null3D SOFTWARE FOUNDATION
三维软件基础3D SOFTWARE FOUNDATION
三维软件基础课程主旨课程主旨 本课的主要帮助我们认识三维软件,理解三维制作中的概念和术语,掌握三维软件的基本操作和简单动画制作
流程
快递问题件怎么处理流程河南自建厂房流程下载关于规范招聘需求审批流程制作流程表下载邮件下载流程设计
,为今后学习三维软件脚本编程、插件开发及三维应用开发打下良好基础。双语教学双语教学重点是掌握三维制作中的英文专业术语和常用描述例:vertex/mesh/polygon/transform/skeleton/IK
shader/shadow mapping/ray-tracing ……学时安排学时安排共48学时,第1--12周,4学时/周,每周五1234节五教811考核方式考核方式期末总评成绩组成如下:
平时出勤(10%)
作业/实验/报告(40%)
期末考试(50%)推荐
书
关于书的成语关于读书的排比句社区图书漂流公约怎么写关于读书的小报汉书pdf
目推荐书目英文:
”3ds Max 9 Bible“ John Wiley & Sons Kelly L. Murdock
中文:
《3ds Max 9中文版
标准
excel标准偏差excel标准偏差函数exl标准差函数国标检验抽样标准表免费下载红头文件格式标准下载
教程》 清华大学出版社 陶丽
《3ds Max 9中文版动画制作实例教程》 人民邮电出版社 夏祥红
……
关于3ds Max的书很多,图书馆也可以借到,很多书的
内容
财务内部控制制度的内容财务内部控制制度的内容人员招聘与配置的内容项目成本控制的内容消防安全演练内容
大同小异,另外,3ds Max自带的教程也很全面,网上的图文/视频教程无数,都可供我们学习。几点要求几点要求自备耳机,学习视频教程需要
禁止打游戏,如发现,请你离开课堂,本次课算旷课
爱护设备,下课离开时带走垃圾,关闭电脑、显示器电源811课堂/实验材料下载地址811课堂/实验材料下载地址请在浏览器地址栏输入ftp://usery07Questions Before LearningQuestions Before LearningWhat is a 3D software?
Do you know any of them?Popular 3D Software -- Did you knowPopular 3D Software -- Did you knowMaya -- Autodesk
Softimage | XSI -- Avid
Houdini -- Side Effects Software
3D Studio Max -- Autodesk
Lightwave 3D -- Newtek
CINEMA 4D -- MAXON
Sumatra-- Softimage
ZBrush -- Pixologic
MotionBuilder -- Alias
Poser
Blender 相关网页http://www.3dsmax.com.cn/Html/Relatedsoft/2007031214339.htmlMayaMayaSoftimage|XSISoftimage|XSIHoudiniHoudini3ds Max3ds MaxLightwave 3DLightwave 3DCINEMA 4DCINEMA 4DZBrush ZBrush MotionBuilder MotionBuilder PoserPoserModo Modo Blender Blender 3D Software Comparation3D Software Comparation各个三维软件各有所长,操作上也各有千秋,但大体的动画制作流程应该是一样的。初学时可能觉得工具的差异比较大,深入到一定程度后就会触类旁通。
课外作业:
在网上收集各种三维软件的信息,比较一下它们的特点。
三维软件比较相关网页:
http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools
http://www.tdt3d.be/articles_viewer.php?art_id=99
http://www.cybermagics.com/Default.aspx?TabId=802&ArticleID=379&ArticlePage=1Basic Concepts(基本概念)Basic Concepts(基本概念)3d space - 三维空间Basic Concepts(基本概念)Basic Concepts(基本概念)Production Workflow-制作流程
1.Preproduction
2.Production
3.PostproductionBasic Concepts(基本概念)Basic Concepts(基本概念)Preproduction-前期制作
Writing a Script-写剧本
Storyboards-故事板(分镜头)
Concept Art-概念稿Basic Concepts(基本概念)Basic Concepts(基本概念)Production-制作期
Modeling-建模(角色/建筑与环境/道具)
Character Modeling/Architectural and Environmental Modeling/Props Modeling
Texturing-贴图
Animation-动画
Lighting-灯花
Rendering-渲染Basic Concepts(基本概念)Basic Concepts(基本概念)Postproduction-后期制作
Rendering-渲染
Compositing-合成
Editing-编辑
Sound-配音3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解3ds Max 9破解Chapter 1
Introduce 3ds MaxChapter 1
Introduce 3ds Max3ds Max Interface1. Menu bar
2. Selection tools
3. Transforms: Move, Rotate and Scale
4. Snap tools
5. Command Panel
6. Create Panel
7. Rollout
8. Active viewport (yellow border)
9. Viewport navigation controls
10. Time controls
11. Animation keying controls
12. Transform type-in boxes
13. Prompt line and status bar
14. MAXScript mini-listener
15. Track bar
16. Time slider
17. Reactor toolbar
18. Main Toolbar
3ds Max InterfaceMenu barMenu barMenu bar includes special menus such as:
• Tools contains duplicates of many of the Main toolbar commands.
• Group contains commands for managing combined objects.
• Create contains commands for creating objects.
• Modifiers contains commands for modifying objects.
• Character has tools for working with bones, linked structures and character assemblies.
• Animation contains commands for animating and constraining objects.
• Graph Editors provides graphical access to editing objects and animation:
Track View lets you open and manage animation tracks in Track View windows, and Schematic View gives you an alternate way to work with the objects in your scene and navigate to them.
• Rendering contains commands for rendering, Video Post, radiosity and the environment.
• Customize gives you access to controls that let you customize the user interface.
• MAXScript has commands for working with MAXScript, the built-in scripting language.
Command PanelCommand PanelThis collection of six panels holds most of the modelling and animation features.
You can "tear off" the command panel and place it anywhere you like.
By default, the command panel is docked at the right of your screen. You can access a menu that lets you float or dismiss the command panel by right-clicking just above it. If it is not displayed, or you want to change its location and docking or floating status, right-click in a blank area on the tab panel, and choose from the shortcut menu.
• Create holds all object creation tools.
• Modify holds modifiers and editing tools.
• Hierarchy holds linking and inverse kinematics parameters.
• Motion holds animation controllers and trajectories.
• Display holds object display controls.
nullTime Controls
The Auto Key button turns on animation mode. The other controls navigate through time and play back an animation.
Prompt Line and Status Bar
These two lines display prompts and information about your scene and the active command. They also contain system toggles controlling selections, precision, and display properties.
nullViewports
You can display from one to four viewports. These can show multiple views of the same geometry, as well as the Track View, Schematic View, and other informational displays.
Viewport Navigation Buttons
The button cluster at the lower-right of the main window contains controls for zooming, panning, and navigating within the viewports.
Different viewportsDifferent viewports3ds max allows lots of different viewport arrangementsViewportsViewportsCustomisable viewports
Top
Left or right
Perspective
CameraPan
Slide around
Zoom in or out
Zoom allWireframe modellingWireframe modellingWireframe modelling requires less computing power than any form of rendering
Default .
3 viewports wireframe
1 viewport rendered
Will use either OpenGL or DirectX to achieve the rendered view.
But not proper rendering with lighting and shadows.
Takes even more processing power.null3DS MAX
Parametric modelling, transformations 3DS MAX
Parametric modelling, transformations 2D &3D2D &3DRectangular coordinate system, known as Cartesian coordinates.
2D has x and y axes.
3D has x, y and z axes.
What are primitives?What are primitives?Basic building blocks.
Can be used to start any modelling project.
First you need to create and move things around.
Each object has a set or parameters.Primitive parametric modellingPrimitive parametric modellingNumerical description of the object.
What are the parameters of:
Box (or cubic)
Size, 3 dimensions
Cylinder
Height and radius
Sphere
Radius
Common 3D primitivesCommon 3D primitivesCan you name them?
Cone
Sphere
GeoSphere
Teapot
Box
Tube
Cylinder
TaurusImportant – name your objectsImportant – name your objectsWhy?
Default names are OK but what about a big scene?
Different creation methodsDifferent creation methodsMore than one way to create an object
Click and drag
Keyboard entry for precise dimensions
Altering the object parameters
Objects with a different number or dimensions (parameters) require a difference number of clicks and drags
How many for a sphere, box, cone?
Create method
Edge or centre for a sphereExtended primitive typesExtended primitive typesAutoGrid
Hedra Extended Primitive
Torus Knot Extended Primitive
ChamferBox Extended Primitive
ChamferCyl Extended Primitive
OilTank Extended Primitive
Capsule Extended Primitive
Spindle Extended Primitive
L-Ext Extended Primitive
Gengon Extended Primitive
C-Ext Extended Primitive
RingWave Extended Primitive
Hose Extended Primitive
Prism Extended PrimitiveUnits and scaleUnits and scaleEnglish
Feet an inches
Metric
Meters and centimetres
Generic
Decimal numbersShortcutsShortcutsSelectionSelectionSelect buttons
Select by name
Select by region
Select by filter
Paintbrush selection
Multiple selection
Isolate selectionSelectionSelectionSetting object propertiesSetting object propertiesProperties panel
Right clickWorking with objectsWorking with objectsHiding and freezing objects
What is the difference?
Why use them?
Groups
“Separate scene objects into easy-to-select and easy-to-work-with groupings”TransformationsTransformationsGeometric transformation
Mathematical operation
What are the three possible methods of transformation?
Position
Rotate
Scale
Coordinate systemsCoordinate systemsMax supports a number of coordinate systems
View - default
Screen
World
Parent
Local
Gimbal
Grid
Pick ViewViewView coordinate system
X, Y, and Z axes are the same in all orthogonal viewports.
You move things relative to the space of the viewport
X always points right
Y always points up
Z always points straight outTransform toolsTransform toolsTransform buttons
Or type in the dimensionsGizmosGizmosThe Transform gizmos let you quickly choose one or two axes when transforming a selection with the mouse.
You choose an axis by placing the mouse over any axis of the icon, and then drag the mouse to transform the selection along that axis.
To move or scale an object, you can use other areas of the gizmo to perform transforms along any two axes simultaneously. Pivot pointsPivot pointsAs every object has a coordinate system, this set of axes are aligned to the object and have a defined zero point known as Pivot Point.
The Pivot Point of an object can be either inside the object, at its surface, or outside.
Pivot pointsPivot pointsTransform centre
Rotation or scaling of an object around its pivot point
Align objectsAlign objectsIs very important for gaming modelling
Meshes should never intersect
can really upset the rendering engine
Select an object
Select to align it
Select the target
Important orderAlign Flout Align Flout Align
Quick Align
Normal Align
Place Highlight
Align Camera
Align to ViewAlignAlignSelecting the object to be aligned, click Tools➪Align (or press Alt+A).
The cursor changes to the Align icon.
Click a target object with which you want to align all the selected objects.
Clicking the target object opens the Align Selection dialog box with the target object’s name displayed in the dialog box’s title.AlignAlignAligning normals
Use to line up points of the surface of two objects.
When two Normal vectors are aligned, the objects are perfectly adjacent to one another.
Click Tools➪Normal Align or press Alt+N.
Aligning to a view
Use to reposition objects to one of the axes.
Click Tools➪Align to View.
Useful for fixing the orientation of objects when you create them in the wrong view.Other align optionsOther align optionsUse a grid
Snap
To a grid
Other objects
Bounding box
Pivot point
Perpendicular
TangentGridGridGrid provides a reference point for creating objects in 3D space.
It can be turned ON and OFF by choosing Views➪Grid➪Show Home Grid or by pressing G.
Access the Home Grid parameters by choosing Customize➪Grid and Snap Settings.
GridsGridsTwo-dimensional arrays of lines similar to graph paper
Grids:
An aid in visualizing space, scale, and distance.
As construction planes where you create and align objects in your scene.
As a reference system for using the Snap feature to align objects.
Perspective transformationsPerspective transformationsPerspective projection
Happens automatically in virtually all 3D software.
A perspective view is created by projecting each point of the object onto a picture plane.
Parallel lines converge in the distance.
Creates a 2D image on the monitor/paper.
Axonometric projectionNavigation transformationsNavigation transformationsMotions or transformations that place the viewpoint or camera in different parts of the scene
Position
Point of interest
Camera lensExercises:Exercises: 本章的上机实验是3ds Max自带教程的第一个入门教程,从中体会基本的动画制作过程。
3ds Max自带教程的素材位于C:\Program Files\Autodesk\3ds Max 9\tutorials