Index
A
About rollout
absolute values
Academy Flat aspect ratio
Academy Standard aspect ratio
Action Safe area
Active Time Segment option
Active View rollout
ActiveShade window
Actual Stride Height parameter
Adaptive Degradation feature
Adaptive Halton method
Add Atmosphere or Effect window
Add Default Lights to Scene dialog box
Add/Edit Time Tag button
Add Effect dialog box
Add Keys tool
Add Selected Objects to Highlighted Layer icon
additive color
Advanced Effects rollout
Advanced group for mental ray renderer
Affect Pivot Only option
Affect Surfaces section
airborne time, footsteps
aliasing
purpose
Raytrace material
Align icon
Align Selection dialog box
alpha channel
Alpha element, rendering
Always Arrange tool
ambient color and light
contrast levels
function
pool ball
setting
Amount parameter for volumetric lights
Anamorphic Ratio standard
Angle parameter
Angle Snap option
Angle UVW setting
animation
bouncing ball. See bouncing ball
cameras
character animation. See Character Studio
controllers
controls
dummy objects
ease-in and ease-out
follow-through and anticipation
frames, keyframes, and in-between frames
hierarchies
Mobile project
parent and child objects
Inverse Kinematics
knife throwing. See knife throwing
Mobile project
rigid body dynamics
soft body dynamics
squash and stretch
weight in
in workflow
animation cycles
Animation menu
animators
Anisotropic shader
ankles
biped
soldier
antialiasing
purpose
Raytrace material
anticipation
Application menu
Applies the Map as a Texture Map or Environment setting
Arch & Design material
architectural modeling
Area Shadows feature
Area Shadows rollout
Area to Render option
areas in vector images
armholes in soldier torso
armpit area of soldier
arms
bipeds
associating to models
Dope Sheet for
in walking
soldier
modeling
pelting
seams
Aspect parameter
aspect ratio
output size settings
spotlights
standards
Assign Material to Selection tool
Assign Renderer rollout
Assign Rotation Controller dialog box
associating biped to characters
Atmospheric & Effects rollout
atmospheric effects
Attach List dialog box
attenuation, lighting
Auto Key button
Auto Key Mode icon
Auto Tangents setting
AVI files
axes in viewports
axles in Red Rocket
B
back lights
back wheel axle in Red Rocket
background color
background images
balls
bouncing. See bouncing ball
pool. See pool ball
bars, Mobile project
animating
copying
creating
pivot points
positioning
Basic group for mental ray renderer
Basic Parameters rollout
belt area of soldier
Bend modifier
Bevel caddy
Bevel tool
bevels
dresser
Red Rocket model
soldier
Bezier vertex
Bezier Corner vertex
Bias parameter
Bind to Space Warp option
biped animation. See Character Studio
Biped rollout
Biped system
Biped toolbar
Birth Rate parameter
Bitmap Fit button
bitmap images
in mapping
in viewports
Bitmap Parameter rollout
Bitmap parameters
Blend material
Blinn Basic Parameters rollout
Blinn shader
Opacity setting
Self-Illumination parameter
Specular Highlights section
Blizzard particle system
blocking
bouncing ball
knife throwing
blur
bodies
Red Rocket
details
finishing
mapping
smoothing
rigid. See rigid body dynamics
soft body dynamics
animating
collections
Body Horizontal button
Body Type menu
Body Vertical button
Bones system
Bookmark icon
Boolean operators
boots for soldier
borders
Editable Polys
object state
Bounce parameter
bouncing ball
animating
cycling
forward motion
refining
rendering
motion blur
Renderer tab
roll
squash and stretch
summary
timing
Bounding Box option
bounding boxes
rendering level
rigid bodies
Bounding Sphere option
box modeling techniques
Box parameter
boxes for scene setup
Red Rocket
soldier
brick wall texturing
bridges on soldier
boots
head
leg strap
legs
brightness of specular color
Bubble parameter
bullets. See gun and bullets simulation
bump mapping
Red Rocket wheels
soldier
By Angle option
By Vertex option
C
caddy interface
calf area
Camera Effects rollout
cameras
animating
clipping planes
controls
creating
navigation for
Red Rocket
working with
Cap parameter
Cap Segments parameter
Cap tool
Car Paint material
Cartesian coordinates
Cartoon material
Caustics and Global Illumination (GI) rollout
cd (candela) unit
center pivot icons
center points, XForm
CGI. See Computer-Generated Imagery (CGI)
chain link fence
Chamfer caddy
Chamfer Cylinders
Chamfer tool
Editable Polys
soldier
arms
belt area
hands
head
torso
channels
character animation
Character Studio. See Character Studio
Inverse Kinematics
character animators
character modeling
character sheets
Character Studio
bipeds
animating
associating
creating
Dope Sheet
footsteps
freeform animation
modifying
positioning
postures
run and jump sequence
Physique and Skin modifiers
workflow
checker maps
Checker Parameters rollout
chess board
cameras
effects
lighting
components
contrast and edges
default
Omni lights
Raytrace material
safe areas
shadows
density
raytraced
shadow maps
chest of drawers
bottom
drawers
knobs
references for
top
children objects
in hierarchies
Inverse Kinematics for
Choose Renderer dialog box
circles
creating
extruding
circular Target spotlights
clavicles
biped
soldier
Clip Manually option
clipping planes
Clone Options dialog box
Clone Rendered Frame Window button
CMYK color
Collapse Selected button
collections
hard body dynamics
soft body dynamics
collisions
color
background
changing
channels
computer representation
depth
glow
gradient
highlight
layers
lighting
Marble maps
materials
particles
photometric lights
shadows
Strauss material
subtractive and additive
viewing
color banding
Color group for photometric lights
color maps
Color Modifier maps
Color Selector dialog box
color wheels
coloring time
Command panel
Create panel
Display panel
Hierarchy panel
Modify panel
Motion panel
Utilities panel
Common Parameters rollout
Common tab
Compact Material Editor
Composite material
compositing
in game development
images
in postproduction phase
compositors
Compositors maps
Compression Settings dialog box
computer basics
aspect ratio
color
frame rate
image output
raster images
resolution
vector images
Computer-Generated Imagery (CGI)
animation concepts
computer basics. See computer basics
coordinate systems
game-development workflow
production phases
specialties
workflow
Concave Mesh parameter
concept art
cone spotlight settings
Configure Direct3d dialog box
Configure Modifier Sets option
Connect Edges caddy
Connect tool
Constant out-of-range type
constraints, joint
Contrast setting
control direction in parameter wiring
control panel for Red Rocket
Controller Bezier Float node
Controllers rollout
converting
default lights
vs. modifiers
primitives to meshes
cool colors
coordinates and coordinate systems
bitmaps
mapping
overview
vector images
Coordinates rollout
3D maps
bitmap images
checker maps
gradient maps
settings
tools
copying
keyframes
objects
postures
corner triangles for materials
Corner vertex
Create Biped rollout
Create Key dialog box
Create Keys for Inactive Footsteps button
Create menu
Create Multiple Footsteps dialog box
Create New Layer icon
Create panel
Create Rigid Body Collection button
Create Soft Body Collection button
crossing boxes setup
Red Rocket
soldier character
Crowd system
Current Frame control
Current Layer Toggle column
Curve Editor
animation curves
editing
reading
Dope Sheet version
forward motion
knife throwing. See knife throwing
navigation tools
roll
squash and stretch
timing
toolbars
Biped
Curves
Key Tangency
Navigation
Curve Editor icon
Customize menu
Cut tool for head
head
legs
torso
Cycle out-of-range type
cycles
animation
bouncing ball
footstep
cylinders
soldier boots
soldier head
Cylindrical parameter
D
da Vinci pose
dailies
Daylight Parameters rollout
daylight system
Daylight System Creation warning
decals
decay, lighting
Default In/Out Tangents for New Keys button
default lights
Default Scanline Renderer
deflectors
deformers
Delete Highlighted Empty Layers icon
Delete Objects tool
Delete Selected tool
Density parameter
shadows
volumetric lights
Diffuse Bounces setting
diffuse color and lighting
contrast levels
function
in mapping
pool ball
Raytrace material
setting
soldier
Diffuse Color input
Dimming group for photometric lights
Direction of Travel/Mblur option
directional lights
Directional Parameters rollout
Displace space warp
displacement maps
Display Alpha Channel icon
Display Floater tool
Display menu
Display panel
Display Subtree option
Display Until parameter
particle systems
wiring
Dolly Camera icon
Dolly Camera + Target icon
Dolly Target icon
dollying
Dope Sheet
Dope Sheet Editor
Double Sided material
Draft setting
Drag space warp
Draw Curves tool
drawers
dresser. See chest of drawers
dummy objects
Duration (Frames) setting
Duration Subdivisions setting
DynaFlect deflectors
dynamics
rigid body. See rigid body dynamics
soft body
animating
collections
E
ease-in
animation
curves
ease-out
animation
curves
Edged Faces rendering level
edges
chamfering
Editable Polys
polygon
shadow maps
soldier
arms
belt area
body
head
legs
pouch
torso
Edit Borders rollout
Edit Geometry Rollout
Edit menu
Edit Mesh modifier
Edit Poly modifier
Edit Poly tools
Edit Polygons rollout
Edit (Sub-Object) rollout
Edit UVWs dialog box
Editable Poly tools
Bevel
Cap
Chamfer
Extrude
Extrude Along a Spline
Hinge from Edge
Inset
Outline
Selection rollout
Weld
editing
animation curves
dummy objects
postproduction phase
effects
atmospheric
Red Rocket
rendering
effects TDs
8-bit image files
elements, Editable Polys
Emit Start parameter
particle systems
wiring
Emit Stop parameter
particle systems
wiring
emitters. See particles and particle systems
Enable Local Supersampler option
End Effector
End light attenuation setting
envelope for biped model
Environment and Effects dialog box
ambient light
glow effect
HDRI images
photometric lights
previewing effects
volumetric lights
environmental modeling
Esparza, Federico
Euler XYZ controller
event-driven particle systems
Every Nth Frame option
Exclude/Include window
Expand/Collapse Selected icon
Expand Selected button
explosions
Exponential parameter
exposure
HDRI images
mental ray renderer
Exposure Control rollout
Exposure Value (EV) setting
EXR file format
Extended Parameters rollout
extensions, filename
Extrude Along a Spline tool
Extrude Along Spline caddy
Extrude Polygons caddy
Extrude Setting caddy
Extrude tool
Extrude Vertices dialog box
extruding
circles
along splines
vertices
F
face masks for soldier
Face mode for soldier
Face parameter
faces
mesh
polygon
UVW mapping
Facets rendering level
Facets+Highlights rendering level
Facing Standard particle type
Fade For parameter
falloff
cartoon shading
selection
Target spotlights
far clipping planes
far light attenuation
feet
associating to models
biped
soldier boots
FFD (free-form deformation)
FG Precision Presets slider
Field of View (FOV)
Figure mode
file control icons
files
formats
names
workflow management
fill lights
Fillet button
film frame rates
film production
Filter tool
filters
antialiasing
Curve Editor
mental ray renderer
final gather
mental ray renderer
photometric lights
fingers, associating to models
fins, Red Rocket
base material
decals
mapping
FK (Forward Kinematics)
flat object specular highlights
Flat rendering level
floating point image files
floating toolbars
Flow Connect option
flyouts
focal length
fog lights
Foley sound
follow-through
Footstep Creation rollout
footstep-driven animation
Footstep Mode button
Footstep Operations rollout
footsteps
adding
Dope Sheet for
manual process
Forces space warps
formats, file
forward bouncing ball motion
Forward Kinematics (FK)
4K Academy resolution
FOV (Field of View)
fps (frames per second)
frame rate
frames
keyframes
overview
frames per second (fps)
frames range options
Free cameras
Free Direct lights
free-form deformation (FFD)
Free Spotlight icon
Free spotlights
freeform animation
Freeze column
Freeze icon
Freeze/Unfreeze All Layers icon
freezing objects
Friction parameter
Front view
frozen objects
fruit arrangement
G
G-Buffer section
game-development workflow
General Parameters rollout
lighting
spotlights
volumetric lights
generalists
Generate Mapping Coords option
geometry, instanced
Geometry category
GeoPoly tool
Get Material From option
Get Material function
gimbal lock
Gizmos rendering level
Glossiness parameter
Blinn shader
mental ray renderer
Metal shader
Strauss material
Glossiness Level parameter
glow effects
Go Forward to Sibling control, function
Go to End control
Go to Frame control
Go to Parent control
Go to Start control
gradient color
Gradient Ramp maps
Graph Editors menu
Graphite Modeling tools
gravity
footsteps
space warp
Gravity space warp
grayscale images
grids
Home Grid
status bar settings
units
groin area of soldier
gross animation
Group menu
Grow For parameter
Grow option
gun and bullets simulation
IK for
particle systems
particle types
space warps
deflectors
gravity
timing
wiring parameters together
H
handlebars, Red Rocket
details
lofting
paths
shapes
handles, rotate
hands
associating to models
fingers
soldier
Havok 1 solver
Havok 3 solver
HD (History Dependent) solver
HDRI (high-dynamic-range images)
HDRI Load Settings dialog box
HDTV (High Definition TV) resolution
head
associating to models
movement in walking
soldier character
accessories
back of
mirroring
modeling
outlining
rounding out
height
aspect ratio
cylinders
output size settings
Height Segments parameter
helmet of soldier
Help menu
helper objects
Helpers category
hexagons
HI (History Independent) solver
Hidden Line rendering level
Hide by Category rollout
Hide column
Hide/Unhide All Layers icon
Hide Unused Nodeslots
hiding objects
hierarchies
Mobile project
parent and child objects
Hierarchy Mode tool
Hierarchy panel
Hierarchy panel icon
Hierarchy tool icons
high color 5-bit image files
High Definition TV (HDTV) resolution
high-dynamic-range images (HDRI)
high-poly modeling
high polygon-count modeling. See soldier character
High setting in mental ray renderer
Highlight Selected Objects’ Layers icon
Hinge from Edge caddy
Hinge from Edge tool
History Dependent (HD) solver
History Independent (HI) solver
Home Grid
horizontal bars, Mobile project
copying
creating
pivot points
positioning
hot materials
hotkeys
hotspots, Target spotlights
HSV (hue, saturation, and value) channels
I
Ignore Backfacing option
IK (Inverse Kinematics)
IK solver
joint constraints
Image Aspect parameter
image formats
Image motion blur
images
background
channels
color depth
file formats
filenames
in mapping
movie files
raster
vector
impact, knife throwing
in-between frames
In Place mode
incandescence
incremental saves
Index of Refraction (IOR)
indirect lighting
Information Center
Initial FG Point Density setting
Ink ‘n Paint material
Inset caddy
Inset tool
instanced geometry
instances, objects
intensity
glow
lighting
Intensity/Color/Attenuation rollout
Intensity group for photometric lights
intent
animation
scripts for
interface. See user interface (UI)
interparticle collisions
Interpolate Over Num. FG Points setting
Inverse Decay option
Inverse Kinematics (IK)
IK solver
joint constraints
Inverse Kinematics (IK) category
Inverse Kinematics rollout
Inverse Square Decay option
IOR (Index of Refraction)
J
jagged lines, antialiasing
purpose
Raytrace material
joint constraints
JPEG (Joint Photographic Experts Group) format
jump gait
jumping
Dope Sheet for
jump sequence
K
Key Filters icon
Key Info rollout
key lights
default
three-point lighting
Key Mode control
Key Status tools
Key Tangency toolbar
Keyboard Entry rollout
keyboard shortcuts
keyframes
copying
purpose
setting up
knees, associating to models
knife throwing
anticipation
blocking out
follow-through
rotation
targets
trajectories
knobs
knuckles of soldier
L
Lasso Selection Region icon
Lathe modifier
knobs
for Red Rocket thruster
Layer Manager
materials
Red Rocket lighting
scene files
Layer Properties dialog box
layout
screen
viewports
Layout All flyout tool
Layout Children tool
leaping action
Left view
leg strap of soldier
legs
associating to models
soldier
Length parameter
lens effect
lenses
overview
zooming
libraries, material
Life parameter
Light Lister
light probes
Lightbulb icon
lighters
lighting
Advanced Effects rollout
ambient
attenuation
concepts
controls
decay
default
General Parameters rollout
Intensity/Color/Attenuation rollout
Light Lister
mental ray renderer
daylight system
HDRI
photometric lights
navigation for
practical
Red Rocket
shaders. See shaders
shadows. See shadows
standard. See standard lights
three-point
volumetric. See volumetric lights
in workflow
Lighting and Shadows tab
Lights category
Line tool
Linear out-of-range type
lines, vertex type
Link Info category
linking objects
dummy
machine gun unit
tools
lip-sync
Lit Wireframes rendering level
Live area
lm (lumen) unit
loading materials
local coordinate system
Lock Selection tool
Lock Tangents tool
Locks function
Loft object mapping
lofting
Loop out-of-range type
loops
animation
edges
lossless compression
low-poly modeling
lx (lux) unit
M
machine gun unit. See gun and bullets simulation
main toolbar tools
Align and Mirror
coordinate system
editing and organizational icons
Graphite Modeling tools
Linking and Hierarchy
named selection set
Selection
snapping
transformation
Make Unique option
Manager Layers icon
manipulators
Map Parameters rollout
maps and mapping
2D
3D
coordinates
materials
Opacity
pool ball. See pool ball
Red Rocket
body
fins
wheels
reflections
removing
shadows. See shadows
soldier
body seams
bump maps
color maps
specular maps
UV unwrapping
UVs
Maps rollout
Raytrace maps
reflections
refractions
Marble maps
mass
in momentum
rigid body dynamics
weight for
Match Bitmap Sizes as Closely as Possible option
Material ID channel
Material/Map Browser
displaying
libraries
soldier
Material/Map Browser tool
Material Name function
Material Type function
materials and Material Editor
adding
basics
Compact Material Editor
creating
glow effect
icon
libraries
mapping. See maps and mapping
mental ray renderer
overview
Raytrace
creating
mapping
refractions
tweaking
sample slots
shaders. See shaders
Slate material editor
soldier character
sub-objects
types
mental ray
standard
matte
Matte/Shadow material
Max. Reflections setting
Max. Refractions setting
Max Units setting
maximizing viewports
Maximum Samples per Pixel setting
MaxLens parameter
MAXScript menu
MAXScript Mini Listener button
mental ray renderer
Caustics and Global Illumination rollout
enabling
final gather
lighting
daylight system
HDRI
photometric
materials
Red Rocket
types
motion blur
Rendered Frame window
sampling quality
Menu Bar
Merge dialog box
merging
objects into scenes
soldier head accessories
Mesh Convex Hull parameter
meshes
modeling
vs. polygons
metaball technology
Metal shader
Metalness parameter
MetaParticles
Mini Curve Editor
Minimize Viewport tool
Minimum Samples per Pixel setting
Mirror dialog box
Mirror icon
mirroring
objects
soldier head
miscellaneous material settings
missteps, learning from
mitten shape for soldier hands
Mobile project
animating
dummy objects
hierarchies
horizontal bars
copying
creating
pivot points
positioning
objects for
planning
Schematic View
modelers
modeling
chest of drawers. See chest of drawers
converting vs. modifiers
Edit Poly tools
Editable Poly tools
Bevel
Cap
Chamfer
Extrude
Extrude Along a Spline
Hinge from Edge
Inset
Outline
Weld
hand. See hands
meshes and sub-objects
meshes vs. polygons
modifier application
organic. See soldier character
planning
polygons
primitives
Red Rocket. See Red Rocket model
Selection rollout tools
soldier. See soldier character
in workflow
modeling windows
modes, viewport
Modes and Display rollout
Modifier List
Modifier Stack
modifiers
applying
vs. converting
for spheres
Modifiers menu
Modify panel
Modify tab
momentum
knife throwing
overview
motion blur
image
mental ray renderer
objects
Motion Capture utility
motion in vector programs
Motion panel
Motion tab
Motor space warp
Move Children tool
Move Keys tool
Move Keys Horizontal tool
Move Keys Vertical tool
movie files
Multi-Layer shader
Multi/Sub-Object materials
creating
loading
polygons and named selection sets
Multiplier/color swatch setting
Multiplier parameter
lighting
shadows
N
Name and Color rollout
Name and Color Type-In
Name Field
named selection sets
creating
Red Rocket wheels
names
conventions
deflectors
filenames
objects
National Television System Committee (NTSC) standard
color
frame rates
resolution
navigating viewports
Navigation toolbar
near clipping planes
near light attenuation
neck
associating to models
soldier
New Scene Explorer option
Next Frame/Key button
NGons
description
soldier torso
node-based editing workflow
nodes
hierarchy
null
Nodeslots
Noise Filtering (Speckle Reduction) setting
Noise maps
bump maps
overview
Noise On parameter
non-event-driven particle systems
Normal Align icon
normal maps
normals
defined
extruding along
Red Rocket
nose for Red Rocket
Not Shared option
NTSC (National Television System Committee) standard
color
frame rates
resolution
NTSC DV standard
pixel aspect
resolution
nuance
null nodes
O
Object Color dialog box
Object Fragments setting
Object ID channels
Object Motion Blur settings
Object Properties dialog box
glow effect
image motion blur
image planes
Object Space modifiers
Object Type rollout
objects
copying
creating
dummy
freezing
frozen
hierarchies
Mobile project
parent and child
linking
merging into scenes
names
particle systems
rotating
in viewports
Off Axis parameter
Off Plane parameter
Offset parameter
3D maps
bitmaps
gradient maps
Offset UV setting
Omni lights
attenuation
as default lights
OmniFlect deflectors
1K Academy resolution
opacity
Blinn shader
mapping
materials
Strauss material
Open Chamfer option
OpenEXR file format
Options section
glow effect
Render Setup dialog box
Orbit tool
Orbit Camera tool
Orbit Rotate Selected tool
Orbit Rotate Subobject tool
Orbit Rotate tool
Orbit Selected tool
Orbit viewport navigation tool
order in Modifier Stack
Oren-Nayar-Blinn shader
organic modeling. See soldier character
organizing objects
origins
Orthographic viewports
navigation in
rotating in
tools in
out-of-range types
Outline tool
output
channels
color depth
file formats
movie files
raster
Red Rocket
size settings
time settings
vector
over-lighting
P
PAL (Phase Alternation Line) standard
frame rates
resolution
Pan Camera icon
Pan tool
panning
Param Curve Out-of-Range Types dialog box
Parameter Curve Out-of-Range Types animation
Parameter Editor
Parameter Wiring dialog box
Parameter Wiring tool
parameters
editing
wiring
parametric objects
parent materials
parent objects
in hierarchies
Inverse Kinematics for
Particle Array particle system
Particle Cloud particle system
Particle Flow emitter
Particle Generation rollout
Particle Motion section
Particle Quantity area
Particle Size area
Particle Type rollout
Particle View window
particles and particle systems
event-driven
gun and bullets. See gun and bullets simulation
non-event-driven
overview
Particle Generation rollout
selecting
setting up
space warps
deflectors
gravity
pasting postures
Path Follow space warp
paths for Red Rocket handlebars
PBomb space warp
PCloud object
Pelt Map dialog box
pelts for soldier arms
pelvis
associating to models
biped
soldier
per object motion blur
Percentage of Particles parameter
Perspective icon
Perspective viewports
navigation in
tools in
Phase Alternation Line (PAL) standard
frame rates
resolution
Phase parameter
Phong shader
Photographic Exposure Control
photometric lights
description
mental ray renderer
Physical Properties rollout
Physique Initialization dialog box
Physique modifier
for associating biped to models
vs. skin
Pick Boolean rollout
Pick Material from Object tool
Pick Object dialog box
Pin Stack option
Pinch parameter
Ping Pong type
pipelines
Pivot category
pivot points
bouncing ball
Mobile project
pixel aspect ratio
pixelated images
Place Highlight icon
Planar deflectors
Planar parameter
planes
Red Rocket
soldier
planning
Mobile project
models
Play/Stop control
playback controls
plugins
Point to Point Seam tool
polygons
Editable Polys. See Editable Poly tools
high-poly and low-poly modeling
vs. meshes
organic. See soldier character
Red Rocket wheels
pool ball
background color
mapping
reflections
starting
surfaces
Position XYZ controller
postproduction phase
postures, copying and pasting
pouches for soldier belt area
practical lighting
pre-jump position
Preference Settings dialog box
Preferences icon
preproduction phase
presets
resolution
Super Spray particle system
Preview & Animation rollout
Preview Type function
previewing
material
rendering
rigid body dynamics
Previous Frame/Key control
primary colors
primitives
meshes from
overview
ProBoolean objects
procedural maps
procedural textures
production phases
projects
creating
saving
workflow
Prompt Line
props modeling
Proxy Convex Hull parameter
Push space warp
Put to Library function
Q
Quad menu
Quick Access toolbar
Quick Align icon
Quicksilver Hardware Renderer
QuickTime files
compression settings
output to
R
Radial Color parameter
radiosity
radius
circles
cylinders
spheres
random particles
Range option
raster images
rasterization
Ray Bias parameter
Rays per FG Point setting
Raytrace Basic Parameters rollout
Raytrace material
creating
mapping
refractions
tweaking
Raytracer Global Parameters rollout
raytracing
reflections
shadows
RB Collection Properties rollout
reactors. See rigid body dynamics
reading animation curves
Real-Time Preview window
rigid body dynamics
soft body dynamics
rectangular Target spotlights
Red, Green, and Blue (RGB) color
Red Border state
Red Rocket model
body
details
finishing
mapping
smoothing
cameras
control panel
effects
fins
base material
decals
mapping
handlebars
details
lofting
paths
shapes
lighting
daylight system
overview
photometric
volumetric
mapping
material libraries
mental ray renderer materials
nose
output
planes for
reflections
rendering
scene files
seat
thruster
wheel wells
wheels
axles
bumps maps
creating
fine tuning materials
mapping
Multi/Sub-Object materials
placing
polygons and named selection sets
Redo icon
Redo Scene Operation function
Reduce Keys tool
reference materials
chest of drawers
da Vinci pose
soldier
References Mode tool
reflections
deflectors
mapping
mental ray renderer
raytraced
Red Rocket
rendering
shaders for. See shaders
refractions
mental ray renderer
raytraced
rendering
Relative/Absolute Transform button
Relative Repeat type
relative values
Relax Tool dialog box
Remove Modifier from stack option
removing maps
Render column
Render dialog box
Render Elements tab
Render Output File dialog box
Red Rocket
for saving scenes
Render Output section
Render Preview dialog box
Render Setup dialog box
ActiveShade feature
mental ray renderer
Options section
output size settings
Render Elements tab
Render Output section
Renderer tab
time output settings
Render UVs dialog box
Rendered Frame window
alpha channels
mental ray renderer
photometric lights
Renderer tab
rendering
bouncing ball animation
motion blur
Renderer tab
cameras. See cameras
effects
filenames in
in game development
image formats in
mental ray renderer. See mental ray renderer
to movies
in postproduction phase
previewing
process
raytraced reflections and refractions
Red Rocket
renderer assignment
safe areas
setup. See Render Setup dialog box
vector images
viewport
in workflow
Rendering menu
Reset Map/Mtl to Default Settings function
resizing
polygons
viewports
resolution
output size settings
raster images
standards
RGB (Red, Green, and Blue) color
riggers
rigid body dynamics
animating
collections
objects
properties
testing
Rigid Body Properties dialog box
rigs
rim lights
Ring option
rocket model. See Red Rocket model
roll
bouncing ball
camera
Roll Camera icon
rollouts description
room reflections
rotate handles
Rotate tool
Rotate Transform gizmo
Rotation and Collision rollout
Rotation Windup option
Rotational Joints rollout
rotations
bipeds
controllers
knife throwing
objects
run and jump sequence
run gait
S
safe areas
Safe Frame view
Sample Range parameter
Sample Slot function
Sample Slots rollout
Sample Spread parameter
samples
Material Editor
mental ray renderer
Object Motion Blur
Raytrace maps
Raytrace material
shadows
Sampling Quality rollout
Save File As dialog box
saving projects
Scale tool
Scale Keys tool
Scale Transform gizmo
Scale Values tool
scaling
keys
raster images
vector images
Scene Explorer
Scene Materials rollout
scenes
Layer Manager
merging objects into
Red Rocket
Scene Explorer
Schematic View
storyboard
scenics
Schematic View
Schematic View icon
Schematic View Name Field
screen layout
scripts
scrubbing animation
seams
Red Rocket
soldier
body
face mask
helmet
seat in Red Rocket
adding
creating
See-through mode
frozen objects
Red Rocket
soldier
segments
adding
lines
Select and Link tool
dummy objects
hierarchies
Select Bitmap Image File dialog box
Select by Material tool
Select from Scene dialog box
Select Highlighted Objects and Layers icon
Select Object tool
Select Objects dialog box
Select Parent dialog box
Select Region flyout
Select Rigid Bodies dialog box
Select tool
selecting
particles
viewport objects
viewports
Selection icons
Selection List icon
Selection rollout tools
selection sets icons
Self-Illumination parameter
Blinn shader
materials
rendering
Set caddy
Set Key Filters dialog box
Set Key Mode icon
Set Keys icon
Shader Type function
shaders
Anisotropic
Blinn
Opacity setting
Self-Illumination parameter
Specular Highlights section
Metal
Multi-Layer
Oren-Nayar-Blinn
Phong
Translucent
Shadow Integrity parameter
Shadow Map Parameters rollout
shadow maps
Shadow Parameters rollout
Shadow Quality parameter
shadows
area
creating
General Parameters rollout
Matte/Shadow material
mental ray renderer
Omni lights
raytraced
rendering
shadow maps
Shadow Parameters rollout
skylights
volumetric lights
shapes and shape objects
Red Rocket handlebars
Target spotlights
vector images
Shapes category
Shellac material
shiny objects, specular highlight for
shots, storyboard
shoulder of soldier
Show All Tangents tool
Show Background in Preview tool
Show End Result option
Show Frozen as Gray option
Show Keyable Icons tool
Show light attenuation setting
Show Map in Viewport option
Show Map Seam option
Show Safe Frame option
Show Standard Map in Viewport tool
Show Tangents tool
Shrink option
Shrink Wrap parameter
Sides parameter
Simulation Geometry rollout
Single frame range option
16-bit color display
16-bit image files
size
output settings
particles
polygons
shadow maps
viewports
volumetric lights
Skin modifier
skinning
Sky Portal tool
Skylight Parameters rollout
Skylight settings
skylights
Slate material editor
Active View rollout
Controllers rollout
Maps rollout
Material/Map Browser
Parameter Editor
Sample Slots rollout
Scene Materials rollout
toolbar
Slide Keys tool
slots
smoke
Smooth + Highlights mode
Smooth rendering level
Smooth + Highlights rendering level
Smooth vertex
smoothing Red Rocket body
Snap Frames tool
snapping icons
Snow particle system
soft body dynamics
animating
collections
Soft Selection rollout
soft shadows
Soften Diffuse Edge setting
Soften parameter
softness, shadow maps
soldier character
accessories
arms
modeling
pelting
boots
fixing up
hands
head
accessories
back of
mirroring
modeling
outlining
rounding out
legs
main body completion
mapping
body seams
bump maps
color maps
specular maps
UV unwrapping
UVs
planes for
reference materials
scene setup
torso
solvers
IK
rigid body dynamics
sound in postproduction phase
Space Warp category
space warps
creating
deflectors
Forces
gravity
Spatial Contrast setting
special effects
atmospheric
rendering
specular element
lighting
materials
rendering
Specular Highlights group
Blinn shader
flat objects
Raytrace maps
Raytrace material
Specular Level parameter
Blinn shader
materials
Metal shader
specular maps
speed
in momentum
particles
spheres, modifying
Spherical deflectors
Spherical parameter
Spin Axis Controls section
spinners
splines
components
extruding polygons along
Spotlight Parameters rollout
spotlights
attenuation
Free
HDRI images
Target
Spray particle system
Spread parameter
sprites
squash and stretch
standard lights
Free Direct
Free spotlights
Omni
skylights
Target Direct
Target spotlights
Standard Material types
status bar
Status Line
steam
stock lenses
storyboards
Strauss material
stretch and squash
Structure rollout
Sub-Object icon
sub-objects
Editable Polys
materials for
meshes
Subdivision Surface rollout
subdivisions
Subsurface Scattering (SSS) material
subtraction process
subtractive color
Sun lighting
sunlight system
Super Spray emitters
Super Spray particle systems
creating
Particle Generation rollout
SuperSampling
Raytrace maps
Raytrace material
surface shine
surfaces, pool ball
SwiftLoop tool
Red Rocket body
soldier
arms
boots
hands
leg strap
legs
torso
Sync Selection feature
Systems category
T
Tagged Image File Format (TIFF)
tangency, key
Taper modifier
tapered polygons
Targa (TGA) format
Target cameras
Target Direct lights
Target spotlights
cone settings
creating
falloff
selecting
shape
targets, knife throwing
TCB Rotation controller
teapot object
technical directors (TDs)
television properties
aspect ratio
color
frame rates
pixel aspect
resolution
templates in mental ray renderer
Templates rollout
Tension parameter
testing
biped model
rigid body dynamics
texture maps
texturing. See also materials and Material Editor
brick wall
for detail
in workflow
thigh area
associating to models
soldier
three-point lighting
3D maps
3d space
32-bit image files
throwing. See knife throwing
thruster in Red Rocket
creating
texture
thumbs, soldier
TIFF (Tagged Image File Format)
Tiling parameter
3D maps
bitmaps
checker maps
gradient maps
UVW modifier
Tiling UV setting
time and timing
bouncing ball
deflectors
output settings
particle systems
Time Configuration dialog box
keyframes
particles
purpose
Time Off parameter
Time On parameter
Time Slider
keyframes
overview
Title Safe area
toes, associating to models
toolbars
Curve Editor
Biped
Curves
Key Tangency
Navigation
main. See main toolbar tools
Slate material editor
Tools menu
Top/Bottom material
Top view
topography-dependent modifiers
torso
associating to models
biped
soldier
Track Bar
Track View-Curve Editor. See Curve Editor
tracks, object
trajectories
knife throwing
Motion panel
Trajectories option
Transform panel
Transform Type-Ins
translating parent objects
translucence
Translucent shader
transparency
alpha channel
opacity. See opacity
Raytrace maps
Raytrace material
See-Through mode
Truck Camera tool
trucks
tumbling
Twist modifier
2-Sided material
2D maps
2K Academy resolution
U
U mapping coordinates
U parameter
U Tiling parameter
under-lighting
Undo icon
Undo Scene Operation function
Undo tool
Unhide Objects dialog box
Uniformity parameter
units
Units Setup option
universal deflector
Unlink Selected tool
unlinking objects
Unwrap UVW modifier
unwrapping UVs
Use Global Settings option
Use light attenuation settings
Use Rate parameter
Use Source Color parameter
Use Total parameter
user interface (UI)
animation controls
Application menu
caddy interface
Command panel. See Command panel
Information Center
main toolbar. See main toolbar tools
Menu Bar
overview
project and file management workflow
Quad menu
Quick Access toolbar
scenes
Layer Manager
Scene Explorer
Schematic View
screen layout
status bar
Time slider and Track Bar
viewports. See viewports
Utilities panel
UVs
unwrapping
working with
UVW map modifiers
UVW Mapping Gizmo
V
V mapping coordinates
V parameter
V Tiling parameter
Variation parameter
vector images
vectors, normals
velocity in momentum
version numbers
filename
projects
vertical fins, Red Rocket
base material
decals
mapping
vertices
chamfering
Editable Polys
extruding
lines
polygon
soldier
arms
hands
head
legs
torso
welding
Video Graphics Array (VGA) resolution
Viewport Configuration dialog box
Viewport Display area
viewports
bitmaps in
changing views
layout
maximizing
modes
navigating
object selection in
objects and axes in
overview
rendering levels
Views menu
volumes for vector images
volumetric lights
creating
parameters
shadows
volumetric effect
Vortex space warp
VUE File Renderer
W
W mapping coordinates
waist, soldier
Walk button
walk gait
walking
footsteps
freeform animation
wall, texturing
warm colors
web distribution for photometric lights
weight
in animation
mental ray renderer
in momentum
squash and stretch for
Weight setting
Weld caddy
Weld tool
Weld Vertices caddy
welds for soldier
arms
head
wheel wells, Red Rocket
wheels, Red Rocket
axles
bumps maps
creating
fine tuning materials
mapping
Multi/Sub-Object materials
placing
polygons and named selection sets
White Border state
White Fill state
widescreen aspect ratio
width
aspect ratio
output size settings
Wind space warp
wine glass
Wire material
Wireframe rendering level
Wireframe view mode
wiring parameters
wobble
Wood maps
workflow
animation
Character Studio
lighting
modeling
project and file management
rendering
texturing
World Coordinate System
World Space modifiers
X
X axes
X coordinates
X Position track
X-Ray mode
X rotation parameter
XForm modifier
XYZ-axis
XYZ to UVW parameter
Y
Y axes
Y coordinates
Y Position track
Y rotation parameter
Z
Z axes
Z coordinates
Z-Depth element
Z Position curve
Z Position parameter
Z Position track
Z rotation parameter
Zoom tool
zooming
Curve Editor
lenses
viewports, 84