modeling and animation with 3ds max r 3.1 graphics lab. korea univ. reference url :

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Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL : http://www.cs.vassar.edu/graphics/

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Page 1: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Modeling and Animationwith

3DS MAX R 3.1

Graphics Lab.

Korea Univ.

Reference URL : http://www.cs.vassar.edu/graphics/

Page 2: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

3D Studio Max

Page 3: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Features & Benefits

• Modeling & Animating tool by Kinetix.• Used various fields such as character animation,

game development, and visual effects production.• User friendly interface and easy to use. • Object oriented design - Objects in Max are

analogous to objects in C++ (We can approach by programming plugins)

• High quality.• Many artists use.

Page 4: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Menu BarMenu Bar

Tab PanelTab Panel

Command Command PanelPanel

Orthographic Orthographic ViewportsViewports

Perspective Perspective ViewportViewport

Viewport Viewport ControlControl

Page 5: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Section #1

Modeling

Page 6: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Create ButtonCreate Button

Creation Creation ParametersParameters

Object Object TypeType

Creation parameters for BOX include length, width, height, Creation parameters for BOX include length, width, height, and numbers of segments in each of the three directions.and numbers of segments in each of the three directions.

Page 7: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Modifying Object

• Click on “Modify” button to right of “Create” button.

• Click on the “Bend” modifier and adjust the angle to your liking.

Page 8: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Box does not appear to be bent, because not enough Box does not appear to be bent, because not enough segments are used to display it. segments are used to display it.

Page 9: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

• Select “Box” on the Modifier Stack drop down menu.

• Change the numbers of segments in the creation parameters.

Page 10: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Switch to “Wire Frame” view so we can see the segments.Switch to “Wire Frame” view so we can see the segments.

Page 11: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Now add Now add a twist a twist modifier modifier and and choose choose the twist the twist angle.angle.

Page 12: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

This is not what you wanted. Edit the This is not what you wanted. Edit the modifier stack to put the twist before the modifier stack to put the twist before the bend. bend.

Page 13: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Use cut and pasteUse cut and paste to put the twist modifier to put the twist modifier before the bend modifier. before the bend modifier.

Page 14: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :
Page 15: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Modifier Stack

• Record of sequence modeling operations:– Earliest operations on bottom of stack.– Latest operations on top of stack.

• Allows user to return to earlier operations and change the way they were done.

• The user may, delete and re-order operations on the stack.

Page 16: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Section #2

Editing

Page 17: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Converting a Parameterized Object to an Editable Mesh

• Create a sphere.

• Add a “Mesh Select” modifier.

• Indicate “Select by Vertices”.

Page 18: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

At this level of the modifier stack, the object is a mesh composed of At this level of the modifier stack, the object is a mesh composed of vertices, faces and edges. It is not a parameterized sphere object. vertices, faces and edges. It is not a parameterized sphere object.

Page 19: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Editing an Editable Mesh

• Go to an orthographic viewport.

• Click on the “Select Object” arrow on the Main Toolbar.

• Drag a box around the vertices in the upper hemisphere.

Page 20: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :
Page 21: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Editing Editable Mesh

• Add an Xform modifier, under “More” on the Command Menu.

• Choose “Non-Uniform Scaling” on Main Toolbar.

• Choose “Parent” coordinate system on Main Toolbar.

• Choose “Transform Coordinate Center” on Main Toolbar.

Page 22: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Non-Uniform Non-Uniform ScalingScaling

Parent Parent Coordinate Coordinate

SystemSystem

Transform Transform Coordinate Coordinate

CenterCenter

Constrain Constrain to Y Axisto Y Axis

Page 23: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Max Provides Lots of Options for Controlling Transformations

• Choice of coordinate system: World, Parent, Local, etc. (Determines coordinate axies.)

• Choice of “Pivot”: Object’s own pivot, Selected objects’ collective pivot, Center of coordinate system. (Determines centers of scaling and rotation.)

• Constraining action to lie along one or two named axies.

Page 24: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Adjust view using viewport controls.Adjust view using viewport controls.

Page 25: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Material and Texture Mapping• Click “Material Editor” above the control pannel.

A editor window appears. • You can choose shading modes, specular amount,

colors, opacity etc.• Click a small button beside of diffuse color.• A window opens. Double click “Bitmap” at the

top of the lists.• File selection window will appear. Choose texture

file.• Click “Assign Material to Selection” button to

assign texture and click “Show Map in Viewport”

Page 26: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Assign to Material to SelectionAssign to Material to Selection

Show Show Map in Map in

ViewportViewport

Page 27: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Section #3

Animation

Page 28: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Linked Object Animation

• Draw 3 cylinders at the front viewport. and select one at the top of three.• Click on “Select and Link” at the right side of

“Redo” Button. • Drag mouse to middle cylinder.• Select middle cylinder and drag to bottom cylinder

as same before.• Try to move or rotate each cylinders.• Click Hierarchy Tab on Control Pannel and click

“Affect Pivot Only” and move each cylinders pivot to desired position.

Page 29: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :
Page 30: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Linked Object Animation• Click “Affect Pivot Only” once again to disable pivot mode.• Try to rotate or move each cylinder then you will see how

the linked hierarchy is constructed. • Activate Front viewport and select bottom cylinder. • Click “Animate” button and move Time Slide Bar to frame

50.• Rotate cylinder about 45 degree. (or right click on the

“Select and Rotate” button to input value manually)• It means that cylinder moves 0~45 degree in 50 frames.• Move Time Slide Bar to frame 100(You can see previous

cylinder moves) and rotate cylinder about –45 degree.( or any value you want )

• Do the same above with other cylinders.• Click Play button at the right side of Animate button and see

how linked cylinders move.

Page 31: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :
Page 32: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Assignment# One Rigid Object (Save as .max)

# One Linked Object (Save as .max)

# One Screen Shot for Rigid Object

# Four Screen Shots for Linked Object

Animation (ex : frame 0, 35, 65, 100)

* 2 .max files & 5 image files

Page 33: Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Korea Univ. Reference URL :

Homework #1 Due to 3/26 PM 12:00 (3/27 AM 0:00)

• Build 2 object without animation follow.

* Car, Airplane, Ship, Building etc.(not linked)

* Jointed Robot-like object. (Don’t be pressed to make humanoids. Whatever linked

thing you want.)

• With Robot, assign pivot and animate.

(Snake, Bipedal, 4-legged, Industrial Robots etc.)• Option

For non-Robotic object, animate with 3 controllers each.

* Bezier, TCB, Path