Rotating objects in Reference Coordinate Systems
Course Content
0 / 132 completedIntroducing 3ds Max 2023
Using the exercise files
Choosing a workspace
Setting preferences
Using project folders
Getting familiar with the interface
Customizing a workspace
Customizing background and grid colors
Creating primitives with keyboard entry
Creating primitives interactively with the mouse
Position objects with Select and Move
Rotate and scale objects
Navigating in viewports
Orbit and viewport Undo
Accelerate workflow with hotkey shortcuts
Customizing hotkeys
Choosing viewport shading modes
Advanced viewport settings
Configuring viewport layouts
Specifying display units
Specifying system units
Defining the Home grid
Saving a maxstart.max template scene
Merging scenes
Duplicating objects in a pattern with Array
Duplicating objects with Clone
Introducing Snap
Precision transforms with Grid Snap
Managing objects with Scene Explorer outline view
Collecting objects in Groups
Managing display layers in the Layer Explorer
Controlling object and layer Display Properties
Understanding Xref external references
Creating an Xref record
Moving objects in Reference Coordinate Systems
Rotating objects in Reference Coordinate Systems
Manipulating objects around a Transform Center
Using Isolate Selection and Lock Selection
Selecting in Window and Crossing modes
Creating shapes
Editing bezier splines
Setting shape detail with Interpolation
Modeling with the Extrude modifier
Extruding along a path with the Sweep modifier
Importing Illustrator paths to 3ds Max
Adding a Bevel modifier
Controlling level of detail of a Bevel modifier
Modeling typography with TextPlus
Manipulating and fine-tuning TextPlus
Deforming an object with a modifier
Layering deformers in the modifier stack
Defining polygon level of detail
Passing a selection up the stack
Understanding topology dependence
Versioning and collapsing the stack
Preparing Boolean operands
Combine volumes with Boolean compound object
Adding edges with Quickslice
Adding edges with Cut
Hardening polygon edges with the Smooth modifier
Using the Modeling Ribbon
Simplifying geometry with Remove
Branching with Editable Poly Extrude
Detailing a mesh
Rounding corners with Chamfer
Understanding subdivision surfaces
Best practices for modeling subdivision surfaces
Box modeling for subdivision surfaces
Modeling with the Symmetry modifier
Modeling curvature with Soft Selection
Refining geometry with SwiftLoop
Constraining sub-object transforms
Correcting a seam with Align to Grid
Sharpening corners with Edge Crease
Baking subdivisions
Creating a Physical Camera and Target
First-person camera navigation in viewports
Enabling Safe Frames
Setting resolution and aspect ratio in Render Setup
Creating a free camera
Rotating in Gimbal coordinate space
Setting rotation Axis Order to emulate a tripod
Interactive production rendering
Creating photometric lights
Adjusting light intensity and color
Setting exposure control
Adjusting light shape
Controlling spotlight parameters
Using the Light Explorer
Illuminating with an environment color
Illuminating with an HDRI environment
Separating environment from background
Creating a sun and sky
Art directing a sun and sky
Using the Slate Material Editor
Assigning materials to objects
Managing scene materials
Managing sample slots
Saving a material library
Physical material color and roughness
Physical material reflection parameters
Controlling viewport material shading
Controlling material sample size
Creating a 3D procedural map
Art directing 3D map parameters
Mapping bitmap image files
Projecting UVs with UVW Map
Using real-world map size
Restoring links with Asset Tracking
Understanding hierarchies
Moving pivot points
Rotating pivot points
Prioritizing rotation axes
Linking objects
Locking transforms
Correcting and avoiding scale issues
Choosing frame rate and playback speed
Choosing the active time segment
Creating keyframes in Auto Key mode
Creating keyframes in Set Key mode
Editing keyframes in the Track Bar timeline
Editing keyframes in the Dope Sheet
Editing keyframes in the Curve Editor
Editing interpolation in the Curve Editor
Manipulating tangents in the Curve Editor
Editing a trajectory with a Motion Path
Choosing a renderer
Preparing to render with Quicksilver
Choosing Quicksilver render options
Rendering an image sequence
Playing an image sequence with the RAM Player
Next steps