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PC-INFOGAME.COM: 3DS Max Vocabulary


Here is a series of explanation on notions relate to modelling under 3DS Max. It is about definitions on general concepts of 3DS Max.



Polygons

A polygon is a surface in several sides: 3 if c? a triangle, 4 is if c? is a quad? In games videos, the term of polygons relates to the number of triangles to be shown. In 3DS Max, even s? it is in priori possible to make polygons including an indeterminate number of sides, they are managed in fact as triangles. To see subdivisions created in a transparent way, it is enough d? apply modifier Edict Poly and in mode Poly, use Edict triangulation.

When the abbreviated 7 is therefore used to make show the number of faces, result does not correspond to the real number of faces in a game. A tool in Utilities / More / Polygon Counter allows d? show sought-after information. In mode Count Polygons, c? is l? equivalent of the abbreviated 7 then qu? in mode Count triangles, him s? behaves well among polygons such qu? one l? hears in a game.

It is therefore recommended to model by creating surfaces getting closer at the farthest to triangles.



Modifiers

Rather than to list modifiers alphabetically, perform a right click on Modifier List then check Show All Sets in List to show modifiers by categories. In the pile of modifiers, a modifier always relates to elements underneath him. Following symbol allows Final resultor not Final resultd? to show final result can import active modifier in the pile.

When selections (_select), mapping are performed? it is needed s? assure that selections are active. A symbol corresponding to mode (poly, vertex?) is necessary be shown in the name of modifier otherwise modifier n? show not his result.

Selection


L? option Collapse To and Collapse All, available via a right click on a modifier allow d? to crush le/tous the modifiers of the pile. This makes any modification final puisqu? he to be from now on impossible d? edit the parametres of modifier.

Some modifiers have additional options when they are unwound. For example: UVW MAP:

Options




No spindle of an object

Every object has a centre of gravity, called no spindle. Any displacement, rotation? is calculated from this point. To change the spindle d point? an object, go in l? thumb-index Hierarchy and click on Affect Pivot Only. It is possible to move manually this spindle point or to position it fast in the centre of l? object with Center to Object.

When l? a model (.X.3ds is exported?), they note that the spindle point of l? object is l? origin of the grid in 3DS Max. This poses of course problems during rotations or puts down displacement. To export l? object according to its own spindle point, it is necessary to position the model in co-ordinates 0,0,0 then of l? export. My script allows d? to automate this operation for a big number d? objects.



Smoothing groups? Smoothing groups

If l? the modifier Edict Poly to a model is applied, mode Poly allows d? use smoothing groups. The smoothing groups correspond in fact to groups of polygons which will be sluck in the same way. Let us take l? example d? a cylinder of what l? all the polygons forming the tube are sluck while the summit and the base are excluded.

There are groups numbered from 1 to 32 to define portions to be sluck. By choosing all model, it is possible to note the already used groups because identifying with them disappears.
  • SELECT BY SG: allows d? to perform a selection d? a portion of the model according to a smoothing group.
  • Clear All: erase all affected smoothing groups.
    To apply a smoothing, it is enough to choose a portion of the model then of click on a group to slick this section.
  • Auto Smooth: automatic smoothing of the model according to l? angle defined between faces.


Animations

An animation is composed of several frames, c? est-à-dire of plans specifying modifications suffered by the model. To start a video, it is necessary to position on the bar d? animation at the foot of software and of click on Auto Key to create a frame. Perform all desired modifications notably displacement, rotation and ladder for games videos. Click again on Auto Key to record modifications. Use reading orders to view l? animation.

L? tool Curve Editor (button towards 0 of the bar) allows d? to show graphically l? animation. He is so possible d? to adjust every parametre, notably the tangent between frames two (progressive, brusque?). L? thumb-index Motion allows to accomplish operations almost even. It is possible to choose an action in PRS PARAMETERS (position, rotation, scale) then define the tangent for every frame in Key Info. Co-ordinates are available by axle in Position XYZ Parameters.



Perform a video in return

  • In the window of return (F10), thumb-index Common, everything d is needed? access to define the demarcations of l? animation in Time Output / Lines up or Active Time Segment because, by default, Single creates a return under form d? picture.
  • In Output Size, point exit parametres out notably resolution.
  • In Render Output, check Save go off and click on Queues to name the file.
  • Throw the return with Render. Return length depends entirely on the length of l? animation, from format of exit and from resolution.

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