INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

Adobe Creative Team

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  • Index

    [SYMBOL]
    [A]
    [B]
    [C]
    [D]
    [E]
    [F]
    [G]
    [H]
    [I]
    [J]
    [K]
    [L]
    [M]
    [N]
    [O]
    [P]
    [Q]
    [R]
    [S]
    [T]
    [U]
    [V]
    [W]
    [X]
    [Z]

    Cage

    deactivating

    manipulating in Projection modifier 2nd 3rd

    surrounding object with

    camcorders
    [See cameras]

    Camera Match Point placement

    Camera Match utility

    aligning ground plane with 2nd

    rendering to background and

    CameraPoint helpers 2nd

    cameras

    aligning ground plane with background images and 2nd

    improved Walkthrough navigation for 2nd 3rd

    lens flare filters

    putting animation projects on tape

    rendering moving shadows 2nd 3rd

    Capsule primitives 2nd

    casting lights upward

    caustic rendering 2nd

    cells

    building 2nd 3rd 4th 5th 6th 7th

    copying and connecting filopodium to

    modifying with Paint Deformation tool 2nd

    texturing 2nd

    Chamfer Edges dialog 2nd

    chamfering edges 2nd 3rd 4th 5th

    character lighting

    character key and fill 2nd 3rd 4th

    hotspot and falloff 2nd 3rd 4th 5th

    character modeling 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th 41st 42nd 43rd 44th 45th 46th 47th 48th

    adding defined creases

    adding pig's eyes, nose, and tail 2nd 3rd 4th 5th 6th 7th

    assembling hand 2nd 3rd 4th

    attaching fingers to hand 2nd 3rd

    attaching limbs 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th

    bilateral symmetry

    building nose 2nd 3rd 4th 5th

    chamfering edges to define mouth

    character lighting 2nd 3rd 4th 5th 6th 7th 8th

    completing head model 2nd 3rd 4th

    completing torso 2nd 3rd 4th

    connecting corners of mouth 2nd

    controlling shape with edge looping 2nd

    conveying character with eyes 2nd

    copying finger of hand 2nd

    creating muscle deformations 2nd 3rd 4th 5th 6th 7th 8th

    defining lips 2nd 3rd 4th

    designing pig 2nd 3rd 4th

    edge-looping mouth 2nd 3rd 4th 5th 6th 7th 8th

    extruding pig's feet 2nd

    eyes 2nd 3rd 4th 5th

    heads 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th

    increasing segments in forearm

    insetting nostril 2nd 3rd

    manipulating vertices for realistic look 2nd

    MeshSmooth modifier 2nd 3rd 4th 5th 6th

    modeling pig's head 2nd 3rd 4th 5th 6th

    previewing models with MeshSmooth applied 2nd 3rd

    quick command access for

    reusing models 2nd 3rd

    rotating pupils of cartoon eyes

    rounding off surfaces in Editable Poly 2nd

    Sub-D modeling

    character studio (cs) 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th 41st 42nd 43rd 44th 45th 46th 47th 48th 49th 50th 51st 52nd 53rd 54th 55th 56th 57th 58th 59th 60th 61st 62nd 63rd 64th 65th [See also Biped, Crowd, Motion Mixer]

    about [See also Biped, Crowd, Motion Mixer]

    animating IK Blend [See also Biped, Crowd, Motion Mixer]

    as part of 3ds max 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    Biped 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Biped, Crowd, Motion Mixer]

    Biped Animation mode 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    Copy/Paste Pose/Posture/Track tools [See also Biped, Crowd, Motion Mixer]

    Crowd 2nd 3rd 4th 5th 6th 7th 8th 9th 10th [See also Biped, Crowd, Motion Mixer]

    Display tools [See also Biped, Crowd, Motion Mixer]

    editing motion capture 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    features of 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    Figure mode 2nd 3rd [See also Biped, Crowd, Motion Mixer]

    Footstep animation 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Biped, Crowd, Motion Mixer]

    Free Form animation 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    head and body animation 2nd [See also Biped, Crowd, Motion Mixer]

    layers [See also Biped, Crowd, Motion Mixer]

    list controllers for Biped subanimation 2nd [See also Biped, Crowd, Motion Mixer]

    Mixer mode 2nd [See also Biped, Crowd, Motion Mixer]

    motion filtering 2nd 3rd 4th 5th 6th [See also Biped, Crowd, Motion Mixer]

    Motion Flow mode 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    Motion Mixer 2nd 3rd [See also Biped, Crowd, Motion Mixer]

    Physique modifier 2nd 3rd 4th [See also Biped, Crowd, Motion Mixer]

    quadrupeds 2nd 3rd [See also Biped, Crowd, Motion Mixer]

    quarternion controllers 2nd [See also Biped, Crowd, Motion Mixer]

    setting keys in 2nd 3rd [See also Biped, Crowd, Motion Mixer]

    shifting weight [See also Biped, Crowd, Motion Mixer]

    Skin modifier 2nd 3rd [See also Biped, Crowd, Motion Mixer]

    Track Selection tools [See also Biped, Crowd, Motion Mixer]

    checkbox in quickDraft 2nd 3rd

    child objects 2nd 3rd 4th 5th

    classes, object

    classOf values 2nd 3rd 4th 5th

    cliff model tutorial

    adding edge loops to 2nd 3rd 4th

    displacement mapping of 2nd 3rd

    extruding 2nd 3rd

    placing LoRes_herocliff in ground plane 2nd

    smoothing LoRes_herocliff 2nd

    transferring detail from HiRes_herocliff to LoRes_herocliff 2nd 3rd 4th

    Clone and Align tool, using 2nd

    cloudbanks 2nd 3rd 4th

    codecs

    collapsed objects

    collapsing Box primitive 2nd

    collapsing procedural objects

    moving between modified and

    undoing changes to

    Collision Spawn test 2nd

    collision tests 2nd 3rd

    Collision Tolerance

    adjusting

    defined

    Scale Tolerance and 2nd

    collisions

    creating keyframed
    [See Collision Tolerance]

    data from stored
    [See Collision Tolerance]

    disabling dolphin and platform
    [See Collision Tolerance]

    filtering
    [See Collision Tolerance]

    proxy collision objects
    [See Collision Tolerance]

    setting up properties in Particle Flow
    [See Collision Tolerance]

    Collisions rollout 2nd 3rd

    color

    adding to environmental models 2nd

    adjusting with VertexPaint modifier 2nd 3rd 4th

    assigning vertex 2nd 3rd 4th 5th

    background

    changing ray miss

    color bleeding 2nd

    copying texture values for RGB 2nd 3rd

    denoting transparency

    filter color for raytraced shadows 2nd 3rd

    fog

    improvements to Adjust Color dialog 2nd

    limiting out-of-range

    Pseudo Color Exposure

    red areas in render

    representing data in Normal maps

    setting scene's mood

    Color Clipboard toolbar 2nd 3rd 4th 5th

    Color Palette 2nd

    combustion

    full Render Elements composite in

    layers in 3D view in

    rendering matte objects against black background

    Commit button 2nd

    Common panel (Render Scene dialog) 2nd 3rd 4th 5th

    illustrated

    Options section 2nd 3rd

    Output Size section 2nd

    specifying file formats 2nd

    Time Output section 2nd

    Common Parameters rollout

    Compass object

    compositing 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    about 2nd [See also Duval Street tutorial, laboratory tutorial, Video Post]

    adding Video Post filters 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    defined [See also Duval Street tutorial, laboratory tutorial, Video Post]

    enabling rendered output files 2nd 3rd 4th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    familiarity with software for [See also Duval Street tutorial, laboratory tutorial, Video Post]

    further exercises with Motion Blur [See also Duval Street tutorial, laboratory tutorial, Video Post]

    Image Motion Blur 2nd [See also Duval Street tutorial, laboratory tutorial, Video Post]

    materials for Duval Street postproduction 2nd [See also Duval Street tutorial, laboratory tutorial, Video Post]

    matte material with stand-in objects 2nd 3rd 4th 5th 6th 7th 8th 9th 10th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    motion blur options [See also Duval Street tutorial, laboratory tutorial, Video Post]

    Multi-Pass Motion Blur 2nd [See also Duval Street tutorial, laboratory tutorial, Video Post]

    Object Motion Blur 2nd 3rd [See also Duval Street tutorial, laboratory tutorial, Video Post]

    options of Render Elements panel 2nd 3rd 4th 5th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    pixel-based motion blur [See also Duval Street tutorial, laboratory tutorial, Video Post]

    rendering on background plates 2nd 3rd 4th 5th 6th 7th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    Scene Motion Blur 2nd 3rd 4th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    strategies for [See also Duval Street tutorial, laboratory tutorial, Video Post]

    tools in Video Post for 2nd 3rd 4th [See also Duval Street tutorial, laboratory tutorial, Video Post]

    compositors

    job of

    materials needed for Duval Street 2nd

    compressing animation

    concave fragments 2nd 3rd

    constraints 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th 41st

    about 2nd

    Attach To RigidBody

    Attachment 2nd 3rd 4th 5th 6th 7th

    controlling objects with Linked XForm modifier 2nd 3rd

    determining pivot point for object 2nd

    Link 2nd 3rd 4th 5th 6th 7th

    LookAt 2nd 3rd

    mixing keyframes with

    Path 2nd 3rd 4th 5th 6th 7th

    Position 2nd 3rd 4th

    Surface 2nd 3rd 4th 5th

    using recursive Surface 2nd

    control objects

    adding to rigid body collection 2nd

    coplanar and 2nd 3rd

    hiding

    limitations of hand-animation of

    re-animating 2nd

    Control-~

    controllers

    constraints as
    [See Script controllers]

    Noise Position
    [See Script controllers]

    quarternion
    [See Script controllers]

    Reaction
    [See Script controllers]

    TCB
    [See Script controllers]

    working with script
    [See Script controllers]

    controls, Walkthrough mode

    Convert to Editable Poly, for pyramid 2nd

    Convert to Vertex command

    convex fragments 2nd 3rd

    about concave and 2nd 3rd

    illustrated

    testing convexity of

    coordinates

    mapping for procedural objects 2nd

    Mirror World Coordinates dialog

    mirroring pig's eye using coordinate center

    placing objects on target surface with UV 2nd

    preserving UV 2nd 3rd 4th

    projecting texture coordinates to plane 2nd

    coplanar objects 2nd 3rd

    Copy Pose/Posture/Track tools

    copying

    eye, eyelids, and pupil

    finger of hand model 2nd

    texture values 2nd

    Corner Radius

    Create Biped rollout

    Create Fracture button (reactor toolbar)

    Create Object option (reactor)

    Crowd 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

    about

    setting up Delegates for 2nd 3rd

    simulating Delegates wandering 2nd 3rd 4th 5th

    starting crowds 2nd 3rd 4th

    using 2nd

    crystals 2nd 3rd 4th

    cs
    [See layers;character studio]

    Customize User Interface dialog 2nd 3rd

    customizing

    Biped 2nd 3rd

    bitmap texture for model 2nd 3rd 4th 5th

    keyboard shortcuts 2nd

    macroScripts

    model profiles and shapes 2nd 3rd 4th

    rotation track scripts

    Cut tool

    cutting lip shape with 2nd

    improvements to 2nd

    cutting hole with Boolean operation


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