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The objectives and prerequisites for the Autodesk Certified User (ACU) exam for 3ds Max software. The exam covers scene management, modeling, UVW coordinates, materials/shading, rigging, cameras, and animation. Candidates are expected to have basic computer skills and a good understanding of the user interface and 3D perspectives. The exam objectives include setting up a project, managing scene objects, creating polygon primitives, editing polygon surfaces, configuring UVW projections, working with materials, utilizing rigging tools, working with cameras, and demonstrating animation skills.
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The Autodesk Certified User (ACU) 3ds Max exam demonstrates competency in 3D modeling and animation. The exam covers the basic use of the 3ds Max software as well as basic computer modeling and animation practices. An individual earning this certification has approximately 150 hours of instruction and hands-on experience with the product, has proven competency at an industry entry-level, and is ready to enter into the job market.
A successful candidate can create and set a project, navigate the user interface, and create polygon-based models. The successful candidate can also unwrap a model, rig the model with bones, and animate the model. The successful candidate can create materials and apply them, add cameras, and light and render their scenes. He/she has a good knowledge of proper topology and should be able to troubleshoot their models, rigs, and animations. Furthermore, the minimally qualified candidate can function at a junior level under the supervision of a more experienced person.
It is expected that all candidates will have a general understanding of:
Some of the topics and features of the software that may be covered in the exam are listed below each objective.
1.1.a Use the Project Window i. May include defining a project and setting paths and folders. 1.1.b Create a new project 1.1.c Set the project
1.2.a Change the grid spacing 1.2.b Set the scene units 1.2.c Set the scene frame rate
1.3.a Organize objects i. May include selecting, grouping, and parenting. ii. May include using the Layer Explorer to Show/Hide Layers, Freeze/Thaw Layers, and Add/Delete objects from layers. 1.3.b Navigate and rearrange hierarchies i. May include the Scene Explorer.
1.4.a Locate the value of an animated property 1.4.b Change multiple objects’ properties i. May include being able to differentiate between Instance, Copy, and Reference.
1.5.a Use the Transform tools for precision transformation 1.5.b Transform multiple objects using the Align tool 1.5.c Create multiple objects using the Array tool 1.5.d Duplicate objects using the Mirror tool
1.6.a Change viewport shading 1.6.b Change viewport lighting 1.6.c Determine poly count
2.1.a Toggle interactive creation 2.1.b Manipulate the parametric attributes
2.2.a Identify polygon sub-objects 2.2.b Add polygon sub-objects i. May include Insert Loop, Offset Edge, Chamfer, Cap, and Attach/Detach. 2.2.c Manipulate polygon sub-objects i. May include moving and rotating. ii. May include specifying a Reference Coordinate System and switching between various object and sub-object modes.
5.1.a Create bones 5.1.b Edit bones i. May include bone parameters. 5.1.c Implement Inverse Kinematics (IK) on bones i. May include IK Solvers.
5.2.a Edit envelopes
5.3.a Identify the constraints i. May include Link, Position, and Orientation. 5.3.b Apply a constraint i. May include selection order for creation, weights, etc. 5.3.c View hierarchy in the Schematic View i. May include identifying object connections.
6.1.a Differentiate camera types i. May include Free Camera, Target Camera, Physical Camera, and Arnold Camera. ii. May include identifying when to use each camera type and knowing the difference between perspective versus orthographic cameras. 6.1.b Create a camera i. May include activating a camera view. 6.1.c Use the Camera Viewport controls to adjust the camera view i. May include Dolly, Truck, Roll, and Orbit/Pan. 6.1.d Use the Walkthrough Assistant
6.2.a Define the functions of near and far clip planes 6.2.b Adjust lens/focal length/field of view
6.3.a Demonstrate the use of title safe, action safe, and user safe areas
7.1.a Set keyframes using Auto Key and Set Key i. May include setting a keyframe, moving/manipulating a keyframe, removing a keyframe, and locating the value of a keyframe in the Time Slider. 7.1.b Change the Time Slider range 7.1.c Create a Preview Animation 7.1.d Adjust Time Configuration Settings i. May include Frame Rate, Playback, Time Display, and Re-scale Time.
7.2.a Create a spline/curve 7.2.b Animate an object on the path 7.2.c Demonstrate how to control object axis and banking on the path 7.2.d Manipulate an object along the path i. May include changing the spline/curve.
7.3.a Differentiate different tangent types i. May include Auto Tangents, Spline, Fast, Slow, Linear, Flat, Step, and Smooth. 7.3.b Break and unify tangents 7.3.c Lock and show tangents 7.3.d Switch between spline and stepped tangents
8.1.a Differentiate light types i. May include Target spot, Free Spot, Target Direct, Free Direct, Omni, and Skylight. 8.1.b Create a light i. Create a spot and then change it to an Omni. 8.1.c Adjust light type-specific parameters 8.1.d Change common light parameters i. May include color and multiplier. 8.1.e Prevent an object from receiving light i. May include using the Light Include/Exclude tool.
8.2.a Differentiate shadow types i. May include Shadow Map and Ray-Traced. 8.2.b Adjust type-specific shadow parameters i. May include color and density.
i. May include QuickSilver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File Renderer, and Arnold.
9.2.a Change common parameters i. May include View to Render, Output Size settings, and Frame Range. 9.2.b Change renderer specific parameters i. May include adjusting basic Arnold settings (Sampling and Ray Depth).