3ds max 7 New Features and Production Workflow by Discreet

By Discreet

Welcome to the Discreet® reputable education Courseware for 3ds max 7® software program! reflect on this ebook an all-access cross to the creation and educating event of Discreet's education specialists.

The classes within the guide disguise not just the recent positive factors present in 3ds max 7, but in addition their integration into the final creation workflow of utilizing 3ds max. the educational is designed for 3ds max clients who are looking to improve their abilities, get accustomed to new positive factors, and quick grasp how you can make the most of them.

How you're employed in the course of the tutorials is as much as you. This specified two-in-one package deal comprises:
. education DVD-ROM with lively modules in AVI layout. An teacher demonstrates each one step.
. A ebook that basically files each one educational.

Contents:
Modeling, fabrics, Inverse Kinematics/Scripting, Animation, lights, Rendering, and Compositing

Learn from the construction and coaching services of Discreet Courseware builders, education experts, and authorized running shoes who contributed to this handbook. for info approximately different studying instruments items from Discreet, stopover at www.discreet.com/training.

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Extra info for 3ds max 7 New Features and Production Workflow

Example text

Add the Skin Wrap modifier to the high-resolution object. • In the Skin Wrap modifier, choose the low-resolution animated object. • Scrub the time slider and watch how the high-resolution model is animated in the same way as the low-resolution mesh without adding any keyframes. You add the Skin Wrap modifier to the high-resolution cape and then choose the low-resolution cape as the “wrapper” or “cage” object. Since you have calculated the cloth simulation using the low-resolution models, you can simply apply that same deformation to the high-resolution case by adding a Skin Wrap modifier.

Modeling the High-Resolution Cape 10. Exit Sub-Object. 11. On the Modifier List drop-down, choose Edit Poly. 12. Turn on Show Cage. 13. In the User viewport, select the two edges at the end of the Cape and press Ring in the Selection rollout. 14. Choose the Settings button and set the Connection to 1. 35 36 Chapter 1: Modeling a Cape and Pendant 15. Edit the vertices to make the final cape model look similar to the fol- lowing image. 16. max. Using Reactor In this section, you drape the cape over the back of the character using Reactor.

In the Top viewport, click anywhere to create the Point Helper. 6. On the main toolbar, choose Align and then choose Knight_GEO_pendantCenter. 27 28 Chapter 1: Modeling a Cape and Pendant 7. In the Align Selection dialog, turn on X, Y, and Z Position. 8. Turn on Pivot Point for both Current and Target Object. Click OK. 9. In the Name and Color rollout, type Knight_HLP_pendant. 10. Press H and choose all Pendant parts. 11. On the main toolbar, choose Select and Link. 12. In the Front viewport, click and drag from the child to the parent Helper Object (Knight_HLP_pendant).

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