
| Preface Acknowledgments Part Ⅰ: Learning the Max Interface Quick Start: Creating and Animating a Three-Fingered Gaaboot Chapter 1: Finding Your Way-- Exploring the Max Interface Chapter 2: Seeing It All--Working with the Viewports Chapter 3: Saving Your Scene--Working with Files and XRefs Chapter 4: Customizing the Max Interface and Setting Preferences Part Ⅱ: Working with Objects Chapter 5: Creating and Editing Primitive Objects Chapter 6: Selecting Objects and Setting Object Properties Chapter 7: Transforming Objects- Translate, Rotate, and Scale Chapter 8: Cloning Objects and Creating Object Arrays Chapter 9: Grouping and Linking Objects Chapter 10: Working with the Schematic View Chapter 11: Introducing Modifiers and Using the Modifier Stack Part Ⅲ: Modeling Chapter 12: Modeling Basics and Working with Subobjects Chapter 13: Drawing and Editing 2D Splines and Shapes Chapter 14: Using Editable Poly Objects Chapter 15: Painting Deformations Chapter 16: Working with Mesh Modifiers Chapter 17: Surface Modeling with Patches and NURBS Chapter 18: Building Compound Objects Chapter 19: Creating Particles and Particle Flow Part Ⅳ: Materials and Maps Chapter 20: Exploring the Material Editor Chapter 21: Creating Simple Materials Chapter 22: Creating Advanced Multi-Layer Materials Chapter 23: Adding Material Details with Maps Chapter 24: Controlling Mapping Coordinates Chapter 25: Creating Baked Textures Part Ⅴ: Cameras and Lighting Chatper 26: Working with Cameras Chapter 27: Basic Lighting Techniques Chapter 28: Advanced Lighting, Light Tracing, and Radiosity Part Ⅵ: Animation Chapter 29: Animation and Keyframe Basics. Chapter 30: Using Animation Modifiers Chapter 31: Wiring Custom Attributes Chapter 32: Animating with Constraints and Controllers Chapter 33: Using the Expression Controller Chapter 34: Working with the Track View Part Ⅶ: Character Studio, Rigging, and Inverse Kinematics Chapter 35: Creating and Animating Bipeds Chapter 36: Using Physique to Add Skin to a Biped Chapter 37: Controlling Biped Crowds Chapter 38: Manually Rigging a Character Chapter 39: Working with Inverse Kinematics Part Ⅷ: Dynamics and reactor Chapter 40: Using Space Warps Chapter 41: Creating a Dynamic Simulation Chapter 42: Animating with reactor Part Ⅸ: Rendering and mental ray Chapter 43: Rendering Basics Chapter 44: Using Atmospheric Effects Chapter 45: Using Render Elements and Effects Chapter 46: Raytracing and mental ray Chapter 47: Network Rendering Chapter 48: Using the Video Post Interface Part Ⅹ: MAXScript and Plug-Ins Chapter 49: Automating with MAXScript Chapter 50: Expanding Max with Third-Party Plug-lns Appendix A: What's New with Max 7 Appendix B: Installing and Configuring 3ds max 7 Appendix C: Max Keyboard Shortcuts Appendix D: What's on the CD-ROM Index End-User License Agreement |
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