3ds max

3DS MAX – Micro Reference Manual – Modifiers – XForm

3DS MAX – Micro Reference Manual – Modifiers – XForm

Use the XForm (short for Transform) modifier to apply transformations (Move, Rotate, Scale) to objects. The XForm has two main functions:

– To animate transformations of a sub-object selection. You can also animate the position of the modifier’s center.
– To transform an object at any point in the stack.

With this modifier you can:

– model a geometry
– animate control points

GENERAL

1. Create an object
2. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> XForm
3. RIGHT COLUMN> Modify> XForm> Gizmo or Center

ERASE THE MODIFIER

RIGHT COLUMN> Modify> LMB over the modifier (blu highlight)> RMB over the modifier> Delete

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3DS MAX – Micro Reference Manual – Modifiers – Spherify

3DS MAX – Micro Reference Manual – Modifiers – Spherify

The Spherify modifier distorts an object into a spherical shape.

With this modifier you can:

– model a geometry
– animate control points

GENERAL

1. Create an object
2. Select the object, RIGHT COLUMN> Modify> Modifier List> OBJECT-SPACE MODIFIERS> Spherify
3. RIGHT COLUMN> Modify> Spherify> setup parameters

ERASE THE MODIFIER

RIGHT COLUMN> Modify> LMB over the modifier (blu highlight)> RMB over the modifier> Delete

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3DS MAX – Micro Reference Manual – Containers

3DS MAX – Micro Reference Manual – Containers

GENERAL

What is a Container?
The Container is the evolution of 3DS Max Group Tool. If you use AUTOCAD you can think about BLOCKS.

How can I create a Container?
– Select one or more object> Main Top Menu> Tools> Containers> Create a Container from Selection

– RIGHT COLUMN> Create> Helpers> Containers

MANAGE CONTAINERS

MAIN TOP MENU> Tools> Open Container Explorer

REMOVE / ADD OBJECT

– MAIN TOP MENU> Tools> Open Container Explorer> 2nd Row of small icons>

– In the viewport select the Container icon, RIGHT COLUMN> Modify> Container> Local Content> ‘Add’ or ‘Remove’

MODIFY

1. In the viewport select the Container icon
2. RIGHT COLUMN> Modify> Container, edit properties

SAVE CONTAINER AND CLOSE IT

The objects inside a closed Container can’t be edited.

1. In the viewport select the Container icon
2. RIGHT COLUMN> Modify> Container> Local Content> ‘Save’>
3. RIGHT COLUMN> Modify> Container> Manage Container> ‘Close’>

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3DS MAX – Micro Reference Manual – Materials – Basics

3DS MAX – Micro Reference Manual – Materials – Basics

GET MATERIAL

Material Editor> ‘Get Material’ (small icon)> select a material from library

Material Editor> ‘Pick material from Object’ (small eyedropper icon)> pick from viewport

ASSIGN MATERIAL

1. MAIN TOOLBAR> Material Editor
2. LMB to select a slot
3. LMB+DRAG the slot over the object in the viewport
OR
select an object in the viewport> Material editor> ‘Assign Material to Selection’ (small button)

ASSIGN MAPS

1. Material Editor> select a slot> Maps> Diffuse Color> ‘None’> Bitmap> select bitmap file
2. Material Editor> ‘Go to parent’ (small button)> to go on top level

COPY MATERIAL

Material Editor> RMB over a slot> check ‘Drag/Copy’> DRAG a slot over another slot to copy

REMOVE MATERIAL

Material Editor> select a slot> ‘Reset Map’ (small button)

SINGLE MATERIAL MANAGEMENT

Material Editor> ‘Material/Map Navigator’ (small button)>

MULTIPLE MATERIAL MANAGEMENT

Material Editor> ‘Get Material’ (small button)>

FINE TUNING MATERIAL

Material Editor> Modes (top menu)> Slate Material Editor

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3DS MAX – Micro Reference Manual – MassFX – Constraints

3DS MAX – Micro Reference Manual – MassFX – Constraints

A Constraint helper object can either link two rigid bodies together or anchor a single rigid body to a fixed position in global space.
The constraint constitutes a hierarchical relationship:
– the parent object can be dynamic, kinematic, or nothing (to anchor to global space)
– the child object must be a dynamic rigid body

GENERAL

1. Create a Box (BOX1) over the Ground Plane
2. Create a new Box near the first one (BOX2) over the Ground Plane
3. RMB an empty area on the main toolbar> MassFX Toolbar
4. Select BOX1, MassFX Toolbar> Set as Dynamic Rigid Body
5. Select BOX2, MassFX Toolbar> Set as Dynamic Rigid Body
6. Select BOX2, MassFX Toolbar> Create Hinge Constrain
7. Select in the viewport Hinge Constrain> RIGHT COLUMN> Modify> Connection Parent: BOX1 / Child: BOX2
8. MassFX Toolbar> Tools> Simulation> Simulation Baking> ‘Bake All’

EDIT CONSTRAINT

1. Select in the viewport the constraint and Rotate/Move
2. Select in the viewport the constraint> Modify> setupa the parameters

CONSTRAINT LIST

– Rigid
– Hinge (doors, windows)
– Twist
– Universal
– Ball & Socket

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