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Introduction
Getting Started
Working With Objects
- Viewing & Hiding
- Selecting Objects Pt.1
- Selecting Objects Pt.2
- Named Selection Sets
- Renaming
- Case Sensitive & Lock
Modifying Objects
- Modifiers Intro
- Modifier Sets
- Grayed Out Buttons
- Segmentation & Modifiers
- Limits
- Axis/Coordinate System Pt.1
- Axis/Coordinate System Pt.2
- Modifier Order
- Instanced/Make Unique
Transforming & Cloning
- Transforms Intro
- Move/Reference Coordinates
- Rotate
- Transforms: Screen Handle
- Unconstrained Rotation
- Scale
- Squash
- Numeric Transforms: Move
- Numeric Transforms: Rotation
- Numeric Transforms: Scale
- Reset XForm
- Cloning Intro
- Viewing Clone Dependencies
- Mirror Clone
- Arrays
Previewing & Rendering
- Intro to Previewing & Rendering
- Animation: > Make Preview
- ActiveShade
- Rendering
- Rendering to Still-Image File Formats
- Network & Background Rendering Pt.1
- Network & Background Rendering Pt.2
Groups & Layers
- Groups: Intro
- Group: Open/Close/Ungroup/Explode
- Group: Attach/Detach
- Layers Toolbar
- Layers Manager
Using 2D Shapes To Make 3D Objects
- 2D Shapes
- Lathing a Line (Wine Glass)
- Lathing a Circle (Helmet)
- Extrude (Text & Star)
- Lofted Objects: Intro
- Lofting Using Multiple Shapes
- Using Deformation Curves
- Easy Modification of Lofts
- Vertices: Corner/Bezier/Smooth
Working With Precision/To Scale
- Working To Scale/Viewport Setup
- Using Snaps/Snaps Toolbar Pt.1
- Using Snaps/Snaps Toolbar Pt.2
- Quick Align
- Keyboard Entry/Align
- Clone & Align
- Normal Align
Surface Modeling
- Introduction to Surface Modeling
- Editable Mesh (Flashlight) Pt.1
- Editable Mesh (Flashlight) Pt.2
- NURBS Pt.1
- NURBS Pt.2
- Editable Patch
- Editable Poly Pt.1
- Editable Poly Pt.2
- Paint Deformation Pt.1
- Paint Deformation Pt.2
- Edit Poly Modifier
- Paint Soft Selection
Materials & Maps
- Intro to Materials/Maps & Shaders
- Ambient/Diffuse/Specular/Opacity
- Using Bitmap Maps
- Save Scene Materials in Library
- Save from Material Editor to Library
- Put Material to Library
- Tiling & Offset
- Procedural Maps Intro
- Checker
- Blur/Blur Offset
- Put Material to Scene
- Reflection & Refraction
- Bump (Noise)
- Specular Map (Falloff/Gradient)
- Opacity (Falloff)
- Opacity (Gradient/Noise)
- Diffuse Map (Mix/Splat/Cellular)
- Multi/Sub-Object Materials/Material IDs
- Changing Material IDs of Sub-Objects
- Using Shapes to Set Material IDs
- Attaching Objects Creates MSO Materials
- The Ink'N'Paint Material
- The Unwrap UVW Modifier Pt.1
- The Unwrap UVW Modifier Pt.2
- Mask (Falloff/Waves)
- mental ray Materials (DGS) Pt.1
- mental ray Materials (DGS) Pt.2
Animation - Introduction
- Animation/Scene Setup
- Animation: Auto Key
- Animation: Set Key
- Deleting & Editing Keys
- Key Filters
Basic Cameras & Lights
- Standard Cameras (Target/Free)
- Controls (Dolly/Perspective)
- Controls (Roll/Orbit/Pan/Truck/FOV)
- Parameters (Show Cone/Clipping Planes)
- Standard Free Light
- Standard Target Light
- Hotspot/Falloff
- Aligning Cameras & Lights
- Decay
- Near & Far Attenuation
- Omni (Exclude)
- Projector Maps
- Daylight Pt.1
- Daylight Pt.2
- Daylight Pt.3
Atmospheric Effects
- Fire Effect Pt.1
- Fire Effect Pt.2
- Fire Effect Pt.3
- Volume Fog
- Fog Pt.1
- Fog Pt.2
- Fog Pt.3
- Volume Light
Rigging Intro
- Skin & Bones Pt.1
- Skin & Bones Pt.2
- Control Objects
- Custom Attributes Pt.1
- Custom Attributes Pt.2
- MAXScript: degToRad
- Attribute Holder Modifier
- Parameter Collector Pt.1
- Parameter Collector Pt.2
- Parameter Collector Pt.3
Bones - Skinning - Rigging
- Creating the Dolphin Bones Pt.1
- Creating the Dolphin Bones Pt.2
- Creating the Dolphin Bones Pt.3
- Naming the Bones
- Bones Linking - Forward Kinematics (FK)
- Creating a Center of Mass
- Creating Control Objects Pt.1
- Creating Control Objects Pt.2
- Creating Control Objects Pt.3
- Creating Control Objects Pt.4
- Creating Control Objects Pt.5
- Making Bones Non-Renderable
- Skinning Pt.1
- Skinning Pt.2
- Skinning Pt.3
- Locking Down Bones
- Locking Down Control Objects Pt.1
- Locking Down Control Objects Pt.2
- Custom Attributes Pt.1
- Custom Attributes Pt.2
- Correcting the Hierarchy
- Using the Rig Pt.1
- Using the Rig Pt.2
- Inverse Kinematics Pt.1
- Inverse Kinematics Pt.2
- Inverse Kinematics Pt.3
- Combining FK & IK Pt.1
- Combining FK & IK Pt.2
- Limiting IK - Creating Bones
- Limiting IK - Skinning
- Limiting IK - IK Limits
Reaction Manager
- Intro to Reaction Manager
- Adding/Moving/Scaling & Deleting States
- Create Mode
- Edit Mode
- Editing States Numerically
- List Controller with Reaction Mgr.Pt.1
- List Controller with Reaction Mgr.Pt.2
- Create State
- Using Reaction Mgr.& IK - Expose TM Pt.1
- Using Reaction Mgr.& IK - Expose TM Pt.2
Animation - Motion Controllers
- Motion Controllers - Introduction
- List Controllers
- Animation Menu - Controllers
- Trajectories Pt.1
- Trajectories Pt.2
- Track View - Curve Editor Pt.1
- Track View - Curve Editor Pt.2
- Track View - Dope Sheet Pt.1
- Track View - Dope Sheet Pt.2
Particles - Space Warps - Morphs - VP
- Particle Systems - Basics & Presets
- SuperSpray Particle System Pt.1
- SuperSpray Particle System Pt.2
- Materials for Particles
- Space Warps - Overview & Creating
- Dynamics - Bouncing a Sphere
- PDeflector - Bouncing Particles
- Particle Flow Pt.1
- Particle Flow Pt.2
- Morph Compound Object
- Morpher Modifier
- Video Post Pt.1
- Video Post Pt.2
reactor
- Intro
- Rigid Bodies Pt.1
- Rigid Bodies Pt.2
- Rigid Bodies Pt.3
- Creating Initial Velocity
- Soft Bodies Pt.1
- Soft Bodies Pt.2
- Soft Bodies Pt.3
- Cloth
Low Poly Modeling - Animation - Maps
- TurboSmooth
- Skin Wrap Modifier Pt.1
- Skin Wrap Modifier Pt.2
- Skin Wrap Modifier Pt.3
- Skin Wrap - Face Limit
- Skin Wrap Local Parameters Pt.1
- Skin Wrap Local Parameters Pt.2
- Skin Wrap Local Parameters Pt.3
- Skin Wrap Local Parameters Pt.4
- Skin Wrap Patch Modifier
- Normal Maps Pt.1
- Normal Maps Pt.2
Credits
- About the Author
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