File 
Setting Final Gathering Visibility Options 
Setting General RenderMap Options (All Map Types) 
Setting Hardware Rendering Options 
Setting Image Clip Video Texture/De-interlacing Options 
Setting Joint Limits 
Setting Keys Automatically 
Setting Light Properties 
Setting Limits on the Rigid Body’s Velocity and Acceleration 
Setting mental ray Render Options 
Setting Motion Blur Rendering Options 
Setting Neutral Poses 
Setting Object Visibility Properties 
Setting Objects on Paths 
Setting Objects on Trajectories 
Setting Offset Keys with an Offset Effect 
Setting Operator Output Options 
Setting Options for Snapping to Targets 
Setting Output Format and Resolution 
Setting Output Format Preferences 
Setting Partition Properties 
Setting Pass .MI Archive Options 
Setting Pass Field Rendering Options 
Setting Pass Frames 
Setting Pass Output Paths and File Names 
Setting Photon Casting, Receiving and Visibility 
Setting Photon Rendering Options 
Setting Plug-in Properties 
Setting Polygons/Polygon Clusters Visibility Options 
Setting Restrictions on Movement 
Setting Scene Layer Properties 
Setting Secondary Ray Options 
Setting Shadow Options 
Setting Texture Layer Properties 
Setting the Accuracy of Rigid Body Simulations 
Setting the Character’s Home (Default) Pose 
Setting the Collision’s Physical Behavior 
Setting the Environment Variables 
Setting the Final Gathering Falloff 
Setting the Final Gathering Trace Depth 
Setting the Frame Padding 
Setting the Hair’s Transparency 
Setting the Language for the User Interface 
Setting the Number of Hairs Rendered 
Setting the Obstacle’s General Properties 
Setting the Output Directory 
Setting the Pane Contents 
Setting the Particle Transparency 
Setting the Pass Camera 
Setting the Pass Name 
Setting the Pass Output Resolution 
Setting the Pass Renderer 
Setting the Playback Frame Rate and Format 
Setting the Render Hair Resolution (Segments) 
Setting the Render Hair Thickness 
Setting the Rigid Body’s Elasticity and Friction 
Setting the Rigid Body’s Inertial Properties 
Setting the Scene’s Frame Format and Rate 
Setting the Soft Body Deformation Behavior 
Setting the Subdivision Limits (LDA and Fine Approximation) 
Setting Thumbnails 
Setting Up a Basic Skeleton 
Setting Up a Fragment (Pixel) Shader 
Setting Up a Vertex Shader 
Setting Up an HLSL Pixel Shader 
Setting up an HLSL Vertex Shader 
Setting Up Characters within a Model Structure 
Setting Up Cloth Collisions 
Setting Up For Distributed Rendering 
Setting Up for Rendering Hair 
Setting Up Forces for Cloth 
Setting Up Forces for Each Particle Type 
Setting Up Forces for Hair 
Setting Up Forces for Specific Simulations 
Setting Up Hair Collisions 
Setting Up Obstacles 
Setting Up Particle Collisions 
Setting Up Render Passes 
Setting Up Soft Body Collisions 
Setting Up the Biped or Biped Dog Leg Guides 
Setting Up the Developer Environment