Showing posts with label 3D Studio Max Tutorial. Show all posts
Showing posts with label 3D Studio Max Tutorial. Show all posts

Wednesday, February 23, 2011

3ds Max Shortcut Keys

Open File CTRL+O (letter "o")
Save File CTRL+S
Redo Scene Operation CTRL+Y
Undo Scene Operation CTRL+Z
Delete Objects DELETE
Top View T
Bottom View B
Left View L
Front View F
Camera View C
Isometric User View U
Maximize Viewport Toggle ALT+W
Wireframe / Smooth Toggle F3
Material Editor M
Expert Mode CTRL+X
Show Tab Panel Toggle Y
Hide Cameras Toggle SHIFT+C
Hide Lights Toggle SHIFT+L
Hide Grids Toggle G
Go to End Frame END
Go to Start Frame HOME
Forward Time One Unit . (period)
Back Time One Unit , (comma)
Play Animation / (forward slash)
Auto Key Toggle N
Render Last F9
Render Scene F10
Select All CTRL+A
Select Invert CTRL+I (letter ???i???)
Select None CTRL+D
Select-By-Name Dialog H
Select Q
Move W
Rotate E
Scale R
Transform Gizmo Toggle X
Transform Type-In Dialog F12
Align ALT+A
Zoom Extents Selected All Z
Zoom Region Mode CTRL+W
Zoom Viewport In [ (open square bracket)
Zoom Viewport Out ] (closed square bracket

Basics of Animation 3

Toolbar
The toolbar  gives you quick access to functions for modifying animation curves and keys.

Fig 7-7 Toolbar
Buffer curves Use Buffer Curve snapshot and swap Buffer curves to compare changes to the current animation curve with its previous shape.
Break Tangents Allows manipulation of the in and out tangent handles individually so you can edit the curve segment entering the key without affecting its opposite handle.
Unify Tangents  causes the manipulation of an in or out tangent handle to affect its opposite handle equally. It retains the relative position of the tangent handles even after tangents are individually adjusted.
Lock Tangent Weight specifies that when you move a tangent ,only its angle can be changed.
Free Tangent Weight specifies that when you move a tangent ,only its angle can be changed. This allows the weight of a tangent to be adjusted as well as the angle.
Clamped  tangent creates an animation curve that has the characteristics of linear and spline curves. The key's tangents will be spline unless the value of two adjacent keys are very close.
Step tangent creates an animation curve whose out tangent is a flat curve.
Flat Sets the in and out tangents of the key to be horizontal.

The Dope Sheet

The Dope Sheet is another animation editor in Maya that is similar to the Graph  Editor.  Instead of displaying curves, the Dope Sheet displays key times as colored rectangles and lets you edit event timing in blocks of keyframes and synchronize motion to a sound file.

To open the Dope Sheet

Select Window > Animation Editors > Dope Sheet

Fig7-8 Dope sheet editor

To Place the Dope Sheet in a View

Select the view.
Select Panels > Panel > Dope Sheet.

Tuesday, February 22, 2011

Stage 11: Rendering

Introduction

In this final stage of the project, views created with the Key 3D View Manager are rendered using Supersampling for best quality.

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


  • Carry on from the previous scene or open ACAD to 3D Stage 11.max
  • Use Key 3D View Manager to set up further views and render:
TIP: When performing final renders use Supersampling to increase the quality of mapped textures in the scene.Supersampling is an optional additional anti-aliasing step that provides a "best guess" color for each rendered pixel. The supersampler's output is then passed on to the renderer, which performs a final antialiasing pass. This scene relies on many image maps and textures and will benefit from 'global supersampling' (ie on all texture maps in the scene). To enable global supersampling do the following:
  • Rendering> Render Scene dialog > Renderer Tab > Global SuperSampling
  • Uncheck Disable all Samplers and check Enable Global Supersampler to supersample texture maps when rendering
  • Increase or decrease the Quality amount (by 0.1 increments) and check render times and image quality to optimise the supersampling

TIP: When performing draft renders check Disable all Samplers to save render time

Overview East

Overview West

From 32 Chestnut Drive

From 54 Chestnut Drive

From 6 Ash Grove

From 12 Ash Grove

Stage 10: Add Play Equipment, Vehicles and People

Introduction

Finally, Key 3D Model Objects dialog is used to add play equipment, cars and vans and Key 3D Image Objects dialog is used to add people. This brings the scene to life and further adds to the sense of scale for the design

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


10.1 Play Equipment

  • Carry on from the previous scene or open ACAD to 3D Stage 10.max
  • Open Key 3D Model Objects dialog and Browse to Playground / Record
  • In the Top viewport Drop playground equipment onto the rubber safety surfaces

  • Rotate the play equipment on the Z axis so that they are orientated correctly



10.2 Cars and vans

  • In Key 3D Model Objects dialog Browse to xtra Vehicles / Cars
  • In the Top viewport Drop Car 02 high res red or similar onto the road surface

  • Rotate the car on the Z axis so that it faces the correct way
  • Open Key 3D Drop Onto
  • Check Follow Surface Normal and then press Position and Drop. The button turns orange
  • In the Top viewport move the cross cursor and drop the car slightly further up the road
  • Right click to stop the drop routine
This will ensure that the car follows the surface of the road



  • Use the same routine to drop and position a further six cars and two vans



10.3 People

To drop single Image Object people on surfaces
  • Open Key 3D Image Objects dialog and Browse to People / Casual Standing
  • Select a thumbnail image

  • Press Drop and in the Top viewport left click to drop the Image Object on a surface

To drop multiple Image Objects on surfaces

  • In Key 3D Image Objects dialog press Browse and select People / Crowds
  • In the Top viewport drop the Image Objects onto surfaces. This option drops different images each time the left mouse button is pressed

To generate crowds automatically

Use Key 3D Spline Filler to generate crowds automatically:
  • Draw a spline in the Top viewport delineating where a crowd of people is required
  • Create a small Box with minimum segments as a 'Fill' object

  • Open Key 3D Spline Filler and select the spline
  • Under Spline to Fill press Selected. The name Line01 is displayed
  • Select the box
  • Under Fill Object press Selected. The name Box01 is displayed
  • Press Fill
  • If the fill number or randomisation is not suitable press Undo. Change the number and press Fill again

The spline is filled with 'Fill' objects

  • Open Key 3D Straight to Surface and select all the boxes
  • Press Move and in the User viewport see the boxes move to the surface


  • Open Key 3D Image Objects dialog and select People / Crowds / Crowd cas stand & walk
  • Press Settings and randomise the height and width by about 10% up and down
  • Select all the boxes and press Replace. This replaces all the box 'Fill' objects with randomised people Image Objects

  • Finally open Key 3D Image Object Settings
  • Select All
  • Press Look At Camera and then Add Shadows

Stage 9: Replace blocks for Lamp Posts and Trees

Introduction

Simplified blocks for lamp posts and trees in the AutoCAD drawing can now be imported and replaced with 3D models and images using Key 3D Model Objects and Image Objects dialogs. The Legacy AutoCAD drawing import is used for this operation

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


9.1 Import and replace Lamp Posts

  • Carry on from the previous scene or open ACAD to 3D Stage 9.max
  • On the Display Panel > Hide by Category rollout check Lights and Helpers
  • File > Import. Choose Files of Type: AutoCAD Drawing [*.DWG,*.DXF]. Select Project for 3D 03.dwg
  • On the AutoCAD DWG/DXF Import Options dialog > Layers Tab select 0_Lighting columns, O_Tree 10m dia and O_Tree 5m dia
  • On the Geometry Tab check just Weld with a Threshold of 0.1 and Derive AutoCAD Primitives set to Layer
The lamp post and tree blocks are imported

  • Select all the lamp post blocks named Block:Light block and maximise the User viewport
  • Open Key 3D Straight to Surface and press Move. All the lamp post blocks move to the surface

  • Keep all the lamp post blocks selected
  • Open Key 3D Model Objects dialog and select Lighting - road / K3D Conical taper / Light conical 06m 02
  • Press Replace. The 2D blocks are replaced by 3D Lamp Posts
NOTE: If other types of lamp posts are required simply select the lamp posts again and replace from the Key 3D Model Objects dialog or use Key 3D Replace to replace any objects with others




9.2 Import and replace Trees

  • Open Key 3D View Manager and select view: Overview SE. Press Copy to Camera
  • Select all the tree blocks named Block:Tree 10m dia and Block:Tree 5m dia
  • Open Key 3D Straight to Surface ;and press Move. All the tree blocks move to the surface
  • Select all Block:Tree 10m dia tree blocks. These are 10m diameter trees
  • Open Key 3D Image Objects dialog and select Trees and Shrubs / Trees mix / Street tree mix
  • Press Settings and change the settings as below:

  • Close the Settings dropdown and press Replace. The 2D tree block are replaced with 3D Image Objects

  • Select all the 5m diameter tree blocks and repeat the Replace procedure
  • Change the Settings as below, randomising the height and width using the spinners

  • Open Key 3D Image Object Settings
  • Under Apply To select All
  • Press Look At Camera. All the tree Image Objects turn to look at the camera
  • In the Top viewport look at the Image Objects and press the button under Vertical Adjustment In the Up until the trees are vertical
  • Press Add Shadows to add shadow objects to the trees


  • Render the Camera view
The Image Objects may be too bright. To solve this do the following:
  • Open Key 3D Bitmap Properties
  • On the Show list box select Image Objects Only
  • Select each tree object in turn from the right hand window and reduce the Brightness. Note that only one bitmap is shown for each type of tree (4) as the change in bitmap properties will affect all trees using these maps in the scene

NOTE: Make sure that Helpers is unchecked on the Hide by Category rollout on the Display Panel. This will allow the image objects to be selectable

TIP: At this stage in the modelling process use Key 3D Sunlight to quickly move the Sunlight position for optimum rendering results. Use the Create and Remove Animate buttons for quick results whilst performing test renders
NOTE: When using tree mixes only Basic shadows can be displayed. To use Best shadows, single tree species must be used

Stage 8: Assign Materials and Sky background

Introduction

When surface and edge modelling has been completed and the lighting has been setup correctly, materials can then be assigned to surfaces and edges. Different strategies are used for large unit paving (flags), small unit paving (tarmac) and edge material (kerbs following the edge of a road)

Download Sample Data

In order to follow this tutorial, you may want to use the supplied files. Please read the sample data instructions before downloading.
AutoCAD Drawing files: dwg_files.zip (784kb)
3ds Max Scene files: scene_files (7.8mb)


8.1 Surface materials

  • Carry on from the previous scene or open ACAD to 3D Stage 8.max

Tarmac, Grass and Bound Aggregate

  • Open Key 3D View Manager and select View: Overview SW. Press Copy to Camera
  • In the User viewport zoom to a section of the road
  • Select B_Road Surface
  • Open Key 3D Material Tiler and press Browse
  • Choose Aggregates library and Tarmac category


  • In the User viewport zoom to a section of road and test render to view the results

Next, the paths running through the park area require a bound aggregate texture
  • Exit sub-object mode and Exit Isolation
  • Using Key 3D Material Tiler assign Aggregates / Aggregate / Aggregate 01 to the paths surface: Surface Path

  • Select Surface_B_Grass and assign Ground / Grass / Grass 01 to the grassed areas
The grass is a little dark and needs to be lightened slightly

  • Keep Surface _B_Grass selected and open Key 3D Bitmap Properties. Change the RGB Level to 0.8. This lightens the intensity of the grass texture to suit the lighting conditions


  • Open the [Houses] group and change colour of houses to brick colour and roofs to a dark grey
  • Close the [Houses] group
  • Open the [Play surfaces] group and assign Aggregates / Aggregate / Aggregate 07 to Surface_B_Play02 (the smaller play surface)
  • Assign Aggregates / Aggregate / Aggregate 07 also to Surface _B_Play01 (the larger play surface)
  • In the Top viewport and in Wireframe display mode Attach the inner play surfaces together and rename Inner play surfaces

  • Assign Aggregates / Aggregate / Tarmac 02 to the inner play surfaces. This has a similar texture to rubber safety surfacing
  • Close the [Play surfaces] Group


Flag Paving

  • In the Top viewport zoom to the pavement shown below

  • Assign Paving tiles map / 600x450 / 600x450 run buff to Surface_B_Pavement


TIP: To make all sections of paving follow the direction of the pavement, split the paving up into sub-surfaces using the Key 3D Surfaces routine and assign a separate paving material to each section, rotating the paving material for each section


Site surface and Context surface

  • Assign Ground / Grass / Grass 07 to Surface_B_Site
  • Change the colour of Context surface to a darker grey/green



8.2 Fence materials

House fences

  • Assign Fencing / Wood / Wood 10 to O_Fence
This material will appear too light
  • Use Key 3D Bitmap Properties to reduce the RGB Level to 0.5 (Ref: 8.1)



Create park boundary and play area fences

  • The park and play areas boundaries require bowtop railings and these are created automatically using Key 3D Boundary Image. The following exercise explains how to create a boundary image for the park boundary. Firstly, Key 3D Edge Path is used to create a spline around the edges of the park surfaces:
  • Select Surface_B_Pavement and Isolate Selection
  • Open Key 3D Edge Path
  • Press Create Path and on the Create Shape dialog select Linear and type Site Fence in the Curve Name text box

  • Exit Isolation and select Site Fence and Surface_Path
  • Isolate Selection again
  • Select Site fence path and enter Segment sub-object mode. Delete all segments apart from those on the park boundary. Also delete segments at entrance points on the park boundary spline

  • Again, in Segment sub-object mode delete segments on the park boundary spline at entrance points

TIP: To speed up the process of deleting long sections of splines delete segments at either end of a longer section of spline, enter spline sub-object mode and delete the long spline section all at once
  • Use Shape Check utility to check for any intersecting vertices and Weld any vertices that are intersecting
  • Select Site Fence
  • Open Key 3D Boundary Image
  • Press to open the following sample browser and navigate to page 4
  • Select Railing bow top 1.6 x 2.0.jpg. This must be the JPG file and not the GIF file (this is the image mask)

  • Change the Spacing to 2
  • Change the Height to 1.6
  • Press Apply to create the image bow-top fence at 2m post spacing and 1.6m high

  • Finally, select Site Fence and open Key 3D Bitmap Properties
  • Make sure the bow-top jpg image is displayed in the preview window and change the Brightness to 0. This will make the fence darker and it will render better
NOTE: Supersampling for this fence material will improve the rendering of the railings further (global supersampling is explained later in 'Rendering')

  • Repeat the above routine for the play area fences and name these Small Play Fence and Large Play Fence
NOTE: The play area surfaces need to be ungrouped (or opened) before selecting the larger play area surface. Also, make sure no isolated vertices exist on each surface by using Remove isolated Vertices in vertex sub-object mode



8.3 Kerb material

The kerb was created using the MAX/VIZ Loft compound object. This requires the material to follow the loft path, as real-world kerb sections follow the line of the road. The Loft mapping parameters are used to do this
  • Select Loft01 and rename Kerb
  • Zoom to the kerb loft to gain a good view of straight and curved sections

  • Open Key 3D Material Tiler and assign Paving Tiles Map / 450x450 / 450x450 stack grey to the kerb
  • On the Modify Panel remove the UVW Map modifier
  • Open the Material Editor and select an empty sample window
  • Use the Pick Material from Object button to pick the kerb's material for editing
  • Go to the Map level by pressing the Map Button to the right of the Diffuse swatch and open the Advanced Controls rollout of the Tiles material
  • Change the Horizontal Count to 1
  • Change the Color Varience and Fade Varience both to 0.1 and Go to Parent

  • In the Modify Panel Loft Surface Parameters change the Surface Parameters > Mapping, whilst viewing the kerb in the viewport and test rendering as below:


  • When satisfied with the kerb mapping convert the loft to an Editable Mesh
  • Exit Isolate Selection



8.4 Sky background

  • Maximise the Camera viewport
  • Open Key 3D View Manager and select View: Entrance 01. Press Copy to Camera
  • Open Key 3D Sky. Press Presets and select Normal Sky - 2 Cloud Layers - Key 3D
The Mini-Renderer displays a small render of the scene via the current view selected in Key 3D View Manager

  • Use the Colour dropdown and Clouds dropdown to change the sky and cloud properties:
TIP: Make the Cloud Layer 2 altitude higher than Cloud Layer 1 and slightly darker. Use subtle Cloud Density so that the sky does not detract from the main scene elements. Use a preset for a good start and tweek settings to get the desired result or press Randomizer to obtain a random start. When happy with a sky solution save it as a preset for future use in any scene

  • Close Key 3D Sky
  • Finally, tweek the colour of the Houses by opening the group and selecting all the houses. Also, tweek the Bitmap Properties of the grass (slightly darker) and house fences (slightly darker)
  • Tweek the shadow settings in Key 3D Sunlight and perhaps decrease the Light Dome multiplier to 0.4

Twitter Delicious Facebook Digg Stumbleupon Favorites More

 
Powered by Blogger