3Ds Max 4 Bible
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Author:
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Subject:
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Published by:John Wiley & Sons Inc (US)
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Published:01/08/2001
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Price:$74.99
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More than 100 step-by-step tutorials give you valuable hands-on experience under the expert guidance of 3D master, Kelly Murdock. Increasingly complex scenes will prove useful to all 3D MAX users, from beginners to advanced. 3ds max 4 Bible will help you learn and master the most popular 3D modeling and animation software.
Biography
About the Author Kelly Murdock has been involved with more computer books than he cares to count - to the point that he avoids the computer book section of the bookstore, except for the graphics section, which still remains an obsession. His book credits include various Web, graphics, and multimedia titles, including the first edition of this book, the 3ds max 4 Bible. Other major accomplishments include Master HTML and XHTML Visually, JavaScript Blueprints, and co-authoring the Illustrator 9 Bible JavaScript. Kelly also co-authored Laura Lemay's Web Workshop: 3D Graphics and VRML 2 at a time when we all thought VRML was going somewhere. With a background in engineering and computer graphics, Kelly has been all over the 3D industry. He's used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films, worked as a freelance 3D artist, and even done some 3D programming. Kelly's been using 3D Studio on and off since version 3 for DOS. He is also the creative force behind the children's Web site, Animabets.com at www.animabets.com.
Table of Contents
Preface.
Acknowledgments.
PART I: Getting Started with 3ds max 4.
Quick Start: Animating a Fighter Jet Fly-By.
Chapter 1: Exploring the Max Interface.
Chapter 2: Working with Viewports.
Chapter 3: Working with Files.
PART II: Working with Objects.
Chapter 4: Using Primitive Objects.
Chapter 5: Selecting Objects and Setting Object Properties.
Chapter 6: Cloning Objects and Creating Object Arrays.
Chapter 7: Grouping and Linking Objects.
Chapter 8: Transforming Objects.
Chapter 9: Using Modifiers.
PART III: Modeling.
Chapter 10: Modeling Basics and Miscellaneous Tools.
Chapter 11: Drawing and Using 2D Splines and Shapes.
Chapter 12: Working with Meshes.
Chapter 13: Creating Patches.
Chapter 14: Building Compound Objects.
Chapter 15: Working with NURBS.
PART IV: Materials and Maps.
Chapter 16: Exploring the Material Editor.
Chapter 17: Applying Materials.
Chapter 18: Using Maps.
Chapter 19: Working with Materials and Maps.
PART V: Lights and Cameras.
Chapter 20: Working with Lights.
Chapter 21: Controlling Cameras.
Chapter 22: Camera Matching and Tracking.
PART VI: Particle Systems and Space Warps.
Chapter 23: Creating and Controlling Particle Systems.
Chapter 24: Using Space Warps.
PART VII: Animation.
Chapter 25: Animation Basics.
Chapter 26: Working with the Track View.
Chapter 27: Restricting Movement with Constraints.
Chapter 28: Animating with Controllers.
Chapter 29: Using Expressions.
Chapter 30: Creating a Dynamic Simulation.
PART VIII: Inverse Kinematics.
Chapter 31: Working with Bones.
Chapter 32: Creating and Using Inverse Kinematics.
PART IX: Rendering and Post-Production.
Chapter 33: Rendering Basics.
Chapter 34: Working with Environments and Atmospheric Effects.
Chapter 35: Using Render Elements and Effects.
Chapter 36: Network Rendering.
Chapter 37: Post-Processing with the Video Post Interface.
PART X: Customizing Max.
Chapter 38: Customizing the Max Interface.
Chapter 39: Using MAXScript.
PART XI: Extending Max with Plug-Ins.
Chapter 40: Using Third-Party Plug-Ins.
Chapter 41: Creating Your Own Plug-Ins.
Appendix A: Installing and Configuring 3ds max 4.
Appendix B: Max Keyboard Shortcuts.
Appendix C: Exclusive Bible Plug-Ins.
Appendix D: What's on the CD-ROM?
Glossary.
Index.
Hungry Minds, Inc. End-User License Agreement.
CD-ROM Installation Instructions.
Acknowledgments.
PART I: Getting Started with 3ds max 4.
Quick Start: Animating a Fighter Jet Fly-By.
Chapter 1: Exploring the Max Interface.
Chapter 2: Working with Viewports.
Chapter 3: Working with Files.
PART II: Working with Objects.
Chapter 4: Using Primitive Objects.
Chapter 5: Selecting Objects and Setting Object Properties.
Chapter 6: Cloning Objects and Creating Object Arrays.
Chapter 7: Grouping and Linking Objects.
Chapter 8: Transforming Objects.
Chapter 9: Using Modifiers.
PART III: Modeling.
Chapter 10: Modeling Basics and Miscellaneous Tools.
Chapter 11: Drawing and Using 2D Splines and Shapes.
Chapter 12: Working with Meshes.
Chapter 13: Creating Patches.
Chapter 14: Building Compound Objects.
Chapter 15: Working with NURBS.
PART IV: Materials and Maps.
Chapter 16: Exploring the Material Editor.
Chapter 17: Applying Materials.
Chapter 18: Using Maps.
Chapter 19: Working with Materials and Maps.
PART V: Lights and Cameras.
Chapter 20: Working with Lights.
Chapter 21: Controlling Cameras.
Chapter 22: Camera Matching and Tracking.
PART VI: Particle Systems and Space Warps.
Chapter 23: Creating and Controlling Particle Systems.
Chapter 24: Using Space Warps.
PART VII: Animation.
Chapter 25: Animation Basics.
Chapter 26: Working with the Track View.
Chapter 27: Restricting Movement with Constraints.
Chapter 28: Animating with Controllers.
Chapter 29: Using Expressions.
Chapter 30: Creating a Dynamic Simulation.
PART VIII: Inverse Kinematics.
Chapter 31: Working with Bones.
Chapter 32: Creating and Using Inverse Kinematics.
PART IX: Rendering and Post-Production.
Chapter 33: Rendering Basics.
Chapter 34: Working with Environments and Atmospheric Effects.
Chapter 35: Using Render Elements and Effects.
Chapter 36: Network Rendering.
Chapter 37: Post-Processing with the Video Post Interface.
PART X: Customizing Max.
Chapter 38: Customizing the Max Interface.
Chapter 39: Using MAXScript.
PART XI: Extending Max with Plug-Ins.
Chapter 40: Using Third-Party Plug-Ins.
Chapter 41: Creating Your Own Plug-Ins.
Appendix A: Installing and Configuring 3ds max 4.
Appendix B: Max Keyboard Shortcuts.
Appendix C: Exclusive Bible Plug-Ins.
Appendix D: What's on the CD-ROM?
Glossary.
Index.
Hungry Minds, Inc. End-User License Agreement.
CD-ROM Installation Instructions.
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