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] saving collision data 2nd 3rd 4th 5th 6th 7th rendering files tests and files Visual MAXScript Editor code Scale action scale command 2nd scale controllers 2nd Scale conversion factor 2nd Scale Tolerance values (World rollout) 2nd 3rd Scatter button Scatter Objects dialog 2nd Scatter tool Scene Motion Blur 2nd 3rd 4thscenes adding chaos to 2nd 3rd 4th adding scene event in Video Post creating with default values for lights roughing out geometry for 2nd 3rd 4th 5th 6th 7th 8th shadows and object relationships in screen redraw 2ndScript Controller window illustrated modeless character of opening from controller list Script controllers 2nd 3rd 4th 5th 6th 7th adding and modifying scripts 2nd 3rd defined Euler XYZ controller Float working with 2nd 3rd scripting 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 [See also Macro Recorder, quickDraft] $ symbol [See also Macro Recorder, quickDraft] adapting existing scripts [See also Macro Recorder, quickDraft] adding and modifying for Script controller 2nd 3rd 4th [See also Macro Recorder, quickDraft] assembling .bip files into script 2nd [See also Macro Recorder, quickDraft] at time 2nd 3rd [See also Macro Recorder, quickDraft] checking for typos [See also Macro Recorder, quickDraft] creating quickDraft interface 2nd 3rd 4th 5th 6th [See also Macro Recorder, quickDraft] designing for quickDraft [See also Macro Recorder, quickDraft] dockable toolbars 2nd 3rd 4th 5th [See also Macro Recorder, quickDraft] Enter vs. Return keys [See also Macro Recorder, quickDraft] fake global illumination [See also Macro Recorder, quickDraft] for loops in 2nd [See also Macro Recorder, quickDraft] generalizing code for [See also Macro Recorder, quickDraft] linking quickDraft to interface 2nd 3rd 4th 5th 6th [See also Macro Recorder, quickDraft] MAXScript Reference for 2nd 3rd [See also Macro Recorder, quickDraft] overview 2nd [See also Macro Recorder, quickDraft] parameters and wildcards [See also Macro Recorder, quickDraft] particle flow [See also Macro Recorder, quickDraft] PFlow events 2nd 3rd 4th 5th 6th [See also Macro Recorder, quickDraft] pseudocode for [See also Macro Recorder, quickDraft] random numbers 2nd 3rd 4th [See also Macro Recorder, quickDraft] recording macros 2nd [See also Macro Recorder, quickDraft] rotation tracks [See also Macro Recorder, quickDraft] show command 2nd [See also Macro Recorder, quickDraft] triggering lightning bolts with 2nd 3rd 4th 5th [See also Macro Recorder, quickDraft] turning off lights with 2nd [See also Macro Recorder, quickDraft] using Script controller 2nd 3rd 4th 5th 6th 7th [See also Macro Recorder, quickDraft] verifying quickDraft functions work 2nd [See also Macro Recorder, quickDraft] where and classOf values 2nd 3rd 4th 5th [See also Macro Recorder, quickDraft] working with arrays 2nd 3rd 4th [See also Macro Recorder, quickDraft] writing custom interface tools 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th [See also Macro Recorder, quickDraft] writing in external editor 2nd [See also Macro Recorder, quickDraft] SDeflector space warp Seagull, Jon Seagull, Jon 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 Select Bitmap Image File dialog Select menu (Particle View interface) 2nd Select Objects dialog 2nd Select Poly by Angle 2nd Select rigid bodies dialogselecting edges for connection fog color material in Material Editor 2nd particles 2nd 3rd 4th 5th 6th rigid bodies for animation 2nd selection methods for Paint Selection Region 2nd 3rd SoftBody vertices 2nd splines for rendering 2nd vertices and moving on animated path 2nd 3rd selection loops Separation Time values (World rollout) Set Keys button, not used for Bipedshaders controlling Subsurface Scattering with 2nd third-party types of 2nd used by Default Scanline Renderer 2nd shadow maps 2nd 3rd 4th 5th 6th 7th calculations and object opacity defined detaching glass panels from windows 2nd 3rd directional light 2nd spotlight 2ndshadow rendering element about rendering separately 2ndshadows area 2nd 3rd casting with invisible objects 2nd raytraced 2nd 3rd 4th rendering moving 2nd 3rd rendering with transparency 2nd shadow maps 2nd 3rd 4th 5th 6th 7th telling story with light and types of Shape Mark operator 2nd 3rd 4th shapes 2nd 3rd 4th 5th 6th advantages of using applying Bevel Profile modifier creating loft objects from paths and modeling first with precision fitting 2nd 3rd 4th rounding corners of 2nd 3rd using spline as basis for model 2nd 3rd Shell modifier shifting body weight Shockwave 3D Exporter 2nd show command 2nd single quotes (')skeletons benefits of cs editing 2nd 3rd hiding components of types of 2ndSkin modifier adding to mesh objects 2nd Physique vs 2nd Skin Morph modifier 2nd 3rd Skin Wrap modifier 2nd 3rdskylight outdoor scenes with 2nd using in Light TracerSlice Plane aligning 2nd creating fragments with 2nd 3rd 4th 5th illustrated 2nd rotating and snapping to object 2nd Slice tool 2ndsliders animating 2nd 3rd 4th controlling particle flow and model shaking with 2nd creating to control animation 2nd wiring to Dummy 2nd smear effects 2nd 3rd 4th 5th 6th smoke effects 2nd 3rd 4th 5th 6th 7th 8th 9th about dispersing in wind 2nd 3rd selecting particles to delete 2nd 3rd 4th smoke trail 2nd 3rd Volume Fog for 2nd 3rd 4th Smoothing Groups for Ink 'n Paintsmoothing objects LoRes_herocliff model 2nd TurboSmooth modifier for 2ndsnapping precision modeling and 2nd 3rd rotated slice plane to object 2nd using Snaps tool 2nd 3rd Snaps toolbar Snaps Use Axis Constraints toggle (Axis Constraints toolbar) soft bodies Soft Body Collection 2ndSoft Selection changing root's shape new Paint option 2ndspace warps Drag 2nd Gravity using multiple Wind 2nd 3rd sparks from biplane 2nd 3rd 4th Spawn tests 2ndspawning droplets from popping bubbles 2nd 3rd 4th 5th 6th popping bubbles 2nd 3rd 4th 5th 6th 7th 8th 9thspecular highlights adding to architectural model defining for lacquered surfaces 2nd 3rd diffusing 2nd specular lightsspecular rendering element about rendering separately 2nd 3rd Sphere primitives 2ndspheres applying decal to surface of 2nd 3rd 4th 5th using as concave fragment 2nd 3rd 4th 5th 6thspiral staircase adding posts to 2nd creating 2nd splash effects 2nd 3rd 4th 5th 6th spline objectssplines as basis for modeling shape 2nd 3rd extruding along 2nd 3rd selecting for rendering 2nd using for profiles and shapes 2nd 3rd 4th 5th 6thSpotlight Parameters rollout Falloff/Field value for 2nd Hotspot/Beam value for 2nd illustratedspotlights placing and adjusting as key light 2nd 3rd replacing omni light with target shadow maps for 2nd square brackets ([ ])SSS [See texturing;Subsurface Scattering]stability adjusting Collision Tolerance energy loss and 2nd 3rd magnifying initial instability of fragments stabilizing ice 2nd 3rd stabilizing objects until collisions 2nd 3rd testing fragments for initial instability 2nd 3rd types of 2nd Standard Flow standard light types 2nd Stars Control dialog 2nd static shots still-life rendering elementstored collisions about data from 2nd 3rd 4th 5th 6th storytelling with lighting 2nd 3rd strategies for compositing StrikeFrame variable 2ndSub-D (Subdivision Surfaces) modeling about edge looping techniques 2nd sub-object mode Subframe Sampling Subsurface Scattering (SSS) 2nd 3rd 4th 5th 6th controlling shaders 2nd features of 2nd 3rd 4th light simulation with practicing with 2nd 3rd 4thsunlight system adding geographic location for 2nd setting up 2nd 3rd 4th 5th working with Compass objectSuper Spray particle system adding and rotating objects defining and adjusting particle types 2nd Particle Flow particles vs rollout for 2nd setting times for splash supersampling 2ndSurface constraints attaching mesh to loft with 2nd 3rd 4th 5th function of mixing keyframes with target surfaces for using recursive 2nd UV coordinates placing objects on target surface 2nd Surface Controller UV coordinates Switch to Edged Faces modeSymmetry modifier applying Edit Poly above bilateral symmetry of characters mirroring lost half of character system units |