Lesson II - 3D Studio Layout
The real lessons begin here. In lesson 2 we shall discuss the
layout used in the 3D Studio environment. It is vital to know the way 3D
Studio is organized before proceeding to the next lesson. Below are explanations
for the basic modules used in both 3D Studio R4 and 3D Studio Max. The more
advance modules will be explained in later lessons.
Differences in Layout
3D Studio Release 1 to 4 (3DS R1-4)share a similiar layout whereas 3D
Studio Max is designed in a totally different manner. 3DS R1-4 has several
modules that serve various functions. 3D Studio Max on the other hand has
all these functions incorporated into one module (you can do everything
on the same screen). Beyond this point the similarities between 3D Studio
R1-4 and 3D Studio Max vary greatly. So this will be the last lesson in
which both coincide. Additional comments will be added for 3D Studio Max
users in the following lessons.
3D Studio R1-4
The 3D Studio environment is divided into several modules where the
process of creating, manipulating, mapping and animating 3D objects (meshes)
is done. The basic modules are explained below. There is a menu bar similiar
to that found in Windows at the top of the screen but it is not visible
unless you move you mouse pointer up to the top of the screen. Options here
vary from file management to layout preferences. The layout of this menu
is similiar to that of Windows. For example to quit the program just click
File/Exit on the menu bar.
2D Shaper
This is the module where the creation of most (complex) meshes begin.
Most meshes(3D objects) can be thought of as 2D slices. Here is where you
design these "slices". The tools available here are specifically
designed to help you create 2D objects. To access this module hit F1
on your keyboard.
3D Lofter
This is the module where you join and manipulate the "slices"
created in 2D Shaper and export them into 3D meshes. The term loft originates
from the process of ship building where the "v" shape pieces (the
"slices" in the case of the 3D Lofter) were hung in a line to
form the basic structure of the ship as the ship was being built upon and
around them. This process was called "lofting". The creation of
3D objects is a similiar process. Therefore this module is referred to as
the 3D Lofter. To access the 3D lofter hit F2 on your keyboard.
3D Editor
This is where you edit the 3D meshes you created in the earlier
modules. You can also create simple geometrical 3D objects here such as
cubes, cones, tubes and so on. You can also create lights and cameras (explained
below) in this module. I find that relative to other 3D software the interface
offered in the 3D Editor (the most commonly used module) is extremely easy
to use and effective as well. Nothing abstract here. Most architects will
find the tools similiar to the concepts they've been learning. ie. You don't
translate (move) an object away or toward you (tools like these are very
difficult to use), instead you just switch to the top view and move the
object up and down - all movement is done in 2D views which means very high
accuracy. To access the 3D Editor hit F3 on your keyboard.
Keyframer
This is the module where you coordinate the animation. Technically
speaking, this is where you adjust the keyframes (explained later). Movement
of objects, cameras and lights are coordinated here. Although not the most
cryptic part of 3D Studio, I would say that the Keyframer isn't exactly
a picnic - the interface could have been designed better. The Keyframer
controls in 3D Studio Max on the other hand are slightly better but still
I would say that this is 3D Studio's weak point. Not to say that realistic
movements are hard to create but they are achievable only through tedious
and difficult methods. Yet, this is still the program of my choice. To
access the Keyframer hit F4 on your keyboard.
The Materials Editor
This is where you edit the textures and materials to be mapped or
pasted onto your 3D objects. You can achieve amazing effects with the materials
editor. It can create various effects which are simply stunning. The amount
of control you have over materials is also excellent. However you cannot
create textures in 3D Studio - this is where other programs like Adobe Photoshop
or Corel Photopaint come in. In the Materials Editor you just prepare the
material for use with your meshes (3D objects). To access the Materials
Editor hit F5 on your keyboard.
The Text Editor
This text editor is similiar to the DOS command EDIT. You can use
this module to edit certain text files that controls certain functions and
settings. Such a file would be the 3DS.SET file which will be discussed
later. It's main purpose is to avoid exiting to DOS or creating a DOS window.
It is as good, if not better than EDIT. Therefore I recommend it's use.
To access the Text Editor hit F11 on your keyboard.
3D Studio Max
The modules described above are all incorporated into a single interface
system in 3D Studio Max. Read the descriptions of each module above anyway
to familiarize yourself with the integrated modules in 3D Studio Max. You
will not see the different names of these modules because they are all one
big module in 3D Studio Max. All the modules have similiar counterpart functions
in 3D Studio Max except the text editor. There is no text editor in 3D Studio
Max - just use Notepad ( hey it runs on Windows 95/NT!)
Now that you know how to navigate in 3D Studio go on to the next lesson on 3D Studio interface.
Back to Learning 3D Studio menu.
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