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Autodesk 3ds Max
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== Features == === Non-Destructive Modifiers === :One core feature that stands 3ds Max apart from other 3D graphics software is its ability to edit geometry using non-destructive modifiers.<ref>{{Cite web |title=3ds max 7 Review |url=https://www.awn.com/vfxworld/3ds-max-7-review |access-date=2024-07-17 |website=Animation World Network |language=en}}</ref> Modifiers allow users to make changes to the geometry of an object without permanently altering the original geometry. Instead, the modifications are applied as separate layers on top of the base geometry, which can be easily adjusted or removed without affecting the underlying structure. === MAXScript === : MAXScript is a built-in scripting language that can be used to automate repetitive tasks, combine existing functionality in new ways, develop new tools and user interfaces, and much more. Plugin modules can be created entirely within MAXScript. === Character Studio === : Character Studio was a plugin which since version 4 of Max is now integrated in 3ds Max; it helps users to animate virtual characters. The system works using a character rig or "Biped" skeleton which has stock settings that can be modified and customized to fit the character meshes and animation needs. This tool also includes robust editing tools for IK/FK switching, Pose manipulation, Layers and Keyframing workflows, and sharing of animation data across different Biped skeletons. These "Biped" objects have other useful features that help accelerate the production of [[Walk Cycle|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|.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 β set key and auto key β offer support for different keyframing workflows. : Fast and intuitive controls for keyframing β including cut, copy, and paste β 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 β 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 animation|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 [[weight map|vertex weights]], volumes of vertices defined by envelopes, or both. Capabilities such as weight tables, [[Vertex painting|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 β including expressions, scripts, list controllers, and wiring β 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 and even build garments from scratch. Collision solving is fast and accurate even in complex simulations. Local simulation lets artists drape cloth in real time to set up an initial clothing state before setting animation keys. : [[Cloth simulation]]s 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 find, share, and reuse 3ds Max (and design) assets in a large-scale production or visualization environment. === Max Creation Graph === : Introduced with Max 2016, Max Creation Graph (MCG) enables users to create modifiers, geometry, and utility plug-ins using a visual node-based workflow. : With MCG the user can create a new plug-in for 3ds Max in minutes by simply wiring together parameter nodes, computation nodes, and output nodes. The resulting graph can then be saved in an XML file (.maxtool) or be packaged with any compounds (.maxcompound) it depends on in a ZIP file (.mcg) which can be shared easily with 3ds Max users.
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