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3D Studio max BLOG

3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.

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3D Studio max BLOG | rjones3dstudiomaxblog1027218.blogspot.com Reviews
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3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.
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3D Studio max BLOG | rjones3dstudiomaxblog1027218.blogspot.com Reviews

https://rjones3dstudiomaxblog1027218.blogspot.com

3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.

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rjones3dstudiomaxblog1027218.blogspot.com rjones3dstudiomaxblog1027218.blogspot.com
1

3D Studio max BLOG: Tow truck

http://rjones3dstudiomaxblog1027218.blogspot.com/2011/04/tow-truck.html

3D Studio max BLOG. View my complete profile. Tuesday, 12 April 2011. Create cylinder - extrude - 20 sides - smooth - editable poly. Inset - front and back - Remove excess geometry. Bridge gaps in geometry - creating to archs. Clone - move second arch required distance. Attach to each other. Remove depth geometry (change of build plans). Bridge arches using bridge tool under edges. Re create - depth. By building this method lost smooth geometry in curves - straight edges were simply projected for depth.

2

3D Studio max BLOG: Airplane steps

http://rjones3dstudiomaxblog1027218.blogspot.com/2011/04/airplane-steps.html

3D Studio max BLOG. View my complete profile. Tuesday, 12 April 2011. Import (merge) wheels from truck to save time unnecessary modelling. Use wheels as size reference - create cylinder to fit around wheel - editable poly- edit vertices to create chamfer -. Remove bottom geometry and bridge. Clone and place around second wheel - attach to first cylinder. Remove unwanted geometry (polygons in polygon tool) and use bridge tool (in edge mode) to join to arches. Subscribe to: Post Comments (Atom).

3

3D Studio max BLOG: March 2011

http://rjones3dstudiomaxblog1027218.blogspot.com/2011_03_01_archive.html

3D Studio max BLOG. View my complete profile. Thursday, 3 March 2011. Http:/ www.notarealthing.com/2010/09/skyfleet-and-texron/. Add resolution using connect, pinch inset. Select polygon indent as shown below. Select roof - extrude -. Add geometry along roof using connect. Manipulate vertex to create curved roof. Create cube - change dimensions to slim cuboid - array for depth. Select all duplicates - tools - array - second direction. Then mirrored to complete. Create gengon - 6 sided - to taper. Create ...

4

3D Studio max BLOG: Animating

http://rjones3dstudiomaxblog1027218.blogspot.com/2011/04/animating.html

3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.

5

3D Studio max BLOG: April 2011

http://rjones3dstudiomaxblog1027218.blogspot.com/2011_04_01_archive.html

3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.

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3D Studio max BLOG

3D Studio max BLOG. View my complete profile. Wednesday, 13 April 2011. STORY BOARD - use as guidelines. Once everything is in scene and starting positions - time to ANIMATE! First animation involves hangar doors opening. Turn on set key - set initial key - move timeline to end movement time frame - move hangar doors to finishing position - set key - check animation by dragging slider back and forth or press play. Cameras are then added to scene and animated to create view points for rendering final film.

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