Autodesk 3ds Max 2016: Learn how to animate your characters

  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course
  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course
  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course
  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course
  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course
  • Autodesk 3ds Max 2016: Learn how to animate your characters, Singapore SKillsFuture elarning online course

Course Description

CADLearning for Autodesk 3ds Max 2016 teaches the use of 3ds Max 2016, a premier 3D modelling, animation, and rendering software. 3ds Max is so versatile, it allows professionals in the fields of entertainment, design, and engineering to create custom 3D content. Users can complete projects from start to finish, as 3ds Max contains tools for every phase of a project, from pre-production planning, to modelling and animation, to compositing and final rendering.

Master design and architecture with the help of Autodesk.

- Discover the different types of Autodesk applications
- Learn about the functions in each application and how to apply them
​- Sift out the different product to find which one suits your project
- Navigate the tools and features like a professional at the end of this course

This course is SkillsFuture Credit Eligible.

Course Objectives

1. Able to Optimize and Navigate the Interface
2. Knows how to Configure 3ds Max Settings for Final Output
3. Understand about Modelling 2D and 3D Objects
4. Knows about Applying Materials to Objects to Mimic Their Real-World Counterparts
5. Able to Create Lights and Configuring Lighting Options
6. Knows how to Render Still Images and Animations
7. Capable of Creating and Configuring Cameras
8. Understand about Animation
9. Knows about Creating Particle Effects
10. Able to Use Dynamics for Force and Constraint Simulation
11. Discovering IK Rigging for Animation
12. Knows about Applying MAXScript
13. Completing Post-Production
14. Understands Interoperability Procedures
15. Able to Configure Final Output for a Variety of Formats
16. Understand Performing Lighting Analysis

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Course Resources

Exercise File Download - Assessment

Getting Started

Preview Available


Learning Objectives

Examine the major steps involved in 3D animation production

Working with Standards

Setting up the project units

Launching 3ds Max

Launching 3ds Max and working with the Welcome screen

Customizing Mouse Interaction

Configure zoom controls to zoom about the mouse pointer

Working with Startup Templates

Discover how startup templates can make working with 3ds Max more flexible

Configuring 3ds Max

Why a consistent interface can be important in production

Configuring the Default UI and Presets

Understanding why you need to configure the 3ds Max and Design user interface and defaults

Synchronizing the User Interface and Default Presets

Synchronize the interface and default presets for 3ds Max and 3ds Max Design

Setting Display Units to Architectural

Configuring 3ds Max and 3ds Max Design for consistency so that the working display units are the same

Assigning a Project Folder

Set a project directory to work from

Configuring and Saving Viewport Layouts

Learn how to set up a new viewport layout and save it to the Layout Toolbar

Creating a Prototype File

Create a default startup file

Saving a New Template File

Create a default startup file

Maximizing the Workspace

Minimizing the command panel to a flyout

Navigating Menu Drop-Downs

Navigate and use tear-off menus to customize your tool display

Working with Toolbars

Learn how to place the ribbon and arrange multiple toolbars

Managing the Ribbon

Learn how to place the ribbon and arrange multiple toolbars

Managing Workspaces

Configure and manage workspaces for maximum flexibility

Understanding Object Interaction

Learn how to select and transform objects using varied coordinate systems

Navigating the Scene Using the ViewCube

Learn how to navigate a 3D scene using the ViewCube

Saving 3ds Max Files

Open and save files incrementally

Using Undo and Redo

Use Undo and Redo to step backward and forward through editing a scene

Accessing the Help System

Using the 3ds Max help system

Accessing the Autodesk Online Portals

Access your Autodesk 360 account

Pre-Production and Planning


Pre-Planning the Production

Preproduction and pre-planning phase of an animation

Developing a Sketch-Style Storyboard

Storyboards can be simple or sophisticated

Examining a Sample Storyboard

Examine the use of a sample storyboard

Planning Scene Level of Detail

Plan a balance between quality and efficiency

Understanding Level of Detail

Understand the importance of efficient modeling

Planning File Output

Plan ahead for best output file types

Outputting for Print and Web

Planning web and print projects

Reviewing Still Image Types

View common print and web file types

Examining Animation Output

Examine animation resolutions and CoDecs

Reviewing Animation Output Types

View common animation file types

Understanding Layers

Understanding how to use layers for scene organization

Working with Layers

Setting up layers for scene organization

Previsualizing a Scene

Planning a shot using animation previsualization

Configuring in Viewport Previsualization with Nitrous

Using the Nitrous viewport settings to previsualize an animation



Modeling in 3ds Max

Modeling is used to create 2D and 3D objects for animation and rendering

Understanding Shapes

Modeling with 2D shapes for efficiency and flexibility

Working with Spline Shapes

Review the Spline shapes available for modeling

Working with Extended Splines

Work with Extended Splines to create structural elements

Creating New Shapes

Work with Extended Splines to create structural elements

Adjusting Curve Quality and Render Parameters

Trim splines and weld vertices to clean intersection

Cloning Shapes

Clone shapes to make new copies of the original shape

Creating Outline Shapes

Work with sub-object editing to outline a shape

Attaching Shapes

Attach shapes into a shape with multiple splines

Editing Closed 2D Shapes

Edit closed 2D shapes

Trimming and Welding Splines

Trim splines and weld vertices to clean intersection

Filleting a Vertex

Create fillets on vertices for adding curvature

Understanding Mesh and Poly Objects

Find out about 3D geometry types

Discovering the Editable Poly Object Type

Discover the 3D editable poly object type

Converting Object Types

Convert a 3D primitive to editable poly to access sub-object level

Aligning Objects

Align objects using the Align tools

Using Select and Place to Locate Objects

Place objects around a scene using the Select and Place tool

Utilizing the Snap Tools

Use the Snap tool to quickly position objects

Learning to Use the Graphite Modeling Tools

Discover the basic functions of the Graphite Modeling Tools

Using the Generate Topology Tool

Discover the function of the Generate Topology tool and its options.

Editing Using Polygon Symmetry Tools

Use the Symmetry tools as you work to keep a model symmetric.

Understanding Subdivision Surfaces

Use the Symmetry tools as you work to keep a model symmetric.

Modeling using Open Subdivision Surfaces

Use the Symmetry tools as you work to keep a model symmetric.

Reducing Polygons using ProOptimizer

Reduce the polygon count of an object using the ProOptimize polygon reduction modifier

Working with the Paint Deform Tool

Deform the position of polygons with paint selection

Using the Conform Paint Tool

Conform geometry to create a terrain model

Understanding 2D and 3D Objects

Edit 3D objects with 2D shapes

Exploring More Editable Poly

Introduction to additional editable poly capabilities

Working with Caddies

Discover the Caddies user interface tools

Modeling Windows

Use Graphite Modeling Tools to create efficient windows

Modeling Window Frames

Create window frames and sashes at sub-object polygon level

Modeling Window Panes

Bevel the window frame to form window panes

Introducing Compound Objects

Compound objects using shapes and geometry

Working with ProBoolean

Create complex objects using ProBoolean and standard primitives

Using Shape Merge

Cut road edges into landscape with Shapemerge

Aligning the Road

Align the polygons and change material ID

Merging Objects

Merge objects into a scene from other 3ds Max scenes

Examining Modifiers and the Modifier Stack

Examine the use of 3ds Max modifiers

Learning About Object Space Modifiers

Investigate modifiers that act on objects directly

Adding a Bevel Profile Modifier

Create a roof with Bevel Profile modifier

Editing 2D Shapes

Modify roof by editing 2D shape

Stacking Modifiers

Build a lightpole with modifiers

Editing Modifiers

Reorder modifiers in the stack view to affect the final object

Chamfering Polygon Edges using the Chamfer Modifier

Add a Chamfer modifier to edit the corners of a model

Understanding World-Space Modifiers

Some modifiers act on the space an object exists in

Applying the Map Scalar Modifier

Apply a modifier that affects the space of an object

Working with the Chamfer Modifier

Use the Quad Chamfer modifier to model a mechanical model

Understanding Object Painting

Learn how Object Painting can simplify scene creation

Painting a Scene

Use Object Paint to add additional objects to a scene

Discovering AEC Objects

Learn about the AEC objects available for creating buildings

Building with AEC Walls

Build a simple building using AEC Wall objects

Adding a Door

Installing a door object into the AEC wall

Installing Windows

Add windows to finish the front of the building

Working with Containers

Add a container to a scene and set its properties

Inheriting Container Contents

Use the container object to inherit the properties and models of an external container file

Importing a Point Cloud

Review the Best Practices procedures covered in this chapter.

Modeling - Best Practices

Review the Best Practices procedures covered in this chapter.



Introducing Materials

Materials define the surface of objects

Understanding the 3ds Max Material Editors

Discover the Slate Material editor

Creating Schematic Materials

Using the Slate Material editor

Working with the Standard Material

Use the Standard material to create a new material

Discovering the Arch and Design Material

Using the Arch and Design material

Adjusting Shaders

Adjust the diffuse color of a paint material

Editing Reflectivity

Create a semi-gloss paint material

Assigning a Material

Assign material to objects

Using Map Patterns

Create concrete with a map pattern

Simulating Geometry

Introducing the concept of bump mapping to simulate geometry

Incorporating Displacement Mapping

Creating complex surfaces using displacement mapping

Setting Transparency

Use an Arch and Design template to make glass material

Calculating Map Sizes

Calculate pattern sizes

Creating a Tile Map

Create a terracotta tile material

Determining Map Coverage

Calculate the real area covered by a map

Adding a UVW Map Modifier

Projecting patterns with UVW Map modifier

Working with Unwrap UVW

Using the Unwrap UVW modifier to layout the UV for a model

Working with Multiple Materials

Applying more than one material on a single object

Discovering the Multi/Sub-Object Material

Multi/sub-object materials contain sub-materials

Setting Material IDs

Set material ID numbers of all polygons

Editing Material IDs

Define new polygons with new Material ID number

Assigning a Multi/Sub-Object Material

Create a multi/sub-object material to apply to a poly object

Understanding Blend Materials and Masks

Use maps as masks for multiple materials

Using a Blend Material

Create a material containing two materials

Masking with Materials

Add a mask to reveal one or the other of the blend sub-materials

Understanding Substance Textures

Use Substance textures in high quality complete materials

Working with Substance Textures

Create a material using the Substance maps

Baking Textures - Render to Texture

Working with render to texture

Painting a Texture with Viewport Canvas

Use Viewport Canvas to paint a new texture map

Working with Vector Graphics

Use a vector graphic PDF document as a multi-resolution texture

Discovering Material Libraries

Discover the concept of material libraries

Understanding the Autodesk Materials Library

Discover the Autodesk Materials Library

Using an Autodesk Library Material

Using Autodesk Materials to simplify material creation

Creating a New Library

Add materials to a library for flexible access from other files



Differentiating Standard Lights versus Photometric Lights

Compare light attenuation and decay versus photometric parameters

Understanding Direct and Indirect Light

Compare light attenuation and decay versus photometric parameters

Discovering Daylight

Using the Daylight system for simulating sunlight and skylight

Placing a Daylight System

Add direct sunlight and atmospheric light to a scene

Adjusting Location

Change position of the sun

Adjusting the Physical Sky

Generate a special background map for daylight

Understanding Photometric Lights

Discover the connection between photometric lights and scene scale

Enabling Streetlights in a Scene

Work with photometric lights as street lights

Changing Photometric Light Presets

Changing photometric light presets

Understanding Indirect Light

Simulate bounced light to fill shadows and increase realism

Calculating Indirect Illumination

Understand how final gathering is used to calculate indirect illumination

Working with Final Gather

Calculating sunlight bouncing in an interior scene

Setting Final Gather Bounces

Increasing final gathering bounces in order to increase visual accuracy

Working with Sky Portals

Use sky portals in order to increase the efficiency of interior daylight rendering

Discovering Photon Mapping

Generate bounced light by shooting photons

Configuring Interior Night Lighting

Use photometric lights to light an interior room

Using Photometric IES Web Files

Adding a custom IES photometric web to simulate a light fixture

Enabling Photon Mapping

Use Global Illumination to simulate bounced light to increase the level of realism

Creating Object Lights

Create illuminated objects using self-illuminated materials to simulate complex light shapes

Understanding Image-Based Lighting

Learn how image-based lighting can enhance the final rendered image

Creating a Simple Image-Based Lighting Setup

Set up a simple Image-Based Lighting exterior scene

Rendering Image-Based Lighting with Mental Ray

Configure Mental Ray to optimize environment lighting for image-based lighting

Rendering Image-Based Lighting with Iray

Configure Mental Ray to optimize environment lighting for image-based lighting



Introducing Rendering

Rendering files to be viewed by others

Discovering the Render Setup Dialog

Rendering files to be viewed by others

Rendering Still Images

Set up rendering for still images

Understanding Still Image Resolution

Optimizing images for efficiency

Setting Still Image Resolution

Prepare to render a still image

Setting Render Presets

Saving and Loading render presets

Understanding Still Image File Types

Understand more about still image file types

Choosing Still Image File Types

Choose a file type for web or print

Rendering Animations

Discover more about rendering for animations

Understanding Image Resolution for Animations

Optimizing images for efficiency

Setting Animation Resolution

Prepare to render an image sequence

Understanding Animation File Types

Choose a file type for animations

Creating a Preview Animation

Render an animation directly from the viewport

Rendering Sequential Images

Configure 3ds Max to render a sequence of stills for animations

Using the RAM Player

Use RAM Player to save still images as animations

Saving with Animation Codecs

Saving animation files using animation file CoDecs

Discovering Iray

Understanding Iray for Rendering

Visualizing Realistic Lighting with Iray

Simulate accurate scene lighting using the Iray renderer

Adding an Iray Section for Rendering Cutaway Views

Rendering files to be viewed by others

Rendering with the Quicksilver Hardware Renderer

Speed up the preview rendering process by using the Quicksilver hardware renderer

Editing a Scene Using Iray in ActiveShade

Update materials and composition using Iray and ActiveShade

Rendering a Scene Using the A360 Cloud Rendering

Update materials and composition using iRay and ActiveShade



Understanding the Camera

Placing cameras can make or break an image

Discovering Traditional Camera Shots

Understand traditional film camera shots

Identifying Effective Camera Distance

Move the viewer in the scene with camera distance or focal length

Changing Viewer Distance

Discover close-up, medium and distance shots

Discovering Depth of Field

Learn how depth of field can enhance the focus in a scene

Adding Depth of Field to Control Focus

Configure depth of field do add a dramatic focus

Understanding Camera Angles

Understand standard camera shots and their effect on viewers

Adjusting Camera Angles

Discover low, level and high camera angles

Discovering Composition Essentials

Control how the viewer perceives the scene

Understanding the Rule of Thirds

Understand the rule of thirds for visual composition

Implementing the Rule of Thirds

Move the camera to control rule of thirds placement

Discovering Diagonals

Use diagonals to make scenes dynamic

Establishing Diagonals

Adjust the camera to change the emotion of the scene

Using Camera Clipping Planes

Adjust clipping planes in order to render a section of the scene

Adding a Camera Correction Modifier

Add a Camera Correction modifier to the camera in order to render perspective corrected images

Establishing Perspective Match for Compositing

Work with Perspective Matching to set a camera point of view for compositing

Using 2D Pan and Zoom

Use the 2D Pan and Zoom feature to work in a perspective matched viewport

Working with the Physical Camera

Render a scene using the 3ds Max Physical Camera

Creating a Camera Sequence

Cut between multiple cameras using the Camera Sequencer



Understanding Animation Concepts

Use animation to enhance the story, not just because it is there

Identifying Controllers and Controller Types

Learn the uses of animation controllers

Discovering Object Animation

Object animation is efficient

Exploring Keyframe Animation

Keyframe animation is for simple animation

Keyframing a Moving Object

Set and adjust position keys

Editing Keyframes Using the Dope Sheet

Edit the timing of keyframes using the Dope Sheet interface

Understanding Path Animation

Use a 2D shape to define the animation of an object

Animating on a Path

Animate the pivot of an object along a 2D shape

Understanding Velocity Control

Apply and adjust an ease curve

Applying an Ease Curve

Use Curve editor to apply ease curves for control

Discovering Camera Animation Basics

Understand what to do and what to avoid when animating cameras

Separating Camera Position and Rotation Control

Discover the concept of camera control

Animating a Dummy on a Path

Refresh path animation process

Linking a Hierarchy

Establish parent-child link using the Select and Link tool

Retiming an Animation

Retime an animation using the Retimer tool

Simulating a Population

Use Population to simulate people in an environment

Modifying a Population Simulation

Edit the parameters of a population to enhance the simulation

Effects and Dynamics


Understanding Particle Effects

Understand the concepts of the particle flow particle system

Creating a Particle Flow

Create a simple particle flow system

Creating a Particle Flow Fountain

Use Particle Flow to create a simple particle fountain

Creating the Fountain Pillar Particle Flow

Add forces to create a more realistic water effect

Incorporating Collisions into the Fountain

Incorporate collisions to add water bouncing off fountain objects

Discovering 3ds Max Dynamics

Examine the dynamics capabilities within 3ds Max

Simulating Rigid Bodies

Setup a rigid body dynamic simulation - MassFX

Simulating with Forces and Constraints

Add forces and constraints to create realistic motion using MassFX

Creating a Tearable Curtain

Create a draped table cloth using the cloth modifier and MassFX

Using Render Effects

Add and render a film grain render effect

Activating Mental Ray Camera Glare

incorporate mental ray glare into a scene rendering

Adding a Volume Fire Effect

Render a fire effect using the scan-line renderer

Generating Grass with Hair and Fur

Render a fire effect using the scan-line renderer

Working with Space Warps

Render a fire effect using the scan-line renderer

IK and Rigging


Discovering IK

Discover how IK can be used within 3DS MAX

Rigging a Mechanical Assembly

Create a simple backhoe rig

Introducing the Character Animation Toolkit

Learn how you can create character rigs using CAT

Creating a CAT Rig

Create a simple character rig using the CAT rigging system

Understanding Biped

Understand how Biped can help in creating efficient character animation

Animating a Biped Walking Up Stairs

Use footsteps to animate a Biped skeleton walking up a flight of stairs

Working with the Skin Modifier

Add a skin modifier to create flexible geometry

Using Weight Tables with Biped and Skin

Use weight tables to adjust the influence of bones on a skinned character

Using Dual Quaternion Skin Weighting

Working with Dual Quaternion weighting on a skinned character

Buying a Character from the Autodesk Animation Store

Use the Autodesk Animation Store to purchase a character rig for animation



Understanding Maxscript

Overview of scripting within 3DS MAX

Creating Scripted Objects

Create a sphere then edit the script to create a new sphere

Adding a Macroscript to a Button

Create a sphere then edit the script to create a new sphere



Introducing Post-Production

Introduction to assembling scenes into cohesive presentation

Discovering the Concept of Short Scenes

Post-production using short scenes

Discovering Video Post

Access the Video Post module for assembling rendered sequences

Using the Video Post Queue

Queue scenes in Video Post to create an edited sequence of shots

Indicating Change of Time or Place

Understand the concept of cross fade editing

Adding a Cross Fade Transition

Create a transition by blending or cross-fading one sequence into another

Using Image Layers

Using image layers for collaborative workflow

Understanding Scenes Layering

Increase productivity with layers

Rendering with Passes

Add flexibility using render passes

Working with State Sets

Learn to work with State Sets in 3ds Max

Creating a State Set Composite

Create a composite using State Sets

Discovering Autodesk Composite

Introduction to Autodesk Composite

Compositing Multiple Layers

Building a simple composite in Autodesk Composite

Remapping Color Output

Use Composite to remap the output color of a sequence.

Program Interoperability


Understanding Program Interoperability

Learn how you can use geometry from Autodesk products for rendering and animation

Linking Versus Importing

Understanding the difference between linking a model and importing a model

Linking to an AutoCAD Model

Use the Link AutoCAD tool to create a live link to an external AutoCAD file

Applying Materials to an AutoCAD Model

Apply materials to a simple AutoCAD model

Rendering a Linked AutoCAD Model

Render a linked AutoCAD model using Iray

Linking a Revit Model

Setup a link and preset in order to render an AutoCAD model

Rendering a Linked Revit Model

Add daylight and Render a linked Revit model using Iray

Importing an Inventor Assembly

Import an Autodesk Inventor model for use in a 3D scene

Importing a Sketchup Model

Import a Sketchup model for use in a 3D scene

Incorporating Alembic Cache Files

Incorporate an Alembic file to provide for data exchange

Introducing Civil View

Discover Civil View and importing Civil 3D data

Initializing Civil View

Staring Civil View for the first time

Importing a Civil 3D Model

Importing a Civil View model from a VSP3D file

Understanding the Civil View Explorer

Take time to examine the Civil View explorer

Placing Road Marking Objects

Add road marking objects using the road marking object style

Adding Signs and Vehicles to the Layout

Add a sign and vehicles using the Object Placement Style Editor

Rendering the Civil View Scene

Render the scene using Mental Ray

Importing an FBX File

Import an FBX file into 3ds Max for use in a scene

Exporting an FBX File

Export an FBX file for use in other programs

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