Wiley 978-0-470-10089-9 Datasheet

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W
ell, here we are again with a new version of Max, and the first ques-
tion on the minds of existing users is “Did the interface change?”
The answer is a happy “very little.” Most serious users would rather
go through root canal surgery than have their user interface (UI) change, and
Autodesk has learned and respected this valued opinion by keeping the interface
changes to a minimum.
As you look around the new interface, you’ll see that everything is still there but
that Max has a few new additions. You may find yourself saying, as you navigate
the interface, “where did that come from?” But, just like encountering a new
house in your neighborhood, over time you’ll become accustomed to the addi-
tion and may even meet some new friends.
Why is the software interface so important? Well, consider this: The interface is
the set of controls that enable you to access the program’s features. Without a
good interface, you may never use many of the best features of the software or
spend a frustrating bit of time locating those features. A piece of software can
have all the greatest features, but if the user can’t find or access them, then the
software won’t be used to its full potential. Max is a powerful piece of software
with some amazing features, and luckily the interface makes these amazing fea-
tures easy to find and use.
The interface’s purpose is to make the software features accessible, and in Max
you have many different ways to access the features. Some of these access meth-
ods are faster than others. This design is intentional because it gives beginning
users an intuitive command and advanced users direct access. For example, to
undo a command, you can choose Edit Undo (requiring two mouse clicks),
but as you gain more experience, you can simply click the Undo icon on the
toolbar (only one click); an expert with his hands on the keyboard can press
Ctrl+Z without having to reach for the mouse at all. All three of these methods
have the same result, but you can use the one that is easiest for you.
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Exploring the
Max Interface
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COPYRIGHTED MATERIAL
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Summary of Contents

Page 1 - COPYRIGHTED MATERIAL

Well, here we are again with a new version of Max, and the first ques-tion on the minds of existing users is “Did the interface change?”The answer is

Page 2 - The Interface Elements

FFIIGGUURREE 11..55The Command Panel includes six separate panels accessed via tab icons.Working with rolloutsMost of the controls, buttons, and para

Page 3 - Main Toolbar

FFIIGGUURREE 11..66Open and close rollouts by clicking on the rollout title.FFIIGGUURREE 11..77Increase the width of the Command Panel by dragging i

Page 4 - Using the Menus

Tutorial: Rearranging the interface for leftiesI used to work for a company that required that all computers have the mouse to the left of the keyboar

Page 5 - Using the Toolbars

Using the Lower Interface Bar ControlsThe last major interface element isn’t really an interface element but just a collection of several sets of con-

Page 6

FFIIGGUURREE 11..99The Lower Interface Bar includes several sets of controls.Interacting with the InterfaceKnowing where all the interface elements a

Page 7 - TTAABBLLEE 11..11

FFIIGGUURREE 11..1100Quadmenus contain a host of commands in an easily accessible location.Understanding the button color cuesMax’s interface uses co

Page 8

Using drag-and-drop featuresDialog boxes that work with files benefit greatly from Max’s drag-and-drop features. The Material Editor,Background Image,

Page 9 - Using the Command Panel

When Max first loads, users are greeted with a Welcome Screen, shown in Figure 1.11, that includes sevenEssential Skills Movies. These simple movies e

Page 10 - PPaarrtt II

Browser-based reference guidesThe New Features Guide, User Reference, MAXScript Reference, and Tutorials are Web browser-based helpinterfaces. An orga

Page 11 - FFIIGGUURREE 11..77

SummaryYou should now be familiar with the interface elements for Max. Understanding the interface is one of thekeys to success in using 3ds Max. Max

Page 12

Has the Max interface succeeded? Yes, to a degree, but like most interfaces, it always has room for improve-ment, and we hope that each new version ta

Page 13 - NEW FEATURE

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Page 14

nQuadmenus: Right-clicking on the active viewport reveals a pop-up menu with up to four panes,referred to as a quadmenu. Quadmenus offer context-sensi

Page 15 - CROSS-REF

Using the MenusThe pull-down menus at the top of the Max interface include most of the features available in Max and are agreat place for beginners to

Page 16 - Getting Help

FFIIGGUURREE 11..22All menus feature visual clues.Using the ToolbarsNow that you’ve learned the menu two-step, it is time for the toolbar one-step. T

Page 17

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Page 18

Table 1.1 lists the controls found in the main toolbar. Buttons with flyouts are separated with commas.TTAABBLLEE 11..11MMaaiinn TToooollbbaarr BBu

Page 19

TTAABBLLEE 11..11(continued)TToooollbbaarr BBuuttttoonn NNaammee DDeessccrriippttiioonnReference Coordinate Specifies the coordinate system used for

Page 20

TToooollbbaarr BBuuttttoonn NNaammee DDeessccrriippttiioonnRender Scene Dialog (F10) Opens the Render Scene dialog box for setting renderingoptions.R

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