
Authoritative.
Strategic.

Preface.
Acknowledgments.
Part I: Attacking gmax Hard and Fast.
Chapter 1: gmax—The Possibilities.
Chapter 2: Using the In-Your-Face Interface.
Chapter 3: Making a Custom Face, er, Interface.
Chapter 4: Getting Files In and Out of gmax.
Chapter 5: Choosing Your Poison—Selecting Objects.
Chapter 6: Cloning, Grouping, and Linking Objects, and Other –ings.
Chapter 7: Moving, Rotating, and Scaling Objects—Return of the –ings.
Chapter 8: Placing gmax on Autopilot with MAXScript.
Part II: Building an Empire of Objects.
Chapter 9: Beginning with the Basic Building Blocks.
Chapter 10: Starting with Simple Splines and Shapes.
Chapter 11: Moving On with Marvelous Meshes.
Chapter 12: Performing with Perfect Patches.
Chapter 13: Continuing with Crazy Compound Objects.
Part III: Changing Object Appearance Inside and Out.
Chapter 14: Controlled Destruction with Modifiers.
Chapter 15: Skeletons Rule: Building with Bones and IK.
Chapter 16: Putting on the Ritz with the gmax Material Editor.
Part IV: Lights, Camera, Action.
Chapter 17: Creating Ambiance and Mood with Lights.
Chapter 18: If You Could See What I See—Controlling Cameras.
Chapter 19: Getting the Prop to Spin—Animation Basics.
Chapter 20: Graphing Animations with the Track View.
Chapter 21: Whoa, Betty! Constraining Motion.
Chapter 22: Creating Automatic Actions with Controllers.
Part V: Creating Mods with the gmax Game Packs.
Chapter 23: Making Worlds with Tempest for Quake III Arena.
Chapter 24: Creating Custom Content for Flight Simulator 2002.
Chapter 25: Creating Adventures with Dungeon Siege®.
Chapter 26: Creating New Scenery for Trainz.
Part VI: Appendixes.
Appendix A: Installing and Configuring gmax.
Appendix B: gmax Keyboard Shortcuts.
Appendix C: What’s on the CD-ROM.
Glossary.
Index.
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