最全的CG影视特效资源:AfterEffects Fusion Shake 5Dcyborg Boujou Flame
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特效合成资源:AfterEffects Fusion Shake 5dcyborg Boujou Flame Assimilate
scratch Avid media Illusion Avid Liquid Avid Softimage/DS
Avid Xpress Pro HD D2 Nuke Discreet Combustion Discreet Edit
Discreet Fire Discreet Flame Discreet Flint Discreet Inferno
Discreet Lustre Discreet Smoke Discreet Toxik Eyeon Fusion
Kcirasoft Roach Nothing Real Shake Nucoda FilmMaster Commotion
Pinnacle Studio Piranha Cinema Chrom imaging SGO Mistika
三维动画资源:Avid Softimage Alias Maya Side Houdini Newtek Lightwave
Maxon Cinema 4D Discreet 3DMax Alias Studio
特效跟踪资源:2D3 Boujou Mokey Realviz MatchMover PF Track SynthEyes 2D3 Monet
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更多资源可见:http://www.itmgvfx.com/
视频教学资源:http://www.itmgvfx.com/itmgvfxChinese/new_page_2.htm
教学资源下载:http://www.itmgvfx.com/itmgvfxChinese/new_page_6.htm
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软件 教学 培训 特效 影视 CG 动画
3ds Max 用户界面
最大化您的生产力。
艺术家可以通过组合的性能和工作流程功能获得无敌的生产力,例如快速、高效的 WYSIWYG(所见即所得)视窗环境、结构视图、多个坐标系、交互式轴约束、可自定义的菜单和按钮、视窗夹/操纵器以及无模式的键盘输入。他们还可以通过创建热键和应用程序内工作流程、通过使用 ViewCube™ 和 SteeringWheels™ 等跨应用程序导航工具来简化工作流程。
独特的修改器堆栈为艺术家提供了使用强大、可视的参数工作流程的选项:在修改器堆栈任何地方所做的修改(不管程度如何)都会自动传播到最终作品中。此功能使艺术家能够以非线性方式进行工作 — 例如在某个已完成的高分辨率角色模型上,还原到堆栈底部的原始低分辨率几何体,并添加细节,比如衬衫上的纽扣或捏鼻子。这些更改通过所有完成修改器(例如平滑、贴图和蒙皮)向上传递,以便在完成的角色中显示。
使用鼠标或基于输入板的画笔界面,进行物体选择和变形、顶点颜色及光能传递润饰。
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数据和场景管理工具
使用内外部数据与场景管理功能提高生产力和工作流程灵活性。
文件管理实用程序 — 例如项目文件夹、相对路径、路径重设工具、资源跟踪、保存增量、自动备份、资源收集器、动态纹理重新加载及日志文件—在文件迭代、用户和位置之间管理 3ds Max 数据的日常使用及传递。
场景管理 — Scene Explorer 面板使用户能够使用可堆叠的过滤、分类和搜索标准,根据任何物体类型或属性(包括元数据)来分类、过滤和搜索场景。用户可以保存和存储多个 Explorer 引用,关联、解除关联、重命名、隐藏、冻结和删除物体,而不管场景中当前选择的物体是什么。用户也可以配置栏来显示和编辑任何物体属性—此功能可以使用 MAXScript 进行扩展。
智能的外部文件参照功能(用于场景、物体或材质)支持复杂场景和动画的高效团队管理。
层管理器使艺术家能够通过层管理器在层中进行工作,从而快速隔离相关的场景元素。
资源跟踪器提供在用资源的来源控制管理。该功能与 Autodesk® Vault 资源管理软件紧密集成,并与大多数第三方资源管理解决方案兼容。
Recognize™ 场景加载技术支持快速精确地把 Revit® 2009 场景数据传递到 3ds Max 中。
欲了解详细信息,请参见连通性和集成。
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建模
高效创建参数形状和物体,以快速开始建模。
大量精选的现成几何元素,包括标准图元、扩展图元、2D 形状和建筑元素(例如门、窗和楼梯)。
混合物体可以使用以下任何操作来创建:Scatter、Connect、Booleans、ShapeMerge、Morph、BlobMesh、Terrain 和 Loft。
参数和混合物体可以转换成以下任何基本几何类型,以进行更详细的编辑:可编辑的网格、可编辑的多边形、可编辑的面片或 NURBS 物体。
2D 形状可以用作创建可编辑样条和样条架构 (spline cage) 的起点,以转换为任何 3D 几何体类型。
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多边形建模与纹理制
多边形/三角网格结构能让艺术家高效地创建、编辑网格模型和制作纹理。这些模型可以包含每顶点颜色通道、贴图通道、选择通道和显式法线,这些元素全部都能在修改器堆栈中制作动画。
多边形建模工具
一整套的制作和编辑工具,包括 create、collapse、attach、bridge、flip、hinge from edge、turn、cut、split、slice、quick slice、wedge、bevel、extrude、chamfer vertex、extrude along a curve、mirror、edge loop 和 edge ring 工具。
ProBooleans 可以用于重新评估和优化网格的拓扑。ProCutter 工具能让艺术家把几何体快速打碎成多个较小的块。
工作流程功能包括:Preserve UV,用于从多边形顶点分离纹理坐标,以便在不毁坏 UV 数据的情况编辑网格;子物体(例如顶点、边、面)选择集,用于在不同类型的选择之间进行智能转换(例如边到顶点);编辑和动画编辑的交互式预览;以及让建模热键和基准点变成临时覆盖的功能。
为处理修改器堆栈中的几何体和子物体提供大量的建模修改器,包括 Projection、Edit Normals、Vertex Paint 以及那些能让您弯曲、导角、封洞、横截、置换、拉伸和细分多边形的修改器。
细分表面和多边形平滑
细分方法包括:NURMS 细分,可以生成类似 NURBS 物体的物体;经典细分,就象 MeshSmooth 一样生成三边和四边的面;以及四元输入,只生成四边的面。多边形物体的网格平滑提供了对最终网格多边形数的控制,以用于渲染优化或细节层级。可供使用修改器进行建模的人员使用的细分表面和多边形平滑工具包括分层细分表面修改器、MeshSmooth 和 TurboSmooth。
优化工具
几何体清理和细节层级工具支持场景优化以进行交互式显示。
纹理指定/编辑
3ds Max 为创造性纹理和平面贴图提供广泛的操作,包括重复、镜像、贴花、角度调节、旋转、模糊、样条贴图、UV 拉伸和松弛;消除变形;保存UV;以及 UV 模板图像导出。
改进的纹理工作流程包括组合无限数量纹理的功能、支持拖放指定的材质/贴图浏览器以及带有缩略图的树状结构。
UV 工作流程功能包括:Pelt 贴图,定义定制接缝并支持用户根据这些接缝展开 UV;复制/粘贴材质、贴图和颜色;调用快速贴图类型(框、圆柱形、球形)。
艺术家可以使用多达 99 组 UV 来进行纹理层制作。
广泛的 UVW 贴图工具包括纹理贴图坐标的直接操纵。
在修改器堆栈中使用的纹理修改器包括像机贴图、材质修改器、UVW 贴图修改器、UV Xform、Map Scaler 和 Surface Mapper。
着色器/材质:参见渲染
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样条线/延伸样条线建模
精确的样条曲线和表面构造工具包括 loft、one- and two-rail sweep、beveling、extrude、filet、cap、offset、lathe、ruled、mirror、multisided blend 以及其它工具。
通过对参数化和连续性的高度控制,表面可以合并、拆开、对齐、缝合、拉伸、制作圆角或重建。样条修改器—适合那些使用修改器堆栈进行建模的人员—能让用户变形、切割、标准化样条、设置样条渲染属性、冲光和修剪/拉伸样条。为直接操纵子物体几何体提供众多的修改器(例如曲线 CV、表面 CV、表面)。
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基本动画
从能够用于在您的场景中制作几乎任何参数动画的广泛关键帧和程序性动画工具中获益。
基本关键帧
两种键模式 — set key 和 auto key — 提供对不同关键帧工作流程的支持。
快速、直观的关键帧控制—包括剪切、复制和粘贴—能让用户轻松制作动画。
动画轨迹可以直接在视窗中查看和编辑。
动画控制器
广泛的控制器(包括基于键的控制器和参数控制器)可以用于对完整转换或物体的位置、旋转和比例制作动画。
基于键的控制器(例如 Bézier 和 TCB)在每个键中存储能够使用这些控件进行编辑的值和插值方法。
约束性动画
物体可以使用对齐、倾斜、速度、平滑度和循环控制沿曲线制作动画,使用对齐控制沿表面制作动画。对多个曲线之间的路径控制动画计算权重,并制作权重动画。
物体可以通过其它物体以许多方式制作约束动画,包括观看、不同坐标空间中的方向以及在不同的时间点进行关联。这些约束也支持多个目标之间的动画权重。
生成的所有约束性动画都可以塌陷到标准关键帧中以进一步编辑。
程序性动画
参数控制器存储影响整个动画的值:每个类型的控制器都有独特的控制。
用户可以根据众多的内置控制器制作程序性动画,包括噪音、表达式、波形、弹力和音频。
生成的所有程序性动画都可以塌陷到标准关键帧中以进一步编辑。
脚本和表达式控制器
自定义控制器可以用作脚本和表达式。
表达式允许由任何数学函数以及任何 MAXScript 来控制动画。
脚本控制器允许由任何可使用 MAXScripts 描述的关系来控制动画。
生成的所有脚本或表达式动画都可以塌陷到标准关键帧中以进一步编辑。
列表控制器
多个动画轨道可以使用列表中的控制器树状结构融合到一个结果中。
列表控制器可以用于在同一个物体或多个物体上存储动画的不同姿势和版本。
列表中每个控制器的影响可以随时间推移计算权重和制作动画。
反应控制器
可以设置反应来让物体响应其它物体的动画。
可以使用想要的值设置和触发反应的状态,因此反应物体将得到控制,而不必用手进行关键帧操作。
参数绑定
控制器之间的单向和双向关系可以绑定在一起,从而提供一种更加可自定义的动画键操作方法。
通过把 UI 元素(例如滑块和旋转器)绑定到物体的可动画轨道,可以实现自定义动画控制。
多个属性可以使用一个滑块控制。
轨迹视图:曲线编辑器和轨迹窗拟定图表编辑器
关键帧动画可以使用沿时间线的曲线逐轨进行编辑,因此动画师可以更轻松地形象化显示插值的分量。
曲线编辑工具包括限制、曲线绘制和曲线修改器。
关键帧可以单独编辑,也可以使用轨迹窗拟定图表编辑器
按组和范围进行编辑。
关键帧或关键帧组可以滑动、移动以及进行时间和值的缩放。
动画可以通过复制、粘贴和引用控制器进行逐轨编辑。
Track Sets 可以用于把复杂的动画组织到离散的实体中,以简化编辑。
密集动画可以使用软性选择衰减进行精确控制,并减键为稀疏的键,从而保持原始动画的完整性。
声轨可以加载到轨道视图中,以轻松地与目标动画同步。图像重影
可以在当前帧之前和之后观看动画,以便评估物体运动。
修改器动画
由于所有修改器参数都可以进行关键帧操作,因此修改器堆栈为动画师提供了另一种程序性动画方法。
点缓存修改器可以用于保存和加载表面变形,以实现轻松交换和快速回放。
Morpher 修改器是组织和动画变形目标的一个界面,支持逐行扫描变形。
蒙皮
可以使用皮肤或体形修改器来实现骨骼变形的精确控制,这样角色就能随关节移动平稳变形,即使在像肩部这样的难度最大的部位也能实现。
皮肤变形可以使用直接顶点权重、封套定义的顶点体积或两者来控制。
权重表、可绘画的权重以及权重的保存和加载等功能在模型之间提供简便的编辑和基于就近性的传递,从而为复杂的角色制作提供了所需的精确性和灵活性。
刚性绑定蒙皮选项既能用于制作低多边形模型动画,也可以用作正常骨骼动画的诊断工具。
其它修改器(例如 Skin Wrap 和 Skin Morph)可以用于驱动网格以及在棘手部位进行目标权重调整。
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角色动画
获得制作复杂的数字角色动画所需的工具。
Biped 概述
集成的 Biped 工具包提供快速、智能的两足动物、体格和群组动画功能。
Biped 可以自动创建两足和四足角色骨骼,因而使用户能够在确定骨骼结构之前制作动画并重新定向到不同结构的两足/四足动物。
Biped 提供先进、直观的 FK/IK 融合以及一个强大的 IK轴心点动画系统,能让手和脚围绕其轴心点之外的点滚动和旋转。
Biped Xtras 能让用户通过可以附加在任何地方并能与任何 Biped 物体建立父子关系(且在旋转和位置方面可动画)的 FK 链条在骨架上的任何地方制作和动画外来的 Biped 功能。Xtras 可以另存为 .bip 文件。
Biped 为资源共享、动画层和非线性编辑提供了高级工具。
独特的 Biped 和样条动力学工具使动画师能够精确控制角色上的物理力,并能用于计算两足动物的空中飞行轨迹线、着地时的膝盖弯曲以及总体平衡。
体格可以用于自动把皮肤几何体附加到两足或骨骼树状结构。
集成的群组系统能让用户使用智能的行为交互(比如目标搜寻和规避)来控制 Biped 角色或任何 3ds Max 物体。
行为可以编成脚本或编写为 C++ 插件,而且用户可以使用认知控制器根据任何可脚本或可编程的标准在它们之间切换。
骨骼和反向运动学 (IK)
角色可以使用 3ds Max 骨骼、IK 解算器和骨骼搭建工具搭建自定义骨架。
所有动画工具(包括表达式、脚本、列表控制器和绑定)都能与用来建立任何结构 rig 的一套骨骼专用实用程序以及自定义控制一起使用,因此动画师只会看到制作其角色动画所必需的 UI。
3ds Max 配备了四个插件 IK 解算器:历史不相关的解算器、历史相关的解算器、肢体解算器和样条 IK 解算器。这些强大的解算器可以减少制作高质量角色动画所需的时间。
历史不相关的解算器在 IK 和 FK 动画之间提供平滑的融合,并使用首选的角度让动画师更好地控制受影响骨骼的定位。
历史相关的解算器可以在关节限制内进行解算,并用于类似机器的动画。
IK 肢体是一种轻量的两骨骼解算器,针对实时交互进行了优化,对于处理角色的一条胳臂或腿十分理想。
样条 IK 解算器提供了一个灵活的动画系统,其中节点可以移动到 3D 空间中的任何地方。它支持高效的骨骼链动画,例如角色的脊骨或尾部,并包含易用的扭曲和卷曲控制。
高级动画工具
动画资源
Biped 和 3ds Max 物体都有用来存储、加载和重定向动画资源的系统,使艺术家能够重用他们的内容,并大大扩展了每个素材的效用。
虽然 Biped 文件格式专用其自身—因而提供了重构和重定向的无敌功能和简便性—但它也能包含两足动物可以倚重的 3ds Max 动画。
动画数据可以从任何物体或角色导出到 XML 文件,然后使用轨道间贴图重新导入,或者在角色情况下,使用逐物体控制重定向到比例不同于原始动画的角色上。
Motion Mixer
Biped 和 3ds Max 物体都得到非线性动画混合器的支持。可以存储动作库以便与混合器配合使用,而且动作可应用和重定向到单一物体、整个角色或角色内的特定物体和轨道组。
Motion Mixer 能让用户根据素材自身的模式智能地在动作素材之间移动,从而实现最高的平滑性。
静音和单声道功能可使您独立或在其他动画环境中控制每个动画序列。
动画层
Biped 和 3ds Max 物体都能在层中制作动画,因而支持在最密集的动画数据上进行针对性调整,而不会影响基本关键帧。
参数收集器
用于收集、管理和共享特定动画控制组的直观界面。
Biped Motion Flow
Biped 素材网状界面可以用于设置动作之间的转场和定义一系列移动。
Motion Flow 可以与群组系统配合使用,以确定群组驱动的两足动物必须从中选择的动画行为。
Biped 复制/粘贴
强大的复制和粘贴系统,可以存储、共享和检索整个两足动物或物体组上的姿势、体态和轨迹,因而方便了动画块设置和手动调节姿态。
Biped 工作台
轨迹视图的专业化版本,可用于根据高级标准(例如加速、峰值和噪波)编辑、分析和修改 Biped 动画。
Biped 脚步
可以使用代表和控制 IK 运动约束位置的脚步技巧来制作两足动物角色动画。
动作捕捉
动作捕捉数据(包括分级数据和标记)可以轻松导入和重定向到两足动物及 3ds Max Design 物体上。
3ds Max 物体通过使用 HTR 和 TRC 导入格式得到支持,这些格式可以转换为 XML 或 Biped 格式,以便在任何角色上重用和重定向。
Biped 支持 BVH 和 CSM 数据,并有提取 IK 约束的工具,可在设定容差范围内减少身体任何部位上的键,并定义角色内的偏移。
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修改器
使用修改器堆栈选择、建模、贴图和动画物体及子物体。
选择
子物体选择可以使用 Mesh Select、Poly Select、Patch Select 和 Volume Select 沿堆栈上移到其它修改器。
动画变形
动画变形器可以增加人物的逼真度,模拟流体特效,等等。变形器可用于所有类似的几何体,包括粒子。
用于制作动画变形的修改器包括 free form、ripple、wave、squeeze、twist、bend、stretch、spherify、noise、displace、skew 和 relax。
World Space 修改器在修改器堆栈的顶端运行,并把物体绑定到动画世界条件,比如表面、力、场和偏转。
建模与贴图
编辑网格、多边形、面片和样条修改器能让艺术家在参数物体上使用基本形几何体编辑工具。
Meshsmooth、Turbosmooth、Subdivide、Tessellate 和 HSDS 修改器可以增加物体或子物体的分辨率,并提供每种技术专用的控制。
优化和多分辨率工具可以降低物体的分辨率,同时保持重要的特征。
UV 贴图和 UV 展开工具可以把纹理坐标操纵工具添加到任何物体的堆栈中。
其它参数流程(例如添加自定义属性、在几何体中开孔、绘画顶点颜色、覆盖材质 ID 和调整表面法线)可从修改器堆栈的灵活性中获益。
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空间扭曲
添加世界空间条件来控制所有场景物体的行为和交互。
Space Warps—可以绑定到几何体和粒子的物体—引入了世界空间动画特效。
基于力的 Space Warps(例如风和重力)可以向选定的物体添加自然行为。
变形器包含物体和粒子的动画,支持参数跳动和摩擦。
基于修改器的 Space Warps 可以用于相互关联地变形许多物体。
Space Warps 可以包含在动力学模拟中,以增强物理逼真度。
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动力学
通过几何体的动态交互,包括刚体和柔体之间的碰撞,来制作特效。
集成的 Reactor 插件(基于 Havok 3.2 解算器)能让用户制作全系列的刚体和柔体动力学模拟,并且与 3ds Max Space Warp 修改器兼容。
可以使用多个约束在物体之间创建复杂、精确的物理关系。
简单约束(比如弹簧和减振器)几乎不需要计算,并能在两个物体之间创造逼真的动态连接。
协作性约束(比如铰链、车轮、点到点和 rag-doll)虽然需要的计算更多,但是能使用户生成更复杂和更精确的多物体模拟。
实时模拟窗口方便了边试边改的迭代。
模拟结果写入 3ds Max PRS 键,并且可以添加到列表控制器或 Biped 层,以便不覆盖现有的动画。
刚体动力学 (reactor)
使用 reactor 物体集合可以轻松设置和迭代多个刚体物体的逼真高速模拟。
对质量、摩擦和弹性的详细控制能让用户确定每个物体的物理特征。柔体动力学 (reactor)
可变形的物体和表面可以与刚体交互,并添加辅助动作特效,比如着装、摇晃的脂肪和松垂的耳朵。
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衣物
使用强大的衣物模拟工具为角色创造逼真的布料模拟和定制的衣物。集成的衣物解算器
除了 reactor 的衣物修改器之外,3ds Max 软件还有一个集成的衣物模拟引擎,使用户能够把几乎任何 3D 物体转变成衣物,或者从头建立着装。
碰撞解算快速而且精确,甚至在复杂的模拟中也是如此。
本地模拟能让艺术家实时披盖衣物,从而在设置动画键之间建立初始衣物状态。
衣物模拟可以与其它 3ds Max 动力一起使用,比如 Space Warps。
多个独立的衣物系统可以使用它们自己的对象和力制作动画。
衣物变形数据可以缓存到硬盘,以便支持无损迭代和改进播放性能。
服装设计
有几重预设的衣物类型可供选择,并且可以在一个着装上混合织物类型和权重。
支持直观地缝合平面衣物图案,与传统的服装组合方法相似。
真实图案可以用作衣物的基础,包括带有领子、开衩和翻领的上衣,带有翻边和口袋的裤子,以及宽松或贴身的衣物样式。接缝可以快速定义和缝合,以构造角色的着装。
可以使用标准建模方法在堆栈中定制衣物 — 缩短摺边、收缩尖缝、拉紧袖子,等等,从而快速定制合体的着装。
衣物固定解决方案解决了固定在两个物体之间的衣物问题,例如臂下。
动画
任何衣物物体都可以制作动画,以实现帆、皮肤、帐篷、帷幕、被褥等的效果。
只要角色移动,衣物随时移动、折叠和聚合。
纹理贴图可以用于创造皱褶,从而变形衣物。
各种可动画的衣物约束支持更好地控制逼真的衣物行为。这些约束可以用于创造诸如打湿(粘着)或滑溜衣物之类的效果。
在缓存之间查看、编辑和融合
艺术家可以使用多个衣物缓存,并在它们之间融合和插值。
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粒子
通过基于实际物理学的力或变形器来控制完全集成的粒子特效。
可扩展的集成粒子系统
7 个不同的粒子发射器为艺术家提供了广泛的事件驱动和非事件驱动的粒子行为,包括 spray、snow、blizzard 和 super spray。
粒子流提供了一个先进的事件驱动的粒子工具包,能让用户根据一系列定义的事件来设计粒子的行为。
工作流程功能包括脚本以及基于表达式的粒子属性、动作和动力学控制;用于交互式控制粒子、场和发射器的直接操纵器;以及让纹理值来控制粒子的功能。
艺术家可以使用几何体引用把单个物体或一系列物体放置到任何粒子上。
通过几何体对粒子进行直观控制更容易实现在所需的时间与地点放置粒子。
可以针对非物理真实的粒子特效应用和分层标准 3ds Max 变形器修改器,例如弯曲、扭曲和变细。
碰撞事件能够激发多个程序性动画特效。
操作器和测试
可以使用控制粒子特征(例如发射、速度、几何体和材质)的操作器来建立粒子系统。
艺术家可以使用测试来建立粒子事件系统 — 根据年龄、速度和碰撞触发行为变化和产生。
操作器和测试可以使用脚本或粒子流 API 进行自定义。
力
用户可以把 Space Warps(例如风、重力和漩涡)绑定到粒子系统和操作器,以生成世界空间条件。
可通过广泛的动力学 API 增加自定义力。
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多个渲染选项
通过基于实际物理学的力或变形器来控制完全集成的粒子特效。
可扩展的集成粒子系统
7 个不同的粒子发射器为艺术家提供了广泛的事件驱动和非事件驱动的粒子行为,包括 spray、snow、blizzard 和 super spray。
粒子流提供了一个先进的事件驱动的粒子工具包,能让用户根据一系列定义的事件来设计粒子的行为。
工作流程功能包括脚本以及基于表达式的粒子属性、动作和动力学控制;用于交互式控制粒子、场和发射器的直接操纵器;以及让纹理值来控制粒子的功能。
艺术家可以使用几何体引用把单个物体或一系列物体放置到任何粒子上。
通过几何体对粒子进行直观控制更容易实现在所需的时间与地点放置粒子。
可以针对非物理真实的粒子特效应用和分层标准 3ds Max 变形器修改器,例如弯曲、扭曲和变细。
碰撞事件能够激发多个程序性动画特效。
操作器和测试
可以使用控制粒子特征(例如发射、速度、几何体和材质)的操作器来建立粒子系统。
艺术家可以使用测试来建立粒子事件系统 — 根据年龄、速度和碰撞触发行为变化和产生。
操作器和测试可以使用脚本或粒子流 API 进行自定义。
力
用户可以把 Space Warps(例如风、重力和漩涡)绑定到粒子系统和操作器,以生成世界空间条件。
可通过广泛的动力学 API 增加自定义力。
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渲染控制和特效
设置和评估您的场景或创造流行的特效。
视窗渲染器
多线程视窗可最大化您的生产力和创造力;自适应降级技术能够自动简化场景显示,从而满足用户定义的目标帧速率。
DirectX® 视窗着色能够在材质出现在其它实时软件中时显示材质。
通过 MAXScript 提供对所有着色器类型的支持,包括 HLSL 和 Cg 着色器,并支持着色器性能改进。在视窗中并行处理 CgFX 文件和 .fx 文件。
Review:用户可以立即获得各种渲染设置的反馈,包括:
基于 GPU 的实时阴影支持,包括支持自身阴影和同时支持多达 64 个灯光
太阳/天空工作流程支持:使用 3ds Max 太阳/天空系统交互式预览物体/场景
支持 mental ray 建筑和设计材质设置
完全支持光度学灯光,包括支持 IES 文件
Reveal
Reveal 能让艺术家同时在视窗和帧缓冲区中可视化和操纵某个给定区域。
渲染图像帧缓冲区现在包含一套简化的工具,通过随意过滤物体、区域和进程、平衡质量、速度和完整性,可以快速有效达到渲染设置中的变化:例如,通过根据用户希望更新的内容切换几何体转换、灯光计算和图像质量设置,可以调整渲染速度。
使艺术家能够自动生成围绕选择周围的区域。
支持随时重用临时 Final Gather 贴图。
ActiveShade
预览窗口能让用户评估场景的灯光和材质更改。
渲染元素
用户可以从任何软件渲染器同时输出多个分量,然后在合成器中重新组装。
输出元素包括扩散色、灯光、alpha、反射、折射和阴影。
Z-深度和运动矢量数据可以独立存储,以便在后期处理中使用。
有一个从建筑和设计材质提取 HDR 数据的 mental ray 渲染元素和另一个从着色器树提取用户定义数据的元素。
渲染到纹理
每个物体的材质和灯光都可以烘焙到新的纹理贴图中。
支持每元素输出,允许简单地生成特定的特征,比如扩散色、高度、法线、灯光和 mental ray 环境遮断。
材质设计工作流程
艺术家可以使用材质编辑器来设计和编辑简单乃至复杂的着色层级。
材质/贴图导航器显示纹理和图像库或图像样本,方便了管理和选择。
广泛的 3D 程序性贴图库包括 cellular、dent、falloff、marble、noise、particle age、particle motion blur、planet、smoke、stucco、wood、waves,等等。
渲染管理
Autodesk® Backburner™ 渲染管理软件能让您在运行相同操作系统(mental ray 除外)的无限数量的网络计算机上进行渲染。
用户可以加载和保存包含活动渲染器、灯光模式和总体渲染质量设置的渲染预置。这使制作工作室能在艺术家之间共享渲染设置,从而缩短了场景设置时间,并有助于在整个制作中保持大多数渲染参数的一致性。
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毛发和毛皮系统
通过毛发和毛皮修改器轻松制作毛发、毛皮或其它衍生效果。
创作工具
Hair 集成在 3ds Max 界面中,使艺术家能够使用 Hair 的选择和风格化工具直接在视窗中制作和操纵毛发。
可以在物体之间复制和粘贴毛发。
艺术家可以从样条导出毛发并把它转换为样条或网格。
任何源物体都可以引用为毛发束。
风格化
为创建毛发和毛皮样式提供一个基于画笔的界面:可以使用传统转换(移动、旋转和缩放)以及切割、绘制和丛发等工具,沿物体的轮廓直接把控制毛发操纵到任意数量的样式中,包括以单个、组或全局方式。
可以添加打结和卷曲,并制作频率和速度动画。
艺术家可以保存和加载预置的样式。产品配备了超过 10 个样本。
渲染
艺术家可以选择直接在 3ds Max 扫描线渲染器或 mental ray 中渲染毛发。
动力学和碰撞
毛发能够与多边形或隐含球形碰撞。
毛发可以响应重力、硬度、发根保持和阻尼参数。
毛发和毛皮系统可以连接到现有的动力,例如 Space Warps。
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MAXScript
使用一个开放式界面来自定义和编写 3ds Max 脚本。
3ds Max 的大多数功能都可以通过脚本调用。
艺术家和开发人员可以轻松扩展用户界面和自动化操作以执行批处理。
用户可以通过 OLE Automation 建立外部系统的实时接口。
MAXScript ProEditor 为用户提供了一个使用 MAXScript 的智能界面,简化了脚本工作流程。
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3ds Max API/SDK
为编程人员释放 3ds Max 软件结构的功能。
直接使用 3ds Max 软件功能
开发人员能以几乎任何方式扩展 3ds Max 功能。
可以创建任何类型的几何体,包括基于三角形的网格、样条、NURBS 和其它几何形状。用户可以在命令面板中创建程序性几何体和参数控制。
可以开发新的物体修改器来修改整个物体或物体的外表,例如纹理坐标和材质指定。可以实现编辑修改器来支持特定物体类型的编辑。
可以实现新的 Space Warps—在世界空间中影响物体的物体修改器。
可以创建控制不同类型动画数据的控制器。
用户可以创建新的系统来集合项目的各种组合,例如程序性物体、控制器、修改器和 Space Warps。
可以开发新的材质、着色器和纹理。
可以编写实现不同类型滤镜的图像处理插件。
开发人员可以利用文件导入/导出插件和图像加载/保存插件增加软件的文件类型支持。也可以开发插件渲染器、抗锯齿滤镜和渲染特效插件。
可以实现模态实用程序(例如 3D 绘画)。
mental ray 数据可以通过 mental ray for 3ds Max SDK 获取。
Biped 和粒子流可以通过单独的界面调用。
可以使用 3ds Max Data Exchange Interface (3DXI)—针对游戏开发人员优化的改进界面—来创建一种把 3ds Max 数据高效传递到游戏引擎中的方法。
开发资源
通过 Visual Studio 集成提供的 Autodesk 3ds Max SDK 帮助包括:
3ds Max 编程指南和 SDK 参考 3DXI 编程指南
粒子流参考
mental ray 编程指南
Biped 编程指南和参考
MAXScript 编程指南
项目文件的样例源代码以及可从模板生成插件项目的 Visual Studio 向导。
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连通性和集成
实现把 3ds Max 内容集成到制作流程中的工具
Xref— 一种智能外部文件参照功能(用于场景、物体或材质)—支持复杂场景和动画的高效团队管理。
用户可以管理绝对和相对文件路径(适用于所有资源类型,包括 xrefs),或指定新路径,以便在艺术家共享文件时保持外部参照完好无损。
可以通过 Asset Tracker(与 Autodesk Vault 紧密集成的一项功能),针对在用资源使用来源控制管理。
FBX 插件
Autodesk® FBX® 平台不受限制的 3D 制作与交换格式能让您访问大多数 3D 供应商和平台的 3D 内容。FBX 文件格式支持所有主要的 3D 数据元素以及 2D、音频和视频媒体元素。
可免费下载的 FBX 插件可以用于把 3ds Max 集成到任何制作流程中,并且数据完整性得到保护。
现行的插件更新使得可以空前容易地在 3ds Max 和其它软件(例如 Autodesk® Maya® 和 Autodesk® MotionBuilder™)之间传递文件。
与 Revit 2009 集成
基于 FBX 的Recognize 场景加载技术支持快速精确地把 Revit 2009 场景数据传递到 3ds Max 中,例如几何体、像机、灯光和材质。
与 Autodesk Vault 集成
随 3ds Max 附带提供的 Autodesk Vault 插件可以把用户的 3ds Max 资源合并到一个位置,从而使他们能够自动跟踪文件和管理正在进行的工作。
用户可以在一个大规模制作或可视化环境中轻松安全地共享、查找和重用 3ds Max(和设计)资源。
Autodesk Combustion 集成
通过材质编辑器与 Autodesk® Combustion® 合成软件实时集成,能让艺术家和可视化专业人员把正在制作的合成用作纹理贴图。
RPF 位图格式包含 3D 数据通道,例如 Z 深度、材质 ID、UV 坐标和速度,Combustion 可以使用它们更好地描绘合成数据。
Autodesk Toxik 集成
与 Autodesk® Toxik™ 合成软件集成,能让艺术家在协作环境下快速合成他们的场景元素,包括 HDR 渲染的元素。
支持改进的内容制作/合成工作流程,避免了由于灯光强度错误或某个层需要更改透视图而重新渲染场景。
Adobe Photoshop 集成
可以使用整个合成图像或单独的层把 Adobe® Photoshop® PSD 文件导入为纹理贴图。
Adobe Illustrator 物体节点
Adobe® Illustrator® 矢量元素可以作为曲线或组导入。
Web 集成
嵌入式 web 浏览器 — Asset Browser 能让用户浏览网页,快速把支持的几何体和位图纹理文件拖拽到场景中。
支持的场景导入格式
3DS、AI、DDF、DEM、DWG、DXF™、HTR、IAM、IGES、IPT、LP、LS、MTL、OBJ、PRJ、SHP、STL、TRC、VW、WRL、WRZ
支持的场景导出格式
3DS、AI、ASE、ATR、BLK、DF、DWF™、DWG、DXF、HTR、IGES、LAY、LP、M3G、MTL、OBJ、STL、VW、WRL
支持的纹理导入格式
AVI、BMP、CIN、CWS、DDS、EXR、GIF、HDR、ICB、IFL、JPEG、MPEG、MOV、PIC、PNG、PSD、RGB、RLA、RPF、SGI、TGA、TIF、VDA、VST、YUV
支持的位图输出格式
AVI、BMP、CIN、DDS、EPS、EXR、HDR、ICB、JPEG、MOV、PIC、PNG、PS、RGB、RLA、RPF、SGI、TGA、TIF、VDA、VST、YUV。有些格式只适用于某些渲染器。
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插件
请访问 ADN Sparks 站点获取扩展的 3ds Max 第三方插件列表。
Detailed Features
Autodesk® 3ds Max® software is a powerful, integrated 3D modeling, animation, and rendering application. Its accessible tools enable artists to quickly ramp up for production. 3ds Max software is used by game developers, film and video artists, and 3D enthusiasts to achieve stunning results in less time.
3ds Max User Interface
Data and Scene Management Tools
Modeling
Polygon Modeling and Texturing
Spline/Extended Spline and NURBS Modeling
General Animation
Character Animation
Modifiers
Space Warps
Dynamics
Cloth
Particles
Multiple Rendering Options
Rendering Controls and Effects
Hair and Fur System
MAXScripts
3ds Max API/SDK
Connectivity and Integration
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3ds Max User Interface
Maximize your productivity.
Artists gain unmatched productivity through a combination of performance and workflow features, including a fast, efficient, WYSIWYG (what you see is what you get) viewport environment, schematic view, multiple coordinate systems, interactive axis constraints, customizable menus and buttons, viewport grips/manipulators, and modeless keyboard entry. They can also streamline workflows–through the creation of hotkeys–and intra-application workflows by using such cross-application navigation tools as the ViewCube™ and SteeringWheels™ technologies.
The unique modifier stack gives artists the option of using a powerful, visual, parametric workflow; changes made anywhere in the modifier stack, no matter how significant, are automatically propagated to the end result. This feature enables artists to work in a nonlinear fashion, for example, on a completed high-resolution character model; revert to the original low-resolution geometry at the bottom of the stack; and add details, such as buttons on a shirt or tweaks to the nose. Those changes pass up through all the finishing modifiers (such as smoothing, mapping, and skinning) to appear in the completed character.
Artists use a mouse or tablet-based paintbrush interface for object selection and deformation, vertex color, and radiosity touchup.
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Data and Scene Management Tools
Boost productivity and workflow flexibility with external and internal data and scene management features.
File management utilities, such as project folders, relative paths, repathing tools, asset tracking, increment on save, auto-backup, resource collector, dynamic texture reloading, and log files, manage daily use and transfer of 3ds Max data between file iterations, users, and locations.
Scene Management—the Scene Explorer Panel enables users to sort, filter, and search a scene by any object type or property (including metadata) with stackable filtering, sorting, and searching criteria. Users can save and store multiple explorer instances and link, unlink, rename, hide, freeze, and delete objects regardless of what objects are currently selected in the scene. Users can also configure columns to display and edit any object property—a feature that can be extended using MAXScript.
An intelligent, external file referencing feature (for scenes, objects, or materials) enables efficient team management of complex scenes and animations.
The Layer Manager enables artists to quickly isolate related scene elements by working in layers via the Layer Manager.
Asset Tracker provides source control management for in-use assets. This feature is tightly integrated with Autodesk® Vault asset management software and compatible with most third-party asset management solutions.
The Recognize™ scene loading technology enables fast and accurate transfer of Revit® 2009 scene data into 3ds Max.
See Connectivity and Integration for more information.
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Modeling
Efficiently create parametric shapes and objects to begin modeling quickly.
The vast selection of ready-to-use geometry includes standard primitives, extended primitives, 2D shapes, and architectural elements, such as doors, windows, and stairs.
Compound objects can be created using any of the following operations: Scatter, Connect, Booleans, ShapeMerge, Morph, BlobMesh, Terrain, and Loft.
Parametric and compound objects can be converted to any of the following base geometric types for more detailed editing: editable mesh, editable poly, editable patch, or NURBS objects.
2D shapes can be used as a starting point for creating editable splines and spline cages to convert to any of the 3D geometry types.
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Polygon Modeling and Texturing
A polygon/tri-mesh architecture lets artists efficiently create, edit, and texture mesh models. These models can contain color-per-vertex channels, mapping channels, selection channels, and explicit normals, all of which can be animated in the modifier stack.
Polygon Modeling Tools
A complete set of creation and editing tools includes create, collapse, attach, bridge, flip, hinge from edge, turn, cut, split, slice, quick slice, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror, edge loop, and edge ring tools.
Pro Booleans can be used to re-evaluate and optimize the topology of meshes, and more. The ProCutter tool lets artists quickly fracture geometry into smaller, individual chunks.
Workflow features include Preserve UVs, which separates texture coordinates from the polygon vertices to edit the mesh without destroying UV data; sub-object (for example, vertices, edges, faces) selection sets, which intelligently convert between different types of selections (for example, edges to vertices); interactive previewing of edits and animated edits; and the ability to make modeling hotkeys and pivots become temporary overrides.
A large range of modeling modifiers is available for working with geometry and sub-object geometry in the modifier stack, including Projection, Edit Normals, Vertex Paint, and those that let you bend, bevel, cap holes, cross section, displace, extrude, and subdivide polygons.
Subdivision Surfaces and Polygon Smoothing
Subdivision methods include NURMS Subdivision, which produces an object similar to a NURBS object; classic, which like MeshSmooth produces three- and four-sided facets; and quad output, which produces only four-sided facets. Mesh smoothing of polygon objects provides control over the polygon count of the final mesh for render optimization or level of detail. Subdivision surface and polygon smoothing tools available to those modeling with the modifier stack include a hierarchical subdivisions surface modifier, MeshSmooth, and TurboSmooth.
Optimization Tools
Geometry cleanup and level-of-detail tools enable scene optimization for interactive display.
Texture Assignment/Editing
3ds Max offers a wide range of operations for creative texture and planar mapping, including tiling, mirroring, decals, angle, rotate, blur, spline mapping, UV stretching, and relaxation; Remove Distortion; Preserve UV; and UV template image export.
The streamlined texture workflow includes the ability to combine an unlimited number of textures, a material/map browser with support for drag-and-drop assignment, and hierarchies with thumbnails.
UV workflow features include Pelt mapping, which defines custom seams and enables users to unfold UVs according to those seams; copy/paste materials, maps and colors; and access to quick mapping types (box, cylindrical, spherical).
Artists can use up to 99 UV sets for texture layering.
Extensive UVW mapping tools include direct manipulation of texture mapping coordinates.
Texture modifiers for working in the modifier stack include Camera Map, Material Modifier, UVW mapping modifiers, UV Xform, Map Scaler, and Surface Mapper.
Shaders/Materials: see Rendering
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Spline/Extended Spline Modeling
Precise spline-based curve and surface construction tools include loft, one- and two-rail sweep, beveling, extrude, filet, cap, offset, lathe, ruled, mirror, multisided blend, and other tools.
Surfaces can be attached, detached, aligned, stitched together, extended, filleted, or rebuilt, with a high degree of control over parameterization and continuity. Spline modifiers—for those modeling with the modifier stack—let the user deform, lathe, normalize spline, set spline render properties, sweep, and trim/extend. A range of modifiers is provided for direct manipulation of subobject geometry (for example, Curve CV, Surface CV, surface).
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General Animation
Benefit from a broad range of tools for keyframe and procedural animation that can be used to animate almost any parameter in your scene.
General Keyframing
Two keying modes—set key and auto key—offer support for different keyframing workflows.
Fast and intuitive controls for keyframing—including cut, copy, and paste—let the user create animations with ease.
Animation trajectories may be viewed and edited directly in the viewport.
Animation Controllers
A wide range of controllers, both key-based and parametric, may be used to animate the full transform or the position, rotation, or scale of objects.
Key-based controllers, such as Bézier and TCB, store values and interpolation methods in each key, which can be edited with those controls.
Constrained Animation
Objects can be animated along curves with controls for alignment, banking, velocity, smoothness, and looping, and along surfaces with controls for alignment. Weight path-controlled animation between multiple curves, and animate the weight.
Objects can be constrained to animate with other objects in many ways—including look at, orientation in different coordinate spaces, and linking at different points in time. These constraints also support animated weighting between more than one target.
All resulting constrained animation can be collapsed into standard keyframes for further editing.
Procedural Animation
Parametric controllers store values that affect the animation throughout: controls are unique to each controller type.
Users can create procedural animation based on numerous built-in controllers including noise, expressions, waveform, spring, and audio.
All resulting procedural animation can be collapsed into standard keyframes for further editing.
Script and Expression Controllers
Custom controllers can be used as scripts and expressions.
Expressions allow the animation to be controlled by any math function as well as by any MAXScript.
Scripted controllers allow the animation to be controlled by any relationship describable using MAXScript.
All resulting script or expression-based animation can be collapsed into standard keyframes for further editing.
List Controllers
Multiple animation tracks can be blended into a single result using a hierarchy of controllers in a list.
List controllers can be used to store different poses and versions of animation on the same object or objects.
The influence of each controller in the list can be weighted and animated over time.
Reaction Controllers
Reactions can be set up to make objects respond to the animation of other objects.
States for reactions can be set up and triggered with desired values, so the reacting object will be controlled without having to be keyed by hand.
Parameter Wiring
One- and two-way relationships between controllers may be wired together to offer a more custom method of keying animation.
Custom animation controls can be implemented by wiring UI elements such as sliders and spinners to objects’ animatable tracks.
Multiple attributes can be controlled with a single slider.
Track View: Curve Editor and Dope Sheet
Keyframe animation can be edited track by track using curves along the timeline, so the animator can more easily visualize the components of the interpolation.
Tools for editing curves include limiting, curve drawing, and curve modifiers.
Keys can be edited individually or in groups and ranges using the Dope Sheet.
Keys or sets of keys can be slid, moved, and scaled in both time and value.
Animation may be edited track by track by copying, pasting, and instancing controllers.
Track Sets can be used to organize complex animation into discrete entities for easier editing.
Dense animation can be precisely controlled using soft selection falloff and key-reduced into sparse keys that maintain the integrity of the original animation.
Sound tracks can be loaded into a Track View for easy syncing with the target animation.
Animation can be viewed before and after the current frame, for evaluation of object motion.
Modifier Animation
The modifier stack offers animators another procedural approach to animation as all modifier parameters can be keyed.
The Point Cache modifier can be used to save and load surface deformations for easy swapping and fast playback.
The Morpher modifier is an interface for organizing and animating morphing targets and includes support for progressive morphing.
Skinning
Either the Skin or Physique modifier may be used to achieve precise control of skeletal deformation, so the character deforms smoothly as joints are moved, even in the most challenging areas, such as shoulders.
Skin deformation can be controlled using direct vertex weights, volumes of vertices defined by envelopes, or both.
Capabilities such as weight tables, paintable weights, and saving and loading of weights offer easy editing and proximity-based transfer between models, providing the accuracy and flexibility needed for complicated characters.
The rigid bind skinning option is useful for animating low-polygon models or as a diagnostic tool for regular skeleton animation.
Additional modifiers, such as Skin Wrap and Skin Morph, can be used to drive meshes with other meshes and make targeted weighting adjustments in tricky areas.
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Character Animation
Get the tools you need to animate sophisticated digital characters.
Biped Overview
Integrated Biped toolset provides fast, intelligent biped, physique, and crowd animation functionality.
Biped automates the creation of bipedal and quadrupedal character skeletons, enabling the user to animate before the biped skeleton structure has been determined and retarget onto bipeds/quadrupeds of differing structures.
Biped delivers state-of-the-art, intuitive FK/IK blending as well as a powerful IK pivot animating system that lets hands and feet roll and rotate around points other than their base pivots.
Biped Xtras let the user create and animate extraneous Biped features anywhere on the rig via FK chains that can be attached anywhere and which are parentable to any Biped object (and are animatable in rotation and position). Xtras can be saved as .bip files.
Biped provides high-level tools for asset sharing, animation layering, and nonlinear editing.
Unique Biped and spline dynamics tools enable animators to precisely control the physical forces acting on a character, and can be used to calculate biped airborne trajectory, knee bend on landing, and overall balance.
Physique can be used to attach skin geometry automatically to a biped or bones hierarchy.
Integrated crowd system lets users control Biped characters or any 3ds Max object using intelligent behavioral interactions, like goal seeking and avoidance.
Behaviors can be scripted or written as C++ plug-ins and users can move between them based on any scriptable or programmable criteria using cognitive controllers.
Skeletons and Inverse Kinematics (IK)
Characters can be rigged with custom skeletons using 3ds Max bones, IK solvers, and rigging tools.
All animation tools—including expressions, scripts, list controllers, and wiring—can be used along with a set of utilities specific to bones to build rigs of any structure and with custom controls, so animators see only the UI necessary to get their characters animated.
Four plug-in IK solvers ship with 3ds Max: history-independent solver, history-dependent solver, limb solver, and spline IK solver. These powerful solvers reduce the time it takes to create high-quality character animation.
The history-independent solver delivers smooth blending between IK and FK animation and uses preferred angles to give animators more control over the positioning of affected bones.
The history-dependent solver can solve within joint limits and is used for machine-like animation.
IK limb is a lightweight two-bone solver, optimized for real-time interactivity, ideal for working with a character arm or leg.
Spline IK solver provides a flexible animation system with nodes that can be moved anywhere in 3D space. It allows for efficient animation of skeletal chains, such as a character’s spine or tail, and includes easy-to-use twist and roll controls.
High-Level Animation Tools
Animation Assets
Both Biped and 3ds Max objects have systems for storing, loading, and retargeting animation assets, enabling artists to reuse their content and greatly expanding the usefulness of each clip.
Though the Biped file format is specific to itself—thereby offering unparalleled power and ease of restructuring and retargeting—it can also contain 3ds Max animation that a Biped may depend on.
Animation data can be exported from any object or character to an XML file and then re-imported with track-to-track mapping, or in the case of a character, object-by-object control for retargeting onto characters whose proportions differ from the original.
Motion Mixer
Both Biped and 3ds Max objects are supported by the nonlinear animation mixer. Libraries of motions can be stored for use with the mixer, and motions applied and retargeted to single objects, entire characters, or specific sets of objects and tracks within characters.
Motion Mixer lets users intelligently move between motion clips based on the patterns of the clips themselves—for ultimate smoothness.
Muting and soloing capabilities provide control over each animation sequence in isolation or in the context of other animations.
Animation Layers
Both Biped and 3ds Max objects can be animated in layers, allowing for targeted tweaks on even the densest of animation data without compromising the underlying keyframes.
Parameter Collector
An intuitive interface for collecting, managing, and sharing specific sets of animation controls.
Biped Motion Flow
The Biped clip network interface can be used for setting up transitions between motions and defining a sequence of movements.
Motion Flow can be used with the crowd system to determine the animation behaviors that the crowd-driven Biped has to choose from.
Biped Copy/Paste
A powerful copy and paste system for storing, sharing, and retrieving poses, postures, and tracks on whole bipeds or sets of objects therein, thereby facilitating animation blocking and hand posing.
Biped Workbench
A specialized version of the track view is available for editing, analyzing, and modifying Biped animation based on high-level criteria such as acceleration, spikes, and noise.
Biped Footsteps
Bipedal characters can be animated with footstep gizmos that represent and control the placement of IK constraints for locomotion.
Motion Capture
Motion capture data—both hierarchical and marker—can be easily imported and retargeted onto both Bipeds and 3ds Max objects.
3ds Max objects are supported using the HTR and TRC import formats, which can be converted into XML or Biped formats for reuse and retargeting on any character.
Biped supports BVH and CSM data and has tools for extracting IK constraints, reducing keys on any body part within set tolerances, and defining offsets within the character figure.
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Modifiers
Select, model, map, and animate objects and subobjects using the modifier stack.
Selection
Sub-object selections can be moved up the stack to other modifiers using Mesh Select, Poly Select, Patch Select, and Volume Select.
Animated Deformations
Animated deformers add life to creatures, simulate fluidic effects, and more. Deformers work on all geometry types, including particles.
Modifiers for creating animated deformations include free form, ripple, wave, squeeze, twist, bend, stretch, spherify, noise, displace, skew, and relax.
World Space modifiers operate at the top of the modifier stack and bind objects to animated world conditions, such as surfaces, forces, fields, and deflections.
Modeling and Mapping
Edit mesh, poly, patch, and spline modifiers let the artist use base-level geometry editing tools on parametric objects.
Meshsmooth, Turbosmooth, Subdivide, Tessellate, and HSDS modifiers increase the resolution of objects or subobjects and offer controls specific to each technology.
Optimize and Multi-Res reduce the resolution of objects while maintaining important characteristics.
UV Map and UV Unwrap add texture coordinate manipulation tools into the stack of any object.
Other parametric processes—such as adding custom attributes, capping holes in geometry, painting vertex colors, overriding material IDs, and adjusting surface normals—benefit from the modifier stack’s flexibility.
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Space Warps
Add world space conditions to control the behavior and interactions of all scene objects.
Space Warps—objects that can be bound to geometry and particles—introduce world space animation effects.
Force-based Space Warps, such as wind and gravity, add natural behavior to selections of objects.
Deflectors contain the animation of objects and particles to enable parametric bouncing and friction.
Modifier-based Space Warps can be used to deform many objects in relation to each other.
Space Warps can be included in dynamics simulations to enhance physical realism.
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Dynamics
Create effects through the dynamic interaction of geometry, including collisions between rigid and soft bodies.
The integrated reactor plug-in, based on the Havok 3.2 solver, lets users create a full range of rigid and soft-body dynamics simulations, and is compatible with the 3ds Max Space Warp modifiers.
Multiple constraints can be used to create intricate and accurate physical relationships between objects.
Simple constraints, such as springs and dashpots, require little computation and create realistic dynamic connections between two objects.
Cooperative constraints, such as hinge, car wheel, point-to-point, and rag-doll, although more computationally intensive, enable the user to generate more complex and accurate multiobject simulations.
A real-time simulation window facilitates trial-and-error iteration.
Simulation results are written into 3ds Max PRS keys and can be optionally added to list controllers or Biped layers so as to not overwrite existing animation.
Rigid-Body Dynamics (reactor)
Realistic, high-speed simulations of multiple rigid objects are easy to set up and iterate upon using reactor object collections.
Detailed control over mass, friction, and elasticity lets the user determine each object’s physical characteristics.
Soft-Body Dynamics (reactor)
Deformable objects and surfaces can interact with rigid bodies and add secondary motion effects, such as clothing, jiggling fat, and floppy ears.
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Cloth
Use powerful cloth simulation tools to create realistic fabric simulations and tailor-made clothing for characters with the Integrated Cloth Solver.
In addition to reactor’s cloth modifier, 3ds Max software has an integrated cloth-simulation engine that enables the user to turn almost any 3D object into clothing, or build garments from scratch.
Collision solving is fast and accurate even in complex simulations.
Local simulation lets artists drape cloth in real time to set up an initial clothing state before setting animation keys.
Cloth simulations can be used in conjunction with other 3ds Max dynamic forces, such as Space Warps.
Multiple independent cloth systems can be animated with their own objects and forces.
Cloth deformation data can be cached to the hard drive to allow for nondestructive iterations and to improve playback performance.
Fashion Design
There are several preset cloth types to choose from—and fabric types and weights can be mixed on one garment.
Intuitive stitching of flat clothing patterns similar to traditional garment assembly methods is supported.
Real-world patterns can be used as the basis for clothing—including jackets with collars, vents. and lapels, and pants with cuffs and pockets, as well as loose or tight-fitting clothing styles. Seams can be quickly defined and stitched to construct garments on characters.
Clothing can be tailored in the stack—hems shortened, darts pinched, sleeves tightened, and more—using standard modeling techniques to quickly customize the fit.
The cloth pinching solution addresses the problem of cloth pinched between two objects, such as under the arm.
Animation
Any cloth object can be animated to achieve the effect of sails, skins, tents, drapery, bedding, and so forth.
Clothing moves, folds, and gathers whenever characters move.
Texture maps can be used to create wrinkles, deforming the cloth.
A variety of animatable cloth constraints allow for greater control of realistic clothing behavior. These constraints can be used to create effects such as wet (clingy) or slippery cloth.
View, Edit, and Blend Between Caches
Artists can use multiple cloth caches, and blend and interpolate between them.
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Particles
Control fully integrated particle effects by forces based on real-world physics or by deformers.
Extensible Integrated Particle System
Seven different particle emitters give artists a wide range of event-driven and non-event-driven particle behaviors, including spray, snow, blizzard, and super spray.
Particle Flow provides a sophisticated event-driven particle toolset that lets the user design the behavior of a particle based on a series of defined events.
Workflow features include script and expression-based control over particle attributes, motion, and dynamics; direct manipulators for interactive control of particles, fields, and emitters; and the ability to have particles controlled by texture values.
Artists can use geometry instancing to place individual objects, or a sequence of objects, onto any particle.
Intuitive control of particles via geometric shapes makes it easier to place particles where and when the user wants them.
Standard 3ds Max deformer modifiers—such as bend, twist, and taper—can be applied and layered for non-physically based particle effects.
Collision events can trigger multiple procedural animation effects.
Operators and Tests
Particle systems can be built using operators that control particle characteristics, such as emission, speed, geometry, and materials.
Artists can build particle event systems using tests—which trigger changes in behavior—and spawning based on characteristics such as age, speed, and collision.
Operators and tests can be customized using scripts or the particle flow API.
Forces
Users can bind Space Warps—such as wind, gravity, and vortex—to particle systems and operators to generate world space conditions.
Custom forces may be added via the extensive dynamics API.
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Multiple Rendering Options
Use multiple renderers, tightly integrated through a consistent rendering interface, to create any look.
3ds Max Production Renderer
Fast scanline renderering for efficient, production-quality software renders.
Raytrace materials and maps provide realistic reflections and refractions.
A full range of effects include depth of field, motion blur, film grain, hair, fur, and lens-based effects.
Photometric lighting support allows for the use of real-world lighting profiles.
Artists can create atmospheric effects using plug-ins available for volumetric light and fog, as well as for fire.
Advanced software shader types include anisotropic, metal, and ink ‘n paint (for cartoon looks).
High-quality software particle rendering provides fine control over the assignment of materials to particles.
mental ray® shading is available for use with conventional 3ds Max materials.
Integrated mental ray Renderer
High level of integration with the mental ray renderer results in significantly shorter render setup times and improved overall usability.
3ds Max physical sun and sky workflow are available via mental ray.
Included advanced photorealistic lighting features, such as Global Illumination, caustics, blurry reflections and refractions, ambient occlusion, and motion blurred particles and contours shading.
Artists and programmers can create custom mental ray shaders.
Users can convert light baking of shadows and lights, including Global Illumination and Final Gather, to file textures or to color-per-vertex data.
Photometric lighting support allows for the use of real-world lighting profiles for rendering or lighting analysis.
Supports direct rendering of fur and hair.
Architectural and car paint shaders provide rich, easy-to-use rendering capabilities.
Sky Portal simplifies the process of lighting indoor scenes with outdoor lighting, recreating the lighting of windows, skylights, open doors and more.
ProMaterials library offers a wide variety of physically-based mental ray materials–based on manufacturing-supplied data and professional images. Materials include wall paint–with glossy or matte finishes–solid glass, and concrete.
Support for Proxy Objects saves memory.
mental ray Satellite Software®
Contains the same functionality as the integrated mental ray renderer.
Assists in distributing render jobs over processors located across a network.
Eight licenses with each 3ds Max license, at no additional charge.
VUE File Renderer
VUE files can be created in an editable ASCII format.
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Rendering Controls and Effects
Set up and evaluate your scene or create popular effects.
Viewport Renderer
The multithreaded viewport maximizes productivity and creativity; adaptive degradation technology automatically simplifies the scene display to meet user-defined target frame rates.
DirectX® viewport shading displays materials as they would appear in other real-time applications.
Support for all shader types is available via MAXScript—including HLSL and Cg shaders—along with shader performance enhancements. Work with CgFX files alongside .fx files in the viewport.
Review: Users get immediate feedback on various render settings, including:
GPU-based, real-time shadow support, including support for self-shadowing and up to 64 lights simultaneously
Sun/Sky Workflow support: interactive previewing of objects/scenes using the 3ds Max Sun/Sky system
Support for mental ray Architectural and Design material settings.
Full Photometric light support, including support for IES files.
Reveal
Reveal lets artists visualize and manipulate a given region in both the Viewport and the Framebuffer.
The rendered image Framebuffer contains a set of tools to quickly validate changes in a render, by optionally filtering out objects, regions and/or processes to temporarily balance quality versus speed versus completeness: for example, render speed can be modulated by toggling geometry translation, lighting calculation and image-quality settings, based on what the user desires to update.
Enables artists to autogenerate regions around selections.
Supports the reuse of temporary Final Gather maps at any time.
ActiveShade
Preview window lets the user evaluate lighting and material changes to a scene.
Render Elements
Users can output multiple components from any software renderer simultaneously for reassembly in a compositor.
Output elements include diffuse color, lighting, alpha, reflection, refraction, and shadow.
Z-depth and motion vector data can be stored separately for use in post processes.
There is a mental ray render element for extracting HDR data from architecture and design materials, and another element that extracts user-defined data from a shader tree.
Render to Texture
Each object’s material and lighting can be baked into new texture maps.
Supports output per element to allow for easy generation of specific characteristics, such as diffuse color, height, normal, lighting, and mental ray ambient occlusion.
Material Design Workflow
Artists can use the Material Editor to design and edit simple to complex shading hierarchies.
Material/Map Navigator displays libraries of textures and images or image swatches for easy management and selection.
An extensive library of 3D procedural maps includes cellular, dent, falloff, marble, noise, particle age, particle motion blur, planet, smoke, stucco, wood, waves, and more.
Render Management
Autodesk® Backburner™ render management software gives you the ability to render on an unlimited number of networked machines running the same operating system (mental ray excepted).
Users can load and save Render Presets that contain settings for active renderers, lighting schemes, and overall render quality. This enables studios to share render settings between artists, reducing scene setup times and helping maintain consistency across the entire production for most rendering parameters.
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Hair and Fur System
Easily create hair, fur, and other strand-derived effects via the Hair and Fur modifier.
Creation Tools
Hair is integrated into the 3ds Max interface, enabling artists to create and manipulate hair directly in the viewports using Hair’s selection and styling tools.
Hair can be copied and pasted from one object to another.
Artists can derive hair from splines and convert it to splines or meshes.
Any source object may be instanced as hair strands.
Styling
Delivers a brush-based interface for the creation of hair and fur styles: control hairs can be directly manipulated along the contours of an object—individually, in groups, or globally—into any number of styles using traditional transformations (move, rotate, and scale) as well as tools for cutting, brushing, clumping, and more.
Kinkiness and frizziness can be added and frequency and speed animated.
Artists can save and load preset styles. More than 10 samples ship with the product.
Rendering
Artists can choose to render hair directly in the 3ds Max scanline renderer or mental ray.
Dynamics and Collisions
Hair can collide with polygons or implicit spheres.
Hair can respond to the dynamic parameters of gravity, stiffness, root holding, and dampening.
Hair and fur systems can be connected to existing dynamic forces such as Space Warps.
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MAXScript
Use an open interface for customizing and scripting 3ds Max.
Most features in 3ds Max are accessible through scripting.
Artists and developers can easily extend the user interface and automate operations to perform batch processing.
Users can establish live interfaces to external systems through OLE Automation.
MAXScript ProEditor provides users with an intelligent interface for working with MAXScript that streamlines the scripting workflow.
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3ds Max API/SDK
Unlock the power of the 3ds Max software architecture for programmers.
Direct Access to 3ds Max Software Functionality
Developers can extend 3ds Max functionality in almost any way.
Any type of geometry can be created, including triangle-based meshes, splines, NURBS, and other geometric forms. Users can create procedural geometry and parameter controls in the command panel.
New object modifiers that alter entire objects, or aspects of objects, such as texture coordinates and material assignments, can be developed. Edit Modifiers can be implemented to enable editing of specific object types.
New Space Warps—object modifiers that affect objects in world space—can be implemented.
Controllers that control animation data of various types can be created.
Users can create new systems that bring together combinations of items such as procedural objects, controllers, modifiers, and Space Warps.
New materials, shaders, and textures can be developed.
Image-processing plug-ins that implement different types of filters can be written.
Developers can increase the software’s file-type support with file import/export plug-ins and image loading/saving plug-ins. Plug-in renderers, antialiasing filters, and rendering effects plug-ins can also be developed.
Modal utilities (for example, 3D paint) can be implemented.
mental ray data is accessible via the mental ray for 3ds Max SDK.
Biped and Particle Flow can be accessed through separate interfaces.
3ds Max Data Exchange Interface (3DXI)—a streamlined interface fine-tuned for game developers—can be used to create a method of efficiently transferring 3ds Max data into a game engine.
Development Resources
Autodesk 3ds Max SDK Help, available with Visual Studio integration, includes the following:
3ds Max Programmer’s Guide and SDK Reference 3DXI Programming Guide
Particle Flow Reference
mental ray Programmer’s Guide
Biped Programmer’s Guide and Reference
MAXScript Programmer’s Guide
Sample source code with project files and a Visual Studio wizard for generating plug-in projects from templates.
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Connectivity and Integration
Implement tools for integrating 3ds Max content into production pipelines.
Xref—an intelligent, external file-referencing feature for scenes, objects, or materials—enables efficient team management of complex scenes and animations.
Users can manage absolute and relative file paths (for all asset types, including xrefs), or assign new paths, to keep external references intact when artists share files.
Source control management can be utilized for in-use assets through Asset Tracker, a feature closely integrated with Autodesk Vault.
FBX Plug-in
The Autodesk® FBX® platform-independent 3D authoring and interchange format provides access to 3D content from most 3D vendors and platforms. The FBX file format supports all major 3D data elements, as well as 2D, audio, and video media elements.
The free, downloadable FBX plug-in can be used to integrate 3ds Max into production pipelines—with data integrity safeguarded.
Ongoing plug-in updates make it easier than ever to transfer files between 3ds Max and applications such as Autodesk® Maya® and Autodesk® MotionBuilder™ software.
Integration with Revit 2009
The FBX-based Recognize™ scene loading technology enables fast and accurate transfer of Revit 2009 scene data–geometry, cameras, lights and materials–into 3ds Max Design.
Integration with Autodesk Vault
Autodesk Vault plug-in, which ships with 3ds Max, consolidates users’ 3ds Max assets in a single location, enabling them to automatically track files and manage work in progress.
Users can easily and safely share, find, and reuse 3ds Max assets in a large-scale production or visualization environment.
Autodesk Combustion Integration
Live integration with Autodesk® Combustion® compositing software via the Material Editor lets artists and visualization professionals use in-progress composites as texture maps.
The RPF bitmap format contains channels for 3D data—such as Z-depth, material IDs, UV coordinates, and velocity—that Combustion can use to better delineate data for compositing.
Autodesk Toxik Integration
Integration with the Autodesk® Toxik™ compositing software lets artists quickly composite their scene elements, including HDR-rendered elements, in a collaborative setting.
Supports a streamlined content creation/compositing workflow in which there is no need to re-render scenes if lighting intensity is incorrect or a layer needs a perspective change.
Adobe Photoshop Integration
Adobe® Photoshop® software PSD files may be imported as texture maps using the entire composited image or individual layers.
Adobe Illustrator Object Nodes
Adobe® Illustrator® software vector elements can be imported as either curves or groups.
Web Integration
The embedded web browser, Asset Browser, lets the user view web pages and quickly drag supported geometry and bitmap texture files into a scene.
Supported Scene Import Formats
3DS, AI, DDF, DEM, DWG, DXF™, HTR, IAM, IGES, IPT, LP, LS, MTL, OBJ, PRJ, SHP, STL, TRC, VW, WRL, WRZ
Supported Scene Export Formats
3DS, AI, ASE, ATR, BLK, DF, DWF™, DWG, DXF, HTR, IGES, LAY, LP, M3G, MTL, OBJ, STL, VW, WRL
Supported Texture Import Formats
AVI, BMP, CIN, CWS, DDS, EXR, GIF, HDR, ICB, IFL, JPEG, MPEG, MOV, PIC, PNG, PSD, RGB, RLA, RPF, SGI, TGA, TIF, VDA, VST, YUV
Supported Bitmap Output Formats
AVI, BMP, CIN, DDS, EPS, EXR, HDR, ICB, JPEG, MOV, PIC, PNG, PS, RGB, RLA, RPF, SGI, TGS, TIF, VDA, VST, VUE. Some formats applicable to certain renderers only.
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Plug-ins
Visit the ADN Sparks site for an extensive list of third-party plug-ins for 3ds Max.
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