Preface
Acknowledgments
Part I: Learning the Max Interface
Quick Start: Animating a Dancing Cartoon Moose
Chapter 1: Exploring the Max Interface
Chapter 2: Controlling and Configuring the Viewports
Chapter 3: Working with Files and XRefs
Chapter 4: Using Vault and 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: Learning Modeling Basics and Working with Subobjects
Chapter 14: Drawing and Editing 2D Splines and Shapes
Chapter 15: Modeling with Polygons
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
Chapter 17: Modeling with Patches and NURBS
Chapter 18: Working with Compound Objects
Chapter 19: Adding and Styling Hair, Fur, and Cloth
Part IV: Materials and Maps
Chapter 20: Exploring the Material Editor
Chapter 21: Creating and Applying Simple Materials
Chapter 22: Creating Advanced Multi-Layer Materials
Chapter 23: Adding Material Details with Maps
Chapter 24: Unwrapping UVs and Pelt Mapping
Chapter 25: Creating Baked Textures and Normal Maps
Part V: Cameras and Lighting
Chapter 26: Configuring Cameras
Chapter 27: Using Lights and Basic Lighting Techniques
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity
Part VI: Animation
Chapter 29: Understanding Animation and Keyframe Basics
Chapter 30: Using Animation Layers
Chapter 31: Using Animation Modifiers and Wiring Parameters
Chapter 32: Animating with Constraints and Controllers
Chapter 33: Working with Function Curves in the Track View
Chapter 34: Combining Animations in the Motion Mixer
Part VII: Dynamic Animation
Chapter 35: Creating Particles and Particle Flow
Chapter 36: Using Space Warps
Chapter 37: Simulating Physics-Based Motion with reactor
Chapter 38: Animating Hair and Cloth
Part VIII: Characters
Chapter 39: Understanding Rigging and Working with Bones
Chapter 40: Adding Inverse Kinematics
Chapter 41: Skinning Characters
Chapter 42: Creating and Animating Bipeds
Part IX: Rendering
Chapter 43: Learning Rendering Basics
Chapter 44: Using Atmospheric and Render Effects
Chapter 45: Raytracing and mental ray
Chapter 46: Batch and Network Rendering
Part X: Post Processing
Chapter 47: Compositing and Render Elements
Chapter 48: Using the Video Post Interface
Part XI: MAXScript and Plug-Ins
Chapter 49: Automating with MAXScript
Chapter 50: Expanding Max with Third-Party Plug-Ins
Appendix A: What’s New with Max 9
Appendix B: Installing and Configuring 3ds Max 9
Appendix C: Max Keyboard Shortcuts
Appendix D: What’s on the DVD
Index