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Autodesk 3ds Max, formerly 3D Studio MAX, is a modeling, animation and rendering

package developed by Autodesk Media and Entertainment. It has modeling capabilities, a


flexible plugin architecture and can be used on the Microsoft Windows platform. It's
frequently used by video game developers, TV commercial studios and architectural
visualization studios. It is also used for movie effects and movie pre-visualization.

In addition to its modeling and animation tools, the latest version of 3ds Max also
features shaders (such as ambient occlusion and subsurface scattering), dynamic
simulation, particle systems, radiosity, normal map creation and rendering, global
illumination, a customizable user interface, and its own scripting language.[1]

Contents
[hide]

• 1 Early history and releases


• 2 Features
• 3 Industry usage
• 4 Educational usage
• 5 Modeling techniques
o 5.1 Polygon modeling
o 5.2 NURBS or non-uniform rational B-spline
o 5.3 Surface tool/Editable patch object
• 6 Predefined primitives
o 6.1 Predefined Standard Primitives list
o 6.2 Predefined Extended Primitives list
• 7 Rendering
• 8 Licensing
• 9 Notes
• 10 See also

• 11 External links

[edit] Early history and releases


The original 3D Studio product was created for the DOS platform by the Yost Group and
published by Autodesk. After 3D Studio Release 4, the product was rewritten for the
Windows NT platform, and re-named "3D Studio MAX." This version was also
originally created by the Yost Group. It was released by Kinetix, which was at that time
Autodesk's division of media and entertainment. Autodesk purchased the product at the
second release mark of the 3D Studio MAX version and internalized development
entirely over the next two releases. Later, the product name was changed to "3ds max"
(all lower case) to better comply with the naming conventions of Discreet, a Montreal-
based software company which Autodesk had purchased. At release 8, the product was
again branded with the Autodesk logo, and the name was again changed to "3ds Max"
(upper and lower case). At release 2009, the product name changed to "Autodesk 3ds
Max".

[edit] Features
MAXScript
MAXScript is a built-in scripting language, and can be used to automate repetitive
task combine existing functionality in new ways, develop new tools and user
interfaces and much more. Plugin modules can be created entirely in MAXScript.
Character Studio
Character Studio was a plugin which since version 4 of Max is now integrated in
3D Studio Max, helping user to animate virtual characters. The system works
using a character rig or "Biped" which is pre-made and allows the user to adjust
the rig to fit the character they will be animating. Dedicated curve editors and
motion capture data import tools do not make, however, Character Studio ideal
for character animation. "Biped" objects have other useful features that automated
the production of walk cycles and movement paths, as well as secondary motion.
Scene Explorer
Scene Explorer, a tool that provides a hierarchical view of scene data and
analysis, facilitates working with more complex scenes. Scene Explorer has the
ability to sort, filter, and search a scene by any object type or property (including
metadata). Added in 3ds Max 2008, it was the first component to facilitate .NET
managed code in 3ds Max outside of MAXScript.
DWG Import
3ds Max supports both import and linking of DWG files. Improved memory
management in 3ds Max 2008 enables larger scenes to be imported with multiple
objects.
Texture Assignment/Editing
3ds Max offers operations for creative texture and planar mapping, including
tiling, mirroring, decals, angle, rotate, blur, UV stretching, and relaxation;
Remove Distortion; Preserve UV; and UV template image export. The texture
workflow includes the ability to combine an unlimited number of textures, a
material/map browser with support for drag-and-drop assignment, and hierarchies
with thumbnails. UV workflow features include Pelt mapping, which defines
custom seams and enables users to unfold UVs according to those seams;
copy/paste materials, maps and colors; and access to quick mapping types (box,
cylindrical, spherical).
General Keyframing
Two keying modes — set key and auto key — offer support for different
keyframing workflows.
Fast and intuitive controls for keyframing — including cut, copy, and paste — let
the user create animations with ease. Animation trajectories may be viewed and
edited directly in the viewport.
Constrained Animation
Objects can be animated along curves with controls for alignment, banking,
velocity, smoothness, and looping, and along surfaces with controls for alignment.
Weight path-controlled animation between multiple curves, and animate the
weight. Objects can be constrained to animate with other objects in many ways —
including look at, orientation in different coordinate spaces, and linking at
different points in time. These constraints also support animated weighting
between more than one target.
All resulting constrained animation can be collapsed into standard keyframes for
further editing.
Skinning
Either the Skin or Physique modifier may be used to achieve precise control of
skeletal deformation, so the character deforms smoothly as joints are moved, even
in the most challenging areas, such as shoulders. Skin deformation can be
controlled using direct vertex weights, volumes of vertices defined by envelopes,
or both.
Capabilities such as weight tables, paintable weights, and saving and loading of
weights offer easy editing and proximity-based transfer between models,
providing the accuracy and flexibility needed for complicated characters.
The rigid bind skinning option is useful for animating low-polygon models or as a
diagnostic tool for regular skeleton animation.
Additional modifiers, such as Skin Wrap and Skin Morph, can be used to drive
meshes with other meshes and make targeted weighting adjustments in tricky
areas.
Skeletons and Inverse Kinematics (IK)
Characters can be rigged with custom skeletons using 3ds Max bones, IK solvers,
and rigging tools powered by Motion Capture Data.
All animation tools — including expressions, scripts, list controllers, and wiring
— can be used along with a set of utilities specific to bones to build rigs of any
structure and with custom controls, so animators see only the UI necessary to get
their characters animated.
Four plug-in IK solvers ship with 3ds Max: history-independent solver, history-
dependent solver, limb solver, and spline IK solver. These powerful solvers
reduce the time it takes to create high-quality character animation. The history-
independent solver delivers smooth blending between IK and FK animation and
uses preferred angles to give animators more control over the positioning of
affected bones.
The history-dependent solver can solve within joint limits and is used for
machine-like animation. IK limb is a lightweight two-bone solver, optimized for
real-time interactivity, ideal for working with a character arm or leg. Spline IK
solver provides a flexible animation system with nodes that can be moved
anywhere in 3D space. It allows for efficient animation of skeletal chains, such as
a character’s spine or tail, and includes easy-to-use twist and roll controls.
Integrated Cloth Solver
In addition to reactor’s cloth modifier, 3ds Max software has an integrated cloth-
simulation engine that enables the user to turn almost any 3D object into clothing,
or build garments from scratch. Collision solving is fast and accurate even in
complex simulations.(image.3ds max.jpg)
Local simulation lets artists drape cloth in real time to set up an initial clothing
state before setting animation keys.
Cloth simulations can be used in conjunction with other 3ds Max dynamic forces,
such as Space Warps. Multiple independent cloth systems can be animated with
their own objects and forces. Cloth deformation data can be cached to the hard
drive to allow for nondestructive iterations and to improve playback performance.
Integration with Autodesk Vault
Autodesk Vault plug-in, which ships with 3ds Max, consolidates users’ 3ds Max
assets in a single location, enabling them to automatically track files and manage
work in progress. Users can easily and safely share, find, and reuse 3ds Max (and
design) assets in a large-scale production or visualization environment.

[edit] Industry usage


Further information: List of films made with Autodesk 3ds Max

Many recent films have made use of 3ds Max, or previous versions of the program under
previous names, in CGI animation, such as Avatar and 2012, which contain computer
generated graphics from 3ds Max alongside live-action acting.

Further information: List of games made with Autodesk 3ds Max

3ds Max has also been used in the development of 3D computer graphics for a number of
video games.

Architectural and engineering design firms use 3ds Max for developing concept art and
previsualization.

[edit] Educational usage


Educational programs at secondary and tertiary level use 3ds Max in their courses on 3D
computer graphics and computer animation. Students in the FIRST competition for 3d
animation are known to use 3ds Max, as well as students who attend Southwest Open
School (SWOS), a charter high school in southwest Colorado.

[edit] Modeling techniques


[edit] Polygon modeling

Main article: Polygon modeling

Polygon modeling is more common with game design than any other modeling technique
as the very specific control over individual polygons allows for extreme optimization.
Usually, the modeler begins with one of the 3ds max primitives, and using such tools as
bevel and extrude, adds detail to and refines the model. Versions 4 and up feature the
Editable Polygon object, which simplifies most mesh editing operations, and provides
subdivision smoothing at customizable levels.

Version 7 introduced the edit poly modifier, which allows the use of the tools available in
the editable polygon object to be used higher in the modifier stack (i.e., on top of other
modifications)

[edit] NURBS or non-uniform rational B-spline

An alternative to polygons, it gives a smoothed out surface that eliminates the straight
edges of a polygon model. NURBS is a mathematically exact representation of freeform
surfaces like those used for car bodies and ship hulls, which can be exactly reproduced at
any resolution whenever needed. With NURBS, a smooth sphere can be created with
only one face.

The non-uniform property of NURBS brings up an important point. Because they are
generated mathematically, NURBS objects have a parameter space in addition to the 3D
geometric space in which they are displayed. Specifically, an array of values called knots
specifies the extent of influence of each control vertex (CV) on the curve or surface.
Knots are invisible in 3D space and you can't manipulate them directly, but occasionally
their behavior affects the visible appearance of the NURBS object. This topic mentions
those situations. Parameter space is one-dimensional for curves, which have only a single
U dimension topologically, even though they exist geometrically in 3D space. Surfaces
have two dimensions in parameter space, called U and V.[citation needed]

NURBS curves and surfaces have the important properties of not changing under the
standard geometric affine transformations (Transforms), or under perspective projections.
The CVs have local control of the object: moving a CV or changing its weight does not
affect any part of the object beyond the neighboring CVs. (You can override this property
by using the Soft Selection controls.) Also, the control lattice that connects CVs
surrounds the surface. This is known as the convex hull property.[citation needed]

[edit] Surface tool/Editable patch object

Surface tool was originally a 3rd party plugin, but Kinetix acquired and included this
feature since version 3.0.[citation needed] The surface tool is for creating common 3ds Max
splines, and then applying a modifier called "surface." This modifier makes a surface
from every 3 or 4 vertices in a grid. This is often seen as an alternative to "mesh" or
"nurbs" modeling, as it enables a user to interpolate curved sections with straight
geometry (for example a hole through a box shape). Although the surface tool is a useful
way to generate parametrically accurate geometry, it lacks the "surface properties" found
in the similar Edit Patch modifier, which enables a user to maintain the original
parametric geometry whilst being able to adjust "smoothing groups" between faces.[citation
needed]

[edit] Predefined primitives


This is a basic method, in which one models something using only boxes, spheres, cones,
cylinders and other predefined objects from the list of Predefined Standard Primitives or
a list of Predefined Extended Primitives. One may also apply boolean operations,
including subtract, cut and connect. For example, one can make two spheres which will
work as blobs that will connect with each other. These are called metaballs.[citation needed]

Some of the 3ds Max Standard Primitives as they appear in the wireframe view of 3ds
Max 9

Some of the 3ds Max Extended Primitives as they appear in the wireframe view of 3ds
Max 9

[edit] Predefined Standard Primitives list

• Box — box produces a rectangular prism. An alternative variation of box is


available — entitled cube — which proportionally constrains the length, width
and height of the box.
• Cylinder — cylinder produces a cylinder.
• Torus — torus produces a torus — or a ring — with a circular cross section,
sometimes referred to as a doughnut.
• Teapot — teapot produces the Utah teapot. Since the teapot is a parametric object,
the user can choose which parts of the teapot to display after creation. These parts
include the body, handle, spout and lid.
• Cone — cone produces round cones — either upright or inverted.
• Sphere — sphere produces a full sphere, hemisphere, or other portion of a sphere.
• Tube — tube can produce both round and prismatic tubes. The tube is similar to
the cylinder with a hole in it.
• Pyramid — The pyramid primitive has a square or rectangular base and triangular
sides.
• Plane — The plane object is a special type of flat polygon mesh that can be
enlarged by any amount at render time. The user can specify factors to magnify
the size or number of segments, or both. Modifiers such as displace can be added
to a plane to simulate a hilly terrain.
• Geosphere — GeoSphere produces spheres and hemispheres based on three
classes of regular polyhedrons.

[edit] Predefined Extended Primitives list

• Hedra — produces objects from several families of polyhedra.


• ChamferBox — creates a box with beveled or rounded edges.
• OilTank — creates a cylinder with convex caps.
• Spindle — creates a cylinder with conical caps.
• Gengon — creates an extruded, regular-sided polygon with optionally filleted side
edges.
• Prism — Creates a three-sided prism with independently segmented sides.
• Torus knot — creates a complex or knotted torus by drawing 2D curves in the
normal planes around a 3D curve. The 3D curve (called the Base Curve) can be
either a circle or a torus knot. It can be converted from a torus knot object to a
NURBS surface.
• ChamferCyl — creates a cylinder with beveled or rounded cap edges.
• Capsule — creates a cylinder with hemispherical caps.
• L-Ext — creates an extruded L-shaped object.
• C-Ext — creates an extruded C-shaped object.
• Hose — a flexible object, similar to a spring.

[edit] Rendering
Scanline rendering
The default rendering method in 3DS Max is scanline rendering. Several advanced
features have been added to the scanliner over the years, such as global
illumination, radiosity, and ray tracing.
mental ray
mental ray is a production quality renderer developed by mental images. It is
integrated into the later versions of 3ds Max, and is a powerful raytracing renderer
with bucket rendering, a technique that allows distributing the rendering task for a
single image between several computers efficiently, using TCP network protocol.
RenderMan
A third party connection tool to RenderMan pipelines is also available for those
that need to integrate Max into Renderman render farms. Can make Pixar's films.
V-Ray
A third-party render engine plug-in for 3D Studio MAX. It is widely used,
frequently substituting the standard and mental ray renderers which are included
bundled with 3ds Max. V-Ray continues to be compatible with older versions of
3ds Max.
Brazil R/S
A third-party high-quality photorealistic rendering system created by SplutterFish,
LLC capable of fast ray tracing and global illumination.
FinalRender
Another third-party raytracing render engine created by Cebas. Capable of
simulating a wide range of real-world physical phenomena.
Fryrender
A third party photorealistic, physically based, unbiased and spectral renderer
created by RandomControl capable of very high quality and realism.
Arion Render
A third party hybrid GPU+CPU interactive, unbiased raytracer created by
RandomControl, based on NVIDIA CUDA.
Indigo Renderer
A third-party photorealistic renderer with plugins for 3ds max.
Maxwell Render
A third-party photorealistic rendering system created by Next Limit Technologies
providing robust materials and highly accurate unbiased rendering.
BIGrender 3.0
Another third-party rendering plugin. Capable of overcoming 3DS rendering
memory limitations with rendering huge pictures.