
| Preface. Acknowledgments. Part I: Learning the Max Interface. Quick Start: Animating a Dancing Cartoon Moose. Chapter 1: Exploring the Max Interface. Chapter 2: Controlling and Configuring the Viewports. Chapter 3: Working with Files and XRefs. Chapter 4: Using Vault and the Asset Tracking System. Chapter 5: Customizing the Max Interface and Setting Preferences. Part II: Working with Objects. Chapter 6: Creating and Editing Primitive Objects. Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers. Chapter 8: Transforming Objects - Translate, Rotate, and Scale. Chapter 9: Cloning Objects and Creating Object Arrays. Chapter 10: Grouping and Linking Objects. Chapter 11: Working with the Schematic View. Chapter 12: Introducing Modifiers and Using the Modifier Stack. Part III: Modeling. Chapter 13: Learning Modeling Basics and Working with Subobjects. Chapter 14: Drawing and Editing 2D Splines and Shapes. Chapter 15: Modeling with Polygons. Chapter 16: Deforming Surfaces and Using the Mesh Modifiers. Chapter 17: Modeling with Patches and NURBS. Chapter 18: Working with Compound Objects. Chapter 19: Adding and Styling Hair, Fur, and Cloth. Part IV: Materials and Maps. Chapter 20: Exploring the Material Editor. Chapter 21: Creating and Applying Simple Materials. Chapter 22: Creating Advanced Multi-Layer Materials. Chapter 23: Adding Material Details with Maps. Chapter 24: Unwrapping UVs and Pelt Mapping. Chapter 25: Creating Baked Textures and Normal Maps. Part V: Cameras and Lighting. Chapter 26: Configuring Cameras. Chapter 27: Using Lights and Basic Lighting Techniques. Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity. Part VI: Animation. Chapter 29: Understanding Animation and Keyframe Basics. Chapter 30: Using Animation Layers. Chapter 31: Using Animation Modifiers and Wiring Parameters. Chapter 32: Animating with Constraints and Controllers. Chapter 33: Working with Function Curves in the Track View. Chapter 34: Combining Animations in the Motion Mixer. Part VII: Dynamic Animation. Chapter 35: Creating Particles and Particle Flow. Chapter 36: Using Space Warps. Chapter 37: Simulating Physics-Based Motion with reactor. Chapter 38: Animating Hair and Cloth. Part VIII: Characters. Chapter 39: Understanding Rigging and Working with Bones. Chapter 40: Adding Inverse Kinematics. Chapter 41: Skinning Characters. Chapter 42: Creating and Animating Bipeds. Part IX: Rendering. Chapter 43: Learning Rendering Basics. Chapter 44: Using Atmospheric and Render Effects. Chapter 45: Raytracing and mental ray. Chapter 46: Batch and Network Rendering. Part X: Post Processing. Chapter 47: Compositing and Render Elements. Chapter 48: Using the Video Post Interface. Part XI: MAXScript and Plug-Ins. Chapter 49: Automating with MAXScript. Chapter 50: Expanding Max with Third-Party Plug-Ins. Appendix A: What's New with Max 9. Appendix B: Installing and Configuring 3ds Max 9. Appendix C: Max Keyboard Shortcuts. Appendix D: What's on the DVD. Index. |
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