Autodesk速 Design Academy
Quick Start for 3ds Max Design About This Lesson This lesson introduces the student to Autodesk速 3ds Max速 Design software. Using this application, students can realize their ideas by rendering, creating 3D models, and animating mechanisms.
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Key Terms align
image map
stock lens
camera
Modifier List
target
clone
omni lights
viewport
group
render
Standards Autodesk® Design Academy curriculum meets content standards for Science, Technology, Engineering, Math (STEM), and Language Arts. To review the list of standards for each lesson, view the National Academic Standards Cross Reference PDF document.
This lesson relates to technology, engineering, and math standards.
Exercises ■ ■ ■ ■
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Insert the Assembly Create an Image Map Create Scene Lighting Create an Animation
Autodesk Design Academy Quick Start for 3ds Max Design
Exercise: Insert the Assembly In this exercise, you insert an Autodesk Inventor assembly into Autodesk 3ds Max Design.
The completed exercise
Import the Model 1.
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Click application menu > Import. ■ In the Select File to Import dialog box, navigate to the folder containing the exercise files. ■ Select sk_assembly.iam. Click Open. ■ In the Autodesk Inventor File Import dialog box, under Merge/Replace Options, click Merge With Current Scene. (1) ■ Under Inventor File Vertical Direction, click Z Axis. (2)
In Autodesk 3ds Max Design, open skateboard.max.
Quick Start for 3ds Max Design
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Click OK to insert the Autodesk Inventor assembly.
Note: These images are shown with the grid displayed. Your display may vary. Click Group menu > Group. ■ In the Group dialog box, enter skateboard. ■ Click OK. The parts in the skateboard assembly are combined into a single group. On the Main toolbar, click Align.
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To complete the alignment of the skateboard: ■ Under Align Position (World), select the X Position check box. ■ Under Current Object, click Center. ■ Under Target Object, click Center. ■ Click Apply. ■ Under Align Position (World), select the Y Position check box. ■ Click OK.
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On the File menu, click Save As. ■ Enter myskateboard. ■ Click Save.
Select the blue box under the skateboard to In this exercise, you inserted an Autodesk Inventor display the Align Selection dialog box. assembly model into an existing Autodesk 3ds Max Under Align Position (World), select the Z file, and then aligned the model on an existing object. Position check box. (1) Under Current Object, click Minimum. (2) Under Target Object, click Maximum. (3)
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Click Apply to align the skateboard on top of the box.
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Autodesk Design Academy Quick Start for 3ds Max Design
Exercise: Create an Image Map In this exercise, you use the Material Editor to create and insert an image map.
The completed exercise
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Map an Image 1.
Open skateboard01.max.
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On the Viewport Controls toolbar, click Orbit. 8.
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Select the skateboard again. The board should be highlighted with a bounding box.
Note: If the skateboard is not selected correctly, no modifiers will be available in the next step. Check this selection carefully. Press SPACEBAR to lock the selection. The padlock symbol at the bottom of the screen is highlighted.
On the Command panel, click the Modify tab.
Drag the mouse to create an isometric view as shown. Right-click to end the command.
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Select the skateboard. ■
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Click the Modifier list down arrow. In OBJECT-SPACE MODIFIERS, click UVW Map. In the Parameters rollout, under Mapping, click Planar. Clear the Real-World Map Size check box. For Length, enter 4. For Width, enter 10. Press ENTER. The bounding box of the gizmo resizes.
On the Group menu, click Open.
Quick Start for 3ds Max Design
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Import and Display an Image
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Use the Material Editor to import and display a bitmap image. 1. On the Main toolbar, click Material Editor (or press M to display the Material Editor).
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Click Modes > Compact Material Editor. Click Get Material.
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Click the down-arrow and select Open Material Library.
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Double-click PAINT.MAT to display the paint materials and maps. ■ Click Paint-Bumpy Yellow (Standard). ■ Drag and drop the image onto the top left sample slot in the Material Editor.
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Close the Material/Map Browser.
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In the Material Editor, expand the Maps parameter rollout. You may have to scroll down to view this rollout. ■ Next to Diffuse Color, click the Map #1 (BUMPYEL.JPG) bitmap file name. ■ In the Bitmap parameters rollout, click the Bitmap path name ...\maps\PAINT \BUMPYEL.JPG. ■ In the Select Bitmap Image File dialog box, navigate to the datasets folder. ■ Select skateboard.bmp. Click Open. The bitmap displays in the sample slot.
Suggestion: In this exercise, you apply an Autodesk® logo to your skateboard. Using the same workflow, you can select and apply your own logo to the skateboard. In the Material Editor, expand the Coordinates rollout. ■ In the U row, clear the Tile check mark. ■ In the V row, clear the Tile check mark.
Autodesk Design Academy Quick Start for 3ds Max Design
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Click Assign Material to Selection.
14. Press SPACEBAR to unlock the selection. Do not save the file.
Note: Ensure that Show Map in Viewport is toggled on.
In this exercise, you defined a UVW map on the surface of the skateboard, and then imported a bitmap image. Using the Material Editor, you placed and displayed the bitmap on the skateboard. You created a quality rendered image of the model.
The bitmap image displays on the skateboard.
10. Minimize the Material Editor. 11. Zoom and pan to display the skateboard in the graphics window as shown:
12. On the Rendering menu, click Render.
13. Close the render window.
Quick Start for 3ds Max Design
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Exercise: Create Scene Lighting In this exercise, you create and adjust target and omni lights to create scene lighting.
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Zoom out in each viewport until the skateboard appears small and centered.
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On the Create panel, click Lights.
The completed exercise
Create and Adjust Omni Lights 1.
Open skateboard02.max.
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On the Viewport Controls toolbar, click Maximize Viewport Toggle.
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Click Zoom.
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Select Standard from the list. ■ In Object Type, click Omni. ■ Place an Omni light in the lower left corner of the Top view. Right-click to cancel. On the Main toolbar, click Select and Move. ■
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Press SHIFT. Click and drag the light to the top right corner of the Top view. In the Clone Options dialog box, click Instance. Click OK.
Autodesk Design Academy Quick Start for 3ds Max Design
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In the Front viewport, move one Omni light up and the other down. If the lights are not visible in the Front view, zoom out until you can see both lights.
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Move the other two spotlights upwards to vary the lighting.
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On the Command panel, click the Modify tab. ■ In the Front view, select one of the spotlights. ■ In General Parameters, select the Shadows check box for the selected light. Shadows is toggled off.
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Click in the Perspective view to make it current. On the Viewport Controls toolbar, click Maximize Viewport Toggle.
Render the Image Create and adjust Target Spotlights to create scene lighting. 1. On the Create panel, click Lights.
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In Object Type, click Target Spot. ■ In the Top view, click once to place the light (1). Drag the cursor over the skateboard to place the target. ■ Place two more spotlights (2 and 3). You should locate them around the skateboard to produce suitable scene lighting.
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Zoom and pan to display the skateboard in the graphics window. 10. On the Rendering menu, click Render. 11. Review the image. Close the Render window and the Render Scene dialog box. 12. On the Viewport Controls toolbar, click Maximize Viewport Toggle. 13. On the main toolbar, click Select Object. 3.
On the main toolbar, click Select and Move.
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In the Front view, select one of the spotlights. Move it upwards to a new location.
Quick Start for 3ds Max Design
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14. In the Front view, select a light. In the Intensity/Color/Attenuation rollout, reduce the Multiplier intensity setting to produce different scene lighting conditions.
15. Render the Perspective view after each change in settings. Repeat this for each light until the lighting meets your objectives.
16. Do not save the file. In this exercise, you created Omni lights and Target Spot lights. You adjusted the location and properties of the lights to create different scene lighting conditions for rendered output.
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Autodesk Design Academy Quick Start for 3ds Max Design
Exercise: Create an Animation In this exercise, you create and adjust the location of a 6. camera. 7.
Click in the Front view. On the Main toolbar, click Select and Move.
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Move the camera up above the skateboard.
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Right-click in the Perspective view. Press C. The viewport changes to a view from the camera. In the bottom right of the screen the Viewport Controls display the camera tools.
Create and Adjust a Camera 1.
Open skateboard03.max.
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Click in the Top viewport. On the Create tab, click Cameras. 10. Click the Modify tab.
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In Object Type, click Target. Click to the right of the skateboard and drag towards the skateboard to locate the target.
11. With the camera selected, select from the list of Stock Lenses and note the effect in the Camera view. 12. Select the 35 mm lens for the animation.
Quick Start for 3ds Max Design
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Attach a Camera to a Path and Create an Animation 1. 2.
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In Assign Controller, select Position: Position XYZ.
Click in the Top viewport. On the Create panel, click Shapes.
10. Click Assign Controller. 3.
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Click Circle. Click the skateboard, and then drag the cursor until the circle is on top of the camera.
Right-click in the Front viewport to make it active. On the main toolbar, click Select and Move.
11. In the Assign Position Controller dialog box, select Path Constraint. Click OK. 12. Scroll down the Motion Command panel to Path Parameters. 13. Click Add Path.
Select the circle. Move the circle up to the same location as the camera. 14. In the Front viewport, select the circle. Review the list. Successful selection of the circle results in the circle being listed in the Target list in the Path Parameters.
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On the Command panel, click the Motion tab.
15. Scroll down the Path Parameters to Path Options. Select the Follow check box. 8.
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Select the camera. Expand the Assign Controller rollout.
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Autodesk Design Academy Quick Start for 3ds Max Design
16. Click in the Camera viewport. ■ On the Rendering menu, click Render Setup. ■ Under Common Parameters, click Active Time Segment: 0 to 100. ■ Under Output Size, click 320x240. ■ Scroll down to the Render Output area. Click Files. ■ In the Render Output dialog box, change the Save as Type to AVI File (*.avi). ■ In Save In, navigate to the folder where the exercise files are located. ■ In File Name, enter my_skateboard. Click Save. If a CODEC has not been selected previously, then the following step is required. ■ In the video Compression Setup dialog box, from the Compressor list, select Microsoft Video 1. Click OK. ■ Click Render. The animation renders in a few minutes.
If available, use the Microsoft Windows Media Video CODEC. 17. In Windows Explorer, navigate to the exercises folder. Double-click my_skateboard.avi to play the animation. The animation is 100 frames and takes 3.36 seconds to play. 18. Do not save the file. In this exercise, you created and modified a camera and circular path. You attached the camera to the path and then created an animation of the camera moving along the path.
Note: The Microsoft Video 1 CODEC is generally available on all computers. CODECs, such as the current Microsoft Windows Media Video, provide superior quality and much smaller files.
Quick Start for 3ds Max Design
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Autodesk Design Academy Quick Start for 3ds Max Design
Autodesk® Design Academy
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