3ds max extrude along spline
One or more modifiers can be added to an object to change its shape. Remember the lessons about drawing based on geometric shapes? This is a 3D application of the idea. It is not necessary to memorize which list each shape is on, but it is necessary to know many of these basic shapes as starting points for your model. They are mostly regular, geometric, solid shapes.
#3ds max extrude along spline how to#
(Exercises are in about 20 pages.) The text presents examples of two sets of shapes 3DS Max knows how to create with a couple of button clicks: primitives and extended primitives. It is less like being a cartoonist and more like being a puppeteer.īefore you can make a puppet and make it dance, you need to know some basics about 3DS Max objects. If a 2D animator is an actor who makes and manipulates drawings, a 3D animator is an actor who makes and manipulates models. The text states that "models represent the objects in your scene", but this is not true. Several of the topics on the next few pages will make little sense until you use the program, so we will pass over them for now.Ĭhapter 2 begins the topic of creating models. shows that you can move an object's pivot point anywhere inside or outside the object.
The default location for a pivot point is in its center. Pivot points are the points around which an object rotates. The text shows the three different gizmos, tools for manipulating objects, that appear when each of the three transform tools is selected. discusses the three most basic transformations you will make to objects: position, rotation, and scale. Sometimes you make changes in one viewport and watch the change in another to make sure you are doing what you think you are doing. You will usually work in one viewport at a time, but when you make a change, the change should immediately appear the other viewports as well. Note: the default set of views (other than perspective) corresponds to standard orthographic drawing, a way to use drafting or CAD tools to show three dimensions on a flat surface. They can be set to show other views than the default set: Top, Front, Left side, and Perspective. These four panels can be changed in size, in orientation, and in content. The text describes the viewports shown in 3DS Max, panels that show several different simultaneous views of your project. 3DS Max will be your companion through all of the 200 level CAP classes. It is unlikely that you will remember all of it until you have used this program for a few weeks.
You may feel overwhelmed by the number of details the text presents. The lesson introduces you to the menu bar and tool bars available in 3DS Max. The command panel has several subpanels, each dedicated to a particular kind of work: creating, modifying, managing relationships between objects, managing complex motion, display tools, and miscellaneous tools.The timeline across the bottom of the screen is used for managing the timing of animations.The menu bar and toolbar are in the expected places for most programs.Note the four viewports, which provide four different views of the scene you are working on.On pages 2 and 3, the text describes the major components of the 3DS Max interface. I recommend that you play them all when you have time to do so and earbuds to listen to them. There are far too many buttons, menus, and choices to become an expert in one lesson, but we must start somewhere.ģDS Max is a program for modeling and animating objects, and for creating stills and videos from those objects.Īs you start the program, 3DS Max shows you a Welcome Screen with a menu of seven videos that introduce you to major features of the program. Let me stress that: it introduces you, it does not make you an expert. The first chapter introduces you to the user interface for 3DS Max. This lesson covers material in chapters 1 and 2 of the 3DS Max text. Digital Imaging for Animation Lesson 5 -Introduction to 3DS Max Modeling