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 Bodys 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 Characters Home (Default) Pose
Setting the Collisions Physical Behavior
Setting the Environment Variables
Setting the Final Gathering Falloff
Setting the Final Gathering Trace Depth
Setting the Frame Padding
Setting the Hairs Transparency
Setting the Language for the User Interface
Setting the Number of Hairs Rendered
Setting the Obstacles 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 Bodys Elasticity and Friction
Setting the Rigid Bodys Inertial Properties
Setting the Scenes 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