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1. L thuyt: ....................................................................................................................... 4 1.1. C bn: ............................................................................................................... 4 1.1.1. Giao din chng trnh ....................................................................... 4 1.1.2. Mt s phm tt c bn........................................................................ 8 1.1.3. Chn i tng.................................................................................... 9 1.1.4. Cc thao tc trn ca s ...................................................................... 11 1.1.5. To nhm i tng, canh chnh i tng ........................................ 12 1.1.6. Modify................................................................................................. 13 1.1.7. Php hiu chnh Bevel......................................................................... 14 1.1.8. Extrude ................................................................................................ 16 1.1.9. Editable Poly ....................................................................................... 18 2. Geometry: ....................................................................................................................... 30 2.1. Standard Primitives ............................................................................................ 30 2.1.1. Mt phng ........................................................................................... 30 2.1.2. Khi hp.............................................................................................. 30 2.1.3. Khi nn.............................................................................................. 31 2.1.4. Hnh cu .............................................................................................. 32 2.1.5. Khi cu .............................................................................................. 33 2.1.6. Khi tr ............................................................................................... 33 2.1.7. Khi ng.............................................................................................. 33 2.1.8. Vng xuyn ......................................................................................... 34 2.1.9. Khi thp ............................................................................................. 34 2.1.10. m tr ............................................................................................... 35 2.2. Extend Primitives ............................................................................................... 36 2.2.1. Chamfer Box ....................................................................................... 36 2.2.2. Chamfer Cylinder ................................................................................ 36 2.2.3. Torus Knot .......................................................................................... 37 2.2.4. Hedra ................................................................................................... 37 2.3. Compound Object .............................................................................................. 38 2.3.1. Scatter.................................................................................................. 38 2.3.2. Php giao, cng, tr... cc khi ........................................................... 41 2.3.3. Php to khi Loft ............................................................................... 42 3. Shapes: ....................................................................................................................... 43 3.1. Spline ................................................................................................................. 43 1

3.1.1. ng a tuyn ................................................................................... 43 3.1.2. V hnh ch nht ................................................................................. 44 3.1.3. V hnh trn ........................................................................................ 44 3.1.4. V hnh -lp........................................................................................ 45 3.1.5. V cung trn........................................................................................ 45 3.1.6. Hnh vnh khn, hnh bnh ................................................................. 46 3.1.7. To a gic .......................................................................................... 46 3.1.8. Hnh sao .............................................................................................. 47 3.1.9. To ch................................................................................................ 47 3.1.10. ng xon c .................................................................................. 47 4. Lights: ....................................................................................................................... 49 4.1.1. nh sng ............................................................................................. 49 4.1.2. To mt dy cc ngun sng ............................................................... 51 4.2. Photometric ........................................................................................................ 53 4.2.1. Ngun sng trc quang (photometric Light) ....................................... 53 5. Camera: ....................................................................................................................... 55 5.1. Camera ............................................................................................................... 55 5.2. Camera chuyn ng xung quanh vt th .......................................................... 56 6. Helpers: ....................................................................................................................... 58 6.1.1. Dummy................................................................................................ 58 6.2. Atmospheric Apparatus...................................................................................... 59 6.2.1. Atmospheric Apparatus ....................................................................... 59 7. Space Warps:................................................................................................................... 61 7.1. Geometric/Deformable ....................................................................................... 61 7.1.1. Bomb ................................................................................................... 61 7.1.2. Ripple .................................................................................................. 62 7.1.3. Wave ................................................................................................... 64 7.2. Modifier-Based .................................................................................................. 66 7.2.1. Hiu chnh nghing ............................................................................. 66 7.2.2. Php un cong (Bend) ......................................................................... 66 8. Material: ....................................................................................................................... 68 8.1. To vt liu phn chiu c bn........................................................................... 68 8.2. Vt liu Material ................................................................................................ 69 2 6.1. Standard ............................................................................................................. 58 4.1. Standard ............................................................................................................. 49

8.3. Vt liu X-ray..................................................................................................... 71 8.4. To vt liu chic l ........................................................................................... 73 8.5. Vt liu Glass c bn ......................................................................................... 75 8.6. Vt liu dng Multi/Sub-Object ......................................................................... 77 8.7. Vt liu hot cnh............................................................................................... 78 9. Thc hnh:....................................................................................................................... 80 9.1. To chic Ly....................................................................................................... 80 9.2. To Logo 3D ...................................................................................................... 82 9.3. To hnh u con m .......................................................................................... 84 9.4. To khi Rubic ................................................................................................... 87 9.5. To hnh chic bt t .......................................................................................... 88 9.6. To logo XP ....................................................................................................... 92 9.7. Lm quen vi Rigid Body .................................................................................. 94 9.8 Ch chuyn ng quanh khi cu ....................................................................... 99

1. L thuyt: 1.1. C bn: 1.1.1. Giao din chng trnh:


I. Giao din: Nu l ngi mi lm quen vi Max th c l bn s cm thy ri mt v kiu b tr ca Max khc hn vi cc chng trnh khc m bn tng gp. Nu trc khi n vi Max m bn bit qua v Photoshop v quen vi cc cng c ca n th bn s tht vng v kiu trnh by cc cng c ca Max, n "qu phc tp" n gin l v 3D>2D m. Nhng bn yn tm khi quen ri th bn s thy n rt tin li. Bn c nh khi ln u ti n lm quen vi Photoshop bn dng cng c g khng? V to ra c ci g trong ln u tin y? Cn mnh th ln u tin mnh "m ra" cng c ci chi lng v ra c nhng ng cong ngon ngo, cn ln u vi Max th khng to ra c th g c trong ln u gp mt c, chnh v vy m mnh quyt tm hc Max cho bng c!

1. Menu bar (menu h thng) 2. Window/Crossing selection toggle 3. Snap tools (cc cng c bt dnh) 4. Command panels (bng lnh) 5. Object categories 6. Rollout (bng cun) 7. Active viewport (khung nhn hi n hnh) 8. Viewport navigation controls (cc i u khin i vi khung nh n) 9. Animation playback controls 10. Animation keying controls 11. Absolute/Relative coordinate toggle and coordinate display 12. Prompt line and status bar 13. MAXScript mini-listener 4

14. Track bar 15. Time slider (thanh tr t thi gian) 16. Main toolbar (thanh cng c chnh) II. Menubar Cha cc menu: File, Edit, Tools, Gro up , Views, Create, Modifiers, Character, Reactor, Amination, GraphEdittors, Rendering, Customize, MAXScript, Help. Mt s lnh thng dng nh File, Edit, Views, Tools th chng ta qu quen thuc ri. Cn nhng menu khc th c l hi l i vi cc bn ln u lm quen vi MAX Mnh s gii thiu s qua v chc nng ca mt s menu: + Group: y l menu bao gm cc lnh nhm i t ng. + Create: bao gm cc lnh to ra cc h nh 2D, 3D v mt s dng hnh hc khc. + Modifiers: cha cc lnh hiu chnh. + Reactor: cha cc lnh to ra hay p dng tnh cht ca vt nh : mm, cng, th rn, lng, kh.... + Character: cha cc lnh to ra s chuyn ng ca h thng: vd: cc c ng ca tay, chn, bc i... + Animation: cha cc lnh lin quan n trng thi ng. + Rendering: cha cc lnh lin quan n hu cnh, nh nn, cc hiu ng (s ng m, khi...). + Customize: cc ty chn thit lp cho Max. + MaxScript: hot ng theo kiu tp tin batch ca HH MS -DOS. III. Tab panel Bng tp hp cc thanh cng c khc nhau: a) Main toolbar: Thanh cng c chnh ca Max, cha mt s lnh thng dng qua cc icon. b) Command panel

* Geometry: Cha cc lnh to cc i t ng 3D: khi hp (Box), khi cu (Shepre), khi chp (Cone)... - Khi bn chn nt Geometry s c mt danh sch x xung b n di nt , lit k nhiu loi khi hnh hc khc m bn c th to ra nh: khi hp, khi cu, khi ch p, khi ng, khi tr, m tr... Khi click lnh bt k th s xut hin thanh cun d i hp Parameters cho php bn nhp cc gi tr nh chiu cao (Height), chiu rng (Width), chiu d i (Length) v nhiu thng s khc na. V cc thng s cho mt i tng i khi cn nhiu thanh cun, cc thanh cun trong mt v i trng hp c th tr nn di hn sc cha ca mn hnh, do vy bn c th dng mouse cun thanh cun ln hoc xung bng cch click v drag theo chiu ng vo bt k ch no trng ca bng cun.

* Shape: cha cc lnh to cc i t ng 2D: ng thng (Line), hnh trn (Circle), hnh ch nht (Rectangle) * Light & Cameras: cha cc lnh to nh sng v camera. * Helpers: cha cc lnh v cc i tng tr gip, nh to li ring, to cc Gizmo din t la chy... * Space Warp: cha cc lnh dng to mt s hiu ng c bit nh : bom n, gi, sng... * System: cha cc lnh lin quan n chuyn ng, v d s chuyn ng ca ca cnh tay, b c chn... IV. Thit lp khung nhn Khi khi ng Max bn s thy c 4 khung nh n mc nh l Top, Front, Left v Perspective (khung nhn phi cnh). nh kiu hin th i t ng cho 1 khung nhn th ta Click chu t phi vo tn ca 1 khung nhn bt k trong cc khung nhn. Sau chn cc thit lp hin th sau:

+ Smooth Highlight: t i tng theo dng mn v bng. + WireFrame: hin th i tng di dng khung nhn n. + Smooth: hin th i tng di dng mn. + Facets Highlight: hin th i tng di dng phng v bng. + Edged Faces: hin th i tng di dng khung nhn Edge. + Bounding Box: hin th i tng di dng khung nhn hp.

1.1.2. Mt s phm tt c bn:


Ctrl + N: New Ctrl + O: Open Ctrl + S: Save Ctrl + A: La chn tt c cc i tng hin c. Ctrl + D: Hy b la chn i vi tt c c c i tng ang c chn. Ctrl + I: Chuyn i qua li gia cc i t ng, nu ang chn cc i t ng no th nhn Ctrl+I s b chn cc i tng ang chn chuyn sang chn cc i t ng cn li trong khung nhn. Ctrl + V: Nhn bn thm i tng c chn. Ctrl + X: Expert mode chuyn qua ch phng to khung nh n hin hnh. Ctrl + C: To ra camera c gc nhn t khung nhn hin hnh. Ctrl + X: Undo Ctrl + Y: Redo Alt + A: Align - Cn ging i tng Alt + N: Normal Align Alt + B: Viewport BackGround - thit lp nn cho khung nhn. Alt + 0: Lock UI layout Alt + W: Min/Max Toggle - chuyn i qua li ch Min/Max ca khung nh n. F9: Render - kt xut hnh nh. F10: La chn cc thng s phc v cho vic Render. M: Gi bng vt liu

1.1.3. Chn i tng:

1. Select Object:

dng chn i tng, c 2 trng thi la chn sau:

+ Window/Crossing: vi la chn ny khi v mt vng chn ta ch cn mt phn ca i tng nm trong vng chn mi v th i tng s c chn. + Window/Crossing: nu khng c chn trng thi ny, th cc i tng mun c chn phi nm hon ton vo vng trong vng ch n.

2. Select by Name: Dng chn i tng theo tn. Khi click chut vo nt Select by Name th s xut hin hp thoi Select by Name trong : - Click chut chn cc i tng cn chn. - Nhn Ctrl chn nhiu i t ng. - Click nt All chn tt c. - Click nt Invert o ngc cc i tng c chn. - Click nt None hu b vc chn (phm tt n Ctrl + A) 3. Select and Move: Dng chn v di chuyn i tng theo trc x, y hoc z. Khi chn c i tng th gi tri chut v r chut ti v tr mi theo trc x, y, z hoc theo c 3 h ng. Nu mun chnh xc th cn phi gi hp thoi Move Transform Type - In sau nhp cc gi tr tng ng. hin hp thoi ny th click chut phi ngay trn nt Select and Move. 4. Select and Rotate Dng chn v xoay i tng, thao tc tng t nh vi Select and Move. Nu mun quay i tng vi chnh xc cao th cn phi gi hp thoi Rotate Transform Type In bng cch click phi chut ngay tr n nt Rotate and Move sau nh p vo gi tr tng ng.

5. Select and Uniform Scale Dng chn v thay i kch thc u trn b mt ca i tng hoc thay i kch th c khng u trn b mt ca i tng. Tng t nh Select and Move v Select and Rotate ta c ng c th thay i kch thc mt cch chnh sc bng cch gi hp thoi Scale Transform Type - In v in cc thng s tng ng vo cc . 9

* Cng c Scale li c thm mt vi cng c con khc, chn cc cng c con n y bn click chut vo tam gic mu en pha bn phi ca cng c chnh.

Cc cng c con gm Uniform Scale: iu chnh kch thc i tng theo cng t l c 3 trc. Non Uniform Scale: dng iu chnh kch thc vi t l khc nhau dc theo 3 trc, s do cc trc khng ch quyt nh. H ta im bin nh - Transform Coordinate chi ph i hng co gin, cn cng c Transform Center n nh tm co gi n. Squash: iu chnh kch thc theo 1 trc, hng ngc li vi hng trc kia. Cng c Axis Constrains chi phi trc chnh kch thc. * Mo: m nhanh hp thoi "xxx Transform Type - In" (trong xxx l Move, Rotate, Scale) th ta nhn F12 khi ang kch hot cng c . * Ni thm: trong hp thoi Transform Type-In c vng Absolute: hin th v tr, tm xoay v tm co gin hin hnh ca i tng ang c chn. Cn vng Offset: l khong lch m Max cng gi tr Offset vo gi tr Absolute hin hnh cho ra gi tr Absolute mi. * Khi s dng cc cng c Move, Rotate, Scale m bn khng thy cc trc hoc mt phng chuyn thnh mu vng khi chut ang trn trc hoc mt phng th hy n phm X bt ch .

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1.1.4. Cc thao tc trn ca s:


Cc cng c thao tc trn ca s mn hnh lm vic ca Max nm gc di bn phi mn hnh. Bao gm cc cng c sau:

Zoom: cng c gip phng to, thu nh 1 i tng trong khung ca s. Zoom Exterts All: cng c gip phng to, thu nh to n b cc i tng trn cc khung nhn. Pan View: cng c dng dch chuyn mn hnh lm vic. Arc Rotate: cng c ny dng xoay khung nhn phi cnh Perpective. Min/Max Toggle: cng c dng phng to 1 khung nhn ln y mn hnh.

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1.1.5. To nhm i tng, canh chnh i tng:


To nhm i tng 1. Group: lnh ny cho php kt hp t 2 i tng tr ln. Nhm ny c gi l i tng nhm v c t tn ring c x l nh i tng thng thng. Nu mn hiu chnh tng i t ng trong nhm th phi r nhm ra. * to nhm: click chut v o menu Group/chn lnh Group s c hp thoi Group hin ra, bn h y g tn nhm vo Group name sau nhn OK. * hiu chnh tng i tng trong nhm th bn cn phi m nhm : click chut v o menu Group/chn Open lc ny bn s hiu chnh c cc i tng trong nhm. Khi hiu chnh xong bn cn phi ti lp li nhm bng cch click chut v o menu Group/ chn Close. * r nhm: click chut vo menu Group/ chn Ungroup (lnh ny ch r 1 cp trong nhm lng nhau). Nu bn c nhiu nhm lng nhau v c nhu cu mun r nhm chng th phi dng lnh Explode: vo menu Group/ch n Explode. Canh chnh Nhm ty chn canh chnh - Align cho php ta so khp v tr v hng ca cc i tng vi nhau. Cn phi c i tng ngun v ch. (Nu mn hnh ca bn 15'' v phn gii l 800x600 th c th khng thy c cc cng c ny, do dng c cc bn cn a chut n v tr no m con tr chut chuyn thnh hnh bn tay sau bn bm chut tri v ko sang bn tri, khi cc cng c cn li ca thanh cng c s hin ra). - i tng ngun (Source) l i tng cn dch chuyn c chn bt u qu trnh canh chnh. - i tng ch (Target) c chn sau cng v c dng lm tm ging hng. C ba ty chn canh chnh l: Align, Align Normals v Pl ace Highlight Align: canh chnh i tng ny theo i tng khc, ng thi cho php canh chnh theo mt hay nhiu trc ca i tng ch. Align Normals: canh chnh mt chun (Face Normal) gia cc i t ng. Place Highlights: canh chnh ngun sng Camera hoc i t ng khc vi im xc nh tr n mt i tng. Camera: canh chnh Camera theo mt mt chun. View: canh chnh h trc ta cc b ca i t ng vi mt phng khung nh n hin hnh.

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1.1.6. Modify:
Bin i (Modify) Vi mi i tng sau khi c to ra vi thng s c bn, chng ta c th bin i n tr th nh hnh dng khc theo ca tc g i (v d Bn c th to ra mt qu chui, to... t mt h nh cu, v cn nhiu th khc na...) Sau khi la chn i tng xong p dng cc lnh bin i bn phi gi bng lnh Modify

Trong bng lnh ny c cc vng lm vic khc nhau: u tin l vng Name and Color: l ni t tn v chn mu cho i tng. Nu bn chn nhiu i tng th vng ny s b m i, khng thay i c. Trong vng tip theo l Modifier List y l ni m b n c th chn p dng cc php bin i. Khi bn chn php bin i n o th php bin i s c ly vo trong vng Modifier Stack:

Hnh chic bng n mu trng trc php bin i l php bin i c bt, nu khng mun p dng n m khng xa khi danh sch th bn nhn vo hnh ci bng n tt n i. - Pha di ca Modifier List l cc nt lnh p dng cho cc php bin i. Pin Stack: c tc dng kha danh sch li. Show End Result: cho php hin th hiu ng ca tt c cc php bin i c t n trong danh sch trn i tng c chn. Make Unique: lm cho 1 php bin i tr thnh php bin i ch c i tng c chn (nt ny ch hin khi bn chn nhiu h n mt i tng v p dng cng mt php bin i cho c 2 i tng ). Remove Modifier: xa php bin i hin hnh khi danh sch. Edit Stack: thay i trt t cc php bin i trong danh sch. Ngoi cc lnh trn bng lnh Modify cn c nhiu hp cun khc nh Object Parameter, Soft Selection... ph thuc vo php bin i c chn.

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1.1.7. Php hiu chnh Bevel :

V d: To ch dng 3D 1. To mt ch bt k, s dng cc thng s mc nh. Chn Font=Arial, Size=100 2. Vo bng Modify/trong danh sch Modifier List chn Bevel. 3. G vo -1 trong Start Outline. 4. i vi nhm Level 1: G vo 5 i vi Height v 2 cho Outline. 5. Bt Level 2: G vo 5 i vi Height v 0 cho Outline. 6. Bt Level 3: G vo 5 i vi Height v -2 cho Outline. V d v php Bevel 1. Ti khung nhn Top, click chut vo menu Create/Standard Primitives/Plane v t o ra mt Plane c kch thc bt k, vi Length Segs: 5; Width Segs: 5.

2. Click chut phi vo Plane va to, chn Convert to:/Convert to Editable Poly 3. n phm 4, vo ch la chn Polygon ca Editable Poly 4. Click chut vo gia v 4 xung quanh nh hnh di.

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5. Click chut phi, chn vung pha bn tri ca dng Bevel, s xut hin ca s Bevel Polygons

6. Click vo [Apply] kho ng 8 ln, sau click [OK] bn c hnh ny!

7. n F9, xem kt qu.

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1.1.8. Extrude:

Pha trn: hnh mu dng 2D Pha di bn tri:: p dng Extruded vi Cap End tt. Pha di bn phi: p dng Extruded vi Cap End bt. * Cc bc thc hin: 1. La chn hnh mu 2. Vo menu Modifiers/chn Mesh Editing/ Extrude Trong bng cung Parameters c: - Amount: chiu cao ca khi - Segment: s phn on theo chiu cao ca khi - Capping: + Cap Start: ng np u + Cap End: ng np cui - Output: + Patch: xut ra dng tm + Mesh: xut ra dng li V d v Extrude 1. Ti khung nhn Top, click chut vo menu Create/Standard Primitives/Plane v t o ra mt Plane c kch thc bt k, vi Length Segs: 5; Width Segs: 5.

2. Click chut phi vo Plane va to, chn Convert to:/Convert to Editable Poly 3. n phm 4, vo ch la chn Polygon ca Editable Poly 4. Click chut vo gia v 4 xung quanh nh hnh di.

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5. Click chut phi, chn vung pha bn tri ca dng Extrude, s xut hin ca s Extrude Polygons, mi thng s mc nh, ri n [OK] Kt qu l:

(Nu mun cao hn th hy click vo nt [Apply] vi l n)

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1.1.9. EDITABLE POLY (tm dch l: b mt c kh nng chnh sa c)


y l cch thng dng to hnh trong 3Dmax, ngoi Editable Poly b n cn gp Editable Mesh, Editable Pactch, NURBS. s dng c ch ny bn cn phi chuyn i nhng h nh khi c bn tr thnh nhng khi c kh nng chnh sa c (Editable). * Cch lm: bn chn vt th cn chuyn i, click phi chut chn Convert To: -> chn ch cn chuyn i (vd: Convert to Editable Poly).

Click chut vo th Modify -> click vo du cng [+] bn cnh dng Editable Poly bn s thy:

bi ny bn s lm quen vi khi nim v ch sub-object. Trong ch Editable Poly ni n Sub-Object l ni n: Vertex, Edge, Border, Polygon, Element. bt u v o ch Sub-Object th bn c th click chut vo du cng [+] bn cnh dng Editable Poly ri chn ch hiu chnh tng hg, hoc nhn Ctrl + B trong khi ang chn vt th. I. CH VERTEX SUB-OBJECT: hiu chnh i tng con cp im VD: To mt khi cu Sphere -> Convert sang Editable Poly -> Click vo th Modifier -> click du cng [+] bn cnh dng Editable Poly khi di th Modifier s l cc Bng cun (roll-out) tng ng vi tng ch Vertex, Edge 1. Bng cun Selection roll -out

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Hp kim Ignore Backfacing (b qua mt pha sau) rt hay, khi bn click chn n th bn s khng lo chn nhm phi im pha sau ca h nh khi. Trong bng cun ny bn c th thay i (di chuyn) gia cc ch SO, c biu th bi 5 biu tng t tri qua phi tng ng vi: Vertex, Edge, Border, Polygon, Element. Bi u tng no ang c mu vng c ngha l chng ta ang ch sub-object . chn mt im bn click chut v o im , chn nhiu im c ng lc bn nhn Ctrl + click vo im , hoc bm + ko r chut to vng chn ri th chut (vi cch n y bn c th la chn c tt c cc im nm trong v ng chn c mt trc ln mt sau ca hnh khi hy cn thn). Nu mun b chn mt im hy nhn phm Alt + click vo im cn b chn. Khi chn mt im, bn cn ch d ng ch "Vertex 2 Selected" c ngha l im 2 ang c chn. Nu bn chn >2 im s hin d ng ch x Vertices Selected y x l s lng im bn chn. Shrink: y l cng c "lm nh" vng chn hin thi, ch c hiu lc khi bn khng chn to n b vt th (hy th n Ctrl + A sau click v o nt [Shrink] xem sao, sau ch n mt phn ca vt th ri click vo nt [Shrink] bn s bit ngay tc dng ca n). Grow: Ngc li vi Shrink, nu bn khng chn im n o th s khng c g xy ra khi click vo Grow, hy chn mt vi im ri click vo Grow xem. Ring v Loop: b v hiu ha, ch c hiu lc khi bn ch Edge v Boder (s tm hiu hai cng c ny sau, cng c ny cng rt hu dng y) 2. Bng cun Soft Selection: (la chn mm)

s dng c ch Soft Selection, bn cn kch hot nt kim b n cnh "Use Soft Selection". Gi s bn mt im khi m u sc ca im s biu th mc nh h ng ca php iu chnh tc ng ln im . Click hot nt kim Use Soft Selection l n, bn hy click vo mt vi im pha trn nh ca khi cu ri th Move ti v tr khc xem bn s thy khi cu trng nh lm bng cao su vy. 3. Bng cun Edit Vertices:

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Remove: dng xa cc im khng cn thit. Break: nu p dng lnh ny cho im ang c chn, n s "tho ri" cc im ra khi cc cnh ni vi im ang chn. Khi nhn Break bn s khng thy kt qu g c, mi th vn y nguyn iu khng ng Break lm vic, thy c bn ch cn click chut v o im ri di chuyn ti v tr khc xem. Lu : bn ch Break c i vi im c >2 cnh ni n. Extrude: Kh din t thnh li, ni chung l cng c ny s ko di nhng im ang c chn v to ra nhiu im mi. hiu r hn th bn phi lm th mi bit c. Weld: Dng hn hai hoc nhiu im thnh mt, cng c ny thng dng sa cha nhng li khi to b mt Suface hoc nhng ci t ng t (v d nh Model hnh u con m trong bi thc hnh ca website ny) i khi Weld khng lm vi c v mt l do no , lc ny bn cn dng Target Weld. Target Weld: lm vic ging nh Weld, nhng c v tin li hn weld. Bn chn im th nht > click vo [Target Weld] ri click vo im th hai, hai im s tr th nh mt. Chamfer: khng din t c!! ni chung l n s to ra mt mt phng mi t im ban u.

Connect: lin kt 2 im (cng nm trn mt mt phng) c chn, bng mt on mi ni gia hai im . Remove Isolated Vertices: xa cc im nm n c mt mnh. Remove Unused Map Vertices: c hu, khng bit p dng nh th no, th bn p vt liu Map cng khng xong!! 4. Bng cun Edit Geometry: Create: to ra im mi, mi ln click chut l bn to c mt im, nu khng bt ch Snap (bt dnh) th rt c th bn s to ra cc im khng mong mun. 20

Collapse: tc dng ging vi Weld, chn cc im bn mun -> nhn Collapse tt c cc im s chm li thnh mt. Detach: s to ra mt hnh khc c lp hnh c, hnh mi ny tc ra s ly i mt phn ca hnh c. Cng c ny khng c ch lm trong ch Vertex. Hide Selected / Un Hide All / Hide Unselected: n im la chn/b n tt c cc im/n tt c cc im tr im ang c chn. II. CH EDGE SUB-OBJECT: hiu chnh i tng con ch cnh 1. Bng cun Selection roll -out:

Khi hp kim By Vertex c chn, bn s chn c cc cnh ni ti im m bn click chut. Hp kim Ignore Backfacing rt hay, khi bn click chn n th bn s khng lo chn nhm phi cnh pha sau ca hnh khi. Shrink: Gim dn vng chn (lm vic ging vi Vertex) Grow: Tng dn vng chn (lm vic ging vi Vertex) Ring and Loop: Ring chn cc cnh song song vi cnh ban u, Loop chn cc cnh t ng giao vi cnh ban u.

Chn mt cnh ri click [Ring] Cn nu ti chn mt cnh ri nhn Loop:

21

2. Bng cun Edit Edge:

Remove: xa cc cnh chn.

Split: chng bit nt ny lm g, click vo chng thy nhc nhc g c. Insert Vertex: thm cc im mi. Weld: Hn cc cnh, khng c tc dng g, nghe thy kh hiu ri!! Extrude: ko nh cao/xung thp theo cnh c chn. y l kt qu trc v sau khi Extrude

Target Weld: khng thy c tc dng g c, tt nht l khng dng n. 22

Chamfer: vt cnh - n chia mt cnh thnh 2 v to ra cc mt mi.

Connect: Ni cc cnh, bng cch to mt cnh mi ni hai trung im ca hai cnh ban u.

III. CH BORDER SUB-OBJECT: hiu chnh i tng con cp ng bao quanh vt th. Trong ch ny cng c cc cng c nh ch Vertex, Edge tuy nhi n khng hu dng lm v khng phi lc no cng s dng c cng c ny cho nn ti khng gii thiu y. IV. CH POLYGON SUB-OBJECT: hiu chnh i tng con cp mt 1. Bng cun Selection:

Hp kim By Vertex dng chn cc a gic c chung nh vi im m bn click chut l nh ca cc a gic , ni th nghe c v phc tp cn lm th rt d bn hy th xem s hiu ngay thi.

. Hp kim Ignore Backfacing rt hay, khi bn click chn n th bn s khng lo chn nhm phi a gic pha sau ca hnh khi. 23

Shrink v Grow: tng t ch Vertex nhng y p dng cho polygo n. Dng ch "Polygon 55 Selected" c ngh a tng t nh ch Vertex. 2. Bng cun Edit polygon:

Insert Vertex: thm im mi thng dng to im ti mt v tr mong mun tr n mt mt no . ng dng n trong Model ca bn, ch nn dng th nghim thi. Extrude: ko nh cao hoc y xung theo mt ph ng php tuyn ca mt hoc nhm cc mt. Bn c th extrude mt cch chnh xc bng cch xc lp cc gi tr. l m c iu ny bn hy click chut vo vung cnh nt Extrude khi bn c 3 loi extrude: - Group: extrude cc mt theo cng mt hng l trung gian ca cc php tuyn ca cc mt c extrude. - Local Normal: extrude cc mt c s lin kt gia cc mt, nhng mi mt c extrude theo phng php tuyn ca n. - By Polygon: extrude cc m t mt cch c lp, theo ph ng c lp. - Extrusion Height: chiu nh cao hoc y xung ca cc mt.

y l kt qu tng ng ca loi: Group, Local Normal v By Polygon

Ti chn cc mt bn ca mt tr 10 mt, ri extrude theo 3 cch ni tr n: Group, Local Normal v By Polygon: Outline: phng to hoc thu nh cc mt hin h nh. Bevel: l s kt hp ca Extrude v Outline: 24

Insert: cng c ny gn ging vi Outline, ch khc l n to cc mt mi. Bridge: To cu ni gia cc mt.

Flip: o ngc mt (khng bit p dng v o vic g y?)

Hinge From Edge: cng c ny xoay mt mt quanh mt cnh - tng t nh khi bn m ca s

vy. Extrude Along Spline: ko nh cao mt polygon theo mt ng Spline c sn. y ti to ra mt Spline, sau chn mt Polygon bt k, sau click v o nt [Extrude Along Spline] ti c hnh di. Bn c hiu y l hnh g khng? Ti cng khng bit gi n l g na.

25

Vn l Spline va ri nhng ln ny ti p dng vi mt polygon ca Box. Bn c bit y l hnh g khng?

3. Bng cun Edit Geometry:

Create: to ra cc mt mi, tuy nhi n ti khng s dng c?? Collapse: bin mt ang chn thnh 1 im. Attach: Nu bn c mt mt (polygon) mt v tr khc v mun gn n vo vi vt hin hnh th hy p dng cng c ny. 26

Detach: Tch mt (polygon) ra khi i t ng hin hnh (ging nh con ci ln ri th phi ra ring vy). Chn mt vi polygon, nhn Detach v chn cc ty chn bn mun. + A complete detach: tch cc polygon thnh i tng mi. + To Element: tch chng tr thnh mt phn (element) ca model. + Detach As a Clone: to mt b polygon mi, v gi nguyn cc polygon c. Slice Plane: y l mt trong nhng cng c quan trng nht trong ch polygon sub -object. u tin chn cc mt mun ct -> nhn [Slice Plane] -> bn s thy mt mt phng c gizmo - mt phng ct, xoay v di chuyn n c ng ct mong mun -> nhn [Slice]

Slice: Thc hin lnh ct nh ni trn Reset Plane: Tr mt phng ct li v tr ban u, cc k hu dng! Quickslice: thc hin ct nhanh cc mt, m khng cn n Plane Gizmo, tuy nhi n trnh nhm ln khi ct bn ch nn thc hin cng c ny cc khung nhn vung gc nh Top, Left, Front... Cut: ging nh khi bn ct ch theo hnh c sn v dng con dao co ru hy dao ct giy ling theo cc ng vch sn vy. Tessellate: ct polygon ca bn thnh 4 phn bng nhau.

4. Bng cun Polygon Properties:

27

Material ID: gn cho polygon mt s nh danh (ID) dng xc nh m s ca vt liu sau ny s dng trong loi vt liu con trong vt liu Multi-Sub Object. Select by ID: Chn cc polygon c cng mt ID. Smoothing Groups: khng hiu?? 5. Bng cun Subdivision Surface:

y l mt php Mesh Smooth c tch hp lun vo polygon sub-object Use NURMS Subdivision: Check nt kim dng/khng dng.

28

Smooth Result: ging nh mt php smooth nhng khng thay i mt. Display: Iterations: s lng ni suy/lm mm dng cho hin th (ng chn s >5 my ca bn s b "" cho m xem) Display Smoothness: gim bt s lng mt ca php smooth Render: Iterations: p dng khi bn render. Render Smoothness: p dng khi render. V. CH ELEMENT SUB-OBJECT: hiu chnh i tng cp element (tm dch l thnh phn)?? Ci ny chng bit dng lm g c, vo ch ny ri click vo i tng l n select lun c khi. Cn cc cng c cc bng cun th cng c chc nng na n vi Vertex, Edge, Polygon.

29

2. Geometry: 2.1. Standard Primitives: 2.1.1. Mt phng:


Mt phng (Plane)

+ Vo menu Create/chn Standard Primitives/ Plane

2.1.2. Khi hp:


Khi hp (Box)

1.

Click chut vo bng Create sau chn Geometry.

2. Click chut vo nt Box trn bng cun Object Type; trn bng cun chn Creation Method l Box (mc nh l Box) (phm tt: ALT + C + S + B) 3. Chn mt khung nhn bt k ri bm v r chut v mt hnh vung c s sau nh chut khi c di v rng nh mun. 4. 5. Di chuyn chut ln trn hoc xung xc nh chiu cao. Cui cng nh chut to khi hp.

* Tip: Nu bn mun to khi lp ph ng th trc khi v hy chn trn bng cun Creation Method l Cube. - Sau khi to song khi hp, nu mun thay i thng s (chiu d i, rng, cao...) th bn phi chc chn l khi hp (box) ang c chn v click chut vo th Modify trn bng lnh, cc thng s s trong bng cun Parameters. iu n y c th p dng i vi tt c cc i t ng c trong Max, tuy nhin thng s trong bng cun Parameters s khc nhau i vi cc i t ng khc nhau.

30

2.1.3. Khi nn:


Khi nn (Cone)

Cc bc thc hin 1. 2. chut. Click vo menu Create/chn Standard Primitives/Cone (hoc chn Cone t bng lnh Create) Trong khung nhn bt k, bm v r chut xc nh bn knh y ca khi nn sau nh

3. Di chuyn chut ln trn hoc xung di xc nh chiu cao ca khi nn, th chut khi c chiu cao thch hp 4. 5. Tip tc di chuyn chut xc nh bn knh th hai ca khi nn. Click chut kt thc.

Cc tham s hiu chnh

Radius 1, Radius 2: ln lt l bn knh th nht v th hai ca khi nn. Height: chiu cao ca khi nn Height Segments: s on ct ngang ca khi nn (s l ng cng ln th khi nn cng mt nhng s nh hng n tc ca my). Sides: s lng mt phng to nn khi nn. Smooth: ha trn cc mt ca khi nn to n n s mt m ca khi nn.

31

2.1.4. Hnh cu:


Hnh cu (Sphere)

Cc bc thc hin 1. 2. 3. Vo menu Create/chn Standard Primitives/Sphe re (Alt + C+ S + S) Trong khung nhn bt k nhn v r chut xc nh bn knh ca khi cu Nh chut kt thc.

Tham s khc

+ Radius: bn knh ca hnh cu + Segments: s lng mnh ghp to th nh hnh cu (nu s lng ny nh s c cc dng hnh hc khc). + Smooth: lm mt cc on ni gia cc mnh ghp + Slice On: ly mt phn hnh cu, phn cn ly ph thuc v o gi tr trong Slice From v Slice To.

32

2.1.5. Khi cu:


Khi cu (GeoSphere) 1. 2. 3. Vo menu Create/chn Standard Primitives/GeoSphere (Alt + C + S + G) Trong khung nhn bt k nhn v r chut chn tm v bn knh ca khi cu. Nh chut kt thc.

2.1.6. Khi tr:


Khi tr (Cylinder)

1.

Vo menu Create/chn Standard Primitives/Cylinder.

2. Trong khung nhn bt k nhn v r chut xc nh bn knh th nht, nh chut kt thc chn bn knh th nht. 3. 4. Di chuyn ln trn hoc xung di xc nh chiu cao ca khi tr. Nhn chut kt thc.

Cc tham s + Smooth: lm mt cc on ni gia cc mnh ghp + Slice On: ly mt phn khi tr, phn cn ly ph thuc v o gi tr trong Slice From v Slice To.

2.1.7. Khi ng:


Khi ng (Tube)

Cc bc thc hin 1. Vo menu Create/chn Standard Primitives/Tube. 2. Trong khung nhn bt k, nhn chut v di chuyn ln hoc xung xc nh v tr v rng ca thnh ng khi va th nhn chut thit lp. 3. 4. Di chuyn ln trn hoc xung xc nh chiu cao ca khi ng. Nhn chut ln na kt thc. 33

to ra cc hnh dng khc, thc hin chn nh bc 1, sau chn cc thng s trong phn Parameters: 1. 2. 3. Thit lp s cnh ca khi ng. Tt Smooth. Thc hin t bc 2 n 4 nh trn.

2.1.8. Vng xuyn:


Vng xuyn (Torus)

Cc bc thc hin 1. Vo menu Create/chn Standard Primitives/Torus. 2. Trong khung nhn bt k, bm v r chut xc nh bn knh th nht ca v ng xuyn, sau nhn chut tip tc. 3. 4. Di chuyn chut ln hoc xung xc nh bn knh th hai ca v ng xuyn. Nh chut kt thc.

2.1.9. Khi thp:


Khi thp (Pyramid )

1.

Vo menu Create/chn Standard Primitives/ Pyramid.

2. Chn creation method, sau chn cch v y t gc hay t tm ra (Base/Apex hoc Center) (gi CTRL trong khi nhn chut to y h nh vung). 3. 4. 5. Trong khung nhnh bt k nhn v r chut xc nh y ca khi thp, sau nh chut. Di chut chuyn ln hoc xung di xc nh chiu cao ca khi thp. Nhn chut kt thc. 34

2.1.10. m tr:
m tr (Teapot)

+ Vo menu Create/chn Standard Primitives/ Teapot Bn c th to ra, mt phn hoc ton b chic m tr bng cch chn cc phn trong Teapot Parts

35

2.2. Extend Primitives: 2.2.1. Chamfer Box:

to ra khi hp vt cnh. 1. 2. Vo menu Create menu, chn Extended Primitives > Chamfer Box. Ti bng cun Creation Method, click Cube.

3. Ti khung nhn cn to, xc v tr tm ca khi hp sau nhn v gi chut + r chut thit lp kch thc ca khi hp. 4. Nh chut v di chuyn chut xc nh bo tr n gc v vt cnh ca khi hp, cui cng click phi chut kt thc. Sau khi to ra khi hp vt cnh, nu ch a ng bn c th iu chnh li bng cch v o th Modify, sau thit lp li cc tham s. Length, Width, Height: kch thc cch chiu ca khi hp. Fillet: vt cnh ca khi hp. Length, Width, Height Segs: s lng lt ct theo cc trc x, y, z. Fillet Segs: S lng lt ct i vi cnh vt, gi tr n y cng cao th vt cnh cng mt.

2.2.2. Chamfer Cylinder:

to ra khi tr vt. 1. 2. Vo menu Create, chn Extended Primitives > Chamfer Cylinder. Nhn v r chut xc nh bn knh c s ca khi tr.

3. Nh chut v di chuyn chut ln pha trn thit lp chiu cao ca khi tr, click chut chp nhn. 4. 5. Di chuyn chut theo ng cho thit lp rng ca cnh vt. Click ln na kt thc. 36

2.2.3. Torus Knot:

to ra Torus Knot: 1. 2. 3. 4. Click chut vo menu Create, chn Extended Primitives > Torus Knot. Nhn v gi chut xc nh ln ca Torus knot. Click, sau di chuyn chut ln pha trn xc nh bn knh. Click ln na kt thc.

2.2.4. Hedra:
to ra khi a gic: 1. Vo menu Create, chn Extended Primitives > Hedra. 2. Trong khung nhn bt k, nhn v gi chut xc nh bn knh , sau nh chut to khi a gic. n phm 1 vo ch Modify, ti bng cun Parameters chng ta c cc dng: Tetra, Cube/Octa, Dodec/Icos, Star1, Star2. chuyn i qua li gia cc dng, bn ch cn click chut v o loi tng ng.

y l cc loi khi a gic c th to th nh.

37

2.3. Compound Object: 2.3.1. Scatter:


Scatter dng to ra cc vt th t mt vt th ngun v phn b cc vt th ngun ti cc v tr ngu nhin trn mt i tng khc. Cch s dng Scatter 1. Trc tin cn to ra i tng chnh s dng cho vic nhn bn v phn phi, i tng ny cn c gi l i tng ngun. 2. Sau to ra mt i tng khc (v d: mt phng, khi cu, khi hp v.v..), i t ng ny cn c gi l i tng phn phi (Distribution object). 3. Click chut chn i tng ngun. Vo menu Create/Compound/Scatter -> click vo nt [Pick Distribution Object] sau click chu t vo i tng phn phi.

Tuy nhin: bn s cha thy kt qu g xy ra c, ch thy mu ca i tng phn phi b thay i thnh mu ca i tng ngun. Nhng thc s mu ca i tng phn phi vn gi nguyn, cn mu b thay i m bn trng thy l i tng Scatter c to ra. thy c kt qu ca Scatter chng ta s lm mt v d nh sau: V d: 1. Vo menu File/Reset khi to li Max (nu cn) 2. Ti khung nhn Top, hy to ra mt khi cu Sphere (v o menu Create/Standard Primitives/Sphere) vi bn knh Radius = 50 3. To ra mt Cylinder (vo menu Create/Standard Primitives/Cylinder) v i kch thc: Radius = 5; Height = 0.05 4. Click vo chn Cylinder (nu Cylinder khng c chn), sau vo menu Create/Compound/Scatter -> click vo nt [Pick Distribution Object] sau click vo kh i cu Sphere01. 5. Lc ny mu ca Sphere01 trng c v b thay i tuy nhi n mu ca Sphere01 vn gi nguyn, ch khc l i tng Scatter c to ra. By gi click chut ko bng cun ln pha trn mt cht bn s thy nhm "Source Object Parameters"

y cn quan tm n cc tham s: 38

+ Duplicates: s lng bn sao ca i tng ngun ( y l Cylinder01) + Base Scale: t l thu/phng c bn (p dng cho i tng bn sao) + Vertex Chaos: s "hn lon" ca cc nh. Bn hy thay i Duplicates thnh 100, sau n phm F9 xem kt qu

Trng cha r rng lm. Tip tc, bn hy y bng cun ln pha trn mt cht v tm n nhm "Distribution Object Paramters"

y c cc thng s v vic phn b cc bn sao. + Du kim "Perpendicular" xc nh cc bn sao c vung gc vi i t ng phn phi ( y l Sphere01) + Du kim "Use Selected Faces Only" s dng phn phi i vi mt mt nht nh do b n chn. Trong phn "Distribute Using" c - Area: phn phi bn sao theo b mt. - Even: phn phi cc bn sao theo cc chiu bng nhau (khong cch u nhau gia cc bn sao) - Random Face: phn phi theo cc mt ngu nhi n. - Along Egdes: phn phi theo cc cnh. - All Vertices: phn phi theo cc nh. - All Egde Midpoints: phn ph i theo trung im ca cc cnh. - All Face Centers: phn phi theo tm ca cc mt. - Volume: phn phi theo th tch ca i t ng phn phi. Trong v d ny ta chn "Even" 39

6. Tip tc, tm n bng cun "Display"

Click vo du kim ca "Hide Distribution Object" - n i tng phn phi. n phm H, sau click Sphere01, sau clic k vo [Select]. Click phi chut ri chn "Hide Selection" By gi th n phm F9 c ri.

Kt qu y!! Bn hy lm cho qu cu ny chuyn ng xem sao. Nh vy trng c v tuyt hn y!! Ci ny th bn hy t khm ph ly. Hy gn vt liu cho Cylinder01 xem c p h n khng?

Vi Scatter bn cn c th lm c nhiu hn na.

40

2.3.2. Php giao, cng, tr... cc khi:


Phn ny chng ta khng i su vo vi c to ra cc khi hnh hc, m i su vo vic cng (tr) cc khi hnh hc to ra mt khi h nh hc khc theo mun. 1. Ti khung nhn Top, to ra mt khi hp Box vi kch th c (Length: 50; Width: 50; Height:70) (Bn c th xem qua phn cc lnh v 3D/v khi hp) V to ra mt khi cu GeoSphere (hoc Sphere) vi kch th c bt k. (ni thm: GeoSphere khc so v i Sphere l do cc mt li to thnh. Sphere c to thnh bi cc hnh ch nht, cn GeoSphere th c to thnh bi cc hnh tam gic) 2. Di chuyn hai khi ny ging nh hnh (ch cn tng i cng c)

3. Click chut chn khi hp 4. Vo menu Create/Compound/Boolean Trong th Create pha bn phi tm n th Pick Boolean, click chut v o nt [Pick OperandB] Sau di chuyn ra khung nhn Perspective ri click vo khi cu. Bn c hnh ny

y l kt qu ca php tr (A - B) y A l khi hp cn B l khi cu 5. c th p dng cc php: cng (Union), php Giao (I ntersection), php tr (A-B, hoc B-A), php ct (Cut) th bn hy y bng cung ln pha trn v tm n nhm Operation (Group Operation) ri click vo cc php tng ng bn s thy c s thay i ca hnh sau khi p dng (cn phi nhn s thay i c 4 khung nhn th mi thy ht c)

41

2.3.3. Php to khi Loft:


y, l cch to nhanh cc vt th c h nh dng cn xng. N c to nn bi 2 yu t l Shape (hnh c bn) v Path (ng dn), s lng ca 2 yu t ny c th >2

y th Shape l hnh trn, cn path l ng cong (nu o ngc li th s cho mt kt qu hon ton khc) V d: 1. Ti khung nhn Top hy to ra hnh trn (menu Create/Shapes/Circle) dng lm Shape, v mt ng thng (menu Create/Shapes/Line) vi 3 im sau hiu chnh n c nh hnh trn. ( un cong c nh hnh trn th bn sau khi to c mt ng thng vi 3 im th hy click phi chut kt thc to ng. sau n phm 1 hiu chnh tng im. H y click chut vo nt gia chn, sau click chut phi v chn Bezier v di chuyn c ng cong hp l, tip tc thao tc vi im trn cng v chn Bezier conner sau khi h on tt th n Ctrl + B ra khi ch hiu chnh) 2. Click chut chn Circle01 3. Vo menu Create/Compound/Loft Trong bng cun Creation Method click chut v o Get Path sau click chu t vo ng cong va to bn s to ra c khi tr b un cong. 4. Click chut vo th Modify - Tm n bng cun Deformations, bm v o du cng m rng n ra - Click chut vo nt Bevel - Trong ca s hin ra, hy di chuyn im nt u ca ng thng mu ln trn pha trn mt cht, bn s c nh hnh di. Bn hy th thay i v tr ca 2 im u, cui ca ng thng mu c cc kt qu khc nhau.

+ iu ny cng xy ra i vi cc nt cn li, hy th xem. Tuy nhin kt qu ca mi nt l khc nhau, bm vo biu tng chc bng n bt/tt cc php hiu chnh. 42

3. Shapes: 3.1. Spline: 3.1.1. ng a tuyn:


Line Spline

Cc bc thc hin: 1. 2. Click chut vo bng Create sau chn Shapes. Click vo nt Line trong bng cun va xut hin.

3. Trong bng cun creation method c 2 nhm l : Initial Type v Drag Type b n c th la chn cc cch to ng Spline.

4. Sau khi chn Creation Method xong bn r chut vo khung nhn hin hnh sau click tri chut thit lp nt u ti n, r chut cch xa mt cht ri li click chut bn s to c im tip theo, c nh vy cho n khi to c ng Spline nh mun. 5. Khi mun kt thc vic to ng Spline bn c th Click phi chut to ng spline h. hay Click vo im u tin v chn Yes trong hp thoi spline to spline kn. * Tip: Bn c th gi phm Shift trong khi v c im thng hng nhau.

43

3.1.2. V hnh ch nht:


Rectangle Spline c dng v hnh vung hoc hnh ch nht

Cc bc thc hin 1. 2. 3. Click chut vo bng Create sau chn Shapes. Click Rectangle. Chn creation method.

4. R chut vo khung nhn sau click chut v ko chut to thnh hnh vung hay HCN sau th chut kt thc. Nhn phm CTRL trong khi r chu t to c hnh vung. Cc tham s: Length Chiu di, theo trc y Width rng, theo trc x Corner Radius To ra gc vt cho hnh.

3.1.3. V hnh trn:


Circle Spline

Cc bc thc hin 1. 2. Click chut vo bng Create sau chn Shapes. Click Circle. 44

3.

Chn creation method (nu cn).

4. Di chuyn vo khung nhn v nhn chut v di chuyn to bn knh, khi va th nh chut kt thc.

3.1.4. V hnh -lp:


Ellipse Spline

Cc bc thc hin cng ging nh to hnh trn

3.1.5. V cung trn:


To cung trn (Arc Spline) + S dng cch to cung bng cch to im cui -cui-gia (end-end-middle) 1. 2. 3. Click chut vo bng Create sau chn Shapes. Click Arc. Chn the End-End-Middle trong Creation Method.

4. trn.

R chut ra khung nhn hin hnh v click chut to im th 1 v im th 2 ca cung

5. Th chut v di chuyn chut xc nh bn knh ca cung tr n khi xc nh c bn knh th click chut ln na to ra im th 3 (Middle).

+ S dng cch to cung bng cch to im gia -cui-cui (center-end-end) 1. Click chut vo bng Create sau chn Shapes. 45

2. 3.

Click Arc. Chn Center-End-End trong Creation Method.

4. 5. 6.

Nhn chut vo khung nhn hin hnh xc nh im gia ca cung tr n. R chut v click chut xc nh im cui th 1. R chut ln na sau click chut to ra im cui th 2.

3.1.6. Hnh vnh khn, hnh bnh:

Cc bc thc hin 1. 2. Click chut vo bng Create sau chn Shapes. Click Donut.

3. Chn creation method (nu cn) . Bm chut v ko xc nh vng trn th nht. 4. Tip tc di chuyn chut xc nh bn knh ca v ng trn th hai sau nh chut khi va . Vng trn th hai c th nh hoc ln h n vng trn th hai.

3.1.7. To a gic:

Cc bc thc hin 1. 2. 3. Click chut vo bng Create sau chn Shapes. Click NGon. Chn creation method (nu cn). 46

4. Di chuyn chut vo khung nhn cn v sau bm chut tri v di chuyn chut to ra c hnh a gic

3.1.8. Hnh sao:

Cc bc thc hin 1. 2. 3. 4. Click chut vo bng Create sau chn Shapes. Click Star. Nhn chut v r chut sau nh chut xc nh bn knh u ti n ca hnh sao. R chut v nhn chut xc nh bn knh th hai.

3.1.9. To ch:
To ch (Text)

Cc bc thc hin 1. 2. 3. 4. Click chut vo bng Create sau chn Shapes. Click Text. Nhp ni dung text vo hp text box. C hai cch chn ch vo khung cnh Click vo khung nhn v ch n ni cn chn ch. R chut n v tr cn chn trong khung nhn v bm chut. * Mo: Bn c th nhp vo cc k t c bit khng c trn bn phm bng cch 1. 2. Gi phm ALT trong khi g text. Sau nhp m s ca k t (vd: bn gi phm ALT v g s 64 = @)

Lu : cc m ny phi g bng cc phm s cc phm s b n phi.

3.1.10. ng xon c:

47

Cc bc thc hin 1. 2. 3. 4. 5. 6. 7. Click chut vo bng Create sau chn Shapes. Click Helix. Chn creation method (nu cn). Nhn chut tri xc nh im u ti n ca ng xon c. R chut v bm chut xc nh im th hai. Di chuyn v bm chut xc nh chiu cao. Di chuyn v bm chut xc nh bn knh.

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4. Lights: 4.1. Standard: 4.1.1. nh sng:


1. Ommi

L dng ngun sng c 1 im v lan ta theo mi hng. Ngung sng Ommi c s dng tt trong vic m phng cc loi nh sng khng nh h ng nh: nh sng mt tri, nh sng ca bng n khng cha trn tng... 2. Target Spot & Free Spot

L dng ngun sng theo chm, chiu sng t 1 im theo hnh nn, ging nh ngun sng t n pin soi trong m ti hoc chm sng trn sn khu chiu sng t 1 im v ri sng tp trung vo i tng trn sn khu. y l dng ngun sng thng rt c s dng to cc hiu ng nh sng trong chng trnh. Loi ngun sng ny chia lm 2 loi: c ch (Target Spot) v khng c ch (Free Spot). 3. Target Direct & Free Direct

L dng ngun sng dc theo 1 trc v cc tia sng ny th song song v i nhau. C th dng dng ny to ra hiu ng ca nh sng tia laser... Loi ngun sng ny cng chia lm 2 loi: c ch (Target Direct) v khng c ch (Free Direct). + Loi c ch: khi di chuyn n th chm tia di chuyn theo nhng vng c chiu sng khng di chuyn v mc tiu chiu sng l mt im c nh v c lp vi n. 49

+ Loi khng c ch: khi di chuyn n th chm tia v vng chi u sng cng di chuyn theo Cc thng s ca Light - General Parameter:

+ Exclude: cho php cc vt th nhn hay khng nhn nh sng ca n. - Intensity/Color/Attenuation: . Multipler: tng sng ca n . Constrat: tng phn ca n . Softten diff edge: lm mm cnh . Cast shadow: n to bng * Thay i tnh cht ca n: . Near: gn . Far: xa . Decay: sng gim dn - Spotlight Parameters: cc thng s v chm tia . Hostpot: vng sng r c a n . Falloff: vng sng khych ca n . Show cone: cho thy chm tia ca n . OverShoot: n khng cn nh hng khi c bt . Circle: n to tia trn . Rectangle: n to tia vung . Aspect: t l ngang dc i vi tia vung . Bitmap fit...: tia vung s c bao trm vi bitmap - Shadow Parameters

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. Use global settings: dng thng s ton cc . Use shadow maps: to bng m nht . Use ray trace shadow: to bng trong sut

4.1.2. To mt dy cc ngun sng:


y l mt cch thng dng m phng hiu qu chiu sng to n cc (Global Illumination) hay to ra loi bng c "m t" cao. 1. Vo menu File/Reset 2. Ti khung nhn Top to ra mt Plane vi kch thc: Length: 500; Width: 500 - Tip tc to ra mt m tr (Teapot) bn c th vo vo menu Create/Standard Primitives/Teaport vi bn knh: Radius=40. - To ra mt ng xon c (Helix) vi tham s: . Radius1: 120 . Radius2: 120 . Height: 250 Sp xp cho Plane01 xung pha d i m tr, cn Helix01 th nh hnh bn.

3. Vo menu Create/Light/Standard Lights/Target Spotlight to ra mt ngun sng Spot01 - Spot01 vn ang c chn, vo menu Animation/Constraints/Path Constraint sau di chuyn chut ln Helix01 ri click chut.

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4. Vo menu Tools/Snapshost... Thit lp thng s nh hnh bn ->click [OK] - n phm H -> click Spot01 -> click [Select] sau n phm Delete xa Spot01.

5. n phm F9 Render, bn c hnh ny. Trng cha thuyt phc lm v nhiu cng sng hi mnh cn phi gim n i. - Bn hy click vo mt ngun sng bt k Click vo th Modify/ tm n bng cun Intensiti/Color/Attenuation gim Multiplier xung cn 0.4. y chic m trng nh b xon, bn hy tm cch kh n i, sau to bng cho n nh vy trng s thc hn.

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4.2. Photometric: 4.2.1. Ngun sng trc quang (photometric Light) :


Bn c th to ra cc loi ngun sng n y thng qua menu Create/Lights/Photometric Lights r i chn mt loi ngun sng tng ng 1. Point Light: bao gm c ch (target) v khng c ch (Free) loi ngun sng ny l mt im trong khng gian. Cc tham s ca ngun sng ny l: + Isotropic: ch ny ging nh ngun sng Omni v to sng theo mi hng. + Spot: ch ny ging nh ngun sng ri (spotlight), bn c th iu chnh v tr hotspot v khu vc and falloff. + Web: ch ny s dng file cha nhng thng tin trc quang (IOR) th hin ngun sng. 2. Linear Light: cng bao gm 2 loi, c ch (target) v khng c ch (Free) ngu n sng ny l mt ng trong khng gian. Cc tham s ca loi ngun sng ny l: Diffuse: ch ny pht ra nh sng vi cng cao nht theo gc vung ti mt b mt. C ng chiu sng s gim dn khi gc c ng tng. Web: ch ny s dng file cha nhng thng tin trc quang th hin ngun sng. 3. Area Light: bao gm (Target Area Light v Free Area Light) ngun sng ny l mt hnh ch nht trong khng gian. Tham s ca ngun sng vng c : Diffuse: Tng t nh tham s Diffuse ca ngun sng Linear. Web: Tng t nh tham s Web ca ngun sng Linear. 4. Ngun nh sng t nhin bao gm: IES Sun Light v IES Sky Light Tham s chung cho tt c cc loi ngun sng trc quang tr n Bng cun Intensity/Color/Distribution gip bn chuyn i gia cc ph ng n chiu sng cp trn.Trong bng tham s ny, bn c th to ra mt ngun sng m u c quang ph xp x vi mt s loi n thng gp. Bn c th tng c ng nh sng theo mt s n v nh sng thc nh Lumen (lm) Candela (cd) hay Lux (lx).

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V d 1: 1. Vo menu File/Reset khi to li khung nhn 2. Vo menu Create/Lights/Photometric Lights/Free Point v t o ra mt ngun sng bt k khung nhn no. 3. n phm 1 trn bn phm hin bng lnh Modify 4. Tm n bng cun Atmospheres & Effects, click v o tn bng cun ny m rng n. 5. Click chut vo nt [Add] v chn Volume Light v click vo [OK] 6. n F9 thng thc kt qu.

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5. Camera: 5.1. Camera:


3D Studio Max cung cp cho ta hai loi my quay phim (camera) l : 1. Target: my quay phim c mc tiu (c ch ngm l mt im c th trong khung cnh). Loi my ny s dng d dng v cho hiu qu cao. Ta c th di chuyn v tr ca my nhng ch ngm th c neo ti mt v tr c nh do h nh nh thu c chnh xc hn. (ging nh khi va xem tivi bn va di chuyn v tr) 2. Free: my quay phim t do, khng c im neo c nh. (ging nh khi bn i xe t v nhn ra ngoi ca knh) Hiu chnh my quay bng trc quan: my quay phim sau khi to c th c hiu chnh li cho ph hp hn bng cng c di chuyn (select and move), hay cng c quay (select and rotate). Hiu chnh my quay phim bng tham s: chn my quay cn hiu chnh m bng Modify t m n bng cun Parameters trong : + Lens: tiu c ca ng knh (tr s ny to ra rng ca gc quay, c th hin bi thng s FOV. Nu Lens cng ln th FOV cng nh) V d: gn camera chy theo ng dn 1. Vo menu File/Reset khi to li Max Trong khung nhn Top, hy t o ra mt Teaport, mt Box, mt Sphere di chuyn cho Sphere01 v o gia Teaport01 v Box01 hai bn. 2. Vo menu Create/Shapes/Circle v t o ra mt hnh trn bao quanh 3 vt th va to. n phm G tt ng li.

3. Click chut vo menu Create/Cameras/Target Camera v t o ta mt camera nh hnh di.

4. Vo bng Motion (c hnh ci bnh xe). Tm n bng cun Look At Parameters. Click chut v o nt [Pic target], n phm H v chn Sphere01 click [OK] 5. Tm n bng cun Assign Controller, click chut v o Position

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6. Tip tc click chut vo [?] m bng Asign Position Controller -> chn Path Constraint ->Click [OK] 7. Tm n bng cun Path Parameters. Click chut v o [Add path], n phm H, chn Circle01 click [OK]. Lc ny Camera c gn vi Circle01. 8. Click chut phi vo khung nhn Perspective, n phm C bt Camera 9. n phm ? kim tra s hot ng ca camera.

5.2. Camera chuyn ng xung quanh vt th :


1. Vo menu Create/Standar Primitives/Teaport v t o ra mt m tr vi kch thc ty (nh thi, khng cn to lm) 2. Tip tc, vo menu Create/Shapes/Helix v t o 1 ng nh hnh di. (bn c th dng cng c Select and Move di chuyn cc i tng v ng v tr ca n)

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3. Click chut phi vo khung nhn Top kch hot khung nhn ny. Vo menu Create/Cameras/Target Camera.

4. Bm chut vo th Motion Tm n th Look At Parameters, click chut v o [Pick target] sau r chut ra khung nhn Top v click vo ci m tr va to.

5. Click vo du cng + ca th Assign Controller m rng th ny (nu cn) Click chut vo Position: Position cho h p sng mu vng hin ln. Tip tc click chut vo [?] m bng Asign Position Controller > chn Path Constraint ->Click [OK]

6. y bng cun ln pha trn, v tm n bng cun Path Parameters. Click chut vo [Add path] sau r chu t ra khung nhn Top sau click chut vo ng cong (helix) chn ng ny lm ng dn cho Camera. 7. n phm ? xem th xem camera chuyn ng cha. Nu cha thy chuyn ng th bn phi lm li t bc 5 8. n phm C bt Camera01. By gi h y kch hot khung nhn Perspective v n ? thng thc thnh qu ca mnh 9. Nu mun lm mt on phim th bn hy vo menu Animation/Make Preview click [OK] th l bn c mt on phim ri!

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6. Helpers: 6.1. Standard: 6.1.1. Dummy:


Dummy (vt th o) l mt khung hnh hp c im cht tm ca h nh hp. Vt th ny c tn gi nhng li khng c tham s, bn khng th sa i c chng ngoi vic Rotate, Scale, Move v chng khng hin ra khi Render. Vt th Dummy thng c s dng lm i tng cha, trong lin kt ph h. c bit Dummy rt quan trng trong vic to cc chuyn ng ca h khung x ng (bone), v cc chuyn ng khc. V d: to lin kt ph h cha-con i vi Dummy v cc m tr. 1. Vo menu File/Reset 2. Ti khung nhn Top, hy to ra 3 m tr (Create/Standard Primitives/Teapot) 3. Sau hy to ra 1 vt th Dummy (Create/Helpers/Dummy), vi kch thc bt k tuy nhin cng khng cn to lm.

4. Click vo mt m tr bt k, click vo nt [Select and Link] - Sau ko r chut ra Dummy, khi thy biu t ng 2 vung lng vo nhau th click chut kt thc, lc ny m tr c Link vi Dummy. Thao tc t ng t cho 2 m tr cn li.

5. Khi Link xong, bn th click vo Dummy ri di chuyn Dummy n v tr khc, bn s thy 3 m tr cng di chuyn theo. * Lu : bn khng c dng cng c Scale (thu phng) phng to/thu nh Dummy khi lin kt xong, v nh vy cc i tng con ca Dummy cng s thay i theo. y ch l v d mang tnh khi qut, bn c th l m c nhiu hn th nu bn bit ng dng n vo thc t trong cng vic c th. 58

Bng cch dng Dummy, bn c th lm cho Camera chuyn ng theo ng ray ging nh nhng ngi quay phim vn thng lm khi quay Video Clip. * Gi : lm c vic bn cn c mt ng ray bng cc ng Spline, Circle, Rectangle...; sau t cng bc "Path Contraint" cho Dummy, tip tc Link Camera vi Dummy.

6.2. Atmospheric Apparatus: 6.2.1. Atmospheric Apparatus :


y l cc i tng dng m phng hiu ng la chy, v n, h ay cc m my... Chng bao gm BoxGizmo, SphereGizmo, CylGizmo. Cch s dng 3 i t ng ny ging nhau, ch khc nhau l chng s tn ti dng hnh hp (box), hnh cu (sphere) hay hnh tr (Cylinder).

to ra mt i tng Atmospheric bn click chut v o menu Create/Helpers/Atmospherics/BoxGizmo sau click chu t vo ni cn to sau bm + r chut xc nh din tch y, sau di chuyn chut ln trn hoc xung di xc nh chiu cao ca khi hp. Ci chng ta cn quan tm y l bng tham s Atmosphere & Effects. y l ni to ra hiu ng la chy hay l m my. - Click chut vo nt [Add] chn hiu ng cn to.

- Khi s hin ra hp thoi "Add Atmosphere", ti y bn c th chn "Volume Fog" hoc "Fire Effect". hin kt qu ca hiu ng bn va chn th bn phi Render khung cnh bng cch n phm F9.

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60

7. Space Warps: 7.1. Geometric/Deformable: 7.1.1. Bomb:


Thng dng ph v mt i tng, to thnh cc mnh nh. S dng Bomb m phng s va chm ca cc vt. 1. Vo menu File/Reset 2. Ti khung nhn Top, to ra mt m tr (Teapot) bng cch vo menu Create/Standard Primitives/Teapot vi kch thc bt k. 3. Vo menu Create -> SpaceWarps -> Geometric/Deformable -> Bomb sau to ra mt Bomb ti v tr bt k, click phi chut tt nt lnh [Bomb]. 4. Click chut vo Bomb va to, sau oc click vo nt lnh "Bind to SpaceWarp" , di chuyn chut ln pha trn ca Bomb, sau click chut + r chut n v tr ca m tr khi thy c biu tng sng gn di hnh vung th nh chut.

5. By gi hy n phm ? chy hot cnh v quan st kt qu thu c

Cha n tng lm, s d chic m b mo nh vy l do v tr t Bomb bn c th t Bomb v o tm ca m tr ri quan st kt qu. 6. Click chut vo Bomb, n phm 1 (hoc click chu t vo th Modify) vo ch Modify Trong th Bomb Parameters thit lp cc thng s sau: Strength = 2; Spin = 0.15; Min = 1; Max = 50; Chaos = 5; Trong : - Explosion: + Strength (cng ). + Spin (s quay). 61

- Fagment Size (kch th c cc mnh v) + Min (nh nht). + Max (ln nht). - General + Gravity (trng lc): lc ht tc ng l n cc mnh v, gi tr ny cng cao th lc ht cng ln. + Chaos (s hn lon): gi tr cng cao, th cc mnh v s cng chuyn ng hn lon. 7. By gi hy n phm ? xem kt qu cui c ng.

Cng c y ch!!

7.1.2. Ripple:
Ripple cng ging nh Wave nhng khc kt qu to thnh. Ripple to thnh ging nh khi bn th mt vin nh xung mt nc phng lng vy. p dng Ripple cho i t ng bn cn: 1. To i tng cn to gn sng ( y ti to ra mt box vi kch th c Length: 200; Width: 200; Height: 2) 2. To ra i tng Ripple bng cch vo menu Create -> Space Warps -> Geometric/Deformable -> Ripple Thit lp cc tham s nh sau (cc tham s ny ch p dng i vi v d n y, nu bn c vt th khc th bn phi thit lp cc tham s cho ph hp)

62

Trong : + Amplitude 1, Amplitude 1 l bin gn sng theo trc x v y. Bin cng cao sng cng mnh, nu hai bin ny khng bng nhau th s to ra gn sng khng u nhau + Wave Length: ln ca gn sng. + Circles: s lng vng trn gn sng tnh t tm ra. + Segments: chia gn sng thnh bao nhiu phn l do bn thit lp gi tr, sng c ng mt nu gi tr ny cng cao v ngc li iu ny cng t l nghch vi tc Render cho nn bn hy cn trng. 3. Click chut vo Box01, sau click vo bi u tng chut. , ko r chut ln Ripple sau nh

Cng ging nh Wave nu Box01 ca bn c gi tr Lenght Segs = 1; Width Segs = 1; Height Segs = 1; th s khng c kt qu g xy ra c. Do bn cn thay i gi tr n y cao hn, mi ln thay i gi tr mi hy quan st s thay i kt qu c nhn xt v s cn thit ca mi tham s. y ti thay i Length Segs = 20; Width Segs = 20 c n Height Segs = 1 th thu c kt qu

Nu thay i bng 50 th c

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7.1.3. Wave:
Wave lm cho vt th bin dng ging nh ln sng vy!

p dng Wave cho i t ng bn hy: 1. To ra i tng cn p dng Wave ( y ti to ra mt box vi kch th c Length: 200; Width: 150; Height: 2) 2. To ra i tng Wave bng cch vo menu Create -> Space Warps -> Geometric/Deformable -> Wave Cc tham s trong v d ny l:

Trong : + Amplitude 1: l bin theo trc x + Amplitude 2: l bin theo trc y Bin cng cao th sng cng mnh. + Bin Amplitude 1 v Amplitude 2 khc nhau

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+ Bin Amplitude 1 v Amplitude 2 bng nhau

3. Click chut vo Box01, sau click vo bi u tng chut.

, ko r chut ln Wave sau nh

4. Nu bn n F9 Render th rt c th cha c g xy ra c l do l v khi to Box01, gi tr mc nh "Length Segs", "Width Segs" c gi tr = 1. thy c Box01 b un cong th bn phi tng gi tr "Length Segs" hoc "Width Segs" l n. Cn lu l tng n mt gi tr nht nh thi, v nu gi tr qu ln s gy ra nhiu a gic do s hao tn ti nguyn v s rt chm khi Render. Do tt nht l bn nn t gi tr va phi, c th ch tng "Legth Segs" hoc "Width Segs" bn cng thu c kt qu nh mun. y ti tng gi tr Length Segs = 20; Width Segs = 1; Height Segs = 1;

Bn th tng Width Segs = 20 xem, kt qu vn khng khc l my ch khc l tc Render chm hn. (Dng lm tm ngi lp nh c y ch!!)

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7.2. Modifier-Based: 7.2.1. Hiu chnh nghing:


Php hiu chnh nghing (Skew) 1. Chn vt th cn hiu chnh 2. Vo menu Modifiers/Parametric Deformers/Skew Cc tham s ca php hiu chnh Skew + Amount: nghing ca vt + Direction: xoay hng nghing quanh trc z (bn s nhn ra n khi nh nh t khung nhn Top) + Skew axis: trc c chn nghing (x, y hoc z) (c th hin r khung nhn Front)

V d: 1. To 1 khi tr Cylinder (Radius: 7; Height: 80) 2. p php Skew v chn cc thng s: Amount=60; Direction=0; Skew Axis=z; Hy th thay i Direction=60 v quan st khung nhn Top b n s hiu c bn cht ca Direction.

7.2.2. Php un cong (Bend):

1. Chn i tng cn p dng php hiu chnh Bend. 2. Vo menu Modifiers/chn Parametric Deformers/ Bend 3. Trn bng cung Parameters chn trc cn p dng (x, y hoc z) (cc trc n y c th thay i li sau ny. 4. G vo s o gc trong Angle, i t ng s c un theo gc nh vy. 5. Hng ca php hiu chnh s c thit lp trong Direction. * V d: p dng php hiu chnh Bend 1. Vo menu Create/chn Standard Primitives/Cylinder v to ra mt khi tr ty . 66

2. Chc chn rng khi tr va v ang c chn, nu khng th bm chut vo khi tr chn. 3. Vo menu Modifiers/chn Parametric Deformers/ Bend 4. Trong bng cun Paramters - Ti Angle: g vo 60 v n phm Tab 5. Trong Direction: g vo 180 v n phm Tab

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8. Material: 8.1. To vt liu phn chiu c bn:


1. Click vo menu File/Reset khi to li Max. khung nhn Top: + Click chut vo menu Create/Standard Primitives/Plane Sau to ra mt mt phng Plane + Tip tc vo menu Create/Standard Primitives/Teaport To ra mt m tr vi kch thc bt k. Di chuyn m tr ln pha trn ca mt phng

2. n phm H, chn Plane01 click [OK], n phm M m bng vt liu. 3. n phm G, trong ca s hin l n tm n nhm Browse From: v click chn New 4. Trong danh sch vt liu hin ra bn phi, click p chut vo vt liu Ractrace, ng ca s Material/Map Browse li. 5. Vo menu Material/Show Map in Viewport 6. Click chut vo vung ca Reflect, ca s hin l n click p chut vo Gradient. n mi phm tn ln trn (up arrow).

7. Click chut vo biu tng

p dng vt liu cho Plane0 1

8. ng bng vt liu li, n F9 xem kt qu.

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8.2. Vt liu Material:


Ca s bin tp cht liu i tng c hnh dng trng tht hn th bn phi p vt liu cho n. Khi mun p vt liu cho 1 i tng no th bn chn i tng v n phm M s c mt bng hin ra. Trong bng cun Shader Basic Parameters bn click v o combo cho php bn chn cc dng vt liu khc nhau nh: Anisotropic, Blinn, Metal...

1. Anisotropic 2. Blinn 3. Metal 4. Multi-layer 5. Oren-Nayar-Blinn 6. Phong 7. Strauss 69

8. Translucent Khi click vo mt trong cc kiu trn th s xut hin bng cun xxx Basic Parameter (xxx l Blinn hay Metal nu bn chn l Blinn hay Metal... ) tng ng trong c cc tham s cn ch : * Mu ca cht liu: - Ambient: mu nhn thy t nhng vng ti. - Diffuse: mu nhn thy t vng trung bnh ca vt th (vng khuch tn) - Specular: mu nhn thy t vng sng chi (vng sng chi) * Loi b mt ca cht liu: Lm cho cht liu c bng khc nhau (Anisotropic, Blinn, Metal, Multi -layer...) Sau hiu chnh cc thng s . Specular: bng . Glossiness: trn lng . Soften: mn (gip cn bng bng v trn lng) * Lm vt liu t pht sng Hy nh du chn mc Seft - illumination v chn mu pht sng (ging vi s pht sng ca bng n hunh quang, n m, trng...) * Vt liu c trong sut (nhn xuyn qua): gim Opacity xung * Vt liu c dng khung dy, khai bo kch thc khung dy trong bn cun Extend Parameters/ Wire/ Size. * 2-sided: cht liu hin c hai mt ca vt th * Facted: p dng cht liu vo tng khung li . Diffuse: to cho bitmap p ln i tng mt cch bnh thng (Diffuse th hin mu bn cht ca i tng). Pha di ca bng cun xxx Basic Parameter l bng cun Maps, cho php bn c th m cc ty chn cc hiu khc nhau cho vt liu nh : . Bump: to s li lm s s trn i tng theo nguyn tc tng mu ti s lm phm vi p dng ln trn i tng, ngc li tng mu sng s th hin trng thi bnh thng. . Opacity: to s trong sut, ni cc tng mu ti trn ha ang p cho i tng, cn tng mu sng s gi li i tng v th hin cht liu ang c p ti thnh phn Diffuse. . Reflection: th hin s phn chiu ca ha l n i tng tuy nhin s b nhum mu m thnh phn Diffuse ang th hin. . Refraction: th hin s chit sng khc x trn i tng, ty theo ch s chit quang IOR (Index Of Refraction) c thit lp nh th no, m s chit sng s nh hng khc nhau ln trn vt th .

70

Vt liu Vacuum (chn khng) Air (khng kh) Water (nc) Glass (knh) Diamond (kim cng) 1.7 2.417

IOR 1.0 (exactly) 1.0003 1.333 1.5 (clear glass) to

(Nu bn la chn nhiu kiu p ha th ch s Amount s th hin s t ng tc vi nhau thng qua gi tr ca chng, s tng tc ny s to nn dng v tht cho i tng.) Khi bn hon tt vic la chn cc thng s th n lc p dng vt liu cho i t ng. Bn c th p dng vt liu cho i t ng bng cch click chut tri v o hnh qu cu trn trong ca s Material Editor sau ko v th vo i tng cn p vt liu. Hoc bn click chut v o biu tng pha di cc qu cu vt liu, thao tc n y c kt qu khi i tng cn p dng vt liu ang c chn.

8.3. Vt liu X-ray:


Nu bn c nhn tm phim chp X-quang ri th vt liu ny khng c g xa l vi bn c, tuy nhin vi nhng bn cha c nhn phim chp X-quang th s khng bit n ra sao c. Khng sao, sau bi ny bn s c cm nhn mt tp phim chp X-quang n s ra sao. No chng ta hy bt u. 1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Perspective hy to ra mt khi ng (tube) vi kch th c ty (vo menu Create/Standard Primitive/Tube)

3. n phm M m bng vt liu 4. Vo menu Material/Get material (ho c n phm G) m bng, Material/Browse Trong danh sch cc vt liu, hy tm n Blend v click p chut chn loi vt liu ny (nu v tnh chn sai loi vt liu th hy n Ctrl + Z sau lm li) ng ca s Material/Browse li 71

5. i tn vt liu c thnh x-ray (nu thch) 6. Click chut vo [Material #25] ca Material 1 7. Bng Blinn Basic Parameter hin ra Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny. Chnh sa mu ca Ambient: R: 0, G: 0, B: 0 ; Diffuse: R: 0, G: 0, B: 0 Cc thng s khc nh hnh di.

8. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend 9. Click chut vo nt [Material #26] ca Material 2 Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny. Nhp cc thng s sau: + Ambient: color = 0 - 0 - 0 + Diffuse: color = 255-255-255 + Specular: color = 255-255-255 Cc thng s khc nh hnh di

M bng Extend Parameter G vo Amt: = 100 72

10. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend 11. Click chut vo nt [none] ca Mask Click p chut chn vt liu Falloff (gi nguy n cc thng s) 12. Vo menu Material/Assign to Selection p vt liu cho vt th. 13. ng bng Vt liu li, n phm F9 xem kt qu.

8.4. To vt liu chic l:


1. Trc tin hy download 2 hnh ny v my ca bn

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2. Vo Menu File/Reset khi to li Max 3. Ti khung nhn Top to ra mt mt phng Plane vi kch th c bt k (vo menu Create/Standard Primitive/Plane) 4. n phm M m ca s Material Editor 5. Trong nhm Blinn Basic Parameter Click chut vo vung ca Diffuse s c ca s Material/Map Browse hin ra Trong nhm Browse From: click ch n New Trong danh sch cc vt liu hin ra, click p chut v o Bitmap v tm n file cha hnh chic l mu xanh. Vo menu Navigation/click vo Go to Parent (ho c n phm mi tn ln trn (Up arrow)) 6. Click chut vo vung ca Opacity

->ca s Material/Map Browse hin ra Trong danh sch cc vt liu hin ra, click p chut v o Bitmap v tm n file cha hnh chic l mu trng. Vo menu Navigation/click vo Go to Parent (ho c n phm mi tn ln trn (Up arrow)) 7. Vo menu Material/Show Map in Vi ewport 8. Vo menu Material/Assign to Selection 9. Cui cng, hy ng bng Material Editor li, n phm F9 th ng thc kt qu (y ch l cch to vt liu l cy n gin nht. Bng cch ny bn c th to ra nhiu loi vt liu kiu l cy (leaf) m phng cc loi l cy).

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8.5. Vt liu Glass c bn:


1. Vo menu File/Reset

2. Ti khung nhn Top to ra mt box (n t hp phm Alt + C + S + B) vi kch thc : + Length: 40 + Width: 28 + Height: 0.15

3. Tip tc, to ra mt Cylinder vi kch thc: + Radius: 2 + Height: 20 Cc thng s khc mc nh) Sau di chuyn nh hnh bn

4. Cylinder vn c chn, gi phm Shift + R chut theo trc X sang bn tri, sau nh chut. Click [OK] khi c hi.

5. Tip tc nhn bn thm 2 cylinder na, ri di chuyn nh hnh bn.

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6. n phm H, chn Box01 click chut v o [Select] - n phm M, m bng Material Editor - Click chut vo Qu cu u tin - Click vo nt Standard, -> click p vo Architectural. Ti th Templates click chn Glass -Clear Trong phn Diffuse Color: R: 255; G: 255; B: 255 Vo menu Material/click Show Map In viewport Vo menu Material/click Assign to Selection

7. n phm F9 xem kt qu Tuy nhin, kt qu thu c khng r lm. hin th r bn cn to ra mt Plane (Alt + C + S + Click Plane) sau di chuy n n xung pha di.

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8.6. Vt liu dng Multi/Sub-Object:


1. Reset 3D max (File/Reset)

2. Ti khung nhn Top, to ra mt Cylinder vi kch thc bt k

3. n phm M m bng bi n tp vt liu - Click vo nt [Standard] -> Click p chut vo Multi/Sub-Object -> chn Discard old Material khi c hi -> click [OK]. - Click vo nt [Set Number], t gi tr = 3, click [OK] - Click vo Material #25, sau click vo vung ca mc Diffuse (cnh hnh kha) ->click p vo mt loi vt liu bt k

Click vo nt Go to Parent lin tc 2 ln tr v ca s vt liu. Tip tc lm nh vy vi Material #26 v Material #27 4. Vo menu Material/click Ass ign to Selection ng bng bin tp vt liu li. 5. Cylinder vn ang c chn, click phi chut -> chn Convert to:/Convert to Editable Poly - n phm s 4, vo ch Polygon SubObject * Click phi chut vo khung nhn Front: a) Sau ko r chut chn 2 phn pha trn. - Ti th Modify ->Tm n bng cun Polygon Properties, t gi tr: Set ID=1 b) Tip tc lm nh mc a) la chn phn gia, t gi tr: Set ID=2 77

c) Phn cn li t: Set ID=3

6. n phm F9 xem kt qu

8.7. Vt liu hot cnh:


Bn bao gi t cu hi, lm th no to ra mt dng vt liu ng (ging nh hnh chuyn ng ca mn hnh tivi vy). Bi ny chng ta s tm hiu cch to ra loi vt liu . 1. Vo menu File/Reset khi to li Max 2. Ti khung nhn Front, to ra mt Plane (dng t hp phm Alt+C+S -> click chn Plane) vi kch thc bt k. 3. Bn cn phi chun b nhng bc nh c kch th c bng nhau, i tn chng ging nhau km theo s th t ca tng bc nh (v d: ti c 5 bc hnh, t tn l landscape01, landscape02...landscape05) Sau copy chng vo m t th mc no cho d tm. 4. n phm M, m bng vt liu - Click chut vo nt cnh hnh kha -> click p chut vo Bitmap Ca s "Select Bitmap Image File" hin ra, bn hy tm n ni cha nh (lu gi tr trong "File of Type" nn chn l "All file (*.*)" th bn mi thy c ht cc nh dng nh) Click chut vo bc nh u tin, click chut chn "Seguence" -> click [Open] Khi ca s "Image File List Control" hin ra yu cu bn khai bo ni lu file *.ifl (y l file ch a thng tin v danh sch cc bc nh) ng thay i cc thng s, bn ch cn click v o 78

du kim "Include Image Path" sau click [OK] l c. (khi file *.ifl s c lu vo ni cha cc bc nh ca bn) 5. Vo menu Material/ click "Show Map In Viewport" - n phn gn vt liu cho Plane01. Nu tr c bn vn chn Plane01 th bn ch cn vo menu Material/ chn "Assign to Selection" Hoc bn c th "click v drag" (ko v th chut) c ngha l click vo vt liu va to, sau bm chut, r chut ra khung nhn ang c kch hot sau th chut

6. ng bng vt liu li n phm ? chy hot cnh, h y quan st s thay i ca cc cnh trong Plane01 Bng cch ny bn c th to ra s chuyn ng cho mn hnh tivi, my tnh, in thoi hoc nhng th tng t nh vy.

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9. Thc hnh: 9.1. To chic Ly:

1. Click chut tri vo khung nhn Front, sau nhn Alt + W phng to khung nhn

2. Vo bng lnh Create, chn Shapes, chn Line (hoc n t hp phm Alt + C + H + L) sau v hnh sau y, khng cn ging lm.

3. Click chn i tng sau bm chut phi chn Convert to -> Convert to Editable Spline

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4. n phm 1 trn bn phm, sau chn im 1, click chut phi v chn Bezier ( tools 1). Thc hin tng t i vi im 2, 3. Di chuyn cc im n v tr mi, v thay i di ca ng tip tuyn mu vng lm cho hnh c p hn.

5. Vo menu Modifiers/Patch -Spline Editting/Lathe c hnh ny, hi tht vng mt cht v y khng phi l ci ly! khng sao, hy lm tip.

6. Trong bng cun Paramter: + G 50 vo Segments. + Trong nhm Align hy bm vo: Min Ta c hnh bn. Vn cha p lm! 7. Tip tc p dng php hiu chnh Shell cho i t ng + Vo menu Modifers/Parametric Deformers/ch n Shell (nu vt khng c chn th khi chn Shell s b m i) Nhn F9 Render, th xem ging cha!

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8. Nu mun ging hnh bn th p vt liu Reflection_Chromic cho chic ly hoc chn ty . Hy th xem!

9.2. To Logo 3D:

1. Hy download hnh bn v my thc hnh Bn c th ly hnh ty thch hnh cng n gin cng tt, khi quen ri th thao tc vi hnh kh s d hn. y ti chn hnh ny cho d.

2. Bm chut vo khung nhn Left kch hot khung nhn ny Nhn t hp phm Alt + B -> trong nhm BackGround Source click vo files v chn hnh mu lm logo. Trong nhm Aspect Ratio ch n Match Bitmap Chn Display Background v Lock Zoom/Pan (m i th khc gi mc nh) Nhn Ok 3. n Alt + W phng to khung nh n Left n G tt li 4. Vo menu Create/Shapes/Circle sau v mt vng trn va vi chm trn trn logo Vo menu Create/Shapes/Line V cc on thng ni tip bao quanh phn c n li ca logo (v cho ti khi im u v im cui gp nhau: s hin hp thoi Close Spline v n Yes khi c hi)

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5. Bm chut phi chn Convert to -> Convert to Editable Spline Trong bng Modify va hin ra, h y tm th Gemotry pha di v bm vo Attract sau di chuyn chut vo khung nhn v r chut ln trn Circle1 va to khi thy con tr nh hnh bn th bm chut.

6. Vo menu Modifiers/ Mesh Editing/Extrude Tng gi tr Amount ln 50 Chuyn v kch hot khung nh n phi cnh (Perspective) Bn s c hnh ny.

7. Tip tc, ta s lm cho n quay trn - Bn hy bm chut vo Auto key - Bm chut vo thanh trt v ko n v tr 20 sau dng cng c Select and Rotate quay khong +45 . Tip tc di chuyn n v tr 40 v quay khong 45 na, tng t vi v tr 60, 80 cng vy (h n hoc km cng c, nu phn chia khng u th i tng quay khng mt lm nhng khng sao) 8. Cui cng n lc thng thc thnh qu ri Hy bm phm ? xem kt qu (l u l cn kch hot khung nhn Perspective th mi thy c ton cnh)

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9.3. To hnh u con m:

1. Hy download hnh bn v my thc hnh

2. Ti khung nhn Left Nhn t hp phm Alt + B m ca s Viewport Background - Click vo Files chn nh nn (hnh va download v) - Chn Match Bitmap v Lock Zoom/Pan v click vo OK - n Alt + W phng to khung nhn Left bm vo biu tng knh lp pha gc d i phi thu nh hnh li sao cho nhn thy ton b. - n phm G tt ng li 3. n t hp phm Alt + C+ H + L v ng (line) - Sau v cc ng ni tip nhau bao quanh h nh con m (v theo cc im nt c sn, v nhn phi chut nu mun kt thc v ng khi ny ng va to s c tn l Line01). Nu v tha nt th hy nhn Ctrl + Z Undo li. 4. Tip tc v tip 1ng bn trong click chut phi kt thc lc ny ng va to c tn l Line02 - n phm 1, click chut phi v chn Create Line v v tip ng cn li. 5.n Alt + W thu nh khung nh n hin hnh sau click phi chut vo khung nhn Front kch hot khung nhn ny 84

(lc ny Line02 ang c chn) Click vo ch Line hnh bn chuyn n thnh mu xm. Click chut phi v chn Move sau di chuyn Line02 sang tri (theo trc x) mt khong

6. Click chut phi vo khung nhn Left, n Alt + W phng to khung nhn ny. Click chut phi v chn Attach sau di chuyn chut l n trn Line01 khi chut bin thnh hnh bn th click chut. Lc ny Line01 c gp vo Line02

7. Click chut vo bt ch bt dnh, click phi chut ln trn biu tng trn bt hp thoi Grid and Snap settings, ti th Snaps chn Vertex, v b ht cc la chn khc v n vo nt close [x] ng hp thoi. Create Line sau ni cc im li vi nhau 8. Vo menu Modifiers chn Patch/Spline Setting/Surface

9. S c kt qu nh hnh bn Nu trn b mt va to c nhng l thng l do c im vn cn h, hy dng cng c Move di chuyn chng khp vi nhau. Hy bt Snaps settings ln cho chnh xc.

10. Tip tc, trong bng modify h y tm thi tt php surface i bng cch click chut v o hnh chic bng n cho n chuyn thnh mu xm. - Ti khung nhn Front, click chut chn li Line02 nu cn, sau click chut phi chn Move. - Vo menu Tools/Mirror... + Trong nhm Mirror Axis ch n x; Offset: g vo gi tr 200.

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+ Trong nhm Clone Section: ch n Copy sau click [OK]. Bn s to ra c mt sao ca hnh ban u. 11. Hy kch hot khung nhn Perspective (khung nhn ph i cnh) v phng to n ln. - n phm H sau chn Line02 v click [OK] lc ny Line khng chuyn thnh mu vng nh hnh bn, hy click chut vo Line lm cho n chuyn thnh mu vng. - n phm 1, click chut phi chn Attach sau di chuyn l n Line03 khi chut thay i th click chut gp Line03 vi Line02

12. Hy bt Snap ln ( bc 7) click chut phi chn Create line ni hai h nh li vi nhau. y l cng vic rt d sai, hy cn thn quan st tht k im u v cui ca ng ta cn ni. Hy dng cng c xoay khung nhn d cho vic quan st. Hy lm tht cn thn, nu b sai hy n Ctrl + Z v lm li

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13. By gi hy click vo hnh chic bng n bt php Surface ln v thng thc thnh qu ca mnh. Nu thy c nhiu l thng th bn hy xem li xem c ng ni cha? v ng ni ng cha? Nu ng, bn s c hnh bn. Nu cha c hy xem li cc ng ni.

14. By gi n phn lm cho n mt hn. - Vo menu Modifiers/Subdivision S ufaces/ chn MeshSmooth.

Nu cha thnh cng hy th lm li t u, ng nn lng! (quan trng nht l bc 12)

9.4. To khi Rubic:

1. Vo menu Create/Standard Primitives/Box To mt Box vi kch thc bt k. Sau vo th Modify v thit lp: Length=100; Width=100; Height=100; Length Segs=3; Width Segs=3; Height Segs=3; 2. Click chut phi vo i tng, chn Convert to: /Convert to Editable Poly

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3. n phm s 4, sau click v r chut to thnh hnh vung bao quanh Box, sau nh chut la chn cc polygon ca Box. (nu chn ng th ton b Box s tr thnh mu hon ton) 4. Click chut phi v bm vo vung ca Bevel

5. Thit lp cc thng s nh hnh bn v n [Apply]

6. Sau thay i Height=5; Outline Amount=0 v n [OK] Bn c hnh ny. Th l xong, n F9 xem kt qu.

9.5. To hnh chic bt t:


1. Vo menu File/Reset khi to li Max

2. Ti khung nhn Top, to ra 1 cylinder Radius: 80; Height: 50; Height Segs: 5; Cap Segs: 8; Side: 18

3. n phm H, chn Cylinder01 click [OK] Click chut phi, chn Convert to: /Convert to Editable to Poly 4. Kch chut phi vo khung nhn Front n phm 1 trn bn phm vo ch Vertex n phm R chn cng c Seletc and Scale n phm Z phng to, cc khung nh n 88

5. Ko r chut chn cc im di cng. n Alt + W phng to khung nh n Front

6. Di chuyn chut vo tam gic mu vng. V click chu t tri v di chuyn xung pha di mt cht.

7. Tip tc, ko r chut chn cc im tng b n trn. click v di chuyn chut xung thu nh bn ng knh ca tng ny.

8. Tip tc, thao tc vi tng th 3

9. Chn cc im tng cui cng, click phi chut chn Move ri di chuyn cc im n y ln pha trn - Tip tc, chn tng th hai ( pha d i cng) v di chuyn ln pha trn mt cht. Xem hnh bn

10. La chn cc im thuc 2 tng tr n cng, v di chuyn chng ln pha trn.

11. n phm 2, vo ch Egde Click chut vo mt ng bin, nh hnh bn Trong th Selection click chut v o nt [Ring] Click chut phi, chn Connect

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12. Click chut vo cnh nh hnh bn. Trong th Selection click chut v o nt [Ring] Click chut phi, chn Connect

13. Bn s c hnh ny

14. n phm 1, vo ch Vertex Chn cc im nh hnh bn (ko r chut to thnh hnh vung nh bc 5, nu khng s khng chn c cc im pha bn kia ca khi) n phm R, chn cng c Select and Scale

15. Click chut v di chuyn ln pha trn.

16. Click phi chut chn Move, ri di chuyn xung d i.

17. Chn cc im trn cng ri Move chng xung nh hnh bn.

18. n thu nh khung nhn Front li (Alt + W) sau kch hot khung nhn Top n phm 4, sau gi Ctrl + click chut la chn cc polygon bn trong cho n khi chn ht cc polygon th thi.

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19. n phm R, ri di chuyn chut l n trn phng to cc polygon thm mt cht na

19. Kch chut phi vo khung nhn Perspective n phm Z, click phi chut v chn Extrude Click chut phi vo khung nhn Front, phng to khung nhn ny ln. Sau click chut phi vo khung nhn Perspective.

20. Click chut v ko xung di. Click phi chut, chn Bevel (Bn phi lm ng tc ny nhiu ln mi quen) Nu b sai hy n Ctrl + Z Undo Bn phi lm tt c 2 ln Extrude, v 3 ln Bevel to ra c hnh bn. (on mu th nht dng Extrude, on th 2 dng Bevel, on 3 dng Extrude, cc on cn li dng Bevel)

21. Chuyn v khung nhn Front, phng to khung nhn ny ln. n Ctrl + click chut chn 2 polygon lin nhau Click phi chut chn vung ca d ng Bevel in cc thng s: Height: 15; Outline Amount: -1.5

22. Lm tng t i vi 2 polygon pha i din Bn c hnh ny

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23. Cui cng, Vo menu Modifiers/Subdivision Surface v chn MeshSmooth, v TurboSmooth Th l xong, n F9 xem kt qu Cha c ging lm, nhng iu khng quan trng v bi ny gii thiu cho cc bn bit cch thc "nn mt vt" tr ong 3D max.

9.6. To logo XP:


1. Vo menu File/Reset khi to li max 2. Vo menu Create/Shapes/Arc chn lnh v cung trn. - Ti khung nhn Front to ra mt cung trn nh hnh bn

3. Click phi chut chn Move, gi phm Shift + click v o Arc01 va to sau di chuyn l n pha trn mt cht khi ng th nh chut -> xut hin ca s Clone Option. H y chn Copy v click vo nt [OK] 4. Arc02 vn ang c chn, click phi chut chn Convert to: /Convert to EditableSpline - Click phi chut chn Attach sau click v o Arc01 - n phm S bt Snap, click phi chut c hn Create Line ri v tip hai ng bin cn li 5. Vo menu Modifiers/Mesh Editi ng/Extrude - Thay i gi tr Amount: ln mt gi tr no cho n khi bn nhn khung nhn Top thnh hnh vung l c. Bn s c hnh bn - Nu khng to thnh kt qu nh hnh bn th bc 4 bn lm cha ng, c ngha l cc im giao nhau b h, chng ta phi (weld) hn chng li. + Bn hy ko r chut to thnh hnh vung bao quanh im giao u tin chn n ri click phi chut chn Weld vertices + Lm tng t vi 3 im cn li Nhn xem khung nhn Perspective hin ng cha (nh l phi click chut vo php Extrude bng lnh Modify th mi hin kt qu) 92

6. n phm H, chn Arc02 (hoc Arc01) click [Select] Vo menu Tools/Mirror... ca s mirror hin ra: click chn trc Y, Copy v click [OK] Bn s c mt bn sao ca Arc02, by gi h y di chuyn n nh hnh bn

7. Kch hot khung nhn Top - n phm H, gi phm Shift + click vo Arc02 v Arc03 click nt [Select] - Gi phm Shift ri di chuyn l n pha trn, nh chut trong ca s Clone Option hin ra: Click chn Copy /OK Bn c hnh bn

8. Kch hot khung nhn Perspective c hnh bn.

9. By gi n cng on lm p - Bn hy ln lt chn tng phn ca logo ri chn m u cho n (nu bn dng XP th hy lic mt xung nt Start m xem) - Khi chn c mu ri, cn phi c vi ngn n chiu sng n: Hy vo menu Create/Lights/Standard light/Omni - To ra 3 ci theo v tr nh hnh

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10. Cui cng, ng qun n F9 thng thc thnh qu ca mnh.

9.7. Lm quen vi Rigid Body :


1. Vo menu Fiel/Reset khi to li Max 2. Ti khung nhn Top hy to ra mt Box (vo menu Create/Standard Primitive/Box) vi kch thc Length: 200; Width: 200; Height: 5 (ho c ty )

3. Ti khung nhn Left to ra mt Box th hai vi kch th c: Length: 15; Width: 50; Height: 20 (hoc ty ) Sau di chuyn box02 ln trn box01 nh hnh bn

4. Vn ti khung nhn Left nhn t hp phm Ctrl + A sau vo menu reactor/Create Object/Rigid Body Collection (ho c gi phm Shift + Alt + Phi chut ri chn Rigid Body Collection) Lc ny Box01 v Box02 s c gn tnh cht l vt th rn.

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5. Click chut chn Box02 sau vo menu reactor/Open Property Editor -> hin ca s Rigid Body Property... + Nhp mass = 10 + Click chn Bounding Box Cc thng s khc gi nguyn * Click chut chn Box01 sau vo menu reactor/Open Property Editor + Nhp mass = 0 + Click chn Bounding Box Cc thng s khc gi nguyn ng ca s Rigid Body Property... li

6. Vo menu reactor/Preview Animation - n phm P xem th. Bn hy di chuyn Box02 ln cao hn ri Preview Animation li xem kt qu ra sao (Bn s thy n ri mnh hn, bn c th thay i

7. Bn th xoay Box01 nh hnh bn. Hoc thay i mass ca Box01 hoc Box02 ri Preview Animation li (nh bc 6) xem s khc bit ra sao.

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To mt on Video m phng chic t m v o bc tng. 1. Vo menu File/Reset

2. Ti khung nhn Top to ra mt box (n t hp phm Alt + C + S + B) vi thng s: + Length: 100 + Width: 200 + Height: 3 * Tip: to 1 box vi thng s bt k, sau v o th Modify sa li cho ph hp

3. Ti khung nhn Left to ra box02 vi kch thc + Length: 5 + Width: 20 + Height: 10 di chuyn v tr ca n nh hnh bn. (khong cch ca box02 phi st vi box01)

4. Click vo box02 sau r chu t sang bn phi ri nh chut click [OK] khi c hi

5. Tip tc lm nh bc 4, hy to ra nhiu box mi na. Xem hnh bn. Nu khi copy ra cc box m c cc phn giao nhau th s xut hin bng thng bo

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Lc bn phi di chuyn li v tr ca n.

6.Ti khung nhn Top, to ra box vi thng s + Length: 15 + Width: 30 + Height: 10 (Box ny, dng m phng mt chic t)

7. Ti khung nhn Top, n t hp phm Ctrl + A chn tt c cc i tng. Vo menu reactor/Create Object/ Rigid Body Collection (hoc gi phm Shift + Alt + Phi chut ri chn Rigid Body Collection) - Ko r chut, chn tt c cc vin gch, cng vi Box m phng chic t. Sau vo menu reactor/Open property Editor, nh p cc gi tr: + Nhp gi tr Mass=5 + Click chn Bounding Box ng bng Rigid Body.. li - Click chut chn box01 (box dng lm nn) sau vo menu reactor/Open Property Editor + Nhp gi tr Mass=0 + Click chn Bounding Box ng bng Rigid Body.. li

8. Click vo nt [Auto Key] - Click chut chn Box (dng m phng chic t), di chuyn thanh trt n v tr 7/100 - Ti khung nhn Top, di chuyn "chic t" sang bn phi theo trc x. Xem hnh bn - Click chut vo nt ln na [Auto Key] tt ch n y.

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9. Click chut vo hnh ci ba, s dng tin ch. - Click vo Reactor, tm n bn cun World Thay gi tr Col. Tolerance=0.3

10. Vo menu reactor/Preview Animation Ca s Reactor real time... hin ra n phm P xem hoc dng

11. kt xut ra thnh Movie th bn lm nh sau: - Vo menu reactor/Create Animation - Vo menu Animation/Make Preview... Th l xong, bn c mt on Video ri!

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9.8 Ch chuyn ng quanh khi cu :


1. Vo menu File/Reset 2. Ti khung nhn Top, to ra mt khi cu (Alt + C + S + S) vi bn knh = 30 (di chuyn khi cu n y vo tm ca khung nhn) - n phm M, m bng bi n tp vt liu Click vo vung ca dng Diffuse, click p chut vo Bitmap, tm n ni cha hnh nh/ click chn nh no /click vo Open. + Vo menu Material/ click Show map In viewport + Vo menu Material/click vo Assign to Selection. ng bng Bin tp vt liu li

3. Click chut vo th Motion/ click vo Rotation sau click vo biu tng [?] - Bng Assign Rotation Controller hin ra, click chn TCB rotation click [OK]

4. y bng cun ln pha trn, click chn Rotation Windup.

5. Click vo nt [Auto key] - Ko thanh trt thi gian n v tr 100/100 - n phm A, bt Angle Snap Toggle - n phm E, chn Rotation (hoc click phi chut chn Rotation)

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6. Kch hot khung nhn Top ri quay trc Z +306 (click vo vng trn mu vng sau ko r chut xung n khi mu xanh kn ht th nh chut) Ch : trong khi quay, nhn xu ng di thanh thi gian c biu th ta ca 3 trc x, y, z - Xem hng mi tn tip tuyn mu vng bit chiu dng hay m. 7. Click vo nt [Auto key] tt ch auto key - G -15 vo ta Y pha di. n phm ? xem th. 8. By gi chng ta s cho mt dng ch quay quanh khi cu. - Kch hot khung nhn Front (n Alt + W phng to khung nhn) - n t hp phm (Alt + C + H + T) to Text (nu ch a r cch to text trong max bn c th tham kho b i cc lnh v 2D) - Tm n th Parameter: sau g on ch m bn thch vo text Thay i gi tr Size=11 Sau click chut ra khung nhn Front to ch. 9. n Alt + W thu nh khung nh n Front - Click phi chut chn Move ri di chuyn Text va to v v tr ph hp ( cc khung nhn) 10. Vo menu Modifiers/Mes h Editing/Extrude t gi tr Amount = 1.5 + Text vn ang c chn, vo menu Modifiers/Parametric Deformers/Bend -> Click chn X trong nhm Bend Axis:

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11. Kch hot khung nhn Top -> di chuyn Text nh hnh bn.

12. Click vo th Hierarchy/click vo Affect Pivot Only

13. Ti khung nhn Top Vo menu Tools/Align... sau click vo khi cu -> xut hin bng Align Selection La chn cc thng s nh hnh bn ->click [OK] chp nhn cc thng s

14. Click vo th Hierarchy/click vo Affect Pivot Only tt ch Affect Pivot Only. 15. Ti khung nhn Top, n phm H, chn Text01 click nt [Select] - Click chut vo th Motion/ click vo Rotation sau click vo biu tng [?] - Bng Assign Rotation Controller hin ra, click chn TCB rotation click [OK] y bng cun ln trn, click chn Rotation Windup

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16. Click vo nt [Auto key] - Di chuyn thanh trt thi gian n v tr 100/100. - Click chn Text, click phi chut chn Rotation v quay theo trc Z vi gc: -360 Click vo nt [Auto key] l n na tt ch ny. - Kch hot khung nhn Perspective, n phm ? xem hot cnh.

17. Ti khung nhn Top v to ra mt ngun sng Omni (Create/Lights/Standard light/Omni) Kch hot khung nhn Perspective, n F9 xem kt qu. Nu mun kt xut ra dng *.avi th bn hy vo menu Animation/Make Preview

18. Lu bi ny li ln sau dng tip. Tip tc bi trc (To ch chuyn ng quanh qu a cu) 19. Kch hot khung nhn Front - Vo menu Create/Lights/Standard Light/Target Spotlight sau to ra ngun sng nh hnh bn * Nu cha va th bn c th click vo Spot01 ri dng cng c Scale theo trc x thay i cho ph hp vi hnh bn. 20. n phm s 8 m bng Enviroment Tm n th AtmoSphere/ Click v o Add/ Chn Volume light sau click [OK] - Tm n th Volume Light Parameter: + Click vo nt [Pick light] -> n phm H, click chut chn Spot01 sau click Pick + Thit lp thng s nh hnh bn

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21. Click chut vo th Modify, tm n nhm General Parameters v t thng s nh hnh bn. - Click vo nt Exclude... sau ch n Sphere01 (qu a cu) sau click vo nt [>>], chn tham s nh hnh di ri click [OK]

- Ti bng cun Advanced Effects: Click chut vo nt [None] ri tm n ni lu hnh my git nc mu xanh bn di.

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22. Nhn phm F9 xem kt qu

23. Kch hot khung nhn Top Vo menu Create/Helpers/Atmoshperics/SphereGizmo sau to ra SphereGizmo ln hn khi cu mt cht (hnh bn mu trng) - Click vo th Modify Trong bng cun Atmospheres and Effects click [Add] ri chn Volume Fog/click [OK] - Volume Fog c Add vo danh sch, click vo Volume Fog sau click vo [Setup]

24. Nu khng thy SphereGizmo01 hin nh hnh bn th click vo [Pick Gizmo], n phm H, chn SphereGizmo01/ Click [Pick] - Click chut vo Color: Vi R: 151; G: 167; B: 245 Thit lp cc thng s nh hnh bn. ng ca s Enviroment li n phm F9 Render

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25. By gi cn link khi cu vi SphereGizmo01 - n phm H, chn SphereGizmo01/Click [Select] - Click vo nt Select and Link (c nh nt Redo), n phm H, click chn Sphere01/ click [Link]

26. n phn kit xut thnh phim. Vo menu Rendering/Video Port - Click nt "Add Scene Event"/click [OK] khi c hi - Click vo "Add Image Output Event"/ B ng Add image.. hin ra click vo nt [Files...] tm n mt file nh bt k click vo file nh ri click vo [Save] -> click [Yes] -> click [OK] -> click [OK] ln na. - Click vo hnh ngi ang chy -> click [Yes] khi c hi Trong nhm "Time Output" t gi tr: Range: 1; To: 100 -> click nt [Render] 27. i cho qu trnh Render xong (kh lu y) - Vo menu Rendering/click RAM player + Click vo Open Channel A, tm n ni cha File nh xxx001 (xxx l tn ca file nh) -> click [Open] -> click [OK] Khi load xong nh bn click vo nt [>] trnh din.

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