Preface
Acknowledgments
Part Ⅰ: Learning the Max Interface
Quick Start: Creating a Furry Creature
Chapter 1: Exploring the Max Interface
Chapter 2: Configuring the Viewports
Chapter 3: Working with Files and XRefs
Chapter 4: Working with the Asset Tracking System
Chapter 5: Customizing the Max Interface and Setting Preferences
Part Ⅱ: Working with Objects
Chapter 6: Creating and Editing Primitive Objects
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Chapter 8: Transforming Objects — Translate, Rotate, and Scale
Chapter 9: Cloning Objects and Creating Object Arrays
Chapter 10: Grouping and Linking Objects
Chapter 11: Working with the Schematic View
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Part Ⅲ: Modeling
Chapter 13: Modeling Basics and Working with Subobjects
Chapter 14: Drawing and Editing 2D Splines and Shapes
Chapter 15: Using Editable Poly Objects
Chapter 16: Working with Mesh Modifiers
Chapter 17: Surface Modeling with Patches and NURBS
Chapter 18: Building Compound Objects
Chapter 19: Creating Particles and Particle Flow
Chapter 20: Adding Hair and Fur
Chapter 21: Creating a Cloth System
Part Ⅳ: Materials and Maps
Chapter 22: Exploring the Material Editor
Chapter 23: Creating Simple Materials
Chapter 24: Creating Advanced Multi-Layer Materials
Chapter 25: Adding Material Details with Maps
Chapter 26: Unwrapping UVs and Pelt Mapping
Chapter 27: Creating Baked Textures and Normal Maps
Part Ⅴ: Cameras and Lighting
Chapter 28: Working with Cameras
Chapter 29: Basic Lighting Techniques
Chapter 30: Advanced Lighting, Light Tracing, and Radiosity
Part Ⅵ: Animation
Chapter 31: Animation and Keyframe Basics
Chapter 32: Using Animation Modifiers
Chapter 33: Animating with Constraints and Controllers
Chapter 34: Working with the Track View
Chapter 35: Using the Motion Mixer
Part Ⅶ: Working with Characters
Chapter 36: Creating and Animating Bipeds
Chapter 37: Rigging Characters
Chapter 38: Working with Inverse Kinematics
Chapter 39: Skinning Characters
Chapter 40: Retargeting Character Animations
Chapter 41: Controlling Biped Crowds
Part Ⅷ: Animating with reactor
Chapter 42: Using Space Warps
Chapter 43: Animating with reactor
Part Ⅸ: Rendering and mental ray
Chapter 44: Rendering Basics
Chapter 45: Using Atmospheric Effects
Chapter 46: Using Render Elements and Effects
Chapter 47: Raytracing and mental ray
Chapter 48: Batch and Network Rendering
Chapter 49: Using the Video Post Interface
Part Ⅹ: MAXScript and Plug-Ins
Chapter 50: Automating with MAXScript
Chapter 51: Expanding Max with Third-Party Plug-Ins
Appendix A: What’s New with Max 8
Appendix B: Installing and Configuring 3ds Max 8
Appendix C: Max Keyboard Shortcuts
Appendix D: What’s on the DVD
Index