exercises.
• Heavily Illustrated Text
The text in this book is heavily illustrated with about 1500 diagrams and screen captures.
Symbols Used in the Textbook
Note
The author has provided additional information to the users about the topic being discussed in the form of notes.
Tip
Special information and techniques are provided in the form of tips that helps in increasing the efficiency of the users.
This symbol indicates that the command or tool being discussed has been added new in 3ds Max 2023. Additionally, the author has provided this symbol next to the new topics or tutorials added in this edition of the textbook.
This symbol indicates that the command or tool being discussed is enhanced in the current release.
Formatting Conventions Used in the Textbook
Please refer to the following list for the formatting conventions used in this textbook.
Naming Conventions Used in the Textbook
Tool
If you click on an item in a panel of the ribbon and a command is invoked to create/edit an object or perform some action, then that item is termed as tool.
For example:
Select and Move tool, Select and Link tool, Angle Snap Toggle tool
Render Setup tool, Select and Rotate tool, Align tool
If you click on an item in a panel of the ribbon and a dialog box is invoked wherein you can set the properties to create/edit an object, then that item is also termed as tool.
For example:
Material Editor tool, Render Setup tool
Flyout
A flyout is an icon-based menu that contains tools with similar type of functions. Figure 1 shows the Snap Toggle flyout. The buttons having a small triangle at their lower right corner contain a flyout. Press and hold such a button; a flyout will be displayed, refer to Figure 1.
Right-click Menus
In Autodesk 3ds Max, the right-click menus provide quick access to the commonly used commands that are related to the current selection of an object. When you right-click on an object, a quad menu is displayed, as shown in Figure 2. Some of the options in the quad menu have an arrow on their right side. If you move the cursor on these options, a cascading menu will be displayed, refer to Figure 2. But, if you right-click in the viewport, a shortcut menu will be displayed, refer to Figure 3.
Button
The item in a dialog box that has a 3D shape is termed as Button. For example, OK button, Cancel button, Render button, and so on, refer to Figure 4.
Dialog Box
In this textbook, different terms are used for referring to the components of a dialog box. Refer to Figure 5 for the terminology used.
Drop-down List
A drop-down list is the one in which a set of options are grouped together. You can set various parameters using these options. You can identify a drop-down list with a down arrow on it. For example, Reference Coordinate System drop-down list, Modifier List drop-down list, and so on; refer to Figure 6.
Free Companion Website
It has been our constant endeavor to provide you the best textbooks and services at affordable price. In this endeavor, we have come out with a Free Companion Website that will facilitate the process of teaching and learning of Autodesk 3ds Max 2023. If you purchase this textbook, you will get access to the files on the Companion website. The following resources are available for faculty and students in this website:
Faculty Resources
• Technical Support
You can get online technical support by contacting techsupport@cadcim.com.
• Instructor Guide
Solutions to all the review questions and exercises in the textbook are provided to
help the faculty members test the skills of the students.
• 3ds Max Files
The 3ds Max files used in illustration, tutorials, and exercises are available for free download.
• Rendered Images
If you do an exercise or tutorial, you can compare your rendered output with the one provided in the CADCIM website.
• Additional Resources
You can access additional learning resources by visiting http://3dsmaxexperts.blogspot.com.
• Colored Images
You can download the PDF file containing color images of the screenshots used in this textbook from the CADCIM website.
Student Resources
• Technical Support
You can get online technical support by contacting techsupport@cadcim.com.
• 3ds Max Files
The 3ds Max files used in illustrations and tutorials are available for free download.
• Rendered Images
If you do an exercise or tutorial, you can compare your rendered output with the one provided in the CADCIM website.
• Additional Resources
You can access additional learning resources by visiting http://3dsmaxexperts.blogspot.com.
• Colored Images
You can download the PDF file containing color images of the screenshots used in this textbook from the CADCIM website.
If you face any problem in accessing these files, please contact the publisher at sales@cadcim.com or the author at stickoo@pnw.edu or tickoo525@gmail.com.
Video Courses
CADCIM offers video courses in CAD, CAE Simulation, BIM, Civil/GIS, and Animation domains on various e-Learning/Video platforms. To enroll for the video courses, please visit the CADCIM website using the following link: https://www.cadcim.com/video-courses
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Autodesk 3ds Max 2022: A Comprehensive Guide
Autodesk 3ds Max 2023: A Comprehensive Guide
Preface
Autodesk 3ds Max 2023: A Comprehensive Guide
Preface
Autodesk 3ds Max 2023: A Comprehensive Guide
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CHAPTER 1 : INTRODUCTION TO AUTODESK 3DS MAX 2023
INTRODUCTION TO AUTODESK 3DS MAX 2023
GETTING STARTED WITH Autodesk 3ds Max
STARTING A NEW FILE IN Autodesk 3ds Max
Autodesk 3ds Max INTERFACE COMPONENTS
Menu Bar
Workspaces
Toolbars
Autobackup Toolbar
Command Panel
Scene Explorer
Viewports
Viewport Navigation Controls
Viewport Layout Tab Bar
Animation Playback Controls
Animation Keying Controls
Track Bar
Time Slider
Status Bar
MAX CREATION GRAPH
SNAPS SETTINGS
Snaps Toggle
Angle Snap Toggle
Percent Snap Toggle
Spinner Snap Toggle
SNAP WORKING PIVOT TOOLS
Place Working Pivot
Selection Pivot
Align Working Pivot
Create Point From Working Pivot
Create Grid From Working Pivot
Place Pivot Bounding Box
UNITS SETUP
Setting Grid Spacing
UNDO AND REDO TOOLS
HOLD AND FETCH TOOLS
IMPORTING FILES
Import
Merge
Replace
EXPORTING FILES
HOT KEYS
Main Toolbar
Viewport Navigation Controls
Customizing the Hot Keys
CUSTOMIZING THE COLORS OF THE USER INTERFACE
HELP PREFERENCES
TIPS AND TRICKS
CHAPTER 2: STANDARD PRIMITIVES
INTRODUCTION
VIEWPORT NAVIGATION CONTROLS
SELECTION TECHNIQUES
Select Object Tool
Select by Name Tool
Select and Move Tool
Select and Rotate Tool
Select and Place Tool
SCENE MANAGEMENT
Scene Explorer
Layer Explorer
Managing Local and Global Scene Explorers
Axis Constraints Toolbar
Creating a Box
Creating a GeoSphere
Creating a Cylinder
Creating a Cone
Creating a Tube
Creating a Torus
Creating a Pyramid
Creating a Plane
Creating a Teapot
Creating a TextPlus
Rendering a Still Image
Arnold Renderer
Quicksilver Hardware Renderer
ART Renderer
Scanline Renderer
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Exercise 4
CHAPTER 3: Extended Primitives
INTRODUCTION
MODIFIERS
Weighted Normals Modifier
Bend Modifier
Taper Modifier
EXTENDED PRIMITIVES
Creating a Chamfer Box
Creating a Chamfer Cylinder
Creating a Capsule
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
CHAPTER 4 : WORKING WITH ARCHITECTURAL OBJECTS
INTRODUCTION
MIRROR TOOL
Mirror Axis Area
Clone Selection Area
Align Tool
Align Position Area
Align Orientation Area
Match Scale Area
AEC EXTENDED PRIMITIVES
Creating a Foliage
Creating a Railing
Creating a Wall
CREATING DOORS
Creating a Pivot Door
Creating a Sliding Door
CREATING WINDOWS
Creating an Awning Window
Creating a Casement Window
Creating a Fixed Window
Creating a Pivoted Window
Creating a Projected Window
Creating a Sliding Window
CREATING STAIRS
Creating L-Type Stairs
Creating Spiral Stairs
Creating Straight Stairs
Creating U-Type Stairs
Tutorial 1
Tutorial 2
Self-Evaluation Test
Review Questions
Exercise 1
CHAPTER 5: SPLINES AND EXTENDED SPLINES
INTRODUCTION
CREATING SPLINES
Creating a Line Spline
Creating a Rectangular Spline
Creating a Circular Spline
Creating an Arc Spline
Creating a Donut Spline
Creating a Star Spline
Creating a Text Spline
Creating a Helix Spline
Creating a Section Spline
Creating an Egg Spline
Creating Freehand Splines
CREATING EXTENDED SPLINES
Creating a WRectangle Spline
Creating a Channel Spline
Creating an Angle Spline
Creating a Tee Spline
Creating a Wide Flange Spline
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
CHAPTER 6: MODIFYING SPLINES
INTRODUCTION
PIVOT POINT
Adjust Pivot Rollout
Working Pivot Rollout
Chamfer Rollout
MODIFYING THE SHAPES
Converting the Shapes into Editable Splines
Sub-object Levels in Editable Spline
Sub-object Levels
Rollouts
Tutorial 1
Tutorial 2
Tutorial 3
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Exercise 4
Exercise 5
Chapter 7: Materials and Maps
INTRODUCTION
MATERIAL EDITOR
Menu Bar
Sample Slots
Material Editor Tools
MATERIALS
Physical Material
PBR Materials
Creating the HDRI Environment
Standard Material
Architectural Material
Raytrace Material
Blend Material
Composite Material
Double Sided Material
Multi/Sub-Object Material
Top/Bottom Material
MAPS
Types of Map
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
CHAPTER 8: Modifying 3D Mesh Objects
INTRODUCTION
MODIFYING 3D OBJECTS
Converting Objects into Editable Mesh
Sub-object Levels in Editable Mesh
Modifying Editable Mesh Objects Using Sub-object Levels
Converting Objects into Editable Poly
SMART EXTRUDE
Tutorial 1
Tutorial 2
SELF-EVALUATION TEST
Review Questions
Exercise 1
CHAPTER 9: Graphite Modeling Technique
INTRODUCTION
GRAPHITE MODELING TOOLSET
Modeling Tab
Tutorial 1
SELF-EVALUATION TEST
Review Questions
Exercise 1
Chapter 10: Compund Objects
INTRODUCTION
COMPOUND OBJECTS
Boolean
Terrain
Scatter
Connect
Loft
ShapeMerge
ProBoolean
ProCutter
COMPOUND SHAPES
TUTORIALS
Tutorial 1
Tutorial 2
SELF-EVALUATION TEST
Review Questions
EXERCISE1
EXERCISE2
CHAPTER 11: MODIFIERS
INTRODUCTION
MODIFIERS AND MODIFIER STACK
TYPES OF MODIFIERS
Mesh Select Modifier
Displace Modifier
Extrude Modifier
Melt Modifier
ProOptimizer Modifier
Face Extrude Modifier
Material Modifier
Noise Modifier
Twist Modifier
MeshSmooth Modifier
Tessellate Modifier
Push Modifier
Chamfer Modifier
Normal Modifier
Edit Mesh Modifier
UVW Map Modifier
FFD (Free-Form Deformation) Modifiers
Data Channel Modifier
Hair and Fur Modifier
Slice Modifier
Relax Modifier
Symmetry Modifier
Retopology Modifier
Tutorial 1
Tutorial 2
SELF-EVALUATION TEST
Review Questions
Exercise 1
Exercise 2
Exercise 3
CHAPTER 12: LIGHTS AND RENDERING
INTRODUCTION
STANDARD LIGHTS
Omni
Target Spot
Free Spot
Target Direct
Free Direct
Skylight
Photometric Lights
Templates Rollout
Intensity/Color/Attenuation Rollout
Shape/Area Shadows Rollout
Sun Positioner
ARNOLD RENDERER
ARNOLD LIGHT
General Rollout
Shape Rollout
Color/Intensity
Rendering Rollout
Shadow Rollout
Contribution Rollout
Standard Surface Material
PLACE HIGHLIGHT TOOL
Cameras
Creating a Target Camera
Creating a Free Camera
Creating a Physical Camera
ALIGN CAMERA TOOL
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Tutorial 5
Self-Evaluation Test
Review Questions
Exercise 1
Exercise 2
Exercise 3
Chapter 13 : Animation Basic
INTRODUCTION
TIME SLIDER AND ANIMATION PLAYBACK CONTROLS
Time Slider
Animation Playback Controls
UNDERSTANDING ANIMATION AND TIME CONTROLS
Toggle Auto Key Mode
Toggle Set Key Mode
Current Frame (Go To Frame)
Key Mode Toggle
Time Configuration
Track Bar
Track View
MORPH COMPOUND OBJECT
Target
Renderer
View to Render
Common Parameters Rollout
Assign Renderer Rollout
PREVIEWING AN ANIMATION
RENDERING EFFECTS
MOTION PATH
Tutorial 1
Tutorial 2
Tutorial 3
SELF-EVALUATION TEST
Review Questions
Exercise 1
Exercise 2
Exercise 3
Chapter 14: Rigid body Dynamics and Helpers
INTRODUCTION
TYPES OF RIGID BODIES
Dynamic Rigid Body
Kinematic Rigid Body
Static Rigid Body
MASSFX RIGID BODY MODIFIER
Initial Velocity
Initial Spin
Center of Mass
Mesh Transform
Rigid Body Properties Rollout
Physical Material Rollout
Physical Shapes Rollout
Forces Rollout
Advanced Rollout
mCloth Simulation Rollout
Forces Rollout
Capture States Rollout
Physical Fabric Properties Rollout
Volume Properties Rollout
Interaction Rollout
Tearing Rollout
Visualize Rollout
Advanced Rollout
CONSTRAINTS
Creating the Rigid Constraint
Creating the Slide Constraint
Creating the Hinge Constraint
Creating the Twist Constraint
Creating the Universal Constraint
Creating the Ball & Socket Constraint
SIMULATION CONTROLS
Start Simulation
Start Simulation Without Animation
Step Simulation
The MassFX Tools Dialog Box
World Parameters
Simulation Tools
Display Options
Ragdoll Flyout
HELPERS
Dummy Helper
Point Helper
Tape Helper
Protractor Helper
Compass Helper
Container Helper
Atmospheric Apparatus
Tutorial 1
Tutorial 2
Tutorial 3
SELF-EVALUATION TEST
Review Questions
Exercise 1
Exercise 2
Project 1
Chapter1
INTRODUCTION TO AUTODESK 3DS MAX 2023
INTRODUCTION TO Autodesk 3ds Max 2023
Welcome to the world of Autodesk 3ds Max, an advanced application that is used to create still or animated 3D models and objects. With the help of this application, you can create realistic scenes by modifying objects, applying maps and materials to a scene, assigning environment to a scene, adding lights and cameras, and so on. Before working with Autodesk 3ds Max, you should have the basic knowledge of various tools and commands available in this software. In this chapter, you will learn the basic features of Autodesk 3ds Max.
GETTING STARTED WITH Autodesk 3ds Max
First, you need to install Autodesk 3ds Max 2023 on your computer. On installing the software, the 3ds Max 2023 shortcut icon will be created automatically on the desktop. Double-click on this icon to start Autodesk 3ds Max. Alternatively, you can start Autodesk 3ds Max from the Start menu. To do so, click the Start button from the taskbar to display the Start menu and then choose Autodesk > 3ds Max 2023, refer to Figure 1-1.
When you start 3ds Max the first time, the Welcome Screen is displayed, as shown in Figure 1-2. The Welcome Screen consists of a set of slides that contain information for new users to inspire and get them started. If you do not want to see the Welcome Screen the next time you start 3ds Max, clear the Show this Welcome Screen at startup check box located in the bottom-left corner of the screen. You can bring back the Welcome Screen anytime by choosing Help > Welcome Screen from the menubar.
STARTING A NEW FILE IN Autodesk 3ds Max
To start a new file in Autodesk 3ds Max, choose the File > New from the menu bar; a new file will be displayed in the 3ds Max interface. The new file will clear all the contents of the current file. Alternatively, press the CTRL+N keys; the New Scene dialog box will be displayed, as shown in Figure 1-3. By default, the New All radio button is selected in this dialog box. Choose the OK button; a new file will be displayed.
You can also reuse the objects from the current scene in the new scene. Select the Keep Objects radio button in the New Scene dialog box to keep only the objects from the current scene for the new file. However, on selecting this radio button, all the animation keys and links between the objects will be cleared. To keep the objects and the links between them, select the Keep Objects and Hierarchy radio button. However, in this case, the animation keys will be deleted.
Before starting a new scene in Autodesk 3ds Max, it is recommended to reset Autodesk 3ds Max and start afresh. By doing so, you will be able to reset all settings for the new scene. To reset Autodesk 3ds Max, choose Reset from the File menu; the 3ds Max message box will be displayed, as shown in Figure 1-4. The message box will ask if you really want to reset 3ds Max. Choose the Yes button; the 3ds Max will be reset.
Autodesk 3ds Max INTERFACE COMPONENTS
The 3ds Max interface consists of different components, as shown in Figure 1-5.
You can customize the interface in a variety of ways by adding toolbars, moving toolbars and Command Panel, and so on. The interface in 3ds Max is high DPI aware that ensures that the interface scales correctly to the latest high DPI displays.
You can easily customize the workspace by floating and docking elements of a scene such as panels, windows, menu, and so on. You can dock or float any element that has the handle. A handle is denoted by double dotted line. A handle can be on the top or left of the element, refer to Figure 1-6.
To float an element, click-drag the handle. As you drag around the element over the interface, valid docking areas are highlighted in blue. If you want to dock the element, drop it on the blue highlighted area. Keep in mind that the toolbars can only be docked on the outer edge of the interface. When you move around the elements over the interface, not all elements will resize automatically. Sometimes, manual adjustment might be required.
The 3ds Max interface components are discussed next.
Menu Bar
The menu bar is located just below the title bar, refer to Figure 1-5 and contains various pull-down menus. Some of the pull-down menus are standard window menus such as File, Edit, Help, and so on while others are 3ds Max pull-down menus such as Create, Modifiers, Animation, Graph Editors, Rendering, Customize, and so on. The title of each pull-down menu indicates the purpose of commands in the menu. When you choose one of the menu titles, Autodesk 3ds Max displays the corresponding pull-down menu. Each menu consists of a collection of commands. In a pull-down menu, the dots after a command indicate that a dialog box will be displayed on choosing that command. An arrow next to a command indicates that a cascading menu will be displayed on placing the cursor on that command. For some of the commands in the pull-down menus, the keyboard shortcuts are displayed on their right side, as shown in Figure 1-7.
Workspaces
The workspace includes toolbars, menus, the ribbon, hotkeys, quad menus, and viewport layout presets. You can switch between different workspaces by selecting the required option from the Workspaces drop-down list located on the top-right corner of the interface, refer to Figure 1-5. To create a new workspace, you need to change the interface setup as required and then choose the Manage Workspaces option from the Workspaces drop-down list; the Manage Workspaces dialog box will be displayed. In this dialog box, choose the Save as New Workspace button; the Create New Workspace dialog box will be displayed. Enter the name for the workspace in the Name text box in the New Workspace area and then choose the OK button to close the dialog box. Next, close the Manage Workspaces dialog box. The newly created workspace will be active now.
Toolbars
In Autodesk 3ds Max, various commands can be invoked by using the buttons or tools in the toolbars. By default, only the Main Toolbar will be displayed on Autodesk 3ds Max screen. However, you can display other toolbars such as Snaps, Axis Constraints, Extras, MassFX Toolbar, and so on in the 3ds Max interface. Also, you can move, resize, and undock them based on your requirements. To display these toolbars, right-click in the blank area on the Main Toolbar; a shortcut menu will be displayed with the names of all toolbars, as shown in Figure 1-8. Next, choose the required toolbar; the chosen toolbar will be displayed on the screen. Also, you can hide any of the displayed toolbars by choosing its label from the shortcut menu.
The Main Toolbar provides quick access to many tools and dialog boxes such as Select and Link, Unlink Selection, Select Object, Material Editor, and so on. This toolbar is docked just below the menu bar. You will learn more about the tools available in various toolbars in the later chapters.
Autobackup Toolbar
In 3ds Max 2023, new Autobackup toolbar is introduced. It is located at the right side of the Main Toolbar in the user interface, refer to Figure 1-5. The Autobackup toolbar consists of tools that provides access to autobackup functions. These tools are discussed next.
Autobackup Toggle
This tool is used to enable or disable the autobackup function. To configure the autobackup process, right-click on it; the File Preferences dialog box will be displayed. In this dialog box, you can enable or disable the autobackup process by clicking on the respective checkbox.
Autobackup Status
The Autobackup Status is a countdown timer that displays the countdown value until the autobackup is complete. Once the autobackup is complete, it turns into a checkmark which indicates that the autobackup is completed. This icon is enabled only if the Display Countdown Value check box is selected in the Autobackup area of the Files tab in the Preferences dialog box.
Reset Timer
The Reset Timer tool is used to reset the autobackup timer.
Command Panel
By default, the Command Panel is docked on the right in the 3ds Max screen. There are six tabs in the Command Panel: Create, Modify, Hierarchy, Motion, Display, and Utilities, as shown in Figure 1-9. Most of the 3ds Max modeling and animation tools are placed in these tabs. The tools in the Command Panel are used to create, modify, and animate the objects. Each tab has several rollouts that can be expanded or collapsed. The tabs in the Command Panel are discussed next.
The Create tab is chosen by default. The tools in the Create tab are used to create objects, cameras, lights, and so on.
The Modify tab is used to modify the selected objects by modifying their parameters, applying various modifiers, and editing the mesh as well as polygonal and patch objects.
The Hierarchy tab is used to control the links in the hierarchy, joints, and inverse kinematics.
The Motion tab is used to control the animation controllers and trajectories.
The Display tab is used to hide and unhide the objects in the viewports.
The Utilities tab is used to access various utility programs.
Scene Explorer
The Scene Explorer is used to view, select, filter, and sort objects. It is also used to rename, delete, group, freeze, and hide objects. By default, the Scene Explorer is docked on the left in the default workspace, refer to Figure 1-5. It is discussed in detail in Chapter 2.
Viewports
When you start Autodesk 3ds Max, the default interface screen appears. This interface consists of four equal sized viewports surrounded by tools and commands, refer to Figure 1-5. These viewports are labeled as Top, Front, Left, and Perspective. The viewports in Autodesk 3ds Max are used to create 3D scenes. Also, they enable you to view a scene from different angles. When you create an object in the viewport, the Top, Front, and Left viewports will display the top, front, and left orthographic views of the object, respectively.
You can loop between viewports to make a particular viewport active by using the WINDOWS+SHIFT keys. The active viewport in 3ds Max is highlighted with a yellow border. Only one viewport can remain active at a time. All commands and actions in 3ds Max are performed in the active viewport. You can switch between the viewports by using the WINDOWS + SHIFT keys. However, if only one viewport is maximized, then on repeatedly pressing the WINDOWS + SHIFT keys, a window with available viewports will be displayed, refer to Figure 1-10. When the WINDOWS + SHIFT keys are released, the window will disappear and the viewport you have chosen will become active.
You can modify the size of the viewports by dragging the intersection of the viewports on the splitter bars. To restore the original layout, right-click on the intersection of the dividing lines; a shortcut menu will be displayed, as shown in Figure 1-11. Choose the Reset Layout option from the shortcut menu; the viewports will be restored to their default size.
On the bottom left corner of each viewport, there is a world-space tripod, as shown in Figure 1-12. The world-space tripod has three axes, X, Y, and Z, which are displayed in red, green, and blue colors, respectively. The tripod always refers to the world coordinate system, regardless of the local coordinate system. ViewCube is placed at the top right corner of the viewport, refer to Figure 1-12. The ViewCube provides visual feedback of the current orientation of the viewport.
Note
The ViewCube will not be visible in the camera and light viewports.
It is important to note that the Local coordinate system defines local position of an object in a scene whereas the World coordinate system uses fixed axes to define the position of all the objects in the world space. Each viewport has a grid placed in it, refer to Figure 1-12. It is like a graph paper in which all the lines intersect each other at right angles. You can modify the spacing in the grids. The grids in all viewports act as an aid to visualize the spacing and distance while creating objects. Also, they are used as a construction plane to create and align the objects. You can also use the grids as a reference system while using the snap tools to align the objects. You can also hide the grid in the viewport. To do so, press the G key; the grid will disappear from the viewport. To make the grid visible, press G again.
At the top left corner of each viewport, there are four viewport labels: General viewport label, Point of view (POV) viewport label, Settings viewport label, and Shading viewport label, refer to Figure 1-13. When you click on any of the viewport labels, the corresponding flyout will be displayed, as shown in Figure 1-14(a). The options in these shortcut menus are used to modify various aspects of the active viewport.
When you click on the General viewport label, general options related to viewport are displayed in a flyout. In this flyout, the Float Viewport option is added as a new option in the list. When you choose the Float Viewport option, a cascading menu will be displayed, as shown in Figure 1-14 (b). The options in the cascading menu are used to make the current viewport a floating viewport. These options do not remove the current viewport but simply make a copy of the current viewport and make it floating. The floating viewports can be moved as needed and still have the same viewport labels, refer to Figure 1-14 (c).
You can configure the active viewport by using the options in the General viewport label menu. Choose the Configure Viewports option from this menu; the Viewport Configuration dialog box will be displayed. Various options in this dialog box can be used to configure the viewports. You already know that four equally sized viewports are displayed on the screen. However, you can change the viewport configuration based on your requirement. To change the basic configuration of the viewports, choose the Layout tab of the Viewport Configuration dialog box, refer to Figure 1-15. In the Layout tab, you can specify the division method of the viewports. There are 14 types of configurations displayed at the top in the tab. Select the required configuration and then choose the OK button; the viewports will be displayed according to the configuration that you have selected in the Viewport Configuration dialog box.
In 3ds Max 2023, Per-Viewport icon is added in each viewport. It is used to activate the respective viewport. Per-Viewport is also used to filter the visibility of geometry, lights, cameras, and other objects in a scene. Using this icon, you can specify independent filter settings for all viewports as there is a separate filter in each viewport.
When you right-click on the Per-Viewport filter icon in the Front viewport, the Active Viewport -Quad 4- Front dialog box is displayed. In this dialog box, three tabs are available, Settings, Preferences, and Filter. The parameters in these tabs are used to filter the visibility of light camera ,geometry in the scene
Note
The viewport configuration specifies how the viewports will be arranged on the screen.
You can change the default viewport to any other viewport type available such as Bottom, Right, and so on, by using the options in the POV viewport label menu. To do so, click on the POV viewport label; a flyout will be displayed. Choose the viewport that you want to display. Using the Settings viewport label, you can change the display quality in viewports as well as lighting, shadows, and material settings. Different types of shading types that can be defined using the Settings Viewport label are: Default shading, Facets, Flat color, Bounding Box, Clay, and so on. However, some other shading types are available in the cascading menu of the Stylized option, refer to Figure 1-16. These shading types are Graphite, Color Pencil, Ink, and so on. You can choose any one of the options to change the shading.
In 3ds Max 2023, you can control the viewport ambient occlusion sampling. To do so, choose Views > Viewport Per-View Settings from the menubar, the Viewport settings dialog box will be displayed. Select the Ambient Occlusion check box, the Samples, Radius, and Intensity/Fade spinners are activated.
Viewport Navigation Controls
There are various tools available at the bottom right corner of the Autodesk 3ds Max screen, as shown in Figure 1-17. These tools are known as viewport navigation controls and they are used to control the display and navigation of the viewport. The tools displayed in the viewport navigation controls depend on the viewport selected. For example, if the Camera viewport is selected, its corresponding tools will be displayed in the viewport navigation control. These tools are discussed in detail in the later chapters.
Viewport Layout Tab Bar
The Viewport Layout tab bar enables you to store multiple viewport setups in a single scene. You can switch between different viewport setups with a click. To display the viewport layout tab bar if it is not displayed, right-click in the blank area on the Main Toolbar; a shortcut menu will be displayed with the names of all toolbars. Next, choose the Viewport Layout Tabs option; the Viewport Layout tab bar will be displayed on the screen. By default, there is a single tab at the bottom of the bar that represents the startup layout. To add more layout tabs to the bar, click on the arrow button on the bar; the Standard Viewport Layouts flyout will be displayed. Next, choose the required option from the flyout; the chosen layout tab will be added to the bar. To remove a tab from the bar, right-click on the tab; a shortcut menu will be displayed. Next, choose Delete Tab from the shortcut menu.
Animation Playback Controls
The tools in the animation playback controls are displayed on the left side of the viewport navigation controls, refer to Figure 1-18. These tools are used to control the animation in the active viewport. Also, you can set the total number of frames, animation length, and other settings of the animation using these tools.
Animation Keying Controls
The tools in the animation keying controls are displayed on the left side of the animation playback controls, refer to Figure 1-19. These tools are used to enter or exit different animation modes.
Track Bar
The track bar lies between the time slider and the status bar, refer to Figure 1-20. It displays a timeline along with the frame numbers.
Time Slider
The time slider displays the current frame and the total number of frames in the current time segment, refer to Figure 1-20. You can view the animation at each frame by dragging the time slider. The time segment is the total range of frames that you can access using the time slider. By default, it ranges from 0 to 100. You can set the range using the Time Configuration dialog box, about which you will learn in the later chapters.
Status Bar
There are various tools in the status bar that provide information about the scene and the active command, as shown in Figure 1-21. The prompt line, which is located at the bottom of the screen, displays information about the active command or tool. On top of the status bar, a text box known as the status line is available. This status line displays the number of currently selected objects (current selection set). The Selection Lock Toggle tool available on the right side of the status bar is used to lock the selection set. The Coordinate display/transform type-in area displays the X, Y, and Z coordinates of the cursor or the currently selected object. The Coordinate display/transform type-in area can also be used to enter transform values while moving, scaling, or rotating the selected object(s).
The Grid setting display area is placed on the right of the Coordinate display area. It displays the size of the grid. The Time tag area located below the Grid setting display area is used to assign the text labels at any point of time in your animation. Click on the Time tag area; a flyout with the Add Tag and Edit Tag options will be displayed. Use these options to add or edit the text labels at any point of time in your animation.
The Adaptive Degradation button placed on the right of the prompt line is used to improve the viewport performance in a complex scene by decreasing the visual fidelity of some of the objects temporarily. This results in smoother viewport motions and object transformations in such scenes. It also improves viewport quality incrementally, depending on the availability of processing time. To activate this feature, right-click on the Adaptive Degradation button; the Viewport Configuration dialog box will be displayed, as shown in Figure 1-22. The Display Performance tab is chosen by default in this dialog box. Change the settings in the Display Performance tab based on your requirement and choose the OK button.
MAX CREATION GRAPH
Max Creation Graph uses node based Max Creation Graph Editor. Using this editor, you can create customized tools which are used to create various geometrical shapes, create modifiers, specify render settings, create utilities, and so on. To open Max Creation Graph Editor, choose Scripting > Max Creation Graph Editor from the menu bar; the Max Creation Graph-Untitled window will be displayed, as shown in Figure 1-23. This window has a menu bar at the top and four panels: Operator Depot, Node Properties, View Navigator, Message Log, and active graph view. All these panels in the Max Creation Graph-Untitled window can be resized, undocked, and closed.
The Operator Depot panel consists of a number of nodes and operators under various categories. These categories are 3ds Max, Array, Bitmap, and so on. Click on the arrow at the left of the category name to expand it. The Node Properties panel provides detailed information of selected operator/node.
The view panel is used to connect nodes and operators. You need to drag the nodes and operators from the Operator Depot panel to the active view to create a graph. These nodes and operators has input and/or output connector(s) to create a network of nodes and operators. This network is then evaluated using the commands in the menu bar to create customized tools. The Message Log panel displays messages for the network created in the Main Graph Window panel once the networks are evaluated. On creating the network of nodes and operators, you need to evaluate it and save it at the default location with desired name to use it as a customized tool in 3ds Max interface.
SNAPS SETTINGS
Snaps restrict the movement of the cursor to a specific part of an object or grid. There are four buttons available for snap settings in the Main Toolbar: Snaps Toggle, Angle Snap Toggle, Percent Snap Toggle, and Spinner Snap Toggle. If you right-click on the Snaps Toggle, Angle Snap Toggle, or Percent Snap Toggle button, the Grid and Snap Settings dialog box will be displayed, as shown in Figure 1-24. In this dialog box, you can select different parts of the objects or grid where the cursor will snap to. You can turn the snap command on and off by pressing the S key or by choosing the Snaps Toggle tool. If you choose and hold the Snaps Toggle tool, a flyout will be displayed. This flyout contains the 2D Snap, 2.5 Snap, and 3D Snap tools, which can be chosen to snap the cursor.
Snaps Toggle
Main Toolbar: Snaps Toggle
Menu bar: Tools > Grids and Snaps > Snaps Toggle
Keyboard: S
The Snaps Toggle tool is used to snap the objects on the grid. On invoking the Snaps Toggle tool, a flyout will be displayed, as shown in Figure 1-25. This flyout has three tools which are discussed next.
2D Snap
If you choose the 2D Snap tool from the Snaps Toggle flyout, then the cursor snaps to the active grid in two dimensions, X and Y. The Z-axis is not taken into consideration.
2.5D Snap
If you choose the 2.5D Snap tool from the Snaps Toggle flyout, then the cursor snaps to the vertices and edges of the objects projected on the active grid.
3D Snap
If you choose the 3D Snap tool from the Snaps Toggle flyout, then the cursor snaps to any object in 3D space using the 3D Snap tool.
On moving the gizmo or snap handle, this axis center will act as the start snap point. This feature also helps in increasing the accuracy of snaps.
Angle Snap Toggle
Main Toolbar: Angle Snap Toggle
Menu bar: Tools > Grids and Snaps > Angle Snap Toggle
Keyboard: A
The Angle Snap Toggle tool enables you to rotate an object in angular increments. The increment value is specified in the Angle spinner of the Grid and Snap Settings dialog box. By default, the value in the Angle spinner is set to 5.0.
Percent Snap Toggle
Main Toolbar: Percent Snap Toggle
Menu bar: Tools > Grids and Snaps > Percent Snap Toggle
Keyboard: CTRL+SHIFT+P
The Percent Snap Toggle tool enables you to scale an object in percent increments. The increment value can be specified in the Percent spinner of the Grid and Snap Settings dialog box. By default, the value set in the Percent spinner is set to 10.0.
Spinner Snap Toggle
Main Toolbar: Spinner Snap Toggle
The Spinner Snap Toggle tool is used to set the single increment or decrement value for all the spinners in Autodesk 3ds Max. By default, the increment or decrement value is set to 1. To set the increment value, right-click on the Spinner Snap Toggle tool; the Preference Settings dialog box will be displayed. In this dialog box, choose the General tab, if it is not already chosen. Now, in the Spinners area, set a value in the Snap spinner, refer to Figure 1-26.
Also, select the Use Snap check box and then choose the OK button; the Spinner Snap Toggle tool in the Main Toolbar is chosen. Now, when you use any spinner in 3ds Max, the value will increase or decrease according to the value that you have specified in the Preference Settings dialog box.
SNAP WORKING PIVOT TOOLS
The Snap Working Pivot Tools in 3ds Max is a new tool which is used for adjusting the working pivot, while performing a variety of functions, such as using Smart Extrude, adding bones, or rigging. To modify a working pivot, choose Tools > Snap Working Pivot Tools from the menubar; a cascading menu will be displayed, as shown in Figure 1-27. This cascading menu has various tools which are discussed next.
Place Working Pivot
The Place Working Pivot tool is used to place your pivot to any vertex, edge, or face component, or midpoints of the components of the selected object in your scene.
Selection Pivot
The Selection Pivot tool is used to align position and orientation of the working pivot to the average of your current vertex, edge, or face selection.
Align Working Pivot
The Align Working Pivot tool is used to interactively adjust the axis orientation of the working pivot by clicking and dragging the axis. The axis will then snap to other valid vertex, edge, or face components on the active object. You can easily align the pivot.
Create Point From Working Pivot
The Create Point From Working Pivot tool is used to add a new Pivot helper object to your scene. This is aligned to position and orient the working pivot, thus making it more easier than ever to add and align pivots to vertices, edges, or faces.
Create Grid From Working Pivot
The Create Grid From Working Pivot tool is used to create a custom grid that is aligned to the current position and orientation of