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Part I: Getting Started with 3ds Max



                    Note
                    Match the Input Gamma value to the Display Gamma value so that bitmaps loaded for textures are displayed
                    correctly. n

                           Other preference panels
                           The remaining preference panels, including Rendering, Animation, Inverse Kinematics, Gizmos, MAXScript,
                           Radiosity, mental ray, and Containers, are covered in the related chapters.

                    Cross-Ref
                    The details of the Rendering Preferences panel are covered in Chapter 23, “Rendering a Scene and Enabling
                    Quicksilver.” The Animation Preferences panel is covered in Chapter 21, “Understanding Animation and
                    Keyframes.” To learn more about Applied IK and Interactive IK, see Chapter 38, “Working with Inverse
                    Kinematics.” See Chapter 7, “Transforming Objects, Pivoting, Aligning, and Snapping” for more detail on Gizmo
                    preferences. Check out Chapter 49, “Automating with MAXScript” for more on MAXScript commands and prefer-
                    ences. Swing over to Chapter 45, “Working with Advanced Lighting, Light Tracing, and Radiosity,” for greater
                    detail on Radiosity preferences. Look to Chapter 47, “Rendering with mental ray,” for more detail on the mental
                    ray renderer. Chapter 9, “Grouping, Linking, and Parenting Objects,” covers the container preferences. n


                           Summary

                           You can customize the Max interface in many ways. Most of these customization options are included under
                           the Customize menu. In this chapter, you learned how to use this menu and its commands to customize
                           many aspects of the interface. Customizing makes the Max interface more efficient and comfortable for you.
                           Specifically, this chapter covered the following topics:
                               l  Using the Customize User Interface dialog box to customize keyboard shortcuts, toolbars, quad-
                                  menus, menus, and colors
                               l  Customizing the Ribbon interface
                               l  Customizing buttons on the Modify and Utility panels
                               l  Saving and loading custom interfaces
                               l  Configuring paths
                               l  Setting system units
                               l  Setting preferences
                           Part II, “Working with Objects,” is next. The first chapter covers the primitive objects and gets some objects
                           into a scene for you to work with.













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           09_617779-ch04.indd   134                                                                     6/30/10   3:35 PM
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