8

Index 1135
foliage 1–209
railing 1–212
wall 1–218
affect region 1–538
soft selection rollout (EMesh) 1–945
soft selection rollout (NURBS) 1–1148
affine transformation (glossary) 3–1000
after tr ajectory 2–799
age test 2–207
AI import dialog 3–525
airborne option 2–841, 2–847, 2–849
airborne periods 2–736, 3–1000
aliasing/antialiasing
alias against background 3–863
and supersampling 2–1302
fast adaptive 2–1374
filters 1–547, 3–37
glossary 3–1001
multiresolution adaptive 2–1375
align 1–447
align geometr y dialog (edit poly) 1–670
and pivot point 2–470
camera 1–453
dialog 1–447
editable mesh objects 1–989
editable mesh vertices 1–992
flyout 1–446
grid to view 2–34
keys ( Track View) 2–533
normals 1–450 to 1–451, 2–10
objects 2–8
selected left 3–324
selected right 3–324
to view (dialog) 1–454
to view (toolbar) 1–453
all bipeds 2–799
all links 2–1001
allow non-vertical jambs 1–205
alpha channel 3–268, 3–1001
alpha compositor 3–355, 3–363
alpha map (baking) 3–144
alternate 2– 844, 2–847, 2–849
altitude (sunlight and daylight systems) 1–397
ambient
and diffuse map lock 2–1315
and raytrace materials 2–1355
color (glossary) 3–1002
light 2–1130, 2–1133 to 2–1134, 3–1002
lighting (rendered environment) 3–268
mapping 2–1339
ambient occlusion map 3–145
analysis of lighting 3–75
analyze errors 2–869
analyze panel 2–869
analyzing
Shockwave 3D files 3–634
W3D fi les 3–634
anatomy of biped 2–704
anchor (VRML97 helpers) 3–646
anchor p atches 1–950
anchors 2–8 16
angle 1–281, 2–922
transition editor 2–902
angle of incidence 2–1130, 2–1133
angle separ ation 3–863
angle snap 2–36
animatable IK attachments to 3ds Max objects 2–766
animated
bitmap 2–1294
material previews 2–1294
reference objects (particle flow) 2174
texture 3–1002
animating
a biped w ith footsteps 2–714
a tablecloth (FFD(cylinder) space warp) 2–91
attachment 2–415
cameras 2–1225
lens effects properties 3–365
lights 2–1136
links 2–411
materials 2–1293
NURBS mo dels 1–1101
parameters 2–117
scene 1–8
shift+rotate 1–467
shift+scale 1–467
sub-object geometry 1–988
transforms 1–414
vertices 2–330
with applied IK 2–464
with IK solvers 2–427, 2–442, 2–454
with interactive IK 2–462
animating a quadruped 2–765
animation
and par ticle system time f rames 2–119
auto key mode 2–274
combining animations 2–878
concepts 2–271 to 2–272
constraints 2–375
controllers 2–302, 3–1003
dynamics & adaptation rollout 2–833
expanding tracks 2–743
glossary 3–1003
importing and exporting 2–775
importing from another scene 3–471
insert animation 2–685