In this tutorial we imagine a user interface (User Interface - UI) 3ds max.
3ds max user interface when you start looking quite empty. It also adds a blank viewport - which will create their own models, or visualization of complex worlds, a few icons that you use in your everyday work-4asová axis which is dogged part in creating animations and command panel for you to be a source of objects for your scene but also various settings.
First imagine Viewport. As I said, it is infinite space for your world. It is divided into 4 parts. Left - look left, top - view top, front - a front view and end view perspective. Most of your work will be done in this view where you can move arbitrarily in space. Views you can switch by pressing the top left of the text viewport.
Another key part of 3ds Max is so Comannd Panel. Located on the right of the screen. The command panel is that most of the commands you use. It is divided into six tabs that are located at the very top.
Default is the first to open the Create tab. This tab is the source of all the objects that you can create. It found 7 subcategories. Geometry - Geometry creation, Shapes - creating curves, Lights - formation of lights, camera - production cameras Helpers - Helper Objects, Space WARPS - power, generators ... and the last sub-category of systems where there are entire systems such as daylight - daytime running lights , biped - riggovaná frame and under. Each subcategory has slide-out menu in which there is another subcategory of objects. In the geometry tab, and subcategory Standard Primitives to be opened by default when you start MAX you can create base geometry primitives from which arise the foundation for your comprehensive models.
modify panel also includes a slide-out menu Modifier List where there is a long list of modifiers that serve to further modify your objects. These include no different deformation object UVW mapping coordinates. editing polygon (geometry of your object) and pod.Môžme Now try as such modifier is applied to the object.
first Create a panel of the Create / primitive object box. Click and then draging the viewport to create our object. We walk into the bar and modify parameters of a box set in the previous picture (you can type the entire value).
second Click for the opening bid modifier list and select the Bend modifier.
turn to him the value of Angle 50, 29 and Direction Bend Axis to axis Z.
(Note: If you name modifier led to a small white bulb so this step you a lonely boy debtor's disable function modifier.)
next bookmark Command Hierarchy panel panel which is divided into 3 subcategories. Pivot, IK and Info link.
Pivot - Used to transform your pivot (so-called Gizmo, which moves the objects in the viewport)
IK - Set animation using inverse kinematics.
Link Info - could in the selected axis transformation, disable. (Shift, rotation or size.)
Motion tab is for editing animations - set of keys and adding animation controls.
With bookmarks you can control the display object display in the viewport. Do not show geometry, cameras, lights, etc. Hide in the card can be your single objects temporarily hide.
Hide Selection - Hides the selection of objects
Unselect Hide - Hides uncollected objects
Hide by name - Select to open the window from scene and from there you can choose which objects you want to hide.
For it to your objects again appeared in your viewport use commands or unhide unhide all by name.
similar principle operates card freeze with the only difference that you freeze "Freezes" the object and you continue to work with them you can not unless it neodmrazite "Unfreeze".
Last Utilities panel is where you will find all the additional functions of the program.
Another essential part of 3ds max is the instrument panel where they are tools for moving objects, selective "selection" tools, quick access to the Schematic view editor, curve editor, material editor and snappovanie buttons, mirror, straightening, rendering.
introduce the basic tools by which the moving object in space.
Tool Select and Move "W" - to move an object in the axes x, y, z with Gizmo (if you can not see after selecting an object, press the keyboard "x")
Select and Rotate tool ( "E") - rotujeme with an object by rotating gizmo.
Tool Select and Uniform scale (R) - through the transformation Gizmo Changing size of a given object.
If you right-click on the Select icon and Move Select and Rotate, or Select and Uniform scale appears to us a window Transform type-in \u200b\u200b"F12" to which Možme enter values \u200b\u200beither globally transformation "Absolute: World" or by indentation "Offset: World".
create a simple animation where I show you how to create images on a time axis.
first Create a sphere object and put it on the edge of the grid, playback head "slider" slide to give 0 and click on Auto Key. Viewport edges are stained red. Auto Key will serve us to automatically add keyframe position of the object.
second We will move with the slider to frame 100 and move the ball on the other side of grill. Pictured 100 and 0, we will create keyframes which Možme click and then drag the timeline to adjust the scale animation. The more closer to each other the faster we will move the object.
this we created a simple animation, and we can turn off button autokey.
you play the animation is already widely known for playing tlačítkamy "play animation". 3ds max's default settings in the menu frame 100 (Default is standard NTSC 30snimkov/sekundu). Možme to change when, click on the icon "play animation". Možme here to define the number of frames per second "frame rate" type of view of counting the movie "Time Display", "Playback" where we can define how it will play the animation - faster or slower and larger range of Animation "Animation"
As the last remaining tools for us to navigate in space.
Zoom - zoom facility is used for
Zoom All - brings the whole scene
Zoom Extents - zooms the whole scene in the viewport
Field of view - point of view of width
Pan - pan in the viewport
Orbit - rotate the viewport in the viewport Toogle
Maximize - maximizes the view labeled "alt + w"
We are at the end of the tutorial and I have no other just to say goodbye and thank you for your attention. In the other tutorial to learn the basic commands for modeling.
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