Namaskar! Welcome to Hindi Animation Tutorials. Part_01 Lets begin with 3DS Studio Max’s interface The interface is well organize for multiple view workflows, or orthographic views. Lets explore by main menu bar. The top left corner is the standard file menu. Clik on that and you have the file section Which has standard selections like Save. Open. Create new scene. Import. export files. and so on. Next to it is edit section. Where we can edit our objects using, move. rotate. scale. Etc. There is a tools menu where we can mirror, align and so on. The Group menu where we can Group on Group out object together. On views can change the viewport background and so on. The create menu allows us to create objects like boxex, cones, spheres. You can choose whole preset objects from standard or extended primitives. In modifiers we can find effect settings. That can be apply to objects such as hair & fur. where it can be simulated for hair and for groups On the object that we have created Then we have reacter or we have simulate wind or cloth movements The animation menu hold its controller and solvers such as IK. where we added bones or rigging to create animation the animation process keyframe is going on The graph editor allows us to edit or remove the animation during Then we have to rendering menu. where we apply texture on to objects all we have to render which also under settings and the material editor On a customize menu we can change UI interface to fit how working preference We can configure the system and change the unit system. Then there is max Script menu . this the built-in scripting language you can automate the repetitive task, develop new tools and user interfaces anyone plug in a modules, using Lastly, there is the help menu. where you find tutorial links and as the name suggests have full explanations on the working of 3D Studio Max Right below the menu bar is the main toolbar,. this is where you find shortcut keys, such as undo, redo, linking selection, selection menu, selection by name where we can select the object by name. The selection vision, move, rotate and scale. The code assistance, pivot point selection, snap toggle tool, the naming selection sets A notice when a Cursor moves to any empty space on the main toolbar, it will change the hand icon This means that the toolbar can be a drag to the left to review more shortcut icons.so click and drag to the left. Now we will see more icon like align, mirror, layer manager, curve editor, material editor, we as I all texture maps, render scene dialogs We can create the setting for rendering and lastly the quick render icon by clicking on the extreme left of the toolbar menu from a horizontal view to a vertical view. just I’m showing you here now . by clicking and then dragging it down and after vertically set it, on the left Hence we can relocate toolbar to the location the best suits your working style The toolbar automatically sticks to the left side of the window.In the vertical display mode. On the extreme Right drag, the window is the command panel. The First step on the second row is the geometry button This is the button to launch a selection of Primitives 3D objects. Such as box, sphere and so on.. Quick on a drop-down list and you will see more category such as compound objects, extended primitives , Dos, windows, architecture extended and so on.. The second button next to geometry button. is the shape button where we create a line, circle, arc and so on.. The button next to it is the lights button where we create standard lights. create a photorealistic lights or also create V-Ray lights V-Ray is the light plugin for 3DX max is highly recommended that if you want to create a photorealistic rendering you need to use v-Ray. The fourth button is the camera . for we can select at free or targeted virtual cameras Then there is a help us button. This button allows us to creates dummy, reactor etc. Next to it, is the space warps button were we can create special effect The last button is the system button.Here we can create daylight systems, bones or Biped for the practice That the bottom of the window is the timeline. The timeline or animation timeline. We show animation keyframe and the duration of the entire animation. You can move the timeline by clicking and dragging on the slider bar or clicking on the empty space you can move the timeline or clicking the arrows on both sides of the slider for incremental views The icon at the extreme left of the timeline is the mini curve editor. By clicking on this button the curve editor will appear as the expanded timeline If you want to curve editor separated from the timeline as a floating window you can select it from the toolbar in the graph editor menu. The timeline duration now set from zero to hundred. we can change the duration by clicking small icon here, That’s the time configuration We can also change to frame rates sitting here, . . choose your desire bar commerce, NTSC or PAL and then appropriate frame rate per second or FPS On the animation section here This is where
we change the time duration for the animation, change the End time in 50, then you see that the end of the animation timeline only have 50 frames display On the lower right corner of your window is the set of view pot controllers. we can zoom in, pan and rotate the selected view pot by using the controllers here. I’ll explain the section later on. Next to the view pot controller are the playback controls. We can play the animation, Move to next frame or previous frame or go to the end or beginning of the animation. Right below the controllers is the keyframe selector where we can type in which keyframe.we want to skip to, To the left are the keyframe creation tools. Click the auto key and notice the top part of the timeline will change in to the red. This shows that the auto key mode is activated. You move an object in your view port a keyframe will be automatically generated for you want to timeline On the left side is the location readout for the X, Y, and zee axis move your Cursor in any of the view pot areas and you will notice that the corresponding coordinates will be displayed here. We can also move the location of the object we created by keying in the coordinate here The red box here is the status readout. When 3DX Max encounters an error.we can output from here lastly but most obvious, are the four view pots that dominate the windows. There are four different views to the objects you will be creating. For example here, you can see here is the sphere in four different angles. The Top, Front, left and perspective view. I’ll going to more details in view pots in next chapter. For this, you have to subscribe my channel Thank you for watching Hindi animation tutorial . Have a nice day..