> INSIDE 3DS MAX 7
Interface: Same Overall Look
If you''''''''ve used an earlier version of 3ds max, you''''''''ll be happy to know that you will not have to learn a new set of interface functions and keyboard shortcuts for 3ds max 7. The interface for 3ds max 7 provides the same basic layout and functionality as 3ds max 4, 5, and 6. There are only two visible changes: The home grid has been cleaned up and some minor items have been added to the menus. These additions make it easier for you to access common functions. The interface has become slightly more intuitive and some functions are more available in the menus and quads. The overall look, however, is the same.The home grid now appears in a lighter, less prominent color. It is now slightly harder to see, but it is less distracting and less likely to interfere with your viewport when you are modeling.
Flat Shaded Mode
3ds max 7 does not accurately render the true effects and complicated calculations of lighting in a scene within the viewport. This is a deliberate performance tradeoff so that the viewport can maintain fast screen redraw. Therefore, shading and textures that display in the viewport may be over-lit or under-lit, with inaccurate highlights and shadows that make it harder to visualize and work with a scene (Figure 1.1). The problem can be particularly severe when modeling a glossy object, and sub-object level selections can be difficult to see. As the view is rotated, the highlight from this glossiness can cause distracting light and dark shifts on the polygons.
Figure 1.1. Shadows on the Deviled Egg character.
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Figure 1.2. The new Flat Shaded mode simplifies the view, without any highlights. Note that the deviled egg character has no shadows.
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Walkthrough Mode
Controlling the viewport is probably one of the most common and repetitive tasks in 3ds max. The processes of navigating a camera through a scene have been simplified with a Camera or Perspective view in walkthrough mode.Using Walkthrough mode is much like traveling through many video games. It allows you to use keyboard shortcuts in combination with the mouse to fly through scenes in real time. The quickest way to access Walkthrough mode is to press the Up arrow while the Perspective or Camera viewport is active. Alternatively, go to the viewport controls, click the Pan View or Truck Camera button, and choose Walkthrough mode from the flyout menu.Here''''''''s a quick list of the Walkthrough mode controls:
- To travel forward, hold down either the W key or the Up arrow.
- To travel backward, hold down either the S key or the Down arrow.
- To travel left, hold down the A key or the Left arrow.
- To travel right, hold down the D key or the Right arrow.
- To travel up, hold down the E key or hold down Shift plus the Up arrow key.
- To travel down, hold down the C key or hold down Shift plus the Down arrow key.
- Holding down both the Up and Left arrow keys while dragging with the mouse in Walkthrough mode moves you both forward and to the left. The same will happen if you hold down the A and W keys. You can move along other diagonal vectors by holding down the appropriate combinations of keys.
- The spacebar toggles between two different modes: the Camera constrained to looking left and right only, or unconstrained and able to freely look all around. The spacebar only works with mouse movement, not key constraints, and does not affect vertical movement using the keys.
- To change the acceleration for Walkthrough mode, use the [ key (left square bracket) to go slower and the ] key (right square bracket) to go faster. Hold these keys down or press them repeatedly to effectively adjust acceleration. Pressing the Q key will toggle between a fast mode and a normal mode, and pressing the Z key will toggle between a slow mode and a normal mode.
There are a few idiosyncrasies to be aware of when navigating in Walkthrough mode with a camera that has its Orthographic Projection option checked. Traveling forward and backward will appear to have no effect. And objects that are close to the camera will appear to be the same size as the same object further away. This is because an orthographic view has no perspective. In fact, the Camera is still physically moving forward or backward through the scene.Note

Taking a Walk with Walkthrough
You should practice working with the Walkthrough mode commands before using them on your scene files. Also, while Walkthrough mode is active, all actions will be recorded for one undo. So if you make several movements, then choose Undo, all of the movements will be undone instead of just one.Note

1. Open the file entitled Walkthrough mode start.max from the DVD (Figure 1.3).
Figure 1.3. The Walkthrough scene opens with many objects to travel through.
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Figure 1.4. Walkthrough mode is activated when the Walkthrough button, Auto Key, is on, the Time Slider is on frame 20, and the camera is looking at the Triangle shape.
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Figure 1.5. We are approaching the triangle and ready to go through.
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Figure 1.6. The circle is centered and we are ready to travel forward.
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Figure 1.7. The Time Slider is at frame 40, a key is generated, and we are ready to go through the circle.
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Tweaking the Walkthrough
Let''''''''s assume that you made a few positional mistakes when walking through some of the destinations and that you also made errors in setting the animation keys on those frames. If the camera failed to accurately go through some of the shapes, you can go to those keyframes and, using the Walkthrough tools, make the appropriate changes. Here''''''''s how:
1. Activate the Key Mode toggle when editing keyframes, to make changing the Time Slider to the keyframes easier, and perform the necessary adjustments to the camera. The Key Mode toggle is within the viewport controls on the bottom right of the interface, and to the left of the frame number. 2. With Auto Key still active, also activate the Key Mode Toggle button and use the Next Key button to step through each key until you get to frame 60. You will see the star filling the camera view. Drag the cursor until the star is in the center of the camera view. 3. Make similar adjustments to the keyframes as needed, and make sure that the shapes on those frames are centered. 4. Turn the Auto Key off and deactivate the Walkthrough mode when you''''''''ve completed your changes, so that no animation will be accidentally created.
Toggling Dialogs and Editors
A new feature of 3ds max 7 is the ability to close some of the dialogs and editors using keyboard shortcutsthe same shortcuts that open them. For example, in previous versions of 3ds max, you''''''''ve been able to open the Material Editor by pressing the M key. Now you can also close the Material Editor by pressing the M key.Here''''''''s a complete list of dialogs and editors that now close with the same keyboard shortcuts that are used to open them:
- ActiveShade Floater
- Asset Browser
- Bone Tools
- Channel Info Editor
- Clone and Align Tool
- Display Floater
- Environment and Effects dialog (keyboard shortcut 8)
- Grid and Snap Settings dialog
- Layer Manager
- Light Lister
- Material Editor (keyboard shortcut M)
- Material/Map Browser
- MAXScript Listener (keyboard shortcut F11)
- mental ray Messages Window
- Parameter Collector (keyboard shortcut Alt-2)
- Parameter Editor (keyboard shortcut Alt-1)
- RAM Player
- Rename Objects
- Render Scene dialog (keyboard shortcut F10)
- Render To Texture (keyboard shortcut 0)
- Rigid Body Property Editor
- Selection Floater
- Spacing Tool (keyboard shortcut Shift I)
- Transform Type-In (keyboard shortcut F12)
- Video Post
Tip

New Toolbar Items
The Main toolbar has a couple of new items: Paint Selection Region and Render Shortcuts (Figure 1.8).
Figure 1.8. Paint Selection Region and Render Shortcuts are new to the Main toolbar.
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- The Snaps Use Axis Constraints toggle in the Axis Constraints toolbar
- The Clone and Align tool in the Extras toolbar
- The Snaps toolbar
Menu Changes
A number of changes and additions have been made to the 3ds max 7 menus. Some menu items are now more logically placed; others have been renamed; a few are brand new. There''''''''s nothing revolutionary here, but the new and revised menu items will certainly speed and streamline your workflow.
File Menu
3ds max 7 now includes a File Link Manager utility, which ensures that drawings (.dwg files) created in AutoCAD, Mechanical Desktop, and Architectural Desktop will be updated in 3ds max 7 when they are modified in the original program. Access the File Link Manager from the File menu.Note

Tools Menu
Also new are the Quick Align and the Clone and Align tools. Both of these new features are used to accurately place objects in the scene and are accessed from the Tools menu. Shift A is the keyboard shortcut for Quick Align. The Clone and Align tool has an extra function that creates a copy of the source object in multiple target locations.
Views Menu
Object Display Culling has been added to the Views menu and its keyboard shortcut is Alt-O. Its settings can be adjusted from the Utilities panel. Use Object Display Culling to make the viewport display large scenes faster. Distant objects will be hidden or displayed as a bounding box. You define how fast the viewport will respond, and Object Display Culling decides how many objects will be culled in order to achieve the desired speed. Object Display Culling does not have any effect on a single object that contains a lot of polygons.
Animation Menu
Parameter Editor, Parameter Collector, Reaction Manager, and Delete Selected Animation have been added to the Animation menu. The Parameter Editor is not a new feature; it used to be called Add Custom Attribute, and Alt-1 is its keyboard shortcut. The Parameter Collector is used to combine useful parameters into a single interface to be animated, and Alt-2 is its keyboard shortcut. The Reaction Manager manages the Reaction Controller features and is used to allow one object to control the animation of other objects. Delete Selected Animation will delete all animation keys of a selected object.
Help Menu
License Borrowing has been added to the Help menu. It is only available in 3ds max 7 network installations and its submenu will be grayed out for stand-alone installs. License Borrowing makes it much easier to manage a pool of authorized copies of 3ds max 7 on a network when those copies also need to be available for borrowing by computers not on the network. You can now borrow a license from the pool to put on your laptop for offline work, such as a business presentation or telecommuting arrangement. Then, when you''''''''re done, you simply return the license to the network pool. Normally, you would need to purchase an extra copy of 3ds max for that laptop, so License Borrowing is definitely a money-saver.
The Quads: Right-Click Menus
Right-clicking brings up one of the Quad menus; these menus are used to quickly access functions that would normally be buried within the interface. By holding down combinations of Control, Shift, and Alt, right-clicking will bring up additional Quad menus.Select and Dope Sheet have been added to the standard Quad menu.In the Alt-right-click Quad menu, the new Reaction Manager and Delete Selected Animation have been added. Delete Selected Animation will remove all the animation keys assigned to the selected objects. Dope Sheet provides another way of editing animation keys that lets you see all of the animation ranges of multiple objects and how they relate.In the Shift-right-click Quad menu, 3ds max 7 adds the Grid and Snap Settings and the following Snap toggles: Grid Points, Pivot, Vertex, Midpoint, Edge/Segment, and Face.
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