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  <titleInfo>
    <title>3ds max 9</title>
  </titleInfo>
  <name type="personal">
    <namePart>Murdock, Kelly L.</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">xx</placeTerm>
    </place>
    <place>
      <placeTerm type="text">Indianapolis, IN</placeTerm>
    </place>
    <publisher>Wiley Publishing</publisher>
    <dateIssued>2007</dateIssued>
    <issuance>monographic</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">und</languageTerm>
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  <physicalDescription>
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    <extent>xlviii, 1248 p.:</extent>
    <extent>24 cm.</extent>
    <extent/>
  </physicalDescription>
  <abstract>"Why is 3ds Max Bible a perennial bestselling favorite? Because whether you`re a beginner looking for a tutorial to get you up to speed your first day or an expert needing a reference to Max`s advanced features, it`s all here. Loaded with advice, professional tips, and more than 150 step-by-step lessons, this is the most comprehensive reference-tutorial on 3ds Max on the market, and the one you`ll turn to again and again"--Resource description</abstract>
  <tableOfContents>Quick start : animating a dancing cartoon moose -- Ch. 1. Exploring the max interface -- Ch. 2. "Controlling and configuring the viewports -- Ch. 3. Working with files and XRefs -- Ch. 4. Using vault and the asset tracking system -- Ch. 5. Customizing the max interface and setting preferences -- Ch. 6. Creating and editing primitive objects -- Ch. 7. Selecting objects, setting object properties, and using layers -- Ch. 8. Transforming objects -- translate, rotate, and scale -- Ch. 9. Cloning objects and creating object arrays -- Ch. 10. Grouping and linking objects -- Ch. 11. Working with the schematic view -- Ch. 12. Introducing modifiers and using the modifier stack -- Ch. 13. Learning modeling basics and working with subobjects -- Ch. 14. Drawing and editing 2D splines and shapes -- Ch. 15. Modeling with polygons -- Ch. 16. Deforming surfaces and using the mesh modifiers -- Ch. 17. Modeling with patches and NURBS -- Ch. 18. Working with compound objects -- Ch. 19. Adding and styling hair, fur, and cloth -- Ch. 20. Exploring the material editor -- Ch. 21. Creating and applying simple materials -- Ch. 22. Creating advanced multi-layer materials -- Ch. 23. Adding material details with maps -- Ch. 24. Unwrapping UVs and pelt mapping -- Ch. 25. Creating baked textures and normal maps -- Ch. 26. Configuring cameras -- Ch. 27. Using lights and basic lighting techniques -- Ch. 28. Working with advanced lighting, light tracing, and radiosity -- Ch. 29. Understanding animation and keyframe basics -- Ch. 30. Using animation layers -- Ch. 31. Using animation modifiers and wiring parameters -- Ch. 32. Animating with constraints and controllers -- Ch. 33. Working with function curves in the track view -- Ch. 34. Combining animations in the motion mixer -- Ch. 35. Creating particles and particle flow -- Ch. 36. Using space warps -- Ch. 37. Simulating physics-based motion with reactor -- Ch. 38. Animating hair and cloth -- Ch. 39. Understanding rigging and working with bones -- Ch. 40. Adding inverse kinematics -- Ch. 41. Skinning characters -- Ch. 42. Creating and animating bipeds -- Ch. 43. Learning rendering basics -- Ch. 44. Using atmospheric and render effects -- Ch. 45. Raytracing and mental ray -- Ch. 46. Batch and network rendering -- Ch. 47. Compositing and render elements -- Ch. 48. Using the video post interface -- Ch. 49. Automating with MAXScript -- Ch. 50. Expanding max with third-party plug-ins</tableOfContents>
  <note type="statement of responsibility">Kelly L. Murdock.</note>
  <note>Includes index</note>
  <note>English</note>
  <subject>
    <topic>3ds max (Computer file)</topic>
  </subject>
  <subject>
    <topic>Computer animation</topic>
  </subject>
  <classification authority="lcc">006.686 M94t</classification>
  <identifier type="isbn">978-0-470-10089-9</identifier>
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