3dsmaxref Vol1
3dsmaxref Vol1
Volume I
AUTODESK
®
3DS MAX
®
9
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toc
Contents
Edit Mesh Modifier ................................................. 634 Poly Select Modifier ................................................ 762
Edit Normals Modifier ............................................ 634 Preserve Modifier .................................................... 766
Edit Patch Modifier ................................................. 638 Projection Modifier .............................................. 769
Edit Poly Modifier ................................................. 640 Projection Modifier ................................................. 769
Edit Poly Modifier ................................................... 640 Selection Rollout (Projection Modifier) ................. 771
Selection Rollout (Edit Poly Modifier) ................... 647 Reference Geometry Rollout (Projection
Edit Poly (Object).................................................... 651 Modifier)............................................................... 772
Edit Poly (Vertex) ................................................... 652 Cage Rollout (Projection Modifier) ........................ 773
Edit Poly (Edge) ...................................................... 656 Selection Check Rollout (Projection Modifier) ...... 775
Edit Poly (Border) .................................................. 663 Projection Rollout (Projection Modifier) ............... 776
Edit Poly (Polygon/Element) .................................. 666 Project Mapping Rollout (Projection Modifier)..... 777
Edit Geometry Rollout (Edit Poly Modifier) .......... 673 Projection Holder Modifier..................................... 778
Align Geometry Dialog........................................... 679 Push Modifier.......................................................... 779
Detach Dialog.......................................................... 679 Relax Modifier ......................................................... 779
Edit Spline Modifier ................................................ 680 Renderable Spline Modifier .................................... 781
Extrude Modifier..................................................... 680 Ripple Modifier ....................................................... 783
Face Extrude Modifier............................................. 682 Select By Channel Modifier..................................... 785
FFD (Free-Form Deformation) Modifiers.............. 683 Shell Modifier .......................................................... 785
FFD (Box/Cylinder) Modifiers ............................... 685 Skew Modifier.......................................................... 790
FFD (Free-Form Deformation) Select Modifier..... 689 Skin Modifier ........................................................ 791
Fillet/Chamfer Modifier .......................................... 689 Skin Modifier........................................................... 791
Flex Modifier ......................................................... 691 Load Envelopes Dialog (Skin Modifier) ................. 805
Flex Modifier ........................................................... 691 Weight Tool Dialog.................................................. 807
Spring Option Dialog .............................................. 700 Weight Table (Skin Modifier).................................. 810
HSDS Modifier ...................................................... 701 Skin Morph Modifier .............................................. 812
HSDS Modifier........................................................ 701 Skin Wrap Modifier................................................. 818
Adaptive Subdivision Dialog .................................. 706 Skin Wrap Patch Modifier....................................... 824
Lathe Modifier......................................................... 707 Slice Modifier .......................................................... 825
Lattice Modifier....................................................... 709 Smooth Modifier ..................................................... 828
Linked XForm Modifier.......................................... 712 Spherify Modifier .................................................... 829
LS Mesh Modifier .................................................... 713 Spline IK Control Modifier ..................................... 830
MapScaler Modifier (Object Space)........................ 713 Spline Select Modifier ............................................. 831
Material Modifier .................................................... 714 Squeeze Modifier..................................................... 833
MaterialByElement Modifier .................................. 716 STL Check Modifier ................................................ 834
Melt Modifier........................................................... 717 Stretch Modifier ...................................................... 836
Mesh Select Modifier............................................... 719 Subdivide Modifier ................................................. 839
MeshSmooth Modifier ............................................ 722 Substitute Modifier.................................................. 840
Mirror Modifier....................................................... 728 Surface Modifier...................................................... 842
Morpher Modifier ................................................... 729 SurfDeform Modifier .............................................. 848
MultiRes Modifier ................................................... 739 Sweep Modifier ..................................................... 848
Noise Modifier......................................................... 743 Sweep Modifier........................................................ 848
Normal Modifier ..................................................... 746 Pick Shape Dialog.................................................... 857
Normalize Spline Modifier...................................... 747 Extract Shape Dialog............................................... 858
NSurf Sel Modifier................................................... 747 Merge File (Sweep Modifier)................................... 859
Optimize Modifier .................................................. 748 Symmetry Modifier ................................................ 861
Patch Select Modifier............................................... 751 Taper Modifier......................................................... 863
PatchDeform Modifier ............................................ 754 Tessellate Modifier................................................... 865
PathDeform Modifier.............................................. 755 Trim/Extend Modifier............................................. 866
Point Cache Modifier .............................................. 758 TurboSmooth Modifier ........................................... 868
Contents ix
Turn To Mesh Modifier ........................................... 871 Editable Patch (Element) ........................................ 984
Turn To Patch Modifier ........................................... 873 Geometry Rollout (Patch)....................................... 986
Turn To Poly Modifier ............................................. 874 Patch Grids ............................................................ 993
Twist Modifier ......................................................... 876 Patch Grids .............................................................. 993
Unwrap UVW Modifier ......................................... 878 Quad Patch .............................................................. 994
Unwrap UVW Modifier .......................................... 878 Tri Patch................................................................... 995
Edit UVWs Dialog .................................................. 888 Meshes .................................................................. 996
Edit UVWs Dialog Menu Bar ................................. 895 Editable Mesh Surface ............................................. 996
Unwrap UVW Shortcuts......................................... 900 Working with Mesh Sub-Objects ............................ 998
UVW Editor Dialogs .............................................. 907 Selection Rollout (Editable Mesh) .......................... 999
Flatten Mapping Dialog........................................... 907 Editable Mesh (Object) ..........................................1001
Normal Mapping Dialog ......................................... 908 Editable Mesh (Vertex) ..........................................1003
Pack UVs Dialog ..................................................... 909 Editable Mesh (Edge) ............................................1006
Pelt Map Parameters Dialog.................................... 909 Editable Mesh (Face/Polygon/Element) ...............1009
Relax Tool Dialog .................................................... 912 Edit Geometry Rollout (Mesh) ..............................1011
Render UVs Dialog ................................................. 914 Attach Options Dialog ...........................................1018
Sketch Tool Dialog................................................... 916 Cut and Slice...........................................................1019
Stitch Tool Dialog .................................................... 918 Polymeshes ......................................................... 1022
Unfold Mapping Dialog .......................................... 919 Editable Poly Surface..............................................1022
Unwrap Options Dialog .......................................... 920 Selection Rollout (Polymesh) ................................1024
UVW Map Modifier................................................ 922 Editable Poly (Object) ............................................1028
UVW Mapping Add Modifier................................. 933 Editable Poly (Vertex) ...........................................1029
UVW Mapping Clear Modifier............................... 933 Editable Poly (Edge) ..............................................1035
UVW Mapping Paste Modifier ............................... 934 Editable Poly (Border) ...........................................1044
UVW XForm Modifier............................................ 934 Editable Poly (Polygon/Element) ..........................1048
Vertex Weld Modifier ............................................. 935 Edit Geometry Rollout (Polymesh) .......................1055
VertexPaint Modifier ............................................ 936 Subdivision Surface Rollout (Polymesh) ...............1060
VertexPaint Modifier ............................................... 936 Subdivision Displacement Rollout (Polymesh).....1063
VertexPaint Paintbox............................................... 941 Paint Deformation Rollout.....................................1064
Adjust Color Dialog (VertexPaint Modifier) .......... 949 Editable Poly Settings Dialogs .......................... 1066
Color Palette (VertexPaint Modifier)...................... 950 Bevel Polygons Dialog ............................................1066
Volume Select Modifier ........................................... 952 Bridge Borders/Polygons Dialog............................1067
Wave Modifier ......................................................... 957 Bridge Edges Dialog ...............................................1068
XForm Modifier ...................................................... 959 Chamfer Vertices/Edges/Borders Dialog ...............1070
Painter Options Dialog............................................ 960 Connect Edges Dialog............................................1070
Extrude Polygons Along Spline Dialog..................1071
9 Surface Modeling .................................... 963 Extrude Polygons Dialog........................................1072
Surface Modeling .................................................... 963 Extrude Vertices/Edges Dialog ..............................1073
Subdivision Surfaces ............................................... 963 Hinge Polygons From Edge Dialog ........................1073
Soft Selection Rollout .............................................. 963 Inset Polygons Dialog.............................................1074
Collapse Utility........................................................ 966 MeshSmooth Selection Dialog...............................1074
Editable Patches ................................................... 968 Preserve Map Channels Dialog ..............................1075
Editable Patch Surface ............................................. 968 Relax Dialog ...........................................................1076
Selection Rollout (Editable Patch) .......................... 971 Tessellate Selection Dialog .....................................1077
Editable Patch (Object) ........................................... 974 Weld Vertices/Edges Dialog ...................................1077
Editable Patch (Vertex) ........................................... 975 NURBS ................................................................. 1078
Editable Patch (Handle) ......................................... 979 NURBS Modeling...................................................1078
Editable Patch (Edge) ............................................. 980 Working with NURBS Models ............................ 1078
Editable Patch (Patch) ............................................ 981 NURBS Models: Objects and Sub-Objects............1078
x Contents
• Thanks to a revamped interface, the DWG • Remapping an XAF animation file when
Import (page 3–539) toolset for geometry is loading it onto an object whose animation
now significantly easier to use. layers status has changed is easier thanks to the
new Load Into Active Layer switch.
Animation Improvements • Animate an effect such as a curling finger with
• If you enable animation layers for an object that ease with Use Pivot Point Center’s (page 1–446)
has animation loaded in the Motion Mixer, new support for accumulated rotation of linked
3ds Max can automatically create new map files objects.
for you.
• New Biped quadrants on the quad menu
Modeling Improvements
provide quick access to many commonly used • Users of normal bump mapping can take
Biped tools. Just select any biped part and then advantage of new export/import functionality
right-click the biped. available on the Projection modifier > Cage
• You can assign the same type of controller or rollout (page 1–773). You can convert the cage
constraint to several different objects at once. into standard geometry of the same type and
Just select the objects and then choose the topology as the cage and modified object,
controller or constraint from the Animation which you can edit using standard methods
menu. and then use to define a new shape for the
cage. This provides access to the full range of
• Visualizing and editing biped IK animation mesh-editing tools available in 3ds Max for
is easier thanks to new color-coded keys and shaping the cage to your precise requirements.
trajectories in the viewports, and color-coded
keys on the track bar. Trajectories use gradients • Automatically round off chamfered edges (page
to depict transitions between FK and IK 1–1070) of poly meshes with the new Segments
periods. See Biped Color-coded Keys and parameter.
Trajectories (page 2–1005).
• You can view and edit controller properties 3ds Max Documentation Set
simply by double-clicking the controller label
anywhere it appears. The documentation set for 3ds Max® comprises
online material only.
• The new Euler Filter utility (page 2–564) in
Track View can automatically correct rotation • 3ds Max Installation Guide: Contains
anomalies caused by gimbal flipping. complete installation and configuration
instructions, as well as Read This First
• New Track View filtering options (page 2–542)
information to help you get started.
let you show or hide global tracks, display
only animated tracks with full hierarchies, and The Installation Guide includes information
assign filters to hotkeys and other custom UI about system requirements and
elements. troubleshooting. It also tells you how to
uninstall 3ds Max.
• Switch pivot points on biped hands and feet
faster and more easily with the new Pivot The Installation Guide is available in PDF
Selection Dialog feature. format on the product disc, in the \manuals
folder.
3ds Max Documentation Set xv
• 3ds Max 9 Extension 1 User Reference : Access the MAXScript Reference by choosing
This document covers fundamental concepts Help > MAXScript Reference.
and strategies for using the product, as well • Readme (Readme.rtf ): Contains the latest
as details about the features of 3ds Max. In information about 3ds Max. Find this file
this version of the product, the this manual is in electronic format in the program install
available online only. directory.
Access the reference online by choosing Help
> User Reference. Additional Help Files
Note: A printable version of the In addition to the main documentation
reference in PDF format is available for components described above, these additional
downloading from the Training Website at online documents describe various features
http://www.autodesk.com/me_training. From available in 3ds Max.
the Product Training drop-down list, choose
• The 3ds Max SDK Help system documents the
Autodesk 3ds Max, and then click the link for
software development kit (SDK) for:
Documentation, Online Tutorials, Sample Files.
• 3ds Max
• 3ds Max 9 Tutorials: Contains tutorial
information and detailed procedures to walk • Game Export Interface
you through increasingly complex operations. • Particle Flow
This is the best source for learning 3ds Max. • mental ray
Access the online version of the tutorials by • Character Studio
choosing Help > Tutorials.
• MAXScript
Note: All the sample files required to do the
tutorials are found on the program disc. None Using the SDK, you can create new 3ds Max
of these files are installed automatically. features and tools by writing your own plug-ins.
The printed 3ds Max Tutorials book (included Note: To install the SDK and the SDK
with 3ds Max 9) duplicates a subset of the documentation, choose 3ds Max 9 SDK under
online tutorials. the Install Supplemental Tools section of the
Installer program. You can do this the first time
Note: Due to print time requirements, some
you install 3ds Max, or run the setup program
topics in the printed tutorials could differ to add them at a later time. See the Installation
slightly from the online version. Where there is Guide for more information. You can also
a difference, the online version is more current. find SDK downloads, sample solutions, and
• Backburner Reference: Describes procedures documentation updates on the sparks Web site.
for rendering with networked computers. • Additional mental ray® Help Files:
Available from the 3ds Max Reference online Documentation from mental images® is
Contents tab. available from Help menu > Additional Help.
• MAXScript Reference: Describes the There, you’ll find the mental ray 3.5 Reference,
MAXScript scripting language (page 1–xvii). comprising the mental ray Manual, mental ray
This reference is available online only. Check Shader Reference, and LumeTools Collection.
out the “Learning MAXScript” chapter there if Note: Third-party shaders are documented in
you’re new to MAXScript. the mental ray Shader Reference, and LumeTools
xvi Introduction
Collection documents, but the 3ds Max User Note: By default, the SDK and its document
Reference documents all other mental ray files are not installed. You can choose to add
components available in the 3ds Max user them when you first install 3ds Max, or you
interface. This includes documentation for can run the setup program to add them to your
lights for mental ray and specific shadow installation at a later time. See the Installation
types, controls for adding mental ray shaders Guide for more information.
to lights and cameras, mental ray materials,
custom shaders for 3ds Max, and the mental Install Documentation
ray renderer controls.
All of the following install documents are available
• Autodesk License Borrowing Utility Help: from the 3ds Max Install DVD. You can find them
Available as the file adsk_brw.chm, installed in the \Manuals folder.
in the \program files\common files\autodesk
• Stand-Alone Licensing Guide: Available as the
shared\enu folder on your local drive.
file adsk_slg.pdf.
• Portable License Utility Help: Available as the
• Network Licensing Guide: Available as the file
file adsk_plu.chm, installed in the \program
adsk_nlg.pdf.
files\common files\autodesk shared\enu folder
on your local drive. • Network Administrator’s Guide: Available as
the file adsk_nag.pdf.
• 3ds Max Software Development Kit
Help Files: Available as the files sdk.chm, • Network Installation Guide: Available as the
sparks_archive.chm, and igamehelp.chm, file NetInstallGuide.pdf, on the product disc,
installed in the 3dsmax9\maxsdk\help folder on in the \Manuals folder.
your local drive. The file index.chm is installed • SAMreport-Lite User’s Guide: Available as the
in the 3dsmax9\maxsdk\samples\howto\xrefutil file SAMlite_UG.pdf.
folder.
You can find updated SDK documentation on How to Print from the Online
the sparks Web site. Documentation Files
Note: By default, the SDK and its document If your computer is connected to a printer, you can
files are not installed. You can choose to add print single help topics or entire chapters.
them when you first install 3ds Max, or you To print a topic or chapter, highlight the topic or
can run the setup program to add them to your chapter title and click the Print button at the top of
installation at a later time. See the Installation the help display. A dialog appears.
Guide for more information.
• The 3dsMaxSDKHelp.chm file is installed in
the 3dsmax8\maxsdk\help folder on your local
drive. The Help system documents the SDKs
for 3ds Max, Game Export Interface, Particle
Flow, mental ray, and Character Studio. (Note
that mental ray still has a separate Help for
reference information.)
You can find updated SDK documentation on
the sparks Web site.
About MAXScript xvii
Choose to print only the selected topic, or to print • Package scripts within custom utility panel
all topics in that chapter. After you make your rollouts or modeless windows, giving them a
selection, another dialog appears where you can standard 3ds Max user interface.
choose your printer and other options. • Build custom import/export tools using the
built-in file I/O.
• Write procedural controllers that can access the
entire state of the scene. Build batch-processing
tools, such as batch-rendering scripts.
• Set up live interfaces to external system using
OLE Automation.
The MAXScript language is specifically designed
to complement 3ds Max. It is object-oriented,
and has several special features and constructs
that mirror high-level concepts in the 3ds Max
user interface. These include coordinate-system
contexts, an animation mode with automatic
keyframing, and access to scene objects using
hierarchical path names that match the 3ds Max
The tabs available at the top of the dialog depend object hierarchy.
on the selected printer. Choose options for the
print job, and click OK to begin printing. The syntax is simple enough for non-programmers
to use, with minimal punctuation and formatting
How to Contact Us rules.
Procedure
To access MAXScript, do one of the following:
• On the menu bar, choose MAXScript. The
MAXScript menu appears.
• Choose Utilities panel > MAXScript.
From here, you can either write new scripts, edit
or run existing scripts, open the MAXScript
Listener, or use the Macro Recorder.
To access the MAXScript Listener, you can also
right-click in the Mini Listener and choose
Open Listener Window from the right-click
menu.
For detailed information about the MAXScript
utility, open the MAXScript Reference, available
from Help menu > MAXScript Reference.
Getting Started with 3ds Max
You use 3ds Max to quickly create • Placing Lights and Cameras (page 1–7)
professional-quality 3D models, photorealistic still • Animating Your Scene (page 1–8)
images, and film-quality animation on your PC.
• Rendering Your Scene (page 1–9)
The 3ds Max Window (page 1–9)
• Special Controls (page 1–12)
• Quad Menu (page 3–694)
• Customize Display Right-Click Menu (page
3–787)
Managing Files (page 1–15)
• Importing, Merging, and Replacing Scenes (page
1–16)
• Using the Asset Browser (page 1–17)
Image by Michael McCarthy • Startup Files and Defaults (page 1–17)
Before using this reference material, we highly • 3dsmax.ini File (page 1–18)
recommend you get to know 3ds Max firsthand by
• Backing Up and Archiving Scenes (page 1–19)
following the included tutorials. You can access
the tutorials using the Help menu > Tutorials • Crash Recovery System (page 1–20)
command, or in the printed version.
This section presents these brief topics designed to Project Workflow
help you quickly start using 3ds Max.
Once you’ve installed 3ds Max (see the Installation
• Project Workflow (page 1–1)
Guide included with your software package), you
• Setting Up Your Scene (page 1–4) open it from the Start menu, or use any other
• Modeling Objects (page 1–5) Windows method. The figure below shows the
application window with a scene file loaded.
• Using Materials (page 1–6)
2 Chapter 1: Getting Started with 3ds Max
Modeling Objects
Animation
animated effects. The Lip Sync tutorial covers A Typical Project Workflow
Track View usage.
These topics explain the basic procedures for
creating scenes:
Rendering
Setting Up Your Scene (page 1–4)
Modeling Objects (page 1–5)
Using Materials (page 1–6)
Placing Lights and Cameras (page 1–7)
Animating Your Scene (page 1–8)
Rendering Your Scene (page 1–9)
Using Materials
You use the Material Editor to design materials and
maps to control the appearance of object surfaces.
Maps can also be used to control the appearance
of environmental effects such as lighting, fog, and House on left uses the default standard material.
the background. House on right uses a compound material.
Using Maps
You extend the realism of materials by applying
maps to control surface properties such as texture,
bumpiness, opacity, and reflection. Most of the
basic properties can be enhanced with a map. Any
A variety of materials in the Material Editor’s sample slots image file, such as one you might create in a paint
program, can be used as a map, or you can choose
procedural maps that create patterns based on
parameters you set.
The program also includes a raytrace material
and map for creating accurate reflections and
refraction.
Photometric Lights
Photometric lights (page 2–1301) provide you
with the ability to work more accurately and
intuitively using real-world lighting units (lumens
and candelas). Photometric lights also support
industry-standard photometric file formats (IES
(page 2–1328), CIBSE (page 3–921), LTLI (page
3–964)) so that you can model the characteristics
of real-world manufactured luminaires, or even
Lights and cameras placed to compose a scene drag ready-to-use luminaires from the Web.
Used in conjunction with the 3ds Max radiosity
solution (page 3–51), photometric lights let you
evaluate more accurately (both physically and
quantitatively) the lighting performance of your
scene.
Photometric lights are available from the Create
panel > Lights drop-down list.
Daylight System
The Daylight system (page 1–418) combines
sunlight (page 3–1018) and skylight (page 3–1012)
to create a unified system that follows the
The resulting scene
geographically correct angle and movement of
the sun over the earth at a given location. You
Default Lighting
can choose location, date, time, and compass
Default lighting evenly illuminates the entire scene. orientation. You can also animate the date and
Such lighting is useful while modeling, but it is not time. This system is suitable for shadow studies of
especially artistic or realistic. proposed and existing structures.
Controlling Time
The program starts each new scene with 100
frames for animation. Frames are a way of
measuring time, and you move through time by
dragging the time slider (page 3–701). You can also
open the Time Configuration dialog (page 3–725)
to set the number of frames used by your scene
and the speed at which the frames are displayed.
Rendering Your Scene 9
• MAXScript (page 3–780) has commands for • Utilities (page 3–778) holds miscellaneous
working with MAXScript, the built-in scripting utilities.
language.
Status Bar and Prompt Line
For more information about the 3ds Max menus,
see Menu Bar (page 3–672). These two lines display prompts and information
about your scene and the active command. They
Time Controls also contain system toggles controlling selections,
precision, and display properties. See Status Bar
The Auto Key button (page 2–278) turns on Controls (page 3–698).
animation mode. The other controls navigate
through time and play back an animation. Viewports
You can display from one to four viewports. These
can show multiple views of the same geometry,
as well as the Track View, Schematic View, and
The 3ds Max Window 11
1. Menu bar
2. Window/Crossing selection toggle
3. Snap tools
4. Command panels
5. Object categories
6. Rollout
7. Active viewport
8. Viewport navigation controls
9. Animation playback controls
10. Animation keying controls
11. Absolute/Relative coordinate toggle and coordinate display
12. Prompt line and status bar
13. MAXScript mini-listener
14. Track bar
15. Time slider
16. Main toolbar
12 Chapter 1: Getting Started with 3ds Max
other informational displays. See Viewports (page and navigate the panel quickly. And most other
3–729). windows, including Schematic View and Track
View, have right-click menus that provide fast
Viewport Navigation Buttons access to commonly used functions.
The button cluster at the lower-right corner of
the main window contains controls for zooming,
Flyouts
panning, and navigating within the viewports. See
Viewport Controls (page 3–729).
Special Controls
3ds Max uses some special user interface controls,
which are described in this topic.
• Right-click menus (page 1–12)
• Flyouts (page 1–12) 1. Flyout arrow
• Scrolling panels and toolbars (page 1–13) A flyout (page 3–943) is similar to a menu, except
that its items are buttons. A flyout button is
• Spinners (page 1–13)
indicated by a small arrow in the lower-right
• Numerical Expression Evaluator (page 1–13) corner. To display the flyout, click and hold the
• Entering numbers (page 1–14) button for a moment, then choose a button by
dragging the cursor to it and then releasing the
• Controls and color (page 1–14)
mouse button.
• Undoing actions (page 1–14)
Note: You can define customized text annotations
for flyouts by editing the maxstart.cui file. See
Right-Click Menus
Customize Menu (page 3–683).
The program uses several different types of
right-click menus. Rollouts
For object editing and ActiveShade control (page
3–22), you use the quad menu (page 3–694).
Commands on the quad menu vary depending on
the kind of object you are editing and the mode Rollouts are areas in the command panels and
you are in. dialogs that you can expand (roll out) or collapse
Right-clicking a viewport label displays the (roll in) to manage screen space. In the illustration
viewport right-click menu (page 3–731), which above, the Keyboard entry rollout is collapsed, as
lets you change viewport display settings, choose indicated by the + sign, and the Parameters rollout
which view appears in the viewport, and so on. is expanded, as indicated by the sign.
To open and close a rollout: • Place the pointer over any part of a toolbar,
• Click the rollout title bar to toggle between then press and hold the middle mouse
expanded and collapsed. button.
2. When the pointer icon changes to a hand, drag
To move a rollout: the toolbar horizontally.
• You can move a rollout in the expanded or
collapsed state. To move the rollout, drag the Spinners
rollout title bar to another location on the
command panel or dialog. As you drag, a
semi-transparent image of the rollout title bar
follows the mouse cursor. When the mouse is
positioned over or near a qualifying position A spinner is a mouse-based control for numeric
for the rollout, a blue, horizontal line appears at fields. You can click or drag the spinner arrows to
the position where the rollout will drop when change the value in the field.
you release the mouse button.
To change a value using a spinner, do any of the
Scrolling Panels and Toolbars following:
Sometimes a command panel or dialog is not large • Click the spinner’s up arrow to increment the
enough to display all of its rollouts. In this case, value; click the down arrow to decrement the
a pan ("hand") cursor appears over the inactive value. Click and hold for continuous change.
parts of the panel. You can scroll command panels • Drag upward to increase the value, or drag
and dialogs vertically, and you can scroll a toolbar downward to decrease it.
along its major axis.
• Press Ctrl while you drag to increase the rate
To scroll a panel: at which the value changes.
1. Place the pointer over an empty area of a panel • Press Alt while you drag to decrease the rate
to display the pan cursor. at which the value changes.
2. When the pointer icon changes to a hand, drag • Right-click a spinner to reset the field to its
the panel up or down. minimum value.
A thin scroll bar also appears on the right side
Numerical Expression Evaluator
of the scrolling panel. You can use the pointer
to drag the scroll bar as well. While a numeric field is active, you can display
a calculator called the Numerical Expression
To scroll a toolbar: Evaluator. To display the calculator, press
You can scroll a toolbar only when some tool Ctrl+N .
buttons are not visible. This typically occurs when
the program window is smaller than full screen.
1. First, follow either of the procedures below:
• Place the pointer over an empty area of a
toolbar to display the pan cursor.
14 Chapter 1: Getting Started with 3ds Max
The expression you enter is evaluated, and its the active viewport turn red when you are in
result is displayed in the Result field. Click Paste Animate mode.
to replace the field value with the result of the • Yellow for modal function buttons: When
calculation. Click Cancel to exit the Expression you turn on a button that puts you in a generic
Evaluator. creation or editing mode, the button turns
The expressions you can enter are described in yellow.
Expression Techniques (page 1–146). You can’t use • Yellow for special action modes: When you
variables in the Expression Evaluator, but you can turn on a button that alters the normal behavior
enter the constants pi (circular ratio), e (natural of other functions, the button is highlighted
logarithm base), and TPS (ticks per second). in yellow. Common examples of this behavior
These constants are case-sensitive: the Expression include sub-object selection and locking your
Evaluator does not recognize PI, E, or tps. current selection set.
You can also enter a vector expression or an You can exit a functional mode by clicking another
Expression Controller function call, but the result modal button. Other exit methods supported by
of the expression or function must be a scalar some buttons include right-clicking in a viewport,
value. Otherwise, the Expression Evaluator won’t or clicking the modal button a second time.
evaluate it.
Undoing Actions
Entering Numbers
You can easily undo changes you make to your
You can change a numeric value by a relative offset scene and your viewports. There are separate
by highlighting the contents of a numeric field Undo buffers for both the scene objects and each
(not in the Numerical Expression Evaluator) and viewport.
typing R or r followed by the offset amount.
For example, a Radius field shows 70 and you
highlight it:
Use the toolbar Undo and Redo buttons (page 1–94)
• If you enter R30, 30 is added to the radius and or the Edit menu > Undo and Redo commands to
the value changes to 100. reverse the effects of most scene operations. You
• If you enter R-30, 30 is subtracted from the can also use Ctrl+Z for Undo and Ctrl+Y for
radius and the value changes to 40. Redo. Most things you do in the program can be
undone.
Controls and Color
Use the Views menu > Undo and Redo commands
The user interface uses color cues to remind you (page 1–36) to reverse the effects of most viewport
what state the program is in. operations, such as zooming and panning. You
Note: You can customize most of these colors can also use Shift+Z for Undo View Change and
by using the Colors panel (page 3–799) of the Shift+Y for Redo View Change.
Customize User Interface dialog (page 3–792). You can also undo actions by using the Hold and
• Red for animation: The Auto Key button, Fetch commands on the Edit menu. Choose Edit
the time slider background, and the border of menu > Hold to save a copy of your scene in a
temporary file. Then choose Edit menu > Fetch to
Managing Files 15
Managing Files
material and map definition, light projections, and Depending on the file type you choose, you might
environment effects. have options available for that import plug-in.
Replacing Scene Objects You can drag these samples and models into
your scene for immediate visualization and
Use Replace (page 3–470) to replace objects in
presentation. You can snap geometry into
your scene with objects in another scene that have
predefined locations, or drag and drop them
duplicate names. Replace is useful when you want
interactively in your scene.
to set up and animate your scene with simplified
objects, and then replace the simple objects with You can also use the Asset Browser to browse
detailed objects before rendering. thumbnail displays of bitmap textures and
geometry files on your hard disk or shared
The Replace dialog looks and functions the same
network drives. Then you can either view them or
as Merge, except that it lists only objects that have
drag and drop them into your scene or into valid
the same name as objects in your current scene.
map buttons or slots.
Using External References Note: The thumbnail display of a geometry file is a
bitmap representation of a view of the geometry.
Use XRef Objects (page 3–394) and XRef Scenes
Since the thumbnail display is not a vector-based
(page 3–407) to use objects and scene setups
representation, you can’t rotate it or perform
in your scene that are actually referenced from
zooms on it.
external MAX files. These functions allow sharing
files with others in your workgroup, with options You can drag and drop most graphic images that
for updating and protecting external files. are embedded in a Web page into your scene. The
exception is images or regions of a Web page that
are tagged as hyperlinks or other HTML controls
Using the Asset Browser (such as when a bitmap is tagged as a button).
Important: Downloaded content might be subject to
use restrictions or the license of the site owner. You are
responsible for obtaining all content license rights.
You can load the preset defaults that come with program INI file, but plugin.ini is maintained
3ds Max, or you can create your own. as a separate file because third-party plug-ins
often add entries to the list at installation.
In general, you don’t need to work directly with the
auxiliary files, but it’s good to know about them. Note: It is possible to use multiple plug-in
Among the auxiliary files the program uses are: configuration files by nesting additional paths
in your plugin.ini file. This can be very useful
• 3dsmax.ini (page 1–18) : This file gets updated
for allowing an entire network of users to share
when you start and exit 3ds Max, as well as
one plugin.ini file, making the system easier
when you change most Preferences settings. It
to maintain for the network administrator.
contains values relating to program defaults,
For more information, see Network Plug-In
including the graphics driver, directories used
Configuration (page 3–814).
to access external files such as sounds and
images, preset render sizes, dialog positions, • startup.ms: A MAXScript file that automatically
snap settings, and other preferences and default executes at startup time. For more information,
settings. If you edit this file, be sure to make a see Startup Script (page 3–1015).
copy first, so you can return to the original if • splash.bmp: To substitute a custom splash
anything goes wrong. screen (startup screen) for the default image,
Note: Many program defaults are set in copy any Windows Bitmap (.bmp) file into
currentdefaults.ini, found within the \defaults the program root directory and rename it
directory. For more information on this file, see splash.bmp. The program will thereafter use
Market-Specific Defaults (page 3–790). this image at startup.
• maxstart.max: At startup and when you reset
the program, 3ds Max looks for this file in the
MaxStart folder specified in Configure User
3dsmax.ini File
Paths > File I/O panel (page 3–810), and if The file 3ds Max uses to store settings between
found, loads it. This allows you to specify the sessions is named 3dsmax.ini. By default, you can
default state of the workspace whenever you find it in the location indicated by the MaxData
start or reset the program. For example, if you setting on the Configure System Paths dialog (page
always use a ground plane, you can make it the 3–810).
default setup by creating one, and then saving it
You can make changes to 3ds Max startup
as maxstart.max.
conditions by editing the 3dsmax.ini file in a text
If you save a different file over maxstart.max, editor such as Notepad. If you do edit the file, be
you can return to program defaults by deleting sure to maintain the structure and syntax of the
the maxstart.max file, and then resetting the original file.
program.
Tip: If you encounter unusual and unexplained
• maxstart.cui: This is the default custom user user-interface problems using 3ds Max, try
interface file. You can load and save CUI files, deleting the 3dsmax.ini file and restarting.
and set the program to use a different default 3ds Max writes a new 3dsmax.ini file to replace the
CUI file. See Customize Menu (page 3–683). deleted one. Often this will fix problems related to
• plugin.ini: This file contains directory paths the state of the user interface.
for plug-ins. Most other paths are kept in the
Backing Up and Archiving Scenes 19
Everything you create in 3ds Max is located in Understanding Views (page 1–24)
a three-dimensional world. You have a variety
Setting Viewport Layout (page 1–26)
of options for viewing this enormous stage-like
space, from the details of the smallest object to the Controlling Viewport Rendering (page 1–27)
full extent of your scene.
Controlling Display Performance (page 1–28)
Using the view options discussed in this section
Using Standard View Navigation (page 1–29)
you move from one view to another, as your
work and imagination require. You can fill your Zooming, Panning, and Rotating Views (page 1–29)
screen with a single, large viewport, or set multiple
Navigating Camera and Light Views (page 1–33)
viewports to track various aspects of your scene.
For exact positioning, flat drawing views are Grab Viewport (page 1–35)
available, as are 3D perspective (page 3–992) and For details about viewport commands, see
axonometric views (page 3–913). Viewport Controls (page 3–729).
You navigate 3D space by adjusting the position,
rotation and magnification of your views. You
have full control over how objects are rendered
and displayed on the screen.
You can also use the Grab Viewport command
(page 1–35) to create snapshots of your work as
you go.
This section presents these brief topics designed to
help you quickly start learning how to organize
viewports and navigate through 3D space:
General Viewport Concepts (page 1–22)
Home Grid: Views Based on the World Coordinate
Axes (page 1–23)
22 Chapter 2: Viewing and Navigating 3D Space
Active Viewport
One viewport, marked with a highlighted border,
The 3ds Max main window, with a docked toolbar and
viewport layout displaying multiple views.
is always active. The active viewport is where
commands and other actions take effect. Only one
Viewports are openings into the three-dimensional viewport can be in the active state at a time. If other
space of your scene, like windows looking into viewports are visible, they are set for observation
an enclosed garden or atrium. But viewports are only; unless disabled, they simultaneously track
more than passive observation points. While actions taken in the active viewport.
creating a scene, you can use them as dynamic and
flexible tools to understand the 3D relationships Saving the Active Viewport
among objects.
You can save the view in any active viewport and
At times you might want to look at your scene later restore it with the Views menu’s Save Active
through a large, undivided viewport, giving you View (page 1–37) and Restore Active View (page
a "picture-window" view of the world you’re 1–37) commands. One view can be saved for each
creating. Often you use multiple viewports, each of the following view types: Top, Bottom, Left,
set to a different orientation. Right, Front, Back, User, Perspective.
If you want to move an object horizontally in the For example, while in the Front view, you choose
world space, you might do this in a top viewport, Save Active Front View, and then zoom and pan
looking directly down on the object as you move it. that view. You then activate the Top viewport,
At the same time, you could be watching a shaded choose Save Active Top View, and then click Zoom
perspective viewport to see when the object you’re Extents. You return to the Front view, and choose
moving slides behind another. Using the two Restore Active Front View to return to its original
windows together, you can get exactly the position zoom and pan. At any time, you can activate the
and alignment you want. Top viewport, and then choose Restore Active Top
You also have pan and zoom features available in View to restore its saved view.
either view, as well as grid alignment. With a few
mouse clicks or keystrokes, you can reach any level
of detail you need for the next step in your work.
Home Grid: Views Based on the World Coordinate Axes 23
Home Grid
Home Grid and Grid Objects • Axonometric views (page 3–913) show the scene
without perspective. All lines in the model are
parallel to one another. The Top, Front, Left,
and User viewports are axonometric views.
AutoGrid
The AutoGrid feature lets you create and activate
temporary grid objects on the fly. This lets you Perspective view of the same model
create geometry off the face of any object by first
creating the temporary grid, then the object. You Perspective views most closely resemble human
also have the option to make the temporary grids vision, where objects appear to recede into the
permanent. See AutoGrid (page 2–7). distance, creating a sense of depth and space.
Axonometric views provide an undistorted view
of the scene for accurate scaling and placement. A
Understanding Views common workflow is to use axonometric views
to create the scene, then use a perspective view to
There are two types of views visible in viewports: render the final output.
Understanding Views 25
Axonometric Views
There are two types of axonometric views you can
use in viewports: orthographic and rotated.
An orthographic view (page 3–986) is a straight-on
view of the scene, such as the view shown in the
Top, Front, and Left viewports. You can set a
viewport to a specific orthographic view using the
viewport right-click menu (page 3–731) or keyboard
shortcuts (page 3–871). For example, to set an
active viewport to Left view, press L .
You can also rotate an orthographic view to see
The viewport on the right is seen through a camera in the scene.
the scene from an angle while retaining parallel
projection. This type of view is represented by a
Two and Three-Point Perspective and the
User viewport.
Camera Correction Modifier
Perspective Views By default, camera views use three-point
perspective, in which vertical lines appear to
A perspective viewport, labeled Perspective, is
converge with height (in traditional photography
one of the startup viewports in 3ds Max. You can
this is known as keystoning). The Camera
change any active viewport to this "eye-like" point
Correction modifier (page 2–1392) applies
of view by pressing P .
two-point perspective to a camera view. In
two-point perspective, vertical lines remain
Camera View
vertical. A similar effect can be attained by putting
Once you create a camera object in your scene, a Skew modifier on a camera.
you can change the active viewport to a camera
view by pressing C and then selecting from a list Light View
of cameras in your scene. You can also create a
Light view works much like a targeted camera
camera view directly from a perspective viewport,
view. You first create a spotlight or directional light
using the Create Camera from View (page 1–48)
and then set the active viewport to that spotlight.
command.
The easiest way is to press the keyboard shortcut
A camera viewport tracks the view through the $ . See Lights (page 2–1272).
lens of the selected camera. As you move the
camera (or target) in another viewport, you see the
scene move accordingly. This is the advantage of
the Camera view over the Perspective view, which
can’t be animated over time.
If you turn on Orthographic Projection on a
camera’s Parameters rollout, that camera produces
an axonometric view like a User view. See Cameras
(page 2–1365).
26 Chapter 2: Viewing and Navigating 3D Space
Key V iew type you can select the object and choose Display
U User (axonometric) view. Retains viewing
as Box on the Display properties rollout on the
angle of previous view. Allows use of Zoom display panel.
Region (page 3–742).
none Right view. Use viewport right-click menu. Using Viewport Rendering Controls
none Shape view. Use viewport right-click menu. Viewport rendering options are found on the
Automatically aligns view to the extents of a
selected shape and its local XY axes. Rendering Method panel (page 3–853) of the
Viewport Configuration dialog. Using this panel
you choose a rendering level and any options
See also associated with that level. You can then choose
Viewport Layout (page 3–856) whether to apply those settings to the active
viewport or all viewports, or to all but the active
Camera Viewport Controls (page 3–745)
viewport.
Spotlight Parameters (page 2–1338)
The rendering level you choose is determined
Precision and Drawing Aids (page 2–1) by your need for realistic display, accuracy, and
speed. For example, Box Mode display is much
Track View (page 2–501)
faster than Smooth Shading with Highlights. The
more realistic the rendering level, the slower the
display speed.
Controlling Viewport Rendering
After choosing a rendering level, you can set
rendering options. Different options are available
for different rendering levels.
You can also use ActiveShade (page 3–21) in a
viewport. This feature helps you quickly preview
changes you make to lighting and materials.
Viewport rendering has no effect on final
renderings produced by clicking Render Scene.
Tip: If your scene mysteriously disappears and only Properties (page 1–117). These options affect
displays as boxes when you rotate your viewport, display performance much the same way as
you have pressed the “o” key on the keyboard, and viewport rendering options. For example, turning
unintentionally turned on Adaptive Degradation. on Vertex Ticks for an object with a lot of vertices
will slow performance.
See Rendering Method (page 3–853).
Note: Display Properties are only available when
the By Object/By Layer toggle is set to By Object.
Controlling Display Performance To see and modify how objects are displayed, you
3ds Max contains controls to help you adjust can use layers (page 3–655). You can then quickly
display performance: the balance between quality control the visibility and editability of similar
and time in displaying objects. objects from the quad menu.
Depending on your needs, you might give up some Which Objects Are Displayed
display speed to work at higher levels of rendering
quality, or you might choose to maximize display One way to increase display speed is not to display
speed by using Wireframe or Bounding Box something. You can use the Hide and Freeze
display. Which method you choose depends on features on the Display panel or quad menu to
your preferences and the requirements of your change the display state of objects in your scene.
work. The Hide and Freeze features also affect final
Rendering and Video Post output. See Hide
Display Performance Controls Rollout (page 1–53) and Freeze Rollout (page 1–54).
Button Operation
Clicking standard view navigation buttons
produces one of two results:
• Executes the command and returns to your
previous action. Before and after zooming a viewport
The View Undo/Redo buffer stores your last 20 If a perspective view is active, you can also
view navigation commands for each viewport. click Field of View (FOV) (page 3–741). The effect
30 Chapter 2: Viewing and Navigating 3D Space
of changing FOV is similar to changing the lens on viewport plane. You can also pan a viewport by
a camera. As FOV gets larger you see more of your dragging with the middle mouse button held down
scene and perspective becomes distorted, similar while any tool is active.
to using a wide-angle lens. As FOV gets smaller
you see less of your scene and the perspective Rotating a View
flattens, similar to using a telephoto lens.
Click Arc Rotate, Arc Rotate on Selection, or
Warning: Be cautious using extreme Field of View
Arc Rotate Sub-Object (page 3–744) to rotate your
settings. These can produce unexpected results.
view around the view center, the selection, or the
current sub-object selection respectively. When
Zooming a Region
you rotate an orthogonal view, such as a Top view,
it is converted to a User view.
Click Zoom Region (page 3–742) to drag a
rectangular region within the active viewport and With Arc Rotate, if objects are near the edges of
magnify that region to fill the viewport. Zoom the viewport they might rotate out of view.
Region is available for all standard views.
With Arc Rotate Selected, selected objects
In a perspective viewport, Zoom Region remain at the same position in the viewport while
mode is available from the Field of View flyout the view rotates around them. If no objects are
(page 3–741). selected, the function reverts to the standard Arc
Rotate.
Zooming to Extents
With Arc Rotate Sub-Object, selected
Click the Zoom Extents or Zoom Extents sub-objects or objects remain at the same position
All flyout buttons to change the magnification in the viewport while the view rotates around
and position of your view to display the extents them.
of objects in your scene. Your view is centered on Note: You can rotate a view by holding down
the objects and the magnification changed so the the Alt key while you drag in a viewport using
objects fill the viewport. middle-button. This uses the current Arc Rotate
mode, whether or not the Arc Rotate button is
• The Zoom Extents, Zoom Extents Selected
active. You can also activate Arc Rotate by pressing
buttons (page 3–737) zoom the active viewport
Ctrl+R .
to the extents of all visible or selected objects
in the scene.
one of the directional keys (forward, back, left, or Note: You do not exit walkthrough mode when
right). you select an object or change the viewport
shading type (between shaded and wireframe, for
This feature is available for perspective and camera
example).
viewports. It is not available for orthographic
views or for spotlight viewports.
Interface
Animating a Walkthrough The Walk Through button is the only graphical
element of the interface to walkthrough navigation.
When you use walkthrough navigation in a
The other features are provided by mouse actions
Camera viewport, you can animate the camera
or by keyboard shortcuts. The following table
walkthrough using either Auto Key (page 3–717)
shows the keyboard actions:
or Set Key (page 2–280). In either case, to get an
animated camera you have to change the frame Command Shortcut
number manually (the easiest way is to use the Accelerate Toggle Q
Time Slider (page 3–701)), and in the case of Set
Back S , Down Arrow
Key, you have to change the frame number and
click Set Keys. Decelerate Toggle Z
Tip: Select the camera before you animate it. If the Decrease Rotation
Sensitivity
camera isn’t selected, its keys won’t appear in the
Track Bar (page 3–703). Decrease Step Size [
Down C , Shift+Down Arrow
Procedures Forward W , Up Arrow
To begin using walkthrough navigation, do one of Increase Rotation Sensitivity
the following:
Increase Step Size ]
• Press the Up Arrow key.
Invert Vertical Rotation
Toggle
• Click the Walk Through button (page
Left A , Left Arrow
3–738) to turn it on.
Level Shift+Spacebar
This button is found on the Pan/Truck And
Walkthrough flyout (page 3–738). Lock Horizontal Rotation
Lock Vertical Rotation Spacebar
To stop using walkthrough navigation, do one of
Reset Step Size Alt+[
the following:
Right D , Right Arrow
• Right-click.
Up E , Shift+Up Arrow
• Activate a different viewport.
• Change the active viewport to a different type. If nothing appears in the Shortcut column, no
• Turn on a different viewport navigation tool default key is assigned to this command. You can
(such as Zoom or Pan). set custom keystrokes using the Keyboard panel
(page 3–793) of the Customize User Interface
• Turn on Select Object or one of the transform dialog.
tools.
32 Chapter 2: Viewing and Navigating 3D Space
Forward, Backward, and Sideways Movement (and pressing the alternate key turns off the first).
They are especially useful when you are navigating
For movement, you can use either the arrow keys,
by holding down keys.
or letters at the left of the keyboard pad.
Tip: When you are in a Perspective viewport, The acceleration and deceleration toggles are
you can use Undo View Change and Redo View independent of the step size.
Change ( Shift+Z , Shift+Y ) to undo or redo
your navigation. However, when you are in Adjusting Step Size
a Camera viewport, walkthrough animation Increase Step Size and Decrease Step Size—Pressing
transforms the camera object, so you must use Edit Increase Step Size ( ] ) increases the motion
> Undo and Edit > Redo ( Ctrl+Z and Ctrl+Y ). increments when you move the camera or
viewpoint. Pressing Decrease Step Size ( [ )
Holding down any of these keys causes the motion
reduces them. You can press either of these
to be continuous.
shortcuts repeatedly, to increase the effect.
Forward— W or the Up Arrow . Moves the Changing the step size is apparent when you
camera or the viewpoint forward. navigate either by single clicks, or by holding down
Note: If you are not already in walkthrough keys. Step size changes are useful for adjusting
navigation mode, pressing Up Arrow enters it. movement to the scale of the scene. They are saved
with the MAX file.
Back— S or Down Arrow . Moves the camera or
the viewpoint backward. Reset Step Size—Pressing Reset Step Size ( Alt+[ )
restores the step size to its default value.
When you are in a camera viewport, Forward and
Back are equivalent to dollying in or out. The step size is independent of acceleration or
deceleration.
Left— A or Left Arrow . Moves the camera or
the viewpoint to the left. Rotation (Tilting)
Right— D or Right Arrow . Moves the camera Tilt View—Click+drag to tilt the camera or
or the viewpoint to the right. viewpoint.
When you are in a camera viewport, Left and When you are in a camera viewport, Tilt View is
Right are equivalent to trucking left or right. equivalent to panning the camera.
Up— E or Shift+Up Arrow . Moves the camera Increase Rotation Sensitivity and Decrease Rotation
or the viewpoint up. Sensitivity—Pressing Increase Rotation Sensitivity
Down— C or Shift+Down Arrow . Moves the (no default key) increases the motion increments
camera or the viewpoint down. when you use Tilt View. Pressing Decrease
Rotation Sensitivity (no default key) decreases
Acceleration and Deceleration them. You can press either of these shortcuts
repeatedly, to increase the effect. They are useful
Accelerate Toggle and Decelerate Toggle—Pressing
for adjusting movement to the scale of the scene.
Accelerate ( Q ) causes motion to be quicker. They are saved with the MAX file.
Pressing Decelerate ( Z ) causes movement to be
slower. These controls are toggles: pressing the Lock Horizontal Rotation—Pressing Lock
key a second time restores the default motion rate Horizontal Rotation (no default key) locks the
Navigating Camera and Light Views 33
horizontal axis, so the camera or viewpoint tilts • Changes made with Camera or Light view
only vertically. navigation buttons can be animated the same
as other object changes.
Lock Vertical Rotation—Pressing Lock Vertical
Rotation ( Spacebar ) locks the vertical axis, so
Zooming a Camera or Light View
the camera or viewpoint tilts only horizontally.
Invert Vertical Rotation Toggle—Pressing Invert
Vertical Rotation (no default key) inverts the tilt
direction when you drag the mouse. When this
toggle is off, dragging up causes scene objects to
descend in the view, and dragging down causes
them to rise (this is like tilting a physical camera).
When this toggle is on, objects in the view move in
the same direction you are dragging the mouse.
Level—Pressing Level ( Shift+Spacebar ) removes
any tilt or roll the camera or viewpoint might have,
making the view both level and vertical. Zooming a camera
into the geometry to adjust it, then use Undo 2. Choose Views menu > Save Active View. The
Viewport Zoom to restore the original alignment view is now saved and can be recalled using
of the geometry with the background. Restore Active View.
Redo V iew Change—Cancels the previous Undo
View Change. The name of the change you’re
redoing appears in the View menu beside the
Restore Active View
command. Views menu > Restore Active View (the name of the
active viewport is part of the command.)
Save Active View Restore Active View displays the view previously
stored with Save Active View (page 1–37).
Views menu > Save Active View (the name of the active
viewport is part of the command) The viewport to be restored is displayed in
the menu item (for example, "Restore Active
Save Active View stores the active view to an Perspective View").
internal buffer. If you have framed a shot in any
The active view is restored if the same viewport
view other than a camera, use Save Active View
and layout are active.
to preserve the viewport’s appearance. The saved
active view is saved with the scene file. Once saved, If an active view won’t restore with this command,
you can retrieve it using Restore Active View (page check the following:
1–37). • Be sure the viewport is active.
The viewport that will be restored is displayed • Make sure the layout is the same as before.
in the menu item (for example, "Save Active Use Viewport Configuration (right-click any
Perspective View"). You can save and restore up viewport label and choose Configure) and
to eight different views (Top, Bottom, Left, Right, choose Layout.
Front, Back, User, Perspective).
• If the layout and active viewport are the same,
Viewport changes that are saved include viewport be sure Viewport Clipping on the Viewport
type, zoom and rotations, and field-of-view Right-Click Menu (page 3–731) is set the same
(FOV). as it was when the viewport was saved.
The options available on the viewport right-click
Procedure
menu (page 3–731), such as Show Safe Frame and
Viewport Clipping, are not saved. If these settings To restore a saved view:
are important to the view, make a note of what they 1. Activate the viewport where you saved the view.
are so you can reset them after restoring the view.
2. Choose Views menu > Restore Active View.
This option is available only in a viewport with
Procedure a saved view.
To save an active view:
3. The viewport returns to the saved view.
1. Activate the viewport with the view you want
If you’re not sure whether a viewport has a
to save.
saved view, check the Views menu. Restore
Active View is unavailable unless a view is saved
in the active viewport.
38 Chapter 2: Viewing and Navigating 3D Space
See also
Viewport Background Dialog
Select Background Image Dialog (page 1–42)
Views menu > Viewport Background > Viewport
Background dialog Update Background Image (page 1–44)
The revised image or map is displayed in the 1. In the Viewport Background dialog >
viewport. Background Source group, turn off Use
Environment Background.
To display the environment map in a viewport:
2. In the same group, click File.
1. In the Environment dialog, assign an
3. Choose the same map you’re using as the
environment map. (See the procedure “To
environment map.
choose an environment map.” (page 3–272))
4. Set parameters in the Animation
2. In the Environment dialog > Background
Synchronization group.
group, be sure Use Map is turned on (the
default). 5. Click OK.
3. Activate the viewport where you want the map The environment map appears in the viewport.
displayed. The image is renderable.
4. Choose Views menu > Background Image. To match the viewport background with the
5. In the Viewport Background dialog > rendered background:
Background Source group, turn on Use 1. Activate the viewport to render.
Environment Background.
2. Right-click the viewport label and choose Show
6. Click OK. Safe Frame.
The map is displayed in the viewport. This turns on Safe Frames (page 3–857) in the
viewport.
To display an animated background:
Note: You can also use Views menu > Configure
1. Assign an animation file (AVI, MOV, or IFL
> Safe Frame tab. In the Application group,
file) as the viewport background. turn on Show Safe Frames In Active View.
2. Turn on Animate Background.
3. In the Material Editor, create a material
3. Choose Customize > Preferences. On the that contains the bitmap for your rendered
Viewports panel, turn on Update Background background.
While Playing. 4. At the bitmap level of the Material Editor, on
Now the background plays when you click Play, the Coordinates rollout, choose Environ.
or when you drag the time slider. The Mapping control is automatically set to
Tip: If you follow these steps and the background Screen. This is the only mapping type that
still doesn’t appear to animate, open the Time works for this purpose.
Configuration dialog (page 3–725) and in the 5. On the main menu, choose Rendering >
Playback group, turn off Real Time. Environment.
To use the environment map with animation 6. Drag the map from the Material Editor > Maps
controls: rollout to the Environment Map button on the
This procedure is useful if you’ve assigned an Environment dialog. Click OK on the Instance
animated environment map and want access to the (Copy) Map dialog.
animation controls on the Viewport Background
dialog.
40 Chapter 2: Viewing and Navigating 3D Space
The current field no longer displays the Devices—Displays the Select Image Input Device
background file name. Instead No I/O Handler dialog. This lets you use a background from a
is listed in the Current field. digital device. (No device is supported by the
default 3ds Max installation.)
6. Click OK to close the Viewport Background
dialog. Use Environment Background—Lets you display
Next time you open up the Viewport in the viewports the map you’ve assigned as your
Background dialog, no file name will be environment background. If no environment
displayed in the Current field. map has been assigned in the Environment
dialog, or Use Map in that dialog is off, then the
Tip: This technique will work only on systems Use Environment Background check box is not
that don’t have any other Image Input Devices available.
installed.
Viewport Background Dialog 41
Animate Background
Turns on animation of the background. Shows the
appropriate frame of the background video in the
scene.
Note: When you use different images for different 1. Activate the viewport where you want the
viewports, the settings for each viewport are stored image.
separately. Each time you display the Viewport 2. Choose Views menu > Viewport Background.
Background dialog, the settings of the currently
3. Under Background Source in the dialog that
active viewport are displayed. If you switch the
displays, click Files.
viewport using the list, the settings remain the
same. This is useful for copying settings from one 4. In the Look In field, navigate to the directory
viewport to another. containing the file you want to use for the
background.
Note: The Select Background Image File dialog
uses the last location where a bitmap was
chosen, rather than the default bitmap path
defined on the Configure User Paths dialog
(page 3–808).
Select Background Image Dialog 43
Files of Type—Displays all the file types that can be Preview—Displays the image as a thumbnail in the
displayed. This serves as a filter for the list. Image Window.
Open—Selects the highlighted file and closes the Image Window—Displays a thumbnail of the
dialog. selected file if Preview is on.
Cancel—Cancels the selection and closes the Statistics—Displays the resolution, color depth, file
dialog. type and number of frames of the selected file.
Devices—Lets you select a background image from Location—Displays the full path for the file. With
a digital device. (No device is supported by the this information at the bottom of the dialog, you
default 3ds Max installation.) always know exactly where you are.
Setup—Displays the Image File List Control dialog
(page 3–618) to create an IFL file. Available only
when Sequence is on and there are sequentially
Update Background Image
numbered files in the displayed directory. Views menu > Update Background Image (available only
when a viewport background is displayed)
Info—Displays expanded information about the
file, such as frame rate, compression quality, file This command updates the background image
size, and resolution. The information here is displayed in the active viewport. If the active
dependent on the type of information that is saved viewport is not displaying a background image,
with the file type. this command is unavailable.
View—Displays the file at its actual resolution. If Use this command to update the background for
the file is a movie, the Media Player is opened to changes that are not updated automatically, such
play the file. as the following:
Gamma—Selects the type of gamma to be used • Reassigning the map, or changing any
for the selected file. Available only when Enable parameters affecting the map in the Materials
Gamma Selection is turned on in the Gamma Editor, the Environment dialog, or the
panel (page 3–824). Viewport Background dialog.
Use Image’s Own Gamma—Uses the gamma of the • Changing the rendering resolution and aspect
incoming bitmap. ratio.
Use System Default Gamma—Ignores the image’s The following changes update the viewport
own gamma and uses the system default gamma background image automatically:
instead, as set in the Gamma panel (page 3–824). • Changing the camera view.
Override—Defines a new gamma for the bitmap • Undo (for views).
that is neither the image’s own, nor the system • Undo (for objects).
default.
• Assigning a different view type.
Sequence—Creates an "Image File List" to your
• Toggling Safe Frames display on or off.
specifications. Each selected image is checked to
see if a valid IFL sequence can be created. If the • Changing the rendering parameters.
selected image doesn’t yield a list, this option is • Moving the time slider when the viewport
still available, but doesn’t do anything. contains an animated background image.
Reset Background Transform 45
Procedure Procedure
To scale the transform gizmo, do one of the following: To show wireframe ghost copies of an animated
object:
• Press – (hyphen) to shrink the Transform
gizmo. • Choose Views menu > Show Ghosting.
• Press = (equal sign) to enlarge the Transform
gizmo.
Show Key Times
Select an object with animation. > Views menu > Show
Show Ghosting Key Times
Views menu > Show Ghosting Key Times shows the frame numbers along a
displayed animation trajectory (page 2–301).
Ghosting is a method of displaying wireframe Key times correspond to the settings in Time
"ghost copies" of an animated object at a number Configuration (page 3–725) for Frames or SMPTE
of frames before or after the current frame. Use it (page 3–1013). By default, key times are shown
to analyze and adjust your animation. Ghosts that as frame numbers.
overlap indicate slower motion; ghosts that are
spread further apart show faster motion. Procedure
When this command is active, ghosting is To display trajectory time values in the viewport:
displayed for selected objects in the scene. Only 1. Select an object with animation.
currently selected objects display the ghosting.
Procedure
To shade only selected objects in a scene:
1. Choose Views menu > Shade Selected.
2. Right-click the viewport label and choose
Wireframe.
3. Select the object.
Only the selected object is shaded.
Show Dependencies
Keyframes with frame number shown on a trajectory. Views menu > Show Dependencies
Procedures
To show dependencies between objects:
Create Camera From View
1. Select an object with an instanced modifier Views menu > Create Camera From View
(page 1–511). Create menu > Cameras > Create Camera From View
Right-click a viewport label. > Configure > Viewport You can add either the key light, the fill light, or
Configuration dialog > Rendering Method tab >
Rendering Options group > Turn on Default Lighting and both. The omni light objects have the names
choose 2 Lights (to activate the Add Default Lights To DefaultKeyLight and DefaultFillLight.
Scene menu item) > Views menu > Add Default Lights
To Scene
If you have already added one or both default
lights, a warning prompts you to rename or delete
This command displays the Add Default Lights To
the previous default light object before you add
Scene dialog, which provides options that let you
another.
convert the default scene lighting into actual light
objects (page 2–1272).
Procedure
The default lighting for viewports consists of a To add the default lights as objects:
key light, positioned in front and to the left of
1. Right-click a viewport label, and click
the scene, which behaves as an omni light (page
Configure.
2–1295)..
2. On the Viewport Configuration dialog >
This command is unavailable unless you use the Rendering Method tab, in the Rendering
Viewport Configuration dialog (page 3–853) to Options group, turn on Default Lighting and
configure the active viewport to use two lights. choose 2 Lights. Click OK to close the dialog.
When viewports use two lights, and you invoke
this command, the lights are added to the scene as 3. Choose Views menu > Add Default Lights To
omni lights. You can add either the key light, the Scene.
fill light, or both. 4. On the Add Default Lights To Scene dialog,
choose Key Light, Fill Light, or both.
• Press Ctrl+X .
Update During Spinner Drag
To turn off Expert mode and return to full display,
Views menu > Update During Spinner Drag do one of the following:
When Update During Spinner Drag is on, dragging • Click the Cancel Expert Mode button to the
a spinner (such as a Radius spinner for a sphere) right of the time slider.
updates the effects in real time in the viewports. • Press Ctrl+X .
Default=on. • Choose Views menu > Expert Mode.
When Update During Spinner Drag is off, the
effect is updated after the drag, when you release
the mouse. Use this option when you’re adjusting
processor-intensive controls.
Controlling Object Display
You use the Display panel or layers (page 3–655)
Expert Mode to control how objects and selected objects are
Views menu > Expert Mode displayed in viewports, and to hide or freeze
objects.
Keyboard > Ctrl+X
You can also use layers (page 3–655) to hide or
When Expert mode is on, the title bar, toolbar, unhide objects in the viewport.
command panel, status bar, and all of the viewport Tip: You can also use the Isolate Selection command
navigation buttons are removed from the display, (page 1–73) to hide everything except your
leaving only the menu bar, time slider, and selection set.
viewports. Use Expert mode when you need to
view your composition alone without the rest of Display Color Rollout (page 1–52)
the interface. Hide By Category Rollout (page 1–52)
With the ability to customize the user interface Hide Rollout (page 1–53)
in 3ds Max, you can create your own versions
Freeze Rollout (page 1–54)
of Expert mode by hiding whatever you want
item-by-item. Expert mode is only a quick way to Display Properties Rollout (page 1–55)
hide everything that can be hidden at once.
Link Display Rollout (page 1–58)
You can assign keyboard shortcuts to hide and
Object Display Culling Utility (page 1–58)
unhide the command panel, toolbars, and so on
and then use these while in Expert mode. You can
See also
also use the quad menu to access tools quickly in
Expert mode as well. Object Properties (page 1–117)
Procedures
To turn on Expert mode, do one of the following:
• Choose Views menu > Expert Mode.
52 Chapter 2: Viewing and Navigating 3D Space
The Display Color rollout specifies whether Material Color—Displays the wireframes using the
3ds Max displays objects using their object colors material color.
or their diffuse material colors (page 3–929), when Shaded—Controls the color of the object when the
the objects have their display properties (page viewport is in any shaded display mode.
1–117) set to By Object. If the display properties
of an object is set to By Layer, the layer color Object Color—Displays the shaded objects using
will be used for the display. You can choose one the object color.
method for wireframe display and a different one Material Color—Displays the shaded objects using
for shaded display. In each shading mode you can the material color.
specify whether the material or the object color
is used.
As a default, all new objects have their display Hide By Category Rollout
properties set to By Layer. The default can be
Display panel > Hide By Category rollout
changed in Customize > Preferences > Preferences
dialog > General panel > Layer Defaults group. If
The Hide By Category rollout toggles the display
you turn off Default To By Layer For New Nodes,
of objects by category (objects, cameras, lights,
all new objects created in 3ds Max will display in
and so on).
the viewports based on the settings in the Display
Color rollout. You can switch individual objects By default, 3ds Max displays all objects in the
between By Object and By Layer by setting the scene. Objects hidden by category aren’t evaluated
Display Properties in the Object Properties dialog in the scene, so hiding objects by category
(page 1–117), accessible by right-clicking any improves performance.
selected object.
You can use any of the default display filters
If the object color box displays black and white provided, or add new display filters for fast
rectangles, this indicates that the object has its selection of objects to hide.
display properties set to By Layer.
Interface
Hide Rollout 53
Hide Rollout
Display panel > Hide rollout
Turn on the check boxes to hide objects of that
category. You can use the All, None, and Invert The Hide rollout provides controls that let you
buttons to quickly change the settings of the check hide and unhide individual objects by selecting
boxes. them, regardless of their category.
The Display Filter box gives you finer control in You can also hide and unhide objects using the
creating categories to hide. Click the Add button Display Floater (page 3–775).
to display a list of display filters. Hold down
the Ctrl key and click the filter name to select See also
whatever category you’d like to hide. Hide By Category Rollout (page 1–52)
Geometry—Hides all geometry in the scene.
Freeze Rollout
Hide Selected—Hides the selected objects. Display panel > Freeze rollout
Hide Unselected—Hides all visible objects except The Freeze rollout provides controls that let you
the selected ones. Use this to hide all objects except freeze or unfreeze (page 3–945) individual objects
the one you’re working on. Objects hidden by by selecting them, regardless of their category.
category aren’t affected.
Frozen objects remain on the screen, but you can’t
Hide by Name—Displays a dialog you use to select, transform, or modify them. By default,
hide objects you choose from a list. See Select frozen objects turn dark gray. Frozen lights and
Objects dialog (page 1–78), which describes nearly cameras, and their associated viewports, continue
identical controls. to work as they normally do.
Hide by Hit—Hides any object you click in the You can choose to have frozen objects retain their
viewport. If you hold the Ctrl key while selecting usual color or texture in viewports. Use the Show
an object, that object and all of its children are Frozen In Gray toggle in the Object Properties
hidden. To exit Hide by Hit mode, right-click, dialog (page 1–117).
press Esc , or select a different function. This
mode is automatically turned off if you hide all
objects in the scene.
Unhide All—Unhides all hidden objects. The
unhide buttons are available only when you have
specifically hidden one or more objects. They
won’t unhide objects hidden by category.
Note: If you click Unhide All in a scene with hidden
layers, a dialog will pop up prompting you to
unhide all layers. You cannot unhide an object on
a hidden layer.
Display Properties Rollout 55
Unfreeze by Name—Displays a dialog that lets you By default, object trajectories appear with the
choose objects to unfreeze from a list. See Select following properties:
Objects dialog (page 1–78), which describes nearly • The trajectory curve is drawn in red.
identical controls.
• Frame increments display as white dots on
the curve.
56 Chapter 2: Viewing and Navigating 3D Space
• Position keys display as red boxes Display as Box—Toggles the display of selected
surrounding the appropriate frame dot on objects, including 3D objects and 2D shapes, as
the curve. The boxes are white when the bounding boxes (page 3–919). Produces minimum
object is selected. geometric complexity.
• If Views > Show Key Times is turned on, the Particle systems appear as bounding boxes when
keyframe numbers are displayed along side adaptive degradation takes effect. Because particle
the keys on the trajectory. systems naturally exist in world space, their
Trajectories can also be displayed through bounding box is always oriented parallel to the
Object Properties. Right-click any object world planes.
and choose Properties, then in the Display
properties group change By Layer to By
Object. Turn on Trajectories when it
becomes available in the Display Properties
group.
You can change the colors for these items on
the Colors panel (page 3–799) of the Customize
User Interface dialog.
You can also use object properties to display
trajectories: right-click any object and choose
Properties, then turn on Trajectory.
Most actions in 3ds Max are performed on selected Selecting with Track View (page 1–69)
objects in your scene. You must select an object in
Selecting with Schematic View (page 1–69)
a viewport before you can apply a command. As a
result, the act of selection is an essential part of the Freezing and Unfreezing Objects (page 1–70)
modeling and animation process.
Hiding and Unhiding Objects by Selection (page
This section presents the selection tools available 1–70)
in 3ds Max. Besides the basic techniques of
Hiding and Unhiding Objects by Category (page
selecting single and multiple objects using mouse
1–72)
and keyboard, these topics cover the use of named
selection sets and other features that help you Isolate Selection (page 1–73)
manage object selection, such as hiding and
Introduction to Sub-Object Selection (page 1–74)
freezing objects and layers. Also included is an
introduction to sub-object selection, essential to Using Assemblies (page 1–98)
working with an object’s underlying geometry. Using Groups (page 1–96)
Lastly, a technique for grouping objects is
presented. Grouping lets you create more
permanent selections that have many of the Introducing Object Selection
characteristics of independent objects. 3ds Max is an object-oriented program. This
This section presents the following topics: means that each object in the 3D scene carries
instructions that tell the program what you can
Introducing Object Selection (page 1–61)
do with it. These instructions vary with the type
Basics of Selecting Objects (page 1–64) of object.
Selecting by Region (page 1–65) Because each object can respond to a different
set of commands, you apply commands by
Using Select By Name (page 1–67)
first selecting the object and then selecting the
Using Named Selection Sets (page 1–67) command. This is known as a noun-verb interface,
because you first select the object (the noun) and
Using Selection Filters (page 1–68)
then select the command (the verb).
62 Chapter 3: Selecting Objects
Edit menu selection commands include: The Selection Floater has the same features as
Select By Name. See Selection Floater (page 1–79).
Select All (page 1–87)
Select None (page 1–88) Track/Schematic View Selection
Select Invert (page 1–88) Track View (page 2–501) is primarily designed
as an animation tool, but you can also use its
Select By Color (page 1–88)
Hierarchy List window as an alternative method
Select By Name (Edit Menu) (page 1–88) (also a of selecting objects by name and hierarchy. This
toolbar button) works in both the Curve Editor and Dope Sheet
modes of Track View.
Select by Rectangular Region (page 1–89)
Schematic View (page 3–638) is specifically
Select by Circular Region (page 1–89)
designed to let you navigate your scene efficiently,
Select by Fence Region (page 1–90) presenting a hierarchical view and letting you
select objects and their properties by name.
Select by Lasso Region (page 1–90)
Region Window (page 1–92) (also a toolbar button) Display Panel Selection
Region Crossing (page 1–93) (also a toolbar button)
Edit Named Selections (page 1–84)
Selection Floater
The Display panel provides options for hiding and
• Same features as Select By Name. See Selection freezing objects. These techniques exclude objects
Floater (page 1–79). from other selection methods, and are useful in
simplifying complex scenes. Frozen objects are
Display Floater still visible, but hidden objects are not.
• Provides options for hiding and freezing
selections as well as some display options. See
Display Floater (page 3–775).
Selection Floater
The Tools menu contains an option for a modeless
(page 3–973) selection dialog called the Selection
Floater. You can place it anywhere on the screen.
64 Chapter 3: Selecting Objects
Setting Region Type Choose Edit menu > Region to display a submenu
of the following two items. Only one can be active
at a time. The option is also available on the main
toolbar.
• Window—Selects only objects that are
completely within the region. See Select Region
Window (page 1–92)
• Crossing—Selects all objects that are within
the region and crossing the boundaries of the
region. This is the default region. See Select
Region Crossing (page 1–93).
The Window/Crossing toggle (page 1–93) on the
The type of region you define when you drag the main toolbar also switches between these two
mouse is set by the Region flyout button to the modes.
right of the Select By Name button. You can use
You can set up a preference to automatically
any of five types of region selection:
switch between Window and crossing based
• Rectangular Region—Dragging the mouse on the direction of your cursor movement. See
selects a rectangular region. See Rectangular Auto Window/Crossing by Direction in General
Selection Region (page 1–89). Preferences (page 3–815).
• Circular Region—Dragging the mouse selects a
circular region. See Circular Selection Region Procedure
(page 1–89). To make a region selection using defaults:
• Fence Region—Draw an irregular 1. Click Select Object (page 1–77).
selection-region outline by alternating
2. Drag the mouse to define a region.
between moving the mouse and clicking (begin
with a drag). See Fence Selection Region (page A rubber-band rectangle appears.
1–90). 3. Release the mouse button to select all objects
• Lasso Region—Dragging the mouse outlines an within or touching the region.
irregular selection region. See Lasso Selection The selected objects turn white.
Region (page 1–90).
You can also use the Select and Transform buttons
• Paint Region—Drag the mouse over objects or on the main toolbar to select by region. You must
sub-objects to be included in the selection. See start defining the region over an unselectable area
Paint Selection Region (page 1–91) of the viewport. Otherwise, you’ll transform the
object beneath your mouse when you begin to
Setting Region Inclusion drag.
This option lets you specify whether to include
objects touched by the region border. It applies to
all region methods.
Using Select By Name 67
Using Select By Name You can also edit the contents of named sets
from the Named Selection Sets dialog (page 1–84).
You can select objects by their assigned names,
avoiding mouse clicks completely, from the Select Editing Named Selections
Objects dialog.
As you model and create a scene, you’re likely
to rearrange the objects making up your named
Procedure
selection sets. If you do, you’ll need to edit the
To select objects by name: contents of those sets.
1. Do one of the following:
Procedures
• On the main toolbar, click Select By To assign a name to a selection set:
Name. 1. Select one or more objects or sub-objects using
• Choose Edit menu > Select By > Name. any combination of selection methods.
• Choose Tools menu > Selection Floater. 2. Click in the Named Selection field on the main
toolbar.
The Select Objects or Selection Floater
dialog is displayed. By default, these dialogs 3. Enter a name for your set. The name can contain
list all objects in the scene. Any selected any standard ASCII characters, including
objects are highlighted in the list. letters, numerals, symbols, punctuation, and
spaces.
2. Choose one or more objects in the list. Use
Ctrl to add to the selection. Note: Names are case-sensitive.
3. Click Select to make the selection. 4. Press Enter to complete the selection set.
Select Object closes, while Selection Floater You can now select another combination of objects
remains active. or sub-objects and repeat the process to create
another named selection set.
For more information, see the Select Objects dialog
description (page 1–78).
To retrieve a named selection set:
1. In the Named Selection field, click the arrow.
Using Named Selection Sets Note: If you’re working with a sub-object
selection set, you must be at the same level
You can assign a name to the current selection, and
at which you created the selection set (for
then later reselect those objects by choosing their
example, editable mesh > vertex) for it to
selection name from a list.
appear on the list.
2. On the list, click a name.
You can use the Selection Filter list on the main Bone—Only bones objects can be selected.
toolbar to deactivate selection for all but a specific IK Chain—Only objects in IK chains can be
category of object. By default, all categories can be selected.
selected, but you can set the Selection Filter so that Point—Only point objects can be selected.
only one category, such as lights, can be selected.
You can also create combinations of filters to add To create a combination category:
to the list.
1. From the drop-down list, choose Combos to
For greater ease of use while working with display the Filter Combinations dialog (page
animations, you can choose filters that let you 1–81).
select only Bones, objects in IK chains, or Points. All single categories are listed.
2. Select the categories you want to combine.
Using Combos
3. Click Add.
The Combos feature allows you to combine two or
more categories into a single filter category. The combination appears in a list to the right,
abbreviated by the first letter of each category.
Procedures Click OK.
To use the selection filter: For example, if you selected Geometry, Lights,
• Click the Selection Filter arrow and click a and Cameras, the Combo would be named
category from the Selection Filter list. GLC. This name appears below Combo on the
drop-down list. For more information, see
Selection is now limited to objects defined in Selection Filters List (page 1–81).
this category. The category remains in effect
until you change it.
The following categories are available:
All—All categories can be selected. This is the
default setting.
Selecting with Track View 69
You can select any number of objects in Schematic For more information, see Freeze Rollout (page
View using standard methods, including dragging 1–54).
a region. For more information, see Using
Schematic View (page 3–640). Freezing Objects
You can freeze one or more selected objects. This
is the usual method to put objects "on hold."
Freezing and Unfreezing Objects
You can also freeze all objects that are not selected.
You can freeze any selection of objects in your
This method lets you keep only the selected object
scene. By default, frozen objects, whether
active, useful in a cluttered scene, for example,
wireframe or rendered, turn a dark gray. They
where you want to be sure no other objects are
remain visible, but can’t be selected, and therefore
affected.
can’t be directly transformed or modified.
Freezing lets you protect objects from accidental
Procedure
editing and speeds up redraws.
To access Freeze options, do one of the following:
You can choose to have frozen objects retain their Hiding and Unhiding Objects by
usual color or texture in viewports. Use the Show Selection
Frozen In Gray toggle in the General tab of the
Object Properties dialog (page 1–117). You can hide any selection of individual objects in
your scene. They disappear from view, making it
Frozen objects are similar to hidden objects. easier to select remaining objects. Hiding objects
Linked, instanced, and referenced objects behave also speeds up redraws. You can then unhide
when frozen just as they would if unfrozen. Frozen all objects at once or by individual object name.
lights and cameras and any associated viewports You can also filter the names by category, so only
continue to work as they normally do. hidden objects of a certain type are listed.
Hiding and Unhiding Objects by Selection 71
Note: Hiding a light source doesn’t alter its effect; it Another option is to hide objects by category. See
still illuminates the scene. Hiding and Unhiding Objects by Category (page
1–72).
Unhiding Objects
You can unhide objects in either of two ways:
• Use Unhide All to unhide all objects at the same
time.
• Use All On to display all objects at the same
time.
• Use Unhide By Name to unhide object
selectively. When you click Unhide By Name,
Original scene
the same dialog is displayed as for hiding, now
called Unhide Objects.
The Unhide buttons are unavailable when no
object in the scene is hidden.
Objects that were first hidden by selection and then
hidden by category do not reappear. Although
they are unhidden at the selection level, they are
still hidden at the category level. See Hiding and
Unhiding Objects by Category (page 1–72) for more
details.
Important: Objects on a hidden layer cannot be
unhidden. If you try to unhide an object on a hidden
Scene with bed hidden layer, you are prompted to unhide the object’s layer.
Hiding objects is similar to freezing objects.
Linked, instanced, and referenced objects behave Procedure
when hidden just as they would if unhidden. To access Hide options, do one of the following:
Hidden lights and cameras and any associated • Open the Layer Manager (page 3–656).
viewports continue to work normally.
In the Layer Manager, you can easily hide
For more information, see Hide Rollout (page groups of objects or layers.
1–53).
• Open the Display panel. Click Hide, if
Hiding Objects necessary, to expand the rollout.
Hiding objects is similar to freezing objects. See • Choose Tools menu > Display Floater. This
Freezing and Unfreezing Objects (page 1–70). You modeless dialog has the same options as the
can hide one or more selected objects. You can Hide rollout. It also contains Freeze options.
also hide all objects that are not selected.
72 Chapter 3: Selecting Objects
• Deselect the category. Tip: You can also use Isolate Unselected to isolate
all of the unselected objects in your scene.
All objects in the category reappear, unless
some have been hidden by selection. See Interface
“Effects of Hiding by Category”.
While the Isolate tool is active, a dialog labeled
Warning: Isolated Selection appears.
74 Chapter 3: Selecting Objects
as vertex, edge, face sub-objects, and so on. You right-click the viewport label and choose
can’t deselect the current object, nor can you select Wireframe or Edged Faces view.
other objects. To leave sub-object editing and Tip: For a detailed selection, you might want to
return to object-level editing, click the top-level zoom in on the object.
name of the object in the modifier stack, or click
6. Click one of the toolbar selection buttons, and
the highlighted sub-object level.
then use the same selection methods you’d use
on objects to select the sub-object components.
Or from the quad menu > Transform quadrant,
choose one of the selection methods and select
the sub-object components.
There are two alternative ways to go to a sub-object
level:
These methods assume the object has sub-object Tip: Once you’re at a sub-object level, the INSERT
levels. If the object has no sub-object levels (for key cycles through the levels of other kinds of
example, a primitive such as a sphere), the + icon sub-objects.
is not present. In that case, you need to collapse
To exit sub-object selection mode, do one of the
the object or apply an Edit modifier before you can
following:
edit its sub-object geometry.
• In the stack display, click the highlighted
1. Select the object you want to edit.
sub-object name or the top-level name of the
2. Apply an Edit Mesh modifier (optional, object.
depending on the object you select).
• If the object has a Selection rollout, click to turn
off the button of the active sub-object level.
3. Open the Modify panel.
• Right-click the object, and then in the Tools
4. On the modifier stack display, click the + 1 (upper-left) quadrant of the quad menu,
icon to expand the object’s hierarchy. choose Top-level.
5. On the stack display, click to choose a level of • Open another command panel. This turns off
selection, such as vertex, edge, face, and so on. sub-object editing.
Tip: For some kinds of objects, such as editable If you think you’ve turned off sub-object editing
meshes, shaded viewports don’t display but top-level object selection is still not restored, it
sub-object selections. If this is the case, might be due to the following reasons:
76 Chapter 3: Selecting Objects
See also
Selection Floater (page 1–79)
Procedure
To select objects by name:
1. Do one of the following:
All, None, and Invert—These buttons alter the By Type—Sorts by category, using the same order
pattern of selection in the list window. as the check boxes in the List Types group.
Display Subtree—Displays each item in the list so By Color—Sorts by object wireframe color. The
that its hierarchical branch (page 3–951) is included sorting order is arbitrary; the value of this option is
(for example, Thigh/Shin/Foot). Hierarchical that objects of the same color are grouped together.
branches are indented.
By Size—Sorts based on the number of faces in
Select Subtree—When this is on and you select each object. The object with the least number
an item in the list window, all of its hierarchical of faces is listed first, followed by objects with
children are selected as well. successively greater number of faces.
Display Influences—When this is on and you select
List Types group
an item in the list window, all of its influences
are shown in blue. If you want to highlight these Determines the types of objects to display in the
influences, click Influences. list.
You can choose to load and save influences with or All, None, and Invert—These buttons alter the
without their dependents. pattern of activation of the List Types options.
Sort group
Specifies the sort order of the items displayed in
the list.
Alphabetical—Sorts from numeric characters at
the top, then A to Z at the bottom.
80 Chapter 3: Selecting Objects
Customize User Interface (page 3–792) to assign it The Selection Filter list lets you restrict to specific
to a different keyboard shortcut, a menu, etc. types and combinations of objects that can be
selected by the selection tools. For example, if you
Procedure choose Cameras, you can select only cameras with
To select using a region (general method): the selection tools. Other objects do not respond.
When you need to select objects of a certain type,
1. Choose a Selection Region method from the
this is useful as a quick method of freezing all other
flyout.
objects.
2. Drag in a viewport, then release the mouse.
Use the drop-down list to select a single filter.
The first location you click is one corner of the
Choose Combos from the drop-down list to use
rectangle, and where you release the mouse is
multiple filters from the Filter Combinations dialog
the opposite corner.
(page 1–81).
Important: If you’re using Select Object (page 1–77),
you can start dragging anywhere to select a region:
on an object or off. However, if you’re using one of Filter Combinations Dialog
the transform tools, such as Select and Move (page
1–439), start the drag operation away from an object; Main toolbar > Selection Filter list > Combos > Filter
Combinations dialog
that is, in an empty part of the viewport. Otherwise,
if you start dragging on an object, most likely the Use the Filter Combinations dialog to create your
software will assume you intend to select where own custom combinations of categories to add to
you click and will begin the transform operation the Selection Filters list (page 1–81).
immediately.
You can also add specific types of objects, or Class
To cancel the selection, right-click before you
IDs, to the list. For example, you can set a filter
release the mouse.
that lets you select only Sphere primitives.
Procedures
Selection Filter List
To create a combination filter:
Main toolbar > Selection Filter
1. Open the Selection Filter list and choose
Combos.
The Filter Combinations dialog appears.
2. Turn on one or more of the check boxes in the
Create Combination group.
3. Click the Add button.
The specified combination appears in the
Current Combinations list to the right as a
combination of the first letters of each selected
category.
4. Click OK.
82 Chapter 3: Selecting Objects
The new combo item appears at the bottom of Create Combination group
the Select Filter list.
Geometry, Shapes, Lights, Cameras, Helpers, Space
Combos are stored in the 3dsmax.ini (page Warps—Choose the category or categories you
1–18) file, so they remain in effect for all scenes want included in the combination.
through all sessions.
Add—After choosing the categories to include
To delete a combination filter: in a combination, click this button to place the
categories, labeled with the categories’ initials, in
1. Open the Selection Filter list and choose
the Current Combinations list, as well as at the
Combos.
bottom of the Selection Filter list.
The Filter Combinations dialog appears.
2. Choose one or more of the combos in the Current Combinations group
Current Combinations list. Current Combinations list—Lists current
3. Click the Delete button. combinations. To delete one or more
combinations, choose them, and then click Delete.
4. Click OK.
Delete—After choosing one or more combinations
Interface in the Current Combinations list, click this button
to delete them.
Note: This dialog applies to objects only. For editing 3. In the viewport, select the objects you want to
sub-object named selection sets, see Edit Named remove.
Selections Dialog (page 1–86).
4. In the dialog, click Subtract Selected
See also Objects.
In the Named Selection Sets dialog, all of the Status Bar—Displays the
current named selection sets are displayed. By current named selection set, as well as what’s
clicking the plus (+) or minus (-) icon, you can currently selected in the scene. If more than one
expand or collapse (respectively) the object list for object is selected, the number of selected objects is
each set. displayed.
The buttons along the top of the dialog let you
Right-click menu
create or delete sets, add or remove objects from a
set, select objects (independently or as a selection Additional commands are available when you
set), and see which named selection set(s) a right-click in the Named Selection Sets dialog.
particular object belongs to.
Rename—Lets you rename the selected set or
object.
Create New Set—Creates a new selection
Tip: You can rename objects or sets by pressing
set, including any currently selected objects as
members. F2 .
86 Chapter 3: Selecting Objects
Cut—Removes the selected object or set and stores collaboration with the Highlight Selected Objects
it in a buffer for reuse with the Paste command, command.
similar to the Cut command in Windows. Tip: You can use Ctrl+G to toggle through the
Tip: You can cut an object or set by pressing sets.
Ctrl+X .
Copy—Copies the selected object or set and stores
it in a buffer for reuse with the Paste command,
Edit Named Selections Dialog
similar to the Copy command in Windows. Make a sub-object selection. > Edit menu > Edit Named
Selections
Tip: You can copy an object or set by pressing
Ctrl+C . Make a sub-object selection. > Main toolbar > Named
Selection Sets
Paste—Adds a Cut or Copied object or set into
another set. Edit Named Selections displays the Edit Named
Selections dialog, letting you manage named
Tip: You can paste an object or set by pressing
selection sets of sub-objects (page 1–74). Unlike
Ctrl+V .
the Named Selection Sets dialog (page 1–84), which
Collapse All—Collapses all expanded selection sets. applies to objects only, it is a modal dialog, which
Expand All—Expands all collapsed selection sets.
means that you must close it in order to work in
other areas of 3ds Max. Also, you can work only
Create New Set—Creates a new selection set, with existing named sub-object selections; you
including any currently selected objects as cannot use the dialog to create new selections.
members.
Remove—Removes the selected object or selection Procedure
set. To edit named sub-object selections:
Add Selected Objects—Adds currently selected 1. At a sub-object level, create one or more named
objects to the selected named selection set. selection sets (page 1–83).
Select All
Edit menu > Select All
The dialog window lists all named selections at
Keyboard > Ctrl + A
the current sub-object level. The buttons beneath
the windows let you delete, merge, and edit the
This command selects all objects in the scene
listed items. Use standard mouse-plus-keyboard
matching the current selection filter type (page
methods (using Ctrl or Shift ) to highlight
1–81) on the main toolbar.
list items and designate them for subsequent
operations.
To rename a set, click it in the list, and then edit its
name in the one-line window immediately below
the list.
Combine—Merges all objects from the highlighted
selection sets into a single, new selection set. Select
88 Chapter 3: Selecting Objects
The Rectangular Selection Region option, available Edit menu > Select By > Circular Region
Procedure Procedure
To select using a circle: To select using a fence:
1. Click the Circular Selection Region 1. Click the Fence Selection Region button.
button. 2. Drag to draw the first segment of a polygon,
2. Drag in a viewport, then release the mouse. then release the mouse button.
The first location you click is the center of the A "rubber-band line" is now attached to the
circle, where you release the mouse defines the cursor, anchored at the point of release.
circle’s radius.
3. Move the mouse and click to define the next
To cancel the selection, right-click before you segment of the fence. You can make as many
release the mouse. steps as you want.
4. To complete the fence, either click the first
point, or double-click.
Fence Selection Region A pair of cross hairs appears when you’re near
enough to click the first point. This creates a
Main toolbar > Fence Selection Region (Selection Region
flyout) closed fence.
Edit menu > Select By > Fence Region Double-clicking creates an open fence, which
can select objects only by the crossing method.
The Fence Selection Region option, available from To cancel the selection, right-click before you
the Selection Region flyout (page 1–80) and the Edit release the mouse.
menu, provides one of five methods you can use
to select objects by region. The other methods
are Rectangular (page 1–89), Circular (page 1–89),
Lasso (page 1–90), and Paint (page 1–91). Lasso Selection Region
You can use Fence to select either objects that are Main toolbar > Lasso Selection Region (Selection Region
completely within the selection region (window flyout)
method), or objects that are either within or Edit menu > Select By > Lasso Region
touched by the selection shape (crossing method).
Toggle between the window and crossing selection The Lasso Selection method lets you select
methods by using the Window/Crossing button multiple objects within a complex or irregular
(page 1–93) on the main toolbar. region with a single mouse action.
Note: If you hold down Ctrl while specifying The Lasso Selection Region option, available from
a region, the affected objects are added to the the Selection Region flyout (page 1–80) and the Edit
current selection. Conversely, if you hold down menu, provides one of five methods you can use
Alt while specifying a region, the affected objects to select objects by region. The other methods
are removed from the current selection. are Rectangular (page 1–89), Circular (page 1–89),
Fence (page 1–90), and Paint (page 1–91).
You can use Lasso to select either objects that are
completely within the selection region (window
Paint Selection Region 91
method), or objects that are either within or Tip: You can also create custom tools for changing
touched by the selection shape (crossing method). the brush size; choose Customize menu >
Toggle between the window and crossing selection Customize User Interface and set keyboard
methods by using the Window/Crossing button shortcuts or other user interface items for the
(page 1–93) on the Main toolbar. actions Paint Selection Size Up and Paint Selection
Note: If you hold down Ctrl while specifying Size Down.
a region, the affected objects are added to the Note: Paint Selection Region respects the
current selection. Conversely, if you hold down Window/Crossing selection toggle (page 1–93)
Alt while specifying a region, the affected objects setting. If the toggle is set to Select Region Window
are removed from the current selection. (page 1–92) and the brush is smaller than an object
or sub-object to be selected, you won’t be able to
Procedure select the item. To resolve this, enlarge the brush
To select using a lasso: or choose Select Region Crossing (page 1–93).
Note: With editable poly (page 1–1022) and Edit
1. Click the Lasso Selection Region button. Poly (page 1–640) objects, you can also paint soft
selections (page 1–966) and deformation (page
2. Drag to draw a shape around the object(s) that
1–1024).
should be selected, then release the mouse
button. The Paint Selection Region button, available from
the Selection Region flyout (page 1–80), provides
Note: To cancel the selection, right-click before
one of five methods you can use to select objects by
you release the mouse.
region. The other methods are Rectangular (page
1–89), Circular (page 1–89), Lasso (page 1–90),
and Fence (page 1–90).
Paint Selection Region
Procedure
Main toolbar > Paint Selection Region (Selection Region
flyout) To select by painting a region:
Region
Edit menu > Region
painting a selection region, the brush must 2. From the Main toolbar, click the Selection
completely encompass an object or sub-object Region flyout (page 1–80) and choose a method:
to select it. Rectangular, Circular, Fence or Lasso Selection
3. Drag to specify the region and select the objects. region.
Note: This setting also applies to Paint Selection
Region, but in this case the boundary is that of
the brush, not the region. In other words, when
Select Region Crossing painting a region in Crossing mode, the brush
selects every object or sub-object it touches or
Edit menu > Region > Crossing
encompasses.
Main toolbar > Crossing Selection
3. Drag to specify the region and select the objects.
Window/Crossing Selection
Toggle
Main Toolbar > Crossing Selection or Window Selection
from the Window/Crossing toggle
To select objects within and crossed by a selection The Selection Region flyout (page 1–80) on the
region: toolbar allows you to create different-shaped
1. Do one of the following: boundaries.
1. Choose Edit > Region > Crossing. 3ds Max automatically saves the Window/Crossing
setting in the 3dsmax.ini (page 1–18) file.
2. Click the Window/Crossing Selection Toggle
(page 1–93) to display the Crossing icon.
94 Chapter 3: Selecting Objects
These commands on the Edit menu (page 3–673) Some actions cannot be undone: for example,
are for basic edit manipulations of selections. applying the Collapse utility or Reset Transform
utility, or saving a file, which overwrites the
Undo and Redo work as in standard Windows previous version. When you know something
applications. These commands are available on the cannot be undone, use Hold (page 1–95) first.
default main toolbar as well. 3ds Max also provides Then if you want to undo it, use Fetch. Hold and
a history of commands. Right-clicking the Undo Fetch are also commands on the Edit menu (page
or Redo buttons displays a list of commands you 3–673).
can undo or redo. Not all operations are reversible
using Undo. Afer you perform an action that is undoable, the
Edit menu shows the name of the function to be
Note: Viewport changes such as panning and undone. After you undo an action, the Edit menu
zooming have a separate Undo and Redo. See shows the name of the function you can redo.
View-Handling Commands (page 1–35).
Undo and Redo are also available as buttons on
The Hold and Fetch command pair serves as an the main toolbar. You can right-click the Undo
alternative to Undo and Redo. Hold saves the or Redo button to display a box that lists the
current state of the scene. After using Hold, you last operations performed. You can highlight
can restore that state at a later point by using Fetch. and reverse any number of these operations
Sometimes, when you are about to perform a risky in sequence with the respective Undo or Redo
operation, an alert prompts you to first use Hold. command. By default, there are 20 levels of Undo.
3ds Max does not have the Cut or Paste functions You can change the number of levels with the
found in many Windows applications. The Delete Customize > Preferences > General tab (page
command simply removes the selection from the 3–815) > Scene Undo group.
scene.
Undo/Redo and Object Creation
Undo/Redo (page 1–94)
When you create an object, the Create operation
Hold/Fetch (page 1–95) is recorded by 3ds Max and displayed next to the
Delete (page 1–95) activated Undo command in the Edit menu. When
you undo the Create operation, the Redo Create
operation is displayed next to the activated Redo
command in the Edit menu. The Undo and Redo
Undo/Redo commands in the Edit menu are unavailable when
no valid operation was performed or recorded.
Edit menu > Undo or Redo
The Undo command reverses the last operation • Click Undo, choose Edit menu > Undo,
performed on any selected objects. Redo reverses or press Ctrl+Z .
Hold/Fetch 95
Additional Details
• Click Redo.
• The Hold buffer is a temporary file
• Edit menu > Redo.
(maxhold.mx) in the directory specified by the
• Press Ctrl+Y . AutoBackup path on the Configure User Paths
dialog > File I/O panel (page 3–810).
To redo several actions:
• Fetch also deletes all operations recorded in the
Undo and Redo History lists.
1. Right-click Redo.
2. From the list, click the action to return to.
Your selection must be continuous: you can’t Delete
skip over any items in the list.
Make a selection. > Edit menu > Delete
3. Click the Redo button.
Make a selection. > Keyboard > Delete
To exit the list without performing an action,
click the Cancel button or click somewhere The Delete command deletes the current selection
outside of the list. from the model.
The Undo command (page 1–94) can restore
Hold/Fetch the deleted selection to the model. (The Undo
command is also available as a button on the main
Edit menu > Hold or Fetch toolbar.)
single, non-hierarchical object that you can then General Features of Groups
manipulate as one. Grouping works with all
Once you group objects, you can treat them as
objects, while assemblies are best used for light
a single object in your scene. You can click any
fixtures and characters.
object in the group to select the group object.
For more information about groups, see Using
When you create a group, all of its member objects
Groups (page 1–96) and Group Commands (page
are rigidly linked to an invisible dummy object.
1–104).
The group object uses the pivot point and the
For more information about assemblies, see Using local transform coordinate system of this dummy
Assemblies (page 1–98) and Assembly Commands object.
(page 1–107)
Groups can be nested. That is, groups can contain
For more information about character assemblies, other groups, up to any level.
see Character Assembly (page 1–102) and Character
Assembly Commands (page 1–112) Transforming and Modifying a Group
You can transform or modify a group as if it were a
single object, and you can animate the transforms
Using Groups and the modifiers.
When you apply a modifier to the group, this
applies an instance of the modifier to each object
in the group. A grouped object retains its modifier
instance, even if you later remove it from the
group.
When you apply a transform to the group, on the
other hand, this applies only to the group as a
whole. More precisely, 3ds Max applies transforms
to the dummy object that represents the group.
You can transform and animate individual objects
within a group independently from the group
Object on the right is a group and treated as a single entity. itself. However, when you transform the group
Grouping lets you combine two or more objects itself, the transform affects all grouped objects
into a single grouped object. The grouped object equally. The group transform is uniformly added
is given a name, and then treated much like any to objects that have independent motions. An
other object. analogy is a cage of birds, each flying around on
its own, while the cage itself is being moved. In
Group names are similar to object names, except the case of groups, the "cage" (the dummy object)
that they’re carried by the group object. In lists like expands to surround all objects in the group,
the one for the Select Object dialog, group names wherever the objects’ independent transforms take
appear in square brackets, for example [Group01]. them.
The commands to manage groups are on the
default Group menu (page 3–674).
Using Groups 97
Accessing Objects in a Group permanent than selection sets, but less permanent
than attaching objects.
You can open and close groups to access the
individual objects contained in them without • Selection sets (page 1–64): Form a temporary
dissolving the group. These commands maintain collection of objects to which you apply the
the integrity of the group. current commands. As soon as you select
another object, the selection set is gone.
• Open (page 1–105): Temporarily opens the
group so that you can access its member • Named selection sets (page 1–67): Let you
objects. While a group is open, you can treat reselect the same pattern of objects, but the
the objects (or nested groups) as individuals. positional relationship between those objects
You can transform them, apply modifiers, and (their transforms) might be different each time
access their modifier stacks. you recall the named set.
• Close (page 1–105): Restores the group when • Grouped objects: Maintain their positional
you’re finished working with the individual relationships unless you open the group and
objects. rearrange them. A group also keeps its identity
as an individual object.
Dissolving Groups Each object in a group retains its modifier stack,
You can permanently dissolve groups by either including its base parameters. At any time, you
ungrouping or exploding them. Both commands can open the group to edit an object, and then
dissolve groups, but to different levels. close the group to restore the group identity.
• Ungroup (page 1–106): Goes one level deep in • Attached objects (see Editable Mesh (Object)
the group hierarchy. It separates the current (page 1–1001)): Attached objects form a
group into its component objects (or groups), single object. The modifier stacks of the
and deletes the group dummy object. original objects are lost, including their base
parameters. You can regain the form of the
• Explode (page 1–106): Similar to Ungroup,
original objects by detaching them, but they
but dissolves all nested groups as well, leaving
become plain meshes.
independent objects.
• Assemblies (page 1–98) are useful for creating
When you Ungroup or Explode a group, the combinations of geometry and light objects
objects within the group lose all group transforms that act as lighting fixtures.
not on the current frame. However, objects retain
any individual animation.
To transform or modify the objects within a group,
you must first remove them from the group, either
temporarily or permanently. The Open command
lets you do this.
Using Assemblies
for a light source in an assembly, the change will Transforming and Modifying an
be reflected in all the instanced light sources. For Assembly
example, in the early design stages, you might You can transform or modify an assembly as if
use shadow maps, but later you might want to it were a single object, and you can animate the
switch to advanced ray-trace shadows for greater transforms.
accuracy in rendering. Using instancing makes it
easier to change such settings globally. Unlike a group, when you apply a modifier to the
assembly, only the luminaire receives the modifier.
General Features of Assemblies Thus, deforming modifiers such as Bend don’t
have any effect on assemblies.
Once you assemble objects, you can treat them as
a single object in your scene. You can click any When you apply a transform to the assembly, it
object in the assembly to select the entire assembly. applies to the assembly as a whole. More precisely,
3ds Max applies transforms to the dummy object
When you create an assembly, all of its member
that represents the assembly. To modify member
objects are rigidly linked to an invisible Luminaire
objects, you must first open the assembly, select the
helper object. The assembly uses the pivot point
objects, and then apply modifiers. Such modifiers
and the local transform coordinate system of this
do not appear in the modifier stack when the
helper object.
assembly is closed.
You can nest assemblies. That is, assemblies can
You can transform and animate individual objects
contain other assemblies (or groups), up to any
within an assembly independently from the
level.
assembly itself. However, when you transform the
The head object parameters appear in the Modify assembly itself, the transform affects all assembled
panel when the assembly is selected. You can objects equally. The assembly transform is
use the 3ds Max Wire Parameters (page 2–411) uniformly added to objects that have independent
functionality to connect these parameters to those motions. An analogy is a cage of birds, each flying
of light objects in the assembly. For a step-by-step around on its own, while the cage itself is being
procedure, see To wire a head object to a light moved. In the case of assemblies, the "cage" (the
source (page 1–108). dummy object) expands to surround all objects in
the assembly, wherever the objects’ independent
transforms take them.
as individuals. You can transform them, apply When multiple assembly instances are selected, the
modifiers, and access their modifier stacks. Make Unique command works the same as when
• Close (page 1–109): Restores the assembly when multiple instances of an object are selected. You’re
you’re finished working with the individual asked whether you want to make the selected
objects. assemblies unique one with respect to each other.
• If you answer Yes, 3ds Max makes the
Using Make Unique with Assemblies assemblies unique one with respect to another
and parameter wires are reconnected inside
When you clone assemblies using instancing,
each unique assembly. That is, the parameters
and then make the clones unique, it’s important
of each unique assembly head drives only the
to consider how this affects parameter wiring.
parameters of its own members, not that of the
Consider the following typical usage case:
members in any other assembly instances.
1. Drag an assembly, such as a light fixture, into
• If you answer No, then the selected assemblies
the scene.
are made unique only with respect to the other
2. Clone the assembly several times using the assembly instances. The parameters of unique
Instance option and position the instances in assembly heads drive only the parameters of
the scene. their members, not the members of the other
3. To make the scene look more realistic, giving assembly instances.
the appearance of randomness to the objects in Note: If you chose to instance the controllers
the scene, make some of the assembly instances when you instanced the assembly, the Modify
unique and adjust their parameters to differ panel > Make Unique command does not make
from the rest of the instances. the controllers unique. You can make them
When you clone-instance an assembly, all objects unique by doing the following: Open Track
in the assembly, along with all the parameter wires, View, select the Transform track for object
are instanced. So if you change a wired luminaire whose controller you want to make unique, and
parameter, all instanced assemblies are affected. click the Make Unique button in the Track View
toolbar.
When the modifier stack displays an assembly
head that is an instance or reference, the Make Dissolving Assemblies
Unique (page 3–770) button is active. By clicking
it, the assembly head object is made unique You can permanently dissolve assemblies by either
with respect to its instances and all the assembly disassembling or exploding them. Both commands
members are also made unique. dissolve assemblies, but to different levels.
• Disassemble (page 1–110): Goes one level deep
The parameter wiring between the unique
in the assembly hierarchy. It separates the
assembly head and its members is de-coupled from
current assembly into its component objects (or
the other instances of the assembly. Changing the
assemblies/groups), and deletes the assembly
parameters of the unique assembly head object
head object.
affects only the parameters of its own members,
not the members of the other instances of the • Explode (page 1–110): Similar to Disassemble,
assembly. but dissolves all nested assemblies and groups
as well, leaving independent objects.
Using Assemblies 101
When you disassemble or explode an assembly, original objects by detaching them, but they
any transform animation applied to the assembly is become plain meshes.
lost, and objects remain as they were in the frame
at which the dissolution is performed. However, See also
objects retain any individual animation.
Lights (page 2–1272)
To transform or modify the objects within an
assembly, you must first remove them from the Procedures
assembly, either temporarily or permanently. The To insert and place an existing assembly:
Open command lets you do this.
1. Turn on AutoGrid (page 2–7).
Comparing Assemblies with Other 2. Drag the assembly from a Web page (if it’s an
Selection Methods i-drop object (page 3–523)) or from your local
disk and drop it into your scene, placing it on
Compared to the other methods you can use to
any existing surface.
combine objects in 3ds Max, assembling is more
permanent than selection sets, but less permanent
than attaching objects. 3. On the main toolbar, click Use Pivot
Point Center (page 1–446).
• Selection sets (page 1–64): Form a temporary
collection of objects to which you apply the 4. Position the assembly as you would any other
current commands. As soon as you select object to aim it in a specific direction.
another object, the selection set is gone. 5. If necessary, wire (page 1–108) the assembly
• Named selection sets (page 1–83): Let you luminaire to its light source or sources.
reselect the same pattern of objects, but the 6. Select the assembly, and then use the Modify
positional relationship between those objects panel settings to adjust the intensity of the light
(their transforms) might be different each time with the Dimmer control.
you recall the named set.
• Assembled and grouped (page 1–96) objects: To create your own luminaire:
Maintain their positional relationships unless 1. Create the geometry of the lighting fixture.
you open the assembly and rearrange them. An 2. Create a light source (page 2–1274) or on the
assembly also keeps its identity as an individual Create panel, click Lights to add a standard
object. or photometric light to the geometry of the
Each object in an assembly retains its modifier lighting fixture you just made.
stack, including its base parameters. At any 3. Select all the objects in the assembly, including
time, you can open the assembly to edit an geometrical objects and lights.
object, and then close the assembly to restore
the assembly identity. Note: If using IK, leave the light targets out of
the assembly so that you can manipulate them
• Attached objects (see Editable Mesh (Object) independently.
(page 1–1001)): Attached objects form a
single object. The modifier stacks of the 4. Choose Assembly menu > Assemble.
original objects are lost, including their base A dialog appears requesting a name for the
parameters. You can regain the form of the assembly and that you specify a head object.
102 Chapter 3: Selecting Objects
The only head object type available by default is the character mesh, bones, IK chains, helper
Luminaire (page 1–111). objects, controllers, and other objects used to
5. Enter a name for the assembly and click OK. animate characters. Once the objects are grouped
(assembled), you can perform various functions
6. Wire (page 1–108) the assembly luminaire to its
on the group as a whole, such as saving and loading
light source or sources. More information on animation for the entire bone/mesh set.
parameter wiring is available at the link in this
step.
If more than one light source is present
inside the assembly, create a chain of wired
parameters. Then enter the desired relationship
expression in the expression text box.
Character Assembly
A character assembly is a special type of group
for objects particular to a character setup:
Character Assembly 103
Group Commands
The commands to manage groups are on the
Group menu (page 3–674).
Group (page 1–104)
Open Group (page 1–105)
Close Group (page 1–105)
Ungroup (page 1–106)
Attach Group (page 1–106)
Detach Group (page 1–106)
Explode Group (page 1–106)
Parameter Wiring and Animation
See also
If you plan to wire parameters between two
objects, create the assembly first and then set up Using Groups (page 1–96)
the wiring. Be sure to include both objects in the
assembly.
Group
Because wiring should be done after the assembly
is created, you will probably find it easiest to Group menu > Group
create the character assembly before animating
the character. The Group command combines a selection set of
objects or groups into a single group.
See also
Once you group objects, you can treat them as
Create Character (page 1–112) a single object in your scene. You can click any
object in the group to select the group object. You
Destroy Character (page 1–115)
can transform the group as a single object, and you
Lock/Unlock Character (page 1–115) can apply modifiers as if it were a single object.
Save Character (page 1–115) Groups can contain other groups, up to any level.
Insert Character (page 1–115) Group names are similar to object names, except
Skin Pose Commands (page 1–116) that they’re carried by the group object. In lists
like the one in the Select Objects dialog (page
Merge Animation (page 3–466) 1–78), group names appear in square brackets. For
example: [Group01].
If a group is selected, its name will appear in
“bolded” text in the Name And Color rollout.
Open Group 105
Procedures
To define a group:
Close Group
1. Select two or more objects. Select the pink dummy object of an opened group. >
Group menu > Close
2. Choose Group menu > Group.
A dialog appears requesting a name for the The Close command regroups an opened group.
group. For nested groups, closing the outermost group
object closes all open inner groups.
3. Enter a name for the group and click OK.
When you link an object to a closed group, the
To define a nested group: object becomes a child of the group parent rather
1. Select two or more groups or any combination than of any member of the group. The entire group
of groups and objects. flashes to show that you’ve linked to the group.
2. Choose Group > Group.
Procedures
A dialog appears requesting a name for the
To close all opened groups nested within a main
group.
group:
3. Enter a name for the new group object and click
1. Select the pink bounding box representing the
OK.
main group.
2. Choose Group > Close.
Open Group
To close a nested group:
Select one or more groups. > Group menu > Open 1. Select any object in the nested group or its
dummy.
The Open command lets you ungroup a group
2. Choose Group > Close.
temporarily, and access objects within a group.
You can transform and modify the objects within
the group independently from the rest of the
group, then restore the original group using the
Close command.
106 Chapter 3: Selecting Objects
Procedure
Ungroup To explode a group:
Select one or more groups. > Group menu > Ungroup 1. Select one or more groups.
2. Choose Group > Explode.
Ungroup separates the current group into its
component objects or groups. All objects in the groups remain selected but no
longer belong to groups. All nested groups are
The Ungroup command ungroups one level, exploded. All group dummies in the selection
unlike Explode (page 1–106), which ungroups all are deleted.
levels of nested groups.
When you Ungroup a group, the objects within the
group lose all group transforms that were applied Detach Group
on nonzero frames, but they retain any individual
Select a group. > Group menu > Open > Select one or
animation. more objects detach. > Group menu > Detach
Assemble Procedures
Select the objects to assemble. > Group menu > To define an assembly:
Assembly > Assemble
1. Select two or more objects.
The Assemble command combines a selection set 2. Choose Group menu > Assembly > Assemble.
of objects, assemblies, and/or groups into a single The Create Assembly dialog appears. It requests
assembly, and adds a Luminaire helper object (page you to specify a name for the assembly and
1–111) as a head object (page 1–111).
108 Chapter 3: Selecting Objects
a head object (page 1–111). The default head sure to turn on the Multiplier check box on the
object type is Luminaire (page 1–111). Intensity/Color/Distribution rollout.
3. Enter a name for the assembly, choose 2. Select all objects in the fixture and define them
Luminaire (page 1–111) from the list, and click as an assembly.
OK. When the assembly is selected, the luminaire
The selected objects are assembled. The parameters Dimmer and Filter Color appear in
assembly head object position and orientation the Modify panel.
is determined as follows: 3. From the Animation menu, choose Wire
• If there are multiple immediate children Parameters > Parameter Wire Dialog.
of the assembly head (for example, you’re 4. The Parameter Wiring dialog (page 2–412)
assembling several non-hierarchical appears.
objects), the head object is aligned with
5. On one side of the dialog, find the assembly
center of bottom face of the assembly
bounding box. and expand the branch titled Object
(LuminaireHelper). Click the Dimmer item to
• If there’s only one immediate child of the highlight it.
assembly head, the assembly head pivot
6. On the other side, find the assembly and
point is aligned with that object’s pivot
point. For example, if you’re assembling a expand its hierarchy branch (click the + symbol
single hierarchy, the topmost object in the in the square box). Find and expand the branch
hierarchy would be the single immediate for the light source, and then expand its Object
child of the assembly head. branch. Click the Multiplier item to highlight it.
7. Between the two hierarchy lists, click the
To define a nested assembly: Control Direction arrow button that points
1. Select two or more assemblies or any from the selected Dimmer item to the selected
combination of assemblies and objects. Multiplier item.
2. Choose Group menu > Assembly > Assemble.
The Create Assembly dialog appears. It requests
a name for the assembly, and a head object.
3. Enter a name for the new assembly object and
click OK.
Close Assembly
Select the luminaire. > Group menu > Assembly > Close
All disassembled entities remain in the current Select one or more objects to detach in an open assembly.
> Group menu > Assembly > Detach
selection set.
Note: If you have wired the luminaire head to The Detach command detaches the selected object
any other parameters, those parameters are still from its assembly. If the object is a member of a
controlled by the wiring setup after disassembly nested assembly, after you detach it, it is no longer
and are not adjustable until you apply a standard a member of any assembly.
controller, such as Bezier Float. Use Track View
This command becomes active when you open the
to do this.
assembly by choosing Open (page 1–109) from the
Assembly menu.
Attach Assembly 111
The Attach command makes the selected object The Luminaire helper object serves primarily as a
part of an existing assembly. head, or control, object for light fixtures. When
you assemble (page 1–107) a set of objects into
With an object selected, choose this command,
a light fixture, you specify that a new luminaire
and then click either a closed assembly in the
object should be used as the assembly head object.
scene, or the head object of an open assembly.
The luminaire’s parameters, available from the
Modify panel, let you control the light sources in
Procedure
the fixture. See Using Assemblies (page 1–98) for
To attach an object to an assembly: more information.
1. Select one or more objects to attach.
You can also add a Luminaire object separately
2. Choose Group menu > Assembly > Attach. from the Create panel, but in general it’s not
3. Click any member of an assembly. necessary.
The selected objects become part of the
assembly, which is now selected.
Character Assembly
Commands
Luminaire icon in the viewport
By default, the character-assembly commands
listed here are not part of the 3ds Max user
interface. To add them, choose Customize
menu > Customize User Interface, click the tab
representing the part of the UI to which you’ll add
the commands (Keyboard, Toolbars, etc.) and
then, from the Category drop-down list, choose
Characters. Use standard CUI functionality (page
Luminaire rollout
3–792) to add the commands.
Dimmer—Emulates the dimmer switch of a
real-world lighting fixture. The setting determines Create Character (page 1–112)
the percentage of the default light intensity is Destroy Character (page 1–115)
emitted by the light source of a lighting fixture.
You wire this parameter to one or more light Lock/Unlock Character (page 1–115)
sources’ Multiplier settings. Save Character (page 1–115)
Filter Color—An RGB color parameter that you Insert Character (page 1–115)
link to a light source’s color or filter color.
Skin Pose Commands (page 1–116)
Merge Animation (page 3–466)
Create Character
See Adding Character Assembly Commands to the UI (page
1–103).
Procedure
The Dimmer option can control the intensity of all the lights in To create a character assembly:
the luminaire
1. Create a linked structure of bones or other
objects. The structure can have several chains.
You can also use the linked structure with the
Skin modifier, and/or set up character rigs and
controllers as needed.
2. Select all objects that will become members of
the assembly.
Create Character 113
3. Use this method (page 1–103) to add the Character Assembly rollout
character-assembly commands to the user
interface, and then choose the Create Character
command.
The character-assembly node is created at the
bottom of the entire selection, as viewed in the
Front viewport.
With the Object Properties dialog you can specify Select object or objects. > Right-click. > Transform
settings per object or by layer (page 3–920). Object (lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > General panel
settings affect only the object or objects selected.
When an object is set to By Layer, it inherits its Layer manager > Click the icon next to an object’s name.
> Object Properties dialog > General panel
properties from the layer settings, which you set
with the Layer Properties dialog (page 3–662).
This panel of the Object Properties dialog displays
The Object Properties dialog panels are: general object information, as well as controls for
• General Panel (Object Properties Dialog) (page rendering the object and displaying it in viewports.
1–117)
• Advanced Lighting Panel (Object Properties
Dialog) (page 1–123)
• mental ray Panel (Object Properties Dialog)
(page 1–126)
• User Defined Panel (Object Properties Dialog)
(page 1–127)
118 Chapter 4: Object Properties
Interface these values are the values used if you have made
the shape renderable. Faces for renderable shapes
are generated only at rendering time.
Shape Vertices and Shape Curves—Appear only
for shape objects. Shape Vertices is the number
of vertices in the shape, and Shape Curves is the
number of polygons. (Shape Curves is the value
that appeared as "Polygons" in previous releases.)
These values can change over time: they are valid
only for the current frame and the current view.
Parent—Displays the name of the object’s parent in
a hierarchy. Shows "Scene Root" if the object has
no hierarchical parent.
Material Name—Displays the name of the material
assigned to the object. Displays "None" if no
material is assigned.
Num. Children—Displays the number of children
hierarchically linked to the object.
In Group/Assembly—Displays the name of the
group or assembly to which the object belongs.
Displays "None" if the object is not part of a group.
Layer—Displays the name of the layer which the
Object Information group object is assigned to.
This group displays information about the selected
object, including the following: Interactivity Group
Hide— Hides the selected object or objects.
Name—Shows the name of the object. When a
single object is selected, you can edit this field to Hidden objects exist in the scene, but do not
give the object a new name. When multiple objects appear in the viewports or rendered images. To
are selected, this field shows "Multiple Selected," unhide hidden objects, use the Display panel (page
and cannot be edited. 3–775) or choose Tools > Display Floater (page
3–775).
Color—The color swatch shows the object’s color.
You can click it to display the Object Color dialog Note: Objects residing on a hidden layer are
(page 1–159) and select a different color. automatically hidden, regardless of this setting.
Dimensions—Displays the X, Y, and Z dimensions Tip: The Layer Manager (page 3–656) is the easiest
of the object’s extents (page 3–936). way to hide groups of objects or layers.
Vertices and Faces—Display the number of vertices Freeze—Freezes the selected object or objects.
and faces in the object. For shapes (page 1–262),
General Panel (Object Properties Dialog) 119
Edges Only—Toggles the display of hidden edges Trajectory—Displays the object’s trajectory (page
and polygon diagonals (page 3–928). When on, 3–1025). Default=off.
only outside edges appear. When off, all mesh Note: This option is also available in the Display
geometry appears. Applies to Wireframe viewport panel (page 3–775) and by choosing Tools >
display mode, as well as other modes with Edged Display Floater (page 3–775).
Faces turned on.
Note: This option is also available in the Display
panel (page 3–775) and by choosing Tools >
Display Floater (page 3–775).
Note: This option is also available in the Display quickly turn large groups of lights on or off using
panel (page 3–775) and by choosing Tools > the Layer Manager (page 3–656).
Display Floater (page 3–775).
By Object/By Layer—Toggles between object
Vertex Channel Display—For editable mesh (page settings or object layer settings. Object settings
1–996), editable poly (page 1–1022), and editable affect only the object or objects selected. Object
patch (page 1–968) objects, displays the assigned layer settings affect the rendering controls of all
vertex colors in viewports. The drop-down list objects on the same layer as the selected object.
lets you choose to display Vertex Color, Vertex Note: If multiple objects are selected and have
Illumination, Vertex Alpha, Map Channel Color, different By Layer settings, this button will read
or Soft Selection Color. Default=off. ‘Mixed’.
You can assign vertex colors at all sub-object levels Visibility—Controls the rendered visibility of the
except Edge. object. At 1.0, the object is fully visible. At 0.0,
Note: This option is also available on the Display the object is completely invisible when rendered.
panel (page 3–775). Default=1.0.
Map Channel—Sets the map channel for the vertex You can animate this parameter. Animating
color. Available only when the Map Channel Color Visibility assigns a visibility controller to the
option is active. object. By default this is a Bezier float controller
(page 2–310).
Renderable—Makes an object or selected objects
appear or disappear from rendered output.
Nonrenderable objects don’t cast shadows or
affect the visual component of the rendered scene.
Like dummy objects, nonrenderable objects can
manipulate other objects in the scene.
Shape (page 1–262) objects have the Renderable
option turned on by default. In addition, each
Shaded—When on, shaded viewports add shading
shape has an Enable In Renderer parameter.
to the vertex coloring. When off, colors are
When both check boxes are on, the shape appears
unshaded. Default=off.
in rendered output. If Renderable in the Object
Note: This option is also available on the Display Properties dialog is off, the shape is not renderable,
panel and by choosing Tools > Display Floater regardless of the state of its local Enable In
(page 3–775). Renderer check box.
Rendering Control group If you apply a modifier that converts the shape
into a mesh object, such as a Lathe modifier (page
You can set rendering control for lights to By
1–707) or Extrude modifier (page 1–680), the shape
Object or By Layer (the latter is the default setting),
automatically becomes renderable regardless of
and you can also change their Renderable setting.
the state of its local Enable In Renderer setting.
This allows you to turn individual lights on and off
in your renderings, but more importantly, you can For shapes, the Renderable check box in the
Object Properties dialog affects the main object,
122 Chapter 4: Object Properties
so the check box also affects all instances of and occluded objects. Turning on this control makes
references to the shape. the object transparent for the purposes of special
effects. This makes no difference when you render
Inherit Visibility—Causes the object to inherit
to most image files. When you render to either
a percentage of the visibility of its parent (as
the RLA (page 3–630) or RPF (page 3–631) file
determined by the parent’s Visibility track in Track
format, however, occluded objects appear with the
View). When a group parent is assigned a visibility
effect applied on their designated G-buffer layer.
track, Inherit Visibility is automatically turned on
Default=off.
for all children in the group. The children will have
the maximum visibility of the parent. Transparent
G-Buffer group
materials and hidden objects have no effect on this
function. Allows you to tag an object as a target for a render
effect (page 3–218) based on the G-buffer (page
Visible to Camera—When on, the object is visible
3–946) channel. Assigning the object a nonzero ID
to cameras in the scene. When off, cameras do creates a G-buffer channel that can be associated
not view this object; however, its shadows and with a render effect.
reflections are rendered. Default=on.
Warning: The mental ray renderer (page 3–78) does not
Visible to Reflection/Refraction—When on, the recognize Z-depth with G-buffers. G-buffer data is saved
object has “secondary” visibility: it appears in on a single layer. Also, the mental ray renderer does not
rendered reflections and refractions. When off, support the following effects:
the object does not appear in rendered reflections
• Glow lens effect (page 3–226) (rendering effect)
or refractions. Default=on.
• Ring lens effect (page 3–230) (rendering effect)
Note: An object can have Visible To Camera on but
Visible To Reflection/Refraction off, in which case • Lens effects Focus filter (page 3–362) (Video
the object renders in the scene but does not appear Post)
in reflections or refractions. Object Channel—Setting this spinner to a nonzero
Receive Shadows—When on, the object can receive number means that the object will receive the
shadows. Default=on. rendering effects associated with that channel in
Render Effects and the post-processing effects
The mental ray renderer supports the Receive associated with that channel in Video Post.
Shadows toggle.
To save the channel data with the rendering,
Cast Shadows—When on, the object can cast
render to either the RLA (page 3–630) or RPF
shadows. Default=on. (page 3–631) file format.
Apply Atmospherics—When on, atmospheric
effects are applied to the object. When off, Motion Blur group
atmospheric effects do not change the rendered By Object/By Layer—Toggles between object
appearance of this object. Default=on. settings or object layer settings. Object settings
Render Occluded Objects—Allows special effects affect only the object or objects selected. Object
to affect objects in the scene that are occluded by layer settings affect all objects on the same layer as
this object. The special effects, typically applied the selected object.
by plug-ins (page 3–995) such as Glow (page
3–226), use G-buffer (page 3–946) layers to access
Advanced Lighting Panel (Object Properties Dialog) 123
Note: If multiple objects are selected and have they do not generate motion blur with the default
different By Layer settings, this button will read scanline renderer.
‘Mixed’. • None—Turns off the state of motion blur for the
Multiplier—Affects the length of the motion-blur object.
streak. • Object—Object motion blur (page 3–981)
If you choose either form of motion blur here in provides a time-slice blur effect.
the Object Properties dialog, you must also choose • Image—Image motion blur (page 3–955) blurs
to apply that type of blur in the Render Scene dialog the object’s image based on the velocity of each
(page 3–2). pixel.
The rendering speed of object motion blur
depends on the complexity of the geometry to
which it’s assigned. The rendering speed of image
Advanced Lighting Panel (Object
motion blur depends on the amount of rendered Properties Dialog)
screen space taken up by the blurring object. Select object or objects. > Edit menu > Object Properties
In most cases image motion blur renders more > Object Properties dialog > Advanced Lighting panel
quickly. Object motion blur renders more quickly Select object or objects. > Right-click. > Transform
when applied to very simple objects, and image (lower-right) quadrant of the quad menu > Properties >
Object Properties dialog > Advanced Lighting panel
motion blur renders more slowly when the object
takes up a lot of screen space, and moves all the Layer manager > Click the icon next to an object’s name.
way across the screen in a single frame. > Object Properties dialog > Advanced Lighting panel
For more information on the Radiosity-only Contrast Threshold—Faces that have vertex
Properties group, see Radiosity Control Panel (page illuminations that differ by more than the Contrast
3–61). Threshold setting are subdivided. Default=75.0.
Initial Mesh Size—When improving the face shape,
Object Subdivision Properties group
faces that are smaller than the Initial Mesh Size
Use Global Subdivision Settings—When on, the are not subdivided. The threshold for deciding
object’s meshing settings correspond to the global whether a face is poorly shaped also gets larger
subdivision settings on the Radiosity Control as the face size is closer to the Initial Mesh Size.
Panel. When off, you can change the meshing Default=12 inches for Imperial units and 30cm for
settings for each object. Default=on. metric units.
• Subdivide—When on, a radiosity mesh is
created for the objects regardless of the
global meshing state. The subdivision that is Radiosity Refine Iterations—The number of refine
performed is determined by the Use Adaptive iterations in the radiosity process for the current
Subdivision switch. When off, the settings selection.
in the Mesh Settings group are unavailable.
Iterations Done—The number of refine iterations
Default=on.
performed on the current selection.
• Use Adaptive Subdivision—Toggles adaptive
subdivision. Default=on. Light Object Radiosity Properties rollout
Tip: Adaptive meshing is computed for an These options are available only for light objects.
object only if Shoot Direct Lights is turned on in
the Radiosity Meshing Parameters rollout (page Exclude from Radiosity Processing—When on, the
3–67). current selection is excluded from the radiosity
solution. When lights are excluded from radiosity,
Note: The Mesh Settings group parameters
their direct contribution is only used for rendering.
Contrast Threshold, Min Mesh Size, and Initial
This option is available only when By Object is
Mesh Size are available only when Use Adaptive
selected.
Subdivision is turned on.
By Object/By Layer—Toggles between object
Mesh Settings group settings or object layer settings. Object settings
Max Mesh Size—The size of the largest faces after
affect only the object or objects selected. Object
adaptive subdivision. Default=36” for imperial layer settings affect all objects on the same layer as
units and 100cm for metric units. the selected object.
Note: If multiple objects are selected and have
When Use Adaptive Subdivision is off, Max Mesh
different settings, this button reads “Mixed.”
Size sets the size of the radiosity mesh in world
units. Store Direct Illumination in Mesh—When on, the
light’s direct illumination is added to the radiosity
Min Mesh Size—Faces are not divided smaller than
mesh, even if the global rendering mode is Render
the minimum mesh size. Default=3 inches for
Direct Illumination. This is comparable to the
Imperial units and 10cm for metric units.
Re-Use Direct Illumination option when rendering
radiosity, but only for this particular light.
126 Chapter 4: Object Properties
Interface Interface
Rename Objects Tool Suffix—When on, lets you enter a string that will
be a suffix to the name of all renamed objects.
Tools menu > Rename Objects
Remove Last N Digits—When on, the last N
The Rename Objects tool helps you rename several characters in the base name are removed from
objects at once. object names. The spinner sets the value of N.
Numbered—When on, lets you number object
names incrementally.
• Base Number—The base number appended to
the name of the first renamed object.
Custom Attributes 129
• Step—The step by which the base number is As you customize an attribute, the result is
incremented in succeeding renamed objects. displayed on the Testing Attribute rollout at the
bottom of the dialog.
Rename—Click to rename the affected objects and
have your changes take effect.
See also
Parameter Collector (page 1–138)
Custom Attributes Attribute Holder Modifier (page 1–559)
Animation menu > Parameter Editor
Custom Attributes Special Features
Keyboard > Alt+1
The Custom Attributes feature offers an array of
Use the Parameter Editor to assign custom workflow-enhancing functionality, including:
attributes to objects, modifiers, materials, and • the ability to add custom attributes to specific
animation tracks. A custom attribute is an animation tracks.
additional, abstract parameter; abstract in
• the ability to edit existing custom attributes.
the sense that it does not directly extend the
functionality of the object by default. It affects an • 13 available data types.
object only after wire parameters (page 2–411), • a variety of available UI options, such as
reaction controllers (page 2–358), or expression ComboBox and ListBox for the Array data type.
controllers (page 2–320) are set up to connect
• the ability to position UI elements precisely
the custom attribute to another parameter in the
with X and Y Offset controls.
scene. You can also use custom attributes to store
job-specific notes and data. • the ability to preserve custom attributes when
collapsing the stack.
Custom attributes behave like other object
parameters in several ways: • A special Attribute Holder modifier (page
1–559) that lets you collect attributes from
• They are saved and loaded in the scene file different entities and access them in one place
along with the object. on the Modify panel.
• They can be animated and keyframed.
• They are displayed in Track View along with the Procedures
base parameters. To add a parameter to an object:
Attribute rollout
available for that material in the Material Editor. To • WorldUnits: Spinner (page 1–133) or Slider
access a parameter that’s assigned to an animation (page 1–134)
track, open Track View, highlight the track’s
Custom Attributes entry, and then right-click and UI Type group
choose View Attribute Dialog. UI Type—Selects the type of UI element that
Edit/Delete—Opens the Edit Attributes/Parameters controls the parameter.
dialog. The UI types available depend on which parameter
This dialog displays a list of all of the custom type you specify. For example, float and integer
attribute parameters assigned to the currently values are controlled by spinners or sliders, and
object at the current level. Dialog behavior is Boolean values by check boxes or check buttons.
described in these two procedures: To edit a Array values are always controlled by drop-down
parameter or custom attribute: (page 1–130) and lists, node values by pick buttons, color values
To delete a custom attribute or parameter: (page by color pickers, and texture map values by map
1–131). buttons.
Full descriptions of each UI Options rollout
Parameter Type group
follow, and the list of parameter types, above,
Parameter Type—Use the drop-down list to includes links to the respective UI Options rollout
choose the data type for the current parameter. descriptions.
The following list includes links to the sections
Name—The name of the parameter. Parameter
describing the UI settings for each parameter’s
Editor gives the parameter the default name
data type:
Param#, with # being a number. Change the name
• Angle: Spinner (page 1–133) or Slider (page by editing this field.
1–134)
• Array (page 1–135) Angle/Float/Integer/Percent/WorldUnits UI
Options rollout: Spinner
• Boolean: CheckBox (page 1–135) or
CheckButton (page 1–135) This is a numeric value that the user can set with a
standard 3ds Max spinner.
• Color (page 1–136)
• Float: Spinner (page 1–133) or Slider (page
1–134)
• fRGBA (page 1–136)
• Integer: Spinner (page 1–133) or Slider (page
1–134)
• Material (page 1–137)
• Node (page 1–136)
• Percent: Spinner (page 1–133) or Slider (page
1–134)
• String (page 1–137)
• TextureMap (page 1–137)
134 Chapter 4: Object Properties
To—Sets the maximum value of the spinner. To—Sets the maximum value of the slider.
Default—Sets the default value of the spinner. Default—Sets the default value of the slider.
Offsets X/Y—Fine-tune the position of the spinner Offsets X/Y—Fine-tune the position of the slider on
on the horizontal and vertical axes. the horizontal and vertical axes.
Alignment group
Left/Right/Center—Sets the alignment of the check
button in the rollout.
Offsets X/Y—Fine-tune the position of the check
button on the horizontal and vertical axes.
Size group
Width—Sets the width of the pick button.
Size group Height—Sets the height of the pick button.
Width—Sets the width of the list.
Alignment group
Height—Sets the height of the list.
Left/Right/Center—Sets the alignment of the pick
Alignment group button in the rollout.
Left/Right/Center—Sets the alignment of the Offsets X/Y—Fine-tune the position of the pick
drop-down list in the rollout. button on the horizontal and vertical axes.
Offsets X/Y—Fine-tune the position of the array list Color UI Options rollout: Color Picker
on the horizontal and vertical axes.
This creates a color swatch that displays the current
Array group color and lets the user click it to choose a new color
with the Color Selector dialog.
Item name—Lets you enter a name into the list.
Size group
Width—Sets the width of the material/map button.
See also
Custom Attributes (page 1–129)
Attribute Holder Modifier (page 1–559)
This rollout displays the UI layout for the custom
attribute that you are working on. It updates
Procedure
continuously so that you can see how different
settings in the various rollouts affect the UI display Example: To use Parameter Collector:
of the attribute. This exercise demonstrates some basic Parameter
Collector functions.
The UI element is operational in this rollout in
the sense that it can be moved, clicked, toggled, In general, start with a scene containing one or
and so on. more objects whose parameters you’ll collect.
Ideally, they should be animated, but it’s not
absolutely necessary.
1. For this example, reset 3ds Max and then add a
sphere.
Parameter Collector 2. Open Parameter Collector from the Animation
Animation menu > Parameter Collector menu, or press Alt+2 .
Keyboard > Alt+2
3. On the Parameter Collector toolbar, click
the Add To New Rollout button.
Parameter Collector lets you sort and present
animatable parameters so that you can access and The Track View Pick dialog opens. This lets you
key selected parameter sets with a click or two. It specify parameters to collect.
takes the form of a resizable dialog that regenerates 4. On the Track View Pick dialog, expand
dynamically as parameters change. The dialog Objects > Sphere01 > Transform:
supports drag-and-drop rollout reordering. Position/Rotation/Scale > Position:
Collections are saved with their scenes and can be Position XYZ.
merged into other scenes. 5. Click X Position: Bezier Float.
The parameter highlights.
Parameter Collector 139
6. Click OK to close the dialog. All the values display 0.0, as with Offset mode
A new rollout named Parameters 1 appears, on the status bar coordinate display.
containing the X Position parameter. 15. Use the spinner to set Y Position to 0.65.
Note: A parameter in Parameter Collector can The three change in unison, and then reset back
contain only a single value (e.g., float, integer, to 0.0 when you release the mouse button. This
color), so the software doesn’t let you add has added the value you set to each of the three
parameters such as Position: Position XYZ, positions, as you’ll see in the next step.
which contains three distinct values. 16. Click the Absolute/Relative button to return
7. Click Add To Selected Rollout and then to Absolute mode.
use the same method to add the Y Position The values are all set to 30.65, reflecting the
and Z Position parameters: Highlight both relative change that you made.
parameters on the Track View Pick dialog and
Next, you’ll try a few Edit commands.
then click Add To Selected Rollout to add both
at once to the Parameters 1 rollout. 17. Click the Y Position check button to deselect
the parameter.
8. Drag each spinner in turn to move the sphere
on the respective axis. 18. From the Edit menu, choose Select Invert.
As you change each parameter value, the sphere The Y Position parameter is now selected, and
moves in real time in the viewports. the other two are deselected.
9. Set all three parameters to 0.0. 19. Click the Move Parameters Up button.
10. Click the check button next to each parameter The Y Position parameter now sits above the
to select all three. X Position parameter.
23. On the Collection menu, turn on Show Keys In the track bar right-click menu, but it’s much
Track Bar if necessary. easier to access the data for a specific key from
Parameter Collector.
24. On the 3ds Max status bar, turn on
Auto Key. Interface
25. Change the Sphere Y Loc. (the old Y Position)
parameter value to 20.0.
Because you’re at frame 0, no key is set. This is
the same way Auto Key works normally.
26. Go to frame 20 and then set Sphere Y Loc. to
30.0.
This sets animation keys at frames 0 and 20.
27. Right-click the key at frame 20.
The menu shows that a key exists at frame 20
only for Y Position. Normally, 3ds Max would
create keys for all three axes, even if you moved
the sphere only on one axis.
Parameter Collector can set keys for unselected
objects as well.
28. Click in an empty area of the active viewport
to deselect the sphere, and then go to frame 30
and change the Sphere Y Loc. value to 40.0.
This sets another key for Y Position at frame 30.
by right-clicking a numeric field in Parameter modifying a value changes it to the exact amount
Collector. you specify. When Relative is chosen, the displayed
value is 0, and modifying the parameter adds the
Toolbar specified change to the original value. The actual
value appears only in Absolute mode.
This applies to numeric values only; any changes
to other values, such as color, are always absolute.
The Parameter Collector toolbar provides button Note: With multiple parameters selected, and
access to the most commonly used functions. Multiple Edits on, changing the value of a selected
parameter changes the other selected parameter
[collection name]—If empty, enter a name for the values by the same amount, not to the same
current collection, or choose a different collection amount. This happens in both Absolute and
from the drop-down list. If a name appears and Relative modes.
you edit it, pressing Enter duplicates the current
collection with the new name. Key Selected—Sets keys (page 3–960) for
selected parameters only at the current frame.
New Collection—Creates a new, empty Available only when Auto Key (page 3–717) is on.
collection, clearing the current collection name
and the rollout area. You can restore any existing Reset Selected—Sets all selected numeric
collection by choosing it from the drop-down list. parameters to 0. Has no effect on other parameter
types.
Duplicate Collection—Creates a new, unnamed
collection containing the same data as the current Move Parameters Down—Moves each selected
collection. Enter a name for the duplicate selection parameter down one position within its rollout,
in the editable field. if possible.
You can also duplicate a collection and name it at Move Parameters Up—Moves each selected
the same time by editing the name of an existing parameter up one position within its rollout, if
collection and pressing Enter . possible.
Delete Collection—Removes the current Add to Selected Rollout—Lets you add new
collection from memory. parameters to the selected rollout. Click this
button to open the Track View Pick dialog, and
Multiple Edits—Enables multiple editing, then choose the parameters from the dialog.
in which changing the value of any selected
Note: You can add several parameters at once by
parameter simultaneously changes all selected
highlighting them in the dialog before clicking OK.
parameters of the same type by the same amount.
This applies to both Absolute and Relative modes Add to New Rollout—Lets you add new
(see following). parameters to a new rollout. Click this button
to open the Track View Pick dialog, and then
Absolute/Relative—Works the same way as
choose the parameter from the dialog. Parameter
the Absolute/Offset mode toggle on the Coordinate Collector creates a new rollout to hold the
Display (page 3–708). When Absolute is chosen, parameters.
142 Chapter 4: Object Properties
Note: You can add several parameters at once by If a key exists for the value at the current frame,
highlighting them in the dialog before clicking OK. the spinner or swatch appears with red brackets
at the corners.
Delete Selected—Deletes all selected
parameters. [Properties]—Opens a Key Info dialog (page
2–304) for the parameter. Available only if the
Delete All—Deletes all parameters and rollouts. parameter has an animation controller.
Use the Key Info dialog to edit an animation key’s
Rollouts value, time, and interpolation methods.
Rollouts work the same way in Parameter Collector
as they do on the command panel (page 1–12).
You can expand and collapse a rollout by clicking Parameter Collector Menu Bar
its title bar, and move it to another location by
Animation menu > Parameter Collector > Parameter
dragging the title bar. You can resize the dialog to Collector menu bar
be able to see all rollouts at once.
Keyboard > Alt+2 > Parameter Collector menu bar
Only one rollout can be selected at a time.
You select a rollout by clicking the horizontal The Parameter Collector dialog menu bar provides
bar beneath the title; when selected, this bar access to a number of important commands.
is orange-yellow in color, and angle brackets Some of these commands are replicated on the
surround the rollout title (for example, “> Hand dialog toolbar; others, such as the Select tools,
Parameters <”). are available only from the menus. Also, you can
open the Spinner Right-Click menu (page 2–282)
The interface for each parameter on a rollout is as
by right-clicking a numeric field in Parameter
follows:
Collector.
[Select Parameter]—A small check button on
the left side of the rollout. Click it to toggle the Interface
parameter’s selection status. When selected, Collection menu
the button appears pressed in and is colored
yellow-orange. The first three items in this menu are unavailable
until you enter a name for the current collection in
[parameter name]—By default, the parameter has the editable field (drop-down list) just below the
the same name as is shown in Track View, but you menu bar.
can change it with the Edit menu > Edit Notes
New Collection—Creates a new, empty collection,
command. You can see the default name for a
parameter as well as the object it controls, if any, clearing the current collection name and the
by hovering the mouse over the parameter name; rollout area. You can restore any existing collection
the information appears on a tooltip. by choosing it from the drop-down list.
Duplicate Collection—Creates a new, unnamed
[parameter value]—Shows the current value of the
parameter. The parameter type determines how collection containing the same data as the current
this appears: numeric field/spinner, color swatch, collection. Enter a name for the duplicate selection
etc. You can edit the value the same way as on the in the editable field.
command panel or a dialog.
Parameter Collector Menu Bar 143
Delete Collection—Removes the current collection version of the collection stored in the object.
from memory. Opens the Link To Object dialog; highlight an
object in the list, and then click Pick.
Show Keys in Track Bar—Displays in the track bar
(page 3–703) animation keys for all objects with Link to Object has basically the same function as
parameters in the current collection, whether or Put To Object (see previous entry), except that
not the objects are selected in the scene. it guarantees an up-to-date stored version of the
collection, especially when merging the object
Isolate Keys in Track Bar—The track bar displays
into another scene that is a common production
only keys for parameters in the Parameter
workflow.
Collector.
Note: Only one “linked-to” object can be active
Show Selected Keys in Track Bar—Displays in the
in a scene, but you can use Put To Object on any
track bar (page 3–703) animation keys for all number of objects at a time.
objects with selected parameters in the current
collection, whether or not the objects are selected Get from Object—Retrieves a collection that you
in the scene. stored with Put To Object or Link To Object.
Isolate Selected Keys in Track Bar—The track bar Remove from Object—Deletes a collection that you
displays only keys for selected parameters in the stored with Put To Object or Link To Object.
Parameter Collector.
Edit menu
Put to Object—Stores the current collection as part
of an object in the scene. Opens the Put To Object Parameter Collector lets you select parameters
dialog; highlight an object in the list, and then in any combination, but you can select no more
click Pick. than one rollout at a time. To select or deselect
a parameter, click the small button on its left
Although parameter collections are stored with side. To select or deselect a rollout, click the wide
the scene in which they’re created, you can use horizontal button just below the rollout title.
this function to transfer a collection to a different Selecting a rollout deselects any other selected
scene. After putting the collection to an object, rollout.
save the scene. Open or create another scene,
merge the object from the saved scene to the new Select All—Selects all parameters and rollouts.
one, and then use Get from Object. Select All Rollout—Selects all parameters on
You can also back up, organize and streamline the current rollout. Unavailable if no rollout is
parameter collections by putting and getting selected.
different collections to and from various objects in Select None—Deselects all parameters.
your scene. Just remember that if you add, reorder,
Select Invert—Inverts the current selection of
or remove parameters or rollouts to a collection
that has been put to an object, you must then put parameters.
it to the object again so the changes are saved to Delete Selected—Deletes all selected parameters.
the collection.
Delete All—Deletes all parameters and rollouts.
Link to Object—Stores the current collection using
a live link as part of an object in the scene. Any
change to the collection instantly updates the
144 Chapter 4: Object Properties
Multiple Edits—Enables multiple editing, in which Key All—Sets keys (page 3–960) for all parameters
changing any parameter simultaneously changes at the current frame. Available only when Auto Key
all selected parameters of the same or similar type. (page 3–717) is on.
Note: The changed parameter need not be selected. Key Selected—Sets keys (page 3–960) for selected
Absolute/Relative—This works the same as the parameters only at the current frame. Available
Absolute/Offset mode toggle on the Coordinate only when Auto Key (page 3–717) is on.
Display (page 3–708). When Absolute is chosen, Reset All—Sets all numeric parameters to 0. Has
modifying a value changes it to the exact amount no effect on other parameter types.
you specify. When Relative is chosen, the displayed
Reset Selected—Sets all selected numeric
value shows 0, and modifying the parameter adds
the specified change to the original value. This parameters to 0. Has no effect on other parameter
applies to numeric values only; changes to any types.
other value types such as color are always absolute.
Rollout menu
Edit Notes—Opens a single Notes dialog (page
Note: While there are no menu commands for
1–145) for all selected parameters.
moving rollouts, you can do so simply by dragging
You can open the Notes dialog for a single the rollout title bar to a new location.
parameter by right-clicking its Select Parameter
New Rollout—Creates a new, empty rollout.
button.
New Rollout Selected Parameters—Creates a new
Parameters menu rollout and populates it with copies of any selected
Add to Selected—Lets you add new parameters to
parameters.
the selected rollout. Rename Rollout—Opens a small dialog that lets
Move Up—Moves selected parameters up one Delete Rollout Move Up—Deletes the selected
position within their rollout, if possible. rollout and moves its parameters to the rollout
Move Down—Moves selected parameters down
above.
one position within their rollout, if possible. Delete Rollout Move Down—Deletes the selected
Interface
Notes Dialog (Parameter Collector)
Parameter Collector > Select one or more parameters. >
Parameter Collector menu bar > Edit menu > Notes
selected parameter. To access the link, click the Scene element Calculatable property
Go button. Modifiers Any numeric modifier parameter
(including creation parameters)
Go—If the URL text box contains a valid URL,
clicking Go opens the URL in a separate browser Materials Colors [R, G, B]
window. Any numeric material parameter
Notes—Contains any comments on the parameters. Note: Expressions only work with the individual
This field is strictly for informational purposes. XYZ components of Euler rotation. You can’t
assign an expression to TCB rotation or other
kinds of rotation controllers.
The links below are to the sections that follow in
this topic.
Expression Techniques
Expression Return Types (page 1–146)
In 3ds Max, you can use mathematical expressions
(rather than constant numbers) to express Operators (page 1–147)
parameter values. For example, you could use the
Variables (page 1–148)
expression 24*6 to represent the number 144.
Functions (page 1–148)
You can use mathematical expressions to control
the following object properties:
See also
• Object parameters, such as length, width, and
Trigonometric Functions (page 1–150)
height
• Transform and modifier values, such as an Vectors (page 1–151)
object’s position coordinates Expression Controller Techniques (page 2–324)
Parameter wiring (page 2–411), the expression
controller (page 2–320), and the numerical Expression Return Types
expression evaluator (page 1–13) all use The type of value returned by an expression
expressions, which are described in this topic. depends on the kind of controller:
An expression is a mathematical function that • Float expressions return a floating-point
returns a value. You can use expressions to control scalar value (For example, 5.617). Scalars are
the following scene elements: used in the animation controllers of numeric
parameters.
Scene element Calculatable property
If the parameter has an integer value, the
Creation Any numeric creation parameter
parameters
expression rounds the float value to the nearest
integer.
Transforms Position [X, Y, Z]
X Rotation • Position, Scale, and Point3 expressions return a
Y Rotation
three-component vector. For example, [5, 18,
Z Rotation
24]. The vector can represent an object’s X,Y,Z
location, percent scaling in X, Y, and Z, or a
Scale [X%, Y%, Z%]
color (RGB values) in a material.
Expression Techniques 147
Operators Tip: Logical operators are useful with the "if "
function.
In the following tables, p and q are any scalar value
or expression, V and W are any vector value or
Vector Operators
expression. (The character "x" is used as the vector
cross-product operator.) For vectors that have a variable name, you can use
a special component operator (.) to refer to the
Scalar Operators three scalar components of the vector:
These are the arithmetic operators for scalar Use Meaning
values:
V.x first component (X)
Operator Use Meaning V.y second component (Y)
+ p+q Addition V.z third component (Z)
- p-q Subtraction
- -p
These are the operators for vector arithmetic:
Additive inverse
* p*q Multiplication Operator Use Meaning
Trigonometric Functions
This topic is a quick review for readers who need a
reminder about this area of mathematics. If you’re
familiar with trigonometry, you can skip this topic. The tangent function is undefined for x=0.
If you find this topic difficult to follow, you might Another way to define the target is:
consult a more basic reference on mathematics.
Trigonometric functions are principally used to
model or describe:
• The relation between angles in a triangle (hence Because XYR defines a right-angled triangle, the
the name). relation between the sine and cosine is:
• Rotations about a circle, including locations
given in polar coordinates.
• Cyclical or periodic values, such as sound
The graphs of the basic trigonometric functions
waves.
illustrate their cyclical nature.
The three basic trigonometric functions are
derived from an angle rotating about a unit circle.
Subtracting two vectors gives the vector between The distance between two points is the length of
the two points. the vector between them.
Basics of Creating and Modifying Objects (page The Create panel (page 3–757) contains controls
1–153) for creating new objects, the first step in building
a scene. Despite the variety of object types, the
Geometric Primitives (page 1–169) creation process is consistent for most objects.
Shapes (page 1–262) The Modify panel (page 3–758) provides controls
Compound Objects (page 1–313) to complete the modeling process. Any object
can be reworked, from its creation parameters
Dynamics Objects (page 1–395) to its internal geometry. Both object-space and
Systems (page 1–404) world-space modifiers let you apply a wide range
of effects to objects in your scene. The modifier
See also stack allows editing of the modifier sequence.
Surface Modeling (page 1–963) In 3ds Max, you model basic parametric (page
3–989) objects into more complex ones by:
Space Warps and Particle Systems (page 2–55)
• Changing parameters (page 3–989)
• Applying modifiers
• Directly manipulating sub-object geometry
These topics will help you start creating and
modifying objects:
Using the Create Panel (page 1–154)
Creating an Object (page 1–157)
154 Chapter 5: Creating Geometry
Using the Modify Panel (page 1–499) (page 1–289), or NURBS object. The easiest way
to collapse an object is to select it, right-click it,
Using the Modifier Stack (page 1–502)
and choose a "Convert to" option from the quad
Editing the Stack (page 1–504) menu > Transform quadrant. This lets you use
explicit editing methods with the object, such as
Modifying at the Sub-Object Level (page 1–506)
transforming vertices. You can also use the Modify
Using the Stack at the Sub-Object Level (page panel to collapse a primitive.
1–508)
Modifying Multiple Objects (page 1–509)
Mapping Coordinates
Most Geometry objects have an option for
How Instanced Modifiers Work (page 1–511)
generating mapping coordinates. Objects need
Transforms, Modifiers, and Object Data Flow (page these mapping coordinates if you plan to apply
1–494) a mapped material to them. Mapped materials
include a wide range of rendered effects, from
Varying the Parameters 2D bitmaps to reflections and refractions. See
Unlike physical objects, with a fixed shape and Mapping Coordinates (page 2–1405) and Using
size, you can change the creation parameters of Maps to Enhance a Material (page 2–1403). If
objects and shapes to dramatically alter topology. mapping coordinates have already been applied to
Here are some examples of changes you can make: an object, the check box for this feature is turned
on.
• Turn a cone into a four-sided pyramid by
reducing the number of sides and turning the
Smooth option off. Using the Create Panel
• Slice any circular object as if it were a pie.
The Create panel provides the controls for creating
• Animate almost all creation parameters, and objects and adjusting their parameters.
interactively change their settings during
animation playback. To access the Create panel:
• Render splines directly at any assigned width.
1. Click the Create tab in the command
• Break, detach, and divide wall segments.
panels (page 3–756).
• Change the number of risers without affecting
By default, this panel is open when you start the
the overall rise of the stairs.
program. If the command panel isn’t visible,
choose it from the Customize Display right-click
Collapsing Primitives to Base Geometry
menu (page 3–787).
You can collapse a geometric primitive or shape to
2. Click an object type to display its Parameters
one of a variety of base geometric types once you
rollout.
no longer need access to its creation parameters.
For example, you can convert any standard
The Creation Process
primitive to an editable mesh (page 1–996), editable
poly (page 1–1022), editable patch (page 1–968), or The actual creation of objects is accomplished
NURBS (page 1–1091) object, and you can convert with a single click of the mouse, a drag, or some
a spline shape to an editable mesh, editable spline
Identifying the Basic Building Blocks 155
combination, depending on the object type. This Creation Method—This rollout provides a choice of
is the general sequence: how you use the mouse to create an object. For
• Choose an object type. example, you can use either the center (radius) or
edge (diameter) to define the size of a Circle shape.
• Click or drag in a viewport to create an object
of approximate size and location. A default creation method is always selected
when you access the tool. If you want to use an
• Adjust the object’s parameters and position,
alternate method, choose the option before you
either immediately or later.
create the object. The creation method has no
See Creating an Object (page 1–157). effect on a finished object; the options are for your
convenience during creation.
Create Panel Interface
Keyboard Entry—This rollout lets you enter
Controls in the Create panel vary depending on creation parameters from the keyboard for
the kind of object you are creating. However, geometric primitive and shape objects.
certain controls are always present, and others are
Parameters—This rollout shows creation
shared by nearly all object types.
parameters: the defining values for an object.
Category—Buttons at the top of the panel access Some parameters can be preset, while others
the seven main categories of objects. Geometry are only for adjustment after an object has been
is the default category. created.
Subcategory—A list lets you select subcategories. Other rollouts—Additional rollouts can appear
For example, subcategories under Geometry on the Create panel, depending on what kind of
include Standard Primitives, Extended Primitives, object you create.
Compound Objects, Particle Systems, Patch Grids,
NURBS Surfaces, and Dynamics Objects.
Each subcategory contains one or more object Identifying the Basic Building
types. If you’ve installed plug-in components for Blocks
additional object types, these might be grouped On the Create panel, the categories for Geometry
as a single subcategory. and Shapes supply the "building blocks" to
Object Type—A rollout contains labeled buttons combine and modify into more sophisticated
for creating objects in a particular subcategory, objects. These parametric (page 3–989) objects are
plus the AutoGrid (page 2–7) check box. ready to use. By adjusting values and turning some
buttons on or off, you can create dozens of "new"
Name and Color—The Name shows the building blocks from the ones listed here.
automatically assigned name of the object. You can
edit this name or replace it with another. (Different You can choose these types from the sub-categories
objects can have the same name, though this is not list on the Create panel.
recommended.) Clicking the square color swatch
brings up an Object Color dialog (page 1–159) Geometry Types
to change the color of the object as it appears in Standard Primitives—Relatively simple 3D objects
viewports (the wireframe color). such as Box, Sphere, and Cylinder, as well as
156 Chapter 5: Creating Geometry
Torus, Plane, Cone, GeoSphere, Tube, Teapot, and Dynamics Objects—Objects designed for use in
Pyramid. dynamics simulations.
Extended Primitives—More complex 3D objects
Shape Types
such as Capsule, OilTank, Spindle, Hedra, Torus
Knot, and Prism. Splines—Common 2D shapes such as a Line,
Rectangle, Circle, Ellipse, Arc, Donut, NGon, and
Compound Objects—Compound objects include
Star. Text shapes support TrueType fonts. Section
Scatter, Connect, ShapeMerge, Booleans, Morph,
creates a spline from the cross-section of an object.
BlobMesh, Terrain, and Loft. Booleans combine
Helix is a 3D shape.
the geometry of two objects using union,
intersection, and difference operations. Morphs NURBS Curves—A Point Curve and CV Curve
are animated objects that change one geometric provide the starting points for complex surfaces.
shape into other shapes over time. ShapeMerge See Introduction to NURBS Modeling (page
lets you embed a spline shape into a geometric 1–1078).
mesh. Loft (page 1–352) uses shapes as cross
Extended Splines—More complex 2D shapes
sections along a path to produce a 3D object.
including Walled Rectangle, Channel Spline,
Particle Systems—Animated objects that simulate Angle Spline, Tee Spline, and Wide Flange Spline.
spray, snow, blizzard, and similar collections of Extended splines can be used in architectural and
small objects. similar applications.
Patch Grids—Simple 2D surfaces ready for
Varying the Parameters
modeling or repairing existing meshes.
Unlike physical building blocks, with fixed shape
NURBS Surfaces—Analytically generated surfaces
and size, you can change the parameters of objects
especially suited for modeling surfaces with and shapes to dramatically alter topology. Here are
complicated curves. some examples of changes you can make:
AEC Extended—Elements useful for AEC design, • Turn a cone into a four-sided pyramid by
including Terrain, Foliage (plants and trees), reducing the number of sides and turning the
Railing, for creating custom railings, and Wall, for Smooth option off.
the production of Wall objects.
• Slice any circular object as if it were a pie.
Stairs—Four types of stairs: Spiral, L-Type,
• Animate almost all creation parameters, and
Straight, and U-Type. interactively change their settings during
Doors—Parametric door styles include Pivot, animation playback.
BiFold, and Sliding. • Render splines directly at any assigned width.
Windows—Parametric window styles include • Break, detach, and divide wall segments.
Awning, Fixed, Projected, Casement, Pivoted, and • Change the number of risers without affecting
Sliding. the overall rise of the stairs.
Note: Default materials are automatically applied
to Foliage, as well as to the following object types: Collapsing Primitives to Base Geometry
Railing, Stairs, Doors, and Windows.
You can collapse a building-block object to one
of a variety of base geometric types once you no
Creating an Object 157
To choose an object type: 5. Click when the second parameter has the value
• Click the button for the type of object you want you want, and so on.
to create. The number of times you press or release the
The button highlights, showing that it is mouse button depends on how many spatial
active. Four rollouts appear: Name and dimensions are required to define the object.
Color, Creation Method, Keyboard Entry, and (For some kinds of objects, such as Line and
Parameters. Bones, the number is open-ended.)
When the object is complete, it is in a selected state
To choose a creation method (optional): and ready for adjustments.
You can accept the default method and skip this
step. To name the object (optional):
• Choose a method in the Creation Method • Highlight the default object name in the Name
rollout. and Color rollout, and then enter a name. This
option is available only when a single object is
To preset the creation parameters (optional): selected.
You can adjust all creation parameters after you Naming objects is a good practice for
create an object. Skip this step if you prefer. organizing your scenes. To name a set of
• In the Parameters rollout, you can set selected objects, see Named Selection Sets (page
parameters before you create an object. 1–67).
However, the values of parameters you set by
To change the object’s display color (optional):
dragging the mouse (for example, the Radius
and Height of a cylinder) have no effect until • The color swatch next to the object name field
after you create the object. displays the selected object’s color and lets you
select a new one. The color is the one used to
To create the object: display the object in viewports. Click the color
1. Put the cursor at a point in any viewport where swatch to display the Object Color dialog (page
you want to place the object, and hold the 1–159).
mouse button down (do not release the button). You can also change object colors with Layers
2. Drag the mouse to define the first parameter (page 3–656).
of the object; for example, the circular base of
To adjust the object’s parameters:
a cylinder.
• You can change the creation parameters
3. Release the mouse button. The first parameter
immediately after you complete an object, while
is set with this release.
it’s still selected. Or, you can select the object
4. Move up or down without touching the mouse later and adjust its creation parameters on the
button. This sets the next parameter; for Modify panel.
example, the height of a cylinder.
While making adjustments, you can use viewport
If you want to cancel: Until you complete the navigation controls like Zoom, Pan, and Arc
next step, you can cancel the creation process Rotate to change your view of the selected object.
with a right-click. You can also adjust the time slider.
Assigning Colors to Objects 159
Object wireframe colors are used primarily as an For individual objects, you can click the By
organizational tool. Object naming strategies, Layer/By Object button on the Object Color dialog
named selection sets, and object wireframe color to change the method used to set the object color.
strategies provide a rich set of tools for organizing
even the most complex scenes. Defining Custom Colors
You can use two dialogs to specify colors: When using the 3ds Max palette, the Object
Color dialog contains a palette of 16 custom color
• The Object Color dialog (page 1–159) contains swatches. You can define any color for each of the
two preset palettes of colors that you use to set 16 color swatches by selecting a swatch from the
an object’s wireframe color. This is also the Custom Colors group, then clicking Add Custom
surface color you see in a rendered viewport. Colors.
The two color palettes are Default palette and
AutoCAD ACI palette.
• The Color Selector (page 1–161) is a generic
dialog that you use to define any color in the
24-bit color range. For the purpose of defining
160 Chapter 5: Creating Geometry
You can alternate between two versions of the 1. With the 3ds Max palette option active, click
Object Color dialog at any time by clicking the one of the 16 custom color swatches.
appropriate Basic Colors toggle: 2. Click Add Custom Colors to display the Color
• 3ds Max palette: Contains a fixed palette of 64 Selector (page 1–161).
colors, plus a custom palette of 16 user-defined 3. Define a custom color and click Add Color.
custom colors.
The custom color is stored in the selected color
Use this version when you want to work with a swatch of the Object Color dialog and is set as
smaller palette of colors or when you want to the current color.
define custom object wireframe colors.
• AutoCAD-compatible version: Contains a To copy a custom color from an object in your scene
to one of your custom color swatches:
fixed palette of 256 colors matching the colors
in the AutoCAD Color Index (ACI). • Drag the Active Color swatch up to one of the
Use this version when you want to assign object custom color swatches.
colors that match the AutoCAD Color Index. The Active Color swatch is in the Object Color
Using ACI colors is useful if you plan to export dialog, to the left of the OK button.
objects to AutoCAD and want to organize
them by object color, or when you want a wide To select objects by color:
selection of colors to choose from.
• Click Select By Color. This displays the
Procedures Select Objects dialog (page 1–78). All objects
To set object color:
that have the same color as the current object
are highlighted in the list. Click Select.
This is the general procedure for selecting object
color. Interface
1. Select one or more objects.
2. On any command panel, click the color swatch
to the right of the Object Name field to display
the Object Color dialog.
3. Click a color swatch from the palette, and then
click OK to apply the color to the selection.
• AutoCAD ACI palette—When chosen, the Active/Current Color—Displays the active color (if
AutoCAD ACI palette is shown. When you no object is selected) or current color. When you
click a color, its ACI# is displayed at the bottom click the color swatch, the Color Selector dialog
of the dialog. (page 1–161) opens, where you can mix a custom
color.
Basic Colors—A set of 64 default colors, available
only when 3ds Max Palette is active.
Custom Colors—Displays 16 custom colors when Color Selector Dialog
3ds Max Palette is active. To choose a custom
Any command panel > Name and Color fields > Click
color, click its swatch. To define or change a color swatch. > Object Color dialog > Add Custom Colors
custom color, click its swatch and then click Add button or Current Color swatch.
Custom Colors. Material Editor > Click any color swatch.
Add Custom Colors—Available only when 3ds Max Select or add a light object. > Modify panel >
Palette is active. Clicking this option displays the Intensity/Color/(Distribution/Attenuation) rollout > Click
color or Filter Color swatch.
Color Selector (page 1–161), which allows you to
modify the currently selected custom color. If Rendering menu > Environment > Environment and
Effects dialog > Click color swatch for Background, Tint,
you click Add Custom Colors with a basic color and Ambient components of Global Lighting, and various
chosen, the dialog switches to the first custom components of atmospheric effects such as Fire, Fog, and
so on..
color before opening the Color Selector.
By Layer/By Object—Sets the object’s color by layer The Color Selector dialog lets you specify a
or by object. If color is set by object, choosing a custom color parameter in 3ds Max. You can work
new color on the Object Color dialog changes the simultaneously with three different color models
object’s wireframe color in viewports. to help you zero in on the exact color you want.
ACI#—Displays the ACI number for the selected You can use the Color Selector to specify many
color. Available only when AutoCAD ACI palette color parameters, such as light colors, material
is active. colors, background colors, and custom object
colors. (Another way to choose an object’s
Select by Color—Displays a Select Objects viewport color is to use the predefined colors in
dialog (page 1–78) listing all objects that use the the Object Color dialog (page 1–159).)
current color as their wireframe color. In most contexts, the Color Selector is modeless
Note: This button is available only if at least one (page 3–973); that is, it remains on the screen until
object in the scene has the Current Color as its you dismiss it, and you can use other controls or
wireframe color. work in a viewport while the dialog is still visible.
In other contexts, the Color Selector is modal, and
Assign Random Colors—When on, 3ds Max will
you must close the dialog before proceeding.
assign a random color to each object created.
When off, 3ds Max will assign the same color The dialog is divided into three different color
to every object created until the color swatch is selection models. You can use the controls for any
changed. This setting affects wireframe colors only model to define a color. The three color models
when By Object is turned on as the color method. are:
• Hue/Blackness/Whiteness (HBW)
162 Chapter 5: Creating Geometry
The most prominently displayed and intuitive original color, before you began making changes,
color model is the HBW model. This model is displayed in the left half.
represents a natural, pigment-based way of
mixing color by starting with a pure color (hue) Procedures
and then making it darker by adding black, or To display the Color Selector:
lighter by adding white.
1. Click the color swatch of a color parameter
The main feature of the HBW model is a large such as the color of a light or of a material
square box displaying the color spectrum. component.
Across the top of this box you have the spectrum
Note: The object color displayed next to an
of pure colors, or hue. Down the side of the box
object’s name on command panels uses the
you see increasing levels of blackness, making
Object Color dialog (page 1–159). On the Object
the color dark as you approach the bottom.
Color dialog, clicking the Active (or Current)
To the right of the color spectrum box is the Color swatch or the Add Custom Colors button
Whiteness box, which controls the amount displays a Color Selector.
of white in the color. Use higher positions to
2. Make a color selection and click OK or Cancel,
decrease the whiteness, or lower positions to
or the Close button (X).
increase the whiteness.
If using the Add Color version of the Color
• Red/Blue/Green (RGB)
Selector, be sure to click Add Color first.
The RGB model adjusts the mix of Red,
3. To revert to the original color, click Reset.
Green, and Blue to define a color. This model
represents the way colored light can be mixed.
To choose the hue of a color, do one of the following:
This is additive color mixing, as opposed to the
subtractive color mixing for paint and other • Click anywhere in the Hue rainbow (the large,
pigments. You can adjust values using the color multicolored square).
sliders, the numeric fields to their right (via the • Drag the Hue slider at the top of the rainbow.
keyboard), or the spinners to the right of the
• Drag the Red, Green, and Blue sliders.
numeric fields.
• Drag the Hue slider.
• Hue/Saturation/Value (HSV)
• Use the Red, Green, Blue, or Hue spinners.
The HSV color model adjusts Hue, Saturation,
and Value. Hue sets the color; Saturation To make a color lighter, do one of the following:
(labeled "Sat") sets the color’s purity; and Value
• Drag the vertical Whiteness slider (at the right
sets the color’s brightness, or intensity. You
of the Hue rainbow) downward.
can adjust values using the color sliders, the
numeric fields to their right (via the keyboard), • Drag the vertical Blackness slider (at the left of
or the spinners to the right of the numeric fields. the Hue rainbow) upward.
As you adjust the controls of one color model, the • Drag the Saturation (Sat.) slider to the left.
controls of the other two models change to match. • Use the Saturation spinner to decrease
The color defined by the color model is displayed saturation.
in the right half of the Color Output box. The • Drag the Value slider to the right.
• Use the Value spinner to increase the value.
Color Selector Dialog 163
To make a color darker, do one of the following: the bar and pure white at the bottom. Drag the
• Drag the vertical Whiteness slider (at the right whiteness pointer down to lighten the color by
of the Hue rainbow) upward. adding white.
• Drag the vertical Blackness slider (at the left of Red, Green, and Blue—When a red, green, or blue
the Hue rainbow) downward. slider is all the way to the left, its numeric field
contains 0; none of the color controlled by that
• Drag the Saturation (Sat.) slider to the right.
slider is used. If the slider is all the way to the right,
• Use the Saturation spinner to increase the field reads 255; the maximum amount of that
saturation. color is being used.
• Drag the Value slider to the left. The spinners to the right of each slider are another
• Use the Value spinner to decrease the value. way of setting the red, blue, or green component.
To return to the original color: The colors in the sliders change to show an
approximation of what the color result will be
• Click Reset. if you move the slider to that location, without
The new color is replaced by the original color, adjusting any other color parameter.
and all parameter values are reset.
Hue—Sets the pure color. Locating the slider all
To dismiss the Color Selector, do one of the following: the way to the left gives you pure red. As you
drag the slider to the right you move through
• Click OK or Cancel. the spectrum of Red, Yellow, Green, Cyan, Blue,
• Click the dialog’s Close (X) button. Magenta, and back to Red again. Hue is more
accurately represented as a color wheel rather than
Interface a linear slider. That is why the Hue slider is red at
both ends. Think of the hue range from 0 to 255 as
being points on a circle where the numbers 0 and
255 are right next to each other.
Saturation ("Sat")—Sets the purity or strength of
the color. A weak color, with a saturation near 0,
is dull and gray. A strong color, with a saturation
near 255 is very bright and pure.
Value—Sets the lightness or darkness of a color.
Hue—Define a pure color by dragging the hue Low values darken the color toward black. High
pointer across the top of the box. values lighten the color toward white. A value in
the middle, at a setting of 127, gives you the color
Blackness—Drag the blackness pointer down the
defined only by hue and saturation.
side to darken the pure color by adding black. You
can also click or drag inside the box to change hue Color Output—This pair of color swatches, below
and blackness at the same time. the Value slider, lets you compare the new color,
shown on the right, to the original color, shown
Whiteness—The vertical bar to the right controls
on the left.
the amount of whiteness. The color set by the hue
and blackness pointers is displayed at the top of
164 Chapter 5: Creating Geometry
• An additional Alpha slider and spinner let you 3. Select a color from any swatch in a material.
explicitly set the alpha value for this color. This 4. Drag the color to a swatch in the color
value is also normalized, where 0.0 represents clipboard.
fully transparent, and 1.0 represents fully
5. A dialog appears asking if you want to copy or
opaque.
swap the material. Choose copy to replace the
This version of the Color Selector also appears swatch in the color clipboard with the swatch
when you use the DirectX 9 Shader material (page from the material you selected. Choose swap
2–1613) and the mental ray renderer’s Sampling to swap colors on the Color Clipboard swatch
Quality rollout (page 3–98). and material swatch.
Interface
Color Clipboard Utility
Tools menu > Color Clipboard
Utilities panel > Utilities rollout > More button > Utilities
dialog > Color Clipboard button
You can save and load color clipboard files. The New Floater—Displays a floating clipboard with 12
saved file, which is given a .ccb (color clip board) slots, plus buttons for opening and saving color
extension, is an ASCII file that contains a palette clipboard files. You can open up as many of these
description. The first 12 lines of the file consist floaters as you want and you can minimize them.
of three RGB numbers, so you can easily edit or If you exit the Utilities panel or select the Close
create your own clipboard files. This file format is button to exit the Color Clipboard utility, any
also used by the VertexPaint modifier (page 1–936). visible floaters remain open. When you close a
floater, any changed values are lost.
Procedure
To copy a color from a swatch to the color clipboard:
1. On the Utilities panel, click Color Clipboard.
2. Open the Material Editor.
166 Chapter 5: Creating Geometry
See also
Viewing and Changing Normals (page 1–166)
Viewing and Changing Smoothing (page 1–167)
You can manually flip or unify face normals to fix Right: Flipping normals can make faces invisible (or visible) in
shaded viewports and renderings.
surface errors caused by modeling operations or
by importing meshes from other programs. Undesired normals can appear in these objects:
Smoothing groups define whether a surface is • Meshes imported from other applications.
rendered with sharp edges or smooth surfaces. • Geometry generated by complex operations
Smoothing groups are numbers assigned to the such as Boolean objects, lathe objects, or lofts.
faces of an object. Each face can carry any number
of smoothing groups up to the maximum of 32. Normals are used to define which side of a face or
If two faces share an edge and share the same vertex is considered the "out" side. The out side of
smoothing group, they render as a smooth surface. a face or vertex is the side that gets rendered unless
If they don’t share the same smoothing group, the you are using two-sided materials, or turn on the
edge between them renders as a corner. You can Force 2-Sided option in the Render Scene dialog
manually change or animate smoothing group > Common panel > Common Parameters rollout
assignment. Changing smoothing groups does not (page 3–27).
alter geometry in any way; it only changes the way Do one of the following to view or change face
faces and edges are shaded. normals:
Viewing and Changing Smoothing 167
Viewing Normals
Viewing and Changing Smoothing
The easiest way to view normals is to look at an
object in a shaded viewport. In this case, you are Smoothing blends the shading at the edges
not viewing the normal arrows themselves, but between faces to produce the appearance of a
rather their effects on the shaded surface. If the smooth, curved surface. You can control how
object looks as if it is inside-out, or has holes, then smoothing is applied to a surface so your objects
some of the normals might be pointing in the can have both smooth surfaces and sharp faceted
wrong direction. edges at the appropriate places.
Unifying Normals
Use Unify Normals to make normals point in a
consistent direction. If an object has normals that
are inconsistent (some point outward and others
inward) the object will appear to have holes in its
surface.
Unify Normals is found on the Surface Properties The face labeled “1-2” shares smoothing groups with adjacent
rollout and on the Normal modifier. faces, so the edges between them are smoothed over in
renderings.
If you are animating the creation of a complex The face labeled “3” does not share a smoothing group, so its
object such as a nested Boolean or a loft, and you edge is visible in renderings.
think the operation might result in inconsistent
Smoothing does not affect geometry. It affects only
faces, apply a Normal modifier (page 1–746) to the
the way geometry is colored when rendered.
result, and turn on Unify Normals.
168 Chapter 5: Creating Geometry
Selecting Faces by Smoothing Group See Object Name and Wireframe Color (page
3–757).
You can also select faces according to the assigned
smoothing groups. Click Select By SG on the This method is generally the same for all
Surface Properties rollout (editable mesh) or primitives; differences occur in the type and
Polygon Properties rollout (editable poly) and then number of parameters. The Hedra primitive, a
click the smoothing group of the faces to select. complex and highly visual family of objects, is
unsuited to this method and has no keyboard
This is a convenient way to examine smoothing
entry.
groups on an object someone else created.
Procedures
To open the Keyboard Entry rollout:
1. On the Create panel for Standard or Extended
Creating Geometric Primitives, click any of the primitive Object
Primitives Type rollout buttons, except Hedra or
RingWave.
Geometric primitives are basic shapes that
2. Click the Keyboard Entry rollout to open it.
3ds Max provides as parametric objects (page
This rollout is closed by default.
3–989). Primitives are divided into two categories:
Note: The buttons on the Creation Method
Standard Primitives (page 1–170)
rollout have no effect on keyboard entry.
Extended Primitives (page 1–186)
To create a primitive from the keyboard:
See also 1. On the Keyboard Entry rollout, select a numeric
Basics of Creating and Modifying Objects (page field with the mouse and then enter a number.
1–153) 2. Press Tab to move to the next field. You do
not have to press Enter after entering a value.
Creating an Object (page 1–157)
Press Shift+Tab to reverse direction.
Creating Primitives from the Keyboard (page 1–169) 3. When you have all fields set, press Tab to move
the focus to the Create button. Press Enter .
Creating Primitives from the 4. The object appears in the active viewport.
Interface
Standard Primitives
Geometric primitives are familiar as objects in
the real world such as beach balls, pipes, boxes,
doughnuts, and ice cream cones. In 3ds Max,
you can model many such objects using a single
primitive. You can also combine primitives into
more complex objects, and further refine them
with modifiers.
Cylinder Radius, Height Center of base 3ds Max includes a set of 10 basic primitives. You
Tube Radius 1, Radius 2, Center of base can easily create the primitives with the mouse in
Height the viewport, and most can be generated from the
Torus Radius 1, Radius 2 Center keyboard as well.
Pyramid Width, Depth, Center of base These primitives are listed in the Object Type
Height
rollout and on the Create menu:
Teapot Radius Center of base
Box Primitive (page 1–171)
Plane Length, Width Center
Cone Primitive (page 1–172)
Box Primitive 171
Sphere Primitive (page 1–174) kinds of rectangular objects, from large, flat panels
and slabs to tall columns and small blocks.
GeoSphere Primitive (page 1–176)
Cylinder Primitive (page 1–177)
Tube Primitive (page 1–179)
Torus Primitive (page 1–180)
Pyramid Primitive (page 1–182)
Teapot Primitive (page 1–183)
Plane Primitive (page 1–185)
Also available from the Object Type rollout is the
AutoGrid option (page 2–7).
You can convert standard primitive objects to Examples of boxes
editable mesh objects (page 1–996), editable poly
objects (page 1–1022), and NURBS surfaces. (page Procedures
1–1116) You can also convert primitives to patch To create a box:
objects; see the path annotation at Editable Patch
1. On the Object Type rollout, click Box.
(page 1–968) (the information at the start of the
topic that tells you how to create this type of 2. In any viewport, drag to define a rectangular
object). base, then release to set length and width.
All primitives have name and color controls, and 3. Move the mouse up or down to define the
allow you to enter initial values from the keyboard. height.
See these topics: 4. Click to set the finished height and create the
Creating Primitives from the Keyboard (page 1–169) To create a box with a square base:
The remaining rollouts are covered in the topic for • Hold down Ctrl as you drag the base of the
each primitive. box. This keeps length and width the same.
Holding the Ctrl key has no effect on height.
Cone Primitive
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Cone button
2. In any viewport, drag to define a radius for the Radius 1, Radius 2—Set the first and second radii
base of the cone, then release to set it. for the cone. The minimum value for both is 0.0.
3. Move to up or down to define a height, either If you enter a negative value, the software converts
positive or negative, then click to set it. it to 0.0. You can combine these settings to create
pointed and flat-topped cones, upright or inverted.
4. Move to define a radius for the other end of the
The following combinations assume a positive
cone. Decrease this radius to 0 for a pointed height:
cone.
Radius Combinations Effect
5. Click to set the second radius and create the
cone.
Radius 2 is 0 Creates a pointed cone
When you create a slice and then turn off Slice On,
the complete cone reappears. You can use this
check box to switch between the two topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of
the slice counterclockwise; negative values move it Examples of spheres
clockwise. Either setting can be made first. When
the ends meet, the whole cone reappears. Procedures
Generate Mapping Coords—Generates coordinates To create a sphere:
for applying mapped materials to the cone. 1. On the Create menu choose Standard
Default=on. Primitives > Sphere.
Real-World Map Size—Controls the scaling method 2. In any viewport, drag to define a radius.
used for texture mapped materials that are applied
As you drag, a sphere emerges with its center
to the object. The scaling values are controlled
at the pivot point.
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page 3. Release the mouse to set the radius and create
2–1625). Default=off. the sphere.
To create a hemisphere:
Sphere Primitive You can reverse the order of the following steps,
if you like.
Create panel > Geometry button > Standard Primitives >
Object Type rollout > Sphere button 1. Create a sphere of desired radius.
Create menu > Standard Primitives > Sphere 2. Type 0.5 in the Hemisphere field.
The sphere is reduced to exactly the upper half,
Sphere produces a full sphere, or a hemisphere or a hemisphere. If you use the spinner, the sphere
other portion of a sphere. You can also "slice" a changes in size.
sphere about its vertical axis.
Interface
Creation Method rollout
Edge—Draws a sphere from edge to edge. You can
change the center location by moving the mouse.
Center—Draws a sphere from the center out.
Sphere Primitive 175
Examples of geospheres
Geodesic Base Type group Cylinder produces a cylinder, which you can
Lets you choose one of three types of regular "slice" around its major axis.
polyhedrons for the geosphere’s basic geometry.
• Tetra—Based on a four-sided tetrahedron. The
triangular facets can vary in shape and size. The
sphere can be divided into four equal segments.
• Octa—Based on an eight-sided octahedron.
The triangular facets can vary in shape and
178 Chapter 5: Creating Geometry
Parameters rollout
Examples of cylinders
Procedure
To create a cylinder:
1. On the Create panel, choose Standard
Primitives > Cylinder.
2. In any viewport, drag to define the radius of the The defaults produce a smooth cylinder of 18 sides
base, then release to set the radius. with the pivot point at the center of the base. There
are five height segments and one cap segment. If
3. Move up or down to define a height, either
you don’t plan to modify the cylinder’s shape, such
positive or negative.
as with a Bend modifier, set Height Segments to 1
4. Click to set the height and create the cylinder. to reduce scene complexity. If you plan to modify
the ends of the cylinder, consider increasing the
Interface Cap Segments setting.
Creation Method rollout Radius—Sets the radius of the cylinder.
Edge—Draws a cylinder from edge to edge. You
Height—Sets the dimension along the central axis.
can change the center location by moving the Negative values create the cylinder below the
mouse. construction plane.
Center—Draws a cylinder from the center out.
Height Segments—Sets the number of divisions
along the cylinder’s major axis.
Cap Segments—Sets the number of concentric
divisions around the center of the cylinder’s top
and bottom.
Sides—Sets the number of sides around the
cylinder. With Smooth on, higher numbers shade
and render as true circles. With Smooth off, lower
numbers create regular polygonal objects.
Tube Primitive 179
When you create a slice and then turn off Slice On,
the complete cylinder reappears. You can use this
check box to switch between the two topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of Examples of tubes
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When Procedures
the ends meet, the whole cylinder reappears.
To create a tube:
Generate Mapping Coords—Generates coordinates 1. On the Create menu choose Standard
for applying mapped materials to the cylinder. Primitives > Tube.
Default=on.
2. In any viewport, drag to define the first radius,
Real-World Map Size—Controls the scaling method which can be either the inner or outer radius of
used for texture mapped materials that are applied the tube. Release to set the first radius.
to the object. The scaling values are controlled
3. Move to define the second radius, then click
by the Use Real-World Scale settings found in
to set it.
the applied material’s Coordinates rollout (page
2–1625). Default=off. 4. Move up or down to define a height, either
positive or negative.
5. Click to set the height and create the tube.
Tube Primitive
To create a prismatic tube:
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Tube button 1. Set the number of sides for the kind of prism
you want.
Create menu > Standard Primitives > Tube
2. Turn Smooth off.
Tube produces both round and prismatic tubes. 3. Create a tube.
The tube is similar to the cylinder with a hole in it.
Interface
Creation Method rollout
Edge—Draws a tube from edge to edge. You can
change the center location by moving the mouse.
Center—Draws a tube from the center out.
180 Chapter 5: Creating Geometry
Cap Segments—Sets the number of concentric Create menu > Standard Primitives > Torus
divisions around the center of the tube’s top and
bottom. Torus produces a torus, or a ring with a circular
cross section, sometimes referred to as a doughnut.
You can combine three smoothing options with
Torus Primitive 181
Examples of tori
Procedure
To create a torus:
1. From the Create menu, choose Standard
Primitives > Torus.
2. In any viewport, drag to define a torus.
3. As you drag, a torus emerges with its center at The defaults produce a smooth torus with 12 sides
the pivot point. and 24 segments. The pivot point is at the center
4. Release to set the radius of the torus ring. of the torus on the plane, cutting through the
center of the torus. Higher settings for sides and
5. Move to define the radius of the cross-sectional
segments produce a more dense geometry that
circle, then click to create the torus.
might be required for some modeling or rendering
situations.
Interface
Creation Method rollout Radius 1—Sets the distance from the center of the
torus to the center of the cross-sectional circle.
Edge—Draws a torus from edge to edge. You can This is the radius of the torus ring.
change the center location by moving the mouse.
Radius 2—Sets the radius of the cross-sectional
Center—Draws a torus from the center out. circle. This value is replaced each time you create a
torus. Default = 10.
182 Chapter 5: Creating Geometry
Sides—Sets the number of sides on the Create menu > Standard Primitives > Pyramid
cross-sectional circle of the torus. By reducing this
number, you can create prism-like cross sections The Pyramid primitive has a square or rectangular
instead of circular ones. base and triangular sides.
Smooth group
Choose one of four levels of smoothing:
• All—(default) Produces complete smoothing on
all surfaces of the torus.
Teapot Primitive 183
Parameters rollout
Examples of pyramids
Procedure
To create a Pyramid: Width, Depth and Height—Sets the dimension of
1. On the Create menu choose Standard the corresponding side of the pyramid.
Primitives > Pyramid.
Width, Depth and Height Segs—Sets the number
2. Choose a creation method, either Base/Apex of segments to the corresponding sides of the
or Center. pyramid.
Note: Hold the Ctrl key while using either Generate Mapping Coords—Generates coordinates
creation method to constrain the base to a for applying mapped materials to the pyramid.
square. Default=on.
3. In any viewport, drag to define the base of the
Real-World Map Size—Controls the scaling method
pyramid. If you’re using Base/Apex, define the
used for texture mapped materials that are applied
opposite corners of the base, moving the mouse
to the object. The scaling values are controlled
horizontally or vertically to define the width
by the Use Real-World Scale settings found in
and depth of the base. If you’re using Center,
the applied material’s Coordinates rollout (page
drag from the center of the base.
2–1625). Default=off.
4. Click, and then move the mouse to define the
Height.
5. Click to complete the pyramid. Teapot Primitive
Create panel > Geometry button > Standard Primitives >
Interface Object Type rollout > Teapot button
Creation Method rollout Create menu > Standard Primitives > Teapot
Base/Apex—Creates the pyramid base from one
corner to the diagonally opposite corner. Teapot produces a teapot. You can choose to make
the whole teapot at once (the default), or any of
Center—Creates the pyramid base from the center
its parts. Since the Teapot is a parametric object,
out.
184 Chapter 5: Creating Geometry
you can choose which parts of the teapot to display To create a teapot part:
after creation. 1. In Parameters rollout > Teapot Parts group,
turn off all parts except the one you want to
create.
2. Create a teapot.
The part you left on appears. The pivot point
remains at the center of the teapot’s base.
3. In Parameters rollout > Teapot Parts group,
turn off all parts except the one you want.
The teapot has four separate parts: body, handle,
spout, and lid. Controls are located in the Teapot
Parts group of the Parameters rollout. You can
check any combination of parts to create at the
Examples of teapots
same time. The body alone is a ready-made bowl,
or a pot with optional lid.
History of the Teapot
This teapot derives from the original data To turn a part into a teapot:
developed by Martin Newell in 1975. Beginning 1. Select a teapot part in the viewport.
with a graph-paper sketch of a teapot that he kept
2. On the Modify panel > Parameters rollout, turn
on his desk, Newell calculated cubic Bezier splines
on all parts. (This is the default.)
(page 3–915) to create a wireframe model. James
Blinn, also at the University of Utah during this The whole teapot appears.
period, produced early renderings of exceptional You can apply modifiers to any separate part. If
quality using this model. you later turn on another part, the modifier affects
The teapot has since become a classic in computer the additional geometry as well.
graphics. Its complexly curved and intersecting
surfaces are well suited to testing different kinds Interface
of material mappings and rendering settings on a Creation Method rollout
real-world object.
Edge—Draws a teapot from edge to edge. You can
change the center location by moving the mouse.
Procedures
To create a teapot: Center—Draws a teapot from the center out.
Parameters rollout
Plane Primitive
Create panel > Geometry button > Standard Primitives
> Object Type rollout > Plane button
interactively setting different values for length and Render Segs—Specifies the factor by which the
width. number of segments in both length and width are
multiplied at render time.
Square—Creates a square plane where length and
width are equal. You can change dimensions in the Generate Mapping Coords—Generates coordinates
Parameters rollout subsequent to creation. for applying mapped materials to the plane.
Default=on.
Parameters rollout
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=off.
Extended Primitives
Gengon Extended Primitive (page 1–199) 1. From the Create menu, choose Extended
Primitives > Hedra.
C-Ext Extended Primitive (page 1–200)
2. In any viewport, drag to define a radius, then
RingWave Extended Primitive (page 1–202) release to create the polyhedron.
Hose Extended Primitive (page 1–206) As you drag, a polyhedron emerges from the
pivot point.
Prism Extended Primitive (page 1–205)
3. Adjust the Family Parameter and Axis Scaling
All primitives have name and color controls, and spinners to vary the Hedra’s appearance.
allow you to enter initial values from the keyboard.
See these topics:
Object Name and Wireframe Color (page 3–757)
Creating Primitives from the Keyboard (page 1–169)
(not applicable to Hedra, RingWave, or Hose)
The remaining rollouts are covered in the topic for
each primitive.
188 Chapter 5: Creating Geometry
Vertices group Create menu > Extended Primitives > Torus Knot
Parameters in the Vertices group determine the
internal geometry of each facet of a polyhedron. Use Torus Knot to create a complex or knotted
Center and Center & Sides increase the number of torus by drawing 2D curves in the normal planes
vertices in the object and therefore the number of around a 3D curve. The 3D curve (called the Base
faces. These parameters cannot be animated. Curve) can be either a circle or a torus knot.
Basic—Facets are not subdivided beyond the You can convert a torus knot object to a NURBS
minimum. surface (page 1–1116).
Procedures
To create a standard chamfered box:
1. From the Create menu, choose Extended
Primitives > Chamfer Box.
2. Drag the mouse to define the diagonal corners
of the base of the chamfered box. (Press Ctrl
Provides methods of assigning and adjusting to constrain the base to a square.)
mapping coordinates.
3. Release the mouse button, and then move the
Generate Mapping Coords—Assigns mapping mouse vertically to define the height of the box.
coordinates based on the geometry of the torus Click to set the height
knot. Default=on.
4. Move the mouse diagonally to define the width
Offset U/V—Offset the mapping coordinates along of the fillet, or chamfer (toward the upper left
U and V. increases the width; toward the lower right
decreases it).
Tiling U/V—Tile the mapping coordinates along U
and V. 5. Click again to finish the chamfered box.
2. Drag the mouse to define the radius of the base Height—Sets the dimension along the central axis.
of the chamfered cylinder. Negative values create the chamfered cylinder
3. Release the mouse button, and then move the below the construction plane.
mouse vertically to define the height of the Fillet—Chamfers the top and bottom cap edges of
cylinder. Click to set the height. the chamfered cylinder. Higher numbers result in
4. Move the mouse diagonally to define the width a more refined fillet along the cap edge.
of the fillet, or chamfer (toward the upper left Height Segs—Sets the number of divisions along
increases the width; toward the lower right the corresponding axis.
decreases it).
Fillet Segs—Sets the number of segments in
5. Click to finish the cylinder.
the filleted edges of the cylinder. Adding fillet
segments curves the edges, producing a filleted
Interface
cylinder.
Creation Method rollout
Sides—Sets the number of sides around the
Edge—Draws the object from edge to edge. You chamfered cylinder. Higher numbers shade and
can change the center location by moving the render as true circles with Smooth on. Lower
mouse. numbers create regular polygonal objects with
Center—Draws the object from the center out. Smooth off.
Cap Segs—Sets the number of concentric divisions
Parameters rollout along the center of the chamfered cylinder’s top
and bottom
Smooth—Blends the faces of the chamfered
cylinder, creating a smooth appearance in
rendered views.
Slice On—Enables the Slice function. Default=off.
When you create a slice and then turn off Slice On,
the complete chamfered cylinder reappears. You
can use this check box to switch between the two
topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When
the ends meet, the whole chamfered cylinder
reappears.
Generate Mapping Coords—Generates coordinates 4. Move the mouse diagonally to define the height
for applying mapped materials to the chamfered of the convex caps (toward the upper left to
cylinder. Default=on. increase the height; toward the lower right to
decrease it).
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied 5. Click again to finish the oil tank.
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in Interface
the applied material’s Coordinates rollout (page Creation Method rollout
2–1625). Default=off.
Edge—Draws the object from edge to edge. You
can change the center location by moving the
mouse.
OilTank Extended Primitive
Center—Draws the object from the center out.
Create panel > Geometry button > Extended Primitives >
Object Type rollout > OilTank button
Parameters rollout
Create menu > Extended Primitives > Oil Tank
Procedure
To create an oil tank:
1. From the Create menu, choose Extended
Primitives > Oil Tank. Radius—Sets the radius of the oil tank.
2. Drag the mouse to define the radius of the base Height—Sets the dimension along the central
of the oil tank. axis. Negative values create the oil tank below the
3. Release the mouse button, and then move the construction plane.
mouse vertically to define the height of the oil Cap Height—Sets the height of the convex caps.
tank. Click to set the height. The minimum value is 2.5% of the Radius setting.
Capsule Extended Primitive 195
The maximum value is the Radius setting, unless by the Use Real-World Scale settings found in
the absolute value of the Height setting is less the applied material’s Coordinates rollout (page
than the double Radius setting, in which case cap 2–1625). Default=off.
height cannot exceed ½ of the absolute value of
the Height setting.
Overall/Centers—Determines what the Height
Capsule Extended Primitive
value specifies. Overall is the overall height of the Create panel > Geometry button > Extended Primitives >
object. Centers is the height of the midsection of Object Type rollout > Capsule button
the cylinder, not including its convex caps. Create menu > Extended Primitives > Capsule
Blend—When greater than 0, creates a bevel at the
edge of the caps. Use Capsule to create a cylinder with hemispherical
caps.
Sides—Sets the number of sides around the oil
tank. To create a smoothly rounded object, use
a higher number of sides and turn Smooth on.
To create an oil tank with flat sides, use a lower
number of sides and turn Smooth off.
Height Segs—Sets the number of divisions along
the oil tank’s major axis.
Smooth—Blends the faces of the oil tank, creating
a smooth appearance in rendered views.
Slice On—Turns on the Slice function. Default=off.
Edge—Draws the object from edge to edge. You Smooth—Blends the faces of the capsule, creating a
can change the center location by moving the smooth appearance in rendered views.
mouse. Slice On—Turns on the Slice function. Default=off.
Center—Draws the object from the center out. When you create a slice and then turn off Slice On,
the complete capsule reappears. You can use this
Parameters rollout check box to switch between the two topologies.
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the
local X axis.
For both settings, positive values move the end of
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When
the ends meet, the whole capsule reappears.
Generate Mapping Coords—Generates coordinates
for applying mapped materials to the capsule.
Default=on.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=off.
Radius—Sets the radius of the capsule.
Height—Sets the height along the central axis. Spindle Extended Primitive
Negative values create the capsule below the
construction plane. Create panel > Geometry button > Extended Primitives >
Object Type rollout > Spindle button
Overall/Centers—Determines what the Height
Create menu > Extended Primitives > Spindle
value specifies. Overall specifies the overall height
of the object. Centers specifies the height of Use the Spindle primitive to create a cylinder with
the midsection of the cylinder, not including its conical caps.
domed caps.
Sides—Sets the number of sides around the
capsule. Higher numbers shade and render as true
circles with Smooth on. Lower numbers create
regular polygonal objects with Smooth off.
Spindle Extended Primitive 197
Parameters rollout
Examples of spindles
Procedure
To create a spindle:
1. From the Create menu, choose Extended
Primitives > Spindle.
2. Drag the mouse to define the radius of the base
of the spindle.
3. Release the mouse button, and then move the
mouse vertically to define the height of the
spindle. Click to set the height. Radius—Sets the radius of the spindle.
4. Move the mouse diagonally to define the height Height—Sets the dimension along the central
of the conical caps (toward the upper left to axis. Negative values create the spindle below the
increase the height; toward the lower right to construction plane.
decrease it).
Cap Height—Sets the height of the conical caps.
5. Click again to finish the spindle. The minimum value is 0.1; the maximum value is
½ the absolute value of the Height setting.
Interface
Overall/Centers—Determines what the Height
Creation Method rollout value specifies. Overall specifies the overall height
Edge—Draws the object from edge to edge. You of the object. Centers specifies the height of
can change the center location by moving the the midsection of the cylinder, not including its
mouse. conical caps.
Center—Draws the object from the center out. Blend—When greater than 0, creates a fillet where
the caps meet the body of the spindle.
Sides—Sets the number of sides around the
spindle. Higher numbers shade and render as true
198 Chapter 5: Creating Geometry
When you create a slice and then turn off Slice On,
Example of L-Ext
the complete spindle reappears. You can therefore
use this check box to switch between the two
topologies. Procedure
To create an L-Ext object:
Slice From, Slice To—Sets the number of degrees
around the local Z axis from a zero point at the 1. From the Create menu, choose Extended
local X axis. Primitives > L-Ext.
2. Drag the mouse to define the base. (Press Ctrl
For both settings, positive values move the end of
to constrain the base to a square.)
the slice counterclockwise; negative values move it
clockwise. Either setting can be made first. When 3. Release the mouse and move it vertically to
the ends meet, the whole spindle reappears. define the height of the L-extrusion.
Generate Mapping Coords—Sets up the required 4. Click, and then move the mouse vertically to
coordinates for applying mapped materials to the define the thickness or width of the walls of the
spindle. Default=on. L-extrusion.
5. Click to finish the L-extrusion.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled Interface
by the Use Real-World Scale settings found in Creation Method rollout
the applied material’s Coordinates rollout (page Corners—Draws the object from corner to corner.
2–1625). Default=off. You can change the center location by moving the
mouse.
L-Ext Extended Primitive Center—Draws the object from the center out.
Width/Height Segs—Specify the number of 1. From the Create menu, choose Extended
segments for the overall width and height. Primitives > Gengon.
Note: The object’s dimensions (Back, Side, Front) 2. Set the Sides spinner to specify the number of
are labeled as though it were created in the Top or side wedges in the gengon.
Perspective viewports, and seen from the front in 3. Drag the mouse to create the radius of the
world space. gengon.
Generate Mapping Coords—Sets up the required 4. Release the mouse button, then move the
coordinates for applying mapped materials to the mouse vertically to define the height of the
object. Default=on. gengon. Click to set the height.
Real-World Map Size—Controls the scaling method 5. Move the mouse diagonally to specify the size
used for texture mapped materials that are applied of the chamfer along the side angles (toward the
to the object. The scaling values are controlled upper left to increase the size; toward the lower
by the Use Real-World Scale settings found in right to decrease it).
200 Chapter 5: Creating Geometry
6. Click to finish the gengon. Side Segs—Sets the number of divisions around
Tip: In the Parameters rollout, increase the Fillet the gengon.
Segs spinner to round the chamfered corners into Height Segs—Sets the number of divisions along
fillets. the gengon’s major axis.
Fillet Segs—Sets the number of divisions for the
Interface
edge filleting. Increasing this setting will produce
Creation Method rollout round, filleted corners instead of chamfers.
Edge—Draws the object from edge to edge. You
Smooth—Blends the faces of the gengon, creating a
can change the center location by moving the
smooth appearance in rendered views.
mouse.
Generate Mapping Coords—Sets up the required
Center—Draws the object from the center out.
coordinates for applying mapped materials to the
gengon. Default=on.
Parameters rollout
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=off.
Interface
Creation Method rollout
Corners—Draws the object from corner to corner.
You can change the center location by moving the
mouse.
Center—Draws the object from the center out.
Example of ringwave
Start Time—The frame number where the ringwave Inner Edge Breakup group
appears, and begins to grow if you choose Grow
Use these settings to change the shape of the
and Stay or Cyclic Growth.
ringwave’s inner edge.
Grow Time—The number of frames after Start
On—Turns on the breakup of the inner edge. The
Time the ringwave takes to reach full size. Grow
remaining parameters in this group are active only
Time is available only if Grow and Stay or Cyclic
when this is on. Default=on.
Growth is chosen.
Major Cycles—Sets the number of major waves
End Time—The frame number after which the
around the inner edge.
ringwave disappears.
Width Flux—Sets the size of the major waves,
Outer Edge Breakup group expressed as a percentage of the unmodulated
width.
Use these settings to change the shape of the
ringwave’s outer edge. Crawl Time—Sets the number of frames each
Tip: For effects like shock waves, the ringwave major wave takes to move around the inner
typically has little or no breakup on the outer edge circumference of the RingWave.
but relatively massive breakup on the inner edge. Minor Cycles—Sets the number of random-sized
On—Turns on breakup of the outer edge. The smaller waves in each major cycle.
remaining parameters in this group are active only Width Flux—Sets the average size of the
when this is on. Default=off. smaller waves, expressed as a percentage of the
Major Cycles—Sets the number of major waves unmodulated width.
around the outer edge. Crawl Time—Sets the number of frames each minor
Width Flux—Sets the size of the major waves, wave takes to move across its respective major
expressed as a percentage of the unmodulated wave.
width. Note: Negative values in the Crawl Time parameters
change the direction of the wave. To produce
Crawl Time—Sets the number of frames each
interference patterns, use Crawl Time settings
major wave takes to move around the outer
of opposite sign for major and minor waves, but
circumference of the RingWave.
similar Width Flux and Cycles settings.
Minor Cycles—Sets the number of random-sized
Tip: To produce the best "random" results, use
smaller waves in each major cycle.
prime numbers for major and minor cycles that
Width Flux—Sets the average size of the differ by a multiple of two to four. For example, a
smaller waves, expressed as a percentage of the major wave of 11 or 17 cycles using a width flux
unmodulated width. of 50 combined with a minor wave of 23 or 31
cycles with a width flux of 10 to 20 makes a nice
Crawl Time—Sets the number of frames each minor
random-appearing edge.
wave takes to move across its respective major
wave. Texture Coordinates—Sets up the required
coordinates for applying mapped materials to the
object. Default=on.
Prism Extended Primitive 205
Smooth—Applies smoothing to the object by To create a prism with a scalene or obtuse triangle
setting all polygons to smoothing group 1. at its base:
Default=on. 1. Choose Base/Apex in the Creation Method
rollout.
2. Drag horizontally in the viewport to define
Prism Extended Primitive the length of Side 1 (along the X axis). Drag
Create panel > Geometry button > Extended Primitives vertically to define the length of Sides 2 and 3
> Object Type rollout > Prism button (along the Y axis).
Create menu > Extended Primitives > Prism 3. Click, and then move the mouse to specify
the placement of the apex of the triangle. This
Use Prism to create a three-sided prism with alters the length of sides 2 and 3, and the angles
independently segmented sides. of the corners of the triangle.
4. Click, and then move the mouse vertically to
define the height of the prism.
5. Click to complete the prism.
Interface
Creation Method rollout
Isosceles—Draws a prism with an isosceles triangle
at its base.
Example of a prism Base/Apex—Draws a prism with a scalene or
obtuse triangle at its base.
Procedures
To create a prism with an isosceles triangle as its Parameters rollout
base:
1. Choose Isosceles on the Creation Method
rollout.
2. Drag horizontally in the viewport to define
the length of Side 1 (along the X axis). Drag
vertically to define the length of Sides 2 and 3
(along the Y axis).
(To constrain the base to an equilateral triangle,
press Ctrl before performing this step.)
3. Release the mouse, and move it vertically to
define the height of the prism.
4. Click to complete the prism.
5. On the Parameters rollout, alter the length of
the sides as needed.
206 Chapter 5: Creating Geometry
Interface
Hose Parameters rollout > End Point Method
group
Bound to Object Pivots—Choose this when binding the bend occur further away from the Top object.
the hose to two objects, using the buttons in the Default=100.
Binding Objects group.
Bottom (label)—Displays the name of the "bottom"
binding object.
Hose Parameters rollout > Binding Objects
group Pick Bottom Object—Click this button and then
select the "bottom" object.
Tension—Determines the tension of the hose curve
near the Bottom object as it reaches for the Top
object. Lower the tension to have the bend occur
closer to the Bottom object, raise the tension to
have the bend occur further away from the Bottom
object. Default=100.
Hose Parameters rollout > Common Hose enough to support the number of cycles, then not
Parameters group all cycles will appear. Default=5.
Tip: To set the appropriate number of segments,
first set Cycles, and then increase Segments until
the number of visible cycles stops changing.
Diameter—The relative width of the "outside"
parts of the cycles. At negative settings, these are
smaller than the overall hose diameter. At positive
settings, these are larger than the overall hose
diameter. Default=-20%. Range=-50% to 500%.
Smoothing—Defines the geometry that gets
smoothed. Default=All:
• All—The entire hose is smoothed.
• Sides—Smoothing is applied along the length
of the hose but not around its circumference.
• None—No smoothing is applied.
• Segments—Smoothing is applied only on the
Segments—The total number of segments in the inner section of the hose.
hose’s length. Increase this setting for a smooth
Renderable—When on, the hose is rendered using
profile when the hose is curved. Default=45.
the specified settings. When off, the hose is not
Flex Section Enable—When on, lets you set the rendered. Default=on.
following four parameters for the central, flexible
Generate Mapping Coords—Sets up required
section of the hose. When off, the hose’s diameter
coordinates for applying mapped materials to the
is uniform throughout its length.
hose. Default=on.
Starts—The percentage of the hose length from
the starting extremity of the hose at which the flex
section begins. By default, the starting end of the
hose is the end at which the object pivot appears.
Default=10%.
Ends—The percentage of the hose length from the
end extremity of the hose at which the flex section
ends. By default, the end extremity of the hose is
opposite the end at which the object pivot appears.
Default=90%.
Cycles—The number of corrugations in the flex
section. The number of visible cycles is limited by
the number of segments; if Segments isn’t high
Architectural Objects 209
Hose Parameters rollout > Hose Shape group Fillet—The amount by which the cross-section
corners are rounded. For this to be visible, Fillet
Segs must be set to 1 or higher. Default=0.
Fillet Segs—The number of segments across each
filleted corner. A Fillet Segs setting of 1 cuts the
corner straight across; use higher settings for
rounded corners. Default=0.
Rotation—The orientation of the hose along its
long axis. Default=0.
D-Section Hose—Similar to Rectangular Hose, but
rounds one side for a D-shaped cross-section.
Width—The width of the hose.
Round Hose—Sets a circular cross section. Rotation—The orientation of the hose along its
long axis. Default=0.
Diameter—The maximum width of the hose at the
ends.
Sides—The number of sides of the hose. A Sides
setting of 3 gives a triangular cross section; 4 gives
a square cross section; and 5 gives a pentagonal Architectural Objects
cross section. Increase Sides for a circular cross
3ds Max provides an array of architectural objects,
section. Default=8.
useful as building blocks for models of homes,
Rectangular Hose—Lets you specify different businesses, and similar projects. These include:
settings for width and depth.
AEC Extended Objects (page 1–210): Foliage,
Width—The width of the hose. Railing, and Wall
Depth—The height of the hose. Stairs (page 1–231)
210 Chapter 5: Creating Geometry
3. After clicking Window or Door, choose one of unless you bring the cursor in proximity to a
two Creation Methods: Width/Depth/Height nonplanar point to which it can snap.
or Width/Height/Depth.
Additional Parameters
4. Make parameter adjustments to define details.
There are additional parameters specific to
The width and orientation of the door/window
each door and window type that control overall
is always defined by the first mouse click and
dimension parameters, as well as detailed
subsequent mouse drag. Depending on the
parameters for sub-object components such as
creation method you use, either the height or
mullions, trim, and panels within leaves. See Doors
depth of the object is defined next.
(page 1–246) and Windows (page 1–253) for more
If you have no object snaps set and are working information on these parameters.
in a Perspective or User Viewport, using
the Width/Depth/Height Creation Method Animating Doors and Windows
creates an upright Door or Window. The Certain door and window creation parameters,
Width/Height/Depth Creation Method creates the including the Open parameter, can be animated.
object as if it were lying on its side. See Doors (page 1–246) and Windows (page 1–253)
for more information.
Allowing Non-vertical Jambs
The Allow Non-vertical Jambs toggle is useful Creating Stairs and Railings
for creating doors or windows that do not fit in
3ds Max contains four types of stair objects: spiral
a vertical plane, such as a skylight window in a
stairs (page 1–235), U-type stairs (page 1–243) with
sloping roof. By default, this toggle is off, making
an intermediate landing, L-type stairs (page 1–232)
the third point in the creation sequence either
with a landing at the bend in the stair, and straight
directly above (Width/Height/Depth) or on the
stairs (page 1–239) with no intermediate landing.
same horizontal plane (Width/Depth/Height)
A complementary Railing object can be used to
with the second point.
create any number of handrail designs that follow
When you turn on Allow Non-vertical Jambs, the along a spline path.
third point in the creation sequence falls wherever
For more information, see Stairs (page 1–231).
you choose and the fourth point is added by the
program. Its offset from the plane is determined The Railing Object
by the first three points.
Use the Railing button on the Create panel in the
Using the Width/Height/Depth Creation Method to produce railing objects. Railing components
in Perspective and User viewports with Allow include rails, AEC Extended category (page
Non-vertical Jambs off can be an efficient way 1–210)posts, and fencing. Fencing includes pickets
to create doors and windows with Object Snaps. (balusters) or solid-filled material (such as glass or
However, it can also be confusing at first. Keep in wood strips).
mind that the third point you define, the Height,
is interpreted as a point on the home grid until You can create a railing in two ways: specify the
you indicate a point higher or lower than the grid. orientation and height of the railing, or pick a
If you are using an Object Snap setting, 3ds Max spline path and apply the railing to that path.
might not know you mean a point off the grid The spline path with a railing is called a rail path.
Later, if you edit the rail path, the Railing object
212 Chapter 5: Creating Geometry
automatically updates to follow the changes you If you move, scale, or rotate the wall object, the
make. Rail paths can occupy three-dimensional linked door and window moves, scales, or rotates
space. along with the wall. If you move the linked door or
window along the wall, using the door or window’s
When you create the lower rails, posts, and fencing
Local coordinate system and activating Restrict
components of a Railing object, you use a special
to XY Plane in the Axis Constraints toolbar (page
version of the Spacing Tool to specify the spacing
1–437), the opening will follow. Also, if you change
of those components. The program displays the
a door or window’s overall width and height in the
Spacing Tool dialog for each railing component:
Modify panel, the hole will reflect those changes.
Lower Rail, Post Spacing, or Picket Spacing. For
more information on the Spacing Tool, see Spacing
Usage Tips
Tool (page 1–455).
The following are a few tips for working with wall
For details on Railing parameters and information objects:
on creating a Railing object, see Railing (page
1–217). • Use the Top viewport when creating wall
objects.
Creating Walls • Single walls with many windows and doors can
slow down snap calculations and movement
Use the Wall button (page 1–223) on the Create
of the wall object. To speed up insertion and
panel, in the AEC Extended category, to produce
editing, use multiple walls instead of a single
straight-wall objects. A wall object is made up of
wall.
sub-object segments that you can edit with the
Modify panel. • You can speed up performance in a scene with
many walls, windows, and doors by collapsing
You can:
them. First save an uncollapsed version for any
• Break or insert wall segments to create separate future parametric changes you might want to
wall objects. make. Then right-click the wall and pick Select
• Delete wall segments. Children from the right-click menu. Next use
Collapse in the Utility rollout to collapse them
• Connect two wall objects.
all.
When you create two wall segments that meet at a
For complete information, see Wall (page 1–223).
corner, 3ds Max removes any duplicate geometry.
This “cleaning up” of the corners might involve To create a wall:
trimming. 3ds Max cleans up only the first two
1. On the Create panel, in the AEC Extended
wall segments of a corner, not other wall segments
that might share the corner. 3ds Max does not category, click Wall.
clean up intersections. 2. Use Customize > Units Setup to establish
precision, and then set the parameters for the
You can edit the segments of a wall using
Width, Height, and Justification of the wall.
sub-object selection mode on the Modify panel.
For example, you can define a wall’s height profile. 3. In any viewport, click, release the mouse, drag
3ds Max moves the active grid to the plane of the the wall segment to the length you want and
wall you’re editing. This allows you to snap to the click again.
profile vertices in the plane of the wall.
Working with AEC Design Elements 213
This creates a wall segment. You can end the Tip: It is easier to work with wall vertices in
wall or you can continue to create another wall wireframe view mode.
segment. 1. Select a wall object that has more than one
4. To complete the wall, right-click, or to add section. Typically you would use Attach to
another wall segment, drag the next wall create such an object.
segment to the length you want and click again. 2. In the modifier stack (page 3–760), go to the
If you create a room by ending a segment at Vertex sub-object level.
the end of another segment of the same wall 3. Click Connect and point the mouse over an end
object, the program displays the Weld Point vertex until the cursor changes to a cross.
dialog. This dialog lets you convert the two end
4. Click once over the end vertex.
vertices into a single vertex, or keep the two end
vertices separate. 5. Move the cursor to another end vertex, and
Tips
Foliage
• Use the Spacing tool (page 1–455) to place plants
Create panel > Geometry > AEC Extended > Foliage along a path.
button
• Use vertex or face snapping (see Snaps Settings
Create menu > AEC Objects > Foliage (page 2–41)) to position plants on a surface.
Procedure
To add plants to a scene:
1. Click the Favorite Plants rollout > Plant Library
You control height, density, pruning, seed, canopy button to display the Configure Palette dialog.
display, and level of detail. The seed option 2. Double-click the row for each plant you want to
controls creation of different representations of the add or remove from the Palette and click OK.
same species. You can create millions of variations
3. On the Favorite Plants rollout, select a plant and
of the same species, so each object can be unique.
drag it to a location in a viewport. Alternatively,
With the viewport canopy mode (page 1–217)
select a plant in the rollout and then click in the
option, you can control the amount of plant detail,
viewport to place the plant.
reducing the number of vertices and faces 3ds Max
uses to display the plant. 4. On the Parameters rollout, click the New button
to display different seed variations of the plant.
5. Adjust the remaining parameters to show
elements of the plants, such as leaves, fruit,
branches, and if you want, to view the plant in
canopy mode.
Some of the plants that can be created from the standard
library Interface
Object Name and Wireframe Color rollout
This rollout lets you set the foliage object’s
name, color, and default material. For detailed
Foliage 215
information, see Object Name and Wireframe • Click the icon in the Favorite Plants list and then
Color (page 3–757). click a location in a viewport. Double-click the
icon to place the plant at the world origin.
When Favorite Plants rollout > Automatic
Materials is on, each plant is assigned its own • Drag the plant from the palette and drop it into
default material. For more information, see a viewport.
Favorite Plants rollout, following. Automatic Materials—Assigns default materials for
the plant. To modify these material assignments,
Keyboard Entry rollout
use the Material Editor (page 2–1409). Select the
See Creating Primitives from the Keyboard (page plant in the viewport, and click Main toolbar >
1–169). Material Editor. Click the Get Material button
(page 2–1439) to display the Material/Map
Favorite Plants rollout Browser. Under Browse From, choose Selected.
Then, from the list pane, double-click the material
list item for the plant to display the materials in the
Basic Parameters rollout of the Material Editor.
If you turn off Automatic Materials, 3ds Max
assigns no materials to the object, unless the Name
And Color rollout > Default Material check box
is on and a default material is assigned. This way
you can specify a particular default material for all
foliage objects. For more information, see Object
Name and Wireframe Color (page 3–757).
When on, Automatic Materials overrides the
Default Material settings.
Note: Even if Automatic Materials is off, 3ds Max
still assigns material IDs to the foliage objects,
so that the object is ready for a multi/sub-object
material.
Plant Library—Displays the Configure Palette
dialog. Using this window, you can view
information on the available plants including
their names, whether they’re in the palette, their
scientific names, types, descriptions, and the
approximate number of faces per object. You can
The palette displays the plants currently loaded also add and remove plants from the palette, and
from the Plant Library. There are three ways to clear the palette, which removes all plants from the
add a plant to the scene: palette.
• Use keyboard entry. Tip: To quickly add or remove a plant from the
palette, double-click its row in the Configure
Palette dialog. The Fav. (Favorite Plants) column
216 Chapter 5: Creating Geometry
Parameters rollout
Railings and Materials 3. If you need to, change any of the parameters
to adjust the segments, length, profile, depth,
By default, 3ds Max assigns five different material width, and height of the rail.
IDs to railings. The aectemplates.mat material
library includes Rail-Template, a multi/sub-object To adjust lower rails:
material (page 2–1594) designed to be used with
1. To modify the lower rail, or add more, choose
railings. Each component of the railing/material is
an option from the Lower Rail(s) group >
listed below along with its corresponding Material
Profile list.
ID.
Railing 219
Railing rollout Note: Railing objects that use Pick Path do not stay
on the path when substituted using the Substitute
modifier. Substituted externally referenced
railings do not undo when railings are associated
with a path.
Segments—Sets the number of segments of the
railing object. Available only when you’re using
a railing path.
For a close approximation to a railing path,
increase the number of segments. Be aware that a
high number of segments increases file size and
slows down the rendering speed. You might use
fewer segments when the spline path has a low
curvature (or none) and fewer segments provide
an adequate approximation.
Respect Corners—Puts corners in the railing to
match the corners of the railing path.
Length—Sets the length of the Railing object.
When you drag the mouse, the length displays in
the edit box.
panel. 2. Depth
3. Height
Tip: When you create a railing using a closed spline
4. Profile for the square top rail
for the rail path, open the Post Spacing dialog (page
5. Profile for the round top rail
1–455), turn off Start Offset and End Offset, and
lock End Offset. This will ensure that 3ds Max Profile—Sets the cross-section shape of the top rail.
properly creates the railing with any fill, pickets,
Depth—Sets the depth of the top rail.
and posts you specify.
Railing 221
Width—Sets the width of the top rail. Note: If a visible viewport is set to a non-wireframe
or non-bounding-box display, Generate Mapping
Height—Sets the height of the top rail. During
Coordinates is on for all primitives to which you
creation, you can drag the top rail to the height
apply a material containing a map with Show
you want using the mouse in the viewport. Or you
Map In Viewport on. If all viewports are set to
can enter the height amount from the keyboard
wireframe or bounding box, 3ds Max turns on
or use the spinners.
Generate Mapping Coordinates for primitives
containing mapped materials at render time.
Lower Rail(s) group
Controls the profile, depth, width, and spacing Real-World Map Size—Controls the scaling method
between the lower rails. You specify how many used for texture mapped materials that are applied
lower rails you want using the Lower Rail Spacing to the object. The scaling values are controlled
button. by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=off.
Posts rollout
Lower Rail Spacing—Sets the spacing of the Extension—Sets the amount the posts extend above
lower rails. When you click this button, the Lower the bottom of the top railing.
Rail Spacing dialog displays. Specify the number
of lower rails you want using the Count option. Post Spacing—Sets the spacing of the posts.
For more information on spacing options in this When you click this button, the Post Spacing
dialog, see Spacing Tool (page 1–455). dialog displays. Specify the number of posts
you want using the Count option. For more
Generate Mapping Coords—Assigns mapping
information on spacing options in this dialog, see
coordinates (page 3–967) to the railing object.
Spacing Tool (page 1–455).
222 Chapter 5: Creating Geometry
When you create two wall segments that meet at a 3 Inside of the wall
corner, 3ds Max removes any duplicate geometry. 4 Top of the wall, including any edges cut
This "cleaning up" of the corners might involve out of the wall
trimming. 3ds Max cleans up only the first two 5 Bottom of the wall
wall segments of a corner, not any other wall
segments that might share the corner. 3ds Max Note: 3ds Max does not automatically assign a
does not clean up intersections. material to the wall object. To use the included
material, open the library and then assign the
Inserting Doors and Windows in a Wall material to your object.
3ds Max can automatically make openings for Note: The definitions of slots 2 and 3 are
doors and windows in a wall. At the same time, it interchangeable; inside and outside simply depend
links the door or window to the wall as it child. on your point of view, and how you created the
The most effective way of doing both is to create wall.
the doors and windows directly on a wall segment
by snapping to the faces, vertices, or edges of the See also
wall object. Editing Wall Objects (page 1–228)
If you move, scale, or rotate the wall object, the
linked door or window moves, scales, or rotates Tips
along with the wall. If you move the linked door or • To make a passageway through a wall you can
window along the wall, using the door or window’s perform a Boolean operation (page 1–338) with
local coordinate system and constraining motion to the wall as Operand A, and another object,
the XY plane (page 3–687), the opening will follow. such as a box or an extruded archway shape,
Also, if you change a door or window’s overall as Operand B. The wall will still be accessible
width and height on the Modify panel, the hole at the Boolean sub-object level. Then, you can
will reflect those changes. add a window or door in the passageway, and
For further information, see the procedure To link (page 2–421) it as a child of the wall.
create and place a window or door in a wall (page • Single walls with many windows and doors
1–226). can become slow to use because of the amount
of boolean calculations used. To speed up
224 Chapter 5: Creating Geometry
2. In the modifier stack (page 3–760), go to the To add a gable point to a wall profile or adjust for
Vertex sub-object level. uneven terrain:
4. Click anywhere on the highlighted line to insert 2. In the modifier stack (page 3–760), go to the
a vertex. Profile sub-object level.
The new vertex is attached to the mouse cursor. 3. Select a wall profile by clicking a wall segment.
Tip: It is easier to work with wall vertices in If you want to adjust the profile for uneven
wireframe view mode. terrain below a wall, click Insert, pick the
highlighted bottom profile and add points as
1. Select a wall.
necessary.
2. In the modifier stack (page 3–760), go to the
If you want to extend multiple segments
Segment sub-object level.
uniformly downward below floor level, do the
3. Select a wall segment. following: At the Segment sub-object level,
4. Turn on both Reorient and Copy, and then select the segments and, on the Edit Segment
click Detach. rollout, enter a negative Bottom Offset value
to move the segments downward. Add the
5. Enter a name for the new wall object in the
absolute value of the Bottom Offset setting back
Detach dialog or click OK to accept the default
to the Height value to bring the top of the wall
name.
height back up and make it flush with the other
3ds Max copies the original wall’s Local wall segments.
coordinate system (page 3–963) when it makes
the copy of the detached segment. It places the To apply a texture to a wall:
new object so that its Local coordinate system Walls are created with five different material IDs
is coincident with the World space origin (page (page 3–969) for their various parts.
3–1035).
The aectemplates.mat material library includes
Wall-Template, a Multi/Sub-Object material
226 Chapter 5: Creating Geometry
designed for use with walls. You can copy or copy brevity) directly on an existing wall. You can
and modify this template, or create your own define the window’s exact dimensions after
material as follows: insertion. Use edge snap (page 2–41) for the
1. Create a Multi/Sub-Object material (page first snaps to place and align the window on the
2–1594) using five textures for the following wall and to establish its exact depth. Snap to
Material IDs: and then click the near top edge of the wall to
start creation. Drag to another edge snap point
• Slot #1 is the material for the vertical ends on the near top edge of the wall and release to
on the wall align the window with the wall segment and to
• Slot #2 is the material for the outside of the set its width. Snap to the rear top edge of the
wall wall to set the proper depth and click. Move
• Slot #3 is the material for the inside of the the cursor downward and click to define the
wall window height. This final click doesn’t require
a snap, as it simply defines a rough height.
• Slot #4 is the material for the top of the wall,
as well as any inside edges cut out of the wall 2. The window should now be cut out of the wall.
On the Modify panel for windows or doors,
• Slot #5 is the material for the bottom of the
set the correct width and height. Change the
wall
depth if it’s different from the snap depth you
Note: The definitions of slots 2 and 3 are set above.
interchangeable; inside and outside simply
3. Use vertex snap to move the window or door
depend on your point of view, and how you
from a reference point to a known point on the
created the wall.
wall segment. Then
2. If the top and bottom surfaces of the wall aren’t
Next, use relative offset values from this new
visible in the rendered scene, you can use a
position to accurately locate the window or
three-sided material instead. The inside and
door. As an example, following the next two
outside of the wall are relative to the direction
steps, you could move a window from its top
in which the wall was created. To swap a texture
left corner to the top left corner of the wall
between slots in the Material Editor, drag one
segment so that you can then move it 3 feet to
of the textures over the other slot in the Basic
the right and 2 feet down.
Parameters rollout of the Multi/Sub-Object
material, and then choose Swap. 4. With the window or door selected, set the
coordinate system to Local.
3. For greater control in tiling across the wall
surface, apply a Map Scaler world-space modifier 5. On the Coordinate Display (page 3–708),
(page 1–551) to the wall. Then adjust the scale activate Offset mode and then enter the offset
of the map in the Map Scaler’s Parameters distances on the X axis for horizontal and the Y
rollout. axis for vertical.
Note: For best results, do not position an inserted
To create and place a window or door in a wall: window or door at the bottom of a wall.
For best results, perform this procedure in a
wireframe viewport.
1. Create a window (page 1–253) or door (page
1–246) (hereafter referred to as "window" for
Wall 227
Parameters rollout
Finish—Ends creation of the wall object, leaving Left—Justifies the wall at the left edge of its baseline
it open ended. (the line between the wall’s front and back sides,
which is equal to the wall thickness). If you turn
Pick Spline—Lets you use a spline as the wall path. Grid Snap on, the left edge of the wall’s baseline
Click this, and then click a spline in the viewport snaps to the grid line.
to use as the wall path. 3ds Max uses the spline
as the path along which to apply the wall object. Center—Justifies the wall at the center of its
3ds Max doesn’t immediately recognize 2D Shapes baseline. If you turn Grid Snap on, the center of
from a linked AutoCAD drawing. To recognize the wall’s baseline snaps to the grid line. This is
Shapes from a linked AutoCAD drawing, edit the default.
the Shape with Edit Spline (page 1–680) from the
Modify panel.
228 Chapter 5: Creating Geometry
Editing Wall Objects Appears at the Vertex sub-object level. Each wall
segment has two vertices; one in each bottom
Select a wall object. > Modify panel corner. In wireframe views, wall vertices appear as
+ symbols. Connected segments in the same wall
The following reference describes the Wall options object each share a vertex. Moving a wall vertex
on the Modify panel. It’s generally easiest to edit has the effect of scaling attached segments as well
wall objects in wireframe mode. as rotating them about their other vertices. You
cannot rotate or scale wall vertices.
See also
Wall (page 1–223)
Interface
Edit Object rollout
This rollout appears when you select a wall object
at the object level; other rollouts, discussed below
appear at the different sub-object levels.
Attach—Attaches another wall in a viewport to the
Connect—Lets you connect any two vertices,
selected wall by a single pick. The object you attach
must also be a wall. 3ds Max applies the material creating a new linear segment between the vertices.
of the selected wall to the wall being attached. Click this button, click a vertex, and then click a
Attach Multiple—Attaches other walls in a viewport
second vertex on a different segment. When you
to the selected wall. Click this button to open the move the cursor over a valid second vertex, the
Attach Multiple dialog, which lists all the other mouse icon changes to a Connect icon.
wall objects in the scene. Select the walls you want Break—Lets you disconnect segments at a shared
to attach from the list and click the Attach button. vertex.
3ds Max applies the material of the selected wall to
Tip: Select a vertex shared between wall segments,
the walls being attached.
and then click the Break button. The segments
Editing Wall Objects 229
Divide—Subdivides each segment by the number can insert and delete vertices along the horizontal
of vertices specified in the Divisions spinner. edges, move an inserted vertex along the grid to
Select one or more segments, set the Divisions change the profile, create gables, and change the
spinner, and then click Divide. grid properties.
Divisions—Sets the number by which to divide the
segment.
Insert—Provides the same function as the Insert
button in Vertex sub-object selection. Inserts one
or more vertices, creating additional segments.
When you move the cursor over the a valid Insert
point, the mouse icon changes to an Insert icon.
Right click to stop inserting new vertices and
segments.
Delete—Deletes any selected wall segments in the
current wall object.
Refine—Provides the same function as the Refine
button at the Vertex sub-object level. Adds a vertex Insert—Inserts a vertex so that you can adjust the
to the position along a wall segment you select. profile of the selected wall segment.
When you move the cursor over a valid Refine
Use this option to adjust the profile of walls under
point, the mouse icon changes to a Refine icon.
gables or to align walls to a slope. When you move
the cursor over the selected segment, the mouse
Parameters group
icon changes to an Insert icon. Click to insert a
Width—Changes the width of a selected segment new profile point, then drag and release to position
or segments. and place it. You can add new profile points to
Height—Changes the height of a selected segment both the top and the bottom of the wall, but you
or segments. cannot position profile points below the original
top edge or above the original bottom edge.
Bottom Offset—Sets the distance of the bottom of
the selected segment or segments from the floor. Delete—Deletes the selected vertices on the profile
of the selected wall segment.
Edit Profile rollout Create Gable—Creates a gable by moving the center
This rollout appears when you select a wall object point of the top profile of the selected wall segment
and then access Profile sub-object level. to a height you specify.
The term "profile" refers to the outline of a wall Select the segment, set the height, and then click
segment’s top and bottom edges. When in Profile Create Gable.
sub-object mode, the selected wall object’s inner Height—Specifies the height of a gable.
horizontal edges appear dark orange. Click any of
these edges to select the corresponding segment,
highlight it in red, and place a temporary active
grid in the plane of the segment. At that point, you
Stairs 231
The grid constricts profile point insertion and 4 Center pole of the stairs
movement to the plane of the wall and allows you 5 Handrails of the stairs
to snap to grid points on the plane of the wall. 6 Carriage of the stairs
Width—Sets the width of the active grid. 7 Stringers of the stairs
Procedure
To create railings on stairs:
Stairs 1. Create the stairs. See individual stair-type
Create panel > Geometry > Stairs topics for more information.
Create menu > AEC Objects 2. In the Generate Geometry group, turn on Rail
Path > Left and Right.
You can create four different types of stairs in 3ds Max places left and right rail paths above
3ds Max: the stairs.
Spiral Stair (page 1–235) 3. In the Railings rollout, set Height to 0.0.
Straight Stair (page 1–239) 4. Click Create panel > AEC Extended > Railing
(page 1–217) to create the first railing.
L-Type Stair (page 1–232)
5. Click Railing rollout > Pick Railing Path and
U-Type Stair (page 1–243) select one of the rail paths on the stairs.
6. Adjust the railing parameters.
Railings and Materials
3ds Max remembers the parameters you set.
By default, 3ds Max assigns seven different material When you create the next railing, it will have the
IDs to stairs. The aectemplates.mat material same parameters as you set for the first railing.
library includes Stair-Template, a multi/sub-object
7. Right-click to end the creation of the first
material (page 2–1594) designed to be used with
stairs. Each component of the stair/material is railing.
listed below along with its corresponding Material 8. Click Railing again to create the second railing.
ID. 9. Click Pick Railing Path and select the other rail
Material ID Railing/Material Component path on the stairs.
1 Treads of the stairs
2 Front riser of the stairs
3 Bottom, back, and sides of the risers of
the stairs
232 Chapter 5: Creating Geometry
Interface
Parameters rollout > Type group
Create panel > Geometry > Stairs > L-Type Stair button Generate Geometry group
Create menu > AEC Objects > L-Type Stair
handrails’ height, offset, number of segments, and the spinner values of the parameter with the raised
radius. push pins to change.
Rail Path—Creates left and right paths you can use Overall—Controls the height of the flight of stairs.
to install railings on the stairs. See Stairs (page
Riser Ht—Controls the height of the risers.
1–231) for the instructions on how to do this.
Riser Ct—Controls the number of risers. There will
Layout group always be one more riser than steps. This implied
riser is between the top step of the stair and the
upper floor.
Depth—Controls the depth of the steps. Width—Controls the width of the stringers.
Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
information on spacing options in this dialog, see Radius—Controls the thickness of the railings.
Spacing Tool (page 1–455).
Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first
Spiral Stair
riser, or if the carriage extends below the floor. You Create panel > Geometry > Stairs > Spiral Stair button
control the amount the carriage extends below the
Create menu > AEC Objects > Spiral Stair
floor with the Offset option.
The Spiral Stair object lets you specify the radius
and number of revolutions, add stringers and a
center pole, and more.
Left: The carriage springing from the floor. (Spring From Floor
on.)
Right: The carriage extending below the floor. (Spring from
Floor off.) Types of spiral stair: open, closed, and boxed
Spiral stairs wind around a center
Railings rollout
These controls are available only when you turn on Procedure
one or more of the Handrail or Rail Path options To create spiral stairs:
on the Parameters rollout > Generate Geometry
1. In any viewport, click for the start point of the
group. Also, Segments and Radius aren’t available
stairs, and drag to the specify the radius you
if neither of the Handrail options is on.
want.
2. Release the mouse button, move the cursor up
or down to specify the overall rise, and click
to end.
3. Adjust the stairs with options in the Parameters
rollout.
Interface
Parameters rollout > Type group
Height—Controls the height of the railings from
the steps.
Offset—Controls the offset of the railings from the
ends of the steps.
Segments—Controls the number of segments Open—Creates an open riser stair, as shown on the
in the railings. Higher values display smoother left of the illustration above.
railings.
236 Chapter 5: Creating Geometry
Riser Ct—Controls the number of risers. There will Step thickness variance between two stairs
always be one more riser than steps. This implied
riser is between the top step of the stair and the Depth—Controls the depth of the steps.
upper floor.
Stringers rollout
Thickness—Controls the thickness of the steps.
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
238 Chapter 5: Creating Geometry
Left: The stringer extending below the floor. (Spring From Floor
turned off.)
Right: the stringer springing from the floor. (Spring From Floor
turned on.)
Carriage rollout
Left: The carriage springing from the floor. (Spring From Floor
These controls are available only when you turn turned on.)
on Carriage on the Parameters rollout > Generate Right: The carriage extending below the floor. (Spring From
Floor turned off.)
Geometry group.
Center Pole rollout
These controls are available only when you turn on
Center Pole on the Parameters rollout > Generate
Geometry group.
Straight Stair 239
Segments—Controls the number of segments in Height—Controls the height of the railings from
the center pole. Higher values display a smoother the steps.
pole. Offset—Controls the offset of the railings from the
Height—The spinner controls the height of the ends of the steps.
center pole. Turning on Height lets you adjust Segments—Controls the number of segments
the height of the pole independently of the stairs. in the railings. Higher values display smoother
Turning off Height makes the spinner unavailable railings.
and locks the top of the pole to the top of the
implied last riser. Typically, this riser would attach Radius—Controls the thickness of the railings.
to the fascia of a landing.
Straight Stair
Create panel > Geometry > Stairs > Straight Stair button
Railings rollout
These controls are available only when you turn on
one or more of the Handrail or Rail Path options Types of straight stair: open, closed, and boxed
on the Parameters rollout > Generate Geometry Straight stairs have a single flight.
group. Also, Segments and Radius aren’t available
if neither of the Handrail options is on.
240 Chapter 5: Creating Geometry
Interface Rail Path—Creates left and right paths you can use
to install railings on the stairs. See Stairs (page
Parameters rollout > Type group
1–231) for the instructions on how to do this.
Layout group
Offset—Controls the vertical distance of the information on spacing options in this dialog, see
stringers from the floor. Spacing Tool (page 1–455).
Spring from Floor—Controls whether the stringer Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first starts at the floor, flush with the start of the first
riser, or if the stringer extends below the floor. You riser, or if the carriage extends below the floor. You
control the amount the stringer extends below the control the amount the carriage extends below the
floor with the Offset option. floor with the Offset option.
Left: The stringer extending below the floor. (Spring From Floor Left: The carriage springing from the floor. (Spring From Floor
off.) on.)
Right: The stringer springing from the floor. (Spring From Floor Right: The carriage extending below the floor. (Spring From
on.) Floor off.)
Radius—Controls the thickness of the railings. Open—Creates an open riser stair as shown on the
left in the illustration above.
Closed—Creates a closed riser stair as shown in the
U-Type Stair center in the illustration above.
Create panel > Geometry > Stairs > U-Type Stair button Box—Creates a stair with closed risers and closed
Create menu > AEC Objects > U-Type Stair stringers on both sides as shown on the right in the
illustration above.
The U-Type Stair object lets you create a two-flight
staircase, with the two flights parallel to each other Generate Geometry group
and a landing between them.
Rise group
Stringers rollout
These controls are available only when you turn
on Stringers on the Parameters rollout > Generate
Geometry group.
information on spacing options in this dialog, see Radius—Controls the thickness of the railings.
Spacing Tool (page 1–455).
Spring from Floor—Controls whether the carriage
starts at the floor, flush with the start of the first
riser, or if the carriage extends below the floor. You
control the amount the carriage extends below the Doors
floor with the Offset option. Create panel > Geometry > Doors
Railings rollout
These controls are available only when you turn on
one or more of the Handrail or Rail Path options
on the Parameters rollout > Generate Geometry
group. Also, Segments and Radius aren’t available
if neither of the Handrail options is on.
4
click to finish.
Frame
5 Inner Door The height is perpendicular to the plane defined
by the first three points and perpendicular to
Note: 3ds Max does not automatically assign a the active grid.
material to the door object. To use the included You can adjust the Height, Width, and Depth
material, open the library and then assign the values on the Parameters rollout.
material to your object.
On the Creation Method rollout, you can change
Making an Opening for a Door the creation order to width-height-depth instead
of width-depth-height.
To make an opening in a wall, you can perform a
Boolean operation (page 1–338) with the wall as To create a door material:
Operand A, and another object, such as a box, as
1. Create a door or select an existing door.
Operand B. Then, you can create and add a door
in the opening, and link (page 2–421) it, if you 2. Open the Material Editor, and select a slot for
choose, as a child of the wall. the material.
Note: Using snaps, you can insert a door in a wall 3. Click the Type button below the Material Editor
object, automatically linking the two and creating toolbar.
a cutout for the door. See the procedure To create The Material/Map Browser dialog opens.
and place a window or door in a wall: (page 1–226).
4. In the Material list, double-click the
Multi/Sub-Object item, and then on the
Procedures
Replace Material dialog that appears, choose
To create a door: either option and click OK.
1. On the Object Type rollout, click the button for 5. On the Multi/Sub-Object Basic Parameters
the type of door you want to create. rollout, click Set Number and change Number
2. Choose options as needed, such as changing Of Materials to 5. Click OK.
the default creation method. Turn off Create 6. Optionally, change the sub-material names to
Frame to eliminate the door frame. Turn those specified in the above table.
248 Chapter 5: Creating Geometry
7. Edit the material as you would any of door to make a set of double doors. See BiFold
Multi/Sub-Object material. Door (page 1–252).
Leaf Parameters rollout Bottom Rail—Sets the width of the panel framing at
the base of the door. This setting is apparent only
if the door is paneled.
# Panels Horiz.—Sets the number of panel divisions
along the horizontal axis.
# Panels Vert.—Sets the number of panel divisions
along the vertical axis.
Muntin—Sets the width of the separations between
the panels.
Panels group
Determines how panels are created in the door.
None—The door has no paneling.
Interface
Pivot Door Parameters rollout
Create panel > Geometry > Doors > Pivot button
Sliding Door
Create panel > Geometry > Doors > Sliding button
BiFold Door
Create panel > Geometry > Doors > BiFold button
Interface
Parameters rollout
Interface
Parameters rollout Windows
Create panel > Geometry > Windows
Double Doors—Makes the door a double door, 3ds Max offers six kinds of windows:
with four door elements, meeting in the center. • The Casement window (page 1–257) has one
Flip Swing—Makes the door swing in the opposite or two door-like sashes that swing inward or
direction from the default. outward.
• The Pivoted window (page 1–259) pivots
Flip Hinge—Makes the door hinged on the opposite
at the center of its sash, either vertically or
side from the default. Flip Hinge is unavailable
horizontally.
when Double Doors is on.
• The Projected window (page 1–260) has three
sashes, two of which open like awnings in
opposite directions.
• The Sliding window (page 1–261) has two
sashes, one of which slides either vertically or
horizontally.
• The Fixed window (page 1–258) doesn’t open.
• The Awning window (page 1–256) has a sash
that is hinged at the top.
254 Chapter 5: Creating Geometry
7. Edit the material as you would any Fixed—Doesn’t open. See Fixed (page 1–258).
Multi/Sub-Object material.
Pivoted—Pivots at the center of its sash, either
To animate a window:
vertically or horizontally. See Pivoted (page 1–259).
You can animate a window opening and closing by Projected—Has three sashes, two of which open
keyframing the Open setting. like awnings in opposite directions. See Projected
(page 1–260).
1. Create a window or select an existing window.
Sliding—Has two sashes, one of which slides
2. If using an existing window, also access the
Modify panel. vertically or horizontally. See Sliding (page 1–261).
3. Set the Parameters rollout > Open parameter to Name and Color rollout
the amount you want the window to be open at
the start of the animation. If you want it to be See Object Name and Wireframe Color (page
closed, set it to 0. 3–757).
4. Click the Auto Key button (page 3–717) to turn Creation Method rollout
it on, and advance to the first keyframe.
5. Change the Open setting.
6. Continue moving to any additional keyframes
and changing the Open setting as necessary.
7. Play the animation.
Note: With this method, the depth is perpendicular Vert. Width—Sets the width of the vertical part of
to the plane set by the first three points. Thus, if the window frame (at the sides). This setting also
you draw the window in the Top or Perspective affects the glazed portion of the window’s height.
viewport, the door lies flat on the active grid.
Thickness—Sets the thickness of the frame. This
Allow Non-vertical Jambs—Select to create tilted also controls the thickness of casements or railings
windows. Set snaps (page 2–35) to define points on the window’s sashes.
off the construction plane. Default=off.
Glazing group
Parameters rollout
Thickness—Specifies the thickness of the glass.
Awning Window
Create panel > Geometry > Windows > Awning button
Frame group
Horiz. Width—Sets the width of the horizontal part
of the window frame (at the top and bottom).
This setting also affects the glazed portion of the Awning window
window’s width.
Casement Window 257
Interface
Parameters rollout
Casement Window
Create panel > Geometry > Windows > Casement button
Casement window
Fixed Window
Create panel > Geometry > Windows > Fixed button
Casements group
Panel Width—Changes the size of the glazed panel
within each sash.
One/Two—Specifies the number of window panels:
one or two. Using two panels creates a window like
a double door; each panel is hinged on its outside
side edge.
Pivoted Window 259
Pivoted Window
Create panel > Geometry > Windows > Pivoted button
Projected Window
Create panel > Geometry > Windows > Projected button
Projected window
The topic for each kind of Window describes its
unique controls and behavior. Most Window
parameters are common to all kinds of Windows;
see Windows (page 1–253).
Rails group
Width—Sets the width of the rails in the sash.
Pivots group
Vertical Rotation—Switches the pivot axis from
horizontal to vertical.
Sliding Window 261
Sliding Window
Create panel > Geometry > Windows > Sliding button
Sliding windows
The topic for each kind of window describes its
unique controls and behavior. Some window
parameters are common to all kinds of windows;
see Windows (page 1–253).
Shapes
Create panel > Shapes
Using Shapes
Shapes are 2D and 3D lines and groups of lines that
The topic for each kind of Window describes its
you typically use as components of other objects.
unique controls and behavior. Most Window
Most of the default shapes are made from splines.
parameters are common to all kinds of Windows;
You use these spline shapes to do the following:
see Windows (page 1–253).
• Generate planar and thin 3D surfaces
Rails and Panels group • Define loft components such as paths, shapes,
Rail Width—Sets the width of the rails in the sash. and fit curves
can quickly create these shapes using mouse When you convert a spline to an editable spline,
or keyboard entry and combine them to form you lose the ability to adjust or animate its creation
compound shapes. See Splines (page 1–266) for parameters.
information about the methods and parameters
used to create these shapes. Renderable Shapes
When you use a shape to create a 3D object by
Creating Shapes lofting, extruding, or other means, the shape
becomes a renderable 3D object. However, you
To access the shape creation tools, go to can make a shape render without making it into a
the Create panel and click the Shapes button. 3D object. There are three basic steps to rendering
You’ll find the standard shapes under Splines in a shape:
the category list, and Point Curve and CV Curve
under NURBS Curves. 1. On the Rendering rollout of the shape’s creation
parameters, turn on Enable In Renderer.
As you add plug-ins, other shape categories might
2. Specify the thickness for the spline using the
appear in this list.
Thickness spinner in the Rendering rollout.
The Object Type rollout contains the spline
creation buttons. You can combine one or more of
these spline types into a single shape.
Editable Splines
You can convert a basic spline to an editable spline
object (page 1–289). The editable spline has a
variety of controls that let you directly manipulate
it and its sub-objects. For example, at the Vertex
sub-object level you can move vertices or adjust
their Bezier handles. Editable splines let you create
shapes that are less regular, more free-form than
the basic spline options. 3. If you plan to assign a mapped material to the
spline, turn on Generate Mapping Coords.
264 Chapter 5: Creating Geometry
Please observe the following: You can also apply an Edit Mesh modifier to a 3D
• When you apply a modifier that converts a shape (for example, a shape whose vertices have
shape into a mesh (such as Extrude (page been moved vertically away from the construction
1–680) or Lathe (page 1–707)), the object plane by different amounts) to create a curved
automatically becomes renderable, regardless surface. The resulting 3D surface often requires
of the state of the Enable in Renderer check box. manual editing of faces and edges to smooth
You need to turn on the Enable in Renderer surface ridges.
check box only when you want to render an
unmodified spline shape in the scene. Extruded and Lathed Shapes
• As with all objects, a shape’s layer must be on You can apply modifiers to a shape to create a 3D
for the shape to render. See Layer Properties object. Two of these modifiers are Extrude and
(page 3–656). Lathe. Extrude (page 1–680) creates a 3D object
by adding height to a shape. Lathe (page 1–707)
• The Object Properties dialog (page 1–117) also
creates a 3D object by rotating a shape about an
has a Renderable check box, which is turned on
axis.
by default. Both this check box and the General
rollout > Renderable check box must be turned
on in order to render a shape.
See also
Edit Modifiers and Editable Objects (page 1–506)
Modifying at the Sub-Object Level (page 1–506)
Modifier Stack Controls (page 3–760)
Procedures
To control starting a new shape manually:
Splines 1. On the Create panel, turn off the check box
Create panel > Shapes > Splines
next to the Start New Shape button.
2. Click the Start New Shape button.
Create menu > Shapes
3. Begin creating splines.
Create panel > Shapes > Extended Splines
Each spline is added to the compound shape.
Splines include the following object types: You can tell you are creating a compound shape
because all the splines remain selected.
Line Spline (page 1–270)
4. Click Start New Shape to complete the current
Rectangle Spline (page 1–272) shape and prepare to start another.
Circle Spline (page 1–273) Issues to remember about creating shapes:
Ellipse Spline (page 1–274)
Arc Spline (page 1–274)
Splines and Extended Splines 267
• You can go back and change the parameters when new shapes are created. When the box is on,
of a shape containing a single spline after the the program creates a new shape object for every
shape is created. spline you create. When the box is off, splines are
• You can create a compound shape by adding added to the current shape until you click the Start
splines to a shape: Select the shape, turn off New Shape button.
Start New Shape, and then create more splines. Shape Selection buttons—Lets you specify the type
• You cannot change the parameters of a of shape to create.
compound shape. For example, create a
compound shape by creating a circle and then Name and Color rollout
adding an arc. Once you create the arc, you Lets you name an object and assign it a viewport
cannot change the circle parameters. color. For details, see Object Name and Wireframe
Color (page 3–757).
To create a spline using keyboard entry:
1. Click a spline creation button. Rendering rollout
2. Expand the Keyboard Entry rollout.
3. Enter X, Y, and Z values for the first point.
4. Enter values in any remaining parameter fields.
5. Click Create.
Interface
Object Type rollout (Splines and Extended
Splines)
You can animate render parameters, such as the to the object. The scaling values are controlled
number of sides, but you cannot animate the by the Use Real-World Scale settings found in
Viewport settings. the applied material’s Coordinates rollout (page
2–1625). Default=off.
You can convert the displayed mesh into a mesh
object by applying an Edit Mesh or Edit Poly Viewport—Choose this to specify Radial or
modifier or converting to an editable mesh or Rectangular parameters for the shape as it will
editable poly object. If Enable In Viewport is off display in the viewports when Enable In Viewport
when converting, closed shapes will be “filled is on.
in” and open shapes will contain only vertices;
Renderer—Choose this on to specify Radial or
no edges or faces. If Enable In Viewport is on
Rectangular parameters for the shape as it will
when converting, the system will use the Viewport
display when rendered or viewed in the viewport
settings for this mesh conversion. This gives
when Enable in Viewport is turned on.
maximum flexibility, and will always give the
conversion of the mesh displayed in the viewports. Radial—Displays the 3D mesh as a cylindrical
object.
Enable In Renderer—When on, the shape is
rendered as a 3D mesh using the Radial or Thickness—Specifies the diameter of the viewport
Rectangular parameters set for Renderer. In or rendered spline mesh. Default=1.0. Range=0.0
previous versions of the program, the Renderable to 100,000,000.0.
switch performed the same operation.
Enable In Viewport—When on, the shape is
displayed in the viewport as a 3D mesh using the
Radial or Rectangular parameters set for Renderer.
In previous versions of the program, the Display
Render Mesh performed the same operation.
Use V iewport settings—Lets you set different
rendering parameters, and displays the mesh
generated by the Viewport settings. Available only
Splines rendered at thickness of 1.0 and 5.0, respectively
when Enable in Viewport is turned on.
Sides—Sets the number of sides (or facets) for
Generate Mapping Coords—Turn this on to apply
mapping coordinates. Default=off. the spline mesh n the viewport or renderer. For
example, a value of 4 results in a square cross
3ds Max generates the mapping coordinates in section.
the U and V dimensions. The U coordinate
Angle—Adjusts the rotational position of the
wraps once around the spline; the V coordinate is
mapped once along its length. Tiling is achieved cross-section in the viewport or renderer. For
using the Tiling parameters in the applied material. example, if the spline mesh has a square cross
For more information, see Mapping Coordinates section you can use Angle to position a "flat" side
(page 2–1405). down.
Rectangular—Displays the spline’s mesh shape as
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied a rectangle.
Splines and Extended Splines 269
Length—Specifies the size of the cross–section lines that approximate the true curve. The number
along the local Y axis. of divisions between each vertex on the spline are
called steps. The more steps used, the smoother
Width—Specifies the size of the cross–section
the curve appears.
along the local X axis.
Steps—Spline steps can be either adaptive (that
Angle—Adjusts the rotational position of the
is, set automatically by turning on Adaptive) or
cross-section in the viewport or renderer. For
specified manually.
example, if you have a square cross-section you
can use Angle to position a "flat" side down. When Adaptive is off, use the Steps field/spinner
to set the number of divisions between each vertex.
Aspect—Sets the aspect ratio for rectangular
Splines with tight curves require many steps to
cross-sections. The Lock check box lets you lock
look smooth while gentle curves require fewer
the aspect ratio. When Lock is turned on, Width is
steps. Range=0 to 100.
locked to Length that results in a constant ratio of
Width to Length. Optimize—When on, removes unneeded steps
from straight segments in the spline. Optimize is
Auto Smooth—If Auto Smooth is turned on, the
not available when Adaptive is on. Default=on.
spline is auto-smoothed using the threshold
specified by the Threshold setting below it. Auto Adaptive—When off, enables manual interpolation
Smooth sets the smoothing based on the angle control using Optimize and Steps. Default=off.
between spline segments. Any two adjacent
When on, Adaptive sets the number of steps for
segments are put in the same smoothing group if
each spline to produce a smooth curve. Straight
the angle between them is less than the threshold
segments always receive 0 steps.
angle.
Note: Turning Auto Smooth on for every situation
does not always give you the best smoothing
quality. Altering the Threshold angle may be
necessary or turning Auto Smooth off may
produce the best results.
Threshold—Specifies the threshold angle in
degrees. Any two adjacent spline segments are put Optimized spline left and adaptive spline right. Resulting
in the same smoothing group if the angle between wireframe view of each, respectively, on the right.
them is less than the threshold angle.
The main use for manual interpolation of splines is
in morphing or other operations where you must
Interpolation rollout
have exact control over the number of vertices
created.
Edge—Your first click defines a point on the side or Create menu > Shapes > Line
at a corner of the shape and you drag a diameter
or the diagonal corner. Use Line to create a free-form spline made of
multiple segments.
Center—Your first click defines the center of the
shape and you drag a radius or corner point.
Text (page 1–278) and Star (page 1–277) do not
have a Creation Methods rollout.
Line (page 1–270) and Arc (page 1–274) have
unique Creation Methods rollouts that are
discussed in their respective topics.
Example of line
Procedures
To create a line:
Corner—Produces a sharp point. The spline is Close—Closes the shape, adding a final spline
linear to either side of the vertex. segment between the most recent vertex and the
first.
Smooth—Produces a smooth, nonadjustable curve
through the vertex. The amount of curvature is set Finish—Finishes the spline without closing it.
by the spacing of the vertices.
Interface
Rendering and Interpolation rollouts
Keyboard entry for lines is different from keyboard All spline-based shapes share these parameters.
entry for other splines. Entering keyboard values See Splines (page 1–266) for an explanation of
continues to add vertices to the existing line until these parameters.
you click Close or Finish.
Add Point—Adds a new point to the line at the
current X/Y/Z coordinates.
Circle Spline 273
Parameters rollout
Example of circle
Procedure
Once you have created a rectangle, you can make To create a circle:
changes using the following parameters:
Length—Specifies the size of the rectangle along 1. Go to the Create panel and choose
the local Y axis. Shapes.
Width—Specifies the size of the rectangle along the 2. Click Circle.
local X axis. 3. Choose a creation method.
Corner Radius—Creates rounded corners. When 4. Drag in a viewport to draw the circle.
set to 0, the rectangle contains 90-degree corners.
Interface
Rendering and Interpolation rollouts
Circle Spline
All spline-based shapes share these parameters.
Create panel > Shapes > Splines > Object Type rollout > See Splines (page 1–266) for explanations of these
Circle
parameters.
Create menu > Shapes > Circle
Creation Method rollout
Use Circle to create closed circular splines made of The Circle shape uses the standard creation
four vertices. methods of Center or Edge. Most spline-based
shapes share the same Creation Method
parameters. See Splines (page 1–266) for an
explanation of these parameters.
Parameters rollout
274 Chapter 5: Creating Geometry
Once you have created a circle, you can make Creation Method rollout
changes using the following parameter:
The Ellipse shape uses the standard creation
Radius—Specifies the radius of the circle. methods of Center or Edge. Most spline-based
shapes share the same Creation Method
parameters. See Splines (page 1–266) for an
Ellipse Spline explanation of these parameters.
Create panel > Shapes > Splines > Object Type rollout Parameters rollout
> Ellipse
1. Go to the Create panel and choose Create menu > Shapes > Arc
Shapes.
2. Click Ellipse. Use Arc to create open and closed circular arcs
made of four vertices.
3. Choose a creation method.
4. Drag in a viewport to draw the ellipse. Procedures
Optionally, press Ctrl while dragging to To create an arc using the end-end-middle method:
constrain the spline to a circle.
1. Go to the Create panel and choose
Interface Shapes.
Rendering and Interpolation rollouts 2. Click Arc.
All spline-based shapes share these parameters. 3. Choose the End-End-Middle creation method.
See Splines (page 1–266) for explanations of these
4. Drag in a viewport to set the two ends of the arc.
parameters.
5. Release the mouse button, then move the
mouse and click to specify a third point on an
arc between the two endpoints.
Arc Spline 275
Rendering and Interpolation rollouts Pie Slice—When on, creates a closed spline in the
form of a pie. The start point and end point are
All spline-based shapes share these parameters.
connected to the center with straight segments.
See Splines (page 1–266) for an explanation of
these parameters.
276 Chapter 5: Creating Geometry
Example of donut
Procedure
To create a donut:
Parameters rollout
NGon Spline
Create panel > Shapes > Splines > Object Type rollout >
NGon
Interface
Text Spline
Rendering and Interpolation rollouts
Create panel > Shapes > Splines > Object Type rollout
All spline-based shapes share these parameters. > Text
See Splines (page 1–266) for explanations of these
Create menu > Shapes > Text
parameters.
Use Text to create splines in the shape of text.
Parameters rollout
The text can use any Windows font installed on
your system, or a Type 1 PostScript font installed
in the directory pointed to by the Fonts path on
the Configure System Paths dialog (page 3–810).
Because fonts are loaded only at first use, changing
the font path later in the program has no effect.
The program must be restarted before the new
path is used, if the font manager has been used by
the program.
Procedures
To create text:
Parameters rollout
Align Right—Aligns text to the right side of
its bounding box.
Interpolation
Helix Spline
The helix differs from other spline-based shapes
Create panel > Shapes > Splines > Object Type rollout > in that it always uses adaptive interpolation: the
Helix number of vertices in a helix is determined by the
Create menu > Shapes > Helix number of turns.
Parameters rollout
Examples of helixes
Procedure
To create a helix:
5. Drag and release the mouse button to define Radius 2—Specifies the radius for the Helix end.
the second point of the Helix start circle.
Height—Specifies the height of the Helix.
6. Move the mouse and then click to define the
height of the Helix. Turns—Specifies the number of turns the Helix
makes between its start and end points.
7. Move the mouse and then click to define the
radius of the Helix end. Bias—Forces the turns to accumulate at one end of
the helix. Bias has no visible affect when the height
Interface is 0.0.
Rendering rollout
All spline-based shapes share these parameters.
See Splines (page 1–266) for explanations of these
parameters.
282 Chapter 5: Creating Geometry
Interface while you move it. Click the Update Section button
Rendering and Interpolation rollouts to update the intersection.
All spline-based shapes share these parameters. Manually—Updates the intersection line only when
See Splines (page 1–266) for an explanation of you click the Update Section button.
these parameters. Update Section—Updates the intersection to match
the current placement of the Section object when
Section Parameters rollout using When Section Selected or Manually option.
Note: When using When Section Selected or
Manually, you can offset the generated cross
section from the position of the intersected
geometry. As you move the section object, the
yellow cross-section lines move with it, leaving
the geometry behind. When you click Create
Shape, the new shape is generated at the displayed
cross-section lines in the offset position.
Provides spinners that let you adjust the length 3. Click WRectangle.
and width of the displayed section rectangle. 4. Drag and release the mouse button to define
Length/Width—Adjust the length and width of the the outer rectangle.
displayed section rectangle. 5. Move the mouse and then click to define the
Note: If you convert the section grid to an editable inner rectangle.
spline, it’s converted to a shape based on the
current cross section. Interface
Rendering and Interpolation rollouts
All spline-based shapes share these parameters.
For explanations, see Splines and Extended Splines
(page 1–266).
Extended Splines
Creation Method rollout
1. Go to the Create panel and choose Thickness—Controls the thickness of the walls of
Shapes. the wrectangle.
2. Open the Shapes List and choose Extended Sync Corner Fillets—When turned on, Corner
Splines. Radius 1 controls the radius of both the interior
Channel Spline 285
Example of Channel
286 Chapter 5: Creating Geometry
Parameters rollout
Tee Spline
Create panel > Shapes > Extended Splines > Object Type
rollout > Tee
Creation Method rollout corners between the vertical web and horizontal
flanges of the section.
The Tee shape uses the standard creation methods
of Center or Edge. Most spline-based shapes
share the same Creation Method parameters. For
explanations, see Splines and Extended Splines
(page 1–266).
Parameters rollout
Example of Wide Flange
Procedure
To create a Wide Flange spline:
Rendering and Interpolation rollouts will use the Viewport settings for this mesh
conversion if Use Viewport Settings is turned on;
otherwise it will use the Renderer settings. This
gives maximum flexibility, and will always give the
conversion of the mesh displayed in the viewports.
The U coordinate wraps once around the thickness
of the spline; the V coordinate is mapped once
along the length of the spline. Tiling is achieved
using the Tiling parameters in the material itself.
Enable In Renderer—When on, the shape is
rendered as a 3D mesh using the Radial or
Rectangular parameters set for Renderer. In
previous versions of the program, the Renderable
switch performed the same operation.
Enable In Viewport—When on, the shape is
displayed in the viewport as a 3D mesh using the
Radial or Rectangular parameters set for Renderer.
In previous versions of the program, the Display
Render Mesh performed the same operation.
Use Viewport settings—Lets you set different
rendering parameters, and displays the mesh
generated by the Viewport settings. Available only
when Enable in Viewport is turned on.
These creation parameters appear in these rollouts
for editable splines. For splines to which the Generate Mapping Coords—Turn this on to apply
Edit Spline modifier has been applied, creation mapping coordinates. Default=off.
parameters are available by selecting the object The U coordinate wraps once around the thickness
type entry (for example, Circle or NGon) at the of the spline; the V coordinate is mapped once
bottom of the modifier stack (page 3–760). along the length of the spline. Tiling is achieved
using the Tiling parameters in the material itself.
Rendering rollout
Real-World Map Size—Controls the scaling method
Controls here let you turn on and off the
used for texture mapped materials that are applied
renderability of the shape, specify its thickness
to the object. The scaling values are controlled
in the rendered scene, and apply mapping
by the Use Real-World Scale settings found in
coordinates. The spline mesh can be viewed
the applied material’s Coordinates rollout (page
in the viewports. You can animate the render
2–1625). Default=off.
parameters, such as the number of sides. Viewport
settings cannot be animated. Viewport—Turn this on to specify Radial or
Rectangular parameters for the shape as it will
You can also convert the displayed mesh into a
display in the viewport when Enable in Viewport
mesh object by applying an Edit Mesh modifier
is turned on.
or converting to an Editable Mesh. The system
292 Chapter 5: Creating Geometry
Segments—Connect vertices.
294 Chapter 5: Creating Geometry
When this option is chosen, new vertices that • Likewise if the object you’re attaching to doesn’t
overlap are automatically welded. have a material, it inherits the material of the
• Bezier—New vertices will have bezier tangency. object being attached.
• Bezier Corner—New vertices will have bezier • If both objects have materials, the resulting new
corner tangency. material is a multi/sub-object material (page
2–1594) that encompasses the input materials.
Create Line—Adds more splines to the selected A dialog appears offering three methods of
spline. These lines are separate spline sub-objects; combining the objects’ materials and material
create them in the same way as the line spline (page IDs. For more information, see Attach Options
1–270). To exit line creation, right-click or click Dialog (page 1–1018).
to turn off Create Line.
Attached shapes lose their identity as individual
Break—Splits a spline at the selected vertex or shapes, with the following results:
vertices. Select one or more vertices and then • The attached shape loses all access to its
click Break to create the split. There are now two creation parameters. For example, once you
superimposed non-connected vertices for every attach a circle to a square you cannot go back
previous one, allowing the once-joined segment and change the radius parameter of the circle.
ends to be moved away from each other.
• The modifier stack of the attached shape is
Attach—Lets you attach another spline in the scene collapsed.
to the selected spline. Click the object you want to
Any edits, modifiers, and animation applied
attach to the currently selected spline object. The
to the attached shape are frozen at the current
object you’re attaching to must also be a spline.
frame.
Reorient—When on, rotates the attached spline so
that its creation local coordinate system is aligned
with the creation local coordinate system of the
selected spline.
Attach Mult.—Click this button to display the
Attach Multiple dialog, which contains a list of all
other shapes in the scene. Select the shapes you
want to attach to the current editable spline, then
click OK.
Cross Section—Creates a spline cage out of
Unattached splines (left) and attached splines (right) cross-sectional shapes. Click Cross Section,
When you attach an object, the materials of the select one shape then a second shape, splines are
two objects are combined in the following way: created joining the first shape with the second.
Continue clicking shapes to add them to the cage.
• If the object being attached does not have a This functionality is similar to the Cross Section
material assigned, it inherits the material of the modifier, but here you can determine the order
object it is being attached to. of the cross sections. Spline cage tangency can be
defined by choosing Linear, Bezier, Bezier Corner
or Smooth in New Vertex Type group.
Editable Spline (Vertex) 297
End Point Auto-Welding group paste the handles between vertices using tangent
• Automatic Welding—When Automatic Welding copy/paste. You can reset them or switch between
is turned on, an end point vertex that is types using the quad menu. The tangent types are
placed or moved within the threshold distance always available on the quad menu when a vertex
of another end point of the same spline is is selected; your cursor doesn’t have to be directly
automatically welded. This feature is available over them in the viewport.
at the object and all sub-object levels.
Procedures
• Threshold—A proximity setting that controls
To set a vertex type:
how close vertices can be to one another before
they are automatically welded. Default=6.0. 1. Right-click any vertex in a selection.
Insert—Inserts one or more vertices, creating 2. Choose a type from the shortcut menu. Each
additional segments. Click anywhere in a segment vertex in a shape can be one of four types:
to insert a vertex and attach the vertex to the • Smooth: Nonadjustable vertices that create
mouse. Optionally move the mouse and then smooth continuous curves. The curvature
click to place the new vertex. Continue moving at a smooth vertex is determined by the
the mouse and clicking to add vertices. A single spacing of adjacent vertices.
click inserts a corner vertex, while a drag creates a
• Corner: Nonadjustable vertices that create
Bezier (smooth) vertex.
sharp corners.
Right-click to complete the operation and release • Bezier: Adjustable vertex with locked
the mouse. At this point, you’re still in Insert continuous tangent handles that create a
mode, and can begin inserting vertices in a smooth curve. The curvature at the vertex
different segment. Otherwise, right-click again or is set by the direction and magnitude of the
click Insert to exit Insert mode. tangent handles.
• Bezier Corner: Adjustable vertex with
discontinuous tangent handles that create a
Editable Spline (Vertex) sharp corner. The curvature of the segment
as it leaves the corner is set by the direction
Select an editable spline > Modify panel > Expand the
editable spline in the stack display > Vertex sub-object and magnitude of the tangent handles.
level
Geometry rollout
New Vertex Type group
superimposed non-connected vertices for every The Refine group includes a number of functions
previous one, allowing the once-joined segment useful for building spline networks for use with
ends to be moved away from each other. the Surface modifier (page 1–842).
Attach—Attaches another spline in the scene to the Refine—Lets you add vertices without altering the
selected spline. Click the object you want to attach curvature values of the spline. Click Refine, and
to the currently selected spline object. The object then select any number of spline segments to add
you’re attaching must also be a spline. a vertex each time you click (the mouse cursor
changes to a "connect" symbol when over an
For further details, see Attach.
eligible segment). To finish adding vertices, click
Attach Mult.—Click this button to display the Refine again, or right-click in the viewport.
Attach Multiple dialog, which contains a list of all
You can also click existing vertices during a refine
other shapes in the scene. Select the shapes you
operation, in which case 3ds Max displays a dialog
want to attach to the current editable spline, then
asking if you want to Refine or Connect Only to
click OK.
the vertex. If you choose Connect Only, 3ds Max
• Reorient—When on, reorients attached splines will not create a vertex: it simply connects to the
so that each spline’s creation local coordinate existing vertex.
system is aligned with the creation local
coordinate system of the selected spline. The Refine operation creates a different type of
vertex depending on the types of vertices on the
Cross Section—Creates a spline cage out of endpoints of the segment being refined.
cross-sectional shapes. Click Cross Section,
• If the bordering vertices are both Smooth types,
select one shape then a second shape, splines are
the Refine operation creates a Smooth type
created joining the first shape with the second.
vertex.
Continue clicking shapes to add them to the cage.
This functionality is similar to the Cross Section • If the bordering vertices are both Corner types,
modifier, but here you can determine the order the Refine operation creates a Corner type
of the cross sections. Spline cage tangency can be vertex.
defined by choosing Linear, Bezier, Bezier Corner • If either of the bordering vertices is a Corner
or Smooth in New Vertex Type group. or Bezier Corner, the Refine operation creates
Tip: When you edit the spline cage, use Area a Bezier Corner type.
Selection before selecting your vertices. This will • Otherwise, the operation creates a Bezier type
keep their positions together as you transform vertex.
them.
Connect—When on, creates a new spline
Refine group sub-object by connecting the new vertices. When
you finish adding vertices with Refine, Connect
makes a separate copy of each new vertex and then
connects all of the copies with a new spline.
Note: For Connect to work, you must turn it on
before you click Refine.
300 Chapter 5: Creating Geometry
End Point Auto-Welding group Connect—Connects any two end vertices, resulting
in a linear segment, regardless of the tangent
values of the end vertices. Click the Connect
button, point the mouse over an end vertex until
the cursor changes to a cross, and then drag from
one end vertex to another end vertex.
Automatic Welding—When Automatic Welding is
Insert—Inserts one or more vertices, creating
turned on, an end point vertex that is placed or
additional segments. Click anywhere in a segment
moved within the threshold distance of another
to insert a vertex and attach the mouse to the
end point of the same spline is automatically
spline. Then optionally move the mouse and
welded. This feature is available at the object and
click to place the new vertex. Continue moving
all sub-object levels.
the mouse and clicking to add vertices. A single
Threshold—The threshold distance spinner is a click inserts a corner vertex, while a drag creates a
proximity setting that controls how close vertices Bezier (smooth) vertex.
can be to one another before they are automatically
Right-click to complete the operation and release
welded. Default=6.0.
the mouse. At this point, you’re still in Insert
mode, and can begin inserting vertices in a
different segment. Otherwise, right-click again or
click Insert to exit Insert mode.
Editable Spline (Vertex) 301
Make First—Specifies which vertex in the selected Cycle—Selects successive coincident vertices.
shape is the first vertex. The first vertex of a spline Select one of two or more vertices that share the
is indicated as a vertex with a small box around exact same location in 3D space, and then click
it. Select one vertex on each spline within the Cycle repeatedly until the vertex you want is
currently edited shape that you want to change and selected.
click the Make First button.
Cycle is useful for selecting a specific vertex from a
On open splines, the first vertex must be the group of coincident vertices at a spline intersection
endpoint that is not already the first vertex. On when building a spline network for use with the
closed splines, it can be any point that isn’t already Surface modifier (page 1–842).
the first vertex. Click the Make First button, and Tip: Watch the info display at the bottom of the
the first vertices will be set. Selection rollout to see which vertex is selected.
The first vertex on a spline has special significance. CrossInsert—Adds vertices at the intersection of
The following table defines how the first vertex is two splines belonging to the same spline object.
used. Click CrossInsert, and then click the point of
Shape Use First Vertex Meaning intersection between the two splines. If the
distance between the splines is within the unit
Loft Path Start of the path. Level 0.
distance set by the CrossInsert Threshold spinner
Loft Shape Initial skin alignment. (to the right of the button), the vertices are added
Path Start of the motion path. 0% location on to both splines.
Constraint the path.
You can continue using CrossInsert by clicking
Trajectory First position key.
different spline intersections. To finish, right-click
in the active viewport or click the CrossInsert
Fuse—Moves all selected vertices to their averaged
button again.
center.
CrossInsert is useful for creating vertices at spline
Fuse is useful for making vertices coincide when
intersections when building a spline network for
building a spline network for use with the Surface
use with the Surface modifier (page 1–842).
modifier (page 1–842).
Note: CrossInsert doesn’t join the two splines, but
Note: Fuse doesn’t join the vertices; it simply moves
simply adds vertices where they cross.
them to the same location.
Fillet—Lets you round corners where segments
meet, adding new control vertices. You can apply
this effect interactively (by dragging vertices) or
numerically (using the Fillet spinner). Click the
Fillet button, and then drag vertices in the active
object. The Fillet spinner updates to indicate the
fillet amount as you drag.
current selection except the one connected to the Select an editable spline > Right-click the spline > Tools
vertex. Before dragging, when the cursor is over 1 (upper-left) quadrant of the quad menu > Sub-objects
> Segment
an eligible vertex, it changes to a + cursor. While
dragging, a dashed line connects the vertex and
A segment is the portion of a spline curve between
the current mouse position, and when the mouse
two of its vertices. While at the Editable Spline
cursor is over an eligible segment, it changes to
(Segment) level, you can select single and multiple
a "connect" symbol. When you release over an
segments and move, rotate, scale or clone them
eligible segment, the vertex jumps to the center of
using standard methods.
the segment and is bound to it.
304 Chapter 5: Creating Geometry
Interface
Rendering, Interpolation, and Selection rollouts
For information on the Rendering, Interpolation
(page 1–291) and Selection rollout (page 1–293)
settings, see Editable Spline (page 1–289).
Create Line—Adds more splines to the selected
Soft Selection rollout spline. These lines are separate spline sub-objects;
create them in the same way as the line spline (page
For information on the Soft Selection rollout
1–270). To exit line creation, right-click or click
settings, see Soft Selection Rollout (page 1–963).
to turn off Create Line.
Break—Lets you specify a break point at any
segment in the shape (you do not have to first select
a segment). When on, the mouse icon changes
Editable Spline (Segment) 305
to a Break icon. You can now click any spot on a The Refine group includes a number of functions
segment. The clicked spot becomes two coincident useful for building spline networks for use with
vertices, and the segment is split into two parts. the Surface modifier (page 1–842).
Attach—Attaches another spline in the scene to the Refine—Lets you add vertices without altering the
selected spline. Click the object you want to attach curvature values of the spline. Click Refine, and
to the currently selected spline object. The object then select any number of spline segments to add
you’re attaching to must also be a spline. a vertex each time you click (the mouse cursor
changes to a "connect" symbol when over an
For further details, see Attach.
eligible segment). To finish adding vertices, click
Reorient—Reorients the attached spline so that its Refine again, or right-click in the viewport.
creation local coordinate system is aligned with
You can also click existing vertices during a refine
the creation local coordinate system of the selected
operation, in which case 3ds Max displays a dialog
spline.
asking if you want to Refine or Connect to the
Attach Mult.—Click this button to display the vertex. If you choose Connect, 3ds Max will not
Attach Multiple dialog, which contains a list of all create a vertex: it simply connects to the existing
other shapes in the scene. Select the shapes you vertex.
want to attach to the current editable spline, then
The Refine operation creates a different type of
click OK.
vertex depending on the types of vertices on the
Cross Section—Creates a spline cage out of endpoints of the segment being refined.
cross–sectional shapes. Click Cross Section, select • If the bordering vertices are both Smooth types,
one segment then another sub-object segment, the Refine operation creates a Smooth type
splines are created joining the first shape with the vertex.
second. Continue clicking segments to add them
to the cage. All segments must be part of the same • If the bordering vertices are both Corner types,
object to build cross sections. This functionality the Refine operation creates a Corner type
is similar to the Cross Section modifier, but here vertex.
you can determine the order of the cross sections. • If either of the bordering vertices is a Corner
Spline cage tangency can be defined by choosing or Bezier Corner, the Refine operation creates
Linear, Bezier, Bezier Corner or Smooth in New a Bezier Corner type.
Vertex Type group. • Otherwise, the operation creates a Bezier type
Tip: When you want to move these vertices, turn vertex.
on Area Selection before you select them. When
Connect—When on, creates a new spline
you transform them, the vertices will stay together.
sub-object by connecting the new vertices. When
you finish adding vertices with Refine, Connect
Refine group
makes a separate copy of each new vertex and then
connects all of the copies with a new spline.
Note: For Connect to work, you must turn it on
before you click Refine.
306 Chapter 5: Creating Geometry
After turning on Connect and before beginning End Point Auto-Welding group
the refinement process, turn on any combination
of these options:
• Linear—When on, makes all segments in the
new spline linear by using Corner vertices.
When Linear is off, the vertices used to create
Automatic Welding—When Automatic Welding is
the new spline are of the Smooth type.
turned on, an end point vertex that is placed or
• Bind First—Causes the first vertex created in a moved within the threshold distance of another
refinement operation to be bound to the center end point of the same spline is automatically
of the selected segment. welded. This feature is available at the object and
For more information, see Bound Vertex (page all sub-object levels.
3–919). Threshold—The threshold distance spinner is a
• Closed—When on, connects the first and last proximity setting that controls how close vertices
vertices in the new spline to create a closed can be to one another before they are automatically
spline. When Closed is off, Connect always welded. Default=6.0.
creates an open spline.
• Bind Last—Causes the last vertex created in a
refinement operation to be bound to the center Insert—Inserts one or more vertices, creating
of the selected segment. additional segments. Click anywhere in a segment
For more information, see Bound Vertex (page to insert a vertex and attach the mouse to the
3–919). spline. Then optionally move the mouse and
click to place the new vertex. Continue moving
Connect Copy group the mouse and clicking to add vertices. A single
click inserts a corner vertex, while a drag creates a
Bezier (smooth) vertex.
Right-click to complete the operation and release
the mouse. At this point, you’re still in Insert
mode, and can begin inserting vertices in a
Connect Copy—When on, Shift +Cloning a
different segment. Otherwise, right-click again or
segment creates a new spline sub-object with click Insert to exit Insert mode.
additional splines that connect the new segment’s
vertices to the vertices of the original segment. It
is analogous to Shift +Cloning edges in Editable
Mesh and Editable Poly objects.
Note: For Connect Copy to work, you must turn it
on before you Shift +Clone.
Threshold— Determines the distance soft selection
will use when Connect Copy is on. A higher
threshold results in more splines being created; a
lower threshold results in fewer splines.
Editable Spline (Segment) 307
Hide—Hides selected segments. Select one or more • Same Shp—(Same Shape) When on, Reorient
segments, and then click Hide. is disabled, and a Detach operation keeps the
detached segment as part of the shape (rather
Unhide All—Displays any hidden sub-objects.
than producing a new shape). If Copy is also
Delete—Deletes any selected segments in the on, you end up with a detached copy of the
current shape. segment in the same location.
• Reorient—The detached segment copies the
position and orientation of the source object’s
creation Local coordinate system. The new
detached object is moved and rotated so that
its Local coordinate system is positioned and
aligned with the origin of the current active
grid.
• Copy—Copies the detached segment rather
than moving it.
Selected and deleted segment
You can apply different material IDs to spline Select an editable spline > Modify panel > Selection
rollout > Spline button
segments (see Material ID (page 3–969)). You
can then assign a multi/sub-object material (page Select an editable spline > Right-click the spline > Tools
1 (upper-left) quadrant of the quad menu > Sub-objects
2–1594) to such splines, which appears when the > Spline
spline is renderable, or when used for lathing or
extrusion. Be sure to turn on Generate Material While at the Editable Spline (Spline) level, you can
IDs and Use Shape IDs when lofting, lathing or select single and multiple splines within a single
extruding. spline object and move, rotate, and scale them
Set ID—Lets you assign a particular material using standard methods.
ID number to selected segments for use with
multi/sub-object materials and other applications. Procedure
Use the spinner or enter the number from the To change spline properties:
keyboard. The total number of available IDs is • You change the properties of a spline from Line
65,535. to Curve by right-clicking and choosing Line or
Select ID—Selects the segments or splines Curve from the Tools 1 (upper-left) quadrant
corresponding to the Material ID specified in of the quad menu.
the adjacent ID field. Type or use the spinner to Changing the spline property also changes the
specify an ID, then click the Select ID button. property of all vertices in the spline:
Select By Name—This drop-down list shows • Choosing Line converts vertices to Corners.
the names of sub-materials if an object has a • Choosing Curve converts vertices to Beziers.
Multi/Sub-object material assigned to it. Click
the drop arrow and select a material from the list. Interface
The segments or splines that are assigned that
material are selected. If a shape does not have a Rendering, Interpolation and Selection rollouts
Multi/Sub-Object material assigned to it, the name For information on the Rendering, Interpolation
list will be unavailable. Likewise, if multiple shapes (page 1–291) and Selection rollout (page 1–293)
are selected that have an Edit Spline modifier settings, see Editable Spline (page 1–289).
applied to them, the name list is inactive.
Editable Spline (Spline) 309
Connect Copy group spline. If the spline is open, the first vertex will
be switched to the opposite end of the spline.
Connect Copy—When on, Shift +Cloning a spline Reversing the direction of a spline is usually done
creates a new spline sub-object with additional in order to reverse the effect of using the Insert
splines that connect the new spline’s vertices to the tool at vertex selection level.
vertices of the original segment. It is analogous
to Shift +Cloning edges in Editable Mesh and
Editable Poly objects.
Note: For Connect Copy to work, you must turn it
on before you Shift +Clone.
Threshold—Determines the distance soft selection
uses when Connect Copy is on. A higher value
results in more splines being created, a lower value
results in fewer splines.
Threshold—A proximity setting that controls how Outline—Makes a copy of the spline, offset on
close vertices can be to one another before they are all sides to the distance specified by the Outline
automatically welded. Default=6.0. Width spinner (to the right of the Outline button).
Editable Spline (Spline) 311
Detach—Copies selected splines to a new spline Use the spinner or enter the number from the
object, and deletes them from the currently keyboard. The total number of available IDs is
selected spline if Copy is clear. 65,535.
• Reorient—The spline being detached is moved Select ID—Selects the segments or splines
and rotated so that its creation local coordinate corresponding to the Material ID specified in
system is aligned with the creation local the adjacent ID field. Type or use the spinner to
coordinate system of the selected spline. specify an ID, then click the Select ID button.
• Copy—When selected, copies rather than moves Select By Name—This drop-down list shows
the spline as it is detached. the names of sub-materials if an object has a
Explode—Breaks up any selected splines by Multi/Sub-object material assigned to it. Click
converting each segment to a separate spline the drop arrow and select a material from the list.
or object. This is a time-saving equivalent of The segments or splines that are assigned that
using Detach on each segment in the spline in material are selected. If a shape does not have a
succession. Multi/Sub-Object material assigned to it, the name
list will be unavailable. Likewise, if multiple shapes
You can choose to explode to splines or objects. If are selected that have an Edit Spline modifier
you choose Object, you’re prompted for a name; applied to them, the name list is inactive.
each successive new spline object uses that name
appended with an incremented two-digit number. Clear Selection—When turned on, selecting a new
ID or material name, forces a deselection of any
Surface Properties rollout previously selected segments or splines. If turned
off, selections are cumulative so new ID or material
name selections add to a previous selection set of
segments or splines. Default=on.
Compound Objects
Create panel > Geometry > Compound Objects
The original object is known as the seed or base with Morph, such as those with Extrude or Lathe
object. The object into which the seed object modifiers.
morphs is known as the target object.
Warning: The selected object is permanently converted
You can morph one seed into multiple targets; the to a morph object as soon as you click Morph, whether or
seed object’s form changes successively to match not you proceed to select a target object. The only way
the forms of the target objects as the animation to restore the original object is to undo the Morph click.
plays.
Morph Object and Morpher Modifier
Before you can create a morph, the seed and target
objects must meet these conditions: There are two ways to set up morphing animations:
the Morph compound object and the Morpher
• Both objects must be mesh, patch, or poly
modifier.
objects.
The Morpher modifier (page 1–729) is more
• Both objects must have an equal number of
flexible because you can add it multiple times at
vertices.
any place in an object’s modifier stack display.
If these conditions don’t apply, the Morph button This flexibility lets you animate the base object or
is unavailable. the morph targets before reaching the Morpher
You can use any kind of object as a morph target, modifier, for example with a noise modifier. The
including an animated object or another morph Morpher modifier works hand in hand with the
object, as long as the target is a mesh that has the Morpher material. The Morpher modifier is the
same number of vertices as the seed object. ideal way to morph characters.
Creating a morph involves the following steps: The Barycentric Morph controller can be simpler
to use in Track View. The Track View display for
• Model the base object and target objects. Compound Morph has only one animation track
• Select the base object. regardless of the number of targets. Each key on
• Click Create panel > Geometry > Compound the track represents a morph result based on a
Objects > Morph. percentage of all the targets. For basic morphing
needs, Compound Morph may be preferable to
• Add the target objects. the Morpher modifier.
• Animate.
Lastly, you can add the Morpher modifier to the
stack of a Compound Morph object.
Setting Up the Morph Geometry
Make sure that the objects you want to use as the Procedures
seed and targets have the same number of vertices.
Example: To create a basic morph:
Tip: When you create Loft objects that you want
1. On the Create panel > Geometry > Patch Grids
to use as morph seeds and targets, make sure that
> Object Type rollout, click Quad Patch.
Morph Capping is on and Adaptive Path Steps and
Optimize are turned off. All shapes in the Loft 2. In the Top viewport, click and drag to create a
object must have the same number of vertices. patch on the left side of the viewport.
3. Right-click the modifier stack display in the 19. On the Key Info dialog, drag the percentage
Modify panel and select Convert To Editable spinner.
Patch from the pop-up menu. The base object changes shape.
4. Right-click the patch, and then click Move in 20. Close the Key Info dialog and drag the time
the Transform quadrant of the quad menu. slider back and forth. The patch morphs its
5. In the Top viewport, hold Shift and drag with shape.
the patch to create a copy on the right side of
the viewport. To select the targets for a morph:
6. On the Modify panel > Selection rollout, go to 1. Select the seed object.
the Vertex sub-object level. 2. On the Create panel > Geometry > Compound
7. In the Front viewport, select and move vertices Objects, click Morph.
on the selected patch to alter its shape. The name of the seed object is displayed at the
8. On the Modify panel, in the stack display, click top of the Morph Targets list on the Current
Editable Patch again to return to the top level. Targets rollout.
9. Select the original patch in the viewports. 3. On the Pick Targets rollout, choose the method
for creating targets: Reference, Move, Copy, or
10. On the Create panel > Geometry > Compound
Instance.
Objects > Objects Type rollout, click Morph.
4. Click Pick Target.
11. On the Pick Targets rollout, click Pick Target.
5. Select one or more target objects in the
12. In the viewports, click the second patch object.
viewports.
Both patch objects are listed in the Morph
As you select each target, its name is added to
Targets list.
the Morph Targets list. If an object can’t be a
13. Click Modify panel. target (for example, if it has a different number
Morph displays above the Editable Patch in the of vertices than the morph seed), you can’t
modifier stack. select it.
14. Move the time slider to frame 10. If you select a target object while you are not at
frame 0, creating the target also creates a morph
15. In the Morph Targets list, click
key. You can create additional morph keys from
M_QuadPatch01.
targets you’ve already selected, as described in
16. On the Current Targets rollout, click Create the following procedure.
Morph Key.
On the track bar, a key is displayed at frame 10. To create morph keys from existing targets:
17. On the track bar, right-click the key at frame 10 1. Drag the time slider to the frame where you
and click QuadPatch01:Morph in the menu. want to place the morph key.
A Key Info dialog displays. Note: The Auto Key button does not need to be
on to set morph keys.
18. On the Key Info dialog, select M_QuadPatch01
from the list. 2. Highlight the name of a target object on the
Morph Targets list.
Morph Compound Object 317
The Create Morph Key button is available only You can use an animated object or another morph
when a target object name is selected. as the target of a morph.
3. Click Create Morph Key.
Current Targets rollout
3ds Max places a morph key at the active frame.
4. To preview the effect of the morph, drag the
time slider back and forth. You can view and
edit the morph keys in Track View, which
also lets you view the morph’s target object
parameters.
Interface
Pick Targets rollout
Note: The source object must be either a mesh 2. Choose the method by which you want to clone
object or an object that can be converted to a the distribution object (Reference, Copy, Move,
mesh object. If the currently selected object is or Instance.)
invalid, the Scatter button is unavailable. 3. Click Pick Distribution Object, and then select
the object you want to use as a distribution
object.
4. Make sure that Use Distribution Object on the
Scatter Object rollout is chosen.
Scatter Compound Object 319
Distribution group
These two options let you choose the basic method
of scattering the source object.
Use Distribution Object—Scatters the source object
based on the geometry of the distribution object.
Use Transforms Only—This options doesn’t need
a distribution object. Instead, duplicates of the These options affect the source object locally.
source object are positioned using the offset values Duplicates—Specifies the number of scattered
on the Transforms rollout. If all of the Transform duplicates of the source object.
offsets remain at 0, you won’t see the array because
This number is set to 1 by default, but you can
the duplicates occupy the same space.
set it to 0 if you want to animate the number of
Objects group duplicates, beginning with none. Note that the
Duplicates number is ignored if you’re distributing
Contains a list window showing the objects that the duplicates using either Face Centers or Vertices.
make up the Scatter object. In these cases, one duplicate is placed at each
List Window—Click to select an object in the vertex or face center, depending on your choice.
window so that you can access it in the Stack. For
Scatter Compound Object 321
Base Scale—Alters the scale of the source object, Stack. Perhaps the easiest way to do this is to use
affecting each duplicate identically. This scale the Instance option when picking the distribution
occurs before any other transforms. object. You can then apply a Mesh Select modifier
to the original object and select only those
Vertex Chaos—Applies a random perturbation to
faces you want to use for the distribution of the
the vertices of the source object.
duplicates.
Animation Offset—Lets you specify the number of
frames by which each source object duplicate’s Distribute Using
animation is offset from the previous duplicate. The following options let you specify how the
You can use this feature to produce wave-type geometry of the distribution object determines the
animation. At the default setting of 0, all duplicates distribution of the source object. These options are
move identically. ignored if you’re not using a distribution object.
Distribution Object Parameters group Area—Distributes duplicate objects evenly over the
total surface area of the distribution object.
Display group
Result/Operands—Choose whether to display the The settings in the Transforms rollout let you
results of the scatter operation or the operands apply random transform offsets to each duplicate
before the scattering. object. The values in the transform fields specify
a maximum offset value that’s applied randomly
with a positive or negative value to each duplicate.
Thus, if you set a rotation angle of 15 degrees,
duplicates are rotated randomly from -15 to +15
degrees. For example, one duplicate might be
rotated 8 degrees, another -13, another 5, and so
on. You can use the Transform settings with or
without a distribution object. When there is no
Scatter Compound Object 323
no effect on the rendered image, which always select another Scatter object and load the preset
displays the mesh duplicates. values into the new object.
Mesh—Displays the full geometry of the duplicates. Preset Name—Lets you define a name for your
settings. Click the Save button to save the current
Display %—Specifies the percentage of the total
settings under the preset name.
duplicate objects that appear in the viewports.
This has no effect on the rendered scene.
Saved Presets group
Hide Distribution Object—Hides the distribution
A list window containing saved preset names.
object. The hidden object does not appear in the
viewport or in the rendered scene. LOAD—Loads the preset currently highlighted in
the Saved Presets list.
Uniqueness group
SAVE—Saves the current name in the Preset Name
Lets you set a seed number upon which the field and places it in the Saved Presets window.
random values are based. Thus, altering this value
DELETE—Deletes the selected items in the Save
changes the overall effect of the scattering.
Presets window.
New—Generates a new, random seed number. Note: Animated parameter values subsequent to
Seed—Use this spinner to set the seed number. frame 0 are not stored.
Lets you store preset values to use in other Scatter Conform fits the road to the surface of the hills.
objects. For example, after setting all of your
Conform is a compound object created by
parameters for a specific Scatter object and saving
projecting the vertices of one object, called the
the settings under a specific name, you can then
Wrapper, onto the surface of another object, called
Conform Compound Object 325
the Wrap-To. There is also a space-warp version 4. Choose Reference, Copy, Move, or Instance
of this function; see Conform space warp (page to specify the type of cloning to perform on
2–103). the Wrap-To object. (Choose Instance for this
example.)
Because the space-warp version is somewhat easier
to use, it’s a good idea to read that topic first, try 5. Click Pick Wrap-To Object, and then click the
the example, and then return here. This topic object onto which to project the vertices. (You
provides additional methods of projecting the can press the H key and use the Select Objects
wrapper vertices. dialog (page 1–78) to select the box.)
Note: This tool gives you the ability to morph The list windows display the two objects,
between any two objects, regardless of the and the compound object is created with the
number of vertices in each object. See Vertex Wrapper object conforming to the Wrap-To
Projection Direction group (page 1–326) for more object. (In the example, the sphere is wrapped
information. into the shape of the box.)
6. Use the various parameters and settings to alter
Procedure the vertex projection direction, or adjust the
Example: To create a Conform object: vertices that are being projected.
1. Position two objects, one of which will be the
To project a road onto terrain:
Wrapper, and the other the Wrap-To. (For this
example, create a box as the Wrap-To object, 1. Create the road and terrain objects.
and then create a larger sphere that completely Tip: You can quickly make a terrain by creating a
surrounds it. The sphere will be the Wrapper.) patch grid (page 1–993) and applying the Noise
2. Select the Wrapper object (the sphere), and modifier (page 1–743) to it. For the road, you
click Create panel> Geometry > Compound can use a Loft compound object (page 1–352)
Objects > Object Type rollout > Conform by lofting a rectangle along a curved line. Both
button. objects must have a sufficient level of detail to
conform smoothly.
Note: Both objects used in Conform must be
either mesh objects or objects that can be 2. Orient both the road and the terrain so you
converted to mesh objects. If the selected are looking straight down at them in the Top
Wrapper object is invalid, the Conform button viewport. Position the road so it’s completely
is unavailable. above the terrain (higher on the world Z axis).
3. Specify the method of vertex projection in the Note: For the conform projection to work
Vertex Projection Direction group. (Use Along correctly, the road should not extend beyond
Vertex Normals for this example.) the boundaries of the terrain when viewed in
the Top viewport.
Note: If you were to choose Use Active
Viewport, you would next activate whichever 3. Select the road object.
viewport looks in the direction that you want 4. Click Conform.
to project the vertices. For example, if the 5. In the Pick Wrap-To Object rollout, make sure
Wrapper hovered over a Wrap-To terrain on the the Instance option is selected.
home plane, you’d activate the Top viewport.
6. Click Pick Wrap-To Object, and click the
terrain.
326 Chapter 5: Creating Geometry
Choose one of these seven options to determine Note: Towards Wrapper Pivot and Towards the
the projection of the vertices. Wrap-To Pivot operate on the position of the
original pivot point of the object before the
Use Active Viewport—The vertices are projected
Conform object is created. Once you create the
away (inward) from the active viewport.
Conform object, it’s a new compound object with
Recalculate Projection—Recalculates the projection a single pivot point.
direction for the currently active viewport. Tip: You can animate the conforming effect by
Because the direction is initially assigned when morphing between the compound object and a
you pick the Wrap-To object, if you want to change previously made copy of the original wrapper
viewports after assignment, click this button to object. To do this, however, you must turn on
recalculate the direction based on the new active Hide Wrap-To Object in the Update group so that
viewport. the original object and the compound object have
Use Any Object’s Z Axis—Lets you use the local Z the same number of vertices. Using this technique,
axis of any object in the scene as a direction. Once you can effectively morph between two objects
an object is assigned, you can alter the direction of with a different number of vertices.
vertex projection by rotating the direction object.
Wrapper Parameters group
Pick Z-Axis Object—Click this button, and then
click the object you want to use to indicate the
direction of the projection source.
Object—Displays the name of the direction object.
• Along Vertex Normals—Projects the vertices of
the Wrapper object inward along the reverse
direction of its vertex normals. A vertex normal
is a vector produced by averaging the normals
of all faces attached to that vertex. If the
Wrapper object encloses the Wrap-To object, Provides controls that determine how far the
the Wrapper takes on the form of the Wrap-To vertices are projected.
object. Default Projection Distance—The distance a vertex
• Towards Wrapper Center—Projects the vertices in the Wrapper object will move from its original
toward the bounding center of the Wrapper location if it does not intersect the Wrap-To object.
object.
Standoff Distance—The distance maintained
• Towards Wrapper Pivot—Projects the vertices between the vertex of the Wrapper object and the
toward the original pivot center of the Wrapper surface of the Wrap-To object. For example, if
object. you set Standoff Distance to 5, the vertices can be
• Towards Wrap-To Center—Projects the vertices pushed no closer than 5 units from the surface of
toward the bounding center of the Wrap-To the Wrap-To object.
object. Use Selected Vertices—When turned on, only the
• Towards the Wrap-To Pivot—Projects the vertices selected vertex sub-objects of the Wrapper object
toward the pivot center of the Wrap-To object. are pushed. When turned off, all vertices in the
object are pushed, regardless of the Modifier stack
328 Chapter 5: Creating Geometry
Vertex colors, on the other hand, interpolate (The fewer sides are to demonstrate the mesh
smoothly. interpolation in the connection.)
Notes: 3. Move the first, narrower cylinder straight up
along Z so its bottom cap is about 15 units
• You can use Connect on objects that have
above the top cap of the larger cylinder.
multiple sets of holes. Connect will do its best
to match up the holes between the two objects. 4. Convert both cylinders to editable meshes.
• The mapping coordinates assigned to the 5. Delete the lower cap of the upper cylinder, and
original two objects are maintained to the the upper cap of the bottom cylinder. (Hint: Go
extent possible. You might find irregularities in to Editable Mesh (Polygon) mode, select each
the bridged area, depending on the complexity end in turn, and then press the Delete key.)
and difference between the two original sets 6. Exit sub-object mode, select the lower cylinder,
of mapping coordinates and the types of and click Connect.
geometry.
7. Click the Pick Operand button, and then click
the upper cylinder.
Procedures
New faces are created that span the openings in
To create a Connect object:
the two cylinders.
1. Create two mesh objects.
2. Delete faces on each to create holes where you Example continued: To try out some options and
create animation:
want to bridge the objects.
1. Go to the Modify panel and increase the
Position the objects so that the normals of
Segments spinner to 5 or more.
the deleted faces of one object point toward
the normals of the deleted faces of the other As the segments increase, the connection
object (assuming that deleted faces could have becomes curved.
normals). 2. Set the Tension spinner to 0 to straighten the
3. Select one of the objects. On the Create panel > connecting surface, increase it to 1, and then
Geometry > Compound Object Type rollout, return it to 0.5.
click Connect. 3. Try different combinations of the Bridge and
4. Click the Pick Operand button, and then select Ends options.
the other object. 4. Select the upper cylinder, turn on the Auto
5. Faces are generated connecting the holes in the Key button, and apply various transforms at
two objects. different frames.
6. Adjust the connection with the various options. 5. Play the animation.
Display/Update rollout
The BlobMesh compound object creates a set of
spheres from geometry or particles, and connects
the spheres together as if they were made of a soft,
liquid substance. When the spheres move within
a certain distance of one another, they connect
together. When they move apart, they take on a
spherical form again.
332 Chapter 5: Creating Geometry
Procedures
To create a blobmesh from geometry or helpers:
1. Create one or more geometry or helper objects.
If the scene requires animation, animate the
objects as desired.
2. Click BlobMesh, and click anywhere on the
screen to create the initial metaball.
In the 3D industry, the general term for spheres 3. Go to the Modify panel.
that operate in this way is metaballs (page 3–972).
4. In the Blob Objects group, click Add. Select the
The BlobMesh compound object generates
objects you wish to use to create metaballs. A
metaballs based on specified objects in the
metaball appears at each vertex of each selected
scene, and the metaballs, in turn, form a mesh
object, or at the centers of helper objects.
result called a blobmesh. A blobmesh is ideal for
simulating thick liquids and soft substances that 5. In the Parameters rollout, set the Size parameter
move and flow when animated. as necessary to cause the metaballs to connect.
When you associate an object or particle To create a blobmesh with soft selection on
system with the BlobMesh compound object, geometry:
the metaballs are placed and sized differently
1. Create a geometry object, and convert it to an
depending on the object used to generate them:
Editable Mesh or Editable Poly.
• For geometry and shapes, a metaball is placed
2. Apply a Mesh Select modifier to the object, and
at each vertex, and the size of each metaball is
select some of the vertices on the object.
determined by the size of the original BlobMesh
object. Soft selection can be used to vary the 3. In the Soft Selection rollout, turn on Use Soft
sizes of the metaballs. Selection. Set the Falloff value as desired.
• For particles, a metaball is placed at each 4. Apply a Turn to Mesh or Turn to Poly modifier
particle, and the size of each metaball is to the object.
BlobMesh Compound Object 333
This will retain the soft selection and pass it A metaball appears at each vertex of the selected
up the stack regardless of whether you exit the object.
sub-object mode. 9. In the Parameters rollout, turn on Use Soft
5. Click Create panel > Compound Objects > Selection.
BlobMesh, and click anywhere on the screen to Metaballs are limited to those vertices that are
create the initial metaball. affected by the soft selection.
6. Go to the Modify panel. 10. Set the Size and Min. Size parameters to set the
7. In the Blob Objects group, click Add. Select the sizes of the metaballs.
Editable Mesh or Editable Poly object.
To create a blobmesh from a particle system:
A metaball appears at each vertex of the selected
object. When you use BlobMesh with a particle system, a
metaball is created at each particle’s location. The
8. In the Parameters rollout, turn on Use Soft
size of the metaball is determined by the size of
Selection.
the particle.
Metaballs are limited to those vertices that are
1. Create a particle system (page 2–108), and set
affected by the soft selection.
up its parameters to animate the particles.
9. Set the Size and Min. Size parameters to set the
2. Click Create panel > Compound Objects >
sizes of the metaballs.
BlobMesh, and click anywhere on the screen to
To create a blobmesh with soft selection on a spline: create the initial metaball.
3. Apply a Mesh Select modifier, and select the 5. If you have added a Particle Flow system (page
appropriate vertices for soft selection. 2–109) to the blobmesh and you want to create
metaballs only for particles in specific events,
4. In the Soft Selection rollout, turn on Use Soft
click Add on the Particle Flow Parameters
Selection. Set the Falloff value as desired. rollout to choose the events from a list.
5. Apply a Turn to Mesh or Turn to Poly modifier
Tip: If you need to prevent the particles
to the object. from rendering, do not hide them as this
This will retain the soft selection and pass it can prevent the blobmesh from generating
up the stack regardless of whether you exit the correctly. Instead, turn off the particle system’s
sub-object mode. Renderable option on the Object Properties
6. Click Create panel > Compound Objects > dialog (page 1–117).
BlobMesh, and click anywhere on the screen to
create the initial metaball.
7. Go to the Modify panel.
8. In the Blob Objects group, click Add. Select the
Editable Spline.
334 Chapter 5: Creating Geometry
metaballs are present, such as 2,000 or more. Turn Particle Flow Parameters rollout
on this option only when using a particle system
or other object that produces a large number of
metaballs. Default=Off.
Off in Viewport—Turns off the display of the
blobmesh in viewports. The blobmesh will still
appearing in renderings. Default=Off.
Use Soft Selection—If soft selection has been used
on geometry you add to the blobmesh, turning on
this option causes the soft selection to be used for
the size and placement of metaballs. Metaballs
are placed at selected vertices with the size set by
the Size parameter. For vertices that lie within the
falloff set on the geometry’s Soft Selection rollout,
smaller metaballs are placed. For vertices outside
the falloff, no metaballs are placed. This option has
an effect only if the Vertex sub-object level for the
geometry is still enabled, and Use Soft Selection Use this rollout if you have added a Particle Flow
on the geometry’s Soft Selection rollout is turned system to the blobmesh, and want particles to
on. If Use Soft Selection is turned off either for the generate metaballs only during specific events.
blobmesh for the geometry, metaballs are placed at Before you can specify events on this rollout, you
all vertices on the geometry. Default=Off. must add the Particle Flow system to the blobmesh
on the Parameters rollout.
Min Size—Sets the minimum size for metaballs
within the falloff when Use Soft Selection is turned All Particle Flow Events—When turned on, all
on. Default=10.0. Particle Flow Events will generate metaballs. When
turned off, only Particle Flow Events specified in
Pick—Allows you to pick objects or particle
the PFlow Events list will generate metaballs.
systems from the screen to add to the blobmesh.
Add—Displays a list of PFlow events in the scene so
Add—Displays a selection dialog where you can
you can pick events to add to the PFlow Events list.
select objects or particle systems to add to the
blobmesh. Remove—Removes the selected event from the
PFlow Events list.
Remove—Removes objects or particles from the
blobmesh.
336 Chapter 5: Creating Geometry
Interface
ShapeMerge Compound Object Pick Operand rollout
Select an object. > Create panel > Geometry > Compound
Objects > Object Type rollout > ShapeMerge
Procedure
To create a ShapeMerge object:
1. Create a mesh object and one or more shapes
2. Align the shapes in the viewport so they can be
projected toward the surface of the mesh object.
3. Select the mesh object, and click the
ShapeMerge button.
4. Click Pick Shape, and then select the shape.
Display group
Determines whether the shape operands are
displayed.
• Result—Displays the result of the operation.
• Operands—Displays the operands. Operand A (left); Operand B (right)
These options specify when the display is updated. Union—The Boolean object contains the volume
Typically, you use them when you’ve animated the of both original objects. The intersecting or
merged shape operands and the viewport display overlapping portion of the geometry is removed.
is slow. Intersection—The Boolean object contains only
• Always—Updates the display at all times. the volume that was common to both original
• When Rendering—Updates the display only objects (in other words, where they overlapped).
when the scene is rendered. Subtraction (or difference)— The Boolean object
• Manually—Updates the display only when you contains the volume of one original object with the
click the Update button. intersection volume subtracted from it.
Update—Updates the display when any option The two original objects are designated as operand
except Always is chosen. A and B.
Beginning with version 2.5 of 3ds Max, a new
algorithm computes the Boolean operation. This
algorithm produces more predictable results and
less complex geometry than earlier 3D Studio
Booleans. If you open a file that contains a Boolean
Boolean Compound Object 339
• If operand A doesn’t have a material, it inherits Again, it might make more sense to correct these
operand B’s material. manually.
• If operand B doesn’t have a material, it inherits Use shaded viewports to look for normal problems,
operand A’s material. watching for objects that appear inside-out or look
• If both operands have materials, the new otherwise incorrect. You can also turn on Show in
material is a multi/sub-object material that the Editable Mesh (Face) (page 1–1009) > Surface
combines the materials from both operands. Properties rollout > Normals group. Fix normals
here, or with a Normal modifier (page 1–746).
For more information, see Material Attach Options
Dialog (page 1–345). Overlapping Elements
Solutions When Working with Booleans Because Boolean operations depend on a clear
understanding of what is inside and what is outside
The Boolean algorithm caused unpredictable a mesh, meshes that overlap themselves can
behavior in earlier releases. The solutions are produce invalid results. For instance, if you use the
discussed here. Collapse utility (page 1–966) with two overlapping
objects without turning on the Boolean feature,
Surface Topology the resulting object will not make a good Boolean
Boolean requires that operands’ surface topology operand. This is also a problem for the Teapot
be intact: This means no missing or overlapping primitive (page 1–183) (with all parts turned on),
faces and no unwelded vertices. The surface which overlaps itself.
should be one continuous closed surface.
If you need to use such an object as a Boolean
The Boolean corrects operands that fail to operand, you might reconstruct it as a single
meet this requirement. However, the automatic non-overlapping mesh by separating the
correction may not be exactly what you want, so in components and combining them with Boolean.
some cases it might be safer to correct the surfaces
manually. Working with Inverted Meshes
To check for holes in the geometry, use the Boolean doesn’t always produce the ideal result on
STL-Check modifier (page 1–834) or the Measure "inverted meshes" (meshes that have been turned
utility (page 2–52). inside-out by having their normals flipped).
The problem is that the area inside the flipped
To fill holes, use the Cap Holes modifier (page mesh is correctly seen as "outside," but the area
1–569). outside it may also be seen as “outside.” To remedy
this, instead of inverting the mesh, make a very
Face Normals
large box or other primitive centered on (but not
Booleans require that the face normals of the touching) the mesh and subtract the mesh from
surface be consistent. Flipped normals can it using Boolean. Then convert it to an editable
produce unexpected results. Surfaces where some mesh, and delete the box faces. This produces a
faces are facing one way and adjacent faces are correctly inverted mesh that works correctly with
flipped are also problematic, and are commonly Boolean.
found in geometry imported from CAD programs.
The Boolean fixes these faces as best it can.
Boolean Compound Object 341
Boolean allows for non-overlapping objects. Suppose you want to create a box with two holes
Coincident faces/edges and vertices are no longer in it. One hole is to be cut by a sphere, and the
a problem. You can use objects completely encased second by a cylinder. If you want to make changes
within another object, where no edges intersect, to the sphere or the cylinder later, you can do so
to create Booleans. by following these steps:
1. Create a Boolean following the steps in the
See also Collapse Utility (page 1–966) to create
Booleans with multiple objects. previous sections. The original object (the box)
is converted to a Boolean, and is designated
See also operand A. The second object (the sphere) is
converted to operand B.
Fixing Boolean Problems (page 3–885)
2. Deselect the Boolean object. Build the cylinder
if it does not already exist.
Procedures
3. Select the Boolean object; and under
To create a Boolean object:
Compound Objects, click Boolean again.
1. Select an object. This object becomes operand
4. Click Pick Operand B and click the cylinder in
A.
the viewport. It is converted to operand B.
2. Click Boolean. The name of operand A appears
in the Operands list on the Parameters rollout.
342 Chapter 5: Creating Geometry
5. On the Modify panel, choose Operand B from Because you usually create Boolean objects from
the Parameters rollout > Operands list. If you overlapping objects, if the B object isn’t removed
want to see operand B, choose Display/Update (if you don’t use the default Move option), it often
rollout > Display group > Operands or Result obstructs your view of the completed Boolean.
+ Hidden Ops. You can move the Boolean or the B object to better
If you want to animate the Cylinder or the see the result.
Cylinder’s parameters you can now access them Pick Operand B—Use this button to select the
in the modifier stack display. second object to use to complete the Boolean
6. If you want to modify the sphere’s parameters, operation.
choose the box in the Operands list. Reference/Copy/Move/Instance—Lets you specify
7. Now there are two entries labeled Boolean in how operand B is transferred to the Boolean
the stack display. Choose the lower entry. The object. It can be transferred either as a reference
Sphere is displayed in the Operands list. (page 3–1002), a copy, an instance (page 3–957),
8. Choose the Sphere from the Operands list. The or moved.
sphere’s parameters are available by clicking the • Use Reference to synchronize modifier-induced
sphere’s name in the modifier stack display. changes to the original object with operand B,
9. Use this technique to change parameters or but not vice-versa.
animate any of the operands within the multiple • Use Copy when you want to reuse the operand
Boolean. B geometry for other purposes in the scene.
You can also navigate multiple Booleans through • Use Instance to synchronize animation of the
Track View. Clicking the operand in Track View Boolean object with animated changes to the
gives you direct access to its entry in the modifier original B object, and vice-versa.
stack display. In complex objects with many • Use Move (the default) if you’ve created the
Booleans, this is an easier method than the one operand B geometry only to create a Boolean,
outlined above. and have no other use for it.
Object B geometry becomes part of the Boolean
Interface
object regardless of which copy method you
Pick Boolean rollout use.
same mesh. Use Split to break an object into • Operands—Displays the operands instead of the
two parts along the bounds of another object. Boolean result.
• Remove Inside—Deletes all operand A faces Tip: When operands are difficult to see in a
inside operand B. This option modifies and viewport, you can use the Operand list to select
deletes faces of operand A inside the area one or the other. Click the name of the A or B
intersected by operand B. It works like the operand to select it.
subtraction options, except that 3ds Max adds • Results + Hidden Ops—Displays the "hidden"
no faces from operand B. Use Remove Inside to operands as wireframe.
delete specific areas from your geometry.
Operand geometry remains part of the
• Remove Outside—Deletes all operand A faces compound Boolean object, although it isn’t
outside operand B. This option modifies and visible or renderable. The operand geometry is
deletes faces of operand A outside the area displayed as wireframes in all viewports.
intersected by operand B. It works like the
Intersection option, except that 3ds Max adds
no faces from operand B. Use Remove to delete
specific areas from your geometry.
Display/Update rollout
Display group
Visualizing the result of a Boolean can be tricky,
especially if you want to modify or animate it. The
Display options on the Boolean Parameters rollout
help you visualize how the Boolean is constructed.
The display controls have no effect until you’ve
created the Boolean. Displaying the result (A-B)
Displaying the hidden operand after A-B Material Attach Options Dialog
Use objects with different materials assigned to them. >
Create panel > Geometry > Compound Objects > Object
Type rollout > Boolean > Pick Boolean rollout > Pick
Operand B button > Select object in the viewport that
is operand B.
and minimum elevations in the Base Elev box. Move is the method, the original contour data
Click Add Zone after entering the value. is moved from the scene and into the operands
3ds Max displays the zones in the list under the of the new terrain object. Copy, Reference, and
Create Defaults button. Instance retain the original contour data in the
scene and create copies, references or instances of
4. Click the Base Color swatch to change the color
the contour data as operands in the terrain object.
of each elevation zone. For example, you could This is similar to the copy method for Boolean
use a deep blue for low elevations, a light blue (page 1–338).
for intermediate elevations, and perhaps greens
for higher elevations. Override—Allows you to select closed curves that
override any other operand data within their
5. Click Solid To Top of Zone to see the elevation
interior. Within the area an Override operand
changes in a striped effect.
encloses (as seen in plan), other curves and points
6. Click Blend To Color Above to see the elevation of the mesh are disregarded and the elevation
changes blended. of the Override operand supersedes them. An
Override operand is indicated in the operands list
Interface by a # after its name. Override is only effective
Name and Color rollout on closed curves. If multiple override operands
overlap, later overrides (higher operand numbers)
Displays the name of the terrain object. 3ds Max
take preference.
uses the name of one of the selected objects to
name the terrain object.
Parameters rollout
Operands group
Operand list—Displays the current operands. Each
operand is listed as "Op" followed by a number Terrain created as a "layered solid" surface, with levels
and the name of the object that is being used as
Stitch Border—When on, suppresses the creation of
the operand. The operand name comprises layer,
new triangles around the edges of terrain objects
color, or object type name plus a numeric suffix.
when edge conditions are defined by splines that
Delete Operand—Deletes a selected operand from are not closed. Most terrain forms display more
the Operands list. reasonably when this is turned off.
Retriangulate—The basic Terrain algorithm tends
Form group
to flatten or notch contours when they turn
• Graded Surface—Creates a graded surface of the sharply upon themselves. A typical situation in
mesh over the contours. which this may happen is when a narrow creek
350 Chapter 5: Creating Geometry
bed is described with contours; the resulting Update—Updates the terrain object. This button is
form may look more like a series of cascades at not enabled only when Always is the active option.
each elevational contour, rather than a smoothly
descending ravine. When Retriangulate is Simplification rollout
checked, a somewhat slower algorithm is used
that follows contour lines more closely. This
may be particularly evident in the Layered Solid
display mode. For additional precision, try using
Retriangulate in conjunction with horizontal
interpolation.
Display group
• Terrain—Displays only the triangulated mesh
over the contour line data.
• Contours—Displays only the contour line data
of the terrain object.
• Both—Displays both the triangulated mesh
and the contour line data of the terrain object.
You can select the terrain object by clicking
its surface, but not by clicking a contour line. Horizontal group
When Both is selected, contour lines may not • No Simplification—Uses all the operands’
be apparent in Wireframe display modes or vertices to create a complex mesh. This results
when Edged Faces are displayed. in greater detail and a larger file size than the
two fractional options.
Update group
• Use 1/2 of Points—Uses half the set of vertices
The items in this group box determine when in the operands to create a less complex mesh.
3ds Max recalculates the projection for the terrain This results in less detail and a smaller file size
object. Because complex terrain objects can slow than using No Simplification.
performance, you can use these options to avoid • Use 1/4 of Points—Uses a quarter of the of
constant calculation. vertices in the operands to create a less complex
• Always—Updates the terrain object immediately mesh. This results in the least detail and
when you change an operand, including the smallest file size of these options.
original object of an instanced or referenced • Interpolate Points * 2—Doubles the set of
operand. vertices in the operands to create a more refined
• When Rendering—Updates the terrain object but more complex mesh. This is most effective
when you render the scene or when you click in terrain forms that use constructive curves
Update. With this option, viewports won’t such as circles and ellipses. This results in
show current geometry unless you click Update. more detail and a larger file size than using No
• Manually—Updates the terrain object when you Simplification.
click Update. • Interpolate Points * 4—Quadruples the set
of vertices in the operands to create a more
Terrain Compound Object 351
refined but more complex mesh. This is most Color by Elevation rollout
effective in terrain forms that use constructive
curves such as circles and ellipses. This results
in more detail and a larger file size than using
No Simplification.
Vertical group
• No Simplification—Uses all the spline
operandsvertices of the terrain object to create
a complex mesh. This results in greater detail
and a larger file size than the other two options.
• Use 1/2 of Lines—Uses half the set of spline
operands of the terrain object to create a less
complex mesh. This results in less detail and a
smaller file size than using No Simplification.
• Use 1/4 of Lines—Uses a quarter of the of spline
operands of the terrain object to create a less
complex mesh. This results in the least detail
and smallest file size of the three options.
If you enter a value no greater than the minimum Base Color—Click the color swatch to change the
elevation in the object, 3ds Max divides the range color of the zone.
between the reference and minimum elevations • Blend to Color Above—Blends the color of the
into five color zones: dark green, light green, current zone to the color of the zone above it.
yellow, purple, and light gray.
• Solid to Top of Zone—Makes a solid color at the
If you enter a value between the minimum and top of the zone without blending to the color of
maximum elevations, 3ds Max creates six color the zone above it.
zones. Two zones (dark blue and light blue) are
Modify Zone—Modifies selected options of a zone.
used for elevations below the reference elevation.
These are considered to be under water. One zone Add Zone—Adds values and selected options for a
(dark yellow) is used for a narrow range around new zone.
the reference elevation. Three zones (dark green,
Delete Zone—Deletes a selected zone.
light green, light yellow) are used for elevations
above the reference elevation.
If you enter a value at or above the maximum
elevation, 3ds Max divides the range between
the minimum and reference elevations into three Loft Compound Object
zones (dark blue, medium blue, light blue).
Select a path or shape. > Create panel > Geometry >
Compound Objects > Object Type rollout > Loft
Zones by Base Elevation group
Create Defaults—Creates elevation zones. 3ds Max Select a path or shape. > Create menu > Compound
Objects > Loft
lists the elevation at the bottom of each zone,
referenced to the datum (the reference elevation).
3ds Max applies the color of the zone at the base
elevation. Whether the colors blend between zones
depends on your choice of the Blend to Color
Above or Solid to Top of Zone option.
Base Elev—This is the base elevation of a zone to Loft objects are two-dimensional shapes extruded
which you assign color. After entering a value, along a third axis. You create loft objects from
click Add Zone to display the elevation in the list two or more existing spline objects. One of these
under Create Defaults. splines serves the path. The remaining splines
serve as cross-sections, or shapes, of the loft object.
Loft Compound Object 353
As you arrange shapes along the path, 3ds Max 1. Create a shape to be the loft path.
generates a surface between the shapes. 2. Create one or more shapes to be loft cross
You create shape objects to serve as a path for sections.
any number of cross-section shapes. The path 3. Do one of the following:
becomes the framework that holds the cross
• Select the path shape and use Get Shape to
sections forming your object. If you designate
add the cross sections to the loft.
only one shape on the path, 3ds Max assumes an
identical shape is located at each end of the path. • Select a shape and use Get Path to assign
The surface is then generated between the shapes. a path to the loft. Use Get Shape to add
additional shapes.
3ds Max places few restrictions on how
you create a loft object. You can create You can use the loft display settings to view the
curved, three-dimensional paths and even skin generated by your loft in both wireframe and
three-dimensional cross sections. shaded views.
When using Get Shape, as you move the cursor To create a loft with Get Path:
over an invalid shape, the reason the shape is
1. Select a shape as the first cross-section shape.
invalid is displayed in the prompt line.
2. Click Create panel > Geometry > Compound
Unlike other compound objects, which are created Objects > Loft.
from the selected object as soon as you click the
3. On the Creation Method rollout, click Get Path.
compound-object button, a Loft object is not
created until you click Get Shape or Get Path, and 4. Choose Move, Copy, or Instance.
then select a shape or path. 5. Click a shape for the path.
Loft is enabled when the scene has one or more The cursor changes to the Get Path cursor as you
shapes. To create a loft object, first create one move it over valid path shapes. If the cursor does
or more shapes and then click Loft. Click either not change over a shape, that shape is not a valid
Get Shape or Get Path and select a shape in the path shape and cannot be selected. The first vertex
viewports. of the selected path is placed at the first shape’s
Once you create a loft object, you can add and pivot and the path tangent is aligned with the
replace cross-section shapes or replace the path. shape’s local Z axis.
You can also change or animate the parameters of
To create a loft with Get Shape:
the path and shapes.
1. Select a valid path shape as the path.
You can’t animate the path location of a shape.
2. If the selected shape is not a valid path, the Get
You can convert loft objects to NURBS surfaces Shape button is unavailable.
(page 1–1116).
3. Click Create panel > Geometry > Compound
Interface
Surface Parameters Rollout 355
Mapping group
Smoothing group
Output Group
Patch—The lofting process produces a patch
object.
Mesh—The lofting process produces a mesh
Before and after applying Normalize to loft object. This is the default, and was the only output
type available with Loft in versions prior to version
Materials group 3 of 3ds Max.
Generate Material IDs—Creates Material IDs during You can also create NURBS objects from lofting by
the loft process. choosing Convert To: NURBS from the modifier
Use Shape IDs—Offers the choice of using the stack right-click menu (page 3–766).
spline material IDs to define the material IDs.
Note: Prior to version 3 of 3ds Max, splines could
Path Parameters Rollout
not hold material IDs.
Note: Shape IDs are inherited from shape cross Select a path or shape. > Create panel > Geometry >
Compound Objects > Object Type rollout > Loft > Path
sections, not from the path spline. Parameters rollout
• If you alter the Path Steps spinner while in Path Ctrl held down to create a square about 20
Steps mode, the location of your shapes might x 20 units.
change. An alert message warns you of this. 2. Create another rectangle beside it about 200 x
• If you animate the topology of the path while 100 units.
in Path Steps mode (such as animating the 3. Apply a Skew modifier to the large rectangle,
number of sides of an NGon), your shapes but don’t alter the Skew parameters.
might jump around trying to find a legitimate
4. Create a loft object in which the larger rectangle
position, and you could end up with more than
one shape on the same path level. is the path and the square is the shape.
5. On the Modify panel, open the Skin Parameters
Pick Shape—Sets the current level at any shape
rollout, and turn on Skin in the Display group.
on the path. When you pick a shape on the path,
Snap is turned off and Path is set to the level of You can now see the wireframe structure of
the picked shape, where a yellow X appears. Pick the lofted rectangle, with cross-sectional sides
Shape is available only from the Modify panel. parallel to its corners.
At this angle, the path cross sections intersect, faces that do not render or deform as well as those
causing problems in the mesh. created with grid capping.
12. Select the loft object, and set the Path Steps to 1. Grid—Arranges cap faces in a rectangular grid
The cross sections no longer intersect, and the trimmed at the shape boundaries. This method
corner is clean. produces a surface of evenly sized faces that can be
deformed easily by other modifiers.
When creating straight-edge molding for
architectural modeling, you can avoid mangled
corners by simply reducing the path steps to 0.
Interface
Capping group
Roadway lofted with capping turned on
Cap Start—When on, the end of a loft at the first
vertex of the path is covered, or capped. When off, Options group
the end is open, or uncapped. Default=on.
Shape Steps—Sets the number of steps between
Cap End—When on, the end of a loft at the last each vertex of the cross-section shapes. This value
vertex of the path is covered, or capped. When off, affects the number of sides around the perimeter
the end is open, or uncapped. Default=on. of the loft.
Morph—Arranges cap faces in a predictable,
repeatable pattern necessary for creating morph
targets. Morph capping can generate long, thin
360 Chapter 5: Creating Geometry
When Optimize Path is off, the lofted roadway uses more steps. Lofting the roadway with Contour off causes it to twist.
When Optimize Path is on, straight sections of the lofted Roadway lofted with Contour turned on
roadway don’t require additional steps.
Banking—When on, shapes rotate about the path
Adaptive Path Steps—When on, analyzes the whenever the path bends and changes height in the
loft and adapts the number of path divisions path’s local Z axis. The bank amount is controlled
to generate the best skin. Main divisions along by 3ds Max. Banking is ignored if the path is 2D.
the path occur at path vertices, shape locations, When off, shapes do not rotate about their Z axis
and deformation curve vertices. When off, as they traverse a 3D path. Default=on.
main divisions along the path occur only at path
vertices. Default=on.
Contour—When on, each shape follows the
curvature of the path. The positive Z axis of each
shape is aligned with the tangent to the path at the
shape’s level. When off, shapes remain parallel
and have the same orientation as a shape placed
at level 0. Default=on.
362 Chapter 5: Creating Geometry
Roadway lofted with Banking turned on Frame lofted with Constant Cross Section turned on
Constant Cross Section—When on, the cross Linear Interpolation—When on, generates a loft
sections are scaled at angles in the path to maintain skin with straight edges between each shape.
uniform path width. When off, the cross sections When off, generates a loft skin with smooth curves
maintain their original local dimensions, causing between each shape. Default=off.
pinching at path angles.
Transform Degrade—Causes the loft skin Deformations are not available in the Create panel.
to disappear during sub-object shape/path You must open the Modify panel after you’ve lofted
transformations. For example, moving a vertex to access the Deformations rollout, which offers
on the path causes the loft to disappear. When the following features:
off, you can see the skin during these Sub-Object • Each deformation button displays its own
transformations. Default=off. deformation dialog.
Deform Scale
Scale deformation curve dialog
Select a Loft object. > Modify panel > Deformations
rollout > Scale
Procedure
You can loft objects such as columns and bugles To use Scale deformation:
from a single shape that changes only its scale as it
1. Select a loft object.
travels along a path. Use Scale deformation when
you want to make these types of objects. 2. Click Loft in the modifier stack display.
Tip: By animating scale, a loft object can appear to 3. Click Scale on the Deformations rollout.
travel along a path. Using this technique, you can 4. Edit the deformation curves for the X axis and
create animations in which letters or lines write Y axis.
themselves onto the screen.
These are the properties of Scale deformation
curves: Deform Twist
• The two curves are red for X-axis scaling and Select a Loft object. > Modify panel > Deformations
rollout > Twist
green for Y-axis scaling.
• Default curve values are at 100%. Twist deformation lets you create objects that
• Values greater than 100% make the shape larger. spiral or twist along their length. Twist specifies
the amount of rotation about the path.
• Values between 100% and 0% make the shape
smaller.
• Negative values scale and mirror the shape.
See Deformation Dialog (page 1–368) for specific
information on the dialog controls.
Deform Teeter
Select a Loft object. > Modify panel > Deformations
rollout > Teeter
Procedure
To use Twist deformation:
1. Select a loft object.
Roadway lofted with no teeter
2. Click Loft in the modifier stack display.
3. Click Twist on the Deformations rollout.
4. Edit the single deformation curve to specify
rotation about the path.
366 Chapter 5: Creating Geometry
Deform Bevel
Select a Loft object. > Modify panel > Deformations
rollout > Bevel
Roadway lofted with teeter turned on. Teeter affects the X and
Y axis orientation of the shape in relation to the path.
4. Adjust the deformation curve. 2. Click Loft in the modifier stack display.
3. Click Fit on the Deformations rollout.
4. Select shapes in the viewport to use as fit curves.
368 Chapter 5: Creating Geometry
Interface Get Shape—Lets you select the shape to use for Fit
Fit Deformation dialog deformation. Click Get Shape, and then click the
shape to use in a viewport.
Generate Path—Replaces the original path with a
new straight-line path.
Deformation Dialog
Select a Loft object. > Modify panel > Deformations
rollout > Scale, Twist, Teeter, Bevel, or Fit
produce a sharp corner. This type produces a To change the control point type:
curve that looks like the corner type but has You can change control point types at any time by
control handles like the Bezier Smooth type. right-clicking a selection of one or more control
• Bezier Smooth—Adjustable Bezier control point points.
with locked continuous tangent handles set to 1. Select one or more control points.
produce a smooth curve.
2. Right-click any selected control point.
Selecting Control Points 3. Choose a control point type from the shortcut
menu.
Use the Move Control Point and Scale Control
Point buttons with standard selection techniques The following conditions apply to changing
to select control points. control point types:
• The first and last control points must use the
Procedures Corner or Bezier Corner type.
To drag Bezier tangent handles: • Converting a Bezier Smooth point to a
1. Select one or more Bezier Smooth or Bezier Bezier Corner point unlocks the tangent
Corner control points to display their tangent handles but does not change their position.
handles. The curve appears smooth until you drag
one of the tangent handles.
2. Click one of the Move Control Point buttons.
• Converting a Bezier Corner point or inserted
3. Drag any tangent handle.
Bezier point to Bezier Smooth locks the
• Only the tangent handle you drag is affected. tangent handles and changes their position
Tangent handles on other selected control and magnitude. The handles are rotated to
points do not change. the average between their two angles. The
• If the tangent handle you drag is part of a handle magnitudes are averaged and set
Bezier Smooth control point, both handles equal.
move to maintain the Bezier Smooth type.
• If the tangent handle you drag is part of Interface
a Bezier Corner control point, only that
handle moves.
are Make Symmetrical, Display X Axis, Display Y Move Control Points—This flyout contains three
Axis, Display XY Axes, and Swap Deform Curves. buttons for moving control points and Bezier
handles:
Make Symmetrical—You can apply the same
deformation to both axes of a shape using Make • Move Control Point—Changes the amount
Symmetrical, which is both an action button of deformation (vertical movement) and
and a curve editing mode. Turning on Make the location of the deformation (horizontal
Symmetrical has the following effect: movement).
• When a single curve is displayed, it copies the • Move Vertical—Changes the amount of
displayed deformation curve to the curve for deformation without changing the location.
the hidden axis. • Move Horizontal—Changes the location of the
• When both axes are displayed, the Apply deformation without changing the amount.
Symmetry dialog is also displayed. Click the If one control point is selected, you can move it by
button for the curve you want to apply to both entering values in the control point Position and
axes. Amount fields at the bottom of the Deformation
• Changes you make to the selected curve are dialog.
duplicated on the other curve.
You cannot move end points horizontally.
When Make Symmetrical is not active, curve Intermediate control points are constrained
editing is applied only to the selected curve. horizontally to stay between the points on either
side. The amount of horizontal constraint is
Display X Axis/Y Axis/XY Axes—You can display
determined by the control point type.
one or both deformation curves using the curve
display buttons near the upper-left corner of the • You can move corner control points very close
Deformation dialog. together, until one is directly above the other.
Turn on the following buttons to display • You can move Bezier control points no closer
deformation curves: than the length of their tangent handles.
• Display X Axis—Displays only the X axis Moving Bezier Tangent Handles—You can use the
deformation curve in red. Move Control Point buttons to drag a tangent
handle’s angle and magnitude on Bezier Smooth
• Display Y Axis—Displays only the Y axis
and Bezier Corner vertices.
deformation curve in green.
• Display XY Axes—Displays X axis and Y axis Dragging a tangent handle has the following
deformation curves together, each using its constraints:
own color. • You cannot move tangent angles beyond
vertical. This prevents deformation curves
Swap Deform Curves—Copies curves between the
from doubling back on themselves.
X axis and Y axis. This button has no effect when
Make Symmetrical is on. • You cannot move tangent magnitudes beyond
the preceding or next control point on the path.
Click Swap Deform Curves to copy the X axis
curve to the Y axis, and the Y axis curve to the X Pressing Shift while moving a Bezier Smooth
axis. It doesn’t matter which curve is currently tangent handle converts the control point to a
displayed or selected. Bezier Corner type.
Deformation Dialog 371
deformation type and the curve display setting. Zoom Vertical Extents—Changes the view
The curves are color-coded by axis. magnification along the deformation values so the
entire deformation curve is displayed in the dialog.
A red curve displays deformation along the shape’s
local X axis. A green curve displays deformation Zoom Horizontally—Changes magnification along
along the shape’s local Y axis. the path length.
Control Point fields—At the bottom of the • Drag to the right to increase magnification.
Deformation dialog are two edit fields. When a • Drag to the left to decrease magnification.
single control point is selected these fields display
Zoom Vertically—Changes magnification along the
the path location and deformation amount of the
control point. deformation value.
• Drag upward to increase magnification.
Control Point Position—The left field displays the
location of the control point on the loft path as a • Drag downward to decrease magnification.
percentage of the total path length. Zoom—Changes magnification along both the
Control Point Amount—The right field displays the path length and the deformation value, preserving
deformation value of the control point. the curve aspect ratio.
• Drag upward to increase magnification.
Deformation Dialog status bar
• Drag downward to decrease magnification.
The Deformation dialogs have their own view
Zoom Region—Drag a region on the deformation
navigation buttons in the lower-right corner.
grid. The region is then magnified to fill the
These give you controls for zooming and panning
deformation dialog.
the view of the deformation grid as you edit
the curve values. The status bar also displays Pan—Drag in the view to move in any direction.
information about the current tool and the selected
Scroll bars—Drag the horizontal and vertical scroll
control point.
bars to pan the view in a single direction.
Numeric fields—These two fields are accessible only
if a single control point is selected. The first gives
the point’s horizontal position, and the second Path Commands
gives its vertical position, or value. You can edit
Select a Loft object. > Modify panel > Modifier stack
these fields with the keyboard. display > Sub-object level > Path > Path Commands
Lock Aspect—This button is present only in the
Fit Deformation dialog. When active, it restricts The Path Commands rollout appears only when
zooming to vertical and horizontal at the same you are modifying an existing loft object and have
time. selected Path from the Sub-Object list. The Put
command allows you to make a copy or instance
Zoom Extents—Changes the view magnification so of the loft path.
the entire deformation curve is visible.
Zoom Horizontal Extents—Changes the view
magnification along the path length so the entire
path area is visible in the dialog.
Shape Commands 373
Align group
The six buttons in this group let you align the
selected shape in relation to the path. Looking
down at a shape from the viewport in which it’s
Put group created, the orientation is left to right along the X
Put—Places the path into the scene as a separate axis, and top to bottom along the Y axis.
object (as a Copy or Instance). You can use a combination of these buttons
for placements such as corner alignment. The
operations are additive. In other words, you can
Shape Commands use both Bottom and Left to place the shape in the
lower-left quadrant.
Select a Loft object. > Modify panel > Modifier stack
display > Sub-object level > Shape > Shape Commands
rollout Center—Centers the shape on the path, based on
the bounding box of the shape.
These controls let you align and compare shapes Default—Returns the shape to its position when
along the loft path. first placed on the loft path. When you use Get
Shape, the shape is placed so that the path goes
Interface through its pivot point. This is not always the
same as the center of the shape. Therefore, clicking
Center is different than clicking Default.
Left—Aligns the left edge of the shape to the path.
Put group
Put—Puts the shape into the scene as a separate
Path Level—Adjusts the shape’s position on the object.
path.
Compare—Displays the Compare dialog (page
1–374) in which you can compare any number of
cross-section shapes.
Reset—Undoes rotation and scale of the shape
performed with the Select and Rotate or Select
and Scale.
374 Chapter 5: Creating Geometry
Align group
While the Compare dialog is open, you can affect
the shapes’ positions in the dialog window with the
Shape Commands rollout > Align group buttons.
Turn off Pick Shape, select a shape in the viewport,
and then click the Align group buttons. See Shape
Commands (page 1–373) for further information.
Pick Shape—Lets you select shapes to display from The Mesher compound object converts procedural
the selected loft object. Click the Pick Shape objects to mesh objects on a per-frame basis so
button in the upper-left corner of the dialog. Then, that you can apply modifiers such as Bend or
in the viewport, select the shapes to display. Select UVW Map. It can be used with any type of object,
a shape a second time to remove it from the display. but is designed primarily to work with particle
systems (page 2–237). Mesher is also useful for
When you position the mouse cursor over a shape
low-overhead instancing of objects with complex
in the loft object, the cursor image changes to
modifier stacks.
show whether the shape appears in the dialog
window: a + sign appears if the shape isn’t selected
(indicating that if you select the shape, it will be
Mesher Compound Object 375
1. Add and set up a particle system. 9. In the Parameters rollout, turn on Custom
Bounding Box, click the Pick Bounding box
2. Click the Create panel> Geometry >
button, and then select the bounding box
Compound Objects > Object Type rollout >
object.
Mesher button.
The particle stream uses the new, static
3. Drag in a viewport to add the Mesher object.
bounding box.
The size doesn’t matter, but the orientation
should be the same as that of the particle Tip: You can use any object as a bounding box,
system. so it is often fastest to use the particle system
itself. Move to the frame where the particle
4. Go to the Modify panel, click the Pick Object
system is the size you want and pick it.
button, and then select the particle system.
In the following illustration, you can see a Super
The Mesher object becomes a clone of the
Spray particle system (left) and a Mesher object
particle system, and shows the particles as mesh
derived from the Super Spray (right). A Bend
objects in the viewports no matter what the
modifier is applied to the Mesher. In the center
particle system’s Viewport Display setting is.
is a box object being used as a custom bounding
5. Apply a modifier to the Mesher object, and set box. The bounding box applied to the Bend
its parameters. For example, you might apply modifier is visible as an orange wireframe when
a Bend modifier and set its Angle parameter the modifier is highlighted in the stack.
to 180.
6. Play the animation.
Depending on the original particle system and
its settings, as well as any modifiers applied
to the Mesher object, you might be getting
unexpected results. This typically occurs
because the bounding box for the modifier, as
applied to the particle system, is recalculated
at each frame. For example, with a bent Super
Spray particle system set to spread out over
time, as the particles stream away and separate,
the bounding box becomes longer and thicker, Using a custom bounding box with a bent particle system
potentially causing unexpected results. To
resolve this, you can use another object to To modify the particles aspect of the Mesher,
specify a static bounding box. edit the original particle system.
7. To use another object’s bounding box to limit To modify the custom bounding box, move,
the modified Mesher object, first add and set rotate, or scale the bounding box object, and
up the object. Its position, orientation, and size then reapply it using the Mesher object.
are all used in calculating the bounding box.
At this point, both particle systems will render.
The original particle system must exist in order
376 Chapter 5: Creating Geometry
to be able to be used by the Mesher object, so Time Offset—The number of frames ahead of
if you want only the Mesher replica to render, or behind the original particle system that the
hide the original system before rendering. Mesher’s particle system will run. Default=0.
Build Only At Render Time—When on, the Mesher
Interface
results do not appear in the viewports, but only
Parameters rollout when you render the scene. Default=off.
Use this option to reduce the amount of
computation required for the viewport display.
Update—After editing the original particle system
settings or changing the Mesher Time Offset
setting, click this button to see the changes in the
Mesher system.
Custom Bounding Box—When on, Mesher
replaces the dynamic bounding box derived from
the particle system and modifier with a static
bounding box of the user’s choice.
Pick Bounding Box—To specify a custom bounding
box object, click this button and then select the
object.
The custom bounding box appears as an orange
wireframe when the modifier is highlighted in the
stack.
Tip: You can use any object as a bounding box, so
it is often fastest to use the particle system itself.
Move to the frame where the particle system is the
size you want and pick it.
(coordinate values)—Displays the coordinates of
the opposite corners of the custom bounding box.
Use All PFlow Events—When on, and you’ve applied
Mesher to a Particle Flow (page 2–109) system,
Mesher automatically creates mesh objects for
every event (page 3–935) in the system.
To use only certain events, turn this off and specify
the events to use with the PFlow Events group
Pick Object—Click this button and then select the
controls (see following).
object to be instanced by the Mesher object. After
doing so, the name of the instanced object appears
on the button.
ProBoolean/ProCutter Compound Objects 377
PFlow Events group not on triangles but N-sided polygons. Once the
Boolean operations are completed, the result is
When the Mesher object is applied to a Particle
retriangulated and sent back into 3ds Max with
Flow system, use these controls to create meshes
coplanar edges hidden. The result of this extra
for specific events in the system. Mesher does not
work is twofold: The reliability of the Boolean
create meshes for the remaining events.
object is extremely high, and the resulting output
[list box]—Displays all Particle Flow events is much cleaner in terms of having fewer small
currently affected by Mesher. edges and triangles.
Add—Lets you specify Particle Flow events to be
affected by Mesher.
If the Mesher object is applied to a Particle Flow
system, when you click Add, an Add PF Events
dialog opens listing all events in the system.
Highlight the events to add, and then click OK.
The events now appear in the list.
Remove—Deletes highlighted events from the list.
ProBoolean/ProCutter
Advantages of ProBoolean over the legacy 3ds Max
Compound Objects Boolean compound object include:
• Better quality mesh - fewer small edges, fewer
narrow triangles.
• Smaller mesh - fewer vertices and faces.
• Easier and faster to use - unlimited objects per
Boolean operation.
• Cleaner-looking mesh - coplanar edges
remain hidden.
• Integrated decimation and quad meshing
The ProBoolean and ProCutter compound objects In addition, ProCutter (page 1–388) is an excellent
provide you with modeling tools for combining 2D tool for exploding, breaking apart, assembling,
and 3D shapes in ways that would be difficult or sectioning, or fitting together objects such as a
impossible otherwise. The ProBoolean compound 3D puzzle. See the following illustration for an
object (page 1–378) takes a 3ds Max mesh and adds example of a goblet shattering.
extra intelligence to it prior to performing Boolean
operations. First it combines the topologies, then
it determines coplanar triangles and removes
incident edges. The Booleans are then performed
378 Chapter 5: Creating Geometry
See also
ProBoolean Compound Object (page 1–378)
ProCutter Compound Object (page 1–388)
Quad Meshing and Smoothing (page 1–392)
Supported Boolean Operations intersect each other and that each letter is closed.
Also, it’s easy to inadvertently create loft objects
ProBoolean supports Union, Intersection,
(page 1–352) and NURBS objects (page 1–1078) in
Subtraction, and Merge. The first three operations
such a way as to have self-intersections. With loft
work similarly to their counterparts in the
objects, check the ends and points where the loft
standard Boolean compound object. The Merge
curve bends.
operation intersects and combines two meshes
without removing any of the original polygons.
This can be useful for cases in which you need to
See also
selectively remove parts of the mesh. ProCutter Compound Object (page 1–388)
Also supported are two variants of the Boolean
Procedures
operations: Cookie Cutter and Imprint. Cookie
Cutter performs the specified Boolean operation To create a ProBoolean compound object:
but does not add the faces from the operands into 1. Set up objects for the Boolean operation. For
the original mesh. It can be used to cut a hole example, to subtract spherical shapes from a
in a mesh or to get the portion of a mesh inside box, create the box and spheres and arrange the
of another object. The Imprint option inserts spheres so that their volumes intersect the box
(imprints) the intersection edges between the where the subtractions should take place.
operands and the original mesh without removing
2. Select the base object. In the example in step 1,
or adding faces. Imprint only splits faces and adds
you would select the box.
new edges to the mesh of the base object (original
selected object). 3. On the Create panel > Geometry section,
choose Compound Objects from the
Editing the Boolean Object drop-down list, and then click ProBoolean.
When you access a ProBoolean or ProCutter object 4. On the Parameters rollout, choose the type of
from the Modify panel, you can add operands Boolean operation you want to use: Union,
to the existing set. You can also remove and Intersection, Subtraction, etc. Also choose
transform (move, rotate, etc.) operands. how the software will transfer the next operand
you pick into the Boolean object: Reference,
Polygon Reduction Copy, Move, or Instance. You can also choose
to retain the original material, or keep the
ProBoolean and ProCutter have a built-in default Apply Material choice: Apply Operand
decimation function. Typically, decimation is of Material.
better quality if it is integrated with the Boolean
5. Click the Start Picking button.
operations. The reason for this is that the Boolean
object contains meta-information about which 6. Pick one or more objects to participate in the
edges are intersection edges. The decimation Boolean operation.
function takes this information into account and 7. As you pick objects, you can also change,
uses it to properly maintain intersection edges. for each newly picked object, the Boolean
operation (Merge, etc.) and options (Cookie
Text, Lofts and NURBS or Imprint), as well as how the next operand is
When performing Boolean operations with text transferred to the Boolean (Reference, Copy,
objects (page 1–278), make sure characters don’t etc.) and the Apply Material choice. You
380 Chapter 5: Creating Geometry
The result is the intersection of the sphere and The cylinder’s intersecting volume is subtracted
the box; that is, a single object that represents from the previous Boolean result.
the common volume both objects occupy. In
this case, it’s the overlap of the sphere and the
box. Although neither has a material at this
point, the result uses the default color originally
assigned by the software, at random, to the box
when it was created.
Interface
Modifier stack
With an unmodified ProBoolean object selected,
the modifier stack shows a single, expandable
entry: ProBoolean.
Subtraction—Removes the volume of a selected Note: The result of the Imprint operation is always
object from the original object. the same; the main Operation choice has no effect
on it.
386 Chapter 5: Creating Geometry
Display—Choose one of the following display the Boolean object. Each extracted operand
modes: becomes a top-level object again.
• Result—Displays only the result of the Boolean • Copy—Extracts a copy of the operand or
operations, not the individual operands. operands highlighted in the hierarchy view
Choosing Result also activates the ProBoolean list. The original operand remains part of the
level in the modifier stack (page 1–382). Boolean result.
click the first, and then Shift +click the last. To • When Selected—Updates occur whenever the
highlight multiple non-contiguous entries, use Boolean object is selected.
Ctrl +click. To remove highlighting from a list • When Rendering—Updates are applied to the
entry, Alt +click the highlighted item. Boolean object only at render time, or when
At the ProBoolean level in the modifier stack, you click Update.
you can perform only sub-object operations (page Update—Applies changes to the Boolean object.
1–386) on highlighted items. At the Operands Available with all options except Always.
sub-object level, you can transform highlighted
Note: When you first create a ProBoolean object
operands as well as perform sub-object operations;
see Modifier stack (page 1–382) for details. with Manually or When Rendering active, no
operands, including the base object, are visible
Advanced Options rollout until you update at least once. Thereafter, the
base object is visible, but no subsequently picked
operands are until you update again.
Decimation %—The percentage of edges to remove
from the polygons in the Boolean object, thus
reducing the number of polygons. For example, a
Decimation % setting of 20.0 removes 20 percent
of the polygon edges.
1. Decimation %=0.0
2. Decimation %=30.0
3. Decimation %=60.0
4. Decimation %=80.0
Note: When Make Quadrilaterals is on, the Following is a list of ProCutter features:
Decimation setting has no effect. • Break apart a stock object into elements of an
Quad Size %—Determines the size of the editable mesh or into separate objects using
quadrilaterals as a percentage of the overall cutters that are either solids or surfaces.
Boolean object length. • Use one or more cutters on one or more stock
objects at the same time.
Planar Edge Removal group
• Perform a volume decomposition of a set of
This option determines how the polygons on cutter objects.
planar faces are handled. Choose one of the
• Use a single cutter many times without
following:
maintaining the history.
• Remove All—Removes all extra coplanar edges
on a face such that the face itself will define the See also
polygon.
ProBoolean Compound Object (page 1–378)
• Remove Only Invisible—Removes invisible edges
on each face. Procedure
• No Edge Removal—No edges are removed. To use ProCutter:
1. Select an object to use as a cutter.
Stripes and bumps with Quad Size %=2.0 Coplanar edges not removed from original box
Procedures
To create a damper:
1. Drag and release to specify the diameter.
2. Move the mouse and click to specify the overall
height of the damper.
Bound to Object Pivots—Choose this option when Generate Mapping Coords—Sets up the required
binding the damper to two objects, using the coordinates for applying mapped materials to the
buttons described next. object. Default=on.
Fillet 2—The size of the fillet on the upper edge of Boot Parameters group
the main housing.
Fillet Segs—The number of segments for Fillet
2. The higher this setting, the rounder the fillet
profile appears.
Inside Dia—Specifies the inside diameter of the
main housing, which is actually a tube rather than
a cylinder.
Smooth Cylinder—When on, smoothing is applied
to both the base and the main housing.
Stop Thick—The thickness (height) of the stop ring. The parameters in this group box, available only
when End Point Method is set to Bound to Object
Setback—The distance of the stop ring from the
Pivots, specify how forces are applied by the
top of the piston.
damper object in a dynamics simulation.
Stop Fillet—The size of the fillet on the upper edge
Damper Parameters—Provides parameters for a
of the stop ring.
damper type of object. Specifically, this simulates
Fillet Segs—The number of segments the stop fillet. a viscous linear damper, which provides linear
The higher this setting, the round the fillet profile resistance to motion (between the two binding
appears. objects) proportional to the rate at which the
damper experiences displacement. The faster it
Smooth Boot—When on, smoothing is applied to
gets hit, the harder it fights back. Push it slowly,
the boot.
and there’s almost no resistance.
Dynamics Parameters group • Object is Damper—Select this option to use
the damper object as a damper rather than an
actuator.
Drag—Specifies the force per unit linear speed,
measured in one of the methods specified below.
• Drag is measured in—Lets you specify the
measurement of drag to use: Pounds per
in(ch)/sec or Newtons per m(eter)/sec.
• Damper works in—Provides directional options
for the damper.
Compression Only—The damper reacts only to
compression forces.
Extension Only—The damper reacts only to
expansion forces.
Both—The damper reacts to both compression
and expansion forces.
Actuator Parameters—Provides parameters for an
actuator. When used as an actuator, the damper
object exerts force between the two binding
objects. A real-world example might be the
thrusting piston in a log splitter. When used in a
simulation, the force is applied by adjusting the
Unlike the Spring object, the damper can also be value in the Force spinner. You can see the result
used as an actuator. Basically, a damper absorbs only after solving the dynamics simulation.
force (like a shock absorber) while an actuator • Object is Actuator—Choose this when using the
applies force. damper object as an Actuator.
400 Chapter 5: Creating Geometry
Force—Specifies the amount of force exerted so all of the dynamics parameters will be
between the two bound objects. Positive values disabled for the spring object.)
push the objects apart, while negative values pull 3. Include at least one of the bound objects or
them together. a parent of one of the bound objects in the
• Force is measured in— Lets you specify the simulation. For example, you can bind the
measurement of force to use: Pounds per inch ends of a spring to two dummy objects, and
or Newtons per meter. one of the dummies can be the child of an
object that’s included in the simulation. The
dummy without a parent will be stationary and
Spring Dynamics Object the spring will pass its force through the other
dummy to its parent.
Create panel > Geometry > Dynamics Objects > Object
Type rollout > Spring button Note: Spring is an "ideal" object with no mass.
While it can be used in dynamics simulations,
Create menu > Dynamics > Spring
it cannot participate directly in collisions or
The Spring object is a dynamics object in the shape effects. A spring can only exert force on other
of a coiled spring that lets you simulate a flexible objects in simulations. As a result, when you
spring in dynamics simulations. You can specify assign a spring object to a dynamics simulation,
the overall diameter and length of the spring, the and then view it in the Edit Object dialog, all of
number of turns, and the diameter and shape of its the parameter settings are disabled.
“wire.” When used in a dynamics simulation, the
compression and extension pressure of the spring Interface
are calculated as well. Spring Parameters rollout
Procedures
To create a spring:
1. Drag and release to specify the outside
diameter.
2. Move the mouse and click to specify the overall
length of the spring.
Segments—This spinner lets you specify the total Wire Shape group
number of manual segments in the spring.
Smoothing—Provides various methods of
smoothing the object. The options here work the
same as those in the Torus primitive (page 1–180).
• All—All surfaces are smoothed.
• Sides—Smoothing runs along the length of the
wire, but not around its perimeter.
• Segments—Smoothing runs around the
perimeter of the wire, but not along its length.
• None—No smoothing is applied.
Renderable—When on, the object appears in the
rendering; when off, the object does not appear.
Generate Mapping Coords—Assigns mapping
coordinates to the object. Default=on.
Dynamics Parameters group Spring works in—Lets you specify the type of force
you want the spring to exert. While most springs
actually provide both compression and extension
force, if your simulation requires only one, you can
save calculation time by using one instead of both.
• Compression Only—This type of spring provides
only expansive force when its length is shorter
than the specified Free Length.
• Extension Only—Provides contractive force
when its length is greater than the specified
Free Length.
• Both—Provides both expansive and contractive
force, depending on the variation from Relaxed
Hgt.
Enable Nonlinearity—When on, the compression
and extension of the spring are non-linear, based
These parameters specify the forces that the spring on the assumption that a spring has physical
contributes to a dynamic simulation. limits to the amount it can stretch or contract.
Thus, the further the spring gets from the Relaxed
Relaxed Hgt—Specifies the height (or length)
Hgt setting, the less linear the feedback. The
at which the spring is "relaxed" and therefore
404 Chapter 5: Creating Geometry
non-linear compression is calculated using the • Sunlight (page 1–418) creates and animates a
relationship between the coil dimensions, wire directional light that follows the geographically
diameter, and length. Extension compares the correct angle and movement of the sun over the
relationship between the wire diameter and overall earth at a given location.
spring diameter. • Daylight (page 1–418) creates an assembly with
a sky and a sun. Using the Get location function
you can create and animate a light that follows
the geographically correct angle and movement
of the sun over the earth at a given location.
Creating Systems • Biped (page 2–843) creates a two-legged
Create panel > Systems character skeleton designed for animation.
Systems are primarily intended for plug-in (page
A system combines objects, linkages, and 3–995) component software. Additional systems
controllers to produce an object set that has might be available if your configuration includes
behavior as well as geometry. Systems help you plug-in systems.
create animations that would be much more
difficult or time-consuming to produce using You can externally reference system objects in your
features independently. Systems can range from scene. For more information, see XRef Objects
simple object generators to full-scale subsystem (page 3–394).
programs.
Procedure
To create a system:
1. On the Create panel, click Systems.
The Systems panel is displayed.
2. On the Object Type rollout, choose a system
to create.
3. Drag in a viewport to create the system.
Bones System
• Bones (page 1–404) creates a hierarchically
Create panel > Systems > Bones button
linked set of bones and joints.
Animation menu > Bone Tools > Create Bones
You can transform and animate bones using
both forward and inverse kinematics. See
Animating with Forward Kinematics (page A Bones system is a jointed, hierarchical linkage
2–426) and Inverse Kinematics (IK) (page of bone objects that can be used to animate
2–435). other objects or hierarchies. Bones are especially
useful for animating character models that have
• Ring Array (page 1–415) creates a ring of boxes.
Bones System 405
IK chain. If you are not going to assign an IK solver from the list in the IK Chain Assignment
chain to the hierarchy, you can delete the small rollout, and then turn on Assign To Children.
nub bone. When you exit bone creation, the chosen IK solver
is automatically applied to the hierarchy. The
solver extends from the first bone in the hierarchy
to the last.
For more information about IK, see Introduction
to Inverse Kinematics (page 2–435).
Creating a simple chain of three bones When you first create a bones system, the position
of the bones is the initial state. Before you assign
3ds Max lets you create a branching hierarchy of an IK solver or method, you can change the
bones. To create a branching hierarchy, such as initial state of the bones by moving, rotating, or
legs branching from a pelvis, do the following: stretching the bones individually.
1. Create a chain of bones, and then right-click
to exit bone creation. Bone Color
2. Click Bones (or Create Bones) again, and By default, bones are assigned the color specified
then click the bone where you want to begin for Bones in the Colors panel (page 3–799) of the
branching. The new chain of bones branches Customize User Interface dialog (page 3–792).
from the bone you click. Choose Object as the Element and then choose
Bones in the list. You can change the color of
Warning: The behavior of a branching bone
hierarchy is not always intuitive.
individual bones by selecting the bone, clicking the
active color swatch next to the bone’s name in the
Note: You can also use Select And Link (page 2–422) Create panel or Modify panel, and then selecting a
to connect one bone hierarchy to its branches. color in the Object Color dialog (page 1–159).
However, except for this one special case, using
Select And Link with bones is not recommended. You can also use the Bone Tools (page 1–411) to
To edit an existing bone structure, whether assign bone colors, or to assign a color gradient
branching or not, use the Bone Tools (page 1–411) to a bone hierarchy.
instead.
Bone Fins
Assigning IK Controllers to Bones Fins are visual aids that help you clearly see a
By default, bones are not assigned inverse bone’s orientation. Fins can also be used to
kinematics (IK). Assigning an IK solver can be approximate a character’s shape. Bones have three
done in one of two ways. Typically, you create a sets of fins: side, front, and back. By default, fins
bone hierarchy, then manually assign an IK solver. are turned off.
This allows for very precise control over where IK
chains are defined.
The other way to assign an IK solver is more
automatic. When you create bones, choose IK
Bones System 407
Procedures
To create a bones system:
Interface
2. Click the Modify tab on the command IK Chain Assignment rollout (creation time only)
panel.
3. Change settings in the Bone Parameters rollout.
Bone Parameters rollout (creation and • Size—Controls the size of the fin.
modification time)
• Start Taper—Controls the start taper of the fin.
• End Taper—Controls the end taper of the fin.
•
Front Fin—Lets you add a fin to the front of the
bone you create.
• Size—Controls the size of the fin.
• Start Taper—Controls the start taper of the fin.
• End Taper—Controls the end taper of the fin.
Back Fin—Lets you add a fin to the back of the bone
you create.
• Size—Controls the size of the fin.
• Start Taper—Controls the start taper of the fin.
• End Taper—Controls the end taper of the fin.
Generate Mapping Coords—Creates mapping
coordinates on the bones. Since the bones are
renderable, they can also have materials applied,
which can use these mapping coordinates.
Once you’ve set objects to function as bones, Bone Editing Tools Rollout (page 1–411)
applying an IK solution behaves as it does for
Fin Adjustment Tools Rollout (page 1–413)
standard bone objects. The geometry of the boned
objects can stretch or squash during animation. Object Properties Rollout (Bone Tools) (page 1–414)
Procedure
To use objects as bones:
Bone Tools
Animation menu > Bone Tools
Bone Pivot Position group create a new connecting bone. The first selected
bone will become a parent to the connecting bone,
Bone Edit Mode—Lets you change the lengths of
which is in turn a parent to the second selected
bones and their positions relative to one another.
bone.
When this button is on, you can change the length
Delete Bone—Deletes the currently selected bone,
of a bone by moving its child bone. In effect, you
removing all its parent/child associations. A nub is
can scale or stretch a bone by moving its child
placed at the end of the deleted bone’s parent. Any
bone while in this mode. You can use this tool
IK chains that included this bone become invalid.
both before and after assigning an IK chain to the
bone structure. Reassign Root—Makes the currently selected bone
the root (parent) of the bone structure.
When Bone Edit Mode is on, you cannot animate,
and when Auto Key or Set Key is on, Bone Edit If the current bone is the root, clicking this has no
Mode is unavailable. Turn off Auto/Set Key to edit effect. If the current bone is the end of the chain,
bones. the chain is completely reversed. If the current
Note: Moving a bone in Bone Edit mode affects bone is in the middle of the chain, the chain
the length of both the child and its parent. If the becomes a branching hierarchy.
bones aren’t spatially aligned in the usual way (for Refine—Splits a bone in two. Click Refine, and
example, if you are using other objects as bones), then click a bone where you want it to split.
this might have unexpected results.
Mirror—Opens the Bone Mirror dialog (see
Bone Tools group following), which lets you create mirror copies of
selected bones without changing the sign of the
Create Bones—Begins the bone-creation process.
bones’ scale. Instead, Mirror flips one of the bone
Clicking this button is the same as clicking Create
axes: Y or Z. You can specify the mirroring axis
panel > Systems > Bones (page 1–404).
and the flip axis with the dialog controls.
Create End—Creates a nub bone at the end of the
currently selected bone. If the selected bone is not Bone Mirror Dialog
at the end of a chain, the nub is linked in sequence
between the currently selected bone and the next
bone in the chain.
Remove Bone—Removes the currently selected
bone. The bone’s parent bone is stretched to reach
the removed bone’s pivot point, and any children
of the removed bone are linked to its parent. Any
IK chains that included the removed bone will
remain intact.
Opens when you click the Mirror button. Use it
Connect Bones—Creates a connecting bone to specify the mirroring axis, the flip axis, and an
between the currently selected bone and another offset value.
bone. When you click this button, a dotted line
While the dialog is open, you can see a preview of
appears in the active viewport from the first
the mirrored bone(s) in the viewports. Click OK
selected bone. Move the cursor to another bone to
to create the bones, or Cancel to prevent creation.
Fin Adjustment Tools Rollout 413
Fins group
Side Fins—Adds side fins to selected bones.
• Size—Controls the size of the fin.
• Start Taper—Controls the start taper of the fin.
Bone On/Off—When turned on, the selected
• End Taper—Controls the end taper of the fin. bone or object behaves as a bone. Turning this
Front Fin—Adds front fins to selected bones.
option off causes the object to stop behaving like
a bone: there is no auto alignment or stretching.
• Size—Controls the size of the fin. Default=on for bone objects, off for other kinds
• Start Taper—Controls the start taper of the fin. of objects.
• End Taper—Controls the end taper of the fin. Note: Turning this option on doesn’t immediately
cause objects to align or stretch. However, future
Back Fin—Adds fins to the backs of selected bones.
transforms of children can cause rotation and
• Size—Controls the size of the fin. stretching.
• Start Taper—Controls the start taper of the fin. Freeze Length—When turned on, the bone
• End Taper—Controls the end taper of the fin. maintains its length. When turned off, the bone’s
length is based on the translation of its child bone.
This option is available only if Bone On is on.
Object Properties Rollout (Bone Default=on.
Tools) Warning: When you turn on Freeze Length, this has no
Animation menu > Bone Tools > Bone Tools floater > visible effect unless you transform the child of the object
Object Properties rollout to which Freeze Length is applied.
This option is available only if Bone On is on. Stretch and Axis Options
Default=on.
Stretch—Determines what kind of stretch takes
Note: Changing the Auto-Align state does not place when the child bone is transformed and
have an immediate visual effect on the skeleton. It Freeze Length is off. Default=Scale.
affects future behavior when bones are moved.
• None—No stretch takes place.
Correct Negative Stretch—When turned on, any • Scale—Lets the bone scale. The stretch happens
stretching of the bone that results in a negative along one axis.
scale factor will be corrected to a positive number.
• Squash—Lets the bone squash. The bone gets
This option is available only if Bone On is on.
fatter as it gets shorter, and thinner as it gets
Default=on.
longer.
Realign—Causes the bone’s X axis to realign and
Axis—Determines the axis used for the stretch.
point at the child bone (or the average pivot of
multiple children). Normally this alignment • X/Y/Z—Choose the axis for scaling or squashing.
is maintained, and there is no need to use this • Flip—Flips the stretch along the selected axis.
option. However, it is possible for the bones to
come out of alignment by turning off Auto-Align
and moving a child bone. Use Realign to align the Ring Array System
bone back to its child. This option is available only
if Bone On is on. Create panel > Systems > Ring Array button
Reset Stretch—Stretches the bone to reach its child The Ring Array object consists of a dummy object
object if the child has been moved away from the (page 2–16) surrounded by a ring of boxes. You
bone. This option is available only if Bone On is can arrange the boxes in the ring along a sine
on. curve, vary their number, and animate the ring
Reset Scale—Resets a stretched bone’s internally array’s parameters. You can also replace the boxes
calculated scale to 100% on each axis. Using this with other objects using Track View, as described
option avoids unexpected behavior due to objects in the Procedures section, below.
which are both linked and scaled. This option
has no visual effect on the bone. This option is
available only if Bone On is on.
Procedures
To create the ring array system:
Radius—Sets the radius of the ring. You set the • Daylight combines Sunlight (page 3–1018)
initial Radius value when you drag to create the and Skylight (page 3–1012). The Sunlight
ring array. component can be an IES Sun light (page
2–1309), an mr Sun light (page 2–1319), or
Amplitude—Sets the amplitude of the ring’s sine
a standard light (a target direct light (page
curve, in active units. Amplitude is a height offset
2–1292)). The Skylight component can be an
from the local origin of the center dummy object.
IES Sky light (page 2–1312), an mr Sky light
Cycles—Sets the number of cycles in the ring’s sine (page 2–1318), or a Skylight (page 2–1296).
curve. When Cycles is 0.0, the ring is flat. When • The IES Sun and IES Sky lights are
Cycles is 1.0, the ring is tilted. Greater values photometric lights. It is appropriate to use
increase the number of peaks in the curve. them if you are creating a rendering that uses
Phase—Offsets the phase of the wave. That is, radiosity (page 3–51) with exposure control
it has the effect of moving the wave along the (page 3–293).
circumference of the ring. Whole values have no • The mr Sun and mr Sky lights are also
effect; only fractional values do. photometric, but are intended for use with
Number—Sets the number of boxes in the ring. the mental ray Sun & Sky (page 2–1313)
solution.
• The Standard light and Skylight are not
photometric. It is appropriate to use them if
your scene uses standard lighting (Sunlight
Sunlight and Daylight with its Directional light works for this, too),
or if you are using light tracing (page 3–44).
Systems
Create panel > Systems > Sunlight button and Daylight
button
diameter of the hotspot is set to 65 per cent of the also offer you the options of choosing no
longest diagonal length of the scene extents (page sunlight or no skylight.
3–1007). Controls for the geographic location and time
of day are on the Motion panel. The default
Procedures time is noon, and the default date and time zone
To create a Sunlight or Daylight system: are based on your computer’s local settings.
The default location is San Francisco, CA.
1. On the Create panel, click Systems The directional light created by the system is
and then click Sunlight or Daylight. managed by two special controllers: Solar Date
Alternatively, you can create a Daylight system and Solar Time. After you create your system,
from the Create menu > Lights or Systems you can access its creation parameters (time
submenu. and date, location, orbital scale, and location)
in the Motion panel for the directional light.
2. Choose a viewport in which to create a compass
The parameters are interrelated, so you can
rose (the compass direction of your "world").
adjust them in any order. Generally, it’s easiest
This should be a Top or Perspective/Camera
to choose a location first, and then adjust the
view.
date and time. You can access the parameters
3. Drag to create the radius of a compass rose (the for selected sunlight or skylight objects in the
radius is for display purposes only), and then Modify panel. The radius of the compass rose
release the mouse button and move the mouse is also editable from the Modify panel, after
to set the orbital scale of the sun light over the selecting the compass rose object.
compass rose. This can be any distance you
If Date/Time position is selected the Sun
find convenient, since directional and IES Sun
and Sky multipliers are automatically set and
lights produce parallel illumination regardless
animated according to their position. They can
of where their icon is located. Click to finish.
be edited only by using the Manual Position
Upon creation you have two objects in your override.
scene:
Tip: Use Exposure Control with Daylight if your
• The compass rose (page 2–27), which is scene rendering is too bright or too dark.
a helper object that provides the world
direction for your sun. Example: To create a shadow study:
• The light itself, which is a child of the
compass rose, and is permanently targeted 1. Create a Daylight system.
on the center of the compass rose. 2. On the Modify panel, set the date and Location.
If you created a Daylight system, the Daylight Note: Once the Daylight system has been
Parameters rollout on the Modify panel lets created, you can find these controls on the
you choose the type of sunlight and skylight. Motion panel.
The Sunlight drop-down list lets you choose
IES Sun, mr Sun, or Standard (directional). 3. Turn on the Auto Key button.
The Skylight drop-down list lets you choose
4. In the Control Parameters Time group, adjust
IES Sky, mr Sky, or Skylight. These lists
the Hours spinner to a start time in early
morning.
420 Chapter 5: Creating Geometry
Position group
5. Click the Go To End button.
Manual—When on, you can manually adjust the
6. Animate the end time to late afternoon.
location of the daylight assembly head object in
7. For a complete view of your environment and your scene, as well as the intensity value of the
its shadows, render an animation from a Top sunlight.
viewport or a view above your scene.
Date, Time and Location—When on, uses the
Interface geographically correct angle and movement of the
sun over the earth at a given location.
Daylight Parameters rollout (Daylight system
only) Note: When Date, Time And Location is active,
adjusting the light’s intensity has no effect.
The Daylight Parameters rollout lets you define
the daylight system’s sun object. You can set the Setup—Opens the Motion panel (page 3–774),
sunlight and skylight behaviors. allowing you to adjust the time, location, and site
of your daylight system.
This rollout appears on the Modify panel when the
light component of the Daylight system is selected. Skylight—Select one of three options for skylight
in your scene:
• IES Sky—Uses an IES Sky (page 2–1312) object
to simulate skylight.
• mr Sky—Uses the mr Sky light (page
2–1318) to simulate the sun.
• Skylight—Uses a Skylight (page 2–1296) object
to simulate skylight.
• No Skylight—No skylight is simulated.
Active—Turns skylight on and off in the viewport.
Location group
Provides controls for setting the location of your
scene in the world.
Get Location—Displays the Geographic Location
dialog (page 1–422), which lets you set the latitude
and longitude values by selecting a location from
a map or a list of cities.
Note: For precise locations, enter exact coordinates
using Latitude/Longitude.
Manual Override (Daylight system only)—When on,
[city name text box]—Displays the name of the city
you can manually adjust the location of the sun
you choose from the Geographic Location dialog.
object in your scene, as well as the intensity value
If you adjust the Latitude or Longitude spinners
of the sun object.
after choosing a location, this area becomes blank.
Azimuth/Altitude—Displays the azimuth and
Latitude/Longitude—Specify the location based on
altitude of the sun. Azimuth is the compass
the latitude and longitude.
direction of the sun in degrees (North=0,
East=90). Altitude is the height of the sun above Site group
the horizon in degrees (Sunrise or Sunset=0).
Orbital Scale—Sets the distance of the sun (the
Time group directional light) from the compass rose. Because a
directional light casts parallel beams, this distance
Provides settings for the time, date, and time zone.
has no effect on the accuracy of the sunlight.
If the location you choose uses Daylight Savings However, the light must point toward your model
Time, turn on the Daylight Saving Time checkbox. (not away from it), and the light’s hotspot and
falloff do have an effect.
422 Chapter 5: Creating Geometry
The best way to ensure that the light is set up 4. Click OK to set the Latitude and Longitude to
correctly is to change one viewport to the light’s the location of the cross.
view (for example, Sun 01). Then adjust the light’s
location using Dolly (page 3–751), and set the To choose a city by name:
hotspot so it illuminates the whole model, with no 1. Choose a map from the Map list.
falloff.
The City list updates to show cities in the region
North Direction—Sets the rotational direction of the map.
of the compass rose in the scene. This is the 2. Choose the name of a city from the list.
geographical orientation of the compass rose. By
3. Click OK to set the Latitude and Longitude to
default, north is 0 and points along the positive Y
axis of the ground plane. Positive X (East) is 90 the location of the city.
degrees. Adjust the North Direction to correspond
to your site. Accuracy of the system depends on Interface
this correspondence.
World Axis
Axis Tripod and World Axis
In the lower-left corner of each viewport you
Two visual aids in 3ds Max give you information can find the world axis, which shows the current
about your current orientation in the workspace. orientation of the viewport with respect to world
coordinate system. The world axis colors are red
Axis Tripod for X, green for Y, and blue for Z. You can toggle
If no transform tool is active, an axis tripod the display of the world axis in all viewports by
appears in the viewports whenever you select one turning off Display World Axis, on the Viewports
or more objects, to assist you visually in your panel (page 3–821) of the Preference Settings
transforms. When a transform tool is active, the dialog.
transform gizmo (page 1–426) appears instead,
unless you’ve turned it off.
See also
Using Transform Gizmos (page 1–426)
Transform Managers (page 1–433)
Specifying a Reference Coordinate System (page You can use the Transform gizmo to easily
1–435) restrict transforms to one or two axes. See
Using Transform Gizmos (page 1–426).
Choosing a Transform Center (page 1–435)
To cancel a transform:
Using the Axis Constraints (page 1–437)
• Right-click while you’re dragging the mouse.
Failure to Move or Rotate
To transform an object from the quad menu:
In some cases, an object might fail to move or
1. Right-click a selected object. The quad menu
rotate, even when the proper button is on and the
object is selected. This could be due to one of the (page 3–694) lists the three transforms.
following reasons: 2. Choose one of the transforms. The equivalent
• The object is frozen. See Selecting Objects (page transform button is selected on the main
1–61). toolbar.
3. Drag the object to apply the transform.
• A transform controller has been assigned to the
object. See Animation Controllers (page 2–307).
To use transform type-in:
• Inverse Kinematics mode is on and the
1. Choose Tools menu > Transform Type-In to
preference called Always Transform Children
display the dialog.
of the World is off. See Introduction to Inverse
Kinematics (IK) (page 2–435). 2. Apply a transform to a selected object.
3. You can do any of the following, switching from
Procedures one to the other as required.
To transform an object using the Main toolbar: • Type a value in an axis field and press
Enter to apply the transform change to the
1. On the Main toolbar, click selection.
one of the three transform buttons: Select And • Drag a spinner in an axis field to update the
Move (page 1–439), Select And Rotate (page selection.
426 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Rotate gizmo
Using Transform Gizmos 427
Move Gizmo
The Move gizmo includes plane handles, and the
option to use a center box handle.
You can select any of the axis handles to constrain
movement to that axis. In addition, the plane
handles allow you to constrain movement to the
XY, YZ, or XZ planes. The selection hotspot is
Scale gizmo
within the square formed by the plane handles.
You can change the size and offset of the handles
The Transform gizmos are viewport icons that and other settings on the Gizmos panel (page
let you quickly choose one or two axes when 3–832) of the Preferences dialog (page 3–815).
transforming a selection with the mouse. You
choose an axis by placing the mouse over any axis
of the icon, and then drag the mouse to transform
the selection along that axis. In addition, when
moving or scaling an object, you can use other
areas of the gizmo to perform transforms along
any two axes simultaneously. Using a gizmo avoids
the need to first specify a transform axis or axes
on the Axis Constraints toolbar (page 3–687), and
also lets you switch quickly and easily between
different transform axes and planes.
A Transform gizmo appears when one or more
objects are selected and one of the transform
buttons (Select And Move (page 1–439), Select And
Rotate (page 1–439), or Select And Scale (page
1–440)) is active on the toolbar. Each transform
type uses a different gizmo. By default, each axis is
The Move gizmo with the YZ axes selected.
assigned one of three colors: X is red, Y is green,
and Z is blue. The corners of the Move gizmo are You can constrain translation to the viewport
assigned the two colors of the related axes; for plane by dragging the center box. To use this
example, the corner for the XZ plane is red and optional control, turn on Move In Screen Space.
blue.
When you position the mouse over any axis, it
turns yellow to indicate that it’s active. Similarly,
428 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Rotate Gizmo
The Rotate gizmo is built around the concept
of a virtual trackball. You can rotate an object
freely, about the X, Y, or Z axis, or about an axis In addition to XYZ rotation, you can also use free
perpendicular to the viewport. rotation or the viewport handle to rotate objects.
Drag inside the Rotate gizmo (or the outer edge
of the gizmo) to perform free rotation. Rotation
should behave as if you were actually spinning the
trackball.
The outermost circle around the Rotate gizmo is
the Screen handle, which lets you rotate the object
on a plane parallel to the viewport.
You can adjust settings for the Rotate gizmo on
the Gizmos panel (page 3–832) of the Preferences
dialog (page 3–815)
The axis handles are circles around the trackball. Scale Gizmo
Drag anywhere on one of them to rotate the The Scale gizmo includes plane handles and
object about that axis. As you rotate about the X, scaling feedback through the stretching of the
Y, or Z axis a transparent slice provides a visual gizmo itself.
representation of the direction and amount of
rotation. If you rotate more than 360°, the slice The plane handles let you perform uniform and
overlaps and the shading becomes increasingly non-uniform scaling without changing your
opaque. The software also displays numerical data selection on the main toolbar:
to indicate a precise rotational measurement. • To perform Uniform scaling, drag in the center
of the gizmo.
Using Transform Gizmos 429
You can adjust settings for the Scale gizmo on The sphere moves along the XY plane.
the Gizmos panel (page 3–832) of the Preferences 7. Press the Spacebar to turn on Selection Lock
dialog (page 3–815) (page 3–707).
8. Drag the mouse anywhere in a viewport away
Notes
from the selection.
Using a Transform gizmo sets the default axis
The sphere moves along the XY plane.
constraint to the last axis or plane you used.
9. Point to the X shaft, and drag.
If Lock Selection Set is on, you can drag anywhere
in the viewport to transform the object. Dragging The sphere moves along only the X axis.
an axis, however, still applies the constraint along Experiment with other transformations, such
that axis. as rotation and scale. Try different reference
coordinate systems. Experiment with sub-object
Procedure transformations.
Example: To explore use of the transform gizmo:
Interface
1. Reset the program, then create a sphere, Change default colors—Customize menu >
and then click the Select and Move button. Customize User Interface dialog > Colors panel
The Transform gizmo appears at the center of (page 3–799) > Gizmos Element > Active
the sphere. Because the default axis constraint Transform Gizmo and Transform Gizmo X/Y/Z.
on the Axis Constraints toolbar is XY Plane, Enable/disable Transform Gizmo—Customize menu
the X and Y shafts of the Transform gizmo are > Preferences > Gizmos panel (page 3–832) > On
yellow (active), while the Z shaft is blue. check box.
Note: When you turn off the Transform gizmo
2. Use Arc Rotate (page 3–744) to adjust
the Perspective view for a better view of in Preferences, the standard axis tripod appears
the Transform gizmo. When you’re done, instead. To toggle display of either the gizmo or
right-click to return to Select and Move . the tripod, press the X key or use Views menu >
Show Transform Gizmo.
3. Point to any part of the sphere away from the
Transform gizmo, and drag to confirm that the There are additional controls for each Gizmo in
sphere is locked to the XY plane. the Gizmos panel (page 3–832) of the Preferences
dialog.
4. Point to the Z-axis shaft, and drag.
The Z shaft turns yellow, the X and Y shafts Gizmos Preferences (page 3–832)
turn red and green, respectively, and the sphere
moves along the Z axis.
5. Point to the Y shaft, and drag.
The Y shaft turns yellow, and the sphere moves
along only the Y axis.
6. Point to the red-and-green corner mark
opposite the ends of the X and Y axes, and drag.
Transform Type-In 431
See Basics of Creating and Modifying Objects (page Absolute group (Dialog)
1–153) for information on sub-object selection
and gizmos.
Procedure
To use transform type-in:
1. Select an object or a group of objects.
2. Choose a transform to perform on the objects
(Move, Rotate, or Scale). X, Y, and Z—Display and accept entry for absolute
values of position, rotation, and scale along each
3. You can do any of the following, switching from
axis. Position and rotation are always displayed, as
one to another as required:
world scale is always local.
• Type a value in an axis field and press Enter
to apply the transform change to the object Offset group (Dialog)
in the viewport.
X, Y, and Z—Display and accept entry for offsets
• Drag a spinner in an axis field to update the of the position, rotation, and scale values along
object in the viewport. each axis.
• Drag the object to apply the transform and
Displayed offset values revert to 0.0 after each
read the resulting change in the axis fields.
operation. For example, if you enter 45 degrees
For example, if Move is active, the fields in a Rotate Offset field, when you press Enter ,
read out both the absolute positions of the the software rotates the object 45 degrees from
selected object in world space. If no object is its previous position, increases the Absolute field
selected, the fields turn gray. value by 45 degrees, and resets the Offset field to
0.0.
Interface
Offset labels reflect the active reference coordinate
Status bar system. The Offset can be Offset: Local, Offset:
Parent, and so on. If you use Pick to select the
reference coordinate system of a particular object,
Absolute/Offset Mode Transform the Offset will be named with that object.
Type-In—When this is off, the software treats
values you enter into the X, Y, and Z fields as
absolutes. When this is on, the software applies Animating Transforms
transform values you enter as relative to current You can animate changes in position, rotation, and
values; that is, as an offset. Default=off. scale (transforms) by turning on the Auto Key
X, Y, and Z—Display and accept entry for values of button and then performing the transform at any
position, rotation, and scale along each axis. frame other than frame 0. This creates a key for
that transform at the current frame.
Transform Managers 433
2. From the Transform Coordinate System list, For example, you might select a single object and
choose Pick, and then click the point object. choose Use Transform Coordinate Center, and
then select multiple objects and choose Use Pivot
The name of the point object appears in the list
Point Center. When you next select a single object,
as the active coordinate system.
the program switches back to Use Transform
Now you can use the point object’s coordinate Coordinate Center. Then, when you select multiple
system as an adjustable axis. objects, the center switches back to Pivot Point.
1. User selects single object. To avoid this discrepancy, if the Auto Key button is
2. User clicks Use Transform Coordinate Center from Use Center on and either the Rotate or Scale button is active,
flyout on Main toolbar. the Use Center flyout is unavailable and set to Use
3. User adds second object to selection. Pivot Point. When the Auto Key button is off,
4. Transform center changes to Use Selection Center when all transforms use the center settings previously
selection set contains more than one object. described.
5. User clicks Use Pivot Point Center while multiple objects
still selected. You can override this behavior by turning off
6. User selects single object. Local Center During Animate (page 3–830) in the
7. Transform center returns to Use Transform Coordinate Animation Preferences settings.
Center (see step 2).
Keep in mind that this affects only the center of
8. User selects multiple objects.
the transform. The orientation of the selected
9. Transform center returns to Use Pivot Point Center (see step
transform coordinate system is still in effect.
5).
Animating "Off-Center"
Transforming About Snapped Points
You can animate a rotation or scale about an
While the transform center choices are often useful
off-center point by linking your object as the child
at the object level, they are not usually convenient
Using the Axis Constraints 437
Right-click an object. > quad menu > Transform quadrant Edit menu > Select and Rotate
> Move
Edit menu > Select and Move Use the Select and Rotate button or the Rotate
command on the Edit or quad menu to select and
Use the Select And Move button or the Move rotate objects.
command on the Edit or quad menu to select and To rotate a single object, you don’t need to select it
move objects. first. When this button is active, clicking an object
To move a single object, you do not need to select it selects it and dragging the mouse rotates it.
first. When this button is active, clicking an object When you are rotating an object about a single
selects it and dragging the mouse moves it. axis (as is usually the case), don’t rotate the
mouse, expecting the object to follow the mouse
440 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
movement. Just move the mouse straight up and 6. Rotate the object on the same axis by an amount
straight down. Up rotates the object one way, greater than 180 degrees.
down rotates it the opposite way. 7. Play back the animation.
The center of rotation is determined by the The rotation plays back exactly as you recorded
Transform Center setting (page 1–442). it.
To restrict rotation about the X, Y, or Z axis, or
to any two axes, click the appropriate button on
the Axis Constraints toolbar (page 3–687), use Select and Scale
the Transform gizmo (page 1–426), or right-click Main toolbar > Select and Scale flyout
the object, and select the constraint from the
Transform submenu. Right-click an object. > quad menu > Transform quadrant
> Scale
Rotating an object
Select and Uniform Scale (page 1–441)
Rotate Gizmo (page 1–428) Select and Non-Uniform Scale (page 1–441)
Select and Squash (page 1–442)
Procedure
In addition, the Scale command is available on
This procedure illustrates the intuitive usage of the the Edit menu and the Transform quadrant of the
default Euler XYZ rotation controller (page 2–318). quad (right-click) menu; this activates whichever
scale tool is currently chosen in the flyout.
To animate object rotation interactively:
Note: The Smart Scale command activates the
1. Add an object.
Select And Scale function and, with repeated
2. Move the time invocations, cycles through the available scaling
slider (page 3–701) to a frame other than 0 and methods. By default, Smart Scale is assigned to
turn on Auto Key (page 3–717). the R key; you can use Customize User Interface
(page 3–792) to assign it to a different keyboard
shortcut, a menu, etc.
3. Choose Select And Rotate.
4. Rotate the object on any axis by any amount.
5. Move the time slider to a later frame.
Select and Uniform Scale 441
rotation axes are not necessarily orthogonal to will use. The object’s name appears in the
each other. Transform Coordinate System list.
When you rotate about a single axis with the Local Because the software saves an object’s name in the
and Parent coordinate systems, this can change list, you can pick an object’s coordinate system,
two or three of the Euler XYZ tracks. The Gimbal change the active coordinate system, and then
coordinate system avoids this problem: Euler XYZ use the object’s coordinate system again at a later
rotation about one axis changes only that axis’s time. The list saves the four most recently picked
track. This makes function curve editing easier. object names.
Also, absolute transform type-in with Gimbal
When using Pick to specify an object as a reference
coordinates uses the same Euler angle values as
coordinate system, you can press H to display
the animation tracks (as opposed to Euler angles
the Select Objects dialog (page 1–78) and pick the
relative to the World or Parent coordinate system,
object from there.
as those coordinate systems require).
You can pick objects within an XRef scene as
For move and scale transforms, Gimbal
coordinate reference system.
coordinates are the same as Parent coordinates.
When the object does not have an Euler XYZ
Rotation controller assigned, Gimbal rotation is
the same as Parent rotation.
The Euler XYZ controller can be the active
controller in a List controller, too.
Grid—Uses the coordinate system of the active
grid.
See also
Choosing a Transform Center (page 1–435)
Applying a rotation with the Pivot Point rotates each object
around its own local axis.
Procedures
To mirror an object:
1. Make any object selection.
Procedures
To create an array:
1. Select the objects to array.
Array 451
2. Choose Tools > Array. 2. Choose Tools > Array to display the Array
3. On the Array dialog, select the type of object dialog.
to output: Copy, Instance, (page 3–957) or 3. In the Incremental set of parameters, set Move
Reference (page 3–1002)). X (the upper-left field) to 50. This causes each
4. In the Preview group, click the Preview button object in the array to be positioned 50 units
to turn it on. apart on the X axis.
This lets you see the results of the array 4. In the Array Dimensions group, choose the 3D
operation in the viewports, with changes button to enable all the spinners in that group.
appearing in real time. 5. Set the 1D Count spinner to 5, the 2D Count
5. In the Array Transformation group, click spinner to 4, and the 3D Count spinner to 3.
the arrows to set Incremental or Totals array This creates a row of 5 objects that are 50 units
parameters for Move, Rotate, and Scale. apart, and then 4 rows of those five objects,
6. Enter coordinates for the Array Transformation and then 3 rows of the 5 x 4 matrix of objects,
parameters. resulting in a box array.
7. Indicate whether you want a 1D, 2D, or 3D 6. In the 2D row, set the Y spinner to 80.
array. 7. In the 3D row, set the Z spinner to 100.
8. Set Count to the number of copies on each axis. 8. Click OK.
9. Enter the appropriate values in the numeric A box array of teapots appears. The first
fields for Incremental Row Offsets. dimensional array is five teapots created along
10. Click OK. the X world axis, 50 units apart (as specified
in the Array Transform group). The second
The current selection is duplicated the specified dimensional array is four layers created along
number of times, with each object transformed the Y world axis, 80 units apart (as specified
as indicated. in the Array Dimensions group). The third
dimensional array is three layers created along
To replace an array:
the Z world axis, 100 units apart. The total
1. Undo the array to replace, using Edit > Undo number of objects in the array is 60.
Create Array, or press Ctrl+Z .
2. Change the coordinate system and transform Example: To create a 360-degree array:
center, if needed. 1. Reset 3ds Max.
3. Choose Tools > Array, and adjust any 2. Near the top of the Front viewport (away
parameters on the Array dialog that is from its center), create a long, thin box at the
displayed. twelve-o’clock position (as if the viewport were
4. Click OK to create a new array, which replaces a clock face).
the previous version. Repeat these steps to 3. Choose Use Transform Coordinate Center on
fine-tune the array. the Main toolbar.
4. Choose Tools > Array.
Example: To create an array of objects that numbers
5 x 4 x 3:
1. Create a teapot with a radius of 10 units.
452 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
5. Click the arrow button to the right of the Rotate Rotate—Specifies the degree of rotation about any
label to enable the three Rotate fields in the of the three axes for each object in the array, in
Totals section. degrees.
6. Set the Z parameter to 360.0. Scale—Specifies the percentage of scale along any
7. In the Array Dimensions group, choose 1D and of the three axes for each object in the array, in
set Count to 12. percentages.
8. Click OK.
Totals
The software creates an array of 12 boxes in a
Move—Specifies the overall distance, along each of
full circle.
the three axes, between the pivot points of the two
outer objects in the resulting array. For example, if
Interface
you’re arraying 6 objects and set Move X total to
100, the six objects will be arrayed in a row that’s
100 units between the pivot points of the two outer
objects in the row.
Rotate—Specifies the total degrees of rotation
applied to the objects along each of the three axes.
You can use this, for example, to create an array
that totals 360 degrees.
Re-Orient—Rotates the generated objects about
Array Transformation group their local axes while rotating them about the
Specifies which combination of the three world coordinates. When clear, the objects
transforms to use to create the array. You also maintain their original orientation.
specify the extent, along the three axes, for each Scale—Specifies the total scale of the objects along
transform. You can specify the extent of the each of the three axes.
transform in increments between each object,
Uniform—Disables the Y and Z spinners and
or in totals for all objects. In either case, the
applies the X value to all axes, resulting in a
distances are measured between the pivot points
uniform scale.
of the objects. The arrays occur using the current
transform settings, so the group title changes
Type of Object group
depending on the transform settings.
Determine the type of copies made by the Array
Click the left or right arrow button for Move,
function. The default is Copy.
Rotate, or Scale to indicate whether you want to set
Incremental or Total array parameters. Copy—Arrays copies of the selected object to the
specified position.
Incremental
Instance—Arrays instances of the selected object
Move—Specifies the distance between each arrayed to the specified position.
object along the X, Y, and Z axes, in units.
Reference—Arrays references of the selected object
to the specified position.
Snapshot 453
Procedures Interface
To clone an object over time:
1. Select an object with an animation path.
Snapshot also shows the effect of any other
transform animations, such as rotate or scale as
well as parametric modifier animation.
• If the track is already using a Bezier Position Range—Makes clones of the geometry of the
controller, proceed to step 4. object along the trajectory over a range of frames.
Specify the range with the From/To settings and
• If the track is not using a Bezier Position
the number of clones with the Copies setting.
controller, change the controller (page
2–546), then proceed to step 4. From/To—Specifies the range of frames to place the
Reference—Clones references (page 3–1002) of objects. Before creating shapes, turn off Start
the selected object. Not available with particle New Shape on the Create panel. Then create your
systems. shapes. The software adds each spline to the
current shape until you click the Start New Shape
Mesh—Use this to create mesh geometry out of
button so that it’s turned on. When you select the
particle system. Works with all kinds of particles.
compound shape so that the Spacing tool can use
it as a path, objects are distributed along all of
the splines of the compound shape. For example,
Spacing Tool you might find this technique useful in spacing
light standards along a path defined by separated
Extras toolbar > Spacing Tool (on Array flyout) splines.
Tools menu > Spacing Tool You can pick splines within an XRef scene as
path reference.
The Spacing tool lets you distribute objects based
on the current selection along a path defined by a For more information, see Using the Spacing Tool
spline or a pair of points. (page 1–491).
5. Specify the number of objects to distribute by The Spacing tool gives you a choice of two basic
setting the value of Count. methods for setting spacing: using a path, or
6. Depending on the spacing option you choose, specifying endpoints explicitly.
adjust the spacing and offsets. Pick Path—Click this, and then click a spline in the
7. Under Context, choose Edge to specify that viewport to use as the path. The software uses the
spacing be determined from the facing edges of spline as the path along which to distribute objects.
each object’s bounding box, or choose Centers Pick Points—Click this, and then click a start and
to specify that spacing be determined from the an end to define a path on the construction grid.
center of each object’s bounding box. You can also use object snap to specify points in
8. Turn on Follow if you want to align the pivot space. The software uses these points to create a
points of the distributed objects to the tangent spline as the path along which to distribute objects.
of the spline. When you’re finished with the Spacing tool, the
9. Under Type of Object, select the type of object software deletes the spline.
to output (copy, instance (page 3–957), or
Parameters group
reference (page 3–1002)).
10. Click Apply. Count—The number of objects to distribute.
number of objects you specify and determines start at an offset distance that you specify. This
the amount of space between objects. When distance is from the start of the spline to its end
you specify more than one object, there are point, or from the first of a pair of points to the
always objects at the ends of the spline. second. You also specify the spacing between
• Centered, Specify Spacing—Distributes objects objects.
along a path. The group of objects is centered • Start Offset, Divide Evenly—Distributes the
at the middle of the path. The Spacing tool number of objects you specify between the
attempts to evenly fill the path with as many end of a spline or a pair of points, starting at
objects as it can fit along the length of the an offset that you specify from the start. The
path using the amount of space you specify. software always places an object at the start or
Whether there are objects at the ends of the its offset. When you specify more than one
path depends on the length of the path and the object, there is always an object placed at the
spacing you provide. end. The Spacing tool attempts to evenly fill
• End Offset—Distributes the number of objects the space with the objects between the start or
you specify along a straight line. The objects its offset and the end.
begin at an offset distance that you specify. • Start Offset, Specify Spacing—Distributes
This distance is from the end of the spline to its objects toward the end of a spline or a pair of
start point, or from the second pair of points points, starting at the start. The software always
to the first point. You also specify the spacing places an object at the start or its offset. You
between objects. specify the spacing between objects and the
• End Offset, Divide Evenly—Distributes the offset from the start. The Spacing tool attempts
number of objects you specify between the start to evenly fill the space with as many objects
of a spline or a pair of points and an end offset as it can fit between the start or its offset and
that you specify. The software always places an the end. There might not always be an object
object at the end or its offset. When you specify placed at the end.
more than one object, there is always an object • Specify Offsets and Spacing—Distributes as
placed at the start. The Spacing tool attempts many equally spaced objects as possible along a
to evenly fill the space with the objects between spline or between a pair of points. You specify
the end offset and the start. the spacing between objects. When you specify
• End Offset, Specify Spacing—Distributes objects offsets from the start and end, the software
toward the start of a spline or a pair of points, distributes equally spaced objects between the
starting at the end or its offset. The software offsets. There might not always be an object
always places an object at the end or its offset. placed at the start and ends.
You specify the spacing between objects and the • Specify Offsets, Divide Evenly—Distributes the
offset from the end. The Spacing tool attempts number of objects you specify along a spline
to evenly fill the space with as many objects or between a pair of points. If you specify one
as it can fit between the end or its offset and object the software places it at the center of the
the start. There might not always be an object path. If you specify more than one object the
placed at the start. software always places an object at the start
• Start Offset—Distributes the number of objects offset and the end offset. If you specify more
you specify along a straight line. The objects than two objects the software evenly distributes
the objects between the offsets.
458 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
• Space from End, Unbounded—Distributes the between objects. The software locks the start
number of objects you specify along a straight offset so that it’s the same as the spacing.
line from the end toward the start of a spline • Specify Spacing, Matching Offsets—Distributes
or a pair of points. You specify the spacing as many evenly spaced objects as possible along
between objects. The software locks the end a spline or between a pair of points (and their
offset so that it’s the same as the spacing. offsets). You specify the spacing. The software
• Space from End, Specify Number—Distributes locks the start and end offsets so that they’re
the number of objects you specify toward the the same as the spacing.
start of a spline or a pair of points, starting • Divide Evenly, No Objects at Ends—Distributes
at the end. The Spacing tool determines the the number of objects you specify along a spline
amount of space between objects based on the or between a pair of points (and their offsets).
number of objects and the length of the spline The Spacing tool determines the amount of
or the distance between the pair of points. The space between objects. The software locks the
software locks the end offset so that it’s the start and end offsets so that they’re the same as
same as the spacing. the spacing.
• Space from End, Specify Spacing—Distributes as
many equally spaced objects as possible toward Context group
the start of a spline or a pair of points, starting
at the end. You specify the spacing between
objects. The software locks the end offset so
that it’s the same as the spacing.
• Space from Start, Unbounded—Distributes the
number of objects you specify along a straight
line toward the end of a spline or a pair of
points, starting at the start. You specify the
spacing between objects. The software locks the
start offset so that it’s the same as the spacing.
• Space from Start, Specify Number—Distributes
the number of objects you specify toward the
end of a spline or a pair of points, starting at
the start. The Spacing tool determines the
amount of space between objects based on the
1. Edge-to-edge spacing
number of objects and the length of the spline
2. Center-to-center spacing
or the distance between the pair of points. The
software locks the start offset so that it’s the Edges—Use this to specify that spacing is
same as the spacing. determined from the facing edges of each object’s
• Space from Start, Specify Spacing—Distributes bounding box.
as many evenly spaced objects as possible Centers—Use this to specify that spacing be
toward the end of a spline or a pair of points, determined from the center of each object’s
starting at the start. You specify the spacing bounding box.
Clone and Align Tool 459
Follow—Use this to align the pivot points of the Clone And Align to replace the symbols with 3D
distributed objects to the tangent of the spline. chair objects en masse.
The distributed objects can be copies, instances
Type of Object group
(page 3–957), or references (page 3–1002) of the
Determines the type of copies made by the Spacing current selected object. You determine the number
tool. The default is Copy. You can copy, instance of clones or clone sets by specifying any number of
(page 3–957), or reference (page 3–1002) objects. destination objects. You can also specify position
Copy—Distributes copies of the selected object to and orientation alignment of the clones on one,
the specified position. two, or three axes, with optional offsets.
Instance—Distributes instances of the selected You can use any number of source objects and
object to the specified position. destination objects.
Reference—Distributes references of the selected You can pick objects within an XRef scene as
object to the specified position. destination objects.
Tip: You can use compound shapes containing With multiple source objects, Clone And Align
multiple splines as the spline path for distributing maintains the positional relationships among
objects. Before creating shapes, turn off Start New the members of each cloned group, aligning the
Shape under Shapes on the Create panel. Then selection center with the destination’s pivot.
create your shapes. 3ds Max adds each spline to
the current shape until you click the Start New Procedure
Shape button so that it’s checked. When you select To use the Clone And Align tool:
the compound shape so that the Spacing tool can
1. Create or load an object or objects to be cloned,
use it as a path, objects are distributed along all of
as well as one or more destination objects.
the splines of the compound shape. For example,
you might find this technique useful in spacing 2. Select the object or objects to be cloned.
light standards along a path defined by separated 3. Open the Clone And Align dialog.
splines.
Note: The order of steps 2 and 3 can be reversed.
4. Do either of the following:
• Click Pick once and then click each
Clone and Align Tool destination object in turn. Next, click Pick
Extras toolbar > Clone and Align Tool (on Array flyout)
again to turn it off.
• Click Pick List and then use the Pick
Tools menu > Clone and Align
Destination Objects dialog to pick all
destination objects simultaneously.
The Clone And Align tool lets you distribute source
objects based on the current selection to a second 5. On the Clone Parameters rollout, choose the
selection of destination objects. For example, you type of clone, and, if appropriate, how to copy
can populate several rooms simultaneously with the controller. For details, see Clone Options
the same furniture arrangement. Similarly, if you Dialog (page 1–476).
import a CAD file that contains 2D symbols that 6. Use the Clone Parameters rollout settings to
represent chairs in a conference room, you can use specify position, orientation, and scale options.
460 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
7. At any time, when Pick is off, you can change The Clone and Align tool takes the form of a
the source selection in a viewport. This causes non-modal dialog; it remains open while you
the dialog to lose focus; click it again to regain work in the viewports. While the dialog is active,
focus and refresh the viewport preview of the the results of the current settings appear as a
clone operation. preview in the viewports. Because of the dialog’s
8. To make the clones permanent, click Apply, non-modal nature, you can change the selection of
and then click Cancel or the close button (X, in source and destination objects on the fly and see
upper-right corner) to close the dialog. the results immediately in the viewports.
When the dialog focus is lost by activating another
Interface dialog or clicking in a viewport (that is, its title bar
is gray rather than blue), the preview no longer
appears in the viewports. To make the cloned
objects permanent, click Apply when the dialog
is active.
Clear All—Removes all destination objects from the Align Orientation group
list. Available only when at least one destination
X/Y/Z Orientation—Specifies the axis or axes about
object is designated.
which to align orientation. Turning on all three
Source Objects [label]—This read-only field shows options aligns each set of clones’ orientation fully
the number of source objects. To change this value, with that of the respective destination object.
keep the dialog open, make sure Pick is off, and
X/Y/Z Offset—The angle by which the source
then select source objects in the viewports. When
objects are rotated away from the destination
you click the dialog, the field updates.
object’s orientation about each axis. For an Offset
Link to Destination—Links each clone as a child of value to take effect, the respective Orientation
its destination object. check box must be on.
Match Scale —Use the X Axis, Y Axis, and Z Axis
Clone Parameters rollout
options to match the scale axis values between the
These settings let you determine the type of clone source and destination.
to create, and, if appropriate, how to copy the
This matches only the scale values you’d see in
controller. For details, see Clone Options Dialog
the coordinate display (page 3–708). It does not
(page 1–476).
necessarily cause two objects to be the same size.
Align Parameters rollout Matching scale causes no change in size if none of
the objects has previously been scaled.
The Align Position and Align Orientation group
names are followed by the current reference Reset All Parameters—Returns all settings in the
coordinate system (page 1–443), in parentheses, Align Parameters rollout to their default values.
which they use as the coordinate system for Apply—Generates the clones as permanent objects.
positioning and aligning the clones. When the After clicking Apply, you can use Clone And Align
View coordinate system is active, alignment uses to generate additional clones, using the results of
the World coordinate system. previous clonings as source or destination objects
The Offset parameters always use each destination if you like.
object’s Local coordinate system. Cancel—Aborts the current cloning operation and
closes the dialog.
Align Position group
X/Y/Z Position—Specifies the axis or axes on
which to align the clones’ position. Turning on all
three options positions each set of clones at the
respective destination object’s location.
X/Y/Z Offset—The distance between the destination
object’s pivot and the source object’s pivot (or
source objects’ coordinate center). For an Offset
value to take effect, the respective Position check
box must be on.
462 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
7. Turn on X Axis, Y Axis, and Z Axis in the Align 1. Display the gizmo level of the Sub-Object
Orientation group to reorient the object to selection.
match the coordinates of the point.
2. On the Main toolbar, click Align, or
To align objects by position and orientation: choose Tools > Align.
1. Select a source object (the object to move into 3. Click to select a target object in the viewport.
alignment with the target object). (You can select the same object containing the
gizmo to align the gizmo to a part of its own
object.)
464 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
4. Use the available settings in the Align dialog to options moves the current object to the target
adjust the transformation of the gizmo. object’s location.
Procedure
To align normals:
1. Select a source object. This is the object that
moves during alignment.
466 Chapter 6: Transforms: Moving, Rotating, and Scaling Objects
Interface
2. Click Normal Align on the Main toolbar,
or choose Tools > Normal Align.
3. Drag across the surface of the source object.
The Normal Align cursor appears, attached to a
pair of cross hairs. A blue arrow at the cursor
indicates the current normal.
4. Move the cursor and blue arrow until you locate
the normal you want to use, then release.
The blue arrow remains as reference to the
source normal.
5. Drag across the surface of the target object.
A green arrow at the cursor indicates the
current normal.
The Normal Align dialog lets you adjust or cancel
6. Move the cross hairs and green arrow until you the current alignment, and contains the following
locate the normal you want to use as a target, controls:
then release.
The source object moves into alignment with Position Offset group
the target normal, and the Normal Align dialog Lets you translate the source object perpendicular
appears. to the normal on the X, Y or Z axes.
7. Do one of the following:
X/Y/Z—These three fields let you affect how much
• Click OK to accept the alignment. of an offset will be given to the selected faces.
• Using the dialog, make modifications to the
alignment before clicking OK. Rotation Offset group
• Click Cancel Align to cancel the alignment Lets you rotate the source object about the
procedure. normal’s axis. You see the rotation in real time.
Angle—This field lets you define the angle for the
rotational offset.
Flip Normal—Determines whether the source
normal matches the target normal’s direction.
This defaults to off, since you usually want the
two normals to have opposing directions. When
you turn this on or off, the source object flips 180
degrees.
OK/Cancel Align—The Cancel button is labeled
Cancel Align to make it clear that you’re not only
canceling the settings in the dialog, but canceling
Place Highlight 467
the original transform (page 3–1026) of the source to do with highlights, but is simply being used to
object. position objects.
Note: Highlight rendering depends on the
material’s specular properties and the type of
rendering you use.
Place Highlight
Main toolbar > Place Highlight (on Align flyout)
Align Camera
Main toolbar > Align Camera button (on Align flyout)
Align to View
Tools menu > Align Camera
Main toolbar > Align to View (on Align flyout)
Align Camera, available from the Align flyout Tools menu > Align to View
(page 1–462), lets you align a camera to a selected
face normal. Align to View, available from the Align flyout
(page 1–462), displays the Align To View dialog,
Align Camera works similarly to Place Highlight
which lets you align the local axis of an object or
(page 1–467), except that it operates on face
sub-object selection with the current viewport.
normals instead of the angle of incidence, and
occurs when you release the mouse button instead You can use Align to View with any selection that
of dynamically acting during the mouse drag. Its can be transformed.
purpose is to let you align a Camera viewport to
Other alignment tools on the Align flyout are Align
a specified face normal.
(page 1–462), Quick Align (page 1–465), Normal
Other alignment tools on the Align flyout are Align Align (page 1–465), Place Highlight (page 1–467),
(page 1–462), Quick Align (page 1–465), Normal and Align to Camera (page 1–468).
Align (page 1–465), Place Highlight (page 1–467),
and Align to View (page 1–468). Procedure
To align the local axis of a selection with the current
viewport:
1. Select the objects or sub-objects to align.
Align to View 469
Interface
With 3ds Max, you can quickly create multiple cloning, the result is a "flip" of the geometry,
versions of one or more selected objects during optionally to a new location.
a transform operation. You do this by holding • Snapshot lets you create clones equally spaced
down the Shift key as you move, rotate, or scale over time or distance, based on an animation
the selection. path.
• Spacing Tool distributes objects based on the
current selection along a path defined by a
spline or pair of points.
You can animate any of the cloning techniques.
These topics supply overview information, as well
as specifics of animation for each of them:
Techniques for Cloning Objects (page 1–474)
Overview of Copies, Instances, and References (page
1–472)
Using Shift +Clone (page 1–478)
Portico created from arrays of columns
• Cloning with Shift +Move (page 1–479)
The general term for duplicating objects is cloning.
• Cloning with Shift +Rotate (page 1–480)
This section presents all the methods and choices
available for cloning objects. In addition to the • Cloning with Shift +Scale (page 1–481)
transform method, the tools include the following: Animating Shift +Rotate and Shift +Scale (page
• Array lets you set all three transforms, in all 1–482)
three dimensions, at the same time. The results Cloning Objects Over Time with Snapshot (page
are precise linear and circular arrays in 2D or 1–483)
3D space.
Arraying Objects (page 1–484)
• Mirror produces a "reflected" clone about one
or more axes. If you mirror an object without • Using the Array Dialog (page 1–485)
472 Chapter 7: Creating Copies and Arrays
• Creating Linear Arrays (page 1–487) objects, and it will affect only the object to which it
• Creating Circular and Spiral Arrays (page 1–489) is applied.
Mirroring Objects (page 1–491) Depending on the method used to create them,
cloned objects are called copies, instances, or
Using the Spacing Tool (page 1–491) references.
The following discussion focuses on how you
Overview of Copies, Instances, might use these methods.
and References
Copies
To duplicate an object, you use one of three
Copies are the most familiar kind of clone object.
methods. For all three methods, the original and
When you copy an object, you create a new,
clone (or clones) are identical at the geometry
independent master object and data flow resulting
level. Where the methods vary is in the way they
in a new, named object. The copy duplicates all
handle modifiers (for example, Bend or Twist).
of the data of the original object at the time it is
copied. The copy has no connection to the original
object.
and master object with the other instances. The modifiers added above the line are not passed on
data flow for an instance branches just after to other references. Changes to the original object,
evaluating object modifiers. such as in its creation parameters, are passed on to
its references.
When you change one instance by applying or
adjusting a modifier, for example, all the other This effect is useful for maintaining an original that
instances change with it. will affect all its references, while the references
themselves can take on individual characteristics.
Within 3ds Max, instances derive from the same
master object. What you’re doing "behind the All shared modifiers reside below the
scenes" is applying a single modifier to a single derived-object line and are displayed in bold. All
master object. In the viewport, what you see as modifiers unique to the selected reference reside
multiple objects are multiple instances of the same above the derived-object line and are not bold.
definition. The original object does not have a derived object
line: its creation parameters and modifiers are
Example of Using Instanced Objects all shared, and all changes to this object affect all
If you wanted to create a school of swimming references.
fish, you might begin by making many instanced The results of changing or applying a modifier to a
copies of a single fish. You could then animate the named object reference depends on where in the
swimming motion by applying a Ripple modifier modifier stack it is applied:
to any fish in the school. The whole school would
• Applying a modifier to the top of the modifier
swim with exactly the same motions.
stack affects only the selected named object.
Instances of Actively Linked Objects • Applying a modifier below the gray line affects
all references branching above that line.
Creating instances of actively linked objects is not
recommended. Reliability issues can arise if the • Applying a modifier at the bottom of the
instanced object is deleted in the linked file. modifier stack affects all references derived
from the master object.
References
References of Actively Linked Objects
References are based on the original object, as are
instances, but can also have their own unique Creating references of actively linked objects is not
modifiers. Like instances, references share, at recommended. Reliability issues can arise if the
minimum, the same master object and possibly referenced object is deleted in the linked file.
some object modifiers.
Example of Using Referenced Objects
The data flow for a reference branches just after
In the example of modeling heads, you might want
the object modifiers but then evaluates a second
to keep a family resemblance in your characters.
set of object modifiers unique to each reference.
You could model basic features on the original,
When you create references, 3ds Max displays
then model specifics on each reference.
a gray line, called the derived-object line, at the
top of the modifier stack for all clones. Any At some point, if you wanted to see what your
modification made below the line is passed on to characters would look like as "cone-heads," you
other references, and to the original object. New could apply a Taper modifier to the original head,
474 Chapter 7: Creating Copies and Arrays
and have all the other characters take on the same • When cloning creates new objects, you have
feature. You could give the original character a the choice of making them copies, instances,
very pointed head, then apply a separate Taper to or references.
some referenced characters to reduce the point
Each of the following items is discussed later in
toward normal.
this chapter.
For swimming fish, you might choose to make all
members of the school as referenced objects based Clone
on a single, original fish. You could still control
Using the Clone command on the Edit menu is
the swimming motion from the original fish, and
the easiest method for copying an object in place;
also add modifiers to individual fish in the school
no transformation is involved. See Clone (page
to vary their behavior.
1–476).
Shift +Clone
Cloning Objects
3ds Max provides several techniques for copying
or duplicating objects; cloning is the general term
for this process. These techniques can be used to
clone any selection set.
• Clone
• Shift +Clone
• Snapshot
• Array
Shift +Clone clones an object when you transform it.
• Mirror
• Spacing Tool You can clone an object as you transform it
interactively in the viewport. The process is
• Clone and Align Tool referred to as S HIFT +Clone (page 1–478): the
technique of holding down the Shift key while
Shared Features transforming a selected object with the mouse.
While each technique has distinct uses and Quick and versatile, this technique is probably
advantages in cloning objects, in most cases the the one you’ll use most often to duplicate objects.
cloning techniques share some similarities in how Snap settings give you precise results.
they work:
How you set the center and axes for the transforms
• You can apply a transform when you clone.
determines the arrangement of the cloned objects.
New objects are moved, rotated, or scaled as
Depending on the settings, you can create both
they are created.
linear and radial arrays.
• The transform is relative to the current
coordinate system, axis constraint, and
transform center.
Techniques for Cloning Objects 475
You need a working knowledge of transform of a spiral stair, or the battlements along a castle
features to take full advantage of Shift +Clone. wall.
See Using Transforms (page 1–424).
Array gives you precise control over all three
transforms and in all three dimensions, including
Snapshot
the ability to scale along one or more axes. It is
the combination of transforms and dimensions,
coupled with different centers, that gives you so
many options with a single tool. A spiral stair,
for example, would be a combination of Move
and Rotate around a common center. Another
array using Move and Rotate might produce the
interlocked links of a chain.
See Arraying Objects (page 1–484).
Mirror
Array
Mirroring an object
Spacing Tool
Clone
Make a selection. > Edit menu > Clone
The Spacing Tool distributes the vases along the sides of the
curved street.
Procedures
To clone an object without transforming it:
1. Select an object, or set of objects.
2. From the Edit menu, choose the Clone
command.
3. The Clone Options dialog opens.
Note: All options are present except Number
Of Copies.
4. Change the settings or accept the defaults, and
then click OK.
Each new, cloned object occupies the same Object group
space as the original. Select a clone by name
Copy—Places a copy of the selected object at the
to move or modify it.
specified position.
To clone and transform an object: Instance—Places an instance of the selected object
at the specified position.
1. On the main toolbar, click Reference—Places a reference of the selected object
the Move, Rotate, or Scale button. at the specified position.
2. Select an object, multiple objects, group, or
sub-object. Controller group
3. Hold down the Shift key and drag the Lets you choose to copy or instance the transform
selection. controllers (page 3–909) of the original object’s
As you drag your selection, the clone is created, child objects. This option is available only when
selected, and transformed. The original object the selection you are cloning includes two or more
is deselected and unaffected by the transform. hierarchically linked objects (page 3–951).
When you release the mouse button, the Clone When cloning non-linked objects, transform
Options dialog displays. controllers are simply copied. Also, when cloning
linked objects, the highest-level cloned object’s
4. Change the settings or accept the defaults, and
transform controller is simply copied. This option
then click OK.
applies only to the transform controllers of objects
at levels below the top of the cloned hierarchy.
Copy—Copies the cloned objects’ transform
controllers.
Instance—Instances the cloned objects’ transform
controllers below the top level of the cloned
478 Chapter 7: Creating Copies and Arrays
hierarchy. With instanced transform controllers, named building and the second will be named
you can change the transform animation of one building01.
set of linked children, and automatically have the
change affect any cloned sets.
This allows you to animate all clones identically
Using Shift +Clone
with a single animation setup. For example, Shift +Clone is the primary way to duplicate
consider a scene containing three objects named objects in 3ds Max. You hold down the Shift key
Torso, Thigh, and Calf. The objects are linked and drag during any of the standard transform
hierarchically so that Torso is the parent of operations: Move, Rotate, or Scale.
Thigh and Thigh is the parent of Calf. Say you
select all three objects and then clone them, and To Shift +Clone an object:
choose Clone Options > Controller > Instance.
Thereafter, if you transform either Thigh or Calf 1. On the main toolbar, click
object, the corresponding object in the other the Move, Rotate, or Scale button.
hierarchy is transformed identically, along with
2. Select a transform coordinate system and
any child objects. However, if you transform either
constraints. Each transform carries its own
Torso object, the other hierarchy is not affected.
settings. To avoid surprises, always click the
Number of Copies—Specifies the number of copies transform button first, and then set your
of the object you want to create. Available only transform coordinate system and constraints.
when you Shift +Clone an object. Note: You can also use the Transform Gizmo
Using Shift +Clone to generate multiple copies to set axis constraints.
applies the transform successively to each 3. Select the object or set of objects you want to
additional copy. If you Shift +Move an object clone. The selection can be a single object,
and specify two copies, the second copy is offset multiple objects, a group, or a sub-object
from the first copy by the same distance that the selection.
first copy is offset from the original. For Rotate,
4. Hold down the Shift key and drag the
two copies of the rotated object are created, with
selection to apply the transform.
the second copy rotated twice as far as the first. For
Scale, two copies of the scaled object are created, As you drag, a clone is created and selected; it is
with the second copy scaled from the first copy by now the object being transformed. The original
the same percentage that the first copy was scaled object is no longer selected and is unaffected
from the original. by the transform.
Name—Displays the name of the cloned object. When you release the mouse button, the Clone
Options dialog appears. Change settings in this
You can use this field to change the name; dialog or accept the defaults, and then click OK.
additional copies use the same name followed by a
two-digit number, starting at 01 and incrementing Shift +Clone uses the Clone Options dialog (page
by one for each copy. So, for instance, if you 1–476) for any transform you choose.
Shift +Move an object and then specify the name Cloning with Shift +Move (page 1–479)
building and two copies, the first copy will be
Cloning with Shift +Rotate (page 1–480)
Cloning with Shift +Move 479
a major axis of the home grid, then group the 5. Choose the number of copies you want to make
pickets, rotate them to a particular angle, and on the Clone Options dialog, and whether you
move them into position. want them to be copies, instances, or references.
You can also make three-dimensional arrays with
Effects of Transform Settings
Shift +Move. The main choice is the combination
of axes to allow movement off the construction Where you locate the transform center determines
plane. For example, to build a stairway, you can how 3ds Max positions clones when using
create a box that forms the top step, then use Shift +Rotate.
Shift +Move to copy it diagonally downward, • For all settings, the direction of rotation is
using an array to create a downward flight. constrained by the active axis or axes of the
viewport’s coordinate system.
• Each clone is rotated from the previous one
Cloning with Shift +Rotate
by the same amount as the first clone from the
Cloning objects while rotating them produces a original.
variety of effects, depending on how you set up
the transformation. Local Pivot at Center
An object’s default pivot point is often located at
its center or its base. When you use Shift +Rotate
around an object’s default pivot point, the clones
overlap evenly as each one is rotated the same
amount. This is true for multiple objects with a
local-pivot setting, since each object uses its own
local center.
Clones of a circular object, like a sphere or
cylinder, can be overlaid exactly on the original.
You might need to move them away from the
original to see them.
Shift +Rotate creates a clone with a different orientation. With angle snap (page 2–12) set to divide a circle
evenly, you can produce complex symmetrical
To clone with Shift +Rotate: objects from simple ones. For example, you can
clone a tetrahedron around one axis, then clone
1. Click the Rotate button on the main the new set about another axis to produce a faceted
toolbar. star.
2. Choose a coordinate system, transformation
Local Pivot at a Distance
center, and axis constraint.
3. Make the selection you want to clone. When you separate the local pivot from the
original, clones create a wheel-like arrangement.
4. Hold down the Shift key and drag to rotate
Long shapes like petals or blades, cloned with
the selection. the center near one end, can create flowers or
propellers. See Adjust Pivot Rollout (page 2–488).
Cloning with Shift +Scale 481
Selection Center
For either single or multiple objects, the selection
center is the geometric center of the bounding box
(page 3–919) enclosing the entire selection. Clones
are arrayed around this center, forming wheel-like
arrays. Shift +Scale creates a clone of a different size.
For a single object, this center is usually different To clone with Shift +Scale:
from its local center, but the effects are similar to
those based on a local pivot. 1. Click a Scale button on the main toolbar.
spacing increases or decreases proportionately choosing Axis Constraints from the Customize
with respect to the transform center. Display right-click menu (page 3–787).
Nested Copies
When the selection center is used as the Animating Shift +Rotate and
transform center for a single object, scaling occurs Shift +Scale
symmetrically around that center, producing When the Auto Key button (page 3–717) is on, the
nested copies. transform center defaults to local pivot, and the
• As you scale in toward the center, smaller and Use Center flyout (page 1–445) on the toolbar is
smaller copies are created. unavailable. If you choose one of the other centers
• In the other direction, the original object is and activate Auto Key, the center returns to the
enclosed by increasingly larger copies. local pivot. This means you can’t directly animate
about a non-local pivot center with Shift +Rotate
Variations are possible, depending on the type and Shift +Scale. For example, you can’t use this
of scale and axis limitations. For example, you method to create clones in an arc or circular array
can scale a flat box into a progressively stepped around a common center.
pyramid by using Squash (page 1–442) and cloning
inward on the Z axis. Using Non-Local Centers
• For Shift +Rotate, the dummy’s center 2. In the Animate group, turn off Local Center
becomes the pivot. During Animate.
• For Shift +Scale, the dummy and selected This changes the default and makes all the
objects scale together toward the center of transform center options available when
the dummy. animating. You can now animate around either
the selection or transform coordinate center,
For details of dummy object use in hierarchies, see
as well as local pivot.
Using Dummy Objects (page 2–429).
Note: Changing the default setting animates the
Offsetting the Local Pivot rotation you see in viewports as a rotation plus
translation, which might not be the effect you
In this procedure, you move the object’s pivot to
wanted.
the center of rotation or scale. This works much
like using a dummy object.
In this procedure, you set 3ds Max to allow Snapshot can also clone a particle system’s
animation of transforms about any center on the particles.
Use Center flyout.
Snapshot spaces the clones equally in time.
1. Choose Customize menu > Preferences and Adjustments in Track View let you space the clones
click the Animation tab of the Preference equally along the path instead.
dialog.
484 Chapter 7: Creating Copies and Arrays
During a session, 3ds Max maintains all the dialog Creating Circular and Spiral Arrays (page 1–489)
settings for your current array.
Array settings are saved only during the current
session, not with the file. Be sure you’ve finished
an array before you quit 3ds Max.
General Considerations
When you create an array, keep these points in
mind:
• Array is relative to the current viewport settings See also
for coordinate system and transform center.
Array (page 1–450)
• Axis constraints do not apply, because Array
allows you to specify transforms along all axes.
Array Transformation
• You can animate array creation. By changing
This area lists the active coordinate system
the default Animate preferences setting, you
and transform center. It’s where you set the
can activate all the transform center buttons,
transforms that define the first row of the array.
allowing direct animation around either the
You decide here on the distance, rotation, or scale
selection or coordinate center, as well as local
of individual elements, and along what axes.
pivot. For information about changing the
You then repeat this row in other dimensions to
default setting, see the procedure, To change the
produce the finished array.
default axis while animating (page 1–483).
486 Chapter 7: Creating Copies and Arrays
Move, Rotate, and Scale Transforms array, each object is rotated 30 degrees farther
than the one before it.
You set Move, Rotate, and Scale parameters along
any of the three axes of the current coordinate Totals: Parameters set on this side apply to the
system. overall distance, number or degrees, or percentage
• Move is set in current units. Use a negative scale in the array. Here are examples:
value to create the array in the negative • A Totals Move X setting of 25 specifies a total
direction of the axis. distance of 25 units on the X axis between the
• Rotate is set in degrees. Use a negative value to centers of the first and last arrayed objects.
create the array in a clockwise direction around • A Totals Rotate Z setting of 30 specifies a
the axis. combined rotation of 30 degrees on the Z axis
• Scale is set as a percentage. 100 percent is full divided equally among every object in the array.
size. Settings below 100 decrease the size, and
above 100 increase it. Type of Object
Copy—Creates new array members as copies of
Incremental and Totals the originals.
For each transform, you have the choice of whether Instance—Creates new array members as instances
to apply the transforms successively to each newly of the originals.
created element in the array or to the overall array.
For example, if you set Incremental > X > Move to Reference—Creates new array members as
120.0 and Array Dimensions > 1D > Count to 3, references of the originals.
the result is an array of three objects, each of whose For further information, see Overview of Copies,
transform centers is 120.0 units apart. However, Instances, and References (page 1–472).
if you set Totals > X > Move to 120.0 instead, the
three elements are spaced 40.0 units apart for a Array Dimensions
total array length of 120.0 units.
The Array Dimensions controls determine the
• Click arrows on either side of the transform number of dimensions used in the array and the
labels to choose between Incremental or Totals. spacing between the dimensions.
Incremental and Totals settings are toggles for each Count: The number of objects, rows, or layers in
transform. When you set a value on one side, the each dimension.
other side is unavailable. However, the unavailable
value updates to show the equivalent setting. 1D: One-dimensional arrays form a single line
of objects in 3D space, like a line of columns.
Incremental: Parameters set on this side apply to 1D Count is the number of objects in a row.
individual objects in the array. Here are examples: Spacing for these objects is defined in the Array
• An Incremental Move X setting of 25 specifies Transformation area.
a spacing of 25 units on the X axis between
centers of arrayed objects.
• An Incremental Rotate Z setting of 30 specifies
a progressive rotation of 30 degrees on the Z
axis for each object in the array. In the finished
Creating Linear Arrays 487
in the array. The Total In Array field updates You can rotate elements in a linear array by
to show you the current total of objects in the applying a Rotate value for a specified axis. When
array you are designing.
Creating Circular and Spiral Arrays 489
you add rotation to a linear array, the choice of If you turn on Uniform, only the Scale X field is
transform center becomes important. active; the Y and Z fields are unavailable. The X
value is applied as uniform scaling on all axes of
Using Scale in Linear Arrays the arrayed objects.
Spiral Arrays
A circular array
4. On the Array dialog, enter 360 in the Totals Enter a negative rotation for a clockwise spiral.
Rotate Z field.
Mirroring Objects 491
Modifiers provide a way for you to sculpt and • You can move and copy modifiers to other
edit objects. They can change the geometry of an objects using controls in the modifier stack
object, and its properties. display (page 3–760).
• The order or sequence in which you add
modifiers is important. Each modifier affects
those that come after it. For instance, adding a
Bend modifier (page 1–560) before a Taper (page
1–863) can give you distinctly different results
than if you first added the Taper followed by
the Bend.
List of Available Modifiers (page 1–497)
Using the Modifier Stack (page 1–502)
Modifier Stack Controls (page 3–760)
Example: effects of the Twist modifier on an object How Modifiers Differ from Transforms
The modifiers you apply to an object are stored Modifiers and transforms differ in how they affect
in a stack (page 3–973). By navigating up and an object and the order in which they are applied
down the stack, you can change the effect of the to an object.
modifier, or remove it from the object. Or you
can choose to “collapse” the stack and make your Transforms
changes permanent.
The transform is the most basic of 3D
There are other general things to know about using manipulations. Unlike most modifiers, transforms
modifiers: are independent of an object’s internal structure,
• You can apply an unlimited number of and they always act in world space (page 3–1036).
modifiers to an object or part of an object. An object can carry any number of modifiers, but
it always has only a single set of transforms.
• When you delete a modifier, all its changes to
the object disappear.
494 Chapter 8: Modifiers
Diagram of data flow Object creation parameters in the Modify panel and Track View
Master Object
Master object refers to an object defined by a set
of creation parameters and the original position
and orientation of its pivot point. You never see
the master object. What you see in the viewport is
always the result of at least the following data flow:
Master Object
-> Object Transforms
-> Object Properties
Object-Space Modifiers
The object-space modifiers (page 1–557) are the
next group evaluated in the data flow. Each
modifier is evaluated in the order it was placed on
the modifier stack. The modifications all occur
in the object’s object space and the result is called
the modified object.
496 Chapter 8: Modifiers
Space Warps
Space warps (page 2–55) are evaluated after
transforms. They distort objects bound to the
space warp based on the position of the object in
world space. For example, a Wave space warp (page
2–100) causes the surface of an object to undulate
in the form of a wave. As the object or the space
warp moves through world space, the waves move
across the object’s surface.
The effect of modifiers on a master object. Like space warps, world-space modifiers (page
1–512) are evaluated after transforms. A
Object Transforms world-space modifier is like a space warp bound
to a single object.
Once the modified object has been evaluated, it is
transformed within the world coordinate system.
Object Properties
Transforms cover the position, rotation, and scale
changes applied from the transform buttons on Object properties are the last to be evaluated
the toolbar. before the object is displayed. These are values
specific to an object such as its name or settings
The method of evaluating all modifiers first and
you specify on the Object Properties dialog (page
then evaluating the combined transforms has
ramifications for the way you work with 3ds Max.
List of Available Modifiers 497
1–117), such as shadow-casting properties; and Camera Map Modifier (World Space) (page 1–513)
materials you have applied to the object.
Cap Holes Modifier (page 1–569)
This is the end of the data flow, and the result is the
Cloth Modifier (page 1–578)
named object you see in your scene.
CrossSection Modifier (page 1–623)
Right-click an object and choose Properties to
display its Object Properties dialog. Delete Mesh Modifier (page 1–626)
Delete Patch Modifier (page 1–627)
Delete Spline Modifier (page 1–627)
Disp Approx Modifier (page 1–628)
Displace Modifier (page 1–629)
Displace Mesh Modifier (World Space) (page 1–514)
Displace NURBS Modifier (World Space) (page
1–515)
Edit Mesh Modifier (page 1–634)
Edit Normals Modifier (page 1–634)
Object Properties affect the look of an object’s rendered output.
Edit Patch Modifier (page 1–638)
Edit Poly Modifier (page 1–640)
List of Available Modifiers
Edit Spline Modifier (page 1–680)
Following is a list of the modifiers, listed in
alphabetical order. Extrude Modifier (page 1–680)
Note: The availability of certain modifiers depends Face Extrude Modifier (page 1–682)
on the current selection. For example, Bevel FFD (Free-Form Deformation) Modifiers (page
and Bevel Profile appear in the Modifier List 1–683)
drop-down menu only when a shape or spline
object is selected. For the conditions under FFD (Free-Form Deformation) (Box/Cyl) Modifier
which a specific modifier is available, see the path (page 1–685)
annotation at the top of the modifier’s topic in this FFD (Free-Form Deformation) Select Modifier
reference. (page 1–689)
Affect Region Modifier (page 1–557) Fillet/Chamfer Modifier (page 1–689)
Attribute Holder Modifier (page 1–559) Flex Modifier (page 1–691)
Bend Modifier (page 1–560) Garment Maker Modifier (page 1–607)
Bevel Modifier (page 1–562) Hair And Fur Modifier (page 1–516)
Bevel Profile Modifier (page 1–565) HSDS Modifier (page 1–701)
Camera Map Modifier (Object Space) (page 1–567)
498 Chapter 8: Modifiers
Sweep Modifier (page 1–848) Edit Modifiers and Editable Objects (page 1–506)
Symmetry Modifier (page 1–861) Modifying at the Sub-Object Level (page 1–506)
Taper Modifier (page 1–863) Using the Stack at the Sub-Object Level (page
1–508)
Tessellate Modifier (page 1–865)
Modifying Multiple Objects (page 1–509)
Trim/Extend Modifier (page 1–866)
How Instanced Modifiers Work (page 1–511)
TurboSmooth Modifier (page 1–868)
Turn To Mesh Modifier (page 1–871)
Turn To Patch Modifier (page 1–873)
Using the Modify Panel
After adding objects to your scene from the Create
Turn To Poly Modifier (page 1–874)
panel, you often move to the Modify panel to
Twist Modifier (page 1–876) change an object’s original creation parameters
and to apply modifiers. Modifiers are the basic
Unwrap UVW Modifier (page 1–878)
tools for reshaping and adjusting primitive
UVW Map Modifier (page 1–922) geometry.
UVW Mapping Add Modifier (page 1–933) Note: You can float (page 3–930) or dismiss the
command panel using the Customize Display
UVW Mapping Clear Modifier (page 1–933)
right-click menu (page 3–787). The default setting
UVW XForm Modifier (page 1–934) is to display the command panel docked at the
right of your screen. If it is not displayed or you
VertexPaint Modifier (page 1–936)
want to change its location and docking or floating
Vertex Weld Modifier (page 1–935) status, right-click in a blank area on any toolbar,
and choose from the shortcut menu.
Volume Select Modifier (page 1–952)
The Modify panel stays in view until you click
Wave Modifier (page 1–957)
another command panel tab. The panel updates to
XForm Modifier (page 1–959) show the options and controls that are available for
the currently selected object or modifier.
Procedures
To use the Modify panel:
Using Modifiers 1. Select an object in your scene.
This section contains a number of topics intended
to help you learn how to use modifiers and the 2. Click the Modify tab to display the
Modify panel. These include: Modify panel.
Using the Modify Panel (page 1–499) The name of the selected object appears at the
Using the Modifier Stack (page 1–502) top of the Modify panel, and fields change to
match this object.
Editing the Stack (page 1–504)
500 Chapter 8: Modifiers
The objects creation parameters appear in Not all modifiers appear on the Modifiers
rollouts on the Modify panel, below the menu.
modifier stack display. You can use these • If the modifier buttons are visible on the
rollouts to change the creation parameters for Modify panel and the modifier you want is
an object. As you change them, the object one of them, click the button.
updates in the viewports.
3. Apply a modifier to an object (described in the If the buttons are not visible but
next procedure). you want to use them, click the Configure
Modifier Sets button (page 3–772) (below
After you apply a modifier, it becomes active,
the modifier stack display) and choose
and rollouts below the modifier stack display
Show Buttons. A set of buttons with the
settings specific to the active modifier.
names of modifiers appears between the
To apply a modifier to an object: modifier list and the stack display. Click
Configure Modifier Sets again, choose
1. Select the object.
the set of modifiers you want to use (for
2. Do one of the following: example, Free-Form Deformations), and
• Choose a modifier from the Modifier List. then click the button for the modifier you
This is a drop-down list at the top of the want to apply.
Modify panel. Rollouts are now displayed below the modifier
Tip: You can use the mouse or keyboard to stack display, showing settings for the modifier.
choose a modifier from the Modifier List. As you change these settings, the object updates
To use the keyboard, first open the list with in viewports.
the mouse, and then type the first letter in
To drag a modifier to an object:
the modifier’s name. From there you can
use the arrow keys or the method described 1. Select an object that already has a modifier you
in the following paragraph to highlight the would like to use on another object.
desired modifier, and then press Enter to 2. To copy the modifier without instancing it,
assign the modifier. drag the modifier’s name from the stack display
In many cases, several modifier names to the object in a viewport that you want to
start with the same letter. You can go use the same modifier. To move the modifier,
directly to a particular modifier if you type use Shift +drag; this removes it from the
the first few letters (enough for a unique original object and applying it to the new one.
combination) in the desired modifier’s To instance the modifier, use Ctrl +drag; this
name quickly. For example, say you want creates an instanced modifier applied to both
to assign the Mirror modifier to an object. the original object and the new one.
Pressing M goes to Mesh Select, which isn’t Note: Instancing a modifier causes its name to
anywhere near Mirror in the Modifier list, be displayed in italics in the modifier stack.
but typing MI goes directly to Mirror. This indicates that the modifier is instanced,
• Choose a modifier from the Modifiers meaning that a change to the modifier
menu. This menu is organized into sets by parameters of one object will affect the other.
functionality.
Using the Modify Panel 501
Using Modifiers move, scale, and rotate the gizmo as you would
any object.
Once you’ve applied modifiers to an object, you
can use the Modifier Stack (page 3–760) to find a Center—The center is the modifier’s pivot point
particular modifier, change its parameters, edit its (page 3–995). You can move a modifier’s center,
sequence in the modifier stack, copy its settings to which alters the effect of the modifier on the object.
another object, or delete it entirely.
Parametric Deformations and Other Modifier
You can find a complete, alphabetical list of
Types
modifiers in List of Available Modifiers (page
1–497). One set of object-space modifiers is known as
parametric deformations (“parametric deforms”
General Guidelines on the Modifiers menu). Twist (page 1–876) and
Bend (page 1–560) are examples. Parametric
You can generally do the following with the Modify
deformations alter the selection passed to them
panel:
without explicitly depending on topology.
• Modify anything you can select. This includes
any object or set of objects, or any part of Many other types of modifiers, however, perform
an object down to the sub-object level. For operations on the explicit topology of sub-object
example, you can use the Mesh Select modifier selections. The Edit modifiers and Select modifiers
to select a single face, then apply a Taper are examples. When a topology-dependent
modifier to it. modifier is present on the stack, you can adversely
affect its results if you visit previous stack
• Apply an unlimited number of modifiers to an operations and change the number or order of
object or part of an object. sub-objects (such as faces or vertices) in the
The order or sequence in which you make selection. If you try to do this, a warning alerts
modifications is important. Each modification you to the situation.
affects those that come after it. See Using the
Modifier Stack (page 1–502).
Note: Some modifiers can be applied only to
certain types of objects.
Effect of Stack Sequence Show End Result—When on, shows the effect
of the entire stack on the selected object. When
The software applies modifiers in their stack
off, shows the effect of the stack only up to the
order (beginning at the bottom and carrying
currently highlighted modifier.
the cumulative change upward), so a modifier’s
location in the stack can be critical.
Make Unique—Makes an instanced object
The following figure shows the difference between unique, or an instanced modifier unique to a
the objects based entirely on a reversal in the stack selected object. See details in Editing the Stack
order of two modifiers. On the left-hand tube, a (page 1–504). This option is also available from
Taper modifier is applied before a Bend modifier, the Modifier Stack right-click menu (page 3–766).
and on the right-hand tube, the Bend is applied
first.
Remove Modifier—Deletes the current
modifier from the stack, eliminating all changes
caused by that modifier.
3. Choose a location in the new stack, right-click, Using Make Unique with Multiple Items
and choose Paste.
Assume you have a group of trees all sharing the
You can also drag from the modifier stack
same instanced Bend modifier. If you select two
display to an object in a viewport.
of them and click Make Unique (page 3–770), a
Tip: Select world-space and object-space message asks, "Do you want to make the selected
modifiers separately. Cut, Copy, and Paste are objects unique with respect to each other?"
disabled if both types are selected. If you try to
paste a world-space modifier into the section
Editing the Stack 505
• If you click Yes, the two trees become To collapse the stack:
independent of one another. Each has a unique 1. Right-click the modifier stack display.
copy of the modifier and can be bent separately.
2. If modifiers have been applied to the object,
• If you click No, the two trees continue to share choose Collapse To or Collapse All.
the same instanced modifier, but separately
Collapse To—Collapses the stack, up to and
from the instance in the original group. The
two trees can be bent together. including the chosen modifier, into an editable
object. Modifiers on the stack above the chosen
See How Instanced Modifiers Work (page 1–511). modifier are not affected, and you can still
adjust them individually.
Collapsing the Stack
The resultant object type depends on the
You can use Collapse All or Collapse To to collapse uppermost modifier that outputs a specific
all or part, respectively, of an object’s stack to an geometry type, if any. If the stack contains no
editable object that preserves the cumulative effect such modifier, the result is an editable mesh
of the collapsed modifiers on the base object. You (page 1–996). If the collapsed portion of the
might choose to do this in these cases: stack contains a modifier that outputs a specific
• You’ve finished modifying an object and want geometry type, and no other such modifier is
to keep it as is. above it, the result is that type of object. For
example, if the topmost such collapsed modifier
• You want to discard an object’s animation
is Edit Poly, the resultant object is Editable Poly.
tracks. Alternatively, you can Alt +right-click
a selected object and choose Delete Selected Collapse All—Collapses the entire stack into
Animation. an editable object, other than world-space
bindings. Any world-space bindings on the
• You want to simplify a scene and save some
stack are left intact.
memory.
The resulting stack list shows a single entry:
Note: In most cases, collapsing all or part of the
Editable Mesh, unless any modifiers on the
stack will save memory. However, collapsing some
stack output a different type of geometry. For
modifiers, such as Bevel, increases file size and
example, if the topmost such modifier is Edit
memory use.
Poly, the resultant object is Editable Poly.
After you collapse an object’s stack, you can no If no modifiers are applied to the object, choose
longer parametrically adjust either its creation one of the Convert To options:
parameters or the individual modifiers affected by
• Editable Mesh
the collapse. Animation tracks that were assigned
to such parameters also disappear. • Editable Spline
Collapsing the stack does not affect the object’s • Editable Patch
transforms; it affects world-space bindings only if • Editable Poly
you use Collapse To. Collapsing the stack does not
• NURBS
save memory if the stack contains no modifiers.
Note: Depending on the object type, not all
Tip: Before you use either Collapse option, use File
Convert To options might be available.
menu > Save Selected to preserve a copy of the
original parametric object.
506 Chapter 8: Modifiers
Object Type Sub-Object Geometry To apply a Select modifier, see the following topics:
Mesh Vertex, Edge, Face, Polygon, Element Mesh Select Modifier (page 1–719)
Poly Vertex, Edge, Border, Polygon, Element Poly Select Modifier (page 1–762)
Spline Vertex, Segment, Spline
Spline Select Modifier (page 1–831)
Patch Surface Vertex, Edge, Patch, Element, Handle
Volume Select Modifier (page 1–952)
NURBS Curve Curve CV or Point, Curve
NURBS Surface Surface CV or Point, Surface Patch Select Modifier (page 1–751)
Using the Stack at the Sub-Object Sub-object icon (in this case, for Vertex) to the right of modifier
names in the stack display
Level
Sub-object selection carries upward through the
With editable objects such as meshes and splines,
stack. If you add more modifiers, each shows the
or modifiers with sub-object levels such as Mesh
sub-object icon to indicate this state.
Select and Spline Select, you can continue to model
a single sub-object selection by applying any By learning to "read the stack," you can move back
number of other modifiers. When you go back and and forth between the object and sub-object levels
change the original selection, the new selection is while you work on an object.
"passed up the stack" to the modifiers that follow.
Returning to Whole-Object Level
Editable meshes and splines have "built-in"
sub-object selection at their base level. But the When you finish modeling a certain sub-object
selections you make with Mesh Select and Spline selection, you can return to work on the whole
Select work exactly the same way on the stack. object.
To return the stack to object level: 2. In the Selection rollout, click Copy. From the
1. At any point in the stack, apply another Mesh dialog, choose any available named selection
Select modifier. set for that level of geometry.
2. Leave this Mesh Select modifier at the top level 3. Go to another Select modifier or to an editable
(the object level, which highlights in gray). mesh or poly, at the same level of geometry.
Any modifiers already on the stack above this Click Paste to complete the copy.
modifier no longer show the sub-object icon.
Any modifiers you add above the second Mesh
Select now apply to the whole object. Modifying Multiple Objects
3. To continue sending the sub-object selection You can apply modifiers to multiple objects.
up the stack, delete the second Mesh Select. In general, the process is parallel to modifying
a single object. You make a selection set and
Naming Sub-Object Selections apply an available modifier. The modifier then
appears on a special stack that refers only to the
Sub-object selections are often quite complex,
commonality of that selection set.
involving a great many small elements that would
be difficult to select a second time. For this reason,
it’s a good idea to name important selection sets
using the Named Selection Sets list (page 1–67) on
the Main toolbar.
Named sub-object selections only appear at the
type of level where they were first named. For
example, if you select a set of vertices, you can
name the selection at that vertex sub-object level.
Then, when you later go to retrieve the named
selection, you can access it only from the same
modifier’s vertex sub-object level.
Instanced Modifiers
When you apply a modifier to multiple objects, Objects sharing a single instanced modifier
each object receives an identical version of the
modifier. These are called instanced modifiers. Identifying Instanced Modifiers
They are interchangeable. A change to any one of
the instances affects all the other instances. How You can quickly lose track of which objects share
Instanced Modifiers Work (page 1–511) covers the same modifier. An option on the Views menu
instanced modifiers in detail. highlights those objects.
Tip: Sometimes you might apply modifiers to a To identify objects sharing instanced modifiers:
selection set, perform some other operations, and
1. Select an object with an instanced modifier.
select the set again, only to find its modifier stack
Choose the instanced modifier in its stack.
is empty. This happens if you applied another
modifier to an individual object in the original 2. Choose Views menu > Show Dependencies.
selection set. When you select the set again, the Other objects with instances of the same
modifier stack is empty because all members of the modifier appear in a distinctive color (purple
set no longer have all modifiers in common. You by default).
can still access the instanced modifiers by selecting
a single object in the set. The individual object’s Adjusting Instanced Modifiers
stacks still contain the modifiers you applied to You can make changes to an entire set of objects
the set as a whole. from a single instance. This is a major advantage
of instanced modifiers.
When you apply a modifier to a selection set, the 1. Select any object in a set of objects with
same modifier is carried on the stack for each instances of the same modifier.
individual object. These are instanced modifiers: 2. Choose the instanced modifier in its stack.
they are all exactly the same, and a change to the
The single object highlights and the appropriate
instance for any one object will change all the
gizmos appear for the entire selection set.
others.
Adjustments to this modifier now affect the
In the stack, the name of an instanced modifier entire set.
appears in italic.
512 Chapter 8: Modifiers
You apply world-space modifier like you apply the background as you apply to the object, the
standard object-space modifier. You can access object is invisible in the rendered scene.
world-space modifiers from the Modifiers
The main difference between the world-space
menu, the Modifier List in the Modify panel,
version of Camera Map and the object-space
and applicable modifier sets (page 3–771). A
version is that, when you move the camera or the
world-space modifier is indicated by either
object using the object-space version, the object
an asterisk or the letters “WSM” next to its
becomes visible, because the UVW coordinates are
name. (The asterisk or “WSM” distinguishes the
fixed to the object’s local coordinates. When you
world-space version from the object-space version
move the camera or object using the world-space
of the same modifier, if one exists.)
version, the object remains invisible because world
When you assign a world-space modifier to an coordinates are used instead.
object, it appears at the top of the modifier stack,
listed as a binding, in the same area as the space Interface
warp bindings.
For a list of world-space modifiers, see List of
Available Modifiers (page 1–497).
updated automatically because that can become Custom Settings and Subdivision Displacement
extremely time consuming. are both turned on. They are identical to the
surface approximation controls (page 1–1239) for
Custom Settings—When turned off, Displace Mesh
NURBS surfaces.
uses default settings to subdivide the mesh for the
purposes of displacement mapping. When turned
on, the subdivision controls in this rollout are
enabled. Default=off.
Displace NURBS Modifier (World
Space)
Subdivision Displacement—Subdivides mesh faces
to accurately displace the map, using the method Select a NURBS object. > Modify panel > Modifier List >
World-Space Modifiers > * Displace NURBS
and settings you specify in the Subdivision Presets
and Subdivision Method group boxes. When The Displace NURBS world-space modifier
turned off, the modifier applies the map by moving (World Space) converts a NURBS (page 1–1078)
vertices in the mesh, the way the Displace modifier object into a mesh. If a displacement map is
(page 1–629) does. Default=on. applied to the object, the mesh shows the effect of
Split Mesh—Affects the seams of displaced mesh the displacement map in viewports. There are two
objects; also affects texture mapping. When on, main reasons for using Displace NURBS:
the software splits the mesh into individual faces • As a visualization aid to see the effect of a
before displacing them; this helps preserve texture displacement map in viewports
mapping. When off, the software uses an internal
When you use Displace NURBS this way,
method to assign texture mapping. Default=on.
you usually delete the modifier once you’ve
Tip: This parameter is required because of an obtained the effect you want.
architectural limitation in the way displacement
• To obtain an editable mesh created from a
mapping works. Turning Split Mesh on is usually
displacement map on a NURBS object
the better technique, but it can cause problems for
objects with clearly distinct faces, such as boxes, To use Displace NURBS this way, you apply it
or even spheres. A box’s sides might separate as to the object that has a displacement map, then
they displace outward, leaving gaps. And a sphere use the Snapshot command (page 1–453) from
might split along its longitudinal edge (found in the Tools menu, and choose Mesh as the Clone
the rear for spheres created in the Top view) unless Method.
you turn off Split Mesh. However, texture mapping Snapshot creates a permanently displaced mesh.
works unpredictably when Split Mesh is off, so As it does for other kinds of objects, Snapshot
you might need to add a Displace Mesh modifier also leaves the original, displacement-mapped
and make a snapshot (page 1–453) of the mesh. object in the scene. After applying Snapshot,
You would then apply a UVW Map modifier (page you can delete the original object, or you can
1–922) and then reassign mapping coordinates to keep it in your scene to use for other purposes.
the displaced snapshot mesh.
Interface
Subdivision Presets group and Subdivision
Method group The rollout for Displace NURBS lets you choose
which surface approximation settings are used to
The controls in these two group boxes specify how produce the mesh.
the modifier applies the displacement map when
516 Chapter 8: Modifiers
you want to grow hair from: either a mesh object (see “Lighting Considerations,” below):
or a spline object. If object is a mesh, the hair Skylight, mr Area Omni, mr Area Spot, IES
grows from the entire surface unless you make a Sun, IES Sky, mr Sky and mr Sun. However, mr
sub-object selection. If the object is a spline, hair Area Omni, mr Area Spot, mr Sky, and mr Sun
grows between the splines. are supported for hair when you use the “mr
prim” method and the mental ray renderer.
When you select an object modified by Hair And
Fur, hair is displayed in viewports. The hair itself Note: For the purposes of rendering shadows in
as displayed in the viewports is not selectable, hair, Direct lights are treated as point (omni)
though hair guides are selectable when you work lights.
at the Guides sub-object level or style hair (see • There is also a Hair And Fur render element
below). (page 3–140), which you can use when you are
Note: Hair And Fur renders only in Perspective doing your own compositing.
and Camera views. If you attempt to render an
orthographic view, 3ds Max displays a warning Growth Objects
that says the hair will not appear. You can grow Hair either from a surface or from
splines.
Components of the Hair And Fur Feature
To grow hair from a surface, select the object and
Hair And Fur in 3ds Max has a few different then apply the Hair And Fur modifier. You can use
components in the interface: either geometric primitives or an editable surface
• The Hair And Fur modifier is the main type such as Polymesh.
component. This is where you style the
To grow hair from splines, you can draw several
hair guides, and set parameters for size and
splines and combine them into a single object
coloration, kinkiness, frizziness, and so on.
(or turn off Start New Shape during creation),
• The Hair And Fur render effect (page 3–220) and then apply the Hair And Fur modifier. You
more directly controls how hair is rendered. will see some preview interpolated hairs appear
Typically you don’t need to change the render in viewports. The order of the spline sub-objects
effect parameters, unless you have special is important because Hair uses this order to
rendering requirements. interpolate hair in between the splines. If the
A Hair And Fur render effect is automatically interpolation seems incoherent, you might need to
added to your scene when you apply the Hair physically rearrange the splines.
And Fur modifier.
• A Hair Light Attributes rollout (page 2–1351)
appears for all supported lights when a Hair
And Fur render effect is active using the
scanline renderer, and the render effect’s Use
All Lights At Render Time toggle is turned on. Using a spline emitter, Hair interpolates hair growth between
Controls on this rollout let you fine-tune how pairs of splines in logical, numerical order.
hair shadows appear under specific lights. Left: Splines in sequential order result in predictable hair
growth.
The following light types are not supported
when rendering hair with the “buffer” method Right: Splines in nonsequential order can produce undesirable
results.
518 Chapter 8: Modifiers
Guide Hairs
Storing and manipulating millions of dynamic,
simulated hairs is demanding on today’s
technology. Therefore, just as standard 3D
graphics technology uses boundaries such as
Frizz settings affect the hairs but not the guides.
surfaces to describe solid objects, Hair uses hair
“guides” to describe basic hair shape and behavior. By default, a percentage of hairs are displayed
in the viewports, but surface-grown guides do not
appear except when you are working at the Guides
sub-object level. You can adjust the viewport
display of guides and hairs with settings on the
Display rollout (page 1–549).
Guides are also used to calculate dynamics. After
this calculation, hair interpolation takes place
when you render. This is when parameters such
as Frizz, as well as displacement and coloration,
are calculated. You don’t have control of every
single hair, but this two-phase process makes the
creation of realistic hair computationally feasible
on a typical computer.
Guides (yellow) occur at each polygon corner.
Hairs (red) are interpolated between guides. Styling Hair
When the growth object is a surface, Hair And Fur The Hair And Fur modifier’s growth settings
generates guide hairs at the corners of polygons. have a great effect on the hair’s appearance and
When the growth object is a spline, the spline behavior, but you can also manipulate the guides
sub-objects are themselves the guides. directly (or in other words, style the hair).
For surface-grown hair, you can manipulate For surface-grown hair, use the tools on the Styling
the guides with styling tools (page 1–526) to rollout (page 1–526). First, select the surface whose
form a “control volume” that gets populated by hair you want to edit, and then on the Modify
interpolated hairs. The hairs can then be further panel, either click the Style Hair button on the
manipulated with distorting controls such as Kink Styling rollout or choose the Guides sub-object
(page 1–542) and Frizz (page 1–540), which can be level from the Selection rollout (page 1–521) or the
driven by maps or solid textures. modifier stack display.
Hair And Fur Modifier 519
If supported lights exist in the scene, by default hair motion, you can use the Frizz Animation
they are used to light the hair, and the internal parameters or use dynamics.
default omni light is not used. This is because
To animate frizz, use the Frizz Anim., Anim.
in the Hair And Fur render effect (page 3–220),
Speed, and Frizz Anim. Dir. parameters. It’s not
the Use All Lights At Render Time option is on
necessary to keyframe these to create animation;
by default. Also, any supported lights set to cast
just set them to values other than the defaults.
shadow-mapped shadows will cast shadows from
rendered hair. To animate with dynamics, use the Dynamics
rollout (page 1–545). See To generate a precomputed
For Hair’s “buffer” render to consider only certain
dynamics simulation with Hair (page 1–545). A
lights, select the lights you’d like Hair to use, go to
gravity force is built in to Hair And Fur. You can
the Hair And Fur render effect, turn off Use All
add space warps to act as external forces (for
Lights At Render Time, and then click Add Hair
example, Wind).
Properties. This causes only the designated lights
to illuminate the hair. It also adds a Hair Light Attr
See also
rollout (page 2–1351) to each of the designated
lights. This lets you fine-tune the light’s shadow Hair and Fur Render Effect (page 3–220)
settings for Hair. Hair and Fur Render Element (page 3–140)
With the “buffer” method, you can also raytrace Hair Light Attr(ibutes) Rollout (page 2–1351)
your scene.
Note: The other rendering methods provided Procedures
are “geometry” and “mr prim.” The “geometry” To use the Hair And Fur modifier:
method creates actual geometry for the rendered
hair at render time. The “mr prim” method uses a This procedure lists the essential steps for growing
mental ray shader to generate hair, and is for use hair on an object. For more information, see other
only with the mental ray renderer. Use the Hair Hair And Fur topics in this reference, and the
And Fur render effect to choose the rendering tutorials in 3ds Max 9 Tutorials.
method. 1. Apply the Hair And Fur modifier to a mesh or
spline object.
Loading and Saving The hairs appear in the viewports as brown
Hair And Fur data in your scene is automatically lines.
saved when you save your MAX scene file. The 2. Set the modifier parameters according to the
state data for the hair can consume quite a bit desired results (see Interface (page 1–521)).
of space, so your scene file will probably be Available settings include the number of hairs,
significantly larger than it was before you applied length, thickness, and coloring.
hair.
3. Activate a Perspective or Camera viewport, and
then render the scene.
Animating Hair
Hair cannot render in an orthogonal viewport.
You cannot keyframe hair styling. You can
keyframe Modify panel parameters to create
special effects such as hair growing. But to animate
Selection Rollout (Hair and Fur) 521
To apply hair to a limited area of a high-resolution Kink Parameters Rollout (Hair and Fur) (page
object: 1–542)
An efficient working method for applying hair Multi Strand Parameters Rollout (Hair and Fur)
to part of a high-poly-count object is to use a (page 1–544)
low-poly proxy object.
Dynamics Rollout (Hair and Fur) (page 1–545)
1. Create the object to which you wish to apply
hair. Display Rollout (Hair and Fur) (page 1–549)
2. Make a copy of the object in the same location
as the original, remove any geometry where
hair shouldn’t grow, and reduce the polygon
Selection Rollout (Hair and Fur)
count. For example, you could use the MultiRes Select an object with the Hair And Fur modifier applied. >
modifier (page 1–739). Modify panel > Selection rollout
Update Selection to view the results of a change Compare this with the previous illustration, in
in sub-object selection. which the pivot rests at the base of the source
object.
Rotating the source object affects the hair orientation. In the next illustration, the Root Thick setting,
The next illustration shows how increasing the from left to right, is 2.0, 10.0, 20.0, and 30.0. With
Frizz Root value creates greater amounts of instanced geometry, the Root Thick value affects
distortion in the resulting instanced hairs. This the thickness of the resulting object uniformly
image also shows how a raised pivot in the source along its height, while the Tip Thick value has no
object causes the root of the hair to go below the effect. (The Root Thick and Tip Thick settings are
surface of the growth object (the red square). on the General Parameters rollout (page 1–534).)
524 Chapter 8: Modifiers
Interface
Hairdo group
Lets you copy and paste hairdos. Each hairdo
contains all the current Modify panel settings
Left: Even hair distribution before resizing polygons (except Display settings) and styling information.
Center: Uneven hair distribution after moving edges, altering This lets you apply all hair settings from one object
polygon size ratios
to another.
Right: After using Reset Rest, distribution is again evened out.
Copy—Copies all hair settings and styling
Regrow Hair—Discards any styling information,
information into a paste buffer.
resetting the hair to its default state, retaining all
current Modify panel settings. Paste—Pastes all hair settings and styling
information to the current Hair-modified object.
Presets group
Instance Node group
Lets you load and save hair presets. Each preset
contains all current Modify panel settings (except Lets you specify an object to use as custom hair
Display settings), but not any styling information. geometry. The hair geometry is not instanced
526 Chapter 8: Modifiers
from the original object, but all hairs created from Note: The merged material is instanced from
it are instances of each other, to save memory. the instance node, so that changing the original
Note: Hair does not use animation from instance material affects the resulting material applied to
objects. If an object is animated, Hair uses its state the hair.
at the first animation frame.
Convert group
Pick—To specify a hair object, click the Pick button
Use these controls to convert guides or hair
and then pick an object to use. Thereafter, the
generated by the Hair And Fur modifier to
button shows the name of the object you picked.
3ds Max objects that you can operate on directly.
To use a different instance object, or to use a
modified version of the original object, click this Guides -> Splines—Copies all guides to a new, single
button and then pick the new object. spline object. The original guides are left intact.
Tip: In order for the instances to be properly scaled Hair -> Splines—Copies all hairs to a new, single
and fit to the hair, place the model’s pivot at the spline object. The original hairs are left intact.
“root” of the object. Hair will then scale your
Hair -> Mesh—Copies all hair to a new, single mesh
model appropriately so that the height of each
instance matches the length of the hair it has been object. The original hairs are left intact.
applied to. Any part of your model that extends
below the pivot will intersect the surface. This can
be useful; if the hair grows at an oblique angle to Render Settings—Opens the Effects panel and
the growth surface, you can raise the pivot in the rollout (page 3–219) and adds a Hair And Fur
original model to make sure the instanced hairs render effect (page 3–220) to the scene, if one
will extend all the way to the growth surface. doesn’t already exist.
Also, bear in mind that the instancing engine will Note: The Hair And Fur render effect settings are
be deforming your model as it fits it to the hairs. global, so even if you click Render Settings to
Make sure that your model has enough divisions open the effect settings from different Hair And
along the Z (vertical) axis for the deformation Fur modifiers, you’ll get the same render-effect
to look as smooth as it needs to; the number of settings.
subdivisions should be approximately equal to
the Hair Segments value. Hair doesn’t perform
automatic subdivision on the geometry. Styling Rollout (Hair and Fur)
X—To stop using the instance node, click the Clear Select an object with the Hair And Fur modifier applied. >
Modify panel > Styling rollout
Instance button (labeled “X”).
Merge Material—When on, combines the The Guides sub-object level of the Hair And
material applied to the growth object and Fur modifier (page 1–516) lets you style hair
the material applied to the hair object into a interactively in viewports. Interactive styling
single Multi/Sub-Object material and applies controls are on the Styling rollout, which has a
it to the growth object. When off, the growth Style Hair button that you can also click to begin
object’s material is applied to the instanced hair. styling.
Default=on.
Styling Rollout (Hair and Fur) 527
Styling with Hair Guides of the Styling group: Translate, Stand, Puff Roots,
Clump, Rotate, or Scale.
Styling tools aren’t available until you click Style
Hair to turn it on, or choose the Guides sub-object While you style, only selected guides are affected,
level in either the Selection rollout or the modifier and in addition, only guides that fall within the
stack. brush area are affected at any given time. You
can change the brush size using the slider in the
Each guide hair has 15 segments and 14 vertices
Styling group, or by holding down Ctrl+Shift
(there’s an additional, non-selectable vertex at the
and dragging the mouse.
root); for a tool to affect a guide, at least one of its
vertices must be selected. To select vertices, click The Hair Cut tool on the Styling rollout (between
Select (in the Styling group) to turn it on, then Hair Brush and Select) cuts hair guides by scaling
use standard 3ds Max selection tools to select a them based on the brush location.
portion of the guides. For example, you might
drag a selection rectangle to select vertices on Interface
adjacent hair guides. By default, selected guides
Note: Controls on this rollout are available only
are displayed as orange, and unselected guides are
when the growth object is a mesh. If the growth
displayed as yellow.
object is a spline, the Styling controls have no
Selections you make this way are constrained effect. Instead, you can style the hair by editing the
by the buttons at the top of the Selection group: underlying spline object.
Select Hair By Ends, Select Whole Guide (the
default), Select Guide Vertices, or Select Guide By
Root. As these names imply, the constraints affect
how the Hair Brush modifies hair guides. The
best way to get a feel for the difference between
selection constraints is to practice using the
various selection constraints with tools such as
Translate. The Hair Brush uses a combination of
these constraints and IK to alter guide geometry.
Selection group
Show Hidden—Unhides any hidden guide In the active viewport, the brush appears to be a circle.
hairs.
Styling group
Utilities group
Left: Hair guides on top of head were scaled to zero length.
Right: Using Pop Zero affects only the zero-length hair guides.
Attenuate Length—Scales selected guides
according to the surface area of underlying
polygons. This is useful, for example, in applying Recomb—Makes a guide parallel to the
fur to an animal model, which typically has surface, using the guide’s current direction as a
smaller polygons in areas with shorter hair. For hint.
example, the polygons on an animals paws are Here’s a suggested procedure: Turn on Hair Brush,
usually smaller than the ones on the chest, and the select guides using Select Whole Guide, and then
chest fur tends to be longer. move the guides around not worrying about skin
penetration or hair shape. You’re just trying
Pop Selected—Pops selected hairs out along
to indicate the direction of the hair flow. Click
the surface normal. Recomb frequently, and you will soon start to see
hair flowing smoothly wherever you want it to.
Once you have this flow, you can do your other
styling. With the Recomb tool, you probably won’t
need to use Comb Away. Once you have the flow as
you like it, you can go in and start styling in scale,
cut guides, and move some of the tips around,
“shaping” or “styling” the hair.
532 Chapter 8: Modifiers
Left: Hair guides in their default position Unlock—Unlocks all locked guide hairs.
Right: Hair guides after clicking Recomb
• Root
This rollout lets you set the hair count and density,
Top: Hair Count=1000
the length, thickness at the root and tip, and
various other comprehensive parameters. Bottom: Hair Count=9000
Scale value ramped from 0.0 (left) to 100.0 (right) using a linear
gradient map
536 Chapter 8: Modifiers
Note: The default size of the hairs depends on the Tip Thick—Controls the thickness of the hair at its
size of the object to which the modifier is applied. tip.
The larger the object, the greater the initial size.
This setting affects native hair only, not instanced
Cut Length—The numeric value sets the overall hair. To create tapering in instanced hair, apply the
hair length as a percentage multiplier of the Scale tapering when modeling the object to be instanced
value. Default=100.0. Range=0.0 to 100.0. within Hair.
This attribute is also mappable via the map button
to the right of the spinner. Mapping allows you
to add a texture map to control the length of the
hair. An area of the map whose gray value is 50%
will cut the hair grown in that area to 50% of its
original length, with no shape change.
This parameter is more computationally
expensive than a density map, since each curve
is re-parameterized on the fly, and should not Top: Root Thick=10.0, Tip Thick=0.0
be confused with a density map. It’s really more Bottom: Tip Thick=10.0, Root Thick=0.0
useful as an animated effect for growing hair (for
Hair is translucent if its width is less than one pixel.
example, creating a wolfman character).
Thin hair that rendered as opaque in previous
Rand. Scale—Introduces random scaling into the versions of the software might give unexpected
rendered hairs. Default=40.0. Range=0.0 to 100.0. results when rendered in this version. On the other
hand, setting Root Thick and Tip Thick to small
values (close to or less than 1.0) can be a good way
to obtain translucent hair.
Displacement—Displaces the hair roots from
the surface of the growth object. Default=0.0.
Range=–999999.0 to 999999.0.
Random Scale value ramped from 0.0 (left) to 100.0 (right)
using a linear gradient map When you render an object with a high polygon
count, but use a low-polygon proxy object to grow
At the default value of 40.0, 40 percent of the hairs the hair, adjusting Displacement can help make the
are scaled down randomly by varying amounts. At hair seem to grow from the high-polygon object,
0.0, no random scaling is introduced. rather than floating above it.
Root Thick—Controls the thickness of the hair at its
Another use for this setting can be animating the
root. With instanced hair, this controls the overall hair falling onto or moving away from the growth
thickness as a multiplier of the original object’s object.
dimensions on the X and Y axes in object space.
Interpolate—When on, hair growth is interpolated
This setting affects both native hair and instanced among the guide hairs, and the surface is fully
hair. With instanced hair, Root thick controls the populated with hair according to the General
overall thickness of the hair, not just at the root. Parameters settings. When off, Hair generates
only one hair per triangular face on the growth
Material Parameters Rollout (Hair and Fur) 537
Left: The texture map used for the hair (center and right)
Center: The map applied to Tip Color and Root Color causes the
hair to use the same coloring.
Left: Occluded Amb=0.0
Right: Setting Tip Color and Root Color to orange adds an
Right: Occluded Amb=100.0 orange tint to the hair.
Both: Color=white, Self Shadow=50.0
Hue Variation—The amount by which Hair varies
Tip Fade—Applies only to mr prim rendering (with the color of the hairs. The default value results in
the mental ray renderer). When on, the hair fades natural-looking hair. Default=10.0. Range=0.0
to transparent toward its tip. When off, the hair is to 100.0.
equally opaque for its entire length.
Value Variation—The amount by which Hair varies
Tip Color—Hair color at the tips, farthest from the the brightness of the hairs. The default value
growth object surface. To change the color, click results in natural-looking hair. Default=50.0.
the color swatch and use the Color Selector. Range=0.0 to 100.0.
Root Color—Hair color at the roots, closest to the
growth object surface. To change the color, click
the color swatch and use the Color Selector.
Tip Color=red
Root Color=blue
Hue Variation=0.0
Top: Hue/Value Variation=0.0
The Tip Color and Root Color attributes are also Middle: Value Variation=100.0
mappable via the map buttons to the right of Bottom: Hue Variation=100.0
the spinners. These let you add texture maps to
control the hair coloring, separately at the tip and
Material Parameters Rollout (Hair and Fur) 539
Interface
1. Frizz Root/Tip=0.0
2. Frizz Root=50.0, Frizz X/Y/Z Freq=14.0
3. Frizz Root=150.0, Frizz X/Y/Z Freq=60.0
4. Frizz Tip=30.0, Frizz X/Y/Z Freq=14.0
5. Frizz Root=50.0, Frizz Root=100.0, Frizz X/Y/Z Freq=60.0
Interface
4. In the Stat Files group, click the ellipsis (...) 8. Make sure Precomputed is on, and then render
button. Use the Save As dialog to specify the animation.
the location and name of the stat files to be
generated.
Note: When you run the simulation, Hair will
generate a separate stat file for each animation
frame.
Important: If you plan to render the animation with
a networked render farm, make sure the path you
specify can be seen in exactly the same way from
each node on the render farm. If stat files aren’t
found, hair will be stiff and just oriented to the skin
as it moves. If the wrong stat files are found, hair can
float right off an object.
Tip: If using Windows XP, click the My Network
Places button to set a path using the Universal
Naming Convention (UNC), even if it’s on a
local drive. Such a path can be accessed readily
by other computers on the network.
The path and stat file name appear in the text
field next to the ellipsis button.
5. In the Simulation group, set the frame range for
the simulation and then click Run.
Hair runs the dynamics simulation and
generates a stat file for each frame in the
animation. It also automatically sets the mode
to Precomputed, so when you play or render
the animation, it reads the stat files and uses
the information for the hair positioning in each
frame.
6. Play the animation.
The dynamics simulation stored in the stat files
appears in the viewports.
7. In the Mode group, choose None, and then play
the animation again.
The dynamics animation no longer appears.
However, it’s still stored in the stat files, and will
reappear if you choose Precomputed.
Dynamics Rollout (Hair and Fur) 547
a precomputed dynamics simulation with Hair: software then computes the dynamics and saves
(page 1–545). the stat files.
Text field—Displays the path and file name for the Start—The first frame to consider in calculating
stat files. the simulation.
... (ellipsis) button—Click to choose a name prefix End—The final frame to consider in calculating
and location for stat files using the Save As dialog. the simulation.
Hair adds a four-digit frame number (with Run—Click to run the simulation and generate the
leading zeroes) and the file name extension stat files within the frame range indicated by Start
“.stat” to the name you provide (for example, and End.
hair_test0001.stat).
To abort a simulation while it’s running, click
Delete all files—Deletes stat files from the target Cancel on the status bar.
directory. The files must have the name prefix you
assigned using the ... button. Dynamics Params group
Tip: You can still use stat files even if you move These controls specify the basic parameters for the
them to another location. Follow this procedure: dynamics simulation. The Stiffness, Root Hold,
1. Open the MAX file used to generate the stat and Dampen values can be mapped: click the
files. map button to the right of the spinner to assign
a map. Grayscale values in the map multiply the
2. On the Modify panel > Dynamics rollout, click parameter’s value at that hair location.
the ... [ellipsis] button.
Gravity—Lets you specify a force that moves hair
3. Use the Save As dialog to navigate to the
vertically in world space. Negative values pull hair
directory with the stat files, and then click any
up while positive values pull it down. To cause hair
stat file. Its name appears in the File Name field.
not to be affected by gravity, set the value to 0.0.
4. Edit the File Name field to delete the four-digit Default=1.0. Range=–999.0 to 999.0.
extension after the stat file name. For example,
if the stat file name is test0033.stat, delete the Stiffness—Controls the magnitude of the effect of
“0033” so that it reads test.stat. dynamics. If you set Stiffness to 1.0, the dynamics
will have no effect. Default=0.4. Range=0.0 to 1.0.
5. Click the Save button. The new stat file path
appears in the Stat Files field. Root Hold—Comparable to stiffness, but affects the
hair only at the roots. Default=1.0. Range=0.0 to
Now, when you play or render the animation, Hair 1.0.
uses the stat files as originally generated.
Dampen—Dynamic hair carries velocity forward
Simulation group to the next frame. Increasing dampening
increases the amount by which these velocities are
Determines the extent of the simulation, and lets
diminished. Thus, a higher Dampen value means
you run it. These controls become available only
that hair dynamics will be less active (the hair can
after you choose Precomputed mode and specify
also start to get “floaty”). Default=0.0. Range=0.0
stat files in the Stat Files group. Set Start and
to 1.0.
End to the frames at which to begin and end the
simulation, and then click the Run button. The
Display Rollout (Hair and Fur) 549
Collisions group Add—To add a space warp to the list, click Add and
then click the warp’s icon in a viewport.
Use these settings to determine which objects hair
collides with during a dynamic simulation and the Replace—To replace a space warp, highlight its
method by which collision is calculated. name in the list, click Replace, then click a different
• None—Collisions are not considered during the warp’s icon in a viewport.
dynamic simulation. This can cause the hair Delete—To remove a space warp, highlight its
to penetrate its growth object as well as other name in the list, then click Delete.
objects it comes into contact with.
• Sphere—Hair uses a spherical bounding box
to calculate collisions. This method is faster Display Rollout (Hair and Fur)
because it requires less computation, but can
Select an object with the Hair And Fur modifier applied. >
cause inaccurate results. It’s most effective Modify panel > Display rollout
when the hair is seen from a distance.
• Polygon—Hair considers each polygon in the These settings let you control how hairs and guides
collision objects. This is the slowest method, display in the viewports. By default, Hair displays a
but the most accurate. small percentage of the hairs as lines. Alternatively,
you can display the hairs as geometry, and you can
Use Growth Object—When on, hair collides with
also choose to display the guides.
the growth (mesh) object.
Objects list—Lists the names of scene objects with Interface
which hair should collide.
Add—To add an object to the list, click Add and
then click the object in a viewport.
Replace—To replace an object, highlight its name
in the list, click Replace, then click a different
object in a viewport.
Delete—To remove an object, highlight its name in
the list, then click Delete.
Guide Color—Click to display the Color Selector irradiances; that is, they describe the intensity
and change the color used to display guides. of light falling on a mesh in physical units. This
modifier converts the physical units to RGB colors.
Guides do not reflect some settings made to the
In conjunction with the Lightscape mesh modifier,
hair, such as Frizz. Use the Guides display mainly
this modifier can be used to produce meshes
to see where hair will appear on the growth object.
suitable for game engines.
Hair places one guide at each vertex on the growth
surface.
Interface
Display Hairs group
Display Hairs toggle—When on, Hair displays hairs
in the viewports. Default=on.
Override—When off, 3ds Max displays hairs using
an approximation of their rendered color. When
on, displays hairs using the color shown in the
color swatch. Default=off.
Color swatch—Click to display the Color Selector
and change the color used to display hairs when
Override is on.
Note: When hair is displayed as geometry (see
below), the color setting is ignored.
Percentage—The percentage of total hairs
displayed in the viewports. Lower this value to
improve real-time performance in the viewports.
Max. Hairs—The maximum number of hairs
Brightness—Controls the brightness of the
displayed in the viewports, regardless of the
displayed image on your monitor. The setting
Percentage value.
of this control does not affect the actual lighting
As Geometry—When on, displays the hairs in the levels in the model. Default=50.0.
viewports as the actual geometry to be rendered,
Contrast box—Controls the contrast between light
rather than the default lines. Default=off.
and dark regions in the model. Default=50.0.
Daylight—Determines whether you want natural
LS Colors Modifier (World Space) daylight to be used in the calculation. Default=on.
Select a Lightscape mesh object. > Modify panel > Exterior Scene—Turn on for exterior daylight
Modifier List > World-Space Modifiers > * LS Colors simulations. Default=off.
Tip: Use the logarithmic exposure control (page
The LS Colors modifier converts Lightscape
radiosity values to 3ds Max vertex colors. 3–297) to control the brightness and contrast of
the colors when you render.
When a Lightscape model is imported into
3ds Max, the radiosity values are kept as
MapScaler Modifier (World Space) 551
Use exposure control—When on, disregards the Use self-illumination—When on, the material’s self
settings of Brightness, Contrast, Daylight, and illumination is included in the final vertex colors.
Exterior, and instead uses the settings of the active Default=on.
exposure control. If no exposure control is active
in the scene, this toggle is disabled. Default=off.
The three radio buttons that follow choose how to
MapScaler Modifier (World Space)
handle irradiance values. Select an object. > Modify panel > Modifier List >
World-Space Modifiers > MapScaler (WSM)
• Convert light falling on the surface—When
chosen, converts the irradiance values directly Select an object. > Modifiers menu > UV Coordinates >
Map Scaler (WSM)
to RGB values. In order to properly render the
mesh, the vertex colors need to be interpolated
MapScaler maintains the scale of a map applied to
and multiplied by the color of the material on
an object. This lets you resize the object without
the mesh.
altering the scale of the map. Typically, you might
• Convert light reflecting from the surface—When use this to maintain the size of a map regardless of
chosen, takes the irradiance values and how the geometry is scaled.
multiplies them by the material’s ambient color,
then converts the result to RGB. To properly
render the mesh, you need to interpolate the
vertex colors over the faces. If textures are
displayed by multiplying them by the vertex
colors, they will not be correctly displayed
unless the material color is white.
By default, this is the active option.
• Convert light reflecting from the surface, except
for textured materials—When chosen, takes the
irradiance values and multiplies them by the
material’s ambient color, and then converts
the result to RGB, unless a texture is applied
to the material’s ambient component. If the
ambient component has a map, this method
converts the irradiance value directly to the MapScaler sets the scale of a map on an object.
vertex color. To properly render the mesh, you
need to interpolate the vertex colors over the This differs from the MapScaler (OSM) modifier
faces, unless the material is textured. If textures (page 1–713), which maintains the scale of the map
are displayed by multiplying them by the vertex with respect to the object size when scaled with a
colors, they will be correctly displayed. Select And Scale tool. See the latter’s definition for
other differences between the two versions.
Add to colors—When on, the result of the color
Note: This world-space modifier is for use
conversion is added to existing vertex color values,
primarily with vertically oriented objects, such
if there are any. Default=off.
as walls in an architectural model, or objects
with large, flat surfaces. While you can apply the
552 Chapter 8: Modifiers
MapScaler to any object, the results are less realistic walls will map smoothly while sharp corners get a
on curved surfaces, especially complex ones, new texture origin. This switch is only available
which can show cracks in the finished texture. when the Wrap Textures switch is turned on.
Default=off.
Interface
Channel—Specifies the map channel (page 3–966).
Default=1.
Up Direction group
World Z Axis—Aligns the map with the Z axis of
the world.
If you choose this option and then rotate the
object, the mapping is not fixed to the object.
Local Z Axis—Aligns the map with the local Z axis
of the object.
With this option, the mapping remains fixed to
the object.
section, this world-space modifier works the same 6. In the Path Deform Axis group, choose the Y
as the object-space PathDeform modifier (page option, and then the X option.
1–755). The circle gizmo rotates to run through the
specified axes, deforming the text object
Procedures differently with each change.
The first two examples, below, demonstrate 7. Adjust the Percent spinner to view its effect, and
the basic differences in orientation and the then set it to zero. Try the same with Stretch,
relationship between the object and its path Rotation, and Twist, and then restore them to
when using the PathDeform modifier and the their original values.
PathDeform (WSM) modifier.
Tip: Use the Ctrl key with Twist to amplify
the effect.
8. Turn on Flip to switch the direction of the path,
and then turn it off.
9. Go to the Gizmo sub-object level, and move
the gizmo path around.
The text object is further deformed by its
relative position to the gizmo.
10. Select the original circle shape, and change its
Example: To use the PathDeform modifier to curve radius.
text:
The deformation of the text object alters
1. In the Top viewport, create a circle that’s 100 because its gizmo is an instance of the shape
units in radius. object.
2. In the Front viewport, create a text shape with
six or seven letters, and a size of 25. Example: To use the PathDeform world space
modifier:
3. Apply an Extrude modifier to the text shape,
This procedure continues from the previous one.
and set the Amount to -5.0.
1. Select the text object, and then remove the Path
4. On the Main toolbar, set the Reference
Deform modifier from the stack.
Coordinate System to Local.
2. Apply a Path Deform (WSM) modifier.
Looking at the axis tripod for the extruded text
object, you can see that its Z axis runs from 3. Click Pick Path, and select the circle.
back to front relative to world space. The text object flips around and moves in
5. Apply a PathDeform (page 1–755) object-space world space. Note that its orientation and
modifier to the text object. Click the Pick Path deformation are difficult to analyze because
button, and then select the circle. there’s an offset distance between the path and
the object.
A circular gizmo appears. The circle runs
through the local Z axis of the text object. 4. Click Move to Path.
Because of its orientation, its effect is minimal,
but you can see a slight wedge-shaped
deformation from the top view.
554 Chapter 8: Modifiers
The text object is transformed so that its local Example: To create a growing vine:
Z axis is aligned with the path and its position
is at the first vertex of the path.
In the following steps, you’ll use various
controls to re-orient the text object so that it’s
at the front of the circle and readable from the
Front viewport.
5. Choose the X option in the Path Deform Axis
group to place the length of the text object
along the path.
6. Adjust the Percent spinner to -25 to move the
text to the front of the circle.
7. Adjust the Rotation spinner to -90 to rotate the
text so it faces the Front viewport.
7. In the stack, click Cone, and then in the When you first pick a path, the object is deformed
Parameters rollout increase the Height by the path based on the offset distance between
Segments setting until the stretched cone is the first vertex in the path and the object’s location.
smooth on the path. Thus, as you adjust the Percent spinner, for
8. Play the animation. example, the result will be distorted depending on
the offset distance.
The cone grows along the path, like a vine.
Important: Using the Move To Path button applies
Interface a transform to the object that’s not removed if you
later remove the Path Deform binding from the object.
Since this is a world-space rather than an
However, you can undo (page 1–94) the transform
object-space modifier, the object is affected in
immediately after it’s been performed.)
world space coordinates, and also affected by the
relative position of the path to the object. Thus, if Note: If the Auto Key button is on when you
you transform the object relative to the path, or perform Move To Path, transform keys are created.
vice-versa, it has an affect on the deformation.
Generally speaking, the Path Deform world-space Point Cache Modifier (World
modifier leaves the path in place while moving
Space)
the object to the path, while the Path Deform
object-space modifier leaves the object in place Select an object. > Modify panel > Modifiers List >
World–Space Modifiers > * Point Cache
while moving the path to the object.
mesh after it is transformed into world space The software now uses the NURBS surface’s
coordinates. normals to project the texture onto the
modified objects.
Tip: To fine-tune the map placement on the
Surface Mapper Modifier (World mesh, you can use the NURBS surface’s Edit
Space) Texture Surface dialog (page 1–1230).
Make a selection. > Modify panel > Modifier List >
World-Space Modifiers > * Surface Mapper Interface
Procedure
To use the surface mapper world-space modifier:
1. Create the NURBS surface to use for projection,
and transform it so it wraps the objects you
want to map.
Source Texture Surface group
2. Use the Material Editor (page 2–1409) These controls let you choose the NURBS surface
to assign a mapped material to the NURBS to project.
surface.
Pick NURBS Surface—Picks the NURBS surface
3. Select the objects you want to map. to use for projection. Click to turn on this
button, then click the NURBS surface in an active
4. Use the Material Editor to assign the viewport.
same material to the objects you want to map. Surface—Shows "<none>" before you pick a
5. Apply the Surface Mapper world-space NURBS surface; shows the name of the surface
modifier. after you pick one.
6. In the Parameters rollout, turn on Pick NURBS
Surface, and then click the NURBS projection
surface in a viewport.
SurfDeform Modifier (World Space) 557
Note: The Affect Region modifier is ideal for simple Modifier Stack
animated effects, especially when you need to use
interactive parameters. However, for fine-tuned
modeling, you’ll probably prefer the expanded
capabilities of Soft Selection (page 1–963) in
Editable Mesh (page 1–996), Editable Poly (page
1–1022), Edit Mesh (page 1–634), Mesh Select (page
1–719), Volume Select (page 1–952), the HSDS
modifier (page 1–701), and NURBS (page 1–1089).
Parameters rollout
Procedure
Example: To form a bubble over the surface of a
plane:
1. Create a plane with 15 width and length
segments.
2. Set the length and width of the plane to 50 units.
3. Apply the Affect Region modifier.
4. In the Parameters group, set Falloff to 50. Parameters group
5. Adjust the parameters to achieve different Falloff—Sets the radius of affected vertices, in
effects. units, from the base of the gizmo arrow. (Spinner
value range: float, 0.0 to 999,999.0)
Interface
Ignore Back Facing—Affects only those vertices
Note: The parameters of this modifier are similar
whose face normals are in the same general
to those of the Soft Selection function (page 1–963) direction as the gizmo arrow. When turned off, all
of an Editable Mesh. vertices in the Falloff group are affected.
Attribute Holder Modifier 559
A rubber-band dashed line appears connecting as many different parameters from different
the mouse cursor to the box. levels in an object’s modifier stack, or even
11. You can’t connect this “wire” directly to the from different objects, as you like.
custom attribute, so just left-click in an empty You might notice that you can’t set the taper to
part of the viewport to open the Parameter curve inward. You can resolve this by reopening
Wiring dialog. Parameter Editor, clicking Edit/Delete, and
The hierarchy list on the left side, Box01, is then modifying the Taper Curve attribute to
expanded to the box’s Height parameter, which allow negative values. The change takes effect
is highlighted. immediately, with no rewiring required.
2. On the Parameters rollout, set the axis of the Gizmo sub-object—You can transform and animate
bend to X, Y, or Z. This is the axis of the Bend the gizmo like any other object at this sub-object
gizmo, not the axis of the selected object. level, altering the effect of the Bend modifier.
You can switch between axes at any time, but Translating the gizmo translates its center an equal
the modifier carries only one axis setting. distance. Rotating and scaling the gizmo takes
place with respect to its center.
3. Set the angle of the bend along the chosen axis.
Center sub-object—You can translate and animate
The object bends to this angle.
the center at this sub-object level, altering the
4. Set the direction of the bend. Bend gizmo’s shape, and thus the shape of the bent
The object swivels around the axis. object.
You can reverse angle and direction by changing a For more information on the stack display, see
positive value to a negative value. Modifier Stack (page 3–760).
Beveled text
Bevel Modifier 563
Surface group
Controls the side curvature, smoothing, and
mapping of the surface.
The first two radio buttons set the interpolation
method used between levels; a numeric field sets
the number of segments to interpolate.
Linear Sides—When active, segment interpolation
between levels follows a straight line.
Curved Sides—When active, segment interpolation
between levels follows a Bezier curve. For visible
curvature, use multiple segments with Curved
Sides.
Segments—Sets the number of intermediate
segments between each level.
• When turned off, smoothing groups are not Separation—Sets the distance to be maintained
applied. The sides appear as flat bevels. between edges. The minimum value is 0.01.
Generate Mapping Coordinates—When turned on,
mapping coordinates are applied to the beveled
object.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=on.
Intersections group
Prevents sharp corners from overlapping Changing the Separation value
neighboring edges.
Bevel works best with rounded shapes or shapes Bevel Values rollout
with corners greater than 90 degrees. Acute angles Contains the parameters that set the height and
(less than 90 degrees) produce extreme bevels and bevel amount of up to four levels.
often overlap nearby edges.
Bevel Profile Modifier 565
A beveled object requires a minimum of two levels: Traditional beveled text uses all levels with these
a start and an end. You add more levels to vary the typical conditions:
amount and direction of bevel from start to end. • Start Outline can be any value, usually 0.0.
You can think of bevel levels as layers on a cake. • Level 1 Outline is a positive value.
The Start Outline is the bottom of the cake and the
• Level 2 Outline is 0.0. No change from Level 1.
Level 1 parameters define the height and size of
the first layer. • Level 3 Outline is the negative of Level 1.
Returns Level 3 to the same size as the Start
Turning on Level 2 or Level 3 adds another layer Outline.
to the beveled object with the height and outline
specifying the amount of change from the previous
level. Bevel Profile Modifier
The last level on is always the top of the object.
Select a shape. > Modify panel > Modifier List > Bevel
Profile
You must always set the Level 1 parameters.
Start Outline—Sets the distance the outline is The Bevel Profile modifier extrudes a shape using
offset from the original shape. A non-zero setting another shape path as the "beveling profile." It’s a
changes the original shape’s size. variation on the Bevel modifier (page 1–562).
• Positive values make the outline larger. Important: Bevel Profile fails if you delete the original
• Negative values make the outline smaller. beveling profile. Unlike a loft object, which incorporates
the shape, Bevel Profile is simply a modifier.
Level 1—Includes two parameters that indicate the
change from the Start level. Note: Although this modifier might seem similar
to a loft object with varying scale settings, it’s
Height—Sets the distance of Level 1 above the Start actually different because it uses different outline
level. values as distances between line segments rather
Outline—Sets the distance to offset the Level 1 than as scale values. This more complex method of
outline from the Start Outline. resizing a shape results in some levels having either
more or less vertices than others, and generally
Levels 2 and Level 3 are optional and allow you to works better with text, for example.
change the bevel amount and direction.
Level 2—Adds a level after Level 1.
Interface
Modifier Stack
Parameters rollout
To use the Bevel Profile modifier: Pick Profile—Selects a shape or NURBS curve to be
used for the profile path.
1. Create the shape you want to bevel (preferably
in the Top viewport). Generate Mapping Coords—Assigns UV
Capping group
Start—Caps the bottom of the extruded shape.
complexity of the geometry. (In general, for a The Plate Match/MAX R2.5 antialiasing should be
box object that’s filling a quarter of the screen, a used whenever trying to match foreground objects
tessellation of 4x4x4 works well.) with an unfiltered background or when trying to
Note: When using the Camera Map modifier, apply match the antialiasing qualities of the 3ds Max 2.5
the modifier to a single object at a time. If it’s renderer.
applied to a selection set, only the first item in the
selection will be mapped properly. Procedures
The following steps show how to apply the Camera
Use Camera Map (WSM) (page 1–513) if you want
Map modifier, and how to set up your scene.
to move the camera and maintain the match to the
background.
To apply the Camera Map modifier:
Using the Plate Match/MAX R2.5 1. Create a scene with a camera and one or more
Rendering Filter objects. Make sure the object you want to map
is visible in the Camera viewport.
Prior to 3ds Max 3, the antialiasing affected only
geometric edges, with the filtering of bitmaps 2. Select the object, and apply the Camera Map
being controlled in the Bitmap Map parameters modifier.
(pyramidal, summed area, or no filtering). Use the Object-Space Camera Map modifier,
Antialiasing filters affect every aspect of the object, the one without the asterisk.
filtering textures along with geometric edges. 3. If you have animation in the scene, move to the
While antialiasing provides superior results, it frame where you want the object map to match
produces inconsistencies when rendering objects the background. For example, if the camera is
that are supposed to match the environment animated, the mapping will match only at this
background. This is because the antialiasing filters frame.
do not affect the background by default. You can
turn on background antialiasing in Customize 4. On the Camera Mapping rollout, click Pick
> Preferences > Rendering > Background Camera, and then select the camera used for
Antialiasing > Filter Background. To correctly the rendered view.
match an object’s map to an unfiltered background
To assign a background image to the Camera
image, you need to use the Plate Match/MAX
viewport:
R2.5 filter so the texture is not affected by the
antialiasing. Note: This procedure is not necessary for successful
rendering, but if you want to see the effect in a
There are three ways you can render objects in viewport, follow these steps.
3ds Max to blend seamlessly into a background
1. Activate the Camera viewport and turn off the
environment:
grid.
• By assigning a Matte/Shadow Material
2. Choose Views menu > Viewport Background.
• By assigning a 100% self-illuminated diffuse
3. On the Viewport Background dialog that
texture to an object using Camera Mapping
displays, click the Files button, and choose
• By assigning a 100% self-illuminated diffuse the same bitmap that you plan to apply as a
texture using Environment/Screen projection background for the rendered scene, and as a
diffuse map on the object.
Cap Holes Modifier 569
4. In the Aspect Ratio group, choose Match The mapped object is camouflaged against the
Rendering Output. background in the rendered scene.
5. Turn on Display Background, and click OK.
Interface
The dialog is dismissed and the map is
displayed in the viewport.
1. Choose Rendering menu > Environment. Select a mesh object. > Modifiers menu > Mesh Editing
> Cap Holes
2. In the Environment dialog that displays, click
the button below "Environment Map" to open
the Material/Map Browser.
3. Under the Browse From group box, choose
Material Editor.
4. Turn off Root Only, find the map in the list
window, highlight it, and choose OK.
5. Choose Copy in the dialog, and click OK.
6. Render the Camera viewport. Cap Holes used to make the cake appear solid
570 Chapter 8: Modifiers
See also
Cloth and Garment Maker Cloth Overview (page 1–571)
Modifiers
Cloth Overview
Cloth is an advanced cloth-simulation engine
that lets you create realistic garments for your
characters and other creations. Cloth is designed
to work in concert with the modeling tools in
3ds Max and can turn just about any 3D object
into clothing; it also allows you to build garments
from scratch.
Before you begin working with Cloth, we
recommend that you read this overview.
Laura by Georges Walser It provides background information on
cloth-simulation technology, so you can begin to
Cloth provides you with advanced tools for grasp exactly the way Cloth works. It will give you
creating realistic fabrics and tailor-made clothing a better overall understanding of how to set up
for characters and creatures. The Cloth system Cloth scenes, the way the cloth behaves, and the
comprises two modifiers: array of advanced controls you will have at your
• The Cloth modifier (page 1–578) is responsible disposal.
for simulating the motion of cloth as it interacts
As an artist and creator, you can use this
with the environment, which may include
knowledge to tailor (no pun intended) how Cloth
collision objects (a character or a table, for
will affect and interact with your scenes, and how
example) and external forces, such as gravity
you can best take advantage of this software.
and wind.
• The Garment Maker modifier (page 1–607) is a Cloth-Simulation Technology
specialized tool for creating 3D garments from
2D splines, similarly to the way real clothes are Cloth simulation is the process of replicating the
made, by stitching together flat pieces of cloth. movement and deformation of a piece of fabric or
clothing to mimic how cloth would react in the real
You can model clothing in two ways: by creating world. To make cloth simulation work, first you
the cloth objects with standard 3ds Max modeling need a cloth object, such as a tablecloth or a pair of
methods and applying the Cloth modifier to pants. Next, you need something for the fabric to
them, or by designing virtual clothing patterns interact with. This can be a collision object such
with splines and stitching together these various as a table top or character’s leg, or a force such as
virtual panels to form a full garment using the wind or gravity.
Garment Maker modifier. With Garment Maker,
you can even import spline patterns from external Limitations
applications and use these as your pattern panels.
While Cloth is designed to help you create
clothing for your models, you should be aware
572 Chapter 8: Modifiers
that, by its very nature, cloth simulation is only mesh (rather than through it) so there are no
an approximation of how real fabric would react intersections. This is done with collision detection;
under certain circumstances; this system does with Cloth, you tell the simulation system which
have some limitations. objects will act as cloth, and which ones will act
as collision objects.
One of the most important aspects of working
with Cloth is the amount of time it can take to Basically, virtual feelers are sent out from the
create a simulation. If you’re looking to create a vertices of the cloth objects to see if there are
fully physically correct simulation, you might run any other objects that they might collide with.
into problems. Even with a fast computer, cloth When one of the feelers hits something, the
dynamics at that level of accuracy (and geometric simulation knows that it must deform the fabric. It
detail) could take virtually forever. So you must is important to remember that a cloth mesh with
learn to scale your simulations back to a reasonable more vertices has more feelers and can do a better
level. This doesn’t mean you can’t get believable job of collision detection. This is critical, because
clothing; it simply means that there are tradeoffs if you are working with a high-poly character
you should be willing to make. (collision object), you will need to increase the
density of your cloth, or the high-poly mesh will
Tradeoffs protrude through the lower-poly cloth object. The
In order to create a believable simulation, you reason is that there aren’t enough feelers to detect
need to balance time against quality and accuracy. all of the detail in the collision object.
The more time you have, the more accuracy and The alternative to this is to add one or more
quality your simulation can have. There’s no low-polygon proxy meshes for the character so
reason to make a model with 10,000 polygons if there doesn’t need to be such high density cloth
you can define the form equally well with 3,000. objects that will slow down simulation. We’ll cover
The same rule applies to cloth simulations. the mesh density a bit more in the next section.
Internal and External Forces Lastly, if you are simulating with fast-moving cloth
objects, you might need to increase the Density
When simulating cloth, different forces come value to give you the benefit of more feelers. You
into play. Some internal forces like bend, stretch, also might adjust the Step size to check more often
and shear allow the fabric to deform in a realistic for collision objects in the way.
manner. External forces such as gravity, wind,
and collisions make the cloth interact with Clothing and Pattern Design Overview
its environment. To obtain a good-looking
simulation, most or all of these things need to Traditionally, sewing patterns are cut from flat
come into play. Without these forces, a piece of pieces of cloth and stitched together. The place
cloth will remain a flat, lifeless plane. where one piece of cloth is sewn to another is called
a seam. Patterns are generally symmetrical, where
Collision Detection the left side of the garment matches the right.
shape is a little larger than the front to account for on the back piece is higher than the collar on
the hips and buttocks. the front. You sew seams up the sides and at the
shoulders, leaving the arm hole open.
The shapes are sewn together at the sides to form a simple skirt.
The bottom edge of a garment is called a hem. In It might not be immediately obvious how this
the skirt pattern, the waistline and hem are slightly pattern turns into a sleeve. The large hump of the
curved. When a person puts on the skirt, the bell fits over the shoulder, to give room for it to
curve sits flat on the waist, while the skirt falls in move.
folds to the hem. Because both the waistline and
hem are curved, the skirt falls to the same length
all the way around.
Shirt
A shirt pattern is slightly more complicated. A
simple T-shirt pattern is made of two pieces, one
for the front and another for the back. The collar
574 Chapter 8: Modifiers
Pants
A pants pattern has a curved shape at the top to
accommodate the hips. The longer straight edge
is the outside seam, while the shorter edge is the
inseam. The curve near the top fits around the
belly or buttocks, and under the crotch area.
Darts
Darts are diamond-shaped holes inside a panel or
V-shaped cutouts at an edge of a garment panel
(see figure below), which when closed up cause the
garment to assume a curved shape.
Cloth Overview 575
Modeling Clothing
Garment Maker is a useful tool for putting
together patterns and adjusting seams, but you
can also achieve good results by modeling with
the standard 3ds Max tools and using Cloth on
top of these meshes. You can create clothing with
polygons, patches, or NURBS. Left: Garment Maker Delaunay mesh
Right: Modeled quad mesh
Important: Keep in mind that modeled clothing must
not have any overlapping vertices or interpenetrating
How Cloth Works
faces. This type of geometry can cause the simulation
to fail. Using Garment Maker; you will not run into this Cloth exists within 3ds Max as a pair of modifiers:
problem. If you are careful in creating your mesh, then Garment Maker and Cloth. Between these two,
this is an easy rule to follow. you can turn just about any 3D object into a
cloth object, or you can create clothing in a more
Pros and Cons
traditional method from 2D patterns, and then
When designing clothing, Garment Maker is sew the panels together. However, before getting
usually the best way to go. It lets you define into the specifics of the two modifiers, it’s useful
seams, seam strength, pleats, and other clothing to discuss how to preplan for using Cloth. This
parameters that cannot be defined with clothing includes how geometry affects Cloth behavior as
modeled via other methods. Either methods lets well as the density of the meshes you use as fabric.
you define separate portions of your clothing with
different fabrics, but Garment Maker gives you Effect of Geometry on Cloth
greater control over this. The advantage to using Ideally, the way you model your cloth should
modeled clothing is that it can sometimes be a not affect how it behaves. However, in practice,
faster setup with familiar methods and it’s a great the nature of the cloth geometry impacts the
way to repurpose older clothing models you have simulation. First of all, the density of the mesh
made in the past. Using polygon-modeled clothing defines how fine the folds are that can develop. If
can result in overly regular creases and folds. you create a plane with only nine vertices, when
Garment Maker uses a Delaunay mesh, which you drape it over a sphere, you are obviously not
tends to avoid this problem. However, the irregular going to get much detailed folding.
triangulation can result in rendering artifacts
for low-resolution clothes, so it is advisable to In addition to this aspect, there is the nature of
the edges in the mesh. Folding can occur only
Cloth Overview 577
seams. This prevents the mesh from coming apart See also
at the seams as it is subdivided.
Cloth Modifier (page 1–578)
Garment Maker Modifier (page 1–607)
Cloth Modifier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Cloth
Pattern-Making Software
Left: Cloth modifier not yet applied
Below is a list of traditional pattern-making Right: Cloth modifier applied and simulated
software that you can use to create patterns for
import into 3ds Max and use with Cloth. After See also
ensuring that your Internet connection is active,
click the software names to display the makers’ Object Properties Dialog (Cloth) (page 1–602)
Web sites. Cloth and Garment Maker Modifiers (page 1–571)
• Fashion CAD Cloth Overview (page 1–571)
• PatternMaker
Garment Maker Modifier (page 1–607)
• Wild Ginger Software
• Autometrix Basic Concepts
• AccuMark Pattern Design In a Cloth simulation, you will let Cloth know
• TUKATECH which objects will be part of the simulation, and
which objects will not. Once you have done this,
you define what the objects are made of. You can
Cloth Modifier 579
specify what is made of cloth, and what is a solid, is determined by the cm/unit parameter on the
collision object. Simulation Parameters rollout. This tells Cloth
how many centimeters (cm) correspond to each
Because Cloth is a modifier, an instance of it is
3ds Max unit. One inch equals 2.54 cm, so the
assigned to each object to be included in the Cloth
default setting of 2.54 means that one 3ds Max unit
simulation. This includes all cloth and collision
corresponds to 1 inch.
objects. Be aware that two cloth objects with two
separate applications of the Cloth modifier will Following is the procedure to follow to determine
not interact with one another. There are a couple what setting to use here.
of ways to include objects in the simulation: 1. Use the measure utility or tape helper to
• Select all of the objects at once and apply the measure some dimension of your cloth (or
Cloth modifier to them. character) in 3ds Max units (call this number
• Apply Cloth to one or more objects and then x).
add objects with the Add Objects button, 2. Decide how big you want this object to be in the
available on both the Object rollout and the real world Convert this number to centimeters.
Object Properties dialog (page 1–602). If you have the dimension in inches, simply
multiply by 2.54 (call this number y).
Units of Measure
3. cm/unit=y/x
Important: The following information is necessary only
Here is a quick example: You import a file,
if you change the system unit after applying the Cloth
man.obj, into 3ds Max, and want to put a shirt on
modifier. If you change the system unit before applying
him.
Cloth, the modifier automatically adjusts the cm/unit
setting. 1. Using the Measure utility, you find that the man
is 170 3ds Max units tall. So y=170.
It is important to think about size in doing clothing
simulations. A very large flag behaves differently 2. You determine that this man is about 6 feet tall.
from a handkerchief. If the scale is off, then 6 feet=72 inches.
the simulation will be off. Because Cloth deals And 72 inches=72x2.54=182.88cm. So
with real-world physics, it works in real-world x=182.88
units. This means that Cloth needs to know the
3. So now you have the values to make
relationship between units in 3ds Max and units in
sure the shirt behaves correctly.
its own world.
Cm/unit=y/x=170/182.88=0.929. Or
For example, suppose you create a plane that is you can round the spinner’s value up to 1.0,
10 x 10 3ds Max units. If you want this plane to since pinpoint accuracy is not needed here.
behave like a 10-inch x 10-inch handkerchief, you
would tell Cloth that 1 3ds Max unit=1 inch. If you Fabric Behavior
want it to behave like a 10-foot x 10-foot bed sheet,
Cloth provides many different ways to set up fabric
you would tell Cloth that 1 3ds Max unit=1 foot.
behaviors. You can make your cloth behave like
Except as noted at the start of this section, Cloth leather, silk, burlap, and anything in between.
ignores the 3ds Max System Units Setup (under
Customize menu > Units Setup > System Units
Setup). Cloth has its own units setup, which
580 Chapter 8: Modifiers
The Simulation can use the Keep Shape option and setting to
preserve this shape, or even reverse it. This simple
Once all of your parameters are set and you’re
procedure provides an example of how to use Keep
ready to go, it’s time to simulate. In many cases,
Shape.
you will first perform a local simulation to fit your
fabric to your character. Once your fabric is in 1. In the Top or Perspective viewport, add a Plane
place, you can simulate over time. primitive object of about 90 x 90 units, with 20
x 20 segments.
Running a simulation in Cloth is very freeform.
You are able to make many changes and edits to a 2. Apply a Bend modifier, set Angle to 250.0, and
simulation, making it more of a work in progress set Bend Axis to X.
than a click and a “hope for the best” scenario. This produces the initial tubular shape.
3. Copy the bent plane twice so you have three
Constraints
planes in a row. Rename the planes as follows:
You can constrain fabric in various ways to create
• don’t keep shape
different fabric effects during simulations. Cloth
can constrain cloth to have extra drag as it flies • keep shape
through the air, or can cause it to be affected by • reverse shape
a space warp in the scene. Linking a portion
of the fabric to an animated object or attaching
to a surface are other common constraints. If
you wanted to create a pair of pants you would
constrain the top portion of the pants to the waist
of the character or a curtain can be constrained
to a rod. Constraints are a very important and
robust part of Cloth. Cloth has the ability to make
multiple groups of constrained vertices for great
flexibility. You can constrain many different parts
of a piece of clothing to different nodes’ surfaces or
other cloth objects.
You build constraints in Cloth at the modifier’s 4. Select all three planes and apply the Cloth
Group sub-object level (page 1–589). At this level, modifier.
you can see vertices of all selected objects, both 5. On the Simulation Parameters rollout, turn off
cloth and collision. You can then select these and Gravity and set cm/unit to 0.5.
place them in groups. Once a group is defined, Turning off Gravity keeps the cloth objects
you can then attach or "constrain" the selection from falling during the simulation, so they
set to another object, or have it affected by some stay in view, and lowering the cm/unit setting
external force. compensates for the planes’ relatively large size.
6. On the Object rollout, click Object Properties.
Procedures
Example: To use the Keep Shape option: This opens the Object Properties dialog.
If your cloth object starts out with 3D shape that 7. In the Objects In Simulation list, highlight all
you’d like to retain during the simulation, you three planes (by dragging), and then, above the
Cloth Modifier 581
Cloth Properties group, choose Cloth. Also set To run a cloth simulation with a networked render
U Bend to 500.0. farm:
This sets V Bend also to 500.0 automatically. A complex cloth simulation can require extensive
computation and take a long time. Cloth includes
Using high Bend values allows the simulation
commands that make it easy to run a simulation
to proceed more quickly.
on a networked machine (part of a render farm),
Next, you’ll set different Keep Shape properties freeing up your machine for working on other
separately for each object. parts of the scene.
8. Highlight the reverse shape object in the list and 1. Set up the simulation.
set the Bend % value to -100.0.
2. For each cloth object in the simulation, select
Note: The default value was 100.0. the object, and then on the Selected Object
9. Click OK to exit the dialog. rollout click Set and specify a path and file
name for the cache.
10. Select the don’t keep shape object and note that
Object rollout > Selected Objects Manip group For best results, specify a mapped drive and
> Use Target State is off. turn on Force UNC Path. This specifies the
path using the Universal Naming Convention
11. Select both the reverse shape and the keep shape
so that it can be found by all computers in the
objects, but not don’t keep shape, and then turn
network. Also, it’s probably a good idea to keep
on Use Target State.
all the cache files in the same directory.
12. On the Object rollout, click Simulate Local.
3. On the Simulation Parameters rollout, turn on
Sim On Render.
4. Save the scene file.
5. On the Render Scene dialog, turn on Net
Render, and then click Render. Submit the job
to a single Server.
Unlike rendering, network Cloth simulation
cannot be split up among multiple Server
machines.
Note: You needn’t render the entire animation
to trigger the cache creation; a single frame
suffices.
After a few seconds, the don’t keep shape object
starts to flatten out, the keep shape object As soon as the Server machine starts the
doesn’t change, and the reverse shape object has, render, it begins computing the simulation and
in fact, reversed its shape, effectively creating saving it to disk. At any point you can load the
a negative bend angle. simulation in its current state from the cache
file to check its progress by clicking the Load
Tip: You can also use Use Target State with Grab
button.
State to maintain or reverse a shape created with
a previous cloth simulation or shape-changing
modifier.
582 Chapter 8: Modifiers
Interface
The Cloth interface varies depending on the
current modifier stack level: Object (page 1–582)
or one of the four sub-object levels:
• Group (page 1–589)
• Panel (page 1–597)
• Seams (page 1–601)
• Faces (page 1–602)
Object rollout
The Object rollout is the first rollout you see on
the Command panel once you apply the Cloth
modifier. It comprises mostly controls to create a
Cloth simulation and adjust fabric properties.
Cloth Forces— Add forces (that is, space warps in causing problems. Using a damped simulation
the scene) such as wind to the simulation. Click alleviates this problem.
Cloth Forces to open the Forces dialog. To add
Simulate—Creates a simulation over the active
forces to the simulation, in the Forces In Scene
time segment. Unlike Simulate Local, this creates
list on the left side, highlight the forces to add,
animation data in the form of a simulation cache
and then click the > button to move them to the
at every frame.
Forces In Simulation list, thus adding them to the
simulation. Thereafter, the forces affect all cloth The simulator advances by a time step called
objects in the simulation. dT. The initial value is the Step setting on the
Simulation Parameters rollout. When the
To remove forces from the simulation, in the Forces
simulator encounters certain situations, it
In Simulation list on the right side, highlight the
decreases dT in order to overcome the obstacles.
forces to remove, and then click the < button to
Sometime later, the simulator increases dT again
move them to the Forces In Scene list.
up to the maximum Step value you set. The current
value of dT appears on the Cloth Simulation dialog
Simulation group
that shows the progress of the simulation as it takes
place (see following).
When the simulator decreases dT, it shows "dT
decreased" on the Cloth Simulation dialog along
with one of the following messages (explanation
follows each message):
• could not solve equations – The solver could
not solve the equations of motion.
• cloth has become over-stretched – In
attempting to solve one step, some edges of the
cloth became too elongated, indicating a failure
To run a cloth simulation, click any of the of the solver.
three Simulate buttons in this group. To halt a • cloth-solid collision velocity was too large –
simulation, press Esc or if the Cloth Simulation The speed of the cloth relative to that of the
dialog is open (i.e., Progress is on), click the Cancel collision object is too high.
button. • cloth-cloth collision velocity was too large –
Simulate Local—Starts the simulation process The speed of colliding cloth parts is too high.
without creating animation. Use this to drape Progress—When on, opens the Cloth Simulation
the clothes on a character or sew the panels of a dialog during the simulation. The dialog shows the
garment together. progress of the simulation, including information
Simulate Local (damped)—Same as Simulate Local, about time, and messages about errors or time
but with a large amount of damping added to step size adjustments.
the cloth. When sewing a garment together,
sometimes the panels come together at high speed,
584 Chapter 8: Modifiers
Tip: To add some natural creasing to your cloth, Show Current State—Shows the current state of the
drop the cloth on the floor, click Grab Target State, cloth at the end of the last simulation time step.
and then run the simulation. After clicking Grab
If the simulation is cancelled, the last time step
Target State and before running the simulation,
could lie between two frames. If the simulation
click Reset State (unless you want the cloth to stay
is allowed to successfully finish, the last time step
on the floor!).
corresponds to the last frame.
Reset Target State—Resets the default bend angles
Show Target State—Shows the current target state
to the mesh below Cloth in the stack.
of the cloth; that is, the desired bend angles used
Note: For Garment Maker (page 1–607) objects, by the Keep Shape option.
the target bend angles will depend on the output
Show enabled solid collision—When on, highlights
method set in the Garment Maker modifier. To see
what is actually being used, use Show Target State. all groups of vertices for which Solid Coll is on.
This is handy for seeing exactly which vertices will
Use Target State—When on, preserves the shape of be involved in solid-object collisions.
the mesh as stored by Grab Target State. It uses the
Show enabled self collision—When on, highlights
Bend % and Stretch % settings in the Keep Shape
group on the Object Properties dialog for Cloth. all groups of vertices for which Self Coll is on. This
is handy for seeing exactly which vertices will be
If multiple cloth objects with different Use Target involved in cloth-to-cloth collisions.
State settings are selected, this check box appears
unavailable, but you can click it to make the setting Selected Object rollout
for all selected objects.
The Selected Object rollout lets you control
Note: In previous versions, this check box was the simulation caches, control and optionally
labeled Keep Shape and was found on the Object animate the cloth properties with a texture map
Properties dialog for Cloth. or interpolation, and specify a bend map. This
rollout appears only when a single object in the
simulation is selected.
also created when you render with Sim On Render Bend Map group
on.
The Bend Map option lets you use a texture map,
map channel, or vertex colors to modulate the
Property Assignment group
target bend angles. The value of this is that you can
Interpolate—Interpolates between the two different paint deformations onto your cloth, or use some
property settings in the Object Properties dialog kind of noise map to add irregularity to the cloth.
(page 1–602) (as determined by the Property 1 and
Bend Map—Toggles the use of the Bend Map
Property 2 radio buttons at the top right corner).
option.
You can use this slider to animate between these
two properties to adjust the type of fabric settings Set the strength of the modulation with the
the garment is using. numeric value. In most cases, the value should be
less than 1.0. Range=0.0 to 100.0. Default=0.5.
Texture Map—Set a texture map and apply the
Property 1 and Property 2 settings to the cloth [map type]—Choose the map type for the Bend
object. You can add a grayscale texture map in map:
this slot to blend between the two properties set in • Vertex Color—Uses the Vertex Color channel for
the Object Properties dialog. Black will represent modulation.
property 1 and white property 2. Any grayscale
value will blend between these two properties. You • Map Channel—Uses a map channel other than
can drag a texture map onto this button. Vertex Color for modulation. Set the channel
with the spinner.
• Texture Map—Uses a texture map for
modulation. To specify a texture map, click
the button (labeled None by default) and then
use the Material/Map Browser to choose the
map. Thereafter the map name appears on the
button.
The numeric setting specifies the extent to which order. For modifiers with the same priority, the
Cloth tends to avoid self-colliding cloth objects, order is undefined.
at the cost of simulation time. Range=0 to 10. Note: Each object has its own cache file, which is
Default=1. temporarily created when the MAX file is opened.
This is a maximum limit. If Cloth needs fewer On saving the file, the cache is incorporated into
calculations to resolve all collisions, it will use the MAX file. When Sim On Render is on, the
fewer. In most cases, a value greater than 1 isn’t cache file specified is created and written to, but is
necessary. not read from as you change the time slider. The
cache file must be loaded into the internal cache
Solid Collision—When on, the simulator takes into
file before you can see it.
account cloth-to-solid object collisions. This is
almost always left on. Advanced Pinching—When on, Cloth tests for cloth
pinched between two parts of the same collision
Use Sewing Springs—When on, uses the sewing
object.
springs created with Garment Maker to pull the
fabric together. This option helps with cloth colliding with
small features of the collision objects, such as
This works only with objects that have been fingers. There is a significant performance hit for
made with Garment Maker (page 1–607). Turn high-resolution collision objects.
this option off once the garment has been pulled
together. When off, Cloth will identify vertices Tension—Lets you visualize the compression/
that are sewn together and will always keep them tension in the fabric by means of vertex coloring.
coincident. When on, there is always a chance for Stretched cloth is indicated by red, compressed
the vertices to come apart if the sewing springs are by blue, neutral by green. The numeric setting
not strong enough (actually, there will always be lets you change the range of tension/compression
some slight gap between the vertices in this case). illustrated by a complete traversal from red to
blue. The higher this value, the more gradual the
Show Sewing Springs—Toggles the visual
shading. This works only for Garment Maker
representation of the sewing springs in the objects.
viewports. These do not render.
Sim on Render—When on, triggers the simulation Group rollout
at render time. Use this for generating a simulation The Group sub-object rollout is for selecting
with a network computer, which lets you continue groups of vertices and constraining them to
to work on other aspects of your scene with your surfaces, collision objects, or other cloth objects.
own computer. See a procedure here (page 1–581). At the Group sub-object level, all selected objects
After the render is completed, Cloth writes a cache that are part of the Cloth simulation are shown
for each cloth object. You can specify this cache file with their vertices visible so that you can select
on the Selected Object rollout (page 1–585) (which them in an efficient fashion.
is available only when a single object is selected). When you create or select a group at this sub-object
If you do not specify a name, the software creates level, the Group Parameters rollout becomes
one. available.
The numeric value indicates the priority of the Important: The concept of a group for Cloth can be
simulation; the simulations are run in ascending applied to both the cloth objects and to the collision
590 Chapter 8: Modifiers
objects in the simulation. And when created, groups can and then click this button. Name the group, and it
then be given unique properties. For example, a group will then show up in the list below for you assign
on a collision object can have a different collision offset to an object.
from the rest of the object. This is a powerful feature
Delete Group—Deletes the group highlighted in
when working with groups.
the list.
Note: You can select groups of vertices explicitly,
Detach—Removes any constraint assigned to the
with the mouse in the viewports, and you can
also specify a soft selection or use a texture map group and sets it back to being unassigned (i.e.,
to select vertices using controls on the Group without any constraint). Any unique properties
Parameters rollout. See Soft Selection group (page assigned to this group will remain in effect.
1–596). In addition, named selection set (page Initialize—Constraints that involve attaching
1–83) tools are available at this level. the vertices to another object (Node, SimNode,
Surface and Cloth constraints) contain
information regarding the relative positions
of the group vertices to the other object. This
information is created upon the creation of the
constraint. To regenerate this information, click
this button.
Change Group—Lets you modify the vertex
selection in the group. To use, follow this
procedure:
1. Choose the group in the list.
2. Change the selection of vertices.
3. Click Change Group.
Rename—Renames the highlighted group.
Surface—Attaches the selected group to the surface choose another group. You could use this option
of a collision object in the scene. To use, click to prevent the simulator from processing collisions
Surface, and then select the node for attaching. between cloth and the body under an arm or
Tip: This constraint is best suited for when the cloth between the legs.
and the constraining object should be in close Forcefield—Allows you to link a group to a space
proximity, such as with clothing on a character warp and have the space warp affect the vertices.
mesh.
Sticky Surf—The group sticks to a surface only
Cloth—Attaches the selected group of cloth vertices after it has collided with that surface. Solid Coll
to another cloth object. must be enabled for this constraint to work.
Preserve—This group type preserves the motion Sticky Cloth—The group sticks to a surface only
from below the Cloth modifier in the modifier after it has collided with that surface. Self Coll must
stack. For example, you might have a dress that be enabled for this constraint to work.
you’ve skinned to a skeleton. You want the upper
[group list]—Shows all current groups. The
portion of the dress to be unaffected by the Cloth
simulation (that is, to retain its deformation number of vertices associated with the highlighted
defined by the skinning), and the lower part to group is shown below the list. To assign, copy,
be simulated. In this case, you’d make a Preserve paste, delete or alter a created group, first highlight
constraint from the upper vertices. the group name in the list.
Copy—Copies a named selection set to the copy
Drag—This group type locks the vertices in place
or adds a damping force to selected group. When buffer.
Group Parameters rollout > Soft is off, you can Paste—Pastes the named selection set from copy
use this constraint for “nailing” vertices in place buffer.
so that they do not move at all. When Soft is on,
the vertices will have a drag force applied where Group Parameters rollout
the amount of drag is controlled by the Strength
The Group Parameters rollout appears after you
and Damping values, also on the Group Properties
use Make Group on a vertex selection to create at
rollout.
least one group. Thereafter, highlight the group
SimNode—This option works the same as the Node in the Group rollout list to display and edit the
option, except the node must be part of the Cloth group’s settings with the Group Parameters rollout.
simulation.
Group—Attaches one group to another. This is
recommended only for single-vertex groups. (that
is, groups that contain only one vertex). With this,
you can make one cloth vertex stick to another
cloth vertex. Select one group, click this button
to open the Pick Group dialog , and then choose
another group.
NoCollide—Causes collisions between the currently
selected group and another group to be ignored.
When you click this button, you’re prompted to
592 Chapter 8: Modifiers
Radius—When on, lets you set the radial distance Which side? If layerB > 0, then to the side
used by the Blob option (see preceding). When indicated by the face normals. If layerB<0 then
off, Blob uses an automatic radial value. to the opposite side.
The sign of the Layer value indicates what the
Behavior Settings group
"outside" of that piece of cloth is. A positive sign
Behavior Settings—Toggles the availability of the means "The side that the normals face is the
other settings in this group. When off, the other outside".
settings have no effect.
Keep Shape—When on, preserves the shape of the
Solid Coll—When on, the group vertices are used mesh based on the Bend % and Stretch % settings
in solid-collision detection. (see following). In normal operation, when Cloth
Self Coll—When on, the group vertices are used in creates a simulation, it tries to "flatten out" the
self-collision detection. cloth.
Layer—Indicates the correct "order" of cloth Bend %—Modulates the target bend angles to a
pieces that might come in contact with each other. value between 0.0 and the angles defined by the
Range=-100 to 100. Default=1. target state. A negative value inverts the angles.
Range=-100.0 to 100.0. Default=100.0.
If your garments and/or panels are all correctly
orientated to begin with, then cloth-to-cloth Stretch %—Modulates the target stretch angles to
collision detection should keep items from a value between 0.0 and the angles defined by the
interpenetrating. However, the initial state of a target state. A negative value inverts the angles.
garment/panel might have some interpenetration Range=-100.0 to 100.0. Default=100.0.
that cannot be resolved. For example, suppose you
Presets group
make a jacket with Garment Maker where the front
right panel is supposed to sit on top of the front Sets the Cloth Properties parameters to the preset
left panel. When you sew together the garment selected in the drop-down list. Any presets that
(generally with self-collision off), the front panels are built into the system or that have been loaded
will interpenetrate, so to make sure that the right will show up here.
panel sits outside the left panel, you might have
Load—Loads presets from the hard drive. Click
to use constraints or Live Drag. Using the Layers
this button and then navigate to the directory
option on the panels can help here.
with your presets to load them into your Cloth
Here is the logic of layers: When two pieces of Properties.
cloth (A and B) are in collision-detection range,
Save—Saves your Cloth Properties parameters to a
their layers (layerA and layerB) are compared and
file that you can then load at a later time.
the following rules are applied:
• If either layerA or LayerB is 0, then Cloth uses
the regular cloth-to-cloth collision method.
Use These Properties—Determines the cloth
• If layerA=layerB, then Cloth uses the regular properties from the settings on the rollout below.
cloth-to-cloth collision method.
Get From Object—Sets the cloth properties of the
• If abs(layerA) > abs(layerB) then piece A is group to be the same as the object they are selected
pushed to the appropriate side of piece B. on.
594 Chapter 8: Modifiers
will only be the sum of the length of all of the with other cloth objects. Increase this value if there
sides at rest. A low value will allow this length to are a lot of collisions between different parts of
be greater then that off all of its sides at rest. This cloth, or if the cloth is tending to interpenetrate.
length of stretched sides is not on a one to one
Damping—The larger this value, is the more
basis. One side of the polygon may stretch more
sluggishly the fabric will react. With a lower value,
then another as long as the total shear value is not
the fabric will behave with more spring. Cloth
exceeded.
with more damping will come to rest sooner then
Density—The weight of the cloth per unit area (in cloth with less damping. High damping results in
gm/cm2). Higher values mean heavier cloth like cloth that behaves as though it is moving through
denim. Use smaller values for lighter cloth like silk. oil. Excessive damping may also cause simulation
instabilities. A good value is the default, 0.01.
Thickness—Defines the virtual thickness of a
fabric for the purpose of detecting cloth-to-cloth Air Res.—Resistance to Air. This value will
collisions. This value is irrelevant if cloth-to-cloth determine how much the air will effect the cloth. A
collisions are disabled. Larger values keep the higher amount of air resistance would be useful for
cloth separated by greater distances. Be careful a tightly woven fabric, while a lower amount would
not to use too large or small values in this field. be suitable for a loose-knit garment.
Very large values will interfere with the natural
Dyn. Fric.—Dynamic friction between the cloth
behavior of the cloth. Very small values will cause
and solid objects. A larger value will add more
the simulator to take too long to calculate. This
friction and cause the fabric to slide less across
distance is measured in cm (centimeters) and
an object. A lower value will allow the fabric to
should be smaller than the size of the triangles that
slip off an object very easily, similarly to how silk
make up the cloth object. A setting of 0.0 will let
would react.
Cloth automatically assign a reasonable value for
thickness. Static Fric.—Static friction between the cloth and
solid objects. When the cloth is in stationary
position, this value will control its ability stay
where it is, or slip away.
Self Fric.—Friction between the cloth and itself.
This is similar to dynamic and static friction, but
applies to cloth-to-cloth or self-collisions. A larger
value will cause more friction between the cloth
and itself.
U Scale—Controls how much to shrink or expand
the cloth along the U direction (as defined by
Left: The top piece of cloth with a Thickness of 0 Garment Maker. For non-Garment Maker meshes,
Right: Thickness of 9 this applies a uniform scaling to the cloth along
Repulsion—The amount of force used to repel both axes, and the V Scale parameter is ignored).
other cloth objects. This value is irrelevant A value of less than 1 will shrink the fabric at
if cloth-to-cloth collisions are disabled. The simulation time, while a value of more than 1 will
simulator will apply a repulsion force scaled by stretch it.
this value to keep the cloth from coming in contact
596 Chapter 8: Modifiers
V Scale—Controls how much to shrink or expand Based on—Displays the preset that the group
the cloth along the V direction (as defined by properties are based on. When you modify
Garment Maker). A value of less than 1 will shrink parameters and save a preset, Cloth uses the name
the fabric at simulation time, while a value of more of the last preset you loaded as the “Based on”
than 1 will stretch it. name.
Seam Force—Not presently used and only kept for Anisotropic—When on, you can set different U
backward compatibility with older versions of the and V values for the Bend, B-Curve, and Stretch
former product called Stitch. This was a global parameters. The U and V directions are defined
seam strength, but seam strength is now defined by Garment Maker (page 1–607) and do not apply
on a seam-by-seam basis in the Seams sub-object to non-Garment Maker meshes, for which setting
Mode. different U/V values might result in unexpected
behavior.
Depth—Collision depth. If a portion of cloth
reaches this depth inside a collision object, then Use Edge Springs—This is an alternative method
the simulation will no longer try to push the cloth for calculating stretch. When this option is on,
out of the mesh. This value is measured in 3ds Max stretch force is based on springs along triangle
units. edges. (Whereas normally the stretch and shear
forces are calculated in a more sophisticated
Offset—The amount of distance kept between the
manner to more accurately reflect the underlying
cloth and the collision object. A very low value
physics).
can cause the collision mesh to protrude out from
under the cloth. A very high value will cause Use Cloth Depth/Offset—Uses the Depth and Offset
the fabric to look as if it is floating on top of the values set for the group. When on, the cloth object
collision object. ignores the collision object Depth and Offset
values.
Plasticity—The tendency of the cloth to keep its
current deformation (that is, the bend angles).
Soft Selection group
This is different from Keep Shape, which
determines the extent to which the cloth tends to
keep its original deformation (or the one defined
by the Target State). If you set Plasticity to 100.0,
the cloth will not attempt to change the angles
between triangles. If you want stiffer cloth, but you
don’t want the cloth to "balloon" up, increase the
Plasticity value.
Cling—The extent to which the cloth object adheres
to a collision object. Range=0.0 to 99999.0.
Default=0.0.
You can use this parameter to simulate effects such
as wet cloth. A setting of 1.0 should be just enough
to hold the default material onto a surface against
its own weight.
Cloth Modifier 597
The Soft Selection controls apply on a per-group Note: To be able to select a panel at this sub-object
basis to permit soft selection of vertices level, you must first use Object Properties (page
neighboring the explicitly selected group 1–602) to specify that the object is cloth. Also, to
members. This works the same as soft selection of be able to change settings on this rollout, first turn
vertices in other parts of 3ds Max. For details, see on Object Properties > Use Panel Properties.
Soft Selection Rollout (page 1–963). Alternatively,
you can select vertices for a group based on a
texture map.
Panel rollout
At the Panel sub-object level, you can select one
panel (cloth section) at a time and change its cloth
properties. A panel, which must be created by the
Garment Maker modifier (page 1–607), is a closed
spline that is not enclosed by another spline. If
a closed spline is enclosed by another spline, it
forms a hole in the outer spline.
598 Chapter 8: Modifiers
Presets group
Presets—Sets the selected panel’s properties
parameters to the preset selected in the drop-down
list. Any presets that are built into the system or
that have been previously saved and loaded will
show up here. Presets have the filename extension
.sti.
Load—Load presets from a specified location on
your hard drive. Click this button and navigate to
the directory with your presets to load them into
your Cloth Properties.
Save—Save your Cloth Properties parameters to a
file to be loaded at a later time. By default, Cloth
preset files are saved to the \cloth folder inside the
program install directory.
instabilities. A good value is 0.01 (note: the default on a seam-by-seam basis at the Seams sub-object
is 0.1, but in practice, it seems that this value is level.
too high).
Plasticity—The tendency of the cloth to keep its
Air Res.— Resistance to Air. This value will current deformation (that is, the bend angles).
determine how much the air will effect the cloth. A
This is different from Keep Shape, which
higher amount of air resistance would be useful for
determines the extent to which the cloth tends to
a tightly woven fabric, while a lower amount would
keep its original deformation (or the one defined
be suitable for a loose-knit garment.
by the Target State). If you set Plasticity to 100.0,
Dyn. Fric.— Dynamic friction between the cloth the cloth will not attempt to change the angles
and solid objects. A larger value will add more between triangles. If you want stiffer cloth, but you
friction and cause the fabric to slide less across don’t want the cloth to "balloon" up, increase the
an object. A lower value will allow the fabric to Plasticity value.
slip off an object very easily, similarly to how silk
Depth—Collision depth. If a portion of cloth
would react.
reaches this depth inside a collision object, then
Static Fric.— Static friction between the cloth and the simulation will no longer try to push the cloth
solid objects. When the cloth is in stationary out of the mesh. This value is measured in 3ds Max
position, this value will control its ability stay units.
where it is, or slip away.
Offset—The amount of distance kept between the
Self Fric.— Friction between the cloth and itself. cloth and the collision object. A very low value
This is similar to dynamic and static friction, but can cause the collision mesh to protrude out from
applies to cloth-to-cloth or self-collisions. A larger under the cloth. A very high value will cause
value will cause more friction between the cloth the fabric to look as if it is floating on top of the
and itself. collision object.
U Scale—Controls how much to shrink or expand Use Cloth Depth/Offset—Uses the Depth and Offset
the cloth along the U direction (as defined by values set for the panel (see preceding). When on,
Garment Maker. For non-Garment Maker meshes, the cloth object ignores the collision object Depth
this applies a uniform scaling to the cloth along and Offset values.
both axes, and the V Scale parameter is ignored).
Cling—The extent to which the cloth object adheres
A value of less than 1 will shrink the fabric at
to a collision object. Range=0.0 to 99999.0.
simulation time, while a value of more than 1 will
Default=0.0.
stretch it.
You can use this parameter to simulate effects such
V Scale—Controls how much to shrink or expand
as wet cloth. A setting of 1.0 should be just enough
the cloth along the V direction (as defined by
to hold the default material onto a surface against
Garment Maker). A value of less than 1 will shrink
its own weight.
the fabric at simulation time, while a value of more
than 1 will stretch it. Based on—Lists the preset that the panel properties
are based on. When you modify parameters and
Seam Force—Not presently used and only kept for
save a preset, Cloth uses the name of the last preset
backward compatibility with older versions of the
you loaded as the “Based on” name.
former product called Stitch. This was a global
seam strength, but seam strength is now defined
Cloth Modifier 601
Stretch %—Modulates the target stretch angles to Crease Strength—Increase or decrease the strength
a value between 0.0 and the angles defined by the of your seam. This value will effect how much
target state. A negative value inverts the angles. the seam will resist bending in relation to the rest
Range=-100.0 to 100.0. Default=100.0. of the cloth object. A value of 2.0 means that the
cloth will have twice the resistance to bending
Seams rollout that it would otherwise have (as defined by the
object/panel/vertex group properties).
The Seams sub-object rollout is used to define
seam properties. Sewing Stiffness—The amount of force with which
the panels will be pulled together at simulation
time. A larger value will pull the panels together
harder and faster.
602 Chapter 8: Modifiers
Enable All—Sets all seams on selected garment to position and rotate the faces of your cloth within
be active. your scene.
Disable All—Sets all seams on selected garment to Ignore Backfacing—When on, you can select only
be off. This button deactivates the On check box faces facing you. When off (the default), you can
for all seams. select any faces under the mouse cursor, regardless
of visibility or facing.
Faces rollout
The Faces sub-object rollout enables interactive
dragging of cloth objects while they are simulated Object Properties Dialog (Cloth)
locally. This sub-object level is useful for Select an object. > Modify panel > Modifier List >
positioning cloth within your scenes in a more Object-Space Modifiers > Cloth > Object rollout > Object
Properties button
interactive way.
Note: If you position your cloth incorrectly, you Use the Object Properties dialog to specify which
can restore the original position by returning to objects are included in a Cloth (page 1–578)
the Object level and clicking the Reset State button. simulation, whether they are cloth or collision
objects, and define parameters associated with
them.
Interface
Use Panel Properties—When on, tells Cloth Thickness— Defines the virtual thickness of a
to use the Cloth Properties from the Panel fabric for the purpose of detecting cloth-to-cloth
sub-object level of the Cloth modifier. This allows collisions. This value is irrelevant if cloth-to-cloth
you to define different cloth properties on a collisions are disabled. Larger values keep the
panel-by-panel basis. cloth separated by greater distances. Be careful
604 Chapter 8: Modifiers
not to use too large or small values in this field. is off. It is recommended to do this only for
Very large values will interfere with the natural Garment Maker (page 1–607) objects.
behavior of the cloth. Very small values will cause
Air Res.—Resistance to air. This value will
the simulator to take too long to calculate. This
determine how much the air will effect the cloth. A
distance is measured in cm (centimeters) and
higher amount of air resistance would be useful for
should be smaller than the size of the triangles that
a tightly woven fabric, while a lower amount would
make up the cloth object. A setting of 0.0 will let
be suitable for a loose-knit garment.
Cloth automatically assign a reasonable value for
thickness. Dyn. Fric.—Dynamic friction between the cloth
and solid objects. A larger value will add more
friction and cause the fabric to slide less across an
object. A lower value will allow the fabric to slip off
an object easily, similarly to how silk would react.
U Stretch/V Stretch—Resistance to stretching. The
default value of 50.0 is a reasonable value for most
types of cloth. A Larger value will be stiffer, while
a smaller one will be stretchy like rubber.
By default, the U Stretch and V Stretch parameters
are locked together so that changing one sets the
Left: The top piece of cloth with a Thickness of 0 other to the same value. You can set different
Right: Thickness of 9 values for the two only when Anisotropic is off. It is
Repulsion—The amount of force used to repel recommended to do this only for Garment Maker
other cloth objects. This value is irrelevant (page 1–607) objects.
if cloth-to-cloth collisions are disabled. The Static Fric.—Static friction between the cloth and
simulator will apply a repulsion force scaled by solid objects. When the cloth is in stationary
this value to keep the cloth from coming in contact position, this value will control its ability stay
with other cloth objects. Increase this value if there where it is, or slip away.
are a lot of collisions between different parts of
cloth, or if the cloth is tending to interpenetrate. Self Fric.—Friction between the cloth and itself.
This is similar to dynamic and static friction, but
U B-Curve/V B-Curve—Resistance to bending as applies to cloth-to-cloth or self-collisions. A larger
the fabric folds. The default value of 0 sets the value will cause more friction between the cloth
bend resistance to be constant. A setting of 1 and itself.
makes the fabric very resistant to bending as the
angle between triangles approaches 180 degrees. Shear—Resistance to shearing. Higher values
You never want two adjacent triangles to pass result in stiffer cloth fabrics. Shear defines how
through each other, so you can increase this value much the individual triangles can deform. If you
to prevent this from happening. were to lay the edges of the triangle out in a strait
line this value would represent how long this line
By default, the U B-Curve and V B-Curve can stretch out to. With a high value this length will
parameters are locked together so that changing only be the sum of the length of all of the sides at
one sets the other to the same value. You can set rest. A low value will allow this length to be greater
different values for the two only when Anisotropic then that off all of its sides at rest. This length of
Object Properties Dialog (Cloth) 605
stretched sides is not on a one to one basis. One the cloth will not attempt to change the angles
side of the polygon may stretch more then another between triangles. If you want stiffer cloth, but you
as long as the Seam Force—Not presently used and don’t want the cloth to "balloon" up, increase the
only kept for backward compatibility with older Plasticity value.
versions of the former product, called Stitch. This
Depth—Collision depth for the cloth object. If
was a global seam strength, but seam strength is
a portion of cloth reaches this depth inside a
now defined on a seam-by-seam basis at the Seams
collision object, then the simulation will no longer
sub-object level.total shear value is not exceeded.
try to push the cloth out of the mesh. This value is
Density— The weight of the cloth per unit area (in measured in 3ds Max units.
gm/cm2). Higher values mean heavier cloth like
To specify a Depth value specific to the cloth
denim. Use smaller values for lighter cloth like silk.
object, use this setting and be sure to turn on Use
Damping— The larger this value, is the more Cloth Depth/Offset.
sluggishly the fabric will react. With a lower value,
Offset—The distance maintained between the
the fabric will behave with more spring. Cloth
cloth object and the collision object. A very low
with more damping will come to rest sooner then
value can cause the collision mesh to protrude
cloth with less damping. High damping results in
from under the cloth. A very high value causes the
cloth that behaves as though it is moving through
fabric to appear to be floating above the collision
oil. Excessive damping may also cause simulation
object. This value is measured in 3ds Max units.
instabilities. A good value is 0.01 (note: the default
is 0.1, but in practice, it seems that this value is To specify an Offset value specific to the cloth
too high). object, use this setting and be sure to turn on Use
Cloth Depth/Offset.
U Scale—Controls how much to shrink or expand
the cloth along the U direction (as defined by Cling—The extent to which the cloth object adheres
Garment Maker). For non-Garment Maker to a collision object. Range=0.0 to 99999.0.
meshes, this applies a uniform scaling to the cloth Default=0.0.
along both axes, and the V Scale parameter is
You can use this parameter to simulate effects such
ignored). A value of less than 1 will shrink the
as wet cloth. A setting of 1.0 should be just enough
fabric at simulation time, while a value of more
to hold the default material onto a surface against
than 1 will stretch it.
its own weight.
V Scale—Controls how much to shrink or expand
Use Cloth Depth/Offset—Uses the Depth and Offset
the cloth along the V direction (as defined by
values set in Cloth Properties. When on, the cloth
Garment Maker). A value of less than 1.0 will
object ignores the collision object Depth and
shrink the fabric at simulation time, while a value
Offset values.
of more than 1.0 will stretch it.
Based on—Displays the preset that the Cloth
Plasticity—The tendency of the cloth to keep its
Properties are based on. When you modify some
current deformation (that is, the bend angles).
parameters and save a preset, it will use the name
This is different from Keep Shape, which of the last preset you loaded as the Based on name.
determines the extent to which the cloth tends to
Anisotropic—When on, you can set different U
keep its original deformation (or the one defined
and V values for the Bend, B-Curve, and Stretch
by the Target State). If you set Plasticity to 100.0,
parameters. The U and V directions are defined
606 Chapter 8: Modifiers
by Garment Maker (page 1–607) and do not apply left panel. When you sew together the garment
to non-Garment Maker meshes, for which setting (generally with self-collision off), the front panels
different U/V values might result in unexpected will interpenetrate, so to make sure that the right
behavior. panel sits outside the left panel, you might have
to use constraints or Live Drag. Using the Layers
Use Edge Springs—Enables an alternative method
option on the panels can help here.
for calculating stretch. When on, stretch force
is based on springs along triangle edges. When Here is the logic of layers: When two pieces of
off, the stretch and shear forces are calculated in cloth (A and B) are in collision-detection range,
a more sophisticated manner to more accurately their layers (layerA and layerB) are compared and
reflect the underlying physics. the following rules are applied:
Use Solid Friction—Uses the friction of the collision • If either layerA or LayerB is 0, then Cloth uses
object to determine friction. Values for collision the regular cloth-to-cloth collision method.
can be assigned either to the cloth or the collision • If layerA=layerB, then Cloth uses the regular
objects. This enables you to set different friction cloth-to-cloth collision method.
values for each collision object.
• If abs(layerA) > abs(layerB) then piece A is
Keep Shape—These settings preserves the shape pushed to the appropriate side of piece B.
of the mesh based on the values of Bend % and Which side? If layerB > 0, then to the side
Stretch % (see following). In normal operation, indicated by the face normals. If layerB<0 then
when Cloth creates a simulation, it tries to "flatten to the opposite side.
out" the cloth. To enable these settings, turn on
The sign of the Layer value indicates what the
Use Target State.
"outside" of that piece of cloth is. A positive sign
Bend %—Modulates the target bend angles to a means "The side that the normals face is the
value between 0.0 and the angles defined by the outside".
target state. A negative value inverts the angles.
Range=-100.0 to 100.0. Default=100.0. Collision Properties group
Stretch %—Modulates the target stretch angles to
a value between 0.0 and the angles defined by the
target state. A negative value inverts the angles.
Range=-100.0 to 100.0. Default=100.0.
Layer—Indicates the correct "order" of cloth
pieces that might come in contact with each other.
Range=-100 to 100. Default=1.
Collision Object—Sets the object or objects
If your garments and/or panels are all correctly highlighted in the left-hand column to be collision
orientated to begin with, then cloth-to-cloth objects. Cloth objects bounce off or wrap around
collision detection should keep items from collision objects.
interpenetrating. However, the initial state of a
Depth—Collision depth for the collision object.
garment/panel might have some interpenetration
If a portion of cloth reaches this depth inside a
that cannot be resolved. For example, suppose you
collision object, then the simulation will no longer
make a jacket with Garment Maker where the front
right panel is supposed to sit on top of the front
Garment Maker Modifier 607
try to push the cloth out of the mesh. This value is also specify internal seam lines (page 1–610) for
measured in 3ds Max units. creases and cuts.
Offset—The distance maintained between the
See also
cloth object and the collision object. A very low
value can cause the collision mesh to protrude out Troubleshooting and Error Codes in Garment Maker
from under the cloth. A very high value will look (page 1–622)
like the fabric is floating on top of the collision
Cloth and Garment Maker Modifiers (page 1–571)
object. This value is measured in 3ds Max units.
Cloth Overview (page 1–571)
Dyn. Fric.—Dynamic friction between the cloth
and this particular solid object. A larger value will Cloth Modifier (page 1–578)
add more friction and cause the fabric to slide
across an object less. A lower value will allow the Basic Concepts
fabric to slip of an object very easily, similarly to Splines
how silk would react. This value is only used for
When you start working with Garment Maker, you
interaction with cloth objects that have Use Solid
begin either by importing or drawing traditional
Friction enabled, otherwise the friction value is
2D splines in the 3ds Max Top viewport. To use a
taken from the cloths own properties.
spline with Garment Maker and eventually Cloth,
Static Fric.—Static friction between the cloth and it must be a closed shape. This does not mean
solid objects. When the cloth is in stationary that you cannot have splines inside of splines, but
position, this value will control its ability stay if you have multiple spline shapes inside of one
where it is, or slip away. This value is only used for another, the inner splines are treated as "holes" in
interaction with cloth objects that have Use Solid the fabric, as shown below.
Friction enabled otherwise the friction value is
taken from the cloths own properties.
Enable Collisions—Enables or disables collisions
for this object while still allowing it to be in the
simulation. This means the object can still be used
for making surface constraints.
Pattern Creation
To make patterns you can use the basic 2D spline
tools in 3ds Max. Cloth comes with several
patterns, but after you learn to use them, you
Seam edges selected at the Seam sub-object level in red
will most likely want to start making your own.
Garment Panels Patterns can take advantage of many features
that real sewing patterns have, such as darts and
Garment Maker’s Panels sub-object level lets multi-segment seams. To learn about other pattern
you arrange the panels of the pattern around the making software, see Pattern-Making Software
character. You can then create seams where the (page 1–578).
panels should connect and be "sewn" together.
This lets you create the seams you need while Tricky Assemblies
seeing how the clothing will look around your
As you begin to move beyond the basic patterns
character. Creating seams like this is in many cases
for your garments, there are a number of rules that
far superior to making them in a flat layout because
you should follow in order to work effectively with
it allows you to visualize what is being done.
Cloth:
610 Chapter 8: Modifiers
• Always create your pattern splines in the Top In this case, you have an arm seam that is open
viewport. Garment Maker assumes that the at the bottom, and a MultiSegment that is open
pattern is laid out this way. at both the top and the bottom. If you closed
• When seaming garments with MultiSegment the side of the garment, you’d end up with
edges, you must take care of the order in which the situation illustrated in the center image
the seams are made. below, where the seam is twisted (it cannot
be “untwisted” by reversing the seam). By
Note: A MultiSegment comprises two or more
closing the top of the armhole MultiSegment
individual segments acting as a single segment; with a seam at the shoulder, you’ll create proper
you create it with Garment Maker. topology to make the MultiSegment seam.
When creating a seam you cannot use: 3. Next, you can seam up the sleeve to the
• A MultiSegment that has multiple gaps in it, armhole. See the leftmost image below.
unless all but one of those gaps are bridged by 4. Finally, you can add the seam down the side of
another seam. the garment and across the underside of the
• A segment or MultiSegment that forms a closed sleeve (the order is irrelevant here).
loop (that is, a path directly, or via seams,
completely encloses the MultiSegment).
Both these issues arise in the common sleeve
assembly shown below. The sleeve needs to be
sewn to the armhole. When assembled, both
the sleeve and the armhole form closed loops.
The sleeve forms a loop via the seam along its
underside. The armhole is closed by two seams:
one across the shoulder and one down the side. Left: Seam created for shoulder first and then for the
MultiSegment, producing the desired result.
Now, since you cannot seam closed loops together, Middle: Seam created at the bottom of the body MultiSegment
it therefore follows that both the armhole and first, resulting in an irreversible MultiSegment seam from the
sleeve must be left open when creating the seam arm to the body.
connecting them. So the order is as follows: Right: No seams made on the body to connect its
MultiSegment, resulting in a seam topology error.
1. Because the sleeve is one segment and the
armhole is two segments, you must make a Internal Seam Lines
MultiSegment out of those two segments first.
When drawing panels, you can use extra open
2. When dealing with MultiSegment seams, the
splines to define seam lines within the panels,
order of creation is important. If you attempt
also known as internal seam lines. Triangulation
to create seams in the wrong order, you might
always occurs along these internal seam lines, so
get a “Seamline topology is wrong” error,
you can use them to help define the structure of
and the seams will not be created. When
the cloth panel, and as crease lines. Also, you can
dealing with MultiSegment seams, create the
specify that an internal seam line should be cut,
minimum number of seams necessary to make
so that the cloth separates along the line during
the MultiSegment seam match the topology of
the simulation.
the other piece to that you are going to connect.
Garment Maker Modifier 611
To create an internal seam line, simply specify the separate pieces within the Garment Maker
a Material ID of 2 for the internal spline, which modifier at the Panels sub-object level.
should not be closed. Also, for best results, keep 3. Apply the Garment Maker modifier. Set
its endpoints away from other splines in the shape. parameters as necessary.
And, as with outside seam lines, an internal spline
should not cross over itself or other splines.
Procedure
To place garment panels automatically:
4. On the Main Parameters rollout, click the None
The Garment Maker modifier provides tools button, and then click the character model.
for positioning garment panels on a humanoid
The object’s name appears on the button.
character model. This automatic placement is
approximate; further adjustment is typically 5. Below this button, click the Mark Points On
necessary. Figure button.
1. Load or create your character model. A character outline appears in the corner of
each viewport. Superimposed on the outline
2. Create your panels as splines or NURBS curves
are seven asterisk-shaped points; the one at the
parallel to the world XY plane (that is, create
center-top of the chest is highlighted in red.
them in the Top viewport).
way, if you change the Density value, the mesh [button]—Click this button, labeled “None” by
will retain its deformation. Once a snapshot default, and then click the object, or figure, to
has been taken, at the Panel sub-object level, which the clothing is to be applied. Typically this
the panels will have the Use Preserved check is a character model. Thereafter, the name of the
box on. This means you can move the panels object appears on the button.
around while maintaining their deformation.
Mark Points on Figure—After specifying a figure
Also note that once a snapshot has been taken,
using the “None” button (see preceding), use
Garment Maker automatically chooses the
this control to specify locations on the figure for
Preserved Surface option.
automatically positioning panels in the garment.
• Flat Panels—Displays all the panels as flat
surfaces. This mode defines the texture When you click Mark Points On Figure, this
coordinates of the garment vertices. With this character outline appears in the corner of each
output mode active, you can adjust texture viewport:
coordinates at the Panel sub-object level by
moving and rotating the panels.
Stretch Map Coords—When on, Garment Maker
uses the bounding box of the original spline shape
in defining the texture mapping coordinates. The
lower-left corner of the box is always assigned UV
coordinates of (0,0). If Stretch Map Coords is on,
the upper-right corner has coordinates of (1,1).
This conforms to the 3ds Max convention for
bitmap textures. If the box is off, the upper-right
corner has coords (1,a) (a>1) or (a,1) (a>1), which
are chosen to preserve the proportions of the box.
This is appropriate for procedural textures.
Curves rollout
Use the Curves sub-object level to stitch your Create Seam—Creates a seam between two
pattern panels together. You can also connect segments. Select two segments of the panels
seams in the Seams sub-object mode with a more you would like to sew together, and click Create
three-dimensional representation of the panels. Seam. This will make a seam between these two
The Curves sub-object level provides a flat layout panels that will be sewn together at simulation
to work in that can be useful for more complex time. Seams get a randomly-generated color to
patterns. You can create and delete seams and distinguish them from the panels.
adjust the way your pattern fits together.
Garment Maker Modifier 617
Panels rollout
The Panels sub-object level of the Garment Maker
modifier lets you position and bend the panels
of your pattern to fit your object or figure. You
can also use these controls to adjust the texture
mapping of your garment.
Garment Maker Modifier 619
Position group
Reset—Resets the position of the selected panels
to their original locations (that is, the locations
immediately after Garment Maker was applied).
Reset All—Resets the position of all panels to their
original locations.
620 Chapter 8: Modifiers
that it would otherwise have (as defined by the is to delete the original Garment Maker modifier
object/panel/vertex group properties). and reapply a new one.
Sewing Stiffness—The amount of force with which Number of boundary curves has changed: Users
the panels are pulled together at simulation time. will get this error if they add or remove splines
A larger value will pull the panels together harder from the pattern after the initial application of
and faster. Garment Maker. To correct it, delete the original
Garment Maker modifier and reapply a new one.
Cut—This applies only to an internal seam line
(page 1–610). Makes a cut in the fabric at this Boundary splines do not form a closed loop: In
seam line. this case, the splines that the user has tried to apply
Garment Maker to don’t form closed loops. Often,
Seam Tolerance—The amount of difference in
this is caused by an extra vertex and segment
length between two edges that is permitted in
attached to one of the splines, and usually this
the formation of a seam. The two segments that
segment is so small you cannot see it. It can be
comprise a seam should be about the same length.
difficult to find the offending part. To remedy this
If they have different lengths, the difference must
situation, select all the vertices, weld them, then
be within this tolerance range. If you seam together
re-break them at the corners.
two segments that are significantly different in
length, the cloth will tend to bunch up (which may Splines form overlapping loops: When a user
be a desired effect). In order to allow the creation gets this error, it means that some panel loops
of such a seam, the Seam Tolerance will need to be overlap others (in the XY plane of the local view).
increased. The default is 0.06, which means that If you create the shape in the Top view this should
the two segment lengths must be within 6%. not happen (provided you don’t create overlapping
loops). Most commonly, this occurs when the user
Remove All—Deletes all seams.
create the splines in a viewport other than Top and
Draw Seams—Shows the seams in the viewport; on a plane other than the XY plane.
hides them when turned off.
Unable to create seam: This error happens in
Show Mesh—Show the mesh in the viewport, or when trying to create a seam in two cases:
hide it to work on your pattern. When this option • One (or more) of the segments/MultiSegments
is off, the mesh is represented with a bounding box. in the attempted seam forms a closed loop (for
example, if you make a MultiSegment from the
armhole segments, that MultiSegment forms a
Troubleshooting and Error Codes closed loop if you create seams at the shoulder
in Garment Maker and below the armhole). You will have to delete
When you are working with Garment Maker, you one of the seams so that the MultiSegment is no
may encounter errors if your splines are set up longer closed. For an armhole, you generally
incorrectly. Here is a list of the common error keep the seam below the armhole open when
messages you may see, and how to correct them. you join it with the sleeve. You can then close
the seam. For the same reason, the sleeve
Cannot remesh: the number of panels has cannot be seamed at the underside before
changed: This error occurs when the user has joining to the armhole.
modified the original pattern, and added new
closed splines to it. The only way to correct this
CrossSection Modifier 623
• A MultiSegment in the attempted seam contains and Cross Section. Using this method, you need
segments that are not contiguous and that are to region-select the created vertices to transform
not linked by any seam. them. Also, this method lets you define the
ordering of the spline more easily than does the
CrossSection modifier.
CrossSection Modifier
Procedures
Select a spline object with spline cross sections. > Modify
panel > Modifier List > CrossSection Example: To explore the CrossSection modifier:
Interface Delete Mesh used to remove the faces where the handle joins
the cup.
Procedure
Example: To delete a row of faces in a cylinder:
1. Create a cylinder (page 1–177).
2. Apply a Mesh Select modifier and select a row
of faces in the cylinder.
3. Apply the Delete Mesh modifier to delete those
faces.
Interface
3. On the Modify panel, in Editable Patch,
This modifier has no parameters.
choose the Patch sub-object level, and select
a patch.
Delete Patch Modifier 4. In the Modifier List, choose the Delete Patch
modifier.
Modify panel > Make a patch selection. > Modifier List
> Delete Patch This deletes the selected patch.
Make a selection. > Modifiers menu > Patch/Spline
Editing > Delete To undo the deletion, remove the Delete
Patch modifier.
Delete Patch provides parametric deletion based
on the current sub-object level in the stack. The Interface
possible choices are vertices, edges, patches, and
There are no parameters for this modifier.
elements. Apply the Delete Patch modifier to delete
the geometry specified at that sub-object level.
For example, you can apply a Patch Select modifier, Delete Spline Modifier
select a row of patches in a patch sphere, and
Modify panel > Select a spline sub-object. > Modifier List
then apply a Delete Patch modifier to delete those > Delete Spline
patches. To undo the deletion, remove the Delete
Modify panel > Select a spline sub-object. > Modifiers
Patch modifier. menu > Patch/Spline Editing > Delete Spline
Procedure
Example: To delete a patch in a sphere:
1. Create a sphere.
2. Right-click the sphere, and choose Convert To
> Convert To Editable Patch on the quad menu.
Delete Spline used to remove a segment in the middle of a
spline.
628 Chapter 8: Modifiers
Procedure
To use the delete spline modifier:
1. Create a shape that contains multiple splines.
2. Apply a Spline Select modifier (page 1–831) and
select a section of the spline for deletion.
3. Apply a Delete Spline modifier to delete the
section.
Interface
This modifier has no parameters.
4. In the material’s Maps rollout, click Tip: This parameter is required because of an
the Displacement button, then use the architectural limitation in the way displacement
Material/Map Browser to apply a displacement mapping works. Turning Split Mesh on is usually
map. the better technique, but it can cause problems for
objects with clearly distinct faces, such as boxes,
Interface or even spheres. A box’s sides might separate as
they displace outward, leaving gaps. And a sphere
might split along its longitudinal edge (found in
the rear for spheres created in the Top view) unless
you turn off Split Mesh. However, texture mapping
works unpredictably when Split Mesh is off, so
you might need to add a Displace Mesh modifier
(page 1–514) and make a snapshot (page 1–453)
of the mesh. You would then apply a UVW Map
modifier (page 1–922) and then reassign mapping
coordinates to the displaced snapshot mesh.
Displace Modifier
Subdivision Displacement—Subdivides mesh faces
to accurately displace the map, using the method Modify panel > Make a selection. > Modifier List >
Object-Space Modifiers > Displace
and settings you specify in the Subdivision Presets
and Subdivision Method group boxes. When Make a selection. > Modifiers menu > Parametric
Deformers > Displace
turned off, the modifier applies the map by moving
vertices in the mesh, the way the Displace modifier
The Displace modifier acts as a force field to push
(page 1–629) does. Default=on.
and reshape an object’s geometry. You can apply
Split Mesh—Affects the seams of displaced mesh its variable force directly from the modifier gizmo,
objects; also affects texture mapping. When or from a bitmapped image.
on, the mesh is split into individual faces before
displacing them; this helps preserve texture
mapping. When off, texture mapping is assigned
using an internal method. Default=on.
630 Chapter 8: Modifiers
Force Distribution
Displace distributes its force through four different
gizmos: Planar, Cylindrical, Spherical, and
Shrink Wrap. Gizmos are also used as mapping
coordinates for applying bitmaps. Sphere and
Shrink Wrap have the same effect when modeling,
but differ in the way they map.
The Spherical and Shrink Wrap gizmos begin
with a uniform field around them. The Cylinder
and Planar gizmos are both directional. Cylinder
pushes at right angles to its axis, and Planar pushes
at right angles to its surface.
Displace Modifier 631
By default, gizmos are centered on the object. To apply a bitmap as a displacement map:
However, you can transform any of these shapes 1. In the Parameters rollout > Image group, click
and use it directly as a tool to deform the geometry the Bitmap button (which is labeled "None"
of an object. until a map has been chosen). Use the file
dialog to choose a bitmap.
Modeling Options
2. Adjust the Strength value. Vary the strength
Displace is a versatile modifier with many possible of the field to see the effect of the bitmap
applications. Here are some options: displacing the object’s geometry.
• Produce interior modeling effects by scaling
After you get the image you want from bitmapped
down the gizmo and moving it inside the
displacement, you can apply an Optimize modifier
object. The outward force shapes the geometry
(page 1–748) to reduce the complexity of the
from within.
geometry while retaining the detail.
• Animate the modeling process. One result is
a roving, magnetic-like field that pushes and To model with the displace modifier:
pulls on a surface. 1. Apply Displace to the object you want to model.
• Add additional Displace modifiers to an object, Choose a gizmo from the Map group.
using each one to create a different modeling 2. Increase the Strength setting until you begin to
effect. see a change in the object.
• Collapse a finished model into a plain mesh. 3. Scale, rotate, and move the gizmo to concentrate
This reduces the object’s complexity and the effect. As you do this, adjust the Strength
removes all modifiers, but keeps the modeled and Decay settings to fine-tune the effect.
surface intact.
Interface
Procedures
Displacement group
To displace an object:
1. Select an object and apply the Displace
modifier.
2. In the Parameters rollout > Map group, select
one of the four gizmo types.
3. In the Displacement group, set values for
Strength and Decay. Vary these settings to see
the effect of the displacement on the object.
Depending on the object and the complexity of Strength—When set to 0.0, Displace has no effect.
the bitmap, you might need to use dense geometry Values greater than 0.0 displace object geometry
to see the effect clearly. Try a test run and, if or particles away from the position of the gizmo.
necessary, add tessellation in the areas of greatest Values less than 0.0 displace geometry toward the
detail. gizmo. Default=0.0.
Decay—Varies the displacement strength with
distance.
632 Chapter 8: Modifiers
By default, Displace has the same strength This button is labeled "None" until you choose a
throughout world space. Increasing Decay causes map.
the displacement strength to diminish as distance
Remove Bitmap/Map—Removes the bitmap or map
increases from the position of the Displace gizmo.
assignment.
This has the effect of concentrating the force
field near the gizmo, similar to the field around a Blur—Increase this value to blur or soften the effect
magnet repelling its opposite charge. Default=0.0. of the bitmapped displacement.
Luminance Center—Determines which level of gray
Map group
Displace uses as the zero displacement value.
By default, Displace centers the luminance by using
medium (50 percent) gray as the zero displacement
value. Gray values greater than 128 displace in the
outward direction (away from the Displace gizmo)
and gray values less than 128 displace in the inward
direction (toward the Displace gizmo). Use the
Center spinner to adjust the default. With a Planar
projection, the displaced geometry is repositioned
above or below the Planar gizmo. Default=0.5.
Range=0 to 1.0.
Image group
Channel group
Specifies whether to apply the displacement
projection to a mapping channel or a vertex color
Displace gizmos: Planar, Cylindrical, Spherical, and Shrink channel, and which channel to use. For more
Wrap
information on these channels, see UVW Map
Planar—Projects the map from a single plane. modifier (page 1–922).
Cylindrical—Projects the map as if it were wrapped Map Channel—Choose this to specify a UVW
around the cylinder. Turn on Cap to project a copy channel to use for the mapping, and use the
of the map from the ends of the cylinder. spinner to its right to set the channel number.
Spherical—Projects the map from a sphere, with Vertex Color Channel—Choose this to use the
singularities at the top and bottom of the sphere vertex color channel for the mapping.
where the bitmap edges meet at the sphere’s poles.
Alignment group
Shrink Wrap—Projects the map from a sphere, as
Spherical does, but truncates the corners of the
map and joins them all at a single pole, creating
only one singularity at the bottom.
Length, Width, Height—Specifies the dimensions of
the Displace gizmo’s bounding box. Height has no
effect on Planar mapping.
U/V/W Tile—Sets the number of times the bitmap
repeats along the specified dimension. The default
value of 1.0 maps the bitmap exactly once; a
value of 2.0 maps the bitmap twice, and so on. Contains controls for adjusting the mapping
Fractional values map a fractional portion of the gizmo’s size, position, and orientation.
bitmap in addition to copies of the whole map. For
example, a value of 2.5 maps the bitmap two and a X, Y, Z—Flips the alignment of the mapping gizmo
half times. along its three axes.
Flip—Reverses the orientation of the map along Fit—Scales the gizmo to fit the object’s bounding
the corresponding U, V, or W axis. box.
Center—Centers the gizmo relative to the object’s
center.
634 Chapter 8: Modifiers
Bitmap Fit—Displays a Select Bitmap dialog. The There are, however, situations where using the Edit
gizmo is scaled to fit the aspect ratio of the bitmap Mesh modifier is the preferred method.
you select. • You want to edit a parametric object as a mesh,
Normal Align—Turns on Pick mode to let you select but want to retain the ability to modify its
a surface. The gizmo is aligned to the normal of creation parameters after the edit.
that surface. • You want to store your edits temporarily within
View Align—Orients the gizmo in the same Edit Mesh until you are satisfied with the
direction as the view. results, before collapsing them permanently to
an editable mesh object.
Region Fit—Turns on Pick mode to let you drag two
• You need to make edits across several objects
points. The gizmo is scaled to fit the specified area.
at once, but do not want to convert them to a
Reset—Returns the gizmo to its defaults. single editable mesh object.
Acquire—Turns on Pick mode to let you choose • You have a modifier in the stack that must
another object and acquire its Displace gizmo remain parametric, and the mesh must be
settings. edited after the modifier is applied.
Create or select an object > Modifiers menu > Mesh Select a mesh, patch, spline, or NURBS object. > Modifiers
Editing > Edit Mesh menu > Mesh Editing > Edit Normals
The Edit Mesh modifier provides explicit editing The Edit Normals modifier gives you explicit and
tools for different sub-object levels of the selected procedural, interactive control over each of an
object: vertex, edge, and face/polygon/element. object’s vertex normals (page 3–980). It is meant to
The Edit Mesh modifier matches all the capabilities be used primarily with mesh objects destined for
of the base Editable Mesh object, except that output to game engines and other 3D rendering
you cannot animate sub-objects in Edit Mesh. engines that support specified normals. The
See Editable Mesh (page 1–996) for a complete results are visible in the viewports and in rendered
parameter reference. images.
When possible, it’s far more efficient and reliable The orientation of a vertex normal affects how
to perform explicit modeling at the Editable Mesh neighboring surfaces reflect light. By default,
level rather than store those edits within the Edit normals are set so that reflection of light in 3ds Max
Mesh modifier. The Edit Mesh modifier must copy follows the rules of real-world physics: The angle
the geometry passed to it, and this storage can lead of reflection equals the angle of incidence. But by
to large file sizes. The Edit Mesh modifier also reorienting vertex normals, you can set the angle
establishes a topological dependency that can be of reflection to be anything you want. The Edit
adversely affected if earlier operations change the Normals modifier lets you specify vertex normals’
topology being sent to it. directions, combine and separate them, change the
type, and copy and paste values among normals.
Edit Normals Modifier 635
Warning: Don’t apply an Edit Normals modifier to the • Explicit: These are normals that are set to
low-res object used in normal bump projection (page particular values. For instance, if you use the
3–150). Normal bump projection relies on the low-res Move or Rotate command to change a normal
object having standard normals, and altering them from its default value, it has to be made explicit,
causes normal bump maps to have unpredictable so it won’t be recomputed based on the face
results. normals. Explicit normals are green by default.
Note: Explicit normals are also considered to
Types of Normals
be specified.
Three types of normals are available with the Edit
Note: A selected normal is always red. When not
Normals modifier:
selected, its color indicates as type, as noted above.
• Unspecified: These are the normals that the You can find the customizable color entries (page
modifier derives from smoothing groups and 3–799) for these normal types in the Elements >
initially assigns to the modified mesh vertices. Geometry list. The three entry names are:
The software calculates the direction of an
• Normals - Explicit
unspecified normal based on the average facing
of all polygons to which it belongs that are in • Normals - Specified
its smoothing group. • Normals - Unspecified
By default, each vertex has as many normals as
the number of unique smoothing groups used Usage Examples
by surrounding polygons. For example, each Following are two instances in which a 3D artist
side of a box uses a different smoothing group creating content for output to a game engine might
by default, so each vertex at which three sides find practical use for the Edit Normals modifier:
meet (typically a corner) has three different
• An artist is working on a knight with a chrome
normals: one perpendicular to each of the
shield. The chrome shield has a DirectX cube
three sides. On the other hand, a sphere uses a
map shader (page 3–1010) on it so that the
single smoothing group, so each of its vertices
artist can see the reflections in the viewport.
has one normal, perpendicular to the average
The artist would like to make the reflections
facing of the polygons that share it. By default,
in the shield look "dented" by fights in battle.
unspecified normals are displayed as blue.
The artist applies the Edit Normals modifier
• Specified: These are normals that are intended to the shield object. He then adjusts several
for use by particular corners of particular of the normals slightly, viewing the results in
faces, without regard to smoothing groups. real time, thanks to the pixel shader. He then
For instance, you might create a box, apply exports the character with a custom export tool
Edit Normals, select a group of normals at a designed to handle normal information.
particular vertex, and click Unify. Now those
• A game artist is working on an object that will
three faces are told specifically to use that
explode in the game. To do this, the game
one unified normal, and they ignore their
engine requires the object to be split into
smoothing groups at that vertex. But specified
multiple objects: the broken pieces that will
normals are not set to explicit values; they
result from the explosion. When the object
ignore smoothing groups, but they’re still based
is broken apart in 3ds Max (using Slice), the
on the face normals of the faces that use them.
normals are pointing in different directions;
Specified normals are displayed as cyan.
636 Chapter 8: Modifiers
this makes it easy to see the seams between the also means that the Normal modifier (used
broken pieces. To fix this, the artist selects all to flip face orientations) will not support the
the pieces of the breaking object and applies the edited normals. Since Turn To Poly can be used
Edit Normal modifier to all of them at once. to modify face topology, it also strips off the
She then selects the normals across the seam edited normals.
and unifies them so they are pointing in the • All compound objects strip off the edited
same direction. The artist then exports to the normals from their operands.
game engine.
• The good news: All deformation and map
Usage Notes modifiers preserve the normals. For instance, if
you apply a Bend, the normals should be bent
Please observe the following notes and precautions along with the geometry. Map modifiers, such
when using the Edit Normals modifier: as Unwrap UVW, won’t affect the normals at all.
• Edit Normals supports both poly objects • However, a few geometric modifiers do not
(polygon-based) and mesh objects fully support the new normals. They won’t
(triangle-based). If you apply Edit Normals to strip them away, but neither will they correctly
a poly object, the result is a poly object. If you deform any explicit normals. Modifiers in this
apply Edit normals to any other object type, the category include Push and Relax.
result is a mesh object.
• The Smooth modifier correctly modifies any
• Edit Normals also supports embedding of non-specified normals, while leaving the
edited-normal data when collapsing the stack, specified and explicit normals alone.
and when converting from poly object to mesh
• Like Mesh Select and Poly Select, Edit Normals
object, but not when converting from a mesh
“inherits” attributes from below it in the stack.
object to any other object type. If you apply
For example, if you create a box, apply an Edit
Edit Normals to a primitive object, adjust
Normals modifier, change some normals, and
the normals, and then collapse the stack (or
then apply a second Edit Normals modifier, the
convert to Editable Mesh), the software embeds
top Edit Normals "inherit" the user-specified
any changes to the normals in the mesh object,
normals from the pipeline, just as Mesh Select
including selection status. Primitive objects are
adopts the current selection when you apply
mesh-based, so if you convert the same object
it. But the top Edit Normals modifier ignores
to Editable Poly, the edited normals are lost.
any subsequent changes to the original Edit
On the other hand, if you convert a primitive
Normals modifier, just as Mesh Select ignores
object to Editable Poly, apply Edit Normals,
any changes made to the selection below it in
adjust the normals, and then collapse the stack,
the stack after it is applied.
resulting in a poly object, the normals are
retained. You can subsequently regain access to
embedded, edited normals in a collapsed object
by applying another Edit Normals modifier.
• Any modifiers that change topology will remove
changes applied to the normals with the Edit
Normals modifier. These include MeshSmooth,
Tessellate, Slice, Mirror, Symmetry, Face
Extrude, and Vertex Weld. Oddly enough, it
Edit Normals Modifier 637
Break (B)—Separates all selected, unified normals The pixels spinner to the right of the Target
into their original components. With Unify/Break button sets the maximum distance in screen pixels
To Average off, Break orients each separated between the mouse cursor and the target normal.
normal perpendicular to its respective face, thus
Copy Value (Ctrl+C)—Copies the selected normal’s
splaying out the normals at each vertex if the
orientation to the copy buffer. Available only when
connected faces are at different angles (as with a
a single normal is selected.
sphere). With Unify/Break To Average on, each
separated normal uses the orientation of the Use Copy Value and Paste Value to apply a
original normal. normal’s orientation to one or more others within
the same Edit Normals modifier. You cannot copy
Break converts any selected normals to specified
normals between modifiers.
normals.
Paste Value (Ctrl+V )—Applies the paste buffer
Unify/Break to Average—Determines normal
contents to the current selection. Available only
orientation as the result of a Unify or Break
after Copy Value has been used to place a normal’s
operation. See the descriptions above for details.
orientation in the copy, and one or more target
Default=off.
normals are selected.
Average group Specify (S)—Converts selected normals to specified
5. Adjust the Spline Surface settings and edit Remove Interior Patches—Removes interior faces
the object as necessary. If you modify the of an object that you would not normally see.
spline object, for best results, edit at the Vertex These are the faces created within the caps or
sub-object level, and be sure to select all vertices other interior patches of the same type of a closed
at an intersection before moving them. polygon. Default=on.
Use Only Selected Segs—Only segments selected
Interface
in the Edit Spline modifier or the editable spline
Spline Surface group object will be used by the Surface modifier to
The Geometry rollout > Spline Surface group is create patches. Default=off.
found only in the Edit Patch modifier; it’s not Note: Segment Sub-Object does not have to be left
available in the Editable Patch object. The group on in the Edit Spline modifier or editable spline
becomes available when the object to which the object.
Edit Patch modifier is applied consists of splines.
Its controls replicate the functionality of the
Surface modifier (page 1–842).
For best results, apply the Spline Surface controls
after creating a spline cage with the CrossSection Edit Poly Modifier
modifier (page 1–623) or the Editable Spline
Create or select an object. > Modify panel > Modifier List
Cross Section command. The latter approach > Object-Space Modifiers > Edit Poly
approximates the Surface Tools workflow
Create or select an object. > Modifiers menu > Mesh
(described in the Surface Modifier topic), but with Editing > Edit Poly
a simpler modifier stack; instead of additional
CrossSection and Surface modifiers, the stack The Edit Poly modifier provides explicit editing
need contain only an Editable Spline object and an tools for different sub-object levels of the selected
Edit Patch modifier. Alternatively, you can use the object: vertex, edge, border, polygon, and element.
Edit Spline modifier’s Cross Section command. The Edit Poly modifier includes most capabilities
Generate Surface—Creates a patch surface of the base Editable Poly object, except for Vertex
using existing splines to define the patch edges. Color information, Subdivision Surface rollout,
Default=on. Weight and Crease settings, and Subdivision
Displacement rollout. Edit Poly lets you animate
Threshold—Determines the overall distance that sub-object transforms and parameter changes. In
is used to weld the vertices of the spline object. addition, because it’s a modifier, you can retain
All vertices/vectors within the threshold distance the object creation parameters and change them
of each other are treated as one. Threshold uses later. For detailed information about animating
units set in the Units Setup dialog (page 3–848). with Edit Poly, see these procedures (page 1–643).
Default=1.0.
Edit Poly gives you these options:
Note: Spline control handles are also treated as
vertices, so setting high Threshold levels can • Transform or Shift +Clone the selection, as
produce unexpected results. with any object.
• Use the options on the Edit rollouts to modify
Flip Normals—Reverses the facing direction of the
the selection or object. Later topics discuss
patch surface. Default=off.
Edit Poly Modifier 641
these options for each of the polymesh There are no Weight or Crease settings for
components. vertices, edges, or borders. If you need to use
• Pass a sub-object selection to a modifier Weight and Crease settings, apply a Meshsmooth
higher in the stack. You can apply one or more modifier (page 1–722), set Iterations to 0, and
standard modifiers to the selection. then make the settings as desired. Also, there is
no provision for setting vertex properties such
Tip: You can exit most Edit Poly command modes,
as color.
such as Extrude, by right-clicking in the active
viewport. • In Animate mode, you begin a slice operation
by clicking Slice, not Slice Plane. You still need
Differences Between Edit Poly and to click Slice Plane to move the plane around.
Editable Poly You can animate the slice plane.
Functionality in Edit Poly is mostly the same as • In some cases, several Undo commands (page
that of Editable Poly. Please note the following 1–94) might be required to revert from changes
differences: made with certain Edit Poly operations, such
as Extrude.
• Edit Poly is a modifier, with all properties
that modifier status entails. These include the For example, if you extrude a polygon using the
ability to place Edit Poly above a base object Extrude Polygons dialog (page 1–1072), there
and other modifiers on the stack, to move the will be three Undo actions. The first undoes the
modifier to different locations in the stack, Commit, which happens automatically when
and to apply multiple Edit Poly modifiers to you click the dialog OK button at the end; the
the same object, each containing different second undoes the change in height (from 0 to
modeling or animation operations. the height you set); and the third undoes the
entry into the Extrude operation.
• Edit Poly has two distinct modes of operation:
Model and Animate. See Edit Poly Mode rollout Following is a table showing the Edit Poly functions
(page 1–645). that are and are not animatable. Functions that are
not animatable are unavailable in Animate mode.
• Delete Isolated Vertices is now an option on the
Functions marked “Yes” can be animated explicitly
Edit Geometry rollout. Previously, it appeared
in Animate mode.
as a dialog every time you deleted contiguous
polygons. Now you can set it and forget it. Functions marked “Proc” cannot be animated
• Edit Poly eliminates the Full Interactivity explicitly, but can be animated procedurally. This
switch; this feature is on all the time. means they can be applied to different parts of the
Edit Poly object at different points in the animation
• Edit Poly provides two new ways of obtaining by means of an animated sub-object selection
an existing selection from lower in the stack: passed up the stack. For further information, see
Use Stack Selection and Get Stack Selection. To apply an Edit Poly operation to an animated
• In addition to the Settings dialogs from Editable sub-object selection: (page 1–644).
Poly, Edit Poly gives you a new Settings dialog
for Align operations, available on the Edit Poly
Mode rollout (page 1–645).
• Edit Poly lacks Editable Poly’s Subdivision
Surface and Subdivision Displacement rollouts.
642 Chapter 8: Modifiers
7. Proceed to the next keyframe and continue to Note: With Use Stack Selection on, you can’t
change settings for the current operation and change the selection.
sub-object selection. Now, when you play the animation, the Edit
If you change the selection, the existing Poly effect moves along with the animation of
animation is applied to the new selection, and the sub-object selection.
lost from the previous one. If you change If you decide to animate a different function
the operation, any changes from the previous procedurally, first click Edit Poly Mode rollout
animation are frozen (that is, “baked” into the > Cancel.
model) at the current frame, and only new
keyframes are recorded in the current Edit Poly Example: To apply an Edit Poly operation
modifier. procedurally to an animated model:
To animate different sub-object selections using Edit Poly lets you layer an animated sub-object
different operations, use multiple applications operation on top of an existing animation. Try this
of the Edit Poly modifier. brief example:
1. Create an animated model, such as a box with
To apply an Edit Poly operation to an animated
sub-object selection:
an animated Bend modifier.
2. Apply an Edit Poly modifier, and on the Edit
This procedure demonstrates procedural
animation with Edit Poly: the ability to change Poly Mode rollout, choose Animate. Also turn
the location of application on an object during an on Auto Key.
animation using an existing, animated sub-object 3. Go to the Polygon sub-object level.
selection. 4. Go to frame 20 and extrude a polygon.
1. Select an object. 5. Play the animation.
2. Create an animated sub-object selection. One The extrusion animation plays “on top” of the
way to do this is to apply a Volume Select existing animation. This isn’t possible with the
modifier (page 1–952) and animate the gizmo’s Edit Mesh modifier.
transform, or animate the modifier effect by
using an animated texture map. Interface
3. Apply the Edit Poly modifier. Stack Display
4. Go to the same sub-object level in Edit Poly, For more information on the stack display, see
and then, on the Selection rollout, turn on Use Modifier Stack (page 3–760).
Stack Selection.
Show End Result—Because Edit Poly is a modifier,
5. Scrub the time slider.
if you apply further modifiers and then return
The animated selection appears on the Edit to the Edit Poly stack entry, Show End Result is
Poly object. on by default, and you can still see the results of
6. On the Modify panel > Edit Poly Mode rollout, any modifiers above Edit Poly on the stack. This
choose Animate. is different from the Editable Poly object, where
if you apply a modifier such as Symmetry (page
7. Perform an operation on the sub-object
1–861) and then return to the Editable Poly stack
selection, such as a chamfer or extrusion. You
entry, you cannot see the effect of the modifier
needn’t turn on Auto Key or use Set Key.
Edit Poly Modifier 645
Commit—In Model mode, using a Settings dialog, base object while simultaneously viewing the
accepts any changes and closes the dialog (same as smoothed result, but it works with any modifier.
the OK button on the dialog). In Animate mode, Tip: Show Cage is also particularly helpful when
freezes the animated selection in its state at the used with the Symmetry modifier (page 1–861).
current frame and closes the dialog. Any existing
keyframes are lost. Selection rollout
Tip: Commit lets you use animation as a modeling The Selection rollout provides tools for accessing
aid. For example, you could animate a vertex different sub-object levels and display settings
selection between two positions, scrub between and for creating and modifying selections. See
the two to find a suitable in-between position, and Selection Rollout (Edit Poly Modifier) (page 1–647).
then use Commit to freeze the model at that point.
Settings—Toggles the Settings dialog for the Soft Selection rollout
current command. Soft Selection controls apply a smooth falloff
Cancel—Cancels the most recently used command. between selected sub-objects and unselected
ones. When Use Soft Selection is on, unselected
Show Cage—Toggles the display of a two-color sub-objects near your selection are given partial
wireframe that shows the editable poly object selection values. These values are shown in the
before modification or subdivision. The cage viewports by means of a color gradient on the
colors are shown as swatches to the right of the vertices, and optionally on the faces. They affect
check box. The first color represents unselected most types of sub-object deformations, such as
sub-objects, and the second color represents the Move, Rotate, and Scale functions and any
selected sub-objects. Change a color by clicking its deformation modifiers (such as Bend) applied to
swatch. The Show Cage toggle is available only at the object. This provides a magnet-like effect with
sub-object levels. a sphere of influence around the selection.
For more information, see Soft Selection Rollout
(page 1–963).
and only edges of faces that did not have all Interface
vertices selected; that is, of faces around the
border of the vertex selection.
The Edge and Border sub-object levels are check box. This value determines the maximum
compatible, so if you go from one to the other, any angle between neighboring polygons that will be
existing selection is retained. selected. Available only at the Polygon sub-object
level.
Polygon—Accesses the Polygon sub-object
For example, if you click a side of a box and the
level, which lets you select polygons beneath the
angle value is less than 90.0, only that side is
cursor. Region selection selects multiple polygons
selected, because all sides are at 90-degree angles to
within the region.
each other. But if the angle value is 90.0 or greater,
all sides of the box are selected. This function
Element—Turns on Element sub-object level, speeds up selection of contiguous areas made up
which lets you select all contiguous polygons in an of polygons at similar angles to one another. You
object. Region selection lets you select multiple can select coplanar polygons with a single click at
elements. any angle value.
The Polygon and Element sub-object levels are Shrink—Reduces the sub-object selection area
compatible, so if you go from one to the other, any by unselecting the outermost sub-objects. If
existing selection is retained. the selection size can no longer be reduced, the
Use Stack Selection—When on, Edit Poly remaining sub-objects are unselected.
automatically uses any existing sub-object Grow—Expands the selection area outward in all
selection passed up the stack, and prevents you available directions.
from manually changing the selection.
For this function, a border is considered to be an
By Vertex—When on, you can select a sub-object edge selection.
only by selecting a vertex that it uses. When you
click a vertex, all sub-objects that use the selected
vertex are selected.
Ignore Backfacing—When on, selection of
With Shrink and Grow, you can add or remove neighboring
sub-objects affects only those facing you. When
elements from the edges of your current selection. This works
off (the default), you can select any sub-object(s) at any sub-object level.
under the mouse cursor, regardless of visibility or
facing. If multiple sub-objects lie under the cursor, Ring—Expands an edge selection by selecting all
repeated clicking cycles through them. Likewise, edges parallel to the selected edges. Ring applies
with Ignore Backfacing off, region selection only to edge and border selections.
includes all sub-objects, regardless of the direction
they face.
Note: The state of the Backface Cull setting in the
Display panel does not affect sub-object selection.
Thus, if Ignore Backfacing is off, you can still select
sub-objects, even if you can’t see them.
By Angle—When on, if you select a polygon, Ring selection adds to the selection all the edges parallel to
the software also selects neighboring polygons the ones selected originally.
based on the angle setting to the right of the
650 Chapter 8: Modifiers
To expand the selection in the chosen direction, Left: Original ring selection
Ctrl +click the up or down spinner button. To Upper right: Loop Shift up moves selection outward.
shrink the selection in the chosen direction, Lower right: Loop Shift down moves selection inward.
Alt +click the up or down spinner button.
To expand the selection in the chosen direction,
Loop—Expands the selection as far as possible, in Ctrl +click the up or down spinner button. To
alignment with selected edges. shrink the selection in the chosen direction,
Loop applies only to edge and border selections, Alt +click the up or down spinner button.
and propagates only through four-way junctions. Get Stack Selection—Replaces the current selection
with the sub-object selection passed up the stack.
Edit Poly (Object) 651
Selection Information
At the bottom of the Selection rollout is a text
display giving information about the current
selection. If zero or more than one sub-object
is selected, the text gives the number and type
selected. If one sub-object is selected, the text gives
the identification number and type of the selected
item.
button, and then drag vertically on any vertex to with Extrusion Height set to the amount of the last
extrude it. manual extrusion.
Extruding a vertex moves it along a normal and Weld—Combines contiguous, selected vertices
creates new polygons that form the sides of the that fall within the tolerance specified in the Weld
extrusion, connecting the vertex to the object. dialog (page 1–1077). All edges become connected
The extrusion has the same number of sides as to the resulting single vertex.
the number of polygons that originally used the
Weld is best suited to automatically simplify
extruded vertex.
geometry that has areas with several vertices in
Important aspects of vertex extrusion are: close proximity.
• The mouse cursor changes to an Extrude cursor
Weld Settings—Opens the Weld dialog (page
when over a selected vertex.
1–1077), which lets you specify the weld threshold.
• Drag vertically to specify the extent of the
Chamfer—Click this button and then drag
extrusion, and horizontally to set the size of the
base. vertices in the active object. To chamfer vertices
numerically, click the Chamfer Settings button and
• With multiple vertices selected, dragging on adjust the Chamfer Amount value.
any one extrudes all selected vertices equally.
If you chamfer multiple selected vertices, all of
• You can drag other vertices in turn to extrude
them are chamfered identically. If you drag an
them while the Extrude button is active. Click
unselected vertex, any selected vertices are first
Extrude again or right-click in the active
unselected.
viewport to end the operation.
Each chamfered vertex is effectively replaced by
a new face that connects new points on all edges
leading to the original vertex. These new points
are exactly <chamfer amount> distance from the
original vertex along each of these edges. New
chamfer faces are created with the material ID of
one of the neighboring faces (picked at random)
and a smoothing group that is an intersection of all
neighboring smoothing groups.
For example, if you chamfer one corner of a box,
the single corner vertex is replaced by a triangular
face whose vertices move along the three edges
Chamfer box showing extruded vertex that led to the corner. Outside faces are rearranged
and split to use these three new vertices, and a
Extrude Settings—Opens the Extrude Vertices
triangle is created at the corner.
dialog (page 1–1073), which lets you perform
extrusion via interactive manipulation. Alternatively, you can create open space
around the chamfered vertices; for details, see
If you click this button after performing a manual
Chamfer Vertices dialog (page 1–1070).
extrusion, the same extrusion is performed on the
current selection as a preview and the dialog opens
Edit Poly (Vertex) 655
Procedure
To create a shape from one or more edges:
1. Select the edges you want to make into shapes.
2. On the Edit Edges rollout, click the Create Shape
button. This creates the shape immediately,
See Edit Geometry Rollout (Edit Poly Modifier) using default settings. Alternatively, click the
(page 1–673) for detailed descriptions of these Settings button next to Create Shape.
controls.
3. Make changes, as needed, on the Create Shape
dialog that appears.
Paint Deformation rollout
• Enter a curve name or keep the default.
Paint Deformation lets you stroke elevated and
indented areas directly onto object surfaces. For • Choose Smooth or Linear as the shape type.
more information, see Paint Deformation Rollout 4. Click OK.
(page 1–1064).
The resulting shape consists of one or more
splines whose vertices are coincident with the
vertices in the selected edges. The Smooth
option results in rounded-corner Bezier
vertices, while the Linear option results in
straight-line splines with Corner vertices.
Edit Poly (Edge) 657
Interface
Edit Poly Mode rollout
See Edit Poly Mode rollout (page 1–645) for
information on the Edit Poly Mode rollout
settings.
Selection rollout
unselected edge, the software first deselects any You can weld only edges that have one polygon
selected edges. attached; that is, edges on a border. Also, you
cannot perform a weld operation that results in
An edge chamfer "chops off " the selected edges,
illegal geometry, such as an edge shared by more
creating a new polygon connecting new points on
than two polygons. For example, you cannot weld
all visible edges leading to the original vertex. The
opposite edges on the border of a box that has a
new edges are exactly <chamfer amount> distance
side removed.
from the original edge along each of these edges.
New chamfer faces are created with the material Bridge—Connects border edges on an object with
ID of a neighboring face (picked at random) and a polygon “bridge.” Bridge connects only border
a smoothing group that is an intersection of all edges; that is, edges that have a polygon on only
neighboring smoothing groups. one side. This tool is particularly useful when
creating edge loops or profiles.
For example, if you chamfer one edge of a box,
each corner vertex is replaced by two vertices There are two ways to use Bridge in Direct
moving along the visible edges that lead to the Manipulation mode (that is, without opening the
corner. Outside faces are rearranged and split Bridge Edges settings dialog):
to use these new vertices, and a new polygon is • Select two or more border edges on the object,
created at the corner. and then click Bridge. This immediately creates
Alternatively, you can create open space around the bridge between the pair of selected borders
the chamfered edges; for details, see Chamfer Edges using the current Bridge settings, and then
dialog (page 1–1070). deactivates the Bridge button.
• If no qualifying selection exists (that is, two or
Chamfer Settings—Opens the Chamfer Edges
more selected border edges), clicking Bridge
dialog (page 1–1070), which lets you chamfer edges activates the button and places you in Bridge
via interactive manipulation and toggle the Open mode. First click a border edge and then move
option. the mouse; a rubber-band line connects the
If you click this button after performing a manual mouse cursor to the clicked edge. Click a
chamfer, the same chamfer is performed on the second edge on a different border to bridge the
current selection as a preview and the dialog opens two. This creates the bridge immediately using
with Chamfer Amount set to the amount of the the current Bridge settings; the Bridge button
last manual chamfer. remains active for connecting more edges.
To exit Bridge mode, right-click the active
Target Weld—Allows you to select an edge and
viewport or click the Bridge button.
weld it to a target edge. When positioned over an
edge, the cursor changes to a + cursor. Click and Note: Bridge always creates a straight-line
move the mouse and a dashed line appears from connection between edges. To make the bridge
the vertex with an arrow cursor at the other end connection follow a contour, apply modeling
of the line. Position the cursor over another edge tools as appropriate after creating the bridge. For
and when the + cursor appears again, click the example, bridge two edges, and then use Bend
mouse. The first edge is moved to the position of (page 1–560).
the second, and the two are welded.
Bridge Settings—Opens the Bridge Edges
dialog (page 1–1068), which lets you add
Edit Poly (Edge) 661
Selection rollout
Edit Poly (Border) See Selection rollout (page 1–646) for information
Select an Edit Poly object. > Modify panel > Selection
on the Selection rollout settings.
rollout > Border
Procedure
To create a polygon that closes the surface at the
selected border:
1. At the Border sub-object level, select any open
edge.
This selects the entire closed loop of continuous
open edges that make up the border selection.
This rollout includes commands specific to editing
2. Click Edit Borders rollout > Cap.
borders.
Interface Note: To delete a border, select it and press the
Delete key. This deletes the border and all
Edit Poly Mode rollout
attached polygons.
See Edit Poly Mode rollout (page 1–645) for
Extrude—Lets you extrude a border manually via
information on the Edit Poly Mode rollout
direct manipulation in the viewport. Click this
settings.
button, and then drag vertically on any border to
extrude it.
664 Chapter 8: Modifiers
Extruding a border moves it along a normal and Note: In previous versions of the software, this
creates new polygons that form the sides of the command was called Divide.
extrusion, connecting the border to the object.
Chamfer—Click this button and then drag a border
The extrusion can form a varying number of
in the active object. The border need not be
additional sides, depending on the geometry
selected first.
near the border. As you increase the length of the
extrusion, the base increases in size, to the extent If you chamfer multiple selected borders, all of
of the vertices adjacent to the extruded border’s them are chamfered identically. If you drag an
endpoints. unselected border, any selected borders are first
unselected.
Important aspects of border extrusion are:
• The mouse cursor changes to an Extrude cursor A border chamfer essentially “frames” the border
when over a selected border. edges, creating a new set of edges paralleling the
border edges, plus new diagonal edges at any
• Drag vertically to specify the extent of the corners. These new edges are exactly <Chamfer
extrusion, and horizontally to set the size of the Amount> distance from the original edges. New
base. chamfer faces are created with the material ID
• With multiple borders selected, dragging on of a neighboring face (picked at random) and a
any one extrudes all selected borders equally. smoothing group which is an intersection of all
• You can drag other borders in turn to extrude neighboring smoothing groups.
them while the Extrude button is active. Click Alternatively, you can create open space
Extrude again or right-click in the active around the chamfered borders, essentially cutting
viewport to end the operation. away at the open edges; for details, see Chamfer
Edges dialog (page 1–1070).
Extrude Settings—Opens the Extrude Edges
dialog (page 1–1073), which lets you perform Chamfer Settings—Opens the Chamfer Edges
extrusion via interactive manipulation. dialog (page 1–1070), which lets you chamfer
If you click this button after performing a manual borders via interactive manipulation and toggle
extrusion, the same extrusion is performed on the the Open option.
current selection as a preview and the dialog opens If you click this button after performing a manual
with Extrusion Height set to the amount of the last chamfer, the same chamfer is performed on the
manual extrusion. current selection as a preview and the dialog opens
Insert Vertex—Lets you subdivide border edges with Chamfer Amount set to the amount of the
manually. last manual chamfer.
After turning on Insert Vertex, click a border edge Cap—Caps an entire border loop with a single
to add a vertex at that location. You can continue polygon.
subdividing border edges as long as the command Select the border, and then click Cap.
is active.
Bridge—Connects two borders on an object with a
To stop inserting vertices, right-click in the polygon “bridge.” There are two ways to use Bridge
viewport, or click Insert Vertex again to turn it off. in Direct Manipulation mode (that is, without
opening the Bridge Settings dialog):
Edit Poly (Border) 665
• Select an even number of borders on the object, resolution around the new edge, increase the
and then click Bridge. This immediately creates Connect Edge Segments setting.
the bridge between each pair of selected borders
Create Shape—After selecting one or more
using the current Bridge settings, and then
borders, click this button to create a spline shape or
deactivates the Bridge button.
shapes from the selected edges, using the current
• If no qualifying selection exists (that is, two settings from the Create Shape Settings dialog (see
or more selected borders), clicking Bridge following).
activates the button and places you in Bridge
mode. First click a border edge and then move The new shape’s pivot is placed at the same
the mouse; a rubber-band line connects the location as that of the Edit Poly object.
mouse cursor to the clicked edge. Click a
Create Shape Settings—Lets you preview the
second edge on a different border to bridge the
Create Shape function, name the shape, and set
two. This creates the bridge immediately using
it to Smooth or Linear.
the current Bridge settings; the Bridge button
remains active for connecting more pairs of Edit Tri[angulation]—Lets you modify how selected
borders. To exit Bridge mode, right-click the polygons are subdivided into triangles by drawing
active viewport or click the Bridge button. internal edges.
Note: Bridge always creates a straight-line To manually edit triangulation, turn on this
connection between border pairs. To make button. The hidden edges appear. Click a polygon
the bridge connection follow a contour, apply vertex. A rubber-band line appears, attached to
modeling tools as appropriate after creating the the cursor. Click a non-adjacent vertex to create a
bridge. For example, bridge two borders, and then new triangulation for the polygon.
use Bend (page 1–560). Tip: For easier editing of triangulation, use the
Turn command instead (see following).
Bridge Settings—Opens the Bridge dialog (page
1–1067), which lets you connect pairs of borders Turn—Lets you modify how polygons are
via interactive manipulation. subdivided into triangles by clicking diagonals.
When you activate Turn, the diagonals (page
Connect—Creates new edges between pairs of
3–928) become visible as dashed lines in wireframe
selected border edges. The edges are connected
and edged-faces views. In Turn mode, click a
from their midpoints.
diagonal to change its position. To exit Turn mode,
You can connect only edges on the same polygon. right-click in the viewport or click the Turn button
Connect will not let the new edges cross. Thus, for again.
example, if you select all four edges of a four-sided Each diagonal has only two available positions
polygon and then click Connect, only neighboring at any given time, so clicking a diagonal twice in
edges are connected, resulting in a diamond succession simply returns it to its original position.
pattern. But changing the position of a nearby diagonal
can make a different alternate position available
Connect Settings—Lets you preview the
to a diagonal.
Connect and specify the number of edge segments
created by the operation. To increase the mesh
666 Chapter 8: Modifiers
Interface
See Edit Geometry Rollout (Edit Poly Modifier)
Edit Poly Mode rollout
(page 1–673) for detailed descriptions of these
controls. See Edit Poly Mode rollout (page 1–645) for
information on the Edit Poly Mode rollout
Paint Deformation rollout settings.
Paint Deformation lets you stroke elevated and
Selection rollout
indented areas directly onto object surfaces. For
more information, see Paint Deformation Rollout See Selection rollout (page 1–646) for information
(page 1–1064). on the Selection rollout settings.
Edit Poly (Polygon/Element) 667
Soft Selection rollout available at both levels are Insert Vertex, Flip, Edit
Triangulation, Retriangulate, and Turn.
Soft Selection controls apply a smooth falloff
between selected sub-objects and unselected Note: To delete polygons or elements, select them
ones. When Use Soft Selection is on, unselected and press the Delete key. If Delete Isolated
sub-objects near your selection are given partial Vertices is off, this can result in isolated vertices;
selection values. These values are shown in the that is, vertices with no associated face geometry.
viewports by means of a color gradient on the
Insert Vertex—Lets you subdivide polygons
vertices, and optionally on the faces. They affect
manually. Applies to polygons, even if at the
most types of sub-object deformations, such as the
element sub-object level.
Move, Rotate, and Scale functions, as well as any
deformation modifiers (such as Bend) applied to After turning on Insert Vertex, click a polygon to
the object. This provides a magnet-like effect with add a vertex at that location. You can continue
a sphere of influence around the selection. subdividing polygons as long as the command is
active.
For more information, see Soft Selection Rollout
(page 1–963). To stop inserting vertices, right-click in the
viewport, or click Insert Vertex again to turn it off.
Edit Polygons/Elements rollout Note: In previous versions of the software, this
command was called Divide.
Extrude—Lets you perform manual extrusion via
direct manipulation in the viewport. Click this
button, and then drag vertically on any polygon
to extrude it.
Extruding polygons moves them along a normal
and creates new polygons that form the sides of the
extrusion, connecting the selection to the object.
Important aspects of polygon extrusion are:
• The mouse cursor changes to an Extrude cursor
when over a selected polygon.
• Drag vertically to specify the extent of the
extrusion, and horizontally to set the size of the
base.
• With multiple polygons selected, dragging on
any one extrudes all selected polygons equally.
• You can drag other polygons in turn to extrude
them while the Extrude button is active. Click
At the Element sub-object level, this rollout
Extrude again or right-click in the active
includes commands common to both polygons
viewport to end the operation.
and elements, plus, at the Polygon level, some
that are unique to polygons. The commands
668 Chapter 8: Modifiers
Note: Bridge always creates a straight-line Hinge Settings—Opens the Hinge From Edge
connection between polygon pairs. To make dialog (page 1–1073), which lets you hinge
the bridge connection follow a contour, apply polygons via interactive manipulation.
modeling tools as appropriate after creating the
bridge. For example, bridge two polygons, and If you click this button after performing a manual
then use Bend (page 1–560). hinge, the dialog opens with Angle set to the extent
of the last manual hinge.
Bridge Settings—Opens the Bridge dialog (page
Extrude Along Spline—Extrudes the current
1–1067), which lets you connect pairs of polygon
selection along a spline.
selections via interactive manipulation.
Flip—Reverses the directions of the normals of
selected polygons, hence their facing.
Hinge From Edge—Lets you perform a manual
hinge operation via direct manipulation in the
viewport. Make a polygon selection, click this
button, and then drag vertically on any edge to
hinge the selection. The mouse cursor changes to
a cross when over an edge.
You can extrude a single face (1) or a selection of contiguous
(2) or non-contiguous faces (3). Extrusion 2 uses Taper Curve
and Twist. Extrusion 3 uses Taper Amount; each extrusion has
a different curve rotation.
In Edit Triangulation mode, you can see the current Edit Geometry rollout
triangulation in the viewport, and change it by clicking two
vertices on the same polygon.
Polygon Properties rollout Patch, Edit Spline, or Edit Mesh modifier applied,
the name list is inactive.
Note: Sub-material names are those specified in the
Name column on the material’s multi/sub-object
Basic Parameters rollout. By default, 3ds Max
assigns the material name “No Name” followed by
a sequence number in parentheses. These names
don’t appear in the Material Editor, but they do
show up in the drop-down list.
Clear Selection—When on, choosing a new ID or
material name unselects any previously selected
sub-objects. When off, selections are cumulative,
so new ID or sub-material name selections add to
the existing selection set of patches or elements.
Default=off.
Note: Repeat Last does not repeat all operations. perform minor editing tasks without changing
For example, it does not repeat transforms. To the mapping.
determine which command will be repeated when Tip: For best results with Preserve UVs at the
you click the button, check the button’s tooltip. If vertex level, use it for limited vertex editing. For
no tooltip appears, nothing will happen when it is example, you’ll usually have no trouble moving
clicked. a vertex within edge or face constraints. Also,
Constraints—Lets you use existing geometry to it’s better to perform one big move than several
constrain sub-object transformation. Use the smaller moves, as multiple small moves can begin
drop-down list to choose the constraint type: to distort the mapping. If, however, you need
to perform extensive geometry editing while
• None: No constraints.
preserving mapping, use the Channel Info utility
• Edge: Constrains vertex transformations to (page 2–1738) instead.
edge boundaries.
• Face: Constrains vertex transformations to face
surfaces.
vertices are incorporated into the polygon When you attach an object, the materials of the
you’re creating. two objects are combined in the following way:
You can start creating polygons in any viewport, • If the object being attached does not have a
but all subsequent clicks must take place in the material assigned, it inherits the material of the
same viewport. object it is being attached to.
Tip: For best results, click vertices in • Likewise, if the object you’re attaching to
counterclockwise (preferred) or clockwise doesn’t have a material, it inherits the material
order. If you use clockwise order, the new of the object being attached.
polygon will face away from you. • If both objects have materials, the resulting
• Vertex level—Lets you add vertices to a single new material is a multi/sub-object material
selected poly object. After selecting the object (page 2–1594) that includes the input materials.
and clicking Create, click anywhere in space A dialog appears offering three methods of
to add free-floating (isolated) vertices to the combining the objects’ materials and material
object. The new vertices are placed on the active IDs. For more information, see Attach Options
construction plane unless object snapping is Dialog (page 1–1018).
on. For example, with face snapping on, you Attach remains active in all sub-object levels,
can create vertices on object faces. but always applies to objects.
• Edge and Border levels—Creates an edge from
vertex to vertex. Click Create, click a vertex, Attach List—Lets you attach other objects in
and then move the mouse. A rubber-band line the scene to the selected mesh. Click to display a
extends from the vertex to the mouse cursor. Select Objects dialog (page 1–78) where you choose
Click a second, non-adjacent vertex on the multiple objects to attach.
same polygon to connect them with an edge.
Repeat, or, to exit, right-click in the viewport
or click Create again.
Edges you create separate the polygons.
For example, by creating an edge inside a
quadrilateral polygon, you turn it into two
triangles.
Collapse (Vertex, Edge, Border, and Polygon levels
only)—Collapses groups of contiguous selected
sub-objects by welding their vertices to a vertex
at the selection center.
Attach—Lets you attach another object in the scene
to the selected editable poly. You can attach any
type of object, including splines, patch objects,
and NURBS surfaces. Attaching a non-mesh
object converts it to editable-poly format. Click
Shaded view of model (upper left); wireframe view of model
the object you want to attach to the currently (upper right); model with objects attached (lower left); and
selected poly object. subsequent multi/sub-object material (lower right)
676 Chapter 8: Modifiers
Detach (sub-object levels only)—Detaches the You can continue slicing the selection while the
selected sub–objects and the polygons attached to command is active.
them as a separate object or element. The Detach
To stop slicing, right-click in the viewport, or click
As Clone option copies the sub-objects rather than
QuickSlice again to turn it off.
moving them.
You’re prompted to enter a name for the new
object. Detached faces leave a hole in the original
object when you move them to a new position,
unless you use the Detach As Clone option.
The Edit Spline modifier provides explicit editing • You need to make edits across several shapes
tools for different levels of the selected shape: at once, but do not want to convert them to a
vertex, segment, or spline. The Edit Spline single editable spline object.
modifier matches all the capabilities of the base • You have a modifier in the stack that must stay
Editable Spline object, with the exceptions noted parametric, and the resulting spline must be
below. See Editable Spline (page 1–289) for a edited after the modifier is applied.
complete parameter reference.
The Edit Spline modifier provides explicit editing
tools for different levels of the selected shape:
Extrude Modifier
vertex, segment, or spline. The Edit Spline Select a shape. > Modify panel > Modifier List >
modifier matches all the capabilities of the base Object-Space Modifiers > Extrude
Editable Spline object, with the exceptions noted Select a shape. > Modifiers menu > Mesh Editing >
below. For a complete parameter reference, see Extrude
Editable Spline (page 1–289).
The Extrude modifier adds depth to a shape and
The Rendering and Interpolation rollouts found in makes it a parametric object.
Editable Spline, which allows manipulation of the
spline’s creation parameters, are not available in
the Edit Spline modifier. (The creation parameters
are available in the modifier stack (page 3–760)
for a spline to which Edit Spline is applied.) In
addition, the direct vertex animation capabilities
of Editable Spline are not possible in Edit Spline.
When possible, it’s far more efficient and reliable
to perform explicit editing at the Editable Spline
level rather than store those edits within the Edit
Spline modifier. The Edit Spline modifier must
copy the geometry passed to it, and this storage
can lead to large file sizes. The Edit Spline modifier Above: Spline before extrusion
also establishes a topological dependency that can
Below left: Extruded spline with Cap End off
be adversely effected if earlier operations change
Below right: Extruded spline with Cap End on
the topology being sent to it.
There are, however, situations where Edit Spline
is the preferred method.
Extrude Modifier 681
Output group
Patch—Produces an object that you can collapse to
a patch object; see Editing the Stack (page 1–504).
Mesh—Produces an object that you can collapse to
a mesh object; see Editing the Stack (page 1–504).
NURBS—Produces an object that you can collapse
to a NURBS surface; see Editing the Stack (page
1–504).
Generate Mapping Coords—Applies mapping
coordinates to the extruded object. Default=off.
When on, Generate Mapping Coordinates applies
separate mapping coordinates to the end caps,
placing a single 1 x 1 tile on each cap.
Amount—Sets the depth of the extrusion.
Real-World Map Size—Controls the scaling method
Segments—Specifies the number of segments that used for texture mapped materials that are applied
will be created in the extruded object. to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
Capping group the applied material’s Coordinates rollout (page
Cap Start—Generates a flat surface over the start 2–1625). Default=on.
of the extruded object. Generate Material IDs—Assigns different material
Cap End—Generates a flat surface over the end of IDs to the sides and the caps of the extruded
the extruded object. object. Specifically, the sides receive ID 3, and the
caps receive IDs 1 and 2.
Morph—Arranges cap faces in a predictable,
repeatable pattern, which is necessary for creating This check box is turned on as a default when
Morph targets (page 1–314). Morph capping you create an extruded object, but if you load an
can generate long, thin faces that don’t render extruded object from a MAX file, the check box
or deform as well as grid capping. Use morph is turned off, maintaining the same material ID
capping primarily if you’re extruding multiple assignment for that object as it had in R1.x.
morph targets. Use Shape IDs—Uses the material ID values
Grid—Arranges cap faces in a square grid trimmed assigned to segments in the spline (page 1–266)
at the shape boundaries. This method produces a you extruded, or curve sub-objects in the NURBS
surface of evenly sized faces that can be deformed (page 1–1078) curve you extruded.
easily by other modifiers. When you choose the
682 Chapter 8: Modifiers
mesh. Each vertex is displaced in the direction of 3x3 modifier, for example, provides a lattice with
the average surface normal of selected faces that three control points across each of its dimensions
share that vertex. So each vertex may move in a or nine on each side of the lattice.
slightly different direction. Put another way, each
There are also two FFD-related modifiers that
vertex is extruded in the direction of the surface
provide supersets of the original modifiers; see
normal at the point on the surface where that
FFD (Box/Cyl) modifier (page 1–685). With the
vertex lies.
FFD (Box/Cyl) modifiers, you can set any number
of points in the lattice, which makes them more
powerful than the basic FFD modifier.
FFD (Free-Form Deformation)
Modifiers Animating FFD Control Points and the
Modify panel > Make a selection. > Modifier List > Master Point Controller
Object-Space Modifiers > FFD 2x2x2, FFD 3x3x3, or FFD
4x4x4 Turn on the Auto Key button and move the lattice
points to animate an FFD and any underlying
Make a selection. > Modifiers menu > Free Form
Deformers > FFD 2x2x2, FFD 3x3x3, or FFD 4x4x4 geometry. When you animate FFD control points,
a Master Point Controller is created automatically.
FFD stands for Free-Form Deformation. Its effect In Track View the master controller allows you to
is used in computer animation for things like move multiple animated control points in time
dancing cars and gas tanks. You can use it as well by simply moving one master key (master keys
for modeling rounded shapes such as chairs and display green in Track View).
sculptures.
Procedure
The FFD modifier surrounds the selected
geometry with a lattice. By adjusting the control To use an FFD modifier:
points of the lattice, you deform the enclosed 1. Select the geometry. This can be the whole
geometry. object, or you can use a Mesh Select modifier to
select a portion of the object’s vertices.
2. Apply the FFD 2X2, FFD 3X3, or FFD 4X4
modifier, depending on the resolution of the
lattice you want.
An orange lattice gizmo surrounds the
geometry.
3. In the stack display, choose the Control Points
sub-object level, and then move the control
points of the lattice to deform the underlying
geometry. (Turn on the Auto Key button if you
want to animate the deformation.)
FFD deformation creates a bulge in the snake. The lattice volume defaults to the bounding box
of the selected geometry. However, you can
There are three FFD modifiers, each providing a
position, rotate, and/or scale the lattice box so that
different lattice resolution: 2x2, 3x3, and 4x4. The
it modifies only a subset of vertices. Choose the
684 Chapter 8: Modifiers
Lattice sub-object level, and then use any of the Points sub-object level, deforming the object as
transform tools to adjust the lattice volume relative you manipulate points.
to the geometry.
For more information on the stack display, see
Modifier Stack (page 3–760).
Interface
Modifier Stack FFD Parameters rollout
Source Volume—Displays the control points and Note: Conform to Shape works best with regular
lattice in their unmodified state. shapes, such as primitives. It’s less effective if
the object has degenerate (long, narrow) faces or
When you’re in the Lattice selection level, this
sharp corners. All the controls are unavailable with
helps to position the source volume.
shapes, because there are no faces to intersect with.
Tip: To see which points lie in the source volume
(and therefore will be deformed), temporarily Inside Points—Only control points inside the object
deactivate the modifier by clicking to turn off the are affected by Conform to Shape.
light bulb icon in the modifier stack display. Outside Points—Only control points outside the
object are affected by Conform to Shape.
Deform group
Offset—The distance by which control points
Only in Volume—Deforms vertices that lie inside affected by Conform to Shape are offset from the
the source volume. Default=on. object surface.
All Vertices—Deforms all vertices, regardless of About—Displays a dialog with copyright and
whether they lie inside or outside the source licensing information.
volume.
The deformation outside the volume is a
continuous extrapolation of the deformation FFD (Box/Cylinder) Modifiers
inside the volume. The deformation can be
Modify panel > Make a selection. > Modifier List >
extreme for points far away from the source lattice. Object-Space Modifiers > FFD(box) or FFD(cyl)
FFD Parameters rollout lattice. Note that the point dimensions also show
up beside the modifier name in the stack list.
Lattice dimensions—The text displays the current
number of control points in the lattice (for example
3x4x4).
Set Number of Points—Displays a dialog containing
three spinners labeled Length, Width, and Height,
plus OK/Cancel buttons. Specify the number of
control points you want in the lattice, and then
click OK to make the change.
Warning: Make changes to the lattice dimensions
before you adjust the positions of the lattice control
points. When you change the number of control points
with this dialog, you lose any adjustments you’ve already
made to the control points. (You can undo this dialog.)
Display group
Affects the display of the FFD in the viewports.
Lattice—Draws lines connecting the control points
to make a grid. Although the viewports can
sometimes become cluttered when these extra
lines appear, they help to visualize the lattice.
Source Volume—Displays the control points
and lattice in their unmodified state. This is
an important display when you’re adjusting the
source volume to affect specific vertices that lie
inside or outside it.
Tip: To see which points lie in the source volume
(and therefore will be deformed), temporarily
deactivate the modifier by clicking to turn off the
light bulb icon in the modifier stack display.
Deform group
Provides controls that specify which vertices are
affected by the FFD.
Dimensions group Only In Volume—Deforms vertices that lie inside
Adjusts the unit dimensions of the source volume the source volume. Vertices outside the source
and specifies the number of control points in the volume are not affected.
688 Chapter 8: Modifiers
Example: To use the Linked XForm modifier with an Select a shape. > Modifiers menu > Patch/Spline editing
FFD space warp: > Fillet/Chamfer
Procedure
Example: To fillet/chamfer a star:
1. Create a Star shape (page 1–277).
2. Apply a Fillet/Chamfer modifier.
3. Select one or more of the star’s vertices.
4. Adjust the parameters to achieve different
Star with selected vertices
effects.
Flex Modifier 691
Interface
Flex Modifier
Select a Mesh , Patch, or NURBS object. > Modify panel >
Modifier List > Object-Space Modifiers > Flex
Fillet group
Radius—Specifies the radius of the filleted corner.
1–729). Use this to simulate soft body motion on a • On a NURBS surface, the Flex modifier
morphed or otherwise deform-animated object. influences control vertices (CVs) or points.
Tip: After applying the Flex modifier to an object • On a Spline (shape), the Flex modifier
or sub-object selection, choose the Flex modifier’s influences both control points and tangent
Center sub-object and use Move to change where handles.
the flex effect is centered. • On an FFD Space Warp, the Flex modifier
Tip: Using Flex’s advanced capabilities can influences control points.
significantly impede real-time playback. In such
cases, use the Point Cache modifier (page 1–758) to Effects
record the vertex animation to disk, and then play
You can apply space warps to the Flex modifier.
it back using the cache.
For example, you can add Wind to animate plants
and trees, or a waving flag. In such cases, you don’t
need to create keyframes to see the effects; the
space warp alone can animate the surface.
Character Animation
Use Flex above the Skin modifier (page 1–791) to
add secondary motion to a character animated
with Bones. If you are using the 3ds Max product,
use Flex above the Physique modifier to add
secondary motion to a character.
Procedures
Example: To paint on weights:
1. Create a sphere on the left side of the Top
viewport.
7. Open the Flex modifier hierarchy in the stack 8. On Forces and Deflectors rollout > Forces
display, and click Weights & Springs. group, click the Add button, and then select the
This enables modification of the Weights & Wind gizmo in the viewports.
Springs sub-object settings. 9. Click Play.
8. In the Paint Weights group, turn on Paint.
The sphere undulates in the wind. The
9. In the Left viewport, paint on the lower part Advanced Parameters rollout > Reference
of the sphere. Frame setting determines the frame where the
The vertex color changes as the vertex weight force(s) in the list take effect.
changes. Yellow vertices are more rigid, blue You can also use this example to see how the
vertices are less rigid. Chase Springs option works.
Note: You can change Flex vertex colors
10. Turn off Chase Springs and click Play
through Customize menu > Customize User again.
Interface > Colors > Geometry > Subselection
Hard/Medium/Soft. The sphere keeps moving in the direction the
wind is blowing without "bouncing" back.
10. Click Play. That’s because the chase springs, which attempt
The sphere wobbles on one side more than the to return the object to its original shape, are no
other. longer in effect.
If the Strength setting in the Paint Vertex group
To add custom springs:
is a positive value, you paint rigidity. If the
values are negative, you paint flexibility. 1. Apply Flex to an object and go to the Weights &
Springs sub-object level.
Paint with negative numbers for Strength to
reverse the effect. The Flex vertices appear at object vertices in
the viewports.
Example: To use wind as a force: 2. In the Advanced Springs rollout, turn on Show
1. In the Top viewport, create a sphere. Springs.
3. Click the Options button and in the Spring
2. On the Create panel, click Space Option dialog (page 1–700), choose how you
Warps, and then, if necessary, choose Forces want to add springs. Exit the Spring Option
from the drop-down list. dialog.
3. Click Wind, and then click and drag in the 4. Select vertices according to the options.
Front viewport to create a wind gizmo. For instance, if you want to add one Hold
4. On the Wind Parameters rollout, set Strength Shape spring between two vertices, select both
and Turbulence to 4. vertices.
5. Select the Sphere. 5. Click Add Spring.
The new spring or springs appear. Edge springs
6. Apply the Flex modifier. are blue and Hold Shape springs are red.
7. On the Modify panel > Parameters rollout, set
Samples to 1.
694 Chapter 8: Modifiers
Example: To create a swinging rope: 4. Apply a Mesh Select modifier to the plane.
1. Use Create menu > Space Warps to add a Drag 5. In the Top viewport, select all the vertices
and a Gravity space warp in the Top viewport. except for the leftmost column.
2. Use Create menu > Shapes > Line to create a 6. Apply the Flex modifier to the plane.
line with ten vertices spaced evenly in the top 7. Turn off Use Chase Springs and Use Weights.
viewport.
8. Set Samples to 3.
3. In the Modify panel, turn on Vertex sub-object
9. Click Create Simple Soft Body.
and select all the vertices except the first vertex.
10. In the Forces and Deflectors rollout, add the
4. Add the Flex modifier.
Gravity and Drag forces.
5. In the modifier stack view, open Weights and
11. In the Forces and Deflectors rollout, add the
Springs sub-objects.
spherical deflector.
6. Turn off Use Chase Springs.
12. Click Play.
7. Turn off Use Weights.
The plane drapes over the spherical deflector
8. Set the solver to Runge-Kutta4. like cloth.
9. Set Samples to 5.
10. In a viewport, select all the points on the spline. Interface
11. In the Advance Springs rollout, click the Option
Modifier Stack
button.
12. In the dialog, turn on Hold Edge Length
Springs and click OK.
13. Click Add Springs.
14. On the Forces and Deflectors rollout, add
Gravity and Drag in the Forces group.
15. Click Play.
The spline resembles a swinging rope.
The flex effect increases as the distance between Strength—Sets the overall spring strength of the
the center and a vertex increases. chase springs.
Edge Vertices—Select vertices in the viewports to A value of 100 is rigid. Range=0 to 100; Default=3.
control the falloff and direction of the flex effect.
Sway—Sets the time for the object to come to rest
Selected vertices flex less than unselected vertices. for chase springs.
Weights & Springs—Use the Weights And Painting Lower values increase the time for the object to
rollout controls to select and deselect vertices come to rest. Range=0 to 100; Default=7.
for subsequent operations in the Weights And
Use Chase Springs—When on, enables chase
Painting rollout and the Advanced Springs rollout.
springs, which force the object to return to its
You can paint weights at any sub-object level, and original shape. When off, no chase springs are
add and remove springs at any sub-object level (or used, and the amount by which vertices move
even at the Flex modifier object level), but while depends only on their weights. Default=on.
a Weights & Springs selection is active, only the
Typically, for soft-body simulations when you
selected vertices are affected.
want objects to be influenced by forces and
deflectors, you would turn off Use Chase Springs.
Parameters rollout
Use Weights—When on, Flex recognizes the
different weights assigned to an object’s vertices,
applying different amounts of flexing accordingly.
When off, the flex effect applies itself to the object
as a monolithic whole. Default=on.
Typically, for soft-body simulations when you
want objects to be influenced by forces and
deflectors, you would turn off Use Weights.
Solver Type—Choose a solver for the simulation
from the drop-down list. The three choices are
Euler, Midpoint, and Runge-Kutta4. Midpoint
and Runge-Kutta4 require successively more
computation than Euler, but are more stable and
Flex—Sets the amount of flex and bend. Range=0 accurate. Default=Euler.
to 1000; Default=1. Tip: In most cases, you can use Euler successfully,
but if unexpected object deformations occur
This value represents the amount of the flexed
during a simulation, try using one of the more
animation that is used; the flexed animation
accurate solver types. Specifically, you might need
is determined by other factors such as motion
to use Midpoint or Runge-Kutta4 with higher
and vertex weighting. The default setting of 1
Stretch and Stiffness settings.
causes the flexed animation to occur unmodified;
higher settings cause unnaturally high amounts of Samples—The number of times per frame the Flex
stretching, and lower settings cause diminished simulation is run at equal time intervals. The
stretching. more samples you take, the more accurate and
696 Chapter 8: Modifiers
stable the simulation. When using the Midpoint or linked to the Advanced Springs rollout > Shape
Runge-Kutta4 solver, you might not need as many Str. and Shape Sway settings.
samples as with Euler. Default=5.
The differences between Stretch and Stiffness
Tip: If your simulation produces unexpected are subtle, and understanding them is further
results, such as object vertices moving to seemingly complicated by the fact the two affect each other.
random locations, try increasing the Samples In addition, how they work depends on object
setting. topology. For example, say you create a box, add a
Flex modifier, apply Create Simple Soft Body, and
Simple Soft Bodies rollout then set a high Stretch value and a low Stiffness
value. If you use the box in a Flex-based dynamics
simulation, such as dropping it onto a surface
(deflector) with gravity, you might expect the box
to fall over and flatten out. But instead, because
of the box’s topology, which causes Create Simple
Soft Body to apply a relatively small number of
shape springs, you’d actually get better results
with a low Stretch value and a high Stiffness value.
However, if you use a sphere of eight segments
instead, you’ll get the collapsing behavior with
the default Stretch and Stiffness settings, and as
Lets the software determine spring settings for
expected, increasing rigidity with higher Stiffness
the entire object automatically. Alternatively, you
settings.
can use the Advanced Springs (page 1–699) rollout
settings to specify spring settings between each In soft-body simulations, such as the above-cited
pair of vertices. example of dropping an object onto a surface,
particularly with dense meshes, you might get
Create Simple Soft Body—Generates spring settings
better results by applying the mesh to an FFD
for the object based on the Stretch and Stiffness
space warp that’s bound to the object. If the
settings.
object’s shape isn’t suitable for use with the space
Note: After you use Create Simple Soft Body, warp, you might have to instead use the Advanced
you can change the Stretch and Stiffness settings Springs (page 1–699) rollout settings to apply
without having to click the button again; the springs manually. In such cases, you should create
changes take effect immediately. shape springs between opposite vertices rather
Stretch—Determines how much object edges than adjacent ones.
can elongate. When Advanced Springs rollout > Cloth-like animation usually works best with a
Enable Advanced Springs is off, the Stretch setting high Stretch setting and a low Stiffness setting. For
is linked to the Advanced Springs rollout > Stretch soft bodies, you would usually use high settings
Str. and Stretch Sway settings. for both Stretch and Stiffness, depending on how
Stiffness—Determines how rigid the object
"squishy" you want the object to be.
is. When Advanced Springs rollout > Enable
Advanced Springs is off, the Stretch setting is
Flex Modifier 697
Weights and Painting rollout Painting changes vertex weights relative to their
current values; it does not apply an absolute
weight. Longer strokes over an area of the mesh
will increase or decrease vertex weights more than
short strokes, and repeated strokes over the same
area will cause incremental changes in weight
values unless they’re already at their extremes.
The vertex coloring shown at any Flex sub-object
level provides an approximate indication of
weighting. The colors are determined by the
settings in Customize menu > Customize User
Interface > Colors tab > Elements: Geometry.
In this list are three color entries: Subselection
Hard, used to display vertices with the highest
Weight values; Subselection Medium, used to
display vertices with medium Weight values; and
When you first apply Flex to an object, the
Subselection Soft, used to display vertices with low
modifier automatically sets vertex weights based
Weight values.
on distance from the modifier’s center. The
higher a vertex weight, the less prone it is to being Strength—Sets the amount by which painting
affected by Flex effects. The modifier applies the changes weight values. Higher values change
highest weights to vertices closest to its center, weighting more quickly. At Strength=0, painting
and the lowest weights to vertices farthest from does not change weight values. Range=-1 to 1;
the center. So, for example, with a cylinder whose Default=0.1.
pivot point is at the base, you’ll get the greatest
Negative values allow you to remove weight.
amount of flexing at the top. But with a sphere, all
of whose vertices are equidistant from the pivot Tip: When painting, you can use the Alt key to
point (center), all vertices have, by default, equal invert the strength.
weight values. Radius—Sets the size of the brush in world units.
The Paint Weights controls let you use a spherical Range=.001 to 99999; Default=36.
brush with adjustable radius and falloff to change Note: If you position the mouse cursor over the
vertex weights in the viewports, thus controlling object before painting, you can see a wireframe
the amount of lag. The Vertex Weights controls let representation of the spherical "brush" that depicts
you apply absolute or relative weighting to single the Radius setting.
vertices or groups of vertices.
Feather—Sets the falloff in strength from the center
closer to the edge change. At the lowest setting, all Forces and Deflectors rollout
vertices inside the radius are changed equally.
Add—Click this, and then select a particle space Reference Frame—Sets the first frame at which Flex
warp in the viewports to add the effect to Flex. The begins its simulation.
added space warp displays in the list window.
End Frame—When on, sets the last frame at which
Remove—Select a space warp in the list and click Flex is to take effect. After this frame, the object
Remove to remove the effect from Flex. snaps back to its shape as currently defined by the
stack. For instance, if you animate a Bend modifier
Deflectors group in the stack under Flex, then when Flex stops, the
Using deflectors with Flex lets object movement object’s shape is altered only by the Bend modifier
be impeded by surfaces. This lets you simulate settings as of that frame.
collisions with soft-body objects. For best results Affect All Points—Forces Flex to ignore any
with collisions, in the deflector settings use a low sub-object selection in the stack and apply itself
value for Bounce and a high value for Friction. to the entire object.
Supported deflectors are: Set Reference—Updates the viewports.
• POmniFlect (page 2–78) After moving the effect center, click Set Reference
• SOmniFlect (page 2–84) to update the viewports.
• UOmniFlect (page 2–85) Reset—Resets vertex weighting to the defaults.
• UDeflector (page 2–89)
Advanced Springs rollout
• SDeflector (page 2–87)
Use these settings when you need a more precise
• Deflector (page 2–90)
springs setup than is provided by the Simple
List Window—Displays deflectors applied to the Soft Body feature. Flex uses two types of spring:
Flex modifier. edge springs, which create springs only along
existing edges, and shape springs, which can exist
Add—Click this, and then select a deflector in the
between any two vertices in the object that are not
viewports to add the effect to Flex. The added
connected by an edge. In general, add edge springs
deflector displays in the list window.
along existing edges and shape springs between
Remove—Select a deflector in the list and click vertices that don’t share an edge.
Remove to remove the effect from Flex.
Note: Before using these controls, go to the Weights
& Springs sub-object level.
Advanced Parameters rollout
Note: Additional spring types are available using
MAXScript. See the MAXScript reference for
details.
700 Chapter 8: Modifiers
Interface
HSDS Modifier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > HSDS Modifier
the higher-detail areas are still in effect, but you it’s applied. Thus, for best results, use it with
control them indirectly by means of the more relatively low-polygon objects. For example, if
widespread sub-objects at the lower level. you usually work with the Sphere object at the
default 32 segments, use a 16-segment sphere
Sub-object animation is supported only at
with HSDS.
the lowest level of detail: Base Level. This is
accomplished by animating the mesh below the If the object is made up of quads only, Force
HSDS modifier. To apply deformation animation Quads isn’t available because no conversion is
after HSDS modeling, first convert the object to an necessary.
editable mesh by right-clicking the modifier stack 3. Choose a sub-object mode at which to
and choosing Collapse All. subdivide.
The adaptive tessellation automatically subdivides The object is covered with a gold control
polygons as needed to maintain a smoothly curved grid (or, in Vertex sub-object mode, a white
surface when transforming mesh sub-objects. You grid with blue vertices), indicating that the
can use a preset or provide custom settings. entire mesh is available for subdivision and/or
Important: HSDS models are not passed up the modifier sub-object transformation at base level.
stack. The HSDS modifier takes a polygon mesh as input, 4. Select one or more sub-objects.
and outputs a triangle-based mesh. 5. Click the Subdivide button.
Also, The HSDS modifier does not handle changes The modifier again subdivides and smoothes
to the modified object’s topology, such as altering the selected sub-objects as well as all
a sphere’s Segments setting. Topology changes to surrounding polygons. The resultant
the input mesh results in the loss of all edits made sub-objects reside at a higher level of detail,
in the HSDS modifier. as indicated by the addition of a level in the
Subdivision Stack. Now the control grid
Procedure shows only polygons at the new level. With
To use the HSDS modifier: sub-objects other than Element, this typically
covers only part of the object’s surface.
1. Apply the HSDS modifier to an object.
By default, the HSDS modifier doesn’t convert
non-quadrilateral polygons to quads. Because
the modifier works best with four-sided
polygons, it’s recommended you perform the
conversion if necessary.
2. If the object contains any non-quadrilateral
polygons, in the HSDS Parameters dialog, turn
on Force Quads. Click Yes in the Force Quads?
dialog that appears.
Note: Upon conversion to quads, the modifier
automatically performs one level of subdivision
with smoothing (like MeshSmooth (page 1–722)
with one iteration) on the object to which
HSDS Modifier 703
Interface
HSDS Parameters rollout
The sub-objects available in the HSDS modifier
belong to the control grid rather than the mesh
object itself. Transforming the grid sub-objects
also transforms the underlying mesh, but the mesh
doesn’t always move to the full extent of the control
grid. This is particularly true in cases where you
transform a sub-object at a level lower than the
highest level in which the sub-object resides.
For example, if you subdivide a vertex at the Base
Level, it then resides in the Base Level and Level 1.
If you then move the vertex in the base level, the
mesh doesn’t, by default, move as far as the vertex.
This is roughly analogous to the way free-form
deformation works, but with HSDS, the control
A control grid on a sphere at level 2. Subdivisions at lower grid conforms much more closely to the shape of
levels are visible as gold lines. the mesh object.
In wireframe views, you can still see polygons With vertices, you can control the degree to which
at lower levels of detail, but you can select only the mesh follows the control-grid vertex with the
sub-objects resulting from the subdivision, as settings on the Vertex Interpolation group.
indicated by the control grid. You can subdivide
sub-objects further, transform them, hide and
delete them, and change material IDs.
Note: When you transform an HSDS sub-object,
the control grid tends to expand by adding
segments at its edges, in order to maintain
surface smoothness.
6. To subdivide a different part of the object,
choose a lower level in the Subdivision Stack,
and then repeat steps 2–4.
Each time you subdivide a sub-object that
has been subdivided, a higher level in the
Subdivision Stack is hightlighted, indicating a
finer mesh resolution. You can then work at that
level, or any lower level by selecting the level.
Note: If you transform a sub-object at a level
lower than the highest level in which the subject
exists, the mesh uses the resolution imparted by
the detail in the higher levels.
704 Chapter 8: Modifiers
Subdivide—Performs subdivision and smoothing the edge should be offset from the surrounding
on the current selection, and adds a level to the surface by a significant amount.
Subdivision Stack. When the subdivision results
in a control grid and other subdivisions have been
performed at the same level of detail, the control
grids may become interconnected.
Vertex Interpolation group—
Left: Crease=1.0
Center: The eyebrow edges selected at LOD 0
Right: Crease=0.0
Determines how selected vertices are treated Crease—Specifies how much creasing is performed
during subdivision. Available only in Vertex on the selected edge or edges. At low settings, the
sub-object mode. edge is relatively smooth. At higher settings, the
For best results, use when moving control grid crease becomes increasingly visible. At 1.0, the
vertices at a level of detail lower than the highest in highest setting, the edge is not smoothed at all.
which the vertex resides. Default=0.0. Range=0.0 to 1.0.
You can change the material ID assigned to Select an object. > Modifiers menu > Subdivision Surfaces
> HSDS Modifier > HSDS Parameters rollout > Adaptive
selected sub-objects at the current and higher Subdivision button
levels of detail by changing this setting.
Use adaptive subdivision for smoothing
Material IDs are used primarily with
subdivided and edited portions of the mesh
Multi/Sub-Object material (page 2–1594).
when you’re finished using the HSDS modifier
Hide—Hides the current polygon selection. (page 1–701). Alternatively, you can use adaptive
Available only at the Polygon and Element subdivision to remove a level of detail from the
sub-object levels. Use Unhide All to reveal hidden object.
polygons.
Tip: Use Hide to isolate part of an object you want Procedure
to work on. The Select Invert command on the To use adaptive subdivision:
Edit menu is useful in this case. Select the faces 1. Edit an object with the HSDS modifier.
you want to focus on, choose Edit > Select Invert,
2. Choose Add Detail or Remove Detail,
then click the Hide button.
depending which operation you want to
Unhide All—Reveals hidden polygons. perform.
Delete Polygon—Deletes the current polygon 3. Set the desired amount of detail with one of the
selection, creating a hole or holes in the surface. presets or by specifying custom Length and
Available only in Polygon sub-object mode. Angle settings.
Note: When the current level of detail does not 4. Click OK to perform the specified operation.
encompass the entire object surface, you cannot The detail addition or removal is performed,
delete polygons at the border of the control grid; and you’re returned to the HSDS modifier.
that is, polygons that do not share all edges with Depending on whether you removed or added
other polygons in the grid. detail, the highest level of detail is decremented
Adaptive Subdivision—Opens the Adaptive or incremented by 1.
Subdivision dialog (page 1–706). This option is
best used for smoothing subdivided and edited
portions of the mesh when you’re finished using
the HSDS functionality.
Lathe Modifier
Select a shape. > Modify panel > Modifier List > Lathe
Parameters group
These settings determine the extent to which
detail is added or removed. The Length and Angle
settings are available for editing only when the
Custom option is chosen. However, they show the
default settings for the Low, Medium, and High
options.
Low/Medium/High/Custom—Choose one of the Object resulting from 360-degree lathe
presets, or choose Custom to set your own Length
and Angle values. Interface
Modifier Stack
Max. LOD—Specifies the highest number of levels
of detail that the software can add when increasing
detail. Not available when removing detail.
Length—The maximum permissible length of any
edge after adding or removing detail. The smaller Axis—At this sub-object level, you can transform
the length, the higher the amount of tessellation and animate the axis of revolution.
that is allowed.
For more information on the stack display, see
Angle—The maximum permissible angle between Modifier Stack (page 3–760).
two opposite edges emanating from a vertex.
The smaller the angle, the higher the amount of
tessellation that is allowed.
708 Chapter 8: Modifiers
Parameters rollout
Morph—Arranges cap faces in a predictable, by the Use Real-World Scale settings found in
repeatable pattern necessary for creating morph the applied material’s Coordinates rollout (page
targets. Morph capping can generate long, thin 2–1625). Default=on.
faces that don’t render or deform as well as grid
Generate Material IDs—Assigns different material
capping. Use morph capping primarily if you are
IDs to the sides and the caps of the lathed object.
lathing multiple morph targets.
Specifically, the sides receive ID 3, and the caps
Grid—Arranges cap faces in a square grid trimmed (when Degrees is less than 360 and the lathed
at the shape boundaries. This method produces shape is closed) receive IDs 1 and 2. Default=on.
a surface of evenly sized faces that can easily be
Use Shape IDs—Uses the material ID values
deformed by other modifiers.
assigned to segments in the spline (page 1–266)
you lathed, or curve sub-objects in the NURBS
Direction group
(page 1–1078) curve you lathed. Use Shape IDs
Sets up the direction of the axis of revolution, is available only when Generate Material IDs is
relative to the pivot point of the object. turned on.
X/Y/Z—Set the direction of the axis of revolution Smooth—Applies smoothing to the lathed shape.
relative to the pivot point of the object.
Interface
Apply To Entire Object—Applies Lattice to all edges them different materials. The struts default to ID
or segments in the object. When turned off, #1.
applies Lattice only to selected sub-objects passed
Ignore Hidden Edges—Generates struts only
up the stack. Default=on.
for visible edges. When turned off, generates
Note: When Apply To Entire Object is turned struts for all edges, including the invisible edges.
off, unselected sub-objects render normally. For Default=on.
example, if you convert a box to an editable mesh,
End Caps—Applies end caps to the struts.
select one polygon, and then apply Lattice with
Apply To Entire Object turned off, the face does Smooth—Applies smoothing to the struts.
not render, while the edges and vertices that form
that face are converted to struts and joints, and Joints group
the remaining faces render normally. However, if
Provides controls that affect the geometry of the
you select the four edges surrounding the polygon
joints.
and turn off Ignore Hidden Edges, the struts and
joints are added to the object while all faces render Geodesic Base Type—Specifies the type of
as normal. If you turn on Struts group > Ignore polyhedron used for the joints.
Hidden Edges, one of the polygon’s faces renders,
Tetra—Uses a tetrahedron.
while the other doesn’t.
Octa—Uses an octahedron.
Joints Only From Vertices—Displays only the joints
(polyhedra) generated by the vertices of the Icosa—Uses an icosahedron.
original mesh. Radius—Specifies the radius of the joints.
Struts Only From Edges—Displays only the struts
Segments—Specifies the number of segments in
(cylinders) generated by the segments of the the joints. The more segments, the more spherical
original mesh. the joints’ shape.
Both—Displays both struts and joints.
Material ID—Specifies the material ID to be used
for the joints. Defaults to ID #2.
Struts group
Smooth—Applies smoothing to the joints.
Provides controls that affect the geometry of the
struts.
Mapping Coordinates group
Radius—Specifies the radius of the struts.
Determines the type of mapping assigned to the
Segments—Specifies the number of segments object.
along the struts. Increase this value when you need None—Assigns no mapping.
to deform or distort the struts with subsequent
modifiers. Reuse Existing—Uses the mapping currently
assigned to the object. This might be the mapping
Sides—Specifies the number of sides around the
assigned by Generate Mapping Coords., in the
perimeter of the struts. creation parameters, or by a previously assigned
Material ID—Specifies the material ID to be used mapping modifier. When using this option,
for the struts. The struts and the joints can have each joint inherits the mapping of the vertex it
different material IDs, making it easy to assign surrounds.
712 Chapter 8: Modifiers
New—Uses mapping designed for the Lattice To apply a Linked XForm modifier at a Sub-Object
modifier. Applies cylindrical mapping to each level:
strut, and spherical mapping to each joint. 1. Choose an Editable Mesh or an object to which
a Mesh Select modifier has been applied.
2. Turn on the Vertex sub-object level and select
Linked XForm Modifier some vertices on the object.
Modify panel > Select objects or sub-objects. > Modifier 3. Apply a Linked XForm modifier.
List > Object-Space Modifiers > Linked XForm
4. On the Parameter’s rollout, click Pick Control
Select an object or sub-objects. > Modifiers menu >
Animation Modifiers > Linked XForm Object. When animating, do this at frame 0.
5. Select another object that you want to control
The Linked XForm modifier links the transforms the sub-object selection.
for any object or sub-object selection to another
This completes the link. The name of the
object, called the control object. The control
control object appears on the Parameters
object’s motion, rotation, and/or scale transforms
rollout.
are passed onto the object or sub-object selection.
6. Move the control object and see how the
Using Linked XForm vertices are affected.
Linked XForm connects any geometry it receives
Interface
from the stack to another object, which is called
the control object. Its single control simply picks
the control object. To use this modifier, you must
have at least two objects in your scene.
See also
XForm Modifier (page 1–959)
Procedure
To apply a Linked XForm modifier:
Control Object—Object that the vertices are linked
1. Choose a location in an object’s stack and apply to. When transformed, the vertices follow.
a Linked XForm from the Modifier List.
Pick Control Object—Click this button, and then
2. On the Parameter’s rollout, click Pick Control
select the object that you want to be the control
Object. When animating, do this at frame 0. object.
3. Select the object you want to be the control
Back Transform—Allows an object with a Linked
object.
XForm modifier to be linked to a Control Object.
This completes the link. The name of the Normally, moving the Control Object causes the
control object appears on the Parameters linked object to move twice as much as it should,
rollout. once with the Control Object and once with the
link. When the switch is turned on, any transforms
to the Control Object are only applied to the
LS Mesh Modifier 713
LS Mesh Modifier
Select a Lightscape mesh object. > Modify panel >
Modifier List > LS Mesh
The LS Mesh modifier refines a Lightscape mesh Limit subdivision depth—When the toggle is on,
object. the value sets the maximum depth of refinement.
When a Lightscape scene is imported into 3ds Max, When the toggle is off, then the mesh modifier
the mesh produced by Lightscape doesn’t contain will descend to the bottom of the refinement.
the refinements that Lightscape introduced Default=on, 0.
to improve the lighting. This information is Limit subdivision size—When the toggle is on, the
kept and used by the Lightscape material (page value limits the size of polygons that are refined.
2–1604) while rendering. This modifier will add When the toggle is off, then the mesh modifier will
these refinements to the Lightscape mesh. In refine polygons to any size. The size is a length in
conjunction with the LS Colors modifier (page the current view units. Polygons smaller than that
1–550), this modifier can be used to produce size squared will not be refined by the modifier.
meshes suitable for game engines. Default=off, 19.685 units or 0.5 meters.
The refinement stored in a Lightscape mesh is
hierarchical. When a polygon is refined, it is
broken into four smaller polygons. These polygons MapScaler Modifier (Object Space)
can then be refined further. A polygon in the Select an object. > Modify panel > Modifier List >
refinement has a depth from the original polygon, Object-Space Modifiers > MapScaler
which is the number of refinements needed to
get from the original polygon to the polygon in The MapScaler (OSM) modifier works in object
question. space to maintain the scale of a map applied to
an object. This lets you resize the object via its
The modifier allows you to reduce the number creation parameters without altering the scale of
of polygons in the result by limiting the depth to the map. Typically, you might use this to maintain
which the modifier will descend, or by limiting the the size of a map regardless of how the geometry is
size of polygons that will be refined. scaled, if you change the object size by adjusting its
You can apply the LS Mesh modifier to a Face creation parameters. However, if you use a Select
sub-object selection of a Lightscape mesh object. And Scale tool to change the object size, the map
In this case, only the selected faces will be refined. scales along with the object.
To maintain the scale of the map regardless of how
the object is resized, use the MapScaler (WSM)
modifier (page 1–551).
714 Chapter 8: Modifiers
For example, if you scale a brick wall with the Scale—Represents the size of one repetition of the
MapScaler (WSM) modifier applied, the bricks texture pattern. Size is measured in current scene
will all remain the same size as you increase the units. Repetitions occur across the object in the U
size of the wall. However, if you scale the same and V directions. Default=1.0.
wall with the MapScaler (OSM) modifier applied, Note: When the Use Real-World Texture
the size of the bricks will grow in proportion with Coordinates switch is active in the General
the scale of the wall. Preferences dialog (page 3–815), the scale setting
The MapScaler (OSM) modifier has two primary defaults to 1.0. If Use Real-World Texture
benefits compared to the WSM version: Coordinates is turned off, scale defaults to 100.0.
• As an object-space modifier, it can reside U/V Offset—Specify horizontal and vertical offsets
anywhere in the stack and be collapsed with the respectively. Available only when Wrap Texture
stack, rather than being restricted to the top of is off.
the stack, as with world-space modifiers. This
Wrap Texture—When on, Map Scaler attempts
lets other object-space modifiers take effect
to wrap the texture evenly around the object.
after the map-scaling operation.
This option requires more computing, but
• When instanced among multiple objects, the usually produces the most satisfactory results.
object-space version appears in the modifier Default=on.
stack display when any number of objects is
Wrap Using Smoothing Groups—When turned
selected. This differs from the world-space
version, which, when instanced among multiple on, textures are wrapped around corners when
objects, appears in the stack display only when they share the same smoothing groups. Curved
a single object is selected. walls will map smoothly while sharp corners get a
new texture origin. This switch is only available
Tip: MapScaler also works at the sub-object level. when the Wrap Textures switch is turned on.
If the object you’re working on requires different Default=off.
scaling of the texture map on each surface, you can
do so by creating a modifier stack with multiple Channel—Specifies the map channel (page 3–966).
occurrences of the MapScaler modifier. Default=1.
Interface
Material Modifier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Material
Procedure
Example: To change the material ID of a sub-object
selection:
1. In the Top viewport, create a sphere.
Tip: If you want a gradual blend from one material 5. On the Mesh Select Parameters rollout,
to another, try animating the Mix parameter on a click Polygon.
Blend (page 2–1588) material. 6. In the Front viewport, region-select the lower
Use this modifier in conjunction with the half of the sphere.
multi/sub-object (page 2–1594) material type, to The selected polygons turn red.
assign different materials to objects or faces at
7. While Polygon is still the active sub-object level
different frames of an animation, or to quickly
(in the stack display, a square polygon icon
change the material ID of an object.
appears to the right of Mesh Select), choose
Material from the Modifier List.
See also
8. On the Material modifier Parameters rollout,
Editable Mesh Surface (page 1–996) set the value of the Material ID to 1 and 2 to
toggle the color on and off.
Patches
In the shaded viewport, the lower half of the
As of 3ds Max 4, patch objects coming up the sphere changes to the color of the selected
modifier stack are not converted to a mesh by this material ID.
modifier. A patch object input to the Material
modifier retains its patch definition. Files that Interface
contain patch objects with the Material modifier
from previous versions of the software will be
converted to meshes to maintain backward
compatibility.
face sub-selection, then the ID is only applied 2. Combine the spheres into a single editable
to selected faces; otherwise, it is applied to the mesh object.
entire object. The ID number refers to one of the Right-click a selected sphere and from the
materials in a multi/sub-object material. Transform (lower-right) quadrant of the quad
menu, choose Convert To: > Convert to
Editable Mesh. Then click Modify panel > Edit
MaterialByElement Modifier Geometry rollout > Attach List. In the Attach
Modify panel > Make a selection. > Modifier List >
List dialog, click All, and then Attach.
Object-Space Modifiers > MaterialByElement
3. Create a multi/sub-object material (page
Make a selection. > Modifiers menu > Surface > Material 2–1594) with six materials, and specify a
By Element different color for each material. Assign the
material to the object with multiple spheres.
The MaterialByElement modifier lets you apply
different material IDs to objects containing Because sphere primitives are assigned material
multiple elements, at random or according to a ID 2 by default, all the spheres now have the
formula. When animated, this effect is useful for color assigned to material number 2 in the
such applications as an office building at night multi/sub-object material.
with window illumination turning on and off at 4. Assign the MaterialByElement modifier to the
random. object.
5. From the Parameters rollout, turn on Random
Distribution.
Because the default ID Count setting is 2, some
of the spheres are assigned sub-material #1, and
the rest are assigned #2.
6. Use the spinner to increase the ID Count setting
to 3. Also change the Uniqueness group > Seed
value.
Now the first three materials are assigned to the
spheres at random, although with some Seed
settings, you may see only two different colors.
Various materials randomly applied to the leaves of the plant 7. Keep increasing the ID Count setting until
you see all six colors in the multi/sub-object
Procedure material. As the assignments are random, it
Example: To assign colors randomly in a group of may take awhile.
spheres:
1. Create six spheres.
Tip: One method is to add a sphere (page
1–174) primitive, then use Shift +Move (page
1–439) with the Copy option, and enter 5 in the
Number Of Copies field.
Melt Modifier 717
Uniqueness group
Seed—Sets the seed value for the
(pseudo-)randomization of material ID
assignments. Not animatable.
Melt Modifier
Modify panel > Make a selection. > Modifier List > Melt
List Frequency—Determines an approximate The Melt modifier lets you apply a realistic
relative weight (percentage) for each of up to eight melting effect to all types of objects, including
material IDs, as set by the Mat’l ID #1-8 spinners. editable patches and NURBS objects, as well as to
sub-object selections passed up the stack. Options
718 Chapter 8: Modifiers
Procedure
Example: To animate a jelly-like melting sphere:
1. In the Top viewport, create a Sphere primitive
with a radius of about 50 units.
2. Apply the Melt modifier.
3. Turn on the Auto Key button and go to frame
100.
4. In the Melt group box, set Amount to 70.
5. In the Solidity group box, choose Jelly.
6. Turn off the Auto Key button.
7. Drag the time slider to see the sphere melt.
Interface
Modifier Stack
Melt group
Amount—Specifies the extent of the "decay," or
melting effect applied to the gizmo, thus affecting
Gizmo—At this sub-object level, you can transform the object. Range=0.0 to 1000.0.
and animate the gizmo like any other object,
altering the effect of the Melt modifier. Translating Spread group
the gizmo translates its center an equal distance.
% of Melt—Specifies how much the object and melt
Rotating and scaling the gizmo takes place with
will spread as the Amount value increases. It’s
respect to its center.
basically a "bulge" along a flat plane.
Center—At this sub-object level, you can translate
and animate the center, altering the Melt gizmo’s Solidity group
shape, and thus the shape of the melted object. Determines the relative height of the center of
For more information on the stack display, see the melted object. Less-solid substances like jelly
Modifier Stack (page 3–760). tend to settle more in the center as they melt. This
group provides several presets for different types
of substances, as well as a Custom spinner for
setting your own solidity.
Mesh Select Modifier 719
Ice—The default Solidity setting. are unavailable, and the Select Object button is
automatically activated.
Glass—Uses a high Solidity setting to simulate
glass. • The Mesh Select modifier automatically turns
off the Show End Result button, which becomes
Jelly—Causes a significant drooping effect in the
"spring loaded" while you’re in the modifier.
center.
For more information on the stack display, see
Plastic—Relatively solid, but droops slightly in the
Modifier Stack (page 3–760).
center as it melts.
Custom—Sets any solidity between 0.2 and 30.0. Using XForm Modifiers to Animate a
Mesh Selection
Axis to Melt group When you apply a Mesh Select modifier, there
X/Y/Z—Choose the axis (local to the object) on are no animation controllers assigned to the
which the melt will occur. Note that this axis is sub-object selection. This means that the selection
local to the Melt gizmo and not related to the has no way to "carry" the transform information
selected entity. By default, the Melt gizmo’s axes needed for animation.
are lined up with the object’s local coordinates, but
To animate a sub-object selection using Mesh
you can change this by rotating the gizmo.
Select, apply either an XForm or Linked XForm
Flip Axis—Normally, the melt occurs from the modifier to the selection. These modifiers provide
positive direction toward the negative along a the necessary controllers for animating the effects
given axis. Turn on Flip Axis to reverse this of transforms. In a sense, they give "whole-object
direction. status" to the sub-object selection.
• XForm (page 1–959)
Animates transforms directly on a sub-object
Mesh Select Modifier
selection. Creates a gizmo and center for the
Create or select and object > Modify panel > Modifier sub-object selection. You can animate both,
List > Mesh Select
with the center acting as a pivot point for the
Make a selection. > Modifiers menu > Selection Modifiers selection.
> Mesh Select
• Linked XForm (page 1–712)
The Mesh Select modifier lets you pass a sub-object Lets you choose another object to control the
selection up the stack to subsequent modifiers. animation. The sub-object selection is linked to
It provides a superset of the selection functions the "control object." When you transform the
available in the Edit Mesh modifier (page 1–634). control object, the sub-object selection follows
You can select vertices, edges, faces, polygons or accordingly.
elements, and you can change the selection from
sub-object level to object level. Procedure
Note the following: To use the Mesh Select modifier:
• When you apply the Mesh Select modifier 1. Create a mesh object.
and then go to any sub-object level, the 2. Apply a Mesh Select modifier.
select-and-transform buttons in the toolbar
720 Chapter 8: Modifiers
Interface
Modifier Stack controls
Selection Information
At the bottom of the Mesh Select Parameters
rollout is a text display giving you information
about the current selection. If 0 or more than one Angular model (shown on the right) changed to a smooth
sub-object is selected, the text gives the number model with MeshSmooth
and type selected. If one sub-object is selected, the You can use MeshSmooth to produce a
text gives the ID number and type of the selected Non-Uniform Rational MeshSmooth object
item. (NURMS for short). A NURMS object is similar
Note: When the current sub-object type is Polygon to a NURBS object in that you can set different
or Element, selection information is given in faces. weights for each control vertex. You can further
control the object’s shape by changing edge
Soft Selection rollout weights.
These controls let you set a gradual falloff of MeshSmooth’s effect is most dramatic on sharp
influence between selected and unselected vertices. corners and least visible on rounded surfaces.
See Soft Selection Rollout (Edit/Editable Mesh) Use MeshSmooth on boxes and geometry with
(page 1–963).
MeshSmooth Modifier 723
points and edges at that level. Transform controls deformation to unselected vertices surrounding
and the Weight setting are available for all the transformed selected sub-object. This provides
sub-objects at all levels. The Crease setting is a magnet-like effect with a sphere of influence
available only at the Edge sub-object level. around the transformation.
Crease—Creates a discontinuity on a surface so For more information, see Soft Selection Rollout
you get a hard edge, such as a wrinkle or lip. You (page 1–963).
select one or more edge sub-objects and adjust the
Crease setting; the crease appears in the surfaces Parameters rollout
associated with the selected edges. Available only
at the Edge sub-object level.
Weight—Sets the weight of selected vertices or
edges. Increasing a vertex weight "pulls" the
smoothed result toward that vertex. Edge weights
are more complex and behave in an opposite
manner in some respects. They aren’t really
"weights" as such, but "knot intervals," in NURBS
terminology. Consequently, increasing an edge
weight tends to push the smoothed result away.
Kinks will form in the result if weights of 0 are
used.
Isoline Display—When on, the software displays
only isolines: the object’s original edges, before Parameters rollout > Smoothing Parameters
smoothing. The benefit of using this option is group
a less cluttered display. When off, the software These settings are available only when
displays all faces added by MeshSmooth; thus, MeshSmooth Type is set to Classic or Quad
higher Iterations settings (see Subdivision Amount Output. Also, Project To Limit Surface is available
Rollout (page 1–724)) result in a greater number of only in Classic mode.
lines. Default=on.
Strength—Sets the size of the added faces using
Show Cage—Toggles the display of a two-color a range from 0.0 to 1.0.
wireframe that shows the modified object before • Values near 0.0 create small faces that are very
subdivision. The cage colors are shown as thin and close to the original vertices and edges.
swatches to the right of the check box. The first
color represents unselected edges at the Vertex • Values near 0.5 size faces evenly between edges.
sub-object level, and the second color represents • Values near 1.0 create large new faces and make
unselected edges at the Edge sub-object level. the original faces very small.
Change a color by clicking its swatch.
Relax—Applies a positive relax effect to smooth
all vertices.
Soft Selection rollout
Project to Limit Surface—Places all points on the
Soft Selection controls affect the action of
sub-object Move, Rotate, and Scale functions. "limit surface" of the MeshSmooth result, which
When these are on, 3ds Max applies a spline curve is the surface that would be produced after an
MeshSmooth Modifier 727
infinite number of iterations. The topology is still polygons to be handled as a minimum number of
controlled by the number of iterations. separate faces, each of which is convex. (Turn on
Display/Weighting group > Display Control Mesh
Parameters rollout > Surface Parameters group to see what’s happening here.)
Applies smoothing groups to the object and "Convex" means that you can connect any two
restrict the MeshSmooth effect by surface points in the polygon with a line that doesn’t go
properties. outside the polygon. Most letters aren’t convex.
Smooth Result—Applies the same smoothing In the capital letter "T," for example, you can’t
group to all faces. connect the upper-left corner to the bottom with
a straight line without going outside the shape.
Separate by Materials—Prevents the creation of Circles, rectangles, and regular polygons are all
new faces for edges between faces that do not share convex.
Material IDs.
Problems that can occur with non-convex faces
Separate by Smoothing Groups—Prevents the include the fact that changes in the geometry of the
creation of new faces at edges between faces that input object can result in a different topology for
don’t share at least one smoothing group. the MeshSmooth result. For instance, in a box, if
you drag one of the top corners across the middle
Settings rollout of the top face, the box becomes non-convex.
MeshSmooth would then see this as two triangles
instead of one quad, and the number of points in
the result would change.
If you need to make sure your output topology is
stable, turn this off. If you have a lot of letters or
other non-convex faces in your mesh, however,
you’ll probably want it on.
change don’t take effect until you click the Update Reset Edge Creases—Returns to the default or
button. initial setting for edge creases.
Update—Updates the object in the viewport to Reset Vertex Weights—Returns to the default or
match the current MeshSmooth settings. Works initial setting for vertex weights.
only when you choose When Rendering or
Reset Edge Weights—Returns to the default or
Manually.
initial setting for edge weights.
Resets rollout Reset Everything—Returns to the default or initial
3. To create a mirrored pair, specify an Offset Copy—Copies the geometry rather than simply
amount and turn on Copy. mirroring it.
Note: The Copy option affects only geometry with
Interface triangular meshes.
Modifier Stack
Morpher Modifier
Select a mesh, patch, or NURBS object. > Modify panel
> Modifier List > Morpher
Mirror Center—Represents the axis of the mirror Select a mesh, patch, or NURBS object. > Modifiers menu
> Animation Modifiers > Morpher
effect. You can move, rotate or scale the gizmo to
affect the mirroring. You can animate the gizmo
transforms, which you can’t do with the toolbar
Mirror (page 1–448) tool.
For more information on the stack display, see
Modifier Stack (page 3–760).
Parameters rollout
the Morpher modifier also supports material Teeth can either be a part of the model or animated
morphing. separately. If the teeth and head are two different
objects, model the teeth in an open position, and
Morphing is commonly used for lip sync and facial
then apply the Morpher modifier, and create one
expression on a 3D character, but can be used to
target with the teeth closed. Eyes and head motion
change the shape of any 3D model. There are 100
can be animated after the morph keys are created.
channels available for morph targets and materials.
Channel percentages can be mixed, and the result
Morph Targets for Speech
of the mix can be used to create a new target.
Nine mouth shape targets are commonly used for
On a mesh object, vertex count on the base object
speech. If your character speaks an alien dialect,
and targets must be the same. On a patch or
don’t hesitate to create extra morph targets to
NURBS object, the Morpher modifier works on
cover these mouth shapes.
control points only. This means that the resolution
of patches or NURBS surfaces can be increased on Include cheek, nostril, and chin-jaw movement
the base object to increase detail at render time. when creating mouth position targets. Examine
your own face in a mirror or put a finger on your
A Flex modifier above the Morpher modifier
face while mouthing the phonemes, if necessary, to
is aware of vertex/control point motion in the
establish the direction and extent of cheek motion.
Morpher modifier. If, for example, a jaw is
morphed to slam shut, then the Flex modifier Set lip-sync keys by viewing the audio waveform as
placed above the Morpher modifier in the modifier well as listening to the sound as you scrub the time
stack can be used to make the lips quiver to slider. Many mouth-position keys benefit from
simulate soft tissue. being set a frame early. Often the mouth must
assume a shape before the appropriate sound is
See also uttered. For the word "kilo", the "K" mouth shape
precedes the actual sound, for example.
Morpher Material (page 2–1592)
F,V W,Q
C, D, G, J, K, N, S, T, Y, Z M,B,P (This target can be the same shape as the "at rest" base
object)
U
732 Chapter 8: Modifiers
Channel List rollout display these tracks, you can choose a marker from
the list to display these channels in the list.
Save Marker—Move the scroll bar to frame a
particular set of 10 channels, enter a name in the
text field, and then click Save Marker to store the
channel selection.
Delete Marker—Choose a marker name to delete
from the drop-down list, and then click Delete
Marker to delete it.
Channel List—The Morpher modifier provides
up to 100 morph channels. Scroll through the
channels using the slider. Once you’ve assigned
a morph target to a channel, the target’s name
appears in the channel list. Each channel has a
percentage value field and a spinner to change the
value.
You can change channel names and order in the
Channel Parameters (page 1–736) rollout.
Right-click a morph channel to display a
right-click menu:
channels. The status window displays how many Modeling Tips for MultiRes
channels were moved.
The MultiRes multi-resolution mesh algorithms
Approximate Memory Usage—Displays an are designed to be general-purpose, and yield
approximation of the current memory usage. high-quality meshes on a wide variety of model
types. However, careful modeling can improve
the results of the algorithm. The following are
MultiRes Modifier suggestions to yield high-quality multi-resolution
meshes:
Select an object. > Modify panel > Modifiers List >
Object–Space Modifiers > MultiRes • Avoid using complex model hierarchies with
MultiRes. For such models you should generate
Make a selection. > Modifiers menu > Mesh Editing >
MultiRes an individual multi-resolution mesh for each
model component, or collapse the entire model
The MultiRes modifier reduces the memory into a single mesh. In general, single-skin
overhead needed to render models by decreasing meshes work best with animation engines like
the number of vertices and polygons. This is useful Physique in character studio. MultiRes works
not only within 3ds Max but for game and Web especially well with single-skin meshes.
content creators who export models for use outside • Avoid duplicating vertices. The presence of
of the program. MultiRes offers several advantages extra vertices is an often-overlooked artifact
over the Optimize modifier, including faster of some modeling techniques. The Weld
operation and the ability to specify reduction as an function in the Edit Mesh modifier (page 1–634)
exact percentage or vertex count. and Editable Poly (page 1–1022) is useful for
The MultiRes modifier now supports the cleaning these up.
preservation of map channels when face count is • Be conservative with texture and normal
increased or reduced. discontinuities. For example, an artist might
associate multiple texture coordinates with a
single vertex. MultiRes will seek to preserve
this discontinuity and the border between the
two texture mappings, but it might do so at the
expense of model shape.
• Create high-resolution models.
High-resolution models provide MultiRes with
more faces and vertices that describe the shape
of the model. The more initial information
MultiRes has about the shape of the model, the
better the decisions it makes in generating a
final multi-resolution mesh.
Left: Original model
Center and right: Model progressively simplified by the Procedures
MultiRes modifier
To use the MultiRes modifier:
1. Select a model and apply the MultiRes modifier.
740 Chapter 8: Modifiers
2. In the Generation Parameters group in the You can estimate the gap length by activating
MultiRes Parameters rollout, click the Generate the Select Object tool (page 1–61), moving the
button to initialize the mesh. mouse cursor over the extents of the gap in the
3. In the Resolution group, use the keyboard or active viewport (it might help to access the Vertex
spinner controls to decrease the Vert Percent or sub-object level), and comparing the values
Vert Count value. displayed in the X/Y/Z readouts in the status bar,
or use the Tape helper (page 2–24) object to get
As the vertex and polygon counts decrease, the an exact measurement. Enter the estimated gap
mesh updates in real time in the viewports. length value in the Threshold field.
To maintain part of a mesh at full resolution while 1. Select a model and apply the MultiRes modifier.
reducing the rest: 2. Turn on Vertex Merging. This makes the Merge
1. Select a model and apply the MultiRes modifier. Threshold and Within Mesh controls available.
2. In the modifier stack display, click the + icon 3. Set the appropriate parameters:
next to the MultiRes modifier to open the • To define the maximum distance over which
sub-object hierarchy. vertices are merged, enter a value in Merge
3. Click the Vertex label to access the Vertex Threshold.
sub-object level. • To merge boundaries of adjacent elements
4. Select the vertices in areas whose resolution you and vertices within elements, turn on Within
want to maintain. Mesh.
5. In the Generation Parameters group, turn on 4. Click the Generate button.
Maintain Base Vertices. The effect of the change is displayed in the
6. Click the Generate button to initialize or object.
re-initialize the mesh. After the Generate button is clicked, a busy
Notice that the selected vertices look like cursor will display. If the merge threshold is too
asterisks instead of standard ticks. large relative to the dimensions of the model,
7. Reduce the resolution as in the first procedure.
the busy cursor may display for a long time. To
cancel the generation process at any time, press
The selected vertices are the last to be removed the Esc key.
during vertex reduction.
Note: You can change the base vertices at any
time by selecting a different group of vertices
and regenerating the mesh.
To merge vertices:
If there are gaps between vertices that you want
to close as vertex resolution decreases, use the
Vertex Merging feature of the MultiRes modifier.
With vertex merging, vertices within a given
threshold distance eventually collapse during
vertex reduction.
MultiRes Modifier 741
Crease Angle—The value of the crease necessary in noticeable on objects that have greater numbers
order to generate multiple normals. Available only of faces.
when Multiple Normals Per Vertex is on.
Most of the Noise parameters have an animation
The optimal crease angle depends on the model; controller. The only keys set by default are for
set it interactively and check the viewport and Phase.
rendered images for shading effects. While use of
Multiple Vertex Normals enables more accurate
shading, it can require more internal data.
Generate—Applies the current MultiRes settings
to the modified object. When you first apply
MultiRes to an object, you must use Generate to
initialize the mesh-optimizing algorithm before
you can change the vertex count.
Reset—Sets all Generation Parameters rollout
settings to their values as of the last time you used
Generate. Available only when one or more of
these settings has changed. Plane with no noise applied
Use Reset to review the generation parameters as
of the last time you generated the mesh.
Noise Modifier
Modify panel > Make a selection. > Modifier List >
Object-Space Modifiers > Noise
For more information on the stack display, see Fractal—Produces a fractal effect based on current
Modifier Stack (page 3–760). settings. Default=off.
If you turn on Fractal, the following options are
Parameters rollout
available:
Roughness—Determines the extent of fractal
variation. Lower values are less rough than higher
values. Range=0 to 1.0. Default=0.
Iterations—Controls the number of iterations
(or octaves) used by the fractal function. Fewer
iterations use less fractal energy and generate
a smoother effect. An iteration of 1.0 is the
same as turning Fractal off. Range=1.0 to 10.0.
Default=6.0.
Strength group
Controls the magnitude of the noise effect. No
noise effect occurs until some strength is applied.
X, Y, Z—Set the strength of the noise effect along
each of three axes. Enter a value for at least
one of these axes to produce a noise effect.
Default=0.0,0.0,0.0.
Animation group
Controls the shape of the noise effect by overlaying
a sine wave for the noise pattern to follow. This
Noise group keeps the noise within bounds, dampening
random extremes. When Animate Noise is turned
Controls the appearance of the noise, and thus its on, these parameters influence the overall noise
effect on the physical deformations of the object. effect. However, you can animate Noise and
By default, the controls are inactive until you Strength parameters independently; these do not
change the settings. require Animate Noise to be on during animation
Seed—Generates a random start point from the or playback.
number you set. Especially useful in creating Animate Noise—Regulates the combined effect of
terrain, because each setting can produce a Noise and Strength parameters. The following
different configuration. parameters adjust the underlying wave.
Scale—Sets the size of the noise effect (not Frequency—Sets the periodicity of the sine wave.
strength). Larger values produce smoother noise, Regulates the speed of the noise effect. Higher
lower values more jagged noise. Default=100. frequencies make the noise quiver faster. Lower
746 Chapter 8: Modifiers
frequencies produce a smoother and more gentle Tip: If you are animating the creation of a complex
noise. object such as a nested Boolean or a loft, and you
think the operation might result in inconsistent
Phase—Shifts the start and end points of the
faces, apply Normal to the result and turn on Unify.
underlying wave. By default, animation keys are
set at either end of the active frame range. You can Tip: The Lathe modifier sometimes creates an
see the effect of Phase more clearly by editing these object with normals pointing inward. Use the
positions in Track View. Select Animate Noise to Normal modifier with both Unify and Flip turned
enable animation playback. on to fix "inside-out" lathe objects. The Normal
modifier allows whole-object manipulations of
normals to be performed quickly without using
Normal Modifier an Edit Mesh modifier.
Select an object. > Modify panel > Modifier List > Normal Patches
Select an object. > Modifiers menu > Mesh Editing > As of 3ds Max 4, patch objects coming up the
Normal Modifier
modifier stack are not converted to a mesh by this
modifier. A patch object input to the Material
The Normal modifier allows you to unify or flip
modifier retains its patch definition. Files that
the normals of an object without applying an Edit
contain patch objects with the Material modifier
Mesh modifier.
from previous versions of the software will be
For example, if you wanted to fly inside of a converted to meshes to maintain backward
procedural object, such as a sphere or a cylinder, compatibility.
and wanted to retain control over the radius and
number of segments, you couldn’t collapse the Procedure
object to an Editable Mesh and maintain the To use the normal modifier:
procedural nature of the primitive.
1. Select an object, then on the Modify
panel, choose Mesh Editing > Normal from the
Modifier List.
The object appears to turn inside-out, since
Flip Normals is on by default.
2. If the object has some faces pointing inward
and others outward, turn on Unify Normals to
make all the faces point similarly.
Tip: To flip or unify normals on portions of
objects, convert to Editable Mesh and select
Faces or Polygons. On the Surface Properties
rollout in the Normals group, use the Flip and
Unify buttons.
Interface
NSurf Sel can select any kind of NURBS NSurf Sel has the same selection controls you
sub-objects except imports. Each sub-object see for NURBS surfaces, except that selecting
selection is of one particular sub-object level only. connected curves or surfaces is not available.
Note: The NSurf Sel modifier doesn’t support For more information on the stack display, see
copying and pasting selections as Mesh Select (page Modifier Stack (page 3–760).
1–719) does. Copying and pasting mesh selections While applying the modifier, you can also select
is based on vertex indexes. NURBS selections are NURBS sub-objects by name. Turn on the
based on object IDs, which are unique to each Keyboard Shortcut Override toggle (page 3–872)
model. and then press the H key. This displays a
version of the Select Objects dialog (page 1–78)
Procedure that lists only sub-objects at the current level.
To use the NSurf Sel (NURBS Surface Selection) Choose one or more objects in the list, and
modifier: then click Select.
3. Use the selection controls to create a selection
1. With a NURBS object selected in the
set of the chosen sub-object type.
Modify command panel, apply NSurf Sel.
With NSurf Sel, the selection can be of surface
This modifier has no controls at the top level.
CV or surface sub-objects. If you turn on
Relational Stack for the NURBS object, you
can also select point, curve, and curve CV
sub-objects.
4. At the Surface CV sub-object level, adjust Soft
Selection controls as you wish. These controls
are the same as those in the Soft Selection rollout
(page 1–1147) for NURBS curves and surfaces,
except that the Same Type Only toggle is absent.
Once you’ve used the modifier to create the
selection, you can apply other modifiers to it.
You see the effect immediately in a smooth and L2 to change the stored optimization level.
shaded viewport. Do a test rendering to see the Default=L1.
effect on the renderer.
Viewports L1, L2—Set the optimization level for
The following parameters are stored for each both viewport and renderer. Also toggles the level
level: Face Threshold, Edge Threshold, Bias, Max of display for the viewport. Default=L1.
Edge Len, Material Boundaries, and Smooth
Boundaries. Optimize group
Adjusts the degree of optimization.
Interface
Face Thresh—Sets the threshold angle used
to determine which faces are collapsed. Low
values produce less optimization but better
approximations of the original shape. Higher
values improve optimization, but are more likely
to result in faces that render poorly (see Bias).
Default=4.0.
Edge Thresh—Sets a different threshold angle for
open edges (those that bound only one face). A
low value preserves open edges. At the same time
you can apply a high face threshold to get good
optimization. Default=1.0.
Bias—Helps eliminate the skinny or degenerate
triangles that occur during optimization, which
can cause rendering artifacts. Higher values keeps
triangles from becoming degenerate. The default
of 0.1 is enough to eliminate the skinniest triangles.
Range=0.0 to 1.0 (a 0 value turns Bias off).
Max Edge Len—Specifies the maximum length,
beyond which an edge cannot be stretched when
optimized. When Max Edge Len is 0, it has no
effect. Any value greater than 0 specifies the
maximum length of the edges. Default=0.0.
Along with Bias, this control helps you avoid
creating long skinny faces while optimizing.
Auto Edge—Turns edges on and off following
optimization. Turns on any open edges. Turns
off any edges between faces whose normals are
Level of Detail group within the face threshold; such edges beyond the
threshold are not turned on. Default=off.
Renderer L1, L2—Set the level of display for the
default scanline renderer. Use Viewports L1
Patch Select Modifier 751
Parameters rollout
2. Go to the Modify panel and choose
Patch Select from the modifier list.
3. Select vertices, handles, edges, patches, or
elements.
4. Add another modifier to affect only the
selection from step 3.
Interface
Modifier Stack
Vertex—Selects vertices.
Handle—Selects handles.
Edge—Selects edges.
Provides buttons for turning different sub-object
Patch—Selects patches.
modes on and off, working with named selections
Element—Selects elements. and handles, display settings, and information
about selected entities.
For more information on the stack display, see
Modifier Stack (page 3–760). The icons at the top of the Selection rollout let you
specify the method of face selection. Clicking a
button here is the same as selecting a sub-object
type in the modifier stack. Click the button again
to turn it off and return to the object selection
level.
Get from Other Levels group The standard procedure is to create a selection set,
name it, and then use Copy to duplicate it into the
Applies selections from one sub-object level to
copy buffer. Next, select a different object and/or
another.
modifier, go to the same sub-object level as you
Get Vertex Selection—Selects edges, patches, were in when you copied the set, and click Paste.
or elements based on the last vertex selection. Note: Because sub-object ID numbers vary from
The selection is added to the current selection. object to object, the results of copying named
Available only when Vertex is not the current selection sets between different objects can be
sub-object level. unexpected. For example, if the buffered set
Get Edge Selection—Selects vertices, patches, or contains only entities numbered higher than any
elements based on the last edge selection. Selects that exist in the target object, no entities will be
those vertices, patches, or elements that contain selected when the set is pasted.
754 Chapter 8: Modifiers
Copy—Places a named selection into the copy the object by manipulating the patch object or
buffer. adjusting the various controls in the Patch Deform
panel.
Paste—Pastes a named selection from the copy
buffer. Not all objects can be used with PatchDeform.
Objects that are valid PatchDeform targets include:
Select Open Edges—Selects all edges with only one
Plane, Cylinder, Cone and Torus.
face. In most objects, this will show you where
missing patches exist. Available only at the Edge This modifier is also similar to the SurfDeform
sub-object level. modifier (page 1–848), except that it uses a patch
surface instead of a NURBS Point or CV surface.
Selection Info
There’s also a world-space version of the
At the bottom of the Patch Select Parameters PatchDeform modifier. See PatchDeform (WSM)
rollout is a text display giving you information (page 1–552). Generally, the PatchDeform
about the current selection. If 0 or more than one object-space modifier leaves the object in place
sub-object is selected, the text gives the number while moving the patch to the object, while the
and type selected. If one sub-object is selected, the PatchDeform world-space modifier leaves the
text gives the ID number and type of the selected patch in place while moving the object to the
item. patch. Also, the WSM version has a Move to Patch
Note: When the current sub-object type is Patch or button, while the object-space version does not.
Element, selection information is given in Patches.
Procedure
Soft Selection rollout To use the PatchDeform modifier:
See Soft Selection Rollout (page 1–963) for 1. Select an object.
information on the Soft Selection rollout settings.
2. Apply PatchDeform.
3. On the Parameters rollout, click Pick Patch.
PatchDeform Modifier 4. Select a patch object.
Select an object. > Modify panel > Modifiers List > Deform the object by adjusting the controls in
Object-Space Modifiers > PatchDeform the Patch Deform panel and by manipulating
Select an object. > Modifiers menu > Animation Modifiers the patch object.
> Patch Deform
Interface
The PatchDeform modifier deforms an object Modifier Stack
based on the contours of a patch object. This
modifier works similarly to the PathDeform Gizmo—At this sub-object level, you can
modifier (page 1–755), but uses a quad-based patch transform and animate the gizmo like any other
object instead of a spline shape or NURBS curve object, altering the effect of the modifier. The
path. PatchDeform gizmo is a representation of the
deforming patch object, so transforming it
To use the PatchDeform modifier, apply it to the determines which part of the patch affects the
object you want to deform, click the Pick Patch modified object.
button, and then select a patch object. Deform
PathDeform Modifier 755
rotate and twist it about the path. There’s also a 2. Apply PathDeform.
world-space modifier version. See PathDeform 3. On the Parameters rollout, click Pick Path.
(WSM) (page 1–552).
4. Select a spline or NURBS curve.
Deform the object by adjusting the various
controls in the Path Deform panel and by
editing the path object.
Using a Path to Deform an Object 1. In the Top viewport, create a circle with a radius
Generally, you use the PathDeform modifier of 100 units.
when you want to keep an object in place while 2. In the Front viewport, create a text shape with
deforming to a path. Use the PathDeform six or seven letters, and a size of 25. (You can
world-space modifier when you want to move an use the default "MAX Text".)
object to a path while keeping the path in the same 3. Apply an Extrude modifier (page 1–680) to the
world space. text shape and set Amount to -5.0.
The PathDeform (WSM) modifier replaces the 4. On the main toolbar, set the Reference
space-warp version that shipped with previous Coordinate System to Local.
versions of 3ds Max, and is incompatible with
Looking at the axis tripod for the extruded text
previous versions. See PathDeform (WSM) (page
object, you can see that its Z axis runs from
1–552) for details on how to fix incompatibilities
back to front, relative to world space.
from the previous version.
5. Apply a PathDeform object-space modifier to
To use the PathDeform modifier, you apply it, then the text object, click the Pick Path button, and
click the Pick Path button and select a shape or then select the circle.
curve consisting of a single open or closed spline.
Once the object is assigned to the path, you can A circular gizmo is displayed. The circle
adjust the parameters to deform or animate the runs through the local Z axis of the text
object along a gizmo copy of the path. object. Because of its orientation, its effect is
minimal, but you can see a slight wedge-shaped
Procedures deformation from the top view.
To use the PathDeform modifier: 6. In the Path Deform Axis group, choose the Y
option, and then the X option.
1. Select an object.
PathDeform Modifier 757
object takes up only a portion of the path, so the • Nth-frame sampling, so you can sample every
effect can be subtle. few frames to save disk space if sampling
every frame is unnecessary, or record multiple
Path Deform Axis group samples per frame for improved motion
X/Y/Z—Choose one to rotate the gizmo path to blurring.
align with a specified local axis of the object. • The "strength" is adjustable in Absolute mode,
so you can easily blend the cache with what is
Flip—Reverses the gizmo path 180 degrees about
below in the stack.
the specified axis.
• Improved cache file management.
• Pre-loaded caches to speed up playback.
Point Cache Modifier
Select an object. > Modify panel > Modifier List >
Procedure
Object–Space Modifiers > Point Cache To use the Point Cache modifier:
Select an object. > Modifiers menu > Cache Tools > Point 1. Use one or more modifiers to animate an
Cache
object. For example, you might apply a Bend
modifier (page 1–560), and then set keyframes
The Point Cache modifier lets you store modifier
for the Angle parameter to make the object
and sub-object animation to a disk file that records
bend back and forth.
only changes in vertex positions, and then play
back the animation using the information in the 2. Click Play Animation.
disk file instead of the modifier keyframes. This is If the animation is a good candidate for caching,
useful when the computation required for vertex the playback will drop many frames with Real
animation becomes so excessive that it causes Time Playback turned on, and will run slowly
animation playback to run slowly or drop frames. with Real Time Playback turned off.
Another use for this modifier is to apply the same
animation to a number of objects, varying the 3. From the Modify panel > Modifier List,
Start Time and Strength settings for each so they choose Object-Space Modifiers > Point Cache.
don’t all move identically. 4. On the Parameters rollout > Record group, set
The Point Cache modifier is also available in a frame numbers for Start Time and End Time.
world-space version, for which usage is the same. 5. If you plan to render the cached animation
using motion blur, decrease the Sample Rate
Special Features in Point Cache setting.
Both versions of the Point Cache modifier provide 6. Click the Record button, and use the Save
enhanced animation capabilities, including: Cache dialog to specify a cache file.
• Adjustable playback ranges and a playback The software records the animation to the
graph, to animate which cache frame is played cache file. When finished, the cache file name
back. This lets you load a cache and then appears in the Cache File group.
animate it, slowing down, stopping, reversing, 7. In the Record group, click Disable Modifiers
etc. Below.
Point Cache Modifier 759
New—Creates a new, empty cache file. After setting example, a value of 10.0 records every tenth frame.
a new file, use Record to create the cache data. Decreasing the value causes multiple samples to
be recorded for each frame. For example, if you
Load—Loads a vertex animation from a cache
set Sample Rate to 0.1, Point Cache records 10
file on disk into the Point Cache modifier. If the
samples per frame at evenly spaced intervals.
number of vertices in the cache file does not match
the number of vertices in the object, a warning Record—Stores the vertex animation to a disk
appears, but no error occurs. file. If no cache file is specified, or the specified
file doesn’t exist, activates the Save Points dialog,
Unload—Temporarily frees the current cache file,
which lets you specify a path and file name for
so it can be edited or deleted externally.
the cache file. Click Save to record the file, and
Reload—Reopens the current cache file, if then load it into the Point Cache modifier, ready
previously unloaded. for playback.
Tip: To change the path or file name, use Cache File
Cache Info group
group > New and specify a different cache file.
Displays cache statistics in read-only format,
Enable Modifiers Below—Turns on all stack
including the point count, sample rate, sample
modifiers below the Point Cache modifier. Use this
count, start/end frames, and errors, if any.
when you want to change modifier settings.
Record group Disable Modifiers Below—Turns off all the object’s
Contains settings for recording cached animation. stack modifiers below Point Cache so that only the
cached vertex animation appears when you play
Start Frame—Sets the first frame for recording the back the animation.
vertex animation. Default=first frame of the active
time segment. Load Type group
Using decimal fractions lets you start at a Local—The method the modifier uses to load the
sub-frame setting when using a Frame:Ticks time cache file. The options are:
display. Default=0.0. • Stream—Keeps the cache file open for fast
End Frame—Sets the last frame for recording the access, but loads only a single frame at a time to
vertex animation. Default=last frame of the active conserve memory. This is the default mode.
time segment. • Per-Sample—Opens the cache file, reads a single
Using decimal fractions lets you start at a frame, and then immediately closes the file.
sub-frame setting when using a Frame:Ticks time This is slower than the Stream method, but is
display. Default=0.0. useful if many users are reading/writing the
same set of cache files since the cache files won’t
Sample Rate—Sets the number of frames between be locked open as you read from them.
each recorded sample. When rendering with
• Pre-Load—Loads the entire cache file into
motion blur, which uses sub-frame sampling,
memory for fast access, and then closes the
decrease this value. Default=1.0.
file. This is particularly useful in networked
At the default value of 1.0, Point Cache records situations, or when a few cache files are used by
one sample per frame. Increasing the value causes many objects in one scene. In the latter case,
a sample to be recorded every Nth frame. For
Point Cache Modifier 761
using this option prevents each object from include at least some of the originally animated
thrashing the disk on playback. vertices.
Be conservative in using this, as it can consume
Playback Type group
a great deal of memory. However, if one cache
file is used by several objects, the cache is Playback Type—Specifies how playback occurs:
loaded into memory only once. • Original Range—Plays back the cache over
Slave—These options apply if 3ds Max is running the range it was originally recorded, so the
as a network-rendering client; see the preceding animation will always be the same as the
for details. In this situation, only Per-Sample and original.
Pre-Load are available, and the default option is • Custom Start—Plays back the cache from a
Per-Sample, so the clients don’t lock files. custom start time, set by Start Frame, but the
[label]—This read-only field displays the size of the animation length and playback speed will be
pre-loaded data when Local is set to Pre-Load. the same as the original animation.
• Custom Range—Lets you set start and end
Playback Options group frames within which the current cache plays
Strength—Affects the motion relative to the back. Using a range that is smaller than the
original animation. Applies only when Relative original record range plays the cache back
Offset is on. Default=1.0. Range=-10.0 to 10.0. faster, while specifying a larger range plays the
cache back slower.
At 1.0, the animation plays back the same as
• Playback Graph—Lets you animate which cache
recorded. With strengths between 0.0 and 1.0, the
frame is played at any given time.
animation is relatively restrained. At strengths
greater than 1, the animation is exaggerated. With For example, if you record a cache from frames
negative Strength settings, the motion is reversed. 0 to 100 and then want it to play back twice
as fast forward and then in reverse, choose
Relative Offset—Enables offsetting the animated
this option, turn on Auto Key, set the Frame
vertex positions relative to their positions parameter to 0.0 at frame 0, 100.0 at frame 50,
as recorded, based on the Strength setting. and then back to 0.0 at frame 100. The function
Default=off. curve of this parameter in Track View shows
Note: When you turn on Relative Offset and play how the cache is played back. Animating the
back a cached animation with the modifiers turned Frame value lets you achieve unusual effects
on, the cached vertex positions are calculated such as slowing a cache down over time,
relative to their positions as calculated by the creating a ping-pong effect during playback,
modifiers. For example, if you record a Bend etc.
animation to a cache file, and then play it back
Start Frame—The frame number at which the
with both Relative Offset and the Bend modifier
cached animation starts playing back. Using
on and Strength=1.0, all vertex positions are
decimal fractions lets you start at a sub-frame
doubled, resulting in exaggerated motion.
setting when using a Frame:Ticks time display.
Apply To Whole Object—When off, only the active Available only when Playback Type is set to
vertex selection is animated. In this case, for the Custom Start or Custom Range. Default=0.0.
cache animation to be visible, the selection must
762 Chapter 8: Modifiers
End Frame—The frame number at which the When you apply the Poly Select modifier
cached animation starts playing back. Using and then go to any sub-object level, the
decimal fractions lets you start at a sub-frame select-and-transform buttons in the toolbar
setting when using a Frame:Ticks time display. are unavailable, and the Select Object button is
Available only when Playback Type is set to automatically activated.
Custom Range. Default=0.0.
Using XForm Modifiers to Animate a Poly
Frame—Lets you animate playback of the cache;
Selection
for details, see Playback Graph, above.
When you apply a Poly Select modifier, there
Clamp Graph—Controls what gets loaded when
are no animation controllers assigned to the
the Playback Graph frame is out of the original
sub-object selection. This means that the selection
recorded range.
has no way to "carry" the transform information
Take an example in which the playback frame is set needed for animation.
to 105, but the original cache was recorded over
To animate a sub-object selection using Poly
frames 0-100. With Clamp Graph on, the loaded
Select, apply either an XForm or Linked XForm
frame will be 100. If it’s off (the default), the cache
modifier to the selection. These modifiers provide
will "wrap around" and load frame 5.
the necessary controllers for animating the effects
This lets you loop caches more easily. In the of transforms. In a sense, they give "whole-object
above example, you could simply have a two-key status" to the sub-object selection.
playback graph. The first key would be at frame • XForm (page 1–959)
0 with a value of 0.0, and the second would be
Animates transforms directly on a sub-object
at frame 100 with a value of 100.0. You would
selection. Creates a gizmo and center for the
then set the out-of-range type (page 2–551) for the
sub-object selection. You can animate both,
Frame parameter (Playback Frame in Track View)
with the center acting as a pivot point for the
to Linear, and the cache would loop back smoothly
selection.
to the beginning at frame 101.
• Linked XForm (page 1–712)
Lets you choose another object to control the
Poly Select Modifier animation. The sub-object selection is linked to
the "control object." When you transform the
Make a selection. > Modify panel > Modifier List > Poly
Select control object, the sub-object selection follows
accordingly.
Make a selection. > Modifiers menu > Selection Modifiers
> Poly Select
Procedure
The Poly Select modifier lets you pass a sub-object To use the Poly Select modifier:
selection up the stack to subsequent modifiers.
1. Create or select an object.
It provides a superset of the selection functions
available in Editable Poly (page 1–1022). You can Note: Applying a Poly Select modifier to an
select vertices, edges, borders, polygons, and object other than a polymesh type will convert
elements. You can change the selection from the object to a polymesh object. If you want
sub-object level to object level. more control over the conversion, add a Turn
To Poly modifier (page 1–874) before applying
Poly Select Modifier 763
Interface
Modifier Stack
Vertex—Selects vertices.
Provides buttons for accessing different sub-object
Edge—Selects edges. levels, working with named selections and handles,
display settings, and information about selected
Border—Selects borders.
entities.
Polygon—Selects polygons.
The icons at the top of the Selection rollout let you
Element—Selects elements. specify the method of face selection.
For more information on the stack display, see Clicking a button here is the same as choosing a
Modifier Stack (page 3–760). sub-object type in the modifier stack. Click the
button again to turn it off and return to the Object
selection level.
Note: You can convert sub-object selections in two
different ways with the use of the Ctrl and Shift
keys:
• Clicking a sub-object button in the Selection
rollout with Ctrl held down converts the
current selection to the new level, selecting
764 Chapter 8: Modifiers
all sub-objects in the new level that touch the selection selects multiple polygons within the
previous selection. For example, if you select region.
a vertex, and then Ctrl +click the Polygon
button, all polygons that use that vertex are Element—Selects all contiguous polygons in
selected. an object; region selection selects the same.
• To convert the selection to only sub-objects By Vertex—Selects any sub-objects at the current
all of whose source components are originally level that use a vertex you click. Applies to all
selected, hold down both Ctrl and Shift sub-object levels except Vertex. Also works with
as you change the level. For example, if you Region Select.
convert a vertex selection to a polygon selection
with Ctrl+Shift +click, the resultant selection Ignore Backfaces—Selecting sub-objects selects
includes only those polygons all of whose only those whose normals make them visible in the
vertices were originally selected. viewport. When turned off (the default), selection
includes all sub-objects, regardless of the direction
Vertex—Selects a vertex beneath the cursor;
of their normals.
region selection selects vertices within the region. Note: The state of the Display properties (page 1–55)
> Backface Cull setting doesn’t affect sub-object
Edge—Selects a polygon edge beneath the selection. Thus, if Ignore Backfacing is turned off,
cursor; region selection selects multiple edges you can select sub-objects even if you can’t see
within the region. them.
Note: The state of the Ignore Backfaces check box
Border—Turns on Border sub-object mode, also affects edge selection at the Edge sub-object
which lets you select an area on a mesh that can selection level.
generally be described as a hole. Areas like this are
Shrink—Reduces the sub-object selection area
usually sequences of edges with faces on only one
side. For example, a box doesn’t have a border, but by deselecting the outermost sub-objects. If
the Teapot object has several of them: on the lid, the selection size can no longer be reduced, the
on the body, on the spout, and two on the handle. remaining sub-objects are deselected.
If you create a cylinder, then delete the top face, Grow—Expands the selection area outward in all
the top row of edges forms a border. available directions.
When the Border sub-object level is active, you For this function, a border is considered to be an
can’t select edges that aren’t on borders. Clicking a edge selection.
single edge on a border selects that whole border.
Borders can be capped (either in editable poly or
by applying the cap holes modifier). They can also
be connected to another object (compound object
With Shrink and Grow, you can add or remove neighboring
connect). elements from the edges of your current selection. This works
at any sub-object level.
Polygon—Selects all coplanar polygons
Ring—Expands an edge selection by selecting all
beneath the cursor. Usually, a polygon is the area
edges parallel to the selected edges. Ring applies
you see within the visible wire edges. Region
only to edge and border selections.
Poly Select Modifier 765
Soft Selection controls affect the action of 1. Create a GeoSphere (page 1–176) and use
sub-object Move, Rotate, and Scale functions. Shift +Move to make a copy of it.
When these are on, 3ds Max applies a spline curve Tip: If you want to see the effect of Preserve on
deformation to unselected vertices surrounding mapping, apply a checker-mapped material to
the transformed selected sub-object. This provides the sphere and display it in the viewports before
a magnet-like effect with a sphere of influence making the copy.
around the transformation. 2. Convert the copy to an editable mesh (page
For more information, see Soft Selection Rollout 1–996).
(page 1–963). 3. At the Vertex sub-object level, select a third of
the vertices at the top of the sphere, and move
them upward (as seen from the front) about
Preserve Modifier one radius in distance.
Modify panel > Make a selection. > Modifier List > Notice the stretched edges between the moved
Object-Space Modifiers > Preserve vertices and the remaining vertices.
Make a selection. > Modifiers menu > Parametric 4. While still at the Vertex sub-object level, apply
Deformers > Preserve
the Preserve modifier.
The Preserve modifier lets you retain, as much as 5. Click the Pick Original button, and then select
possible, the edge lengths, face angles, and volume the original (unedited) sphere.
of an edited and deformed mesh object using The selected vertices move back toward the
an unmodified copy of the object before it was sphere in an attempt to maintain the original
deformed. When you push and pull vertices at the volume and edge lengths.
sub-object level, the process typically stretches the
6. Turn on Invert Selection.
edges and often alters the face angles, resulting
in irregular topology. You can use the Preserve The selected vertices return to their moved
modifier to generate more regular edge lengths, position, and the unselected vertices (the
and a "cleaner" mesh.
Preserve Modifier 767
inverted selection) move up toward the selected Example: Animating a preserved object:
vertices. You can animate the Preserve parameters, but the
7. Turn off Invert Selection and slowly reduce the following procedure shows you how to use Morph
Iterations to 0. and Preserve together.
The object now looks as it did before you 1. Remove the Preserve modifier from the copied
applied Preserve. sphere, and go to object level (instead of
8. Increase Iterations to the default 25, and then sub-object level).
increase it to approximately 75.
The object is now almost completely spherical 2. With the copied (and deformed) sphere
again. still selected, choose Create panel > Compound
Objects > Morph to make it into a Morph
9. Set Iterations back to 25, and then try different object.
Edge Lengths, Face Angles, and Volume
3. Make sure Instance is chosen in the Pick Targets
settings. (You can restore the defaults by
settings Edge Lengths to 1.0, and Face Angles rollout.
and Volume to 0.3. 4. At frame 0, click Pick Target, and then select
the original sphere.
Steps in applying the Preserve modifier to a geosphere 1. Reset the program, create a box, and convert
it to an editable mesh.
2. Use Shift +Move to make a copy.
768 Chapter 8: Modifiers
4. Apply Preserve, and pick the first box as the 6. Select the second patch and go to the
original. Sub-Object > Vertex level.
The selected vertices move down to match the 7. Select a single vertex in the middle of the patch
original edge lengths. and move it upward in Z.
5. Set Iterations to 0 to move the vertices back up, The third patch becomes a floating
then turn on Invert Selection, and set iterations handkerchief.
back up to 25. 8. Undo the vertex move.
The selected vertices stay in their original 9. Select the far two corner vertices of the second
locations, but the unselected vertices move patch, and drag them upward in Z.
upward to restore the original edge lengths. Now, you’ve got the beginnings of a sheet
6. Turn Iterations back down to 0. Turn on Apply hanging on the line.
To Whole Mesh (Invert Selection becomes
unavailable), and then turn Iterations back up Interface
to 25.
Preserve is now applied to the whole mesh.
Since all vertices are affected, the top and
bottom of the box approach each other.
7. Turn off Apply To Whole Mesh.
All vertices are translated, but maintain the
same positions relative to each other.
8. Turn off Invert Selection and turn on Selected
Verts Only.
You’re back to the original effect. You can move
the Iterations spinner up and down to see that
you’re affecting only the selected vertices.
Pick Original—Click this, and then select an Note: If all of the check boxes are turned off,
unmodified copy of the current object. You Preserve uses whatever active selection is passed
should pick an object with the same topology as up the stack. Thus, if a Mesh Select modifier is
the current object, which has the same number set to the Vertex level, then that vertex selection is
of vertices. While you can select a completely used. If the same Mesh Select modifier is set to the
different object with equal vertices, the results are top (object) level, then the entire object is affected.
unpredictable.
Iterations—Specifies the number of calculations
toward the solution. The higher this number, the
closer the object comes to matching the original
object and the slower the process. When this is set Projection Modifier
to zero, the original object has no effect, as if the Select an object. > Modify panel > Modifier List >
Preserve modifier were never applied. Object-Space Modifiers > Projection
you want to proceed. (The same is true of the 1. In the Projection modifier, go to the Face or
Automatic Flatten UVs modifier.) Element sub-object level.
See Selection Rollout (Projection Modifier) (page
Projection and Sub-Object Selections 1–771).
You can match geometry to sub-object selections. 2. Make a sub-object selection, then on the
There are two ways to do so: matching material Reference Geometry rollout (page 1–772), enter
IDs, or matching named selections of sub-object a descriptive name in the Name field.
geometry.
3. Click the Add button or press Enter .
Matching Material IDs
The name of the sub-object selection set is
Here is a sample workflow for using material IDs added to the list.
to match portions of the low-res object to different
4. Click in the list to highlight the selection-set
high-res objects:
name, click Pick or Pick List, and then select
1. At the level of the low-res object itself, the high-res source object to associate with the
assign differing material IDs to different face sub-object selection.
selections.
5. Repeat steps 2 through 4 to associate different
To do so, the low-res object must be a surface sub-object selections with different source
model; that is, an editable mesh, editable objects.
poly, editable patch, or NURBS surface. Use
6. Choose Rendering > Render To Texture.
the Surface Properties rollout to change the
material ID of sub-object selections. The Render To Texture dialog appears.
2. For the high-res target objects, assign 7. In the Projection group of the Objects To Bake
corresponding material IDs. rollout (page 3–158), turn off Object Level and
turn on Sub-Object Levels.
An easy way to do this is to apply the Material
modifier (page 1–714). 8. Click Render.
3. In the Resolve Hit group of the Projection Render To Texture renders a separate texture
Options dialog (page 3–165), turn on Hit Only for each of the named sub-object selections
Matching Material ID. contained in the Projection modifier.
4. Render to texture.
Interface
The texture for faces of the low-res object
receive texture element information only from The interface to the Projection modifier includes
the source object that had the corresponding these rollouts:
material ID. Selection Rollout (Projection Modifier) (page
1–771)
Matching Selected Geometry
Soft Selection Rollout (page 1–963)
Here is a sample workflow for using sub-object
selections to match portions of the low-res object Reference Geometry Rollout (Projection Modifier)
to different high-res objects. (page 1–772)
Cage Rollout (Projection Modifier) (page 1–773)
Selection Rollout (Projection Modifier) 771
Selection Check Rollout (Projection Modifier) (page The Face sub-object level lets you assign different
1–775) source geometry to different portions of a surface.
Projection Rollout (Projection Modifier) (page
Element—Click to turn on the Element
1–776)
sub-object level.
The element sub-object level lets you assign
Selection Rollout (Projection different source geometry to individual elements.
Modifier) (An element is a group of contiguous faces.)
Select an object. > Modify panel > Modifier List > Shrink—Reduces the sub-object selection area
Object-Space Modifiers > Projection > Selection rollout by deselecting the outermost sub-objects. If
the selection size can no longer be reduced, the
The Projection modifier’s Selection rollout is for remaining sub-objects are deselected.
managing sub-object selections.
Grow—Expands the selection area outward in all
Interface available directions.
Face—Click to turn on the Face sub-object Select MatID—To select by material ID, use the
level. spinner to set the ID number, and then click Select
MatID.
772 Chapter 8: Modifiers
they’re associated. If you have picked a high-res List. Click Off to hide a geometry. Click Hide
object at the object level, it also shows “Object to show a geometry.
Level” followed by the name of the source object.
Proportion Multiplier—When Proportional is
chosen for sub-object normal bump mapping in
Cage Rollout (Projection Modifier)
the Projection Mapping group of the Objects To Select an object. > Modify panel > Modifier List >
Bake rollout (page 3–158) for Render To Texture, Object-Space Modifiers > Projection > Cage rollout
this value multiplies the default size of the normal
bump map. Range=0.0 to 2.0. Default=1.0. These settings adjust the cage and its display.
The cage is the nonrenderable geometry that the
For example, if Proportional rendering of a Projection modifier uses as the surface from which
sub-object were to render a sub-object selection it ray-traces normals.
at 16 x 16 pixels, changing Proportion Multiplier
to 2.0 would change the size of the normal bump Note: Special export/import functionality
map to 32 x 32 pixels. available on this rollout lets you convert the cage
into standard geometry of the same type and
This control is unavailable unless a sub-object topology as the cage and modified object, which
selection is active. you can edit using standard methods and then use
Pick—To associate high-res geometry with the to define a new shape for the cage. This provides
current selection, click Pick to turn it on, then access to the full range of mesh-editing tools
click a source object in a viewport. available in 3ds Max for shaping the cage to your
precise requirements. For example, with editable
Pick List—To associate high-res geometry with poly, you can take advantage of tools such as
the current selection, click Pick List, then use Loop, Ring, Grow, and Shrink, and quickly switch
the Select Objects dialog (page 1–78) to choose a among sub-object levels such as Face and Vertex.
source object.
Procedure
Display Toggle group
To use Export and Import with a cage:
The Display Toggle group is useful when you
1. Create a cage:
want to compare the hi—res to your low-res
geometry. You can quickly toggle between your 1. Create low-resolution and high-resolution
low-res geometry and your hi-res geometry to objects. In most cases, for best results they
compare versions. You can show selected or all should be arranged concentrically.
hi-res geometry. 2. Apply the Projection modifier to the
Enable—When on, makes it possible to show or
low-resolution object.
hide reference geometries. Default=off. This creates the cage with the same shape
and position as the low-resolution object.
Hide Reference Geometry/Hide Working
Geometry—When Enabled is on, click Hide 3. Use the Reference Geometry rollout controls
Reference Geometry to hide your hi-res geometry. to specify one or more high-resolution
Conversely, click Hide Working Geometry to hide objects.
your low-res geometry. You can also selectively 4. On the Cage rollout, click Update.
show and hide high-res geometries in your Pick
774 Chapter 8: Modifiers
target object, showing how the projection will and then modified using standard mesh-editing
be done. Default=off. methods. After clicking Import, select the object
to import. After importing the object, the cage
Push group conforms to its shape. You can then delete the
These controls let you adjust the size of the cage imported object if you wish.
as a whole, or on a sub-object selection if one is Important: The imported object should be of the same
currently chosen (see Reference Geometry Rollout type (for example, editable mesh) as the projection
(Projection Modifier) (page 1–772)). object (that is, the object with the Projection modifier),
Amount—Change to adjust the size of the cage or be convertible to that type without topology change,
in 3ds Max units. Positive values increase the and must have the identical topology. If it doesn’t
size of the cage; negative values decrease the size. meet either or both of those criteria, an alert appears
Default=0.0. requesting that you select an object of the same type
and identical topology.
Percent—Change to adjust the size of the cage
as a percentage. Positive values increase the size Export—Creates a geometry object from
of the cage; negative values decrease the size. the cage, with the same type and topology as
Default=0.0. the modified object. Clicking Export causes the
Export Cage dialog to open. Accept the default
Auto-Wrap group “Export as” object name or enter a new one, and
then click OK.
By default, the Projection modifier does not
automatically create a cage that wraps around the For a detailed description of the export/import
geometry. To change the cage, use the settings process, see To use Export and Import with a cage:
in this group or the Push group, or adjust cage (page 1–773).
vertices manually at the Cage sub-object level. Reset—Click to reset the cage to a wrapping
Tolerance—The distance in 3ds Max units, that is the same size as the low-resolution target
between the cage and the target geometry. Positive geometry.
values are outside the high-res source geometry;
negative values are inside the source geometry.
Default=varies, depending on the geometry. Selection Check Rollout
(Projection Modifier)
Always Update—When on, the cage automatically
expands around high-res geometry as it is added to Select an object. > Modify panel > Modifier List >
the list (see Reference Geometry Rollout (Projection Object-Space Modifiers > Projection > Selection Check
rollout
Modifier) (page 1–772)). When off, the initial cage
is not updated automatically. Default=off. This rollout lets you check selections to see if any
Update—Click to update the cage. Use this when are overlapping; that is, if a material ID or a face or
Always Update is off. element is assigned to more than one selection.
Interface
Check group
• Material IDs—Checks for material IDs being
assigned to more than one selection.
• Geometry—Checks for faces or elements being
assigned to more than one selection.
• Both—(The default.) Checks for both material
ID and sub-object overlap.
Add—Adds a projector of the type chosen in the rollout is visible when a Project Mapping instance
drop-down list. is highlighted in the Projector list on the Projection
rollout (page 1–776). Use Project Mapping to
Remove—Removes the projector that is currently
project a map channel value, material IDs, or
highlighted in the projector list.
vertex attributes from the object that has the
Project to—Shows the name of the geometry to Projection modifier applied, onto other geometry.
which you’re projecting. To choose this geometry,
use the Reference Geometry rollout (page 1–772). Interface
Show Alignment—Click to display the faces of the
geometry selection that will project to the selected
faces of the object that has the Projection modifier.
This shows which hi-res faces will be projected to
the selected low-res faces.
This works only for selected faces, not selected
vertices: you can lock a face selection and
then make adjustments to the cage, then click
Show Alignment to see the effects of the cage
modification.
This button is unavailable if no selection has been
made in the Reference Geometry rollout.
Clear—Click to turn off the Show Alignment
display.
Project—Click to perform the projection.
Interface
Relax Modifier
The Projection Holder modifier has no parameters.
Modify panel > Make a selection. > Modifier List >
Object-Space Modifiers > Relax
Enable In Viewport—When on, the shape is • Sides—Sets the number of sides for the spline
displayed in the viewport as a 3D mesh using the mesh in the viewports or renderer. For example,
Radial or Rectangular parameters set for Renderer. a value of 4 produces a square cross-section.
In previous versions of the program, the Display • Angle—Adjust the rotational position of the
Render Mesh performed the same operation. cross section in the viewports or renderer. For
Use Viewport Settings—Lets you set different example, if you have a square cross section you
parameters for viewport display and rendering, can use Angle to position a “flat” side down.
and displays the mesh generated by the Viewport Rectangular—Displays the spline as a 3D object
settings in the viewports. Available only when with a rectangular cross-section.
Enable in Viewport is turned on.
• Length—Specifies the size of the cross–section
Generate Mapping Coords—Turn this on to apply along the local Y axis.
mapping coordinates. Default=off.
• Width—Specifies the size of the cross–section
3ds Max generates the mapping coordinates in along the local X axis.
the U and V dimensions. The U coordinate • Angle—Adjusts the rotational position of the
wraps once around the spline; the V coordinate is cross-section in the viewport or renderer. For
mapped once along its length. Tiling is achieved example, if you have a square cross-section you
using the Tiling parameters in the applied material. can use Angle to position a "flat" side down.
For more information, see Mapping Coordinates
(page 2–1405). • Aspect—Sets the aspect ratio for rectangular
cross-sections. The Lock check box lets you
Real-World Map Size—Controls the scaling method lock the aspect ratio. When Lock is turned
used for texture mapped materials that are applied on, Width is locked to Depth that results in a
to the object. The scaling values are controlled constant ratio of Width to Depth.
by the Use Real-World Scale settings found in
Auto Smooth—When on, the spline is
the applied material’s Coordinates rollout (page
2–1625). Default=on. auto-smoothed using the smoothing angle
specified by the Threshold setting. Auto Smooth
Viewport—Choose this to specify Radial or sets the smoothing based on the angle between
Rectangular parameters for the shape as it will spline segments. Any two adjacent segments are
display in the viewport when Enable In Viewport put in the same smoothing group if the angle
is on. Available only when Use Viewport Settings between them is less than the threshold angle.
is on
Note: Turning Auto Smooth on for every situation
Renderer—Choose this to specify Radial or does not always give you the best smoothing
Rectangular parameters for the shape as it will quality. Altering the Threshold angle may be
display when rendered or displayed in the viewport necessary or turning Auto Smooth off may
when Enable in Viewport is turned on. produce the best results.
Radial—Displays the spline as a 3D object with a Threshold—Specifies the threshold angle in
circular cross-section. degrees. Any two adjacent spline segments are
• Thickness—Specifies the cross-section diameter. placed in the same smoothing group if the angle
Default=1.0. Range=0.0 to 100,000,000.0. between them is less than the threshold angle.
Ripple Modifier 783
You can find an advanced example of using Select Make a selection. > Modifiers menu > Parametric
By Channel in a lesson about allowing objects to Deformers > Shell
survive topology changes, in the Using the Channel
Info Utility tutorial. The Shell modifier “solidifies” or gives thickness
to an object by adding an extra set of faces facing
Procedure the opposite direction of existing faces, plus edges
connecting the inner and outer surfaces wherever
To use Select By Channel:
faces are missing in the original object. You can
1. Use Channel Info to store one or more vertex specify offset distances for the inner and outer
selections in a map channel subcomponent. surfaces, characteristics for edges, material IDs,
2. Apply the Select By Channel modifier to the and mapping types for the edges.
object with the stored vertex selection(s). Also, because the Shell modifier doesn’t have
3. Choose the selection type. sub-objects, you can use the Select options to
4. Choose the selection channel.
specify a face selection for passing up the stack to
other modifiers. Please note that the Shell modifier
5. To “bake” the new selection into the object, doesn’t recognize existing sub-object selections,
collapse the stack. nor does it pass such selections up the stack.
Interface
Selection Type—Lets you choose how to combine
the stored vertex selection with an existing vertex
selection.
• Replace—Replaces the existing selection with
the stored selection.
• Add—Adds the stored selection to the existing
selection.
Left: Sphere with part of surface removed; Right: Sphere with
• Subtract—Subtracts the stored selection from Shell applied
the existing selection. Has no effect if there’s no
You’d typically use Shell on an object with part of
overlap between the stored selection and the
its surface removed, such as a sphere with several
existing selection.
deleted vertices or faces, as illustrated above. For
best results, the original polygons should face
786 Chapter 8: Modifiers
outward. If an object has no faces with at least one applies a MeshSmooth modifier on top. The
free edge, Shell will not create any edges. extra segment helps control the curve of the
edges where the outer surface curves down to
Examples of Shell Usage the keypad holes. The modeler then goes back
to the cage portion of the stack and refines the
Following are some examples of modeling tasks
base mesh details to her liking.
for which the Shell modifier would be appropriate:
• A modeler is creating a suit of futuristic armor
• An artist is modeling a vehicle such as a car, a
for a character. The modeler copies a selection
tank, or, in this case, a helicopter. The artist
of polygons from the character mesh to a new
builds a solid external shell as the body of the
object; for example, the polygons that make up
copter. When done, the modeler breaks up his
the arm. The modeler deletes some faces from
model: he selects window areas and detaches
the copied arm, and perhaps cuts some holes
them as new objects, followed by the area for
from it. He then applies the Shell modifier,
the doors (also detached as new objects). The
followed by a MeshSmooth modifier, resulting
modeler now has open objects representing
in form-fitting armor.
the body, windows, and doors. The modeler
applies Shell to the body, and sets it to extrude
both outward and inward a set number of units,
Procedure
setting the inward extrusion to be greater than To solidify an object:
the outward. Shell is applied to the windows 1. Create an object to solidify. The object should
next; these are set to extrude inward only. The have some holes in its surface. For example,
modeler then copies the Shell modifier from start with a primitive sphere, convert it to
the body to the doors, and reduces the doors’ Editable Poly, and delete some vertices or
outward extrusion somewhat. The result is polygons.
a solid body with an interior that can accept
2. Optionally create an open spline to serve as
additional modeling, inset windows, and doors
the profile for the edges connecting the inner
that are slightly less thick than the shell of the
and outer surfaces. For example, go to Create
helicopter.
panel > Shapes and click Line. Then, in the
• A designer is modeling a manufactured object Top viewport, draw the spline in the Top
that will need to be shown in an exploded viewport from top to bottom. Where the spline
view. It might be a cell phone, an engine, a protrudes to the right, the edge surface will be
mouse, shaped glass, or something similar; convex, and where it protrudes to the left, the
this example will use part of a cell phone. surface will be concave.
When working on the phone keypad area, if the
3. Apply the Shell modifier to the object from step
modeler builds with detail in mind, she might
1.
accurately model the shell with a moderately
dense mesh, using ShapeMerge (page 1–336) 4. To use custom edges, turn on Bevel Edges, click
to create the shapes for the holes where the the Bevel Spline button, and then select the
keys will poke through, and then deleting those spline from step 2.
faces. When satisfied, the modeler applies the 5. By default, Shell keeps the material IDs of
Shell modifier, sets Segments to 2, and then the new surfaces consistent with those of the
turns on the Bevel Edges option to use a curve original object. To change these, turn on the
for the profile of the holes’ edges. She then different Override options, specify appropriate
Shell Modifier 787
If you don’t specify a material ID, the surface uses • Copy—Each edge face uses the same UVW
the same material ID or IDs as the original faces coordinates as the original face from which it’s
from which the edges are derived. derived.
Edge Mat ID—Specifies the material ID for edge • None—Each edge face is assigned a U value of 0
faces. Available only when Override Edge MatID and a V value of 1. Thus, if a map is assigned,
is on. the edges will take the color of the upper-left
pixel.
Auto Smooth Edge—Applies automatic,
angle-based smoothing across the edge faces using • Strip—The edges are mapped in a continuous
the Angle parameter. When off, no smoothing is strip.
applied. Default=on. • Interpolate—The edge mapping is interpolated
from the mapping of the adjacent inner and
This doesn’t apply smoothing across the junction
outer surface polygons.
between the edge faces and the outer/inner surface
faces. TV Offset—Determines the spacing of the texture
vertices across the edges. Available only with
Angle—Specifies the maximum angle between
the Edge Mapping choices Strip and Interpolate.
edge faces that will be smoothed by Auto Smooth
Default=0.05.
Edge. Available only when Auto Smooth Edge is
on. Default=45.0. Increasing this value increases the repetition of the
texture map across the edge polygons.
Faces that meet at an angle greater than this value
will not be smoothed. Select Edges—Selects the edge faces. This
selection is passed up the stack to other modifiers.
Override Smooth Group—Lets you specify a
Default=off.
smoothing group (page 3–1013) for the new edge
polygons using the Smooth Grp setting. Available Select Inner Faces—Selects the inner faces. This
only when Auto Smooth Edge is off. Default=off. selection is passed up the stack to other modifiers.
Default=off.
Smooth Grp—Sets the smoothing group for the
edge polygons. Available only when Override Select Outer Faces—Selects the outer faces. This
Smooth Group is on. Default=0. selection is passed up the stack to other modifiers.
Default=off.
When Smooth Grp is set to the default value of
0, no smoothing group is assigned to the edge Straighten Corners—Adjusts corner vertices to
polygons. To specify a smoothing group, change maintain straight-line edges.
the value to a number between 1 and 32.
If you apply Shell to a subdivided object with
Note: When Auto Smooth Edge and Override straight edges, such as a box set to 3x3x3 segments,
Smooth Group are both off, the software assigns you might find that the corner vertices don’t stay
smoothing group 31 to the edge polygons. in a straight line with the other edge vertices. This
Edge Mapping—Specifies the type of texture gives the edges a bulging look. To resolve this, turn
mapping that is applied to the new edges. Choose on Straighten Corners.
a mapping type from the drop-down list:
790 Chapter 8: Modifiers
Procedures
To skew an object:
Skin Modifier
Select a mesh, patch, or NURBS object. > Modify panel >
Modifier List > Object-Space Modifiers > Skin
4. In the Weight Properties group, change the Abs. Example: To apply the Skin modifier to a cylinder
Effect parameter to the new vertex weight. with a bones skeleton:
1. Save the scene. Three bones display. Two of them are within
the middle of the cylinder.
This is a potentially destructive operation, so
it’s best not to take any chances with your data.
8. Select the cylinder.
2. Select the object to which the Skin modifier is
applied.
9. On the Modify panel, choose Skin from
3. In the Advanced Parameters rollout, turn off
the Modifier List.
Always Deform.
10. On the Skin modifier’s Parameters rollout, click
4. Apply any necessary transforms to the
Add, and use the Select Bones dialog to select
mesh/patch object or bones objects.
the three bones.
5. Turn Always Deform back on.
The names of the bones are now displayed in
To adjust the bones only, you can also use skin the list.
pose (page 1–116).
11. In the Front viewport, select the bone end
effector (IK Chain01) and move it around.
794 Chapter 8: Modifiers
The cylinder deforms to follow the bones. 12. Edit the mesh to the shape you want.
To adjust envelopes to refine the surface 13. Go back down in the stack to the Skin modifier.
deformation, choose the Skin modifier’s If the topology warning dialog appears, click
Envelope sub-object level, and use the Edit Yes.
Envelopes controls to resize envelopes and
14. In the Deformer Parameters rollout, click Add
change vertex weights.
From Stack.
Example: To use a morph angle deformer: A new morph target is added at about 90
Create the cylinder and bones from the preceding degrees.
procedure before you continue with this 15. Delete the Edit Mesh modifier from the stack.
procedure.
There is a doubling effect of the morph if
1. At frame 50, animate bone 2 so that bones 1 you don’t delete or deactivate the Edit Mesh
and 2 represent a 90-degree angle. modifier.
2. At frame 0, the bones should be straight at 16. Scrub the time slider. The mesh morphs as the
about a 180-degree angle. bone angle changes.
3. Move to frame 0.
Interface
4. Turn on Edit Envelopes in the Parameters
rollout. The Skin Modifier interface includes the following
rollouts:
5. Select the child bone (bone 2) in the modifier’s
list of bones. • Parameters rollout (page 1–795)
6. In the Select group, turn on Vertices. • Mirror Parameters rollout (page 1–799)
This allows you to select vertices. • Display rollout (page 1–800)
7. In the viewports, region-window select a good • Advanced Parameters rollout (page 1–801)
portion of the vertices that are controlled by • Gizmos rollout (page 1–802)
both bones.
• Deformer Parameters rollout (page 1–804)
8. In the Gizmos rollout, select the Morph Angle
• Joint Angle and Bulge Angle parameters (page
Deformer in the drop-down list, and then click
1–804)
Add Gizmo.
The Deformer Parameters rollout displays. A Some of the Skin modifier commands are also
base morph target is the first and only target available from the quad menu (page 3–694).
in the list.
Modifier Stack
Tip: if the Deformer doesn’t assign, make sure
that bone 2 and not bone 1 is selected in the list. Envelope—Turn on this sub-object level to work
on envelopes and vertex weights.
9. Scrub the Time Slider to frame 50.
Tip: You can use the quad menu to choose this
10. Add an Edit Mesh modifier above the Skin
sub-object level.
modifier in the modifier stack.
11. Turn on Vertex and Soft Selection in the Edit
Mesh modifier.
Skin Modifier 795
Select group
The following filtering options are grouped
together to help you work on a particular task,
by preventing you from accidentally selecting the
wrong item in the viewports.
Vertices—Turn on for vertex selection.
Radius—Select an envelope cross section, and Falloff Flyouts—Choose a falloff curve for the
use Radius to resize it. In order to select a cross displayed envelopes.
section, the Cross Sections option in the Select
Weight falls off in the area between the inner and
group must be checked.
outer envelope boundaries if envelopes overlap
You can also click and drag a cross section control and Absolute is turned on. This setting lets you
point in a viewport to resize it. specify how the falloff is handled:
Squash—A squash multiplier for bones that stretch.
• Falloff Fast Out—Weight falls off quickly.
This is a single value that reduces or increases the
amount of squash applied to a bone when it is
• Falloff Slow Out—Weight falls off slowly.
stretched with Freeze Length off, and Squash on.
Note: You can set Freeze Length and Squash in the • Falloff Linear—Weight falls off in a linear
Bone Tools dialog (page 1–414). way.
Absolute/Relative—This toggle determines how
vertex weights are calculated for vertices between • Falloff Sinual—Weight falls off in a
inner and outer envelopes. sinusoidal way.
• Absolute—A vertex must merely fall Copy—Copies the currently selected envelope
inside the brown outer envelope to have 100% size and shape to memory. Turn on sub-object
assignment weight to that particular bone. Envelopes, choose one bone in the list, click Copy,
A vertex falling inside more than one outer then choose another bone in the list and click Paste
envelope will be assigned multiple weights to copy an envelope from one bone to another.
summing to 100% based on where it falls in the
Paste commands are on a flyout with the following
gradients of each envelope.
options:
• Relative—A vertex falling only within an
• Paste—Pastes the copy buffer to the
outer envelope will not receive 100% weighting.
current selected bone.
A vertex must either fall inside two or more
outer envelopes whose gradients sum to 100% • Paste to All Bones—Pastes the copy buffer
or greater or the vertex must fall within a red to all bones in the modifier.
inner envelope to have 100% weight. Any
points within a red inner envelope will be 100% • Paste to Multiple Bones—Pastes the copy
locked to that bone. Vertices falling within buffer to selected bones. A dialog allows you to
multiple inner envelopes will receive weighting choose the bones to paste to.
distributed over those bones.
Negative options allow selection of vertices on Color All Weights—Assigns a color to every bone
one side of the character only. The None option in the envelope. The vertex weighting blends the
does not project selected vertices to either side. colors together.
Default=Default Display. Tip: You can toggle this feature to get a global view
Tip: You can use the Positive and Negative options of all weight regions across your model at once.
to temporarily project the display of one side’s Tip: You can also assign a color to unweighted
vertices to the other side so you can see how vertices: Open the Customize User Interface dialog
the vertices align. This can be helpful when and, on the Colors panel, choose Skin Colors from
determining the correct Mirror Plane settings for the Elements drop-down list.
an asymmetrical mesh.
Show All Envelopes—Displays all envelopes at the
Manual Update—When on, you can update the same time.
display manually rather than automatically after
each mouse-up. Show All Vertices—Draws a small tick at every
vertex. On a patch surface, it will also draw all the
Update—When Manual Update is on, use this handles.
button to update the display with your new
settings. Show All Gizmos—Displays all the gizmos in
addition to the currently selected gizmo.
Display rollout Show No Envelopes—Causes no envelopes to be
displayed even when an envelope is selected.
Show Hidden Vertices—When on, hidden vertices
are visible. Otherwise, they remain hidden until
you enable the option or go into the object’s
modifier (Editable Mesh (page 1–996) or Editable
Poly (page 1–1029)), and then click Unhide All
on the Selection rollout or Edit Geometry rollout,
respectively. Default=off.
Advanced Parameters rollout move the time slider to frame 0; turn off Always
Deform, move the bones into the correct position
and turn on Always Deform.
Back Transform Vertices—Allows you to link the
mesh to the bone structure. Ordinarily, when you
do this, any movement of the bones causes the
mesh to move twice as far as it should, because
it moves once with the bones and once with the
link. Checking this option prevents the mesh from
moving twice under these circumstances.
Rigid Vertices (All)—Causes vertices to have
assignments to only one bone as if weighted 100%
to the bone whose envelope has the most influence.
Vertices will not have weight distributed over more
than one bone and the deformation of the skinned
object is rigid. This is mainly used for games that
do not support weighted point transformation.
Rigid Patch Handles (All)—On a patch model, forces
patch handle weights to equal the knots weights.
Bone Affect Limit—Limits the number of bones
that can affect one vertex.
Reset group
Save/Load—Allows you to save and load the unnecessary data is stored in the geometry. Also
envelope position and shape, as well as the vertex accessible from the Weight Table.
weights. If you load a saved file onto a different
Remove Zero Limit—Sets the weight threshold that
system of bones, you can use the Load Envelopes
determines if a vertex is stripped of its weight when
dialog (page 1–805) to match the incoming bones
you click Remove Zero Weights. Default=0.0.
to the current bones.
Update on mouse up—When on and the mouse Gizmos rollout
button is pressed down, no updates take place.
When the mouse button is released, updates occur.
This option helps keep workflow moving quickly
by avoiding unnecessary updates.
Fast Updates—Turns off viewport display of
weighted deformation and gizmos and uses rigid
deformation when not rendering.
Ignore Bone Scale—Turn this option on to leave
a skinned mesh unaffected by a scaled bone.
Default=off.
Note: To scale a bone’s length, you first need to
turn off its Freeze Length option on the Object
Properties rollout (page 1–414) of the Bone Tools
floater dialog (page 1–411).
Controls in the Gizmos rollout allow you to deform
Animatable Envelopes—Toggles the possibility the mesh according to the angle of the joint, and
of creating keys on all animatable envelope to add gizmos to selected points on the object.
parameters while Auto Key is active. Default=off. The rollout consists of a list box containing all the
Note: This does not affect keyable track settings. gizmos for this modifier, a drop-down list of the
current types of gizmos, and four buttons (Add,
Weight All Vertices—When on, forces all vertices
Remove, Copy and Paste).
that are not under the control of an envelope to
be weighted to the bone closest to them. Has The workflow for adding a gizmo is to select the
no effect on vertices that are manually weighted. vertices that you want to affect, select the bones
Default=on. that will drive the deformation, and then click the
Add button.
Tip: If you want to revert vertices to their original
weight value, click Reset Selected Verts (in the There are three deformers available:
Reset group) or open the Weight Table (page • The Joint Angle deformer has a lattice that can
1–810), and change the Modified weight status deform vertices on the parent and child bones.
(M) of your selected vertices.
• The Bulge Angle deformer has a lattice that
Remove Zero Weights—Strips a vertex from its only works on vertices on the parent bone.
weight if it is less than the Remove Zero Limit
• The Morph Angle deformer works on vertices
value. This helps making your skinned model
of the parent and child bones.
lighter (in games for instance) because less
Skin Modifier 803
Keep these distinctions in mind when you Deformer drop-down list—Lists the available
select vertices to deform. For example, if you deformers.
want to use the Joint Angle deformer, then
select vertices close to the joint that will drive Add Gizmo—Adds the current Gizmo to the
the deformation. If you want the parent bone selected vertices.
vertices to deform like a biceps muscle, then
To add a gizmo, you must first select the child
select vertices that are only assigned to the
bone for the joint you want to deform. Then you
parent bone before adding the Bulge Angle
must select the vertices that you want to deform.
deformer. If all the vertices of the parent and
You can then add a gizmo.
child bone must deform, then select all of the
vertices and add the Morph Angle deformer. After a gizmo is added, a Deformer Parameters
rollout displays that contains gizmo parameters
that you can adjust.
The left vertices are weighted 1.0 and the right vertices are
weighted 0.25.
6. Click the + button directly under the .9
weight button repeatedly until the vertices are 8. Select all weighted vertices and repeatedly click
red (that is, the weight is 1.0). Blend.
As you increase the vertices’ weight, they Every time you click Blend, each vertex’s
gradually change color. weight is adjusted to blend with other selected
neighborhood weights. This creates a smooth
7. Select a few other vertices, and assign weighting transition among all selected vertices.
them a weight of 0.250.
Weight Tool Dialog 809
Interface
Vertex information
[specific weight
Below the Paste-Pos Tolerance field is a text display
values]—Assigns an absolute weight value between
displaying information on the amount of copied
0 and 1 for the active bone to the selected vertices.
and selected vertices.
Note: When you click one of these buttons, the
active bone is added to the list of bones influencing [First Vertex Weight list]—Displays the selected
each of the selected vertices, if necessary. vertex weight along with the bone envelopes
contributing to its weighting. You can select
Set Weight—Sets an absolute weight based on the individual envelopes in the current viewport by
field value. Default=0.5. highlighting the respective bone in the list.
Note: The spinner increments the field value by Note: If you select multiple vertices, the list only
steps of 0.05. displays the weighting of the first selected vertex.
+/-—Increases/decreases each selected vertex’s
weight by 0.05.
Weight Table (Skin Modifier)
Scale Weight—Multiplies each selected vertex’s
weight value by the field value, resulting in a Select an object that has the Skin modifier applied to it. >
Modify panel > Skin modifier > Weight Properties group
relative weight change. Default=0.95. > Weight Table
Note: The spinner increments the field value in
steps of 0.05. The weight table for the Skin modifier is used
to change vertex weights for several vertices and
+/-—Increases/decreases each selected vertex’s bones at a time. This table appears when you click
weight by five percent. the Weight Table button.
Copy—Stores the current weight value(s) in the
copy buffer. Interface
Paste—Retrieves the weight values from the copy
buffer and assigns them to the selected vertices.
Paste-Pos—Assigns the weight values currently in
the copy buffer to the selected vertices based on
the distance between them and the copied vertices,
which is determined by the Paste-Pos Tolerance
value.
This is useful when you need to match weights
between two juxtaposed skinned meshes sharing Vertex numbers appear down the left column,
the a common bone. while bone names appear across the top. Vertex
Blend—Modifies the selected weight values to weights for each bone are displayed in the chart.
smooth out the transition between them and their You can change vertex weights in a number of
surrounding vertices. ways:
• Click and drag a vertex weight to the left or
Paste-Pos Tolerance—Determines the radius
right.
influence of the Paste-Pos. Default=0.1.
Weight Table (Skin Modifier) 811
• Highlight a weight and type in a new weight. • Show Affected Bones: Displays only bones
• Select vertices by dragging over vertex IDs, that affect the displayed vertices.
then click and drag one weight to change all • Show Attributes: Toggles display of the
selected weights for the bone. S/M/N/R/H attributes.
• Right-click to enter a value of 0. • Show Exclusions: Toggles display of small
• Ctrl +right-click to enter a value of 1.0. check box areas in each vertex weight field.
Clicking the check box toggles exclusion of the
Menu options: vertex from the bone (a red X appears in the
check box when the exclusion is in effect).
Edit menu—Copy/paste vertex weights, and choose
vertices to edit. • Show Global: Shows values for all displayed
vertices.
• Copy: Copies weights for highlighted vertices.
• Show Set Sets UI: Displays info about vertex
• Paste: Pastes the copied weights. sets.
• Remove Zero Weights: All vertices with a
weight less than the Remove Zero Limit field Dialog options
value are stripped from their weight. Also Vertex ID—Vertices are displayed by number down
available on the Advanced Parameters rollout the left column of the weight table. Double-click
(page 1–801). a vertex number to cause the vertex to display
in pink in viewports. To display only selected
vertices, choose Selected Vertices from the
drop-down menu at the bottom left of the dialog.
S—Indicates vertex is selected.
• Select All/None/Invert: Changes the selection
of vertices. M—Indicates vertex weight has been modified.
Vertex Sets menu—Select vertices in the left N—Indicates vertex weights are normalized (total
column by holding down Ctrl while clicking of all vertex weights is always 1.0).
vertices. Create a named selection set, which can
R—Indicates vertex is rigid (affected only by one
then be picked from the drop-down menu at the
bone, the one with the most influence).
lower left of the dialog.
H—Indicates patch handles are rigid (affected only
Options menu—Customizes the weight table
by one bone, the one with the most influence).
display.
Vertex selection drop-down—Choose to display all
• Flip UI: Flips the UI to show vertex IDs across
the top and bone names down the left side. vertices, selected vertices or only vertices affected
by the selected bone.
• Update On Mouse Up: When the mouse button
is pressed down, no updates will take place. Copy—Copies weights for highlighted vertices.
When the mouse button is released, updates Paste—Pastes copied weights.
will occur. This option helps keep workflow
moving quickly by avoiding unnecessary
updates.
812 Chapter 8: Modifiers
Interface
Skin Morph modifier stack
Highlighting a morph in the list lets you edit the Selection rollout
morph. To change the morph’s name, edit the
Local Properties rollout > Morph Name field.
Add Bone—Click to add one or more bones from
the Select Bones dialog.
Tip: To keep things simple, add only bones that
will drive morphs. There’s no point in adding any
other bones.
Pick Bone—Lets you add bones by selecting them
in a viewport.
Click Pick Bone, and then select bones in any
viewport. While Pick Bone is active, the cursor
resembles a cross with the words ADD BONE
attached. To exit Pick Bone mode, right-click the
active viewport or click Pick Bone again.
Remove Bone—Removes a bone and its morphs
from the list. Click a bone name in the list, and
then click Remove.
If a morph name is highlighted when you click
Use Soft Selection—Enables soft selection for
Remove, its bone is removed. To remove the
editing vertices.
morph only, highlight it and then click Local
Properties rollout > Delete Morph. Soft Selection in Skin Morph works much like Soft
Selection (page 1–963) in other parts of 3ds Max,
except that instead of Pinch and Bubble settings
you can adjust the graph shape directly, and it uses
a Radius setting instead of Falloff to determine the
extent of the soft-selection area.
Radius—Determines the extent of the soft-selection
area in system units.
Edge Limit—When on, Skin Morph uses the Edge
Limit numeric setting to determine the extent of
the soft-selection area in terms of the number of
edges from the selected vertex or vertices.
Reset Graph—Sets the soft-selection graph to
default values. Use this if a vertex or handle is no
longer visible and thus cannot be manipulated.
[graph]—Skin Morph provides a small,
full-functioned curve graph for editing
Skin Morph Modifier 815
morph and adds it as a child to the highlighted the muscle should be largest at frame 150 instead,
bone in the list window. go to frame 150, choose the morph in the list box,
Tip: By default, the Show Edges switch is on, and then click Reset Orientation.
which might make it difficult to see the vertices Remove Verts—Removes selected vertices from
themselves. To see only the vertices, turn off the current morph, which deletes any animation
Options rollout > Show Edges. applied as part of the morph.
Tip: To help keep track of morphs, use the Local Use this command to save memory by removing
Properties rollout to rename each morph as you vertices not part of the morph animation.
create it.
Enabled—When on, the morph is active; when off,
Delete Morph—Deletes the highlighted morph, the morph doesn’t appear in the animation, and is
removing it from its parent bone in the list window. indicated in the list box with the text “Disabled.”
Available only when a morph is highlighted. Default=on.
Edit—Lets you shape the current morph by The ability to enable and disable each morph
transforming vertices. To exit Edit mode, click the individually lets you isolate the effect of each or
Edit button again. test them in combination.
Transforming a vertex in Edit mode creates a Morph Name—Displays and lets you change the
morph target. Each transformed vertex moves name of the current morph.
into the morph target position (or orientation or
scale) as the morph value increases to 100.0, and Influence Angle—The angle around the bone’s
then out of it as the morph value decreases, based current orientation within which the morph takes
on the angle of the bone driving the morph. place. Default=90.0.
Transforming a vertex in Edit mode also changes This is an important parameter. Think of the
its color from orange to yellow. This lets you easily influence angle as a cone around the bone at
see which vertices are part of the current morph. its orientation when you create the morph.
Consider an example in which Influence Angle
Choosing Edit places the skinned object at the is set to the default value of 90.0 degrees. If the
100% “pose” orientation for this morph (see bone starts its rotation beyond 45 degrees away
Create Morph, above). It also activates the Points from the orientation at which the morph was
sub-object level so you can transform vertices created, the morph has no effect at that time.
using the standard 3ds Max transform tools. As the bone moves from 45 degrees away to the
Clear Verts—Keeps selected vertices in the morph, morph orientation, the morph increases to its full
but resets their deltas (changes from the initial value. As the bone then rotates away, the morph
pose) to 0. gradually decreases until, at 45 degrees or more
away from the morph orientation, the morph no
Reset Orient(ation)—Sets the morph orientation to
longer appears.
current orientation of the bone that controls the
morph. Tip: Influence Angle is useful for isolating morphs;
that is, to prevent overlapping of different morphs
This lets you change the angle at which the morph on the same bone. Reduce the value until one
has its greatest effect. For example, if you create a morph’s contribution percent value (shown in the
bulging bicep at frame 120, and later decide that list box) falls off to 0.0 before the next one begins.
Skin Morph Modifier 817
Falloff—Determines the rate of change of the Reload only selected verts—When on, Reload
morph as the bone moves within the influence Target copies only the positions of vertices selected
angle. Use the drop-down list to choose one of in the Skin Morph mesh from the target mesh.
four different falloff types: Linear, Sinual, Fast, or When off, Reload Target copies the positions of
Slow. If you choose Custom Falloff, you can then all vertices. Default=off.
click the G (for Graph) button and edit the falloff
using standard curve-graph controls. Copy and Paste rollout
Note: The default graph, displayed when you first
access the falloff graph, shows the Sinual falloff
type.
Joint Type—Determines how the modifier tracks
the angular motion of the bone. This is a per-bone
setting, not per-morph. Default=Ball Joint.
• Ball Joint—Tracks all rotation of the bone. Use
this setting in most cases.
• Planar Joint—Tracks rotation of the bone only
in the plane of its parent bone.
External Mesh—Lets you use a different mesh
as a morph target. Click the button (default
label=-none-) and then select the target object.
The target object should have the same mesh These functions let you copy all morph targets for
structure as the Skin Morph object. After a specific bone from one side of the object to the
specifying an external mesh, its name appears on other. Indicate the morphs to copy by highlighting
the button. the bone or any of its morphs in the Parameters
Using an external mesh makes it easier to set rollout > list box.
up morph targets in a target mesh that uses a Paste Mirror—Copies the morphs from the
reference pose, rather than the skinned, animated highlighted bone to the target on the other side of
mesh of which sections might be interpenetrating, the mirror gizmo. A qualified target bone must
making it difficult to select the specific vertices to exist and be present in the list box.
be morphed. In this situation, it’s probably best to
Note: This copies the morph data only; the rotation
turn Reload Only Selected Verts.
of the target bone must be comparable to that of
Note: The external-mesh connection is not live; if the source bone for the morphing to appear in the
you edit vertices in the external mesh, Skin Morph animation.
doesn’t automatically recognize the changes.
Show Mirror Plane—Displays the mirror plane as
To update the vertex positions after editing the
a red, rectangular gizmo in the viewports. The
external mesh, use Reload Target (see following).
target bone must be on the opposite side of the
Reload Target—Updates the Skin Morph object mirror plane from the highlighted bone, and must
with edited vertex positions from the external be present in the Parameters rollout > list box.
mesh.
818 Chapter 8: Modifiers
Preview Bone— Highlights the target bone in red morph. Otherwise, the software creates a new
in the viewports. morph automatically and applies the edits to that
morph.
Preview Vertices—Displays the morphing-qualified
vertices in red in the viewports, as well as any Show Driver Bone Matrix—Shows the matrix tripod
animation present in the source vertices. of the current bone.
Mirror Plane—The axis for the mirror plane. The Show Morph Bone Matrix—Shows the tripod of the
plane is perpendicular to the indicated axis. orientation of the active morph.
Default=X.
Show Current Angle—Shows pie wedges depicting
Mirror Offset—The position for the mirror plane the angles between the driver bone matrix and the
on the Mirror Plane axis. Default=0.0. morph bone matrix. These are color coded: red for
the angle about the X axis; blue for the angle about
Mirror Threshold—The radius, in system units,
the Y axis; and green for the angle about the Z axis.
within which Skin Morph looks for a qualifying
target bone on the other side of the mirror plane. Show Edges—Highlights the edges connected to
Default=1.0. morphable vertices in orange.
This is useful when a tessellating modifier such as
Options rollout
MeshSmooth is applied to the skinned mesh above
the Skin Morph modifier, to see the actual mesh
being affected by Skin Morph.
Matrix Size—The size of each tripod.
adding, right-click in the viewport or click Add Distance Influence is a multiplier. It looks at the
again. length of each edge that touches each control
vertex. For each vertex, it averages all the lengths
You can use as a control object anything that can
and then multiplies the average by the Distance
be converted to a triangle mesh, such as a mesh,
Influence value. This lets vertices that are touching
patch, or a NURBS object. However, avoid using
only small faces to affect a small area, and
objects that change topology, such as a deforming
vice-versa. The higher the influence value, the
NURBS object with adaptive tessellation.
smoother the deformation, but the less individual
Remove—Removes control objects from the list. control each vertex has. For best results, keep this
Click an object in the list, and then click Remove. value between 1.0 and 2.0.
Deformation Engine—Determines which engine Face Limit—Determines the extent of influence,
drives the deformation. Default=Vertex in control-object faces, of control vertices in
Deformation. the control object. This is a global setting, and
• The Vertex Deformation engine is a weighted is available only in Vertex Deformation mode.
engine; it uses vertex proximity to drive the Default=3. Range=0 to 10.
deformation. That is, each vertex in the Beyond this limit, no base-object points can be
control object affects nearby points in the influenced by the control vertex, even if they’re
high-resolution (base) mesh. within the Distance Influence radius.
• With the Face Deformation engine, each Face Limit is useful for preventing the
control vertex is tied to the closest face in the control-object influence from bridging gaps in the
base object. Face deformation can use falloff, mesh; for example, between fingers in a character
or be a rigid deformation by setting Falloff to mesh.
0.001, the lowest possible value.
Blend To Base Mesh—Causes the modifier to base
Falloff—Determines the extent to which the control
deformation on the distance from each affected
vertices affect nearby points in the base object. point to the closest face in the control object.
This is a global setting. Default=1.0. Range=0.001 Turning on this option makes the Blend Distance
to 10.0. setting available.
Higher values pull nearby points closer to the Blend Distance—Determines the relative distance
control vertex. In Face Deformation mode, setting between control-object faces and vertices in
Falloff to the lowest value, 0.001, causes rigid the base object for deformation to take effect.
deformation so that there’s no falloff; the control Available only when Blend To Base Mesh is on.
vertex either affects the base-object face or it Default=5.0.
doesn’t. For best results, use Falloff values between
1.0 and 2.0, or with Face Deformation, 0.001 for Increasing this setting effectively causes a stronger
rigid mode. deformation effect and broadens the area on the
control that affects the base object.
Distance Infl(uence)—Determines the distance of
influence, in system units, of control vertices in [local parameters]
the control object. This is a global setting, and
is available only in Vertex Deformation mode. The Local parameters are available only at the
Default=1.2. Range=0.001 to 10.0. Control Vertices sub-object level (see Skin Wrap
modifier stack (page 1–820)), and affect only
822 Chapter 8: Modifiers
selected points. If you select a single point, the Threshold—Determines the distance in system
numeric fields reflect its current parameter values. units that the software uses to find the closest
If you select multiple points, 3ds Max displays face to a control vertex. The greater the distances
only those values common to all selected points; by which the control object’s and base object’s
parameters with differing values are blank. With surfaces deviate, the higher the Threshold value
multiple points selected, changing a value sets all needs to be. Default=5.0.
selected points to that value. Note: Threshold is recomputed only when you add
Local Str(ength)—Determines the power and a base mesh or click Reset.
direction by which the control-object vertex affect Warning: Be careful about increasing this setting.
points under its influence in the base object. A High values can result in excessive computation times,
positive value pulls the points toward the vertex; a especially with complex base objects.
negative value pushes them away. Default=1.0.
Weight All Points—Forces all base-object points
Local Scale Mult(iplier)—Scales each selected to have weights. Each weight is calculated from a
control-object vertex’s volume of influence combination of three factors: control vertex scale,
uniformly. Default=1.0. control vertex strength, and base-object point
Use the scale settings to increase or decrease the position.
area of the base object that the selected control By default, not all base-object points are
vertex affects. necessarily influenced by the control object.
Local X/Y/Z—Scales each selected control-object Turning on Weight All Vertices causes all points to
vertex’s volume of influence along the indicated be influenced by one or more control vertices. If a
axis. Default=1.0. large number of base-object points are unassigned,
this can take a long time to calculate.
Change these parameters to produce a
non-spherical volume of influence. Convert To Skin—Applies a new Skin modifier
(page 1–791) to the base object that replicates the
Reset—Resets all control-object vertices’ local animation in the Skin Wrap modifier. Using this
values to 1.0 and resamples the mesh. It function requires that a Skin modifier already be
recalculates the control vertices’ influence on the applied to each control object.
base object using the current modifier settings.
Basically, Convert To Skin intelligently “bakes” the
Use Reset if you alter a parameter but don’t see any animation from skinned low-res control objects to
change in the deformation. For example, always the high-res base object. The Skin modifier that it
use Reset after changing the Threshold value. Or, creates contains all the bone assignments from the
if you want the control object to affect a different original Skin modifier, but with completely rebuilt
part of the base object, move the former, and weight settings based on the base-object weights
then use Reset so the modifier accounts for the created by the Skin Wrap modifier.
change in positional relationship between the two.
You might also need to reset after changing the This function is useful in game-development
topology of the base object or a control object. settings where the game engine recognizes the Skin
modifier settings but not the Skin Wrap modifier.
Important: Use Reset at a point in the animation where
no deformation is in effect; typically, frame 0.
Skin Wrap Modifier 823
Advanced Parameters rollout Note: For mirror data to be visible, the Skin Wrap
> Control Vertices sub-object level must be active.
Mirror Plane—Choose the X, Y, or Z axis for
mirroring.
Mirror Offset—Moves the mirror plane as well as all
mirrored vertices.
Mirror Threshold—Sets the distance, in system
units, that Skin Wrap uses to find a control vertex
near a projected vertex. Increase this if vertex
locations are not the same on either side of the
mirror plane.
Mirror Selected—Copies the local settings from
each selected control vertex to any control vertices
within the threshold distance of its projected
location on the other side of the mirror plane.
Bake Control Verts—Stores the Local Strength/Scale
The Mirror tools in Skin Wrap let you apply
and the global Falloff, Distance Infl., and Face
local settings (Strength and Scale) from control
Limit settings on the control objects for later
vertices on one side of a control object to the other,
retrieval with Retrieve Control Vertices.
mirroring them across a plane aligned with the X,
Y, or Z axis. This is useful for setting up character Note: This data is static; any changes to the
meshes. base-object topology invalidates it.
Note: Mirror copies only Skin Wrap settings from Retrieve Control Verts—Takes any control-vertex
control vertices; it doesn’t copy animation data. data stored on the control objects with Bake
Thus, when using Skin Wrap with a character Control Vertices and copies them into the modifier.
model, first make local settings for control vertices
on one side of the control object, select the vertices Display Parameters rollout
to copy, mirror them, and then animate the control
object.
The Bake/Retrieve Control Vertices functions let
you store control-vertex settings into the base
object and then retrieve them. This is useful for
sharing data among artists working on the same
project.
Show Mirror Data—Turns on display of the mirror
plane gizmo as well as a small circle showing the
projected location for each selected control vertex.
Move the gizmo and the projected locations with
the Mirror Offset control (see following).
824 Chapter 8: Modifiers
Slice Modifier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Slice
You can animate the cutting plane, changing its Top: Original object
position and rotation over time. You can also use Middle: Object without top
the Remove Top and Remove Bottom options Bottom: Object without bottom, respectively
to create the appearance and disappearance of
objects by animating the Slice Plane gizmo. Multiple Slices
To create multiple slices in an object you need to
apply multiple Slice modifiers. If the geometry
doesn’t need to remain parametric, you can
collapse it into an editable mesh and use the Slice
tool available under Editable Mesh (Edge) (page
1–1006). This tool is easier to use when you need
to make multiple slices in an object, but it does not
stay parametric.
826 Chapter 8: Modifiers
1. Create a teapot (page 1–183) primitive. Set the The Slice Plane gizmo appears at the base of the
viewport to wireframe. teapot.
2. Apply a Slice modifier. 3. On the stack display, open the Slice modifier
and choose the Slice Plane gizmo.
The Slice Plane gizmo appears at the base of the
teapot. 4. Move the Slice Plane gizmo so it intersects the
middle of the teapot.
3. On the stack display, choose the Slice Plane
gizmo. 5. Rotate the Slice Plane gizmo so it is vertical.
4. Turn on the Auto Key button, and move the 6. Turn on Remove Top.
time slider to frame 100. The back of the teapot is sliced away.
5. Move the Slice Plane gizmo above the top of the 7. Turn on Remove Bottom.
teapot. Play the animation to verify that the
The front half of the teapot is sliced away.
slice plane is animated.
6. Change the Slice type from Refine Mesh (the Interface
default) to Remove Top. Play the animation
Modifier Stack
again.
7. Make a copy of the teapot in the same position
(choose Edit menu > Clone and click OK to
accept the default settings).
8. Put a Wireframe material on the clone and
change the Slice type on the clone to Remove Slice Plane—At this sub-object level, you can
Bottom. transform and animate the gizmo like any other
object to determine where the slice occurs. Scaling
9. Play the animation.
the gizmo has no effect, because its extents are
The wireframe teapot magically becomes a fully effectively infinite. If you need to limit the extent
shaded one. of the slice, use it on a sub-object selection set of
faces, rather than on the entire object.
Slice Modifier 827
For more information on the stack display, see eliminating hidden edges. Outputs a
Modifier Stack (page 3–760). polymesh-type object (page 1–1022).
Procedures
Smooth Modifier To smooth an object:
Select an object. > Modify panel > Modifier List > 1. Select the object to be smoothed.
Object-Space Modifiers > Smooth
Interface
Parameters rollout
Patches
As of 3ds Max 4, patch objects coming up the
modifier stack are not converted to a mesh by this
modifier. A patch object input to the Material Auto Smooth—If Auto Smooth is selected, the
modifier retains its patch definition. Files that object is auto-smoothed using the (animatable)
contain patch objects with the Material modifier threshold specified by the Threshold setting below
from previous versions of the software will be it. Auto Smooth sets the smoothing groups based
converted to meshes to maintain backward on the angle between faces. Any two adjacent faces
compatibility. are put in the same smoothing group if the angle
Spherify Modifier 829
Interface
Helper Display Select a shape. > Modifiers menu > Selection Modifiers
> Spline Select
Interface
Modifier Stack
You can copy a named selection from one object Gizmo—At this sub-object level, you can transform
to another or one modifier to another. You must and animate the gizmo like any other object,
copy and paste in the same sub-object level. altering the effect of the Squeeze modifier.
Translating the gizmo translates its center an equal
distance. Rotating and scaling the gizmo takes
Squeeze Modifier place with respect to its center.
Modify panel > Make a selection. > Modifier List > Center—At this sub-object level, you can translate
Object-Space Modifiers > Squeeze and animate the center, altering the Squeeze
Make a selection. > Modifiers menu > Parametric gizmo’s shape, and thus the shape of the squeezed
Deformers > Squeeze object.
The Squeeze modifier lets you apply a squeezing For more information on the stack display, see
effect to objects, in which the vertices closest to Modifier Stack (page 3–760).
the object’s pivot point (page 3–995) move inward.
Parameters rollout
The squeeze is applied around the Squeeze gizmo’s
local Z axis. You can also use Squeeze to create
a bulge on the vertical axis, to accentuate the
squeeze effect.
Interface
Modifier Stack
Limits group
These controls let you limit the squeeze effect’s
extents along the local Z axis.
Limit Effect—Limits the extent of the squeeze effect
as defined by the Lower and Upper Limit settings.
Lower Limit—Sets the limit in the positive direction
along the Z axis.
STL Check errors.
Upper Limit—Sets the limit in the negative
1. Open edges
direction along the Z axis.
2. Double face
Selections group
These options specify the level of incorrect
geometry that’s selected, based on the settings in
the Errors group.
Don’t Select—When on, STL Check doesn’t select
any part of objects in error.
Select Edges—When on, STL Check marks the
edges of faces in error by selecting them. The
selection of erroneous edges is visible in viewports.
Select Faces—When on, STL Check marks the
faces of any object in error by selecting them. The
selection of erroneous faces is visible in viewports.
Change Mat-ID—When on (the default), STL
Check also marks faces in error by assigning them
a unique material ID. Use the spinner to choose
the value of the material ID that STL Check uses.
Check—Turn on to perform the STL check. For
complex models, expect a pause between the time
you turn this on, and the time you see the reported
errors in the Status group. Default=off.
836 Chapter 8: Modifiers
Interface
Modifier stack
Gizmo—At this sub-object level, you can transform
and animate the gizmo like any other object,
altering the effect of the Stretch modifier.
Translating the gizmo translates its center an equal
distance. Rotating and scaling the gizmo takes
place with respect to its center.
Center—At this sub-object level, you can translate
and animate the center, altering the Stretch gizmo’s
Applying a Stretch modifier to the object on the left creates shape, and thus the shape of the stretched object.
the object on the right.
Stretch Modifier 837
Limits group
You can apply the stretch effect to the entire object,
or limit it to a portion of the object, using controls
in the Limits group of the Parameters rollout. The
limits restrict the stretch effect along the positive
and negative Stretch Axis as measured from the
modifier’s center.
Limit Effect—Limits the stretch effect. When Limit
Effect is turned off, values in the Upper and Lower
Limit fields are ignored.
Upper Limit—Sets the boundary of the stretch
Effects of moving the Stretch center
effect along the positive Stretch Axis. The Upper
Limit can be 0 or any positive number. Note: You can also limit the stretch effect by using
Lower Limit—Sets the boundary of the stretch an Edit or Select modifier, defining a sub-object
effect along the negative Stretch Axis. The Lower selection, and then applying Stretch. If the
Limit can be 0 or any negative number. modifier’s Sub-Object button is active, only the
selected sub-objects will be stretched.
Subdivide Modifier 839
Make a selection. > Modify panel > Modifier List > To get rid of the substitute object, simply remove
Object-Space Modifiers > Substitute the modifier from the stack. This frees up the
memory required to store it.
Typically, designers use two-dimensional shapes
Tip: When you file link to a DWG file, the file
to represent objects, such as furniture, in their
is imported to 3ds Max as groups of VIZBlocks
AutoCAD designs. However, when they link
(page 3–1031). If the pivot points of the VIZBlock
their DWG files (page 3–931) into 3ds Max for
and the substituted geometry do not match, you
visualization, they want to see how the objects will
may not obtain the desired results. Adjust the
look in their design.
pivot point of the VIZBlock object using the
Adjust Geometry button to align the substituted
geometry correctly.
See also
XRef Objects (page 3–394)
XRef Scene (page 3–407)
Procedures
Top view of 2D symbols used to represent 3D objects
To use an object from the current scene as a
The Substitute modifier lets you quickly replace substitute:
one or more objects with another in the viewports
1. Select an object, and then apply the Substitute
or at render time. The substitute object can
modifier.
be instanced from the current scene or can be
referenced from an external file. 2. Click Pick Scene Object, and then in the
viewport, select an object to substitute for the
selection.
Substitute Modifier 841
Substitute Assignment group instanced substitute object in the same place as the
object containing the Substitute modifier.
Pick Scene Object—Lets you choose an object from
the current scene to be instanced as a substitute for You must specify the Retain Local Rotation/Scale
the selected object. Click Pick Scene Object, and setting before designating the substitute object.
then select the object from a viewport to use as a Changing this setting afterward has no effect.
substitute. If In Viewport is on and Retain Current
Position is off (the default settings), an instance
(page 3–957) of the substitute object appears in the Surface Modifier
place of the original object.
Select a spline object. > Modify panel > Modifier List >
The mouse cursor changes to a plus sign (+) when Object-Space Modifiers > Surface
over an object that can be used as a substitute. Select a spline object. > Modifiers menu > Patch/Spline
You cannot use an object to which the Substitute Editing > Surface
modifier is applied as a substitute object.
Procedures (page 1–846) Interface (page 1–847)
Use the button labeled "..." to the right of Pick
Scene Object to select a substitute object using the The Surface modifier generates a patch surface
Select Objects dialog (page 1–78), which in this case based on the contours of a spline network. A patch
is titled Select Substitute Object. From the dialog’s is created wherever the segments of the interwoven
list window, click the object to use as a substitute, splines form a three- or four-sided polygon.
and then click Select. The Surface modifier and the CrossSection
modifier, taken together, are referred to as Surface
Select XRef Object—Lets you specify an object to
Tools. They allow you to create complex or
be instanced from an external scene file as the
organic surfaces, like the fuselage of a plane, or a
substitute. Click Select XRef Object, and then, in
three-dimensional character.
the Open File dialog, open the file containing the
substitute object. On the XRef Merge dialog (page
3–406), select the substitute object and then click
OK. Objects to which the Substitute modifier is
applied don’t appear in the list.
Note: Because the object used as a substitute is
referenced from an external file, any changes
to the object in that file apply to the substitute
after reloading. For example, if you apply a Bend
modifier to the substitute object in the external
file, then the next time you load the file containing
the object with the Substitute modifier, it appears
bent.
Applying the Surface modifier to create a patch surface.
Retain Local Rotation/Scale—When on, rotates or
The CrossSection modifier (page 1–623) can be
scales the new object instance in the same place as
applied before the Surface modifier to connect
the substitute object you select. In this case, the
splines representing cross-sections. Once the basic
two objects coincide in space, and you must move
spline network is created and the Surface modifier
one to see both. When off, 3ds Max positions the
is applied, the model can be adjusted by editing
Surface Modifier 843
the splines using an Edit Spline modifier below the 4. Apply the Surface modifier, then adjust the weld
Surface modifier in the modifier stack. Since the threshold to generate a patch object. Ideally all
Surface modifier creates a Patch surface, further spline vertices that will form a patch surface
refinements can be made to the patch model by are coincident; the Threshold parameter allows
adding an Edit Patch modifier above the Surface patch creation even if vertices are not quite
modifier. coincident.
The bulk of the work in using Surface tools to 5. Optionally, add an Edit Patch modifier to edit
model lies in creating and editing splines in an the patch surface.
Editable Spline or Edit Spline modifier. One of Tip: Make a reference copy of the spline object,
the benefits to modeling using splines and Surface then add the Surface modifier to the copy and
Tools is the ease of editing the model. At almost edit the original. As you edit the original spline
any stage of modeling, you can add a nostril, ear, object, patches appear on the reference copy
limb or body by simply adding splines. This lends as splines form three-or four-sided shapes.
itself to a free-form approach to organic modeling: This allows you to view a shaded surface as you
you have a mental image of what you want, then model.
you create and edit the spline network until you
are satisfied. You can take this a step further and add a
Mirror modifier to the reference copy. As you
Note: 3ds Max offers a simplified workflow for this create splines for one side of a head or body, the
modeling technique, using Edit/Editable Spline reference copy displays an entire model.
and the Edit Patch modifier. For details, see To
create a patch object using the Cross Section and Modeling with Surface Tools
Spline Surface tools: (page 1–639).
There are two primary methods of using the
Surface Modifier Basics Surface modifier to create patch models.
Modeling Examples
Additional Details
• Splines are initially created using the tools in
Create panel > Shapes > Splines > Object Type
846 Chapter 8: Modifiers
rollout, such as Line (page 1–270), Circle (page 3. Choose Modifiers menu > Patch/Spline Editing
1–273), Arc (page 1–274), and Section (page > Surface from the Modifier List.
1–282). Splines can also be created using the Notice that the three- and four-sided splines
Create Line command in an Editable Spline or formed patches but the five-sided NGon did
and Edit Spline modifier. not. The five-sided spline does not form a
• Splines are edited by applying an Edit Spline three- or four-sided closed region. To make it
modifier to the selected spline object or editing a valid spline, a line must bisect the NGon to
parameters in an Editable Spline. Editing form a three- and four-sided region.
splines changes the patch surface created by the 4. In the stack display, choose the Edit Spline
Surface modifier. modifier again. Turn on Create Line on the
• To add splines to a spline object, use the Attach Geometry rollout, and create a line that bisects
command in the Edit Spline modifier. the five-sided NGon.
• Within a spline object, splines need not be The start and end points of the line should
continuous. A spline object may consist of overlap the vertices on the NGon. Being exact
ten splines, for example. As long as the spline is not critical; the Threshold parameter fuses
vertices are coincident, or close enough for the spline vertices based on their proximity.
Threshold parameter in the Surface modifier to
weld them together, a surface will be generated.
Procedures
Example: Understanding valid splines:
Steps—The steps field spinner determines how 4. Select a NURBS Point or CV surface.
many steps are used between each vertex. The 5. Deform the object by adjusting the controls in
higher the step count, the smoother the curve you the Surface Deform group.
will get between vertices.
Interface
SurfDeform Modifier
Select an object. > Modify panel > Modifiers List >
Object–Space Modifiers > SurfDeform
Sweep Modifier
Modify panel > Select a 2D shape. > Modifier List > Sweep
SurfDeform shapes how the snake rests. The Sweep modifier is used to extrude a
cross-section along an underlying spline or
Procedure NURBS curve path. It is similar to the Loft
compound object but is a more efficient method.
To use the SurfDeform modifier:
The Sweep modifier allows you to work with a
1. Select an object. series of pre-made cross-sections such as angles,
channels and wide flanges. You can also use your
2. From the Modify panel > Modifier List, own splines or NURBS curves as custom sections
choose Object–Space Modifiers > SurfDeform.
Sweep Modifier 849
that you create in 3ds Max or import from other The line takes on the shape of an angled
MAX files. extrusion.
Note: This modifier is similar to the Extrude 3. Click the Use Custom Section radio button.
modifier in that once the Sweep is applied to a The line displays as a line again.
spline, the end result is a 3D mesh object. Both
4. Click the Pick button in the Custom Section
sections and paths can contain multiple splines or
multiple NURBS curves. Types group and choose the NGon in the
viewport.
This modifier is very useful for creating structural
The hexagonal shape is swept along the line’s
steel details, molding details, or in any situation
length.
where you need to extrude a section along a spline.
Note: If you find that you need to rescale
the Custom Section shape, the effects of
using a transform like Select and Squash or
Non-Uniform Scale will not be reflected when
swept. You need to apply an XForm modifier
(page 1–959) to the section and then rescale the
XForm modifier’s gizmo.
Interface
Section Type rollout
Procedure
To apply the Sweep modifier to a line:
1. Create a line in the perspective viewport.
2. Apply the Sweep modifier to the line.
The line takes on the shape of an angled
extrusion.
3. Open the Built-In Section list and choose a
different section.
The line now has the new section swept along
its length.
Thickness—Controls the thickness of both legs of Radius—Controls the exterior radius of the pipe
the channel. Default=0.5. section. Default=3.0.
Sync Corner Fillets—When on, Corner Radius 1 Thickness—Controls the thickness of the wall of
controls the radius of both the interior and exterior the pipe. Default=0.5.
corners between the vertical web and horizontal
legs. It also maintains the thickness of the section. Parameters rollout – Quarter-Round
Default=off.
Corner Radius 1—Controls the exterior radius
between the vertical web and horizontal legs of the
channel. Default=0.0.
Radius—Controls the radius of the quarter round
Corner Radius 2—Controls the interior radius section. Default=3.0.
between the vertical web and horizontal legs of the
channel. Default=0.5. Parameters rollout – Tee
Note: Be cautious when adjusting these settings.
There are no constraining relationships between
them. Therefore, it’s possible to set an inside
radius (Corner Radius 2) that is greater than the
length of the web or width of the legs.
Angle—Allows you to rotate the section relative Note: When none of the Pivot Alignment buttons
to the plane on which the underlying spline is is depressed the pivot point of the section is used
located. as the alignment point.
Align Pivot—When turned on, a 3D representation
of the Pivot Alignment grid appears in the
viewport. You only see the 3x3 alignment grid,
the section and the underlying spline path. Once
you’re satisfied with the alignment, turn off the
Align Pivot button or right-click to see the sweep.
2. Open the Modify panel and click the Extract shapes or section profiles from other scene files
button from the Custom Section Types group into the current scene.
of the Section Types rollout.
The Extract Shapes dialog is displayed. Automatic Unit Conversion
3. Enter a new name for the extracted section if When Respect System Units in Files is turned on in
you want. the Units Setup dialog (page 3–848) in the System
Unit Scale group, merged objects from a file with
4. Specify the type of cloned shape you want
a different scene-unit scale are scaled to maintain
extracted; a copy, an instance or a reference.
their correct size in the new scene.
5. Click OK.
Note: If Respect System Units is off (which is
not recommended), a 10–foot square tube that
Interface
was created in a 1 unit = 1 foot scene becomes a
10-inch square tube in a 1 unit = 1 inch scene.
Once the scene file is selected, you can choose the when Merge From File is used in the Sweep
shape or section profile that you want the Sweep modifier.
modifier to use. Display Subtree—Displays the shapes in the list in
an indented format. Turn off this option to activate
the Sort group options.
Select Subtree—This switch is unavailable when
Merge From File is used in the Sweep modifier.
Case Sensitive—Distinguishes between uppercase
and lowercase for item names.
Sort group
Options allow you to sort the list on the left. If
the Display Subtree switch is on, these options are
not available.
Alphabetical—Sorts from A at the top to Z at the
bottom.
Symmetry Modifier 861
Symmetry Modifier
Modify panel > Make a selection. > Modifier List >
Symmetry
Procedure
Example: To apply the Symmetry modifier to an
object:
1. Create a teapot in the Perspective viewport.
862 Chapter 8: Modifiers
Mirror—The placement of the mirror gizmo Threshold—The value of the Threshold setting
delegates how the object will be affected by delegates how close vertices can be before being
symmetry. You can move or rotate, as well as automatically welded together. Default=0.1.
animate the gizmo. Note: Setting the Threshold value too high may
For more information on the stack display, see result in some distortion of the mesh, especially
Modifier Stack (page 3–760). when the mirror gizmo is outside the boundaries
of the originating mesh.
Parameters rollout
Taper Modifier
Modify panel > Make a selection. > Modifier List >
Object-Space Modifiers > Taper
Taper group
Amount—The extent to which the ends are scaled.
Amount is a relative value with a maximum of 10.
Moving the modifier’s center changes the gizmo shape. Curve—Applies a curvature to the sides of the Taper
gizmo, thus affecting the shape of the tapered
object. Positive values produce an outward curve
along the tapered sides, negative values an inward
curve. At 0, the sides are unchanged. Default=0.
Iterations group
Iterations—Specifies how many times the
tessellation is applied. For example, setting
Iterations to 2 is similar to clicking the Tessellation
button twice in an editable mesh, except that you
can easily back out at any time while using the
Tessellate modifier. If you want more than four
iterations, apply another Tessellate modifier.
Trim/Extend Modifier
Polygons—Divides the polygonal facets.
For example, using the polygonal method on the Select a shape. > Modify panel > Modifier List >
Object-Space Modifiers > Trim/Extend
side of a box results in cross-shaped edges using
the Edge method, and X-shaped edges using the Select a shape. > Modifiers menu > Patch/Spline Editing
> Trim/Extend
Face-Center method.
Edge—Divides the face or polygon from its center The Trim/Extend modifier is used primarily
to the middle of each edge. When applied to a to clean up overlapping or open splines in a
triangular face, it also divides unselected faces that multi-spline shape so that lines meet at a single
share edges with the selected faces. point. As with the Fillet/Chamfer modifier, this
modifier operates on the splines at the sub-object
Face-Center—Select this to divide the face from the
level in the shape. When applied to a selection of
center to the vertex corners.
multiple splines, Trim/Extend works as it does on
Tension—Determines if the new faces are flat, a single spline.
concave, or convex after Edge tessellation. A
positive value rounds faces by pushing vertices
Trim/Extend Modifier 867
Procedures
To apply TurboSmooth to an object:
1. Select an angular object.
2. Apply the TurboSmooth modifier.
3. Set TurboSmooth parameters.
870 Chapter 8: Modifiers
Interface
Clear—Clears the sub-object selection so that Patch—Uses patch as the sub-object selection level
nothing is selected. Default=off. for passing up the rest of the stack.
Invert—Inverts the sub-object selection. All
sub-objects not currently selected are selected, and
all sub-objects currently selected are deselected.
Turn To Poly Modifier
Default=off. Make a selection. > Modify panel > Modifier List >
Object-Space Modifiers > Turn to Poly
Include Soft Selection—When these are on,
3ds Max applies a spline curve deformation to Make a selection. > Modifiers menu > Conversion > Turn
to Poly
unselected vertices surrounding the transformed
selected sub-object. This provides a magnet-like The Turn To Poly modifier lets you apply object
effect, with a sphere of influence around the conversions in the modifier stack. Also, when
transformation. Use this when you want to you apply the general-purpose modifiers, such as
preserve the soft selection from beneath. For Normal, Material, or UVW Map, it can be helpful
example, if Use Soft Selection is on when you select to explicitly control the type of object beforehand.
vertices on an editable mesh, and you apply Turn
To Patch with Include Soft Selection on, then the When you use Turn To Poly, you’re joining
same soft selection will apply to the patch vertices. triangles into polygons, so you might need to
Default=on. have restrictions on polygon convexity, size, and
planarity. All conversions from patches produce
For more information, see Soft Selection Rollout quads and triangles. Conversions from meshes can
(page 1–963). produce arbitrarily large polygons. Mesh polygons
are controlled as usual by joining together faces
Selection Level group
that are separated by invisible edges.
These options set the sub-object selection level for Note: Converting from one object type to another
passing up the rest of the stack. causes a complete caching in the modifier stack.
From Pipeline—Uses the equivalent of whatever When you have large objects in your scene, this
the input object uses (patch level becomes face can take up a lot of space. For example, an object
level, and so on.). For example, if you create a that starts as a mesh, converts to a patch, and then
box, convert it to an editable mesh in face mode, back to a mesh takes three times as much space as
and apply a Turn To Patch modifier to it, 3ds Max a mesh that has only ordinary modifiers like Bend
passes a sub-object selection in patch mode up or UVW Map applied.
the stack. The Turn To Patch modifier takes the Tip: Turn To Poly can be useful on polymeshes,
sub-object face selection into account and selects allowing you to invert a selection or change the
the patches that derive from the face selection. selection level in a modifier that doesn’t depend
Object—Uses object as the selection level for on topology.
passing up the rest of the stack.
Edge—Uses edge as the sub-object selection level
for passing up the rest of the stack.
Vertex—Uses vertex as the sub-object selection
level for passing up the rest of the stack.
Turn To Poly Modifier 875
Procedure Interface
Example: To prevent interior vertices from being Parameters rollout
passed up the stack:
1. Create an NGon in wireframe mode: Create
panel > Shapes > Splines > Object Type rollout
> NGon.
triangles, rather than joining together more than the same soft selection will apply to the polymesh
two triangles into pentagons, hexagons, and so on. vertices. Default=on.
Max Size—The maximum number of sides to a For more information, see Soft Selection Rollout
polygon. (page 1–963).
Require Planar Polygons—Creates polygons
Selection Level group
composed of flat planes. Does not join faces
together across an edge if the edge has a sharper These options set the sub-object selection level for
angle than the threshold listed. passing up the rest of the stack.
Threshold—Controls the threshold of the angle From Pipeline—Uses the equivalent of whatever
between polygonal planes. the input object uses (patch level becomes face
level, and so on). For example, if you create a box,
Remove Mid-Edge Vertices—Eliminates divisions
convert it to an editable mesh in face mode, and
that result from intersections with invisible edges. apply a Turn To Poly modifier to it, 3ds Max passes
a sub-object selection in face mode up the stack.
Sub-object Selections group
The Turn To Poly modifier takes the sub-object
These options control the selection of sub-objects. face selection into account and selects the polygons
that derive from the face selection.
Preserve—Passes the sub-object selection up the
stack. For example, if you have an object that you Object—Uses object as the selection level for
have converted to an editable mesh, and you’ve passing up the rest of the stack.
selected a polygon, then when you apply a Turn
Edge—Uses edge as the sub-object selection level
To Poly modifier, the polygon remains selected.
for passing up the rest of the stack.
Default=on.
Vertex—Uses vertex as the sub-object selection
Clear—Clears the sub-object selection so that
level for passing up the rest of the stack.
nothing is selected. Default=off.
Face—Uses face as the sub-object selection level
Invert—Inverts the sub-object selection. All
for passing up the rest of the stack.
sub-objects not currently selected are selected, and
all sub-objects currently selected are deselected.
Default=off.
Twist Modifier
Include Soft Selection—Affects the action of
Modify panel > Make a selection. > Modifier List >
sub-object Move, Rotate, and Scale functions. Object-Space Modifiers > Twist
When these are on, 3ds Max applies a spline curve
deformation to unselected vertices surrounding Make a selection. > Modifiers menu > Parametric
Deformers > Twist
the transformed selected sub-object. This provides
a magnet-like effect, with a sphere of influence The Twist modifier produces a twirling effect (like
around the transformation. Use this when you wringing out a wet rag) in an object’s geometry.
want to preserve the soft selection from beneath. You can control the angle of the twist on any of
For example, if Use Soft Selection is on when you three axes, and set a bias that compresses the twist
select vertices on an editable mesh, and you apply effect relative to the pivot point. You can also limit
Turn To Poly with Include Soft Selection on, then the twist to a section of the geometry.
Twist Modifier 877
Note: When you apply the Twist modifier, the Twist To limit the twist:
gizmo’s center is placed at the object’s pivot point, 1. Turn on Limits group > Limit Effect.
and the gizmo lines up with the object’s local axis.
2. Set values for the upper and lower limits. These
are distances in current units above and below
the modifier’s center, which is at zero on the
gizmo’s Z axis. The upper limit can be zero or
positive, the lower limit zero or negative. If the
limits are equal, the result is the same as turning
off Limit Effect.
The twist offset is applied between these limits.
The surrounding geometry, while unaffected
by the twist itself, is moved to keep the object
intact.
3. At the sub-object level, you can select and move
Left: Original model the modifier’s center.
Middle: A moderate twist The limit settings remain on either side of the
Right: An extreme twist center as you move it. This lets you relocate the
twist area to another part of the object.
Procedures
To twist an object: Interface
1. Select an object and apply Twist. Modifier Stack
Twist Parameters rollout Upper Limit—Sets the upper limit for the twist
effect. Default=0.
Lower Limit—Sets the lower limit for the twist
effect. Default=0.
as a guide. If you don’t see them, make sure 13. In a viewport, drag to select a group of faces
Parameters rollout > Display Group > Thin by region.
Seam Display or Thick Seam Display is active. The faces’ UVW coordinates display in the
7. Open the Edit UVWs dialog (page 1–888) Edit UVWs window. This is another way of
(Parameters rollout > Edit). choosing what you want to work on.
By default, the editor displays a checkered As you can see, from within the Unwrap UVW
background. To view the map in the material modifier you can assign multiple mapping
on the object, you need to change a setting. types to different, named face selections, and
8. At the right end of the editor upper toolbar, then edit the UVW coordinates to fine-tune
click the drop-down list that currently reads map placement on the geometry.
CheckerPattern (Checker) and choose the map
To perform quick planar mapping:
that’s applied to the material.
You’ll find the Quick Planar Map controls on the
The map appears as the background.
Map Parameters rollout of the Unwrap UVW
By default, all the UVW clusters display. To modifier.
work on one cluster at a time, you need to filter
1. Apply Unwrap UVW to an object.
the UVWs.
2. Go to the Face sub-object level.
9. On the Edit UVWs dialog > lower toolbar, 3. Select the faces to map.
click Filter Selected Faces.
The Quick Map gizmo appears juxtaposed over
At this point, only faces you select in the the face selection, showing the default Averaged
viewport will appear in the editor. You can Normals mapping.
select them directly, or choose a named
selection set. In the next step, you’ll use the 4. If you prefer a different orientation for the
latter method. mapping, choose X, Y, or Z.
10. On the main toolbar, open the Named Selection 5. Click Quick Planar Map to apply the mapping.
Sets drop-down list, and choose one of your To map additional faces, proceed from step 3.
named selection sets.
To use Pelt mapping:
The viewports show the selection as active, and
Pelt mapping is useful for mapping organic models
the UVW coordinates for the selection appear
such as characters and creatures. This feature gives
in Edit UVWs window.
you a special editor with a virtual stretcher and
11. In the Edit UVWs window, select and springs that let you easily “pull” a complex UVW
move a UVW face. map flat. The result more closely approximates
the actual shape of the object than other mapping
In the viewports, the texture slides around the methods, making it easier to create convincing
selected portion of the object mesh. texture maps.
12. Choose a different selection set and edit its
1. Apply Unwrap UVW to the object.
UVW coordinates.
2. Make an edge selection that you can later
Again, the viewport display reflects the editing convert to pelt seams. It’s not absolutely
changes. necessary to do this at this point, but the
882 Chapter 8: Modifiers
Edge sub-object level of the modifier gives seam runs down the back side of a leg, orient
you handy Ring and Loop tools as well as the plane along a line running from the right
buttons to expand and shrink the edge selection side to the left side of the leg.
automatically. 7. On the Map Parameters rollout, click Edit Pelt
Tip: Creating the pelt seams is more art than Map.
exact science. Visualize the way the mesh This opens the Edit UVWs dialog, if necessary,
should lie flat, and then select edges so the UVs and displays the pelt UVWs and the stretcher
can split in a natural way. in the editor window. By default, the stretcher
3. Go to the Face sub-object level of the modifier appears as a circle of points centered on the
and select the faces to pelt map. To select pelt UVWs, with only the stretcher vertices
all faces, press Ctrl+A . If you’re not selected. Also, springs, represented as dashed
pelt-mapping the entire mesh, you can skip this lines, connect the stretcher points and the
step. pelt-seam vertices.
4. If you made an edge selection in step 2, click 8. If necessary, rotate the Pelt UVs so that the
Map Parameters rollout > Edge Sel To Pelt mapping coordinates are oriented correctly,
Seams. This copies the edge selection to pelt and rotate the stretcher so that the springs form
seams. If you didn’t specify the pelt seams at a symmetrical pattern. Typically you’re looking
the Edge sub-object level of the modifier, turn for left-right symmetry.
on Edit Seams or Point To Point Seam and then Tip: Using Ctrl +click adds to the existing
specify seams in the viewports. selection, as in the viewports.
The pelt seams appear on the mesh as blue lines. 9. On the Pelt Map Parameters dialog, click
5. If you’re not pelt-mapping the entire mesh, you Simulate Pelt Pulling.
probably want to map a region enclosed by a The springs contract, pulling the pelt seam
pelt seam. Click a face within the region to map vertices toward the stretcher points. The
and then click Exp. Face Sel to Pelt Seams. internal UV vertices are also affected by this
This expands the face selection to the full size action. You can adjust the extent to which
of the region defined by the pelt seam. they’re affected with the Decay setting.
Note: You can pelt map only one such region 10. Continue adjusting the stretcher points,
at a time. mapping vertices, dialog settings, etc., and
6. Turn on Pelt, and then adjust the planar re-running the solution until you get the
map gizmo the way you want. You can do so desired results. If things get out of hand, simply
manually or automatically with one of the Align undo, or click Reset Stretcher and start over.
buttons on the Map Parameters rollout. For a
To export texture coordinates to a paint program:
vertical humanoid character facing the Y axis,
try using the Align X button. The ideal result in 1. Apply the Unwrap UVW modifier to your
the Edit UVWs dialog (see step 7) is an outline object and use the modifier tools to set up the
of the object as viewed from the front or back. mapping. Texture-coordinate clusters that will
use the same texture area should overlap.
Tip: For best results with cylindrical areas such
as limbs, align the plane at right angles to the 2. From the Edit UVWs dialog menu bar, choose
seam of the area to pelt map. For example, if the Tools > Render UVW Template.
Unwrap UVW Modifier 883
This opens the Render UVs dialog: 5. At the bottom of the dialog, click Render UV
Template.
This opens a new rendered frame window (page
3–5) containing the rendered template as a
bitmap. Inspect the output, and if changes
are necessary, make them on the Render UVs
dialog and re-render.
contiguous faces whose angles are less than the Clicking this is almost the same as removing
threshold value. and reapplying the modifier, except that a map
assigned in the Edit UVWs dialog is not deleted.
Planar Angle is available only at the Face
For example, if you forgot to turn on the Generate
sub-object level.
Mapping Coordinates check box for an object,
Select MatID—Enables face selection by material and then applied the Unwrap UVW modifier, the
ID (page 3–969). Specify the material ID to select, modifier would have no UVW coordinates to use
and then click Select MatID. and its settings would be wrong. If you then go
back in the Stack and turn on Generate Mapping
Select MatID is available only at the Face
Coordinates, you’d need to click the Reset UVWs
sub-object level.
button. When you click this button, an alert warns
Select SG—Enables face selection by smoothing you that you’re losing any edits you’ve made.
group (page 3–1013). Specify the smoothing group
Save—Saves the UVW coordinates to a UVW
to select, and then click Select SG.
(.uvw) file.
Select SG is available only at the Face sub-object
Load—Loads a previously saved UVW file.
level.
Channel group
Parameters rollout
This option lets you choose a specific map channel
by number, or the vertex color channel. For more
information, see UVW Map modifier > Channel
group (page 1–931).
When you change channels, you should reset your
edits, since the edits for one channel usually won’t
work for the next channel. An alert appears that
lets you choose between resetting the coordinates
or leaving them as they are. In almost all cases, it’s
best to reset them.
Display group
This setting determines whether and how pelt
seams and mapping cluster boundaries, also
known as map seams, appear in the viewports:
Show Pelt Seam—When on, pelt boundaries appear
in the viewports as blue lines.
Show Map Seam—When on, mapping cluster
boundaries appear in the viewports as green lines.
Edit—Displays the Edit UVWs dialog (page 1–888). The display thickness setting applies to both pelt
seams and map seams:
Reset UVWs—Resets the UVW coordinates in the
Edit UVWs dialog.
886 Chapter 8: Modifiers
Pelt—Applies pelt mapping to the selected faces. Best Align—Adjusts the mapping gizmo’s position,
Clicking this button activates Pelt mode, in which orientation, and scale to fit that of the face
you can adjust the mapping and edit the pelt map. selection, based on the selection’s extents and
Note: Pelt mapping always uses a single planar average normals.
mapping for the entire pelt. If you’ve applied a Fit—Scales the gizmo to the extents of the selection
different type of mapping, such as Box, and then and centers it on the selection. Does not change
switch to Pelt, the previous mapping is lost. the orientation.
Cylindrical—Applies cylindrical mapping to the Align To View—Reorients the mapping gizmo to
currently selected faces. face the active viewport and adjusts its size and
Make the selection, click Cylindrical, adjust the position as necessary to fit the extents of the
cylinder gizmo using the transform tools and selection.
Align buttons on the Map Parameters panel, and Center—Moves the mapping gizmo so that its pivot
then click Cylindrical again to exit. coincides with the center of the selection.
Note: When you apply Cylindrical mapping to a Reset—Scales the gizmo to fit the selection and
selection, the software maps each face to the side aligns it with the object’s local space.
of the cylinder gizmo that most closely matches
its orientation. For best results, use Cylindrical Normalize Map—When on, scales the mapping
mapping with cylinder-shaped objects or object coordinates to fit into the standard coordinate
parts. mapping space: 0 to 1. When off, the mapping
coordinates are the same size as the object. The
Spherical—Applies spherical mapping to the map is always tiled once in the 0-1 coordinate
currently selected faces. space; the part of the map based on its Offset and
Make the selection, click Spherical, adjust the Tiling values on
sphere gizmo using the transform tools and Align For example, if you take a sphere of 25 units that’s
buttons on the Map Parameters panel, and then planar mapped from the top, and then apply
click Spherical again to exit. Unwrap UVW and turn off Normalize Map, then
Box—Applies box mapping to the currently when you open the editor, the radius of the sphere’s
selected faces. mapping coordinates is 25 units. As a result, the
texture map is tiled onto the sphere surface many
Make the selection, click Box, adjust the box gizmo times. With Normalize Map on, both the sphere
using the transform tools and Align buttons on the and the map fit into the 0-1 coordinate space, so
Map Parameters panel, and then click Box again they’re the same size.
to exit.
In general, for best results, leave Normalize Map
Note: When you apply Box mapping to a selection,
on. One reason to turn it off would be to turn it off
the software maps each face to the side of the box
is if you want to map several elements of different
gizmo that most closely matches its orientation.
proportions with a texture of a specific aspect
For best results, use Box mapping with box-shaped
ratio, such as brick, keeping the texture the same
objects or object parts.
size on each object.
Align X/Y/Z—Aligns the gizmo to the X, Y, or Z axis
of the object’s local coordinate system.
888 Chapter 8: Modifiers
[Pelt controls] still remembers the last vertex you clicked and
draws an accurate seam at the next click. Similarly,
you can adjust the viewport using the viewport
control buttons (page 3–729) and then return to
selecting the seam. If the control requires more
than a single click, such as Pan, exiting the control
by right-clicking in the viewport restores the
rubber-band line, extending from the last vertex
you clicked.
Tip: The algorithm Point To Point Seam uses to
These tools, which give you different ways of calculate a path might create a different seam than
specifying pelt seams, are available at all sub-object what you have in mind. If this happens, undo
levels of the modifier. ( Ctrl+Z ) and specify the desired path by plotting
Edit Seams—Lets you specify a pelt seam by points closer together.
selecting edges with the mouse in the viewports. Edge Sel To Pelt Seams—Converts the current edge
This process is similar but not identical to standard selection to pelt seams. These seams are added to
edge selection: any existing seams.
• Click an edge to add it to the current selection. Exp(and) Face Sel to Pelt Seams—Expands the
• Alt +click an edge to remove it from the current face selection to meet the pelt seam
current selection. border(s). If multiple seam outlines contain
selected faces, the expansion takes place only for
• Drag to select a region. the last-selected face; all others are deselected.
Point To Point Seam—Lets you specify pelt seams by
Edit Pelt Map—Opens the Edit UVWs dialog in a
selecting vertices with the mouse in the viewports. special Pelt mode, with the Pelt Map Parameters
Pelt seams specified with this tool are always added dialog (page 1–909) active. This command also
to the current seam selection. initializes the mapping coordinates according to
In this mode, after you click a vertex, a the pelt seams. Available only when Pelt mapping
rubber-band line extends from the vertex you mode is active.
clicked to the mouse cursor. Click a different When the editor is open in Pelt mode you can use
vertex to create a pelt seam, and then continue the editor and dialog controls to “stretch” out the
clicking vertices to create a seam from each vertex mapping coordinates, resulting in coordinates that
to the previous one. To start at a different point in are easier to texture map.
this mode, right-click, and then click a different
vertex. To stop drawing seams, click the button
again to turn it off. Edit UVWs Dialog
Note: While Point To Point Seam is active, you
can pan, rotate, and zoom the viewport at any Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Unwrap UVW > Edit button (on
time using contextual controls (middle-button Parameters rollout)
drag, Alt +middle-button drag, turn mouse
wheel, respectively) to access a different part of The heart of the Edit UVWs dialog is a window
the mesh surface. After doing so, the software that displays a lattice made up of UVW faces and
Edit UVWs Dialog 889
Move Vertical. Press Shift to constrain the Press and hold Shift before dragging to
movement to a single axis. constrain scaling to the vertical or horizontal
axis, depending on how you begin dragging.
Rotate—Lets you select and rotate sub-objects. By default, scaling takes place about the gizmo
center. If you’ve moved the pivot (see following
Scale—Lets you select and scale sub-objects. item), you can scale about the transform center
Flyout options are Scale, Scale Horizontal, and instead by pressing and holding Alt before
Scale Vertical. dragging.
Pressing Shift as you scale constrains the
transform to a single axis. • Move pivot—Position the cursor over the
pivot, a wireframe cross that appears by default
Freeform Mode—Lets you select and move,
at the center of the gizmo. When this cursor
rotate, or scale vertices, depending on where you appears, drag to move the pivot. Rotation
drag. After you make a selection, the Freeform always occurs about the pivot; scaling takes
gizmo appears as a rectangular bounding box place about the pivot if you press and hold Alt
around the selected vertices. As you move the before dragging.
cursor over the gizmo’s various elements and Tip: By default, the pivot always resets to the
inside the gizmo, the cursor’s appearance, and the center of the gizmo when you make a new
result of starting to drag in this location, change: selection. If you prefer to retain the offset from
selection to selection, you can toggle this feature
• Move—Position the cursor anywhere with the Reset Pivot On Selection command.
inside the gizmo and then drag to move the This command is not available in the editor
selection. To constrain movement to the interface by default; you must use the Customize
vertical or horizontal axis, depending on how User Interface dialog (page 3–792) to add it.
you begin dragging, press and hold Shift
If you Ctrl +select one or more vertices outside
before dragging.
the gizmo, the gizmo expands to encompass the
• Rotate—Position the cursor over a gizmo
entire selection.
edge center point, and then drag to rotate the
Mirror—Mirrors selected vertices and flips
selection about the pivot. As you drag, the
UVs. Flyout options are Mirror Vertical, Mirror
amount of rotation is shown in the center of the
Horizontal, Flip Horizontal, and Flip Vertical.
gizmo.
Flip first detaches the selection along its boundary
Ctrl +drag to rotate in five-degree increments;
edges and then applies a Mirror Horizontal or
Alt +drag to rotate in one-degree increments.
Vertical depending on the mode.
Freeform rotation respects the angle snap (page
2–37) status. Turn on Target Weld, and then drag one vertex
to another vertex, or one edge to another edge.
• Scale—Position the cursor over a gizmo As you drag, the cursor changes in appearance to
corner and then drag to scale the selection. By cross hairs when it’s over a valid sub-object. While
default, scaling is non-uniform; if you press this command is active, you can continue welding
and hold Ctrl before dragging, scaling is sub-objects, and change the sub-object level. To
uniform on the horizontal and vertical axes.
Edit UVWs Dialog 891
exit Target Weld mode, right-click in the editor A checker texture named CheckerPattern
window. (Checker), useful for checking for distorted areas
of the texture mapping, is built in to the Edit
Show Map—Toggles the display of the map in UVWs dialog. By default, this texture appears as
the editor window. the background texture when you first open the
editor after applying Unwrap UVW to an object.
UV/VW/UW—By default, the UV portion of To cause the pattern to appear on the object in
the UVW coordinates is displayed in the view viewports set to display textures, choose it from
window. However, you can switch the display to the drop-down list, even if it’s already active in
edit the UWs or the VWs. the editor.
[texture list drop-down]—Contains all the maps of
the material assigned to the object. Edit UVWs window
The Edit UVWs window allows you to edit UVW
sub-objects to adjust the mapping on a model. For
example, a texture map might contain the side, top,
and front views of a car. By first planar mapping
the top, side, and front faces of the model at the
Face sub-object level, you can adjust the texture
coordinates for each selection to fit the different
parts of texture map to the corresponding areas
on the car.
The names of the maps assigned in the Material
Editor and in the Edit UVWs dialog (via Pick To edit the UVW vertices, first choose a transform
Texture) appear in the list. tool and sub-object mode, make a selection, and
then click and drag in the window to transform
Below the map names are several commands: the selection.
• Pick Texture—Lets you use the Material/Map Quad menu—Right-click in the window to display
Browser to add and display textures that are not the quad menu, which provides access to all the
in the object’s material. transform tools, as well as a number of editor
• Remove Texture—Eliminates the currently commands.
displayed texture from the editor.
• Reset Texture List—Returns the texture list
to the current state of the applied material,
removing any added textures and restoring any
removed textures that were part of the original
material, if they still exist in the material. This
command also adds any new maps in the
material, so it essentially updates the UVW
editor to the current state of the material.
Choose a map you want to use in the view window.
For example, you might use a bump or texture
map as a reference to move UVW vertices.
892 Chapter 8: Modifiers
Combine this with Center Pixel Snap to snap to the Edge Distance—Turn on to limit the falloff region
center of pixels rather than the corner. by the specified number of edges between the
Note: With multiple vertices selected, all vertices selection and the affected vertices. The affected
snap to the nearest pixel, relatively; this can slightly region is measured in terms of "edge-distance"
alter the spatial relationships among them. space rather than absolute distance.
Falloff Type—Transforming with soft selection
Options panel affects non-selected vertices within the falloff area
based on the falloff type.
The icons depict how their buttons affect falloff.
The options are:
• Smooth
By default, the Options panel, docked to the
bottom of the Edit UVWs dialog, provides • Linear
controls for using soft selection, specifying
selection modes, and rotating the selection. The • Slow Out
Options button lets you toggle the display of
additional settings for bitmaps, viewports, and • Fast Out
the editor.
Selection Modes group
Soft Selection group [sub-object mode]—Specifies the type of sub-object
The Soft Selection controls make a sub-object that you can select by clicking or dragging in the
selection behave as if surrounded by a "magnetic window. Default=Vertex.
field." Unselected sub-objects within the field One of the three sub-object modes can be active
are drawn along smoothly while you transform at a time:
the sub-object selection, the effect diminishing
with distance. You can adjust this distance, or • Vertex
“falloff,” whether it applies to object space, texture
space, or edge space, and the formula by which it • Edge
diminishes.
First, set a value that encompasses sub-objects • Face
to be moved or scaled, and then transform Note: Selected sub-objects are colored red by
sub-objects with a falloff effect. default. Also, in Edge and Face sub-object modes,
any shared edges are blue by default. A shared
On—Activates or deactivates soft selection.
edge is one both of whose endpoints are shared
XY/UV—Specifies object or texture space for the by a selected edge or face; thus, it is, in effect,
falloff distance. XY selects object space, UV selects also selected. You can change these colors using
texture space. Customize User Interface > Colors panel (page
3–799).
Falloff—Sets the falloff distance. As values increase,
unselected vertex colors change gradually from the The three sub-object levels are synchronized
selected vertex to reflect the area of influence. between the modifier stack (page 1–884) of the
894 Chapter 8: Modifiers
Unwrap UVW modifier and the Selection Modes the middle connected edge, and then continues
group. When you choose a sub-object level in one, selecting as long as it can using each newly selected
it’s also activated in the other. Similarly, selecting edge. When it encounters an edge connected to
sub-objects in a viewport selects them in the editor an even number of edges, or to which the middle
and vice-versa. edge is already selected, it stops.
Select Element—Selecting a sub-object in a cluster
Expand Selection—Adds sub-objects to the
causes the entire cluster to become selected. Works
selection.
in all sub-object modes.
Vertex and face expansion proceeds outwards in
Rot(ate) +90—Rotates the selection 90 degrees
all available directions. Edge expansion proceeds
about its center.
along available UV paths. For example, to select
a cluster outline, select one outer edge, and then Rot(ate) -90—Rotates the selection -90 degrees
click Expand Selection repeatedly. about its center.
Show Hidden Edges—Toggles the display of face Reset All—Restores the UVW coordinates to their
edges. When turned off, only faces appear. When original status.
turned on, all mesh geometry appears. Reset All has almost the same effect as removing
Center Pixel Snap—When Pixel Snap is turned on, and reapplying the modifier, except that a map
snaps to the center of pixels of the background assigned in the Edit UVWs dialog is not deleted.
images instead of pixel edges. For example, if you forgot to turn on the Generate
Mapping Coordinates check box for an object,
Weld Threshold—Sets the radius within which and then applied the Unwrap UVW modifier, the
welding using Weld Selected takes effect. The modifier would have no UVW coordinates to use
setting is in UV-space distance. Default=0.01. and its settings would be wrong. If you then go
Range=0 to 10. back in the modifier stack and turn on Generate
Mapping Coordinates, you’d need to choose the
Reset All command. When you do so, an alert
warns you that you’re losing any edits you’ve made.
896 Chapter 8: Modifiers
These commands provide access to the different Rotate Mode—Lets you select and rotate
transform functions, and copy and paste sub-objects.
selections.
Scale Mode—Lets you select and scale sub-objects.
Copy—Copies the current selection (i.e., texture
Freeform Gizmo—Lets you select and transform
coordinates) into the paste buffer.
vertices. See Freeform Mode.
Paste—Applies the texture mapping coordinates
in the paste buffer to the current selection. Using Select menu
Paste repeatedly with the same target coordinates
These commands let you copy a viewport selection
causes the coordinates to rotate by 90 degrees each
to the editor, and transfer selections among the
time.
three different sub-object modes.
Use Copy and Paste to apply the same mapping
Convert Vertex to Edge—Converts the current
coordinates (i.e., image) to a number of different
vertex selection to an edge selection and places
geometry faces. A typical example of usage would
you in Edge sub-object mode. For an edge to be
be in designing a game level, where you’re working
selected, both of its vertices must be selected.
with a multi-image texture map, part of which is
a door image. You might want to apply the same Convert Vertex to Face—Converts the current
door image to several different door polygons. vertex selection to a face selection and places you
First, you would select one of the door polys and in Face sub-object mode. For a face to be selected,
position it over the door image. Next, use Copy all of its vertices must be selected.
to place its texture coordinates in the paste buffer. Convert Edge to Vertex—Converts the current edge
Then select another door poly and choose Paste or selection to a vertex selection and places you in
Paste Weld. The door’s texture coordinates move Vertex sub-object mode.
to the same location as the original poly. Continue
selecting other door polys and pasting until all the Convert Edge to Face—Converts the current edge
doors are mapped. selection to a face selection and places you in
Face sub-object mode. For a face to be selected,
Tip: For best results, use comparable sets of texture
the current edge selection must include all of its
coordinates for the source and destination. For
vertices. For example, if two opposite edges of a
example, copy a single four-sided face, and then
four-sided face are selected, the edge selection
paste another four-sided face.
includes all four of the face’s vertices, so this
Paste Weld—Applies the contents of the paste command will select the face.
buffer to the current selection and then welds
Convert Face to Vertex—Converts the current face
coincident vertices, effectively fusing the source
selection to a vertex selection and places you in
and destination selections together.
Vertex sub-object mode.
Use this function to end up with a single set of
Convert Face to Edge—Converts the current face
texture coordinates that’s applied to multiple
selection to an edge selection and places you in
geometry elements. Adjusting these texture
Edge sub-object mode.
coordinates changes the mapping for all geometry
to which they’re applied.
Edit UVWs Dialog Menu Bar 897
Select Inverted Faces—Selects any faces facing away Mirror Horizontal/Vertical—Reverses the direction
from the current mapping. Available only in Face of selected sub-objects along the indicated axis
selection mode. and flips UVs accordingly.
This is useful in complex models for finding faces Weld Selected—Welds selected sub-objects to a
on a surface that folds in under itself, thus causing single vertex, based on the Weld Threshold setting.
potential problems with bump mapping. You can set the threshold on the Options panel
> Unwrap Editor Options group, as well as on
For example, add a sphere, turn off Generate
the Unwrap Options dialog (page 1–920) > Misc.
Mapping Coords, and them apply Unwrap UVW.
Preferences group.
This causes the modifier to apply planar mapping
from the top down, so that all faces on the bottom Target Weld—Welds pairs of vertices or edges. Not
half of the sphere are “inverted”; that is, they face available at the Face sub-object level.
away from the mapping. In the modifier stack
Turn on Target Weld, and then drag one vertex
display, highlight the Select Face sub-object level,
to another vertex, or one edge to another edge.
and then click the Edit button to open the UVW
As you drag, the cursor changes in appearance to
editor. Choose the Face selection mode, and then
cross hairs when it’s over a valid sub-object. While
choose Select > Select Inverted Faces. In the
this command is active, you can continue welding
viewports, the bottom half of the sphere turns red
sub-objects, and change the sub-object level. To
to indicate that the inverted faces are now selected.
exit Target Weld mode, right-click in the editor
Select Overlapped Faces—Selects any faces that window.
overlap other faces. If no face is selected, this
Break—Applies to the current selection; works
selects all overlapping faces. If a face selection
differently in the three sub-object modes. At
exists, this selects only overlapping faces within the
the Vertex sub-object level, Break replaces each
selection. Available only in Face selection mode.
shared vertex with two vertices. With edges,
When working with complex meshes, it’s common Break requires at least two contiguous edges to be
for texture-coordinate faces to overlap one selected, and separates each edge into two. With
another, with the result that they use the same faces, Break splits the selection off from the rest
portion of the texture map. Use this command to of the mesh into a new element, exactly as does
find overlapping faces in order to separate them Detach Edge Verts.
as needed.
Detach Edge Verts—Tries to split off the current
selection into a new element. Any invalid vertices
Tools menu
or edges are removed from the selection set before
Tools on this menu let you flip and mirror texture the detach.
coordinates, weld vertices, combine and separate
Stitch Selected—For the current selection, finds all
sets of texture coordinates, and sketch outlines for
multiple selected vertices. the texture vertices that are assigned to the same
geometric vertex, brings them all to the same spot,
Flip Horizontal/Vertical—Detaches the selected and welds them together. With this tool you can
sub-objects along their boundary edges and then automatically connect faces that are contiguous in
applies Mirror Horizontal or Vertical, depending the object mesh but not in the editor.
on the mode.
To use Stitch Selected, first select sub-objects
along an edge you want to connect (by default, this
898 Chapter 8: Modifiers
causes the shared edges to highlight), and then model. Each method provides settings so you can
choose the command. In the Stitch Tool dialog adjust the mapping to the geometry you’re using.
(page 1–918), adjust the settings, and then click
With each method, the mapping is applied to the
OK to accept or Cancel to abort.
current face selection; if there is no face selection it
Pack UVs—Distributes all texture-coordinate is applied to the entire mesh.
clusters through the texture space using one of two
Here’s a quick overview of the three methods:
methods and spacing you specify. This is useful
if you have several overlapping clusters and wish • Flatten mapping prevents overlap of mapping
to separate them. clusters, but can still cause texture distortion.
Choosing Pack UVs opens the Pack dialog (page • Normal mapping is the most straightforward
1–909). method, but can result in even greater texture
distortion than with Flatten mapping.
Sketch Vertices—Lets you draw outlines for vertex
• Unfold mapping eliminates texture distortion,
selections with the mouse. This is useful for
but can result in overlapping coordinate
matching coordinate cluster outlines to sections of
clusters.
the texture map en masse, without having to move
vertices one at a time. Tip: In many cases, one of the automatic mapping
functions will provide useful results. But with
Choosing Sketch Vertices opens the Sketch Tool certain custom or complex objects, you might
dialog (page 1–916). Sketch Vertices is available get the best results with manual mapping; use a
only in the Vertex sub-object mode. variation of the basic procedure (page 1–880), or
Relax Dialog—Opens the non-modal Relax Tool use a procedural method as a starting point for
dialog (page 1–912), which lets you change the custom mapping.
apparent surface tension in a selection of texture Flatten Mapping—Applies planar maps to groups
vertices by moving vertices closer to, or away from, of contiguous faces that fall within a specified
their neighbors. Relaxing texture vertices can angle threshold.
make them more evenly spaced, resulting in easier
texture mapping. Available at all sub-object levels. Choosing Flatten Mapping opens the Flatten
Mapping dialog (page 1–907).
Note: This command, as well as a Relax command
that lets you apply the default settings to the Normal Mapping—Applies planar maps based on
current selection without opening the dialog, are different vector-projection methods.
available as assignable keyboard shortcuts (page
Choosing Normal Mapping opens the Normal
1–900).
Mapping dialog (page 1–908).
Render UVW Template—Opens the Render UVs
Unfold Mapping—Unfolds the mesh so you get no
dialog (page 1–914), which lets you export texture
face distortion, but does not guarantee that faces
mapping data as an image file that you can then
will not overlap.
import into 2D paint software.
Choosing Unfold Mapping opens the Unfold
Mapping menu Mapping dialog (page 1–919).
Lets you apply one of three different types of
automatic, procedural mapping methods to a
Edit UVWs Dialog Menu Bar 899
Display menu
Hide Selected—Hides all selected sub-objects and
Left: Texture edges the same as or very close to geometry edges
associated faces.
in length are green.
Unhide All—Reveals any hidden sub-objects. Center: Texture edges slightly different from geometry edges in
length are brown.
Unfreeze All—Unfreezes any frozen sub-objects.
Right: Texture edges very different from geometry edges in
Note: You can freeze a sub-object selection with length are red.
Freeze Selected, available from the right-click When texture edges are longer than geometry edges, white
menu > Display quadrant. end segments depict length disparity.
Filter Selected Faces—When on, the editor displays Use this display as a way to view where the areas of
UVW vertices of the viewport selection at the Face greatest distortion are in your texture mesh. If an
sub-object level of the modifier, and hides the rest. edge is brown or red but doesn’t have white end
segments, it’s too short. If it’s brown or red and
This is a quick way to work on a limited selection has white end segments, it’s too long, by the total
of the texture coordinates of a complex mesh length of the white segments.
while ignoring the rest. You can turn this on, go
to the Face sub-object level of the Unwrap UVW Show Vertex Connections—In Vertex sub-object
modifier, and select the portion of the object mode, toggles the display of numeric labels for all
whose texture coordinates you want to edit; only selected vertices. Shared vertices are indicated by
those coordinates appear in the editor, and remain the appearance of multiple same-numbered labels.
visible even when you change the sub-object level. Show Shared Sub-objects—When turned on, for the
To work on a different portion, return to the Face current selection, highlights any shared vertices
level and change the selection in the viewport; and/or edges. You can change the highlight color
on the Unwrap Options dialog (page 1–920).
900 Chapter 8: Modifiers
View menu
Unwrap UVW Shortcuts
Pan—Activates the Pan tool, which lets you move
horizontally and vertically in the window by To use keyboard shortcuts for the Unwrap UVW
dragging the mouse. modifier, the Keyboard Shortcut Override Toggle
(page 3–872) must be on.
As with the viewports, if you use a three-button
mouse, you can also pan by middle-button
See also
dragging.
Unwrap UVW Modifier (page 1–878)
Zoom—Choose Zoom, and then drag downward
in the editor window to zoom out and upward to Keyboard Shortcuts (page 3–871)
zoom in. Zooming is centered about the point you Keyboard Panel (page 3–793)
click before dragging.
Customize User Interface Dialog (page 3–792)
If you have a wheel mouse, you can also turn the
wheel to zoom. Zooming is centered about the In general, this table includes only functions that
mouse cursor location. have default keyboard shortcuts and functions
with descriptions that are not documented in the
Zoom Region—To zoom to a specific area, choose Unwrap UVW reference topics.
Zoom Region, and then drag a rectangle in the
editor window. Unwrap UVW Keyboard Description
Function Shortcut
Zoom Extents—Zooms in or out to fit all UVW
Allow Selections Lets you select
vertices in the editor window. Inside Transform vertices inside
Gizmo the gizmo by
Zoom Extents Selected—Zooms in or out to fit all CTRL+clicking
selected UVW vertices in the editor window. or ALT+clicking
a vertex. When
Zoom To Gizmo—Zooms the active viewport to the turned on, you
can move only
current selection. by dragging over
empty space.
Zoom Extents Selected—Zooms in or out to fit all
selected UVW vertices in the window. Always Bring Up When on, the
The Edit Window Edit UVWs dialog
automatically
Show Grid—Displays a grid in the background of
opens when you
the editor window. Default=on. access the Unwrap
UVW modifier.
Show Map—Displays a texture map in the
Blend Tiles To Lets you blend the
background of the editor window. Set the image Background image in the Edit
via the drop-down list at the right end of the editor UVWs dialog with
toolbar. the background
color. At 0 the
Update Map—Causes the displayed texture map to image will be
hidden while at
reflect any changes to the texture, such as tiling 1 it will be at full
settings or a different bitmap. Box Map intensity.
Unwrap UVW Shortcuts 901
Pan Ctrl+P
Pelt Dialog Relax Causes a
Paste Pastes the contents Simulation Light relatively weak
of the paste buffer normalization
onto the selection. of the distances
For best results the between mapping
source and target vertices.
should have similar
topology.
Pelt Dialog Reset Returns the
Paste Instance The pasted and Stretcher stretcher and the
source UVs will pelt UVs to their
share the same default shape and
vertices. orientation.
904 Chapter 8: Modifiers
Pelt Dialog Select Selects all pelt UVs. Pelt Map Activates
Pelt UVs pelt-mapping
mode.
Pelt Dialog Select Selects all stretcher Pelt Seam to Edge Converts the pelt
Stretcher UVs. Sel (Add) seam to an edge
selection, adding
to the current edge
selection.
Pelt Dialog Snap Aligns all the Pelt Seam to Edge Converts the
Seams stretcher points Sel (Replace) pelt seam to an
to the edge seams edge selection,
on the pelt UVs. replacing the
current edge
selection.
Pelt Dialog Lets you specify a Pivot Snap ... (nine Snaps the
Straighten polygonal outline shortcuts) Freeform gizmo
Stretcher for the stretcher by pivot to the
moving points. specified gizmo
edge.
Pelt Edit Seams Lets you specify Planar Map Enter Applies a planar
a pelt seam by Faces/Patches map to the current
selecting edges selection.
with the mouse in
the viewports. Planar Threshold Turns on the
Modify panel >
Planar Angle check
box.
Point to Point Lets you specify
Edge Selection pelt seams by
selecting vertices
with the mouse in
the viewports.
Unwrap UVW Shortcuts 905
Rotate Clusters—Controls whether clusters are The higher this setting, the larger the gap that
rotated to minimize the size of their bounding appears between clusters.
box. For instance, the bounding box of a rectangle
Normalize Clusters— Controls whether the final
rotated 45 degrees occupies more area than one
layout will be scaled down to 1.0 unit to fit within
rotated 90 degrees.
the standard editor mapping area. If this is turned
Align By Width—Controls whether the width or the off, the final size of the clusters will be in object
height of the clusters is used to control the layout space, and they’ll probably be much larger than
of the clusters. the editor mapping area. For best results, leave this
turned on.
OK—Accepts the settings, closes the dialog, and
performs the mapping as specified. Rotate Clusters—Controls whether clusters are
rotated to minimize the size of their bounding
Cancel—Undoes any changes and closes the dialog.
box. For instance, the bounding box of a rectangle
Set As Default—Makes the current settings the rotated 45 degrees occupies more area than one
defaults for the current session. rotated 90 degrees.
Fill Holes—When turned on, smaller clusters will
be placed in empty spaces within larger clusters to
Pack UVs Dialog take the most advantage of the available mapping
Select an object. > Modify panel > Modifier List > space.
Object-Space Modifiers > Unwrap UVW > Edit button (on
Parameters rollout) > Tools menu > Pack UVs OK—Accepts the settings, closes the dialog, and
performs the packing as specified.
The Pack UVs dialog contains controls for clusters.
Cancel—Undoes any changes and closes the dialog.
let you straighten out stretcher vertices, snap them functions on this dialog let you adjust various
to the pelt seams, and so on. stretching parameters.
The stretcher points surround the pelt UVs in the Edit UVWs
dialog window.
the straight line. Continue moving vertices to Select Pelt UVs—Selects all pelt UVs.
create a polygonal outline; to quit, click Straighten
Stretcher again. Springs group
Note: While Straighten Stretcher is active, you These parameters control the springs that are used
can pan and zoom the editor window at any time to stretch the pelt. In most cases you won’t need
using contextual controls (middle-button drag to change these values, except possibly for Pull
or turn mouse wheel, respectively) to access a Strength.
different part of the window. After doing so,
Pull Strength—The magnitude of the stretching
the software still remembers the last vertex you
action when you click Simulate Pelt Pulling.
dragged and draws a straight line between it and
Default=0.1. Range=0.0 to 0.5.
the next one you drag. Similarly, you can adjust
the window using the control buttons and then If the stretching is too gradual, increase Pull
return to straightening the stretcher. If the control Strength for a more forceful stretching action.
requires more than a single click, such as Pan, exit
Stiffness—Sets the rate at which the springs pull.
the control by right-clicking in the window and
The higher the Stiffness value, the more abrupt the
then return to straightening the stretcher.
pulling action. Default=0.16. Range=0.0 to 0.5.
Tip: To create a symmetrical outline for the
Dampening—Applies a dampening or inhibiting
stretcher, create the outline on one side and then
factor to the pulling action. The higher the
use Mirror Stretcher (following).
Dampening value, the greater the inhibition of the
Mirror Stretcher—Mirrors the stretcher points stretcher. Default=0.16. Range=0.0 to 0.5.
from one side of the mirror axis (see following) to
Decay—The rate of falloff of the influence of
the other. By default, Mirror Stretcher mirrors the
each pelt-seam vertex on the other mapping
points from the right side to the left.
vertices. Higher Decay values typically result in
Mirror Axis—Lets you specify the orientation of significantly greater stretching, or undesirable
the mirror axis. The axis takes the form of three results. For best results, keep the Decay value low.
yellow lines forming a T. The leg of the T indicates Default=0.25. Range=0.0 to 0.5.
the side that will be mirrored when you use
Lock Open Edges—Locks the open edges in place.
Mirror Stretcher (see preceding), and the crossbar
This typically applies to using the stretcher on a
indicates the axis across which the mirroring will
partial selection of mapping vertices in the pelt
occur. Default=0.0. Range=0.0 to 360.0.
region. When Lock Open Edges is on, selected
Select group vertices next to unselected vertices tend to stay in
place during stretching. When Lock Open Edges
These commands let you select all the stretcher is off, the selected vertices tend to pull away from
points or the pelt UVs. As with other selection the unselected vertices.
methods, you can press and hold Ctrl when you
use either of these to add to the current selection. Simulation group
That is, to select all stretcher points and pelt UVs,
These are the main controls for the simulation, in
click one button, press and hold Ctrl , and then
which the springs attached to the stretcher pull the
click the other button.
pelt seam vertices out, flattening the UVs. For best
Select Stretcher—Selects all stretcher points.
912 Chapter 8: Modifiers
results, alternate between running the simulation the dialog open. You can make a selection of
(click Simulate Pelt Pulling) and relaxing the mesh. texture vertices, apply relaxation, make a different
selection, apply relaxation, and so on, without
Iterations—The number of times the simulation
having to close the Relax Tool dialog.
will run through when you click Simulate Pelt
Pullings. Default=20. Range=1 to 100. Tip: When using Relax with complex objects, you
might find that vertices in interior sections of the
Often, you’ll need to run repeated simulations to texture mesh don’t relax properly because they
get the desired result. have nowhere to go. In such cases, try making
Samples—The number of samples around each a seam: Select an edge loop or part of a loop,
pelt-seam point used in the simulation. A higher and then use the Break function to separate the
value results in a greater pulling effect. Default=5. mesh at the seam. Alternatively, you could make
Range=1 to 50. a face selection and then use Detach Edge Verts.
For example, Select Overlapped Faces > Expand
Relax (Light)—Causes a relatively weak
Selection > Detach Edge Verts will break the
normalization of the distances between mapping
selection away from the mesh into a new UV
vertices.
element.
Relax (Heavy)—Causes a relatively strong
Tip: Effective use of the Relax tools requires
normalization of the distances between mapping
that the geometry and texture vertices be in the
vertices.
same order. If you get unexpected results using
Simulate Pelt Pulling—Runs the simulation, pulling Relax, try mirroring the texture vertices to reverse
the pelt seam vertices towards the stretcher points. their order.
To abort the simulation process, press Esc .
Procedures
To relax texture coordinates:
Relax Tool Dialog
1. Use the Edit UVWs dialog to select the
Select an object. > Modify panel > Modifier List > texture-coordinate vertices to relax.
Object-Space Modifiers > Unwrap UVW > Edit button
(on Parameters rollout) > Edit UVWs dialog > Make a You can make this selection at any sub-object
selection. > Tools menu > Relax Dialog
level (Vertex, Edge, or Face), but Relax always
works on vertices.
The Relax Tool dialog offers an advanced toolset
for modifying the spacing of selected texture 2. On the Tools menu, choose Relax Dialog.
coordinates parametrically, for the purpose of
eliminating or minimizing distortion in texture
maps. The dialog provides three different
methods for relaxing vertices, plus several numeric
parameters and two check boxes. You can use
Relax to separate texture vertices that are too
close together to texture easily, and to resolve
overlapping areas.
The dialog is non-modal, which means that you
can work directly in the editor while keeping
Relax Tool Dialog 913
and not so much to remove overlap, and is best vertices. For Relax By Edge and Face Angles, turn
suited for simpler shapes. this off until you get a good solution for the outer
• Relax By Edge Angles—This default method is boundaries of the mesh and then turn it on to
similar to Relax By Face Angles except that it resolve the interior sections.
uses the edges that are attached to the vertices Save Outer Corners—Preserves the original
as the shape to match. It typically works better positions of texture vertices farthest away from the
than Relax By Face Angles but tends to take center. Available only with the Relax By Centers
longer to reach a solution. This method is method.
bested suited for more complex shapes.
Apply—Begins the relaxation process using the
• Relax By Centers—The original Relax method current settings. As relaxation takes place, a
from previous versions of 3ds Max. It relaxes textual progress indicator appears at the bottom of
vertices based off the centroids (centers of the dialog, showing the current iteration (Process
mass) of their faces. It does not take into frame) and the total number of iterations being
account the face or edge shapes/angles so it is processed.
mainly useful for removing overlap or for faces
that are mostly rectangular. To abort the relaxation process, press Esc . You
can then use Undo ( Ctrl+Z ) to return to the
Iterations—The number of times the Relax settings prior state, if necessary.
are applied when you click Apply. Each iteration is
applied successively, to the results of the previous Set As Default—Saves all current settings as the
iteration. Range=0 to 100000. Default=100. Relax defaults, so they are recalled from session
to session.
Amount—The strength of the relaxation applied
per iteration. Range=0.0 to 1.0. Default=0.1.
Stretch—The amount of stretching that can occur. Render UVs Dialog
Stretching is useful mainly to resolve overlapping
Unwrap UVW modifier > Edit button (on Parameters
texture vertices, at the cost of reintroducing rollout) > Tools menu > Render UVW Template
distortion into the texture mesh. Range=0.0 to
1.0. Default=0.0. The Render UVs dialog, part of the Unwrap UVW
editor (page 1–888), lets you export a model’s
Keep Boundary Points Fixed—Controls whether
texture mapping data as a template; a bitmapped
vertices at the outer edges of the texture
image file. you can then import this template into
coordinates are moved. Default=off.
a 2D paint program, apply color as needed, and
When off, the outer edge of the texture mesh then bring it back into 3ds Max as a texture map to
can float, allowing a wider range of the available apply to the model. The exported file looks like a
texture-mapping space to be used. Typically screen shot of the editor window, but without any
you would keep this off when relaxing an entire background texture, and has the added options of
element or cluster, so the software can minimize setting color and alpha options for both the edges
distortion by moving the edges. and the area they cover.
When relaxing an interior subset of vertices, it For a procedure that covers usage of this dialog, see
is recommended you turn this on to prevent the To export texture coordinates to a paint program:
selected vertices from overlapping unselected (page 1–882).
Render UVs Dialog 915
Fill group
Fill is the coloring applied to the rendered bitmap
in the face areas between edges. By default, there’s
no fill; the bitmap color is black, and the alpha
channel is fully transparent. You can change this
to a solid color or to shading derived from the
mesh and lighting in the scene, or from the normal
directions.
Note: The overlap color overrides the fill color. For
example, if Show Overlap is on and all visible faces
overlap other faces, all faces will show the overlap
color, ignoring the fill color.
[color swatch]—Shows the fill color used for faces
Width/Height—The horizontal and vertical when Mode is set to Solid. To change the color,
dimensions of the output (rendered) template click the swatch.
image in pixels.
Alpha—Sets the alpha-channel value for the fill
Guess Aspect Ratio—Adjusts the Height value to areas when Mode=Solid, Normal, or Shaded.
produce an output aspect ratio based on the Width When Mode=None, the fill alpha is always 0.0
value and the dimensions of the UV grid. (transparent). Range=0.0 (transparent) to 1.0
For instance, if a rectangular UV grid measures (opaque). Default=1.0.
20 x 100 units and you click Guess Aspect Ratio, The alpha channel is included with the rendered
it would try to keep the bitmap at the 1:5 aspect image only when you save in a format that supports
ratio. This makes painting on the bitmap easier transparency, such as TIF or Targa.
because the bitmap is at the correct aspect ratio
for the mesh. Mode—Specifies the method used for filling faces
in the rendered template.
• None: No fill is rendered. This setting ignores
the Alpha value, and sets fill alpha to 0.0; that
is, fully transparent.
916 Chapter 8: Modifiers
• Solid: Renders faces using the fill color Render UV Template—Renders the template bitmap
specified by the swatch at the top of the Fill in a new rendered frame window (page 3–5).
group.
• Normal: Renders each vertex’s normals into To save the rendered frame, click the Save
the bitmap. The result looks similar to a normal Bitmap button.
map. Note: This command renders the normalized UV
• Shaded: Uses a simple lighting setup to render space, from (0,0) to (1,1), as depicted in the editor
shading across the UV surface. by a dark blue outline. For best results, make sure
the texture UVs fill this space but don’t exceed its
Show Overlap—When on, fills faces that overlap bounds.
other faces with the overlap color, shown in the
color swatch to the right. Default=on. Tip: To turn off the background texture,
which tends to obscure the UV space outline, click
To change the overlap color, click the color swatch.
the Show Map button on the upper toolbar.
Edges group
[color swatch]—Shows the color used for rendered Sketch Tool Dialog
edges. To change the color, click the swatch.
Select an object. > Modify panel > Modifier List >
Alpha—Sets the alpha-channel value for edges. Object-Space Modifiers > Unwrap UVW > Edit button (on
Parameters rollout) > Tools menu > Sketch Vertices
Range=0.0 (transparent) to 1.0 (opaque).
Default=1.0.
If you need to match a contiguous selection of
The alpha channel is included with the rendered texture vertices to an outline in a bitmap, whether
image only when you save in a format that supports an irregular shape, a straight line, or a geometric
transparency, such as TIF or Targa. shape, you can use the Sketch tool to perform
Visible Edges—When on, edges are rendered using the operation quickly, rather than dragging the
the specified edge color. Default=on. vertices one at a time.
8. To exit the Sketch tool, right-click in the editor • Free Form—Drag to sketch free form (like
window. drawing with a pencil), or Alt +click to sketch
connected
• Line—Drag to sketch a single, straight line
segment.
• Box—Drag diagonally to sketch a rectangle.
918 Chapter 8: Modifiers
See also
Flatten Mapping Dialog (page 1–907)
Normal Mapping Dialog (page 1–908)
Interface
Edges chosen to stitch (left); Clusters aligned (center); Clusters
aligned and scaled, with Bias=0 (right)
Set preferences for the Unwrap UVW editor using lines. Default=white.
controls in the Unwrap Options dialog. Handle Color—The color assigned to patch handles.
Default=yellow.
Interface
Show Shared Subs—When turned on, non-selected
sub-objects shared by the current selection are
highlighted in this color. In most cases, the shared
sub-objects are edges. With a single vertex, the
shared sub-objects are vertices. Defaults=on, blue.
Selection Color—Specifies the color of selected
UVW sub-objects. Default=red.
Gizmo Color—The color assigned to the Freeform
gizmo. Default=orange.
Display Seams—When on, lets you assign a
distinctive color to coordinate clusters’ boundaries
that appears in the viewports. Defaults=on, green.
Show Grid—When on, the grid lines are visible.
Defaults=on, dark blue.
You can also set the grid size.
Background Color—The color assigned to the
background where the texture map isn’t displayed.
Default=dark gray.
(drop-down)—Lets you assign a fill pattern
to selected faces. Default=Cross Hatch
Horizontal/Vertical.
Render Height—Specifies the height resolution. so you can easily distinguish the home tile from
the copies.
Use Custom Bitmap Size—When turned on, scales
the bitmap texture to the values specified by Width Constant Update in Viewports—Affects the
and Height. You can adjust these settings to scale adjusting of UVW vertices in the viewport while
and reproportion the bitmap texture in relation to you move the mouse. Default=off (the effect of
the texture coordinates. This scaling doesn’t affect adjusting the UVW vertices does not appear in the
the bitmap in the material, but only as viewed in viewport until you release the mouse).
the editor.
Show Image Alpha—Displays the alpha channel of
Tip: When working with large textures, reduce the background image in the editor, if it exists.
the bitmap size for faster feedback. And when
Show Hidden Edges—Toggles the display of face
working with disproportionate textures, setting
the dimensions closer to each other in the editor edges. When turned off, only faces appear. When
can make it easier to work. turned on, all mesh geometry appears.
Blend Tile to Background—Affects the color to
Tiles—The number of times the texture image is
repeated, counting outward in eight directions which tiles set to Brightness less than 1.0 blend.
(the four corners and the four sides). When turned off, tiles blend to black. When
turned on, tiles blend to the background color.
With Tiles=1, the result is a 3 x 3 grid. With
Tiles=2, the result is a 5 x 5 grid, and so on. Misc. Preferences
You can toggle the tiling feature with the Tile Center Pixel Snap—When turned on, snaps to the
Bitmap check box, described below. center of pixels of the background images instead
of pixel edges.
Tile Brightness—Sets the brightness of the tiled
bitmap. At 1.0, the brightness equals that of the Grid Snap—When on, snaps to grid edges and
original image; at 0.5 it’s half the brightness; and intersections.
at 0, it’s black.
Vertex Snap—When on, snaps to
This is the same setting as Brightness in the UVWs texture-coordinate vertices.
editor > Bitmap Options group (available with
Edge Snap—When on, snaps to texture-coordinate
Show Options).
edges.
Tile Bitmap—When turned on, you can repeat the
Weld Threshold—Sets the radius within which
bitmap in the editor, displaying tiling set in the
welding using Weld Selected takes effect. The
material.
setting is in UV-space distance. Default=0.01.
You can use any part of the tiled image for setting Range=0 to 10.
texture coordinates. This is helpful when the
Grid Size—Sets the spacing of horizontal and
sections of the texture image are packed tightly
vertical grid lines. Default=0.1.
together and the mesh contains many different
areas to map. Setting Grid Size to 0 effectively turns off the grid.
At the highest value, 1.0, the grid is the same size
Affect Center Tile—When turned on, the Brightness
as the texture.
setting affects all tiles equally. When off, the center,
or “home,” tile always remains at full brightness,
922 Chapter 8: Modifiers
Selection Preferences
Soft Selection Edge Distance—When Soft Selection
(page 1–893) is turned on, limits the falloff region
by the specified number of edges between the
selection and the affected vertices. The affected
region is measured in terms of "edge-distance"
space rather than absolute distance. Default=16.
Single Click Hit Size—Sets how far away you can
click from a sub-object to select it. Default=4.
Range=1 to 10.
Selected Tick Size—Sets the size of the square
icon the editor window uses to indicate selected
vertices. Default=2. Range=1 to 10.
OK/Cancel/Defaults—Click OK to accept, or Cancel
to cancel the changes in the dialog. Click Defaults
to restore all settings in this dialog to default values.
the bitmap is rotated and projected so that it is assigning explicit map channels to the bitmaps. In
perpendicular to the surface. the Material Editor you assign each map a different
channel number, then you add multiple UVW
Primitive objects, like spheres and boxes, can
Map modifiers to the object’s modifier stack,
generate their own mapping coordinates, as
each UVW Map modifier is set to a different map
can loft objects and NURBS surfaces. Scanned,
channel. To change the type of mapping or gizmo
imported, or hand-constructed polygonal or patch
placement for a particular bitmap, you select
models do not have mapping coordinates until a
one of the UVW Map modifiers in the modifier
UVW Map modifier is applied.
stack and change the parameters. You can change
Note: Drawings that are imported or linked from the name of a UVW Map modifier in the Edit
Autodesk Architectural Desktop and Autodesk Modifier Stack dialog to correlate the modifier to
Revit do retain the mapping coordinates that were the bitmap.
assigned to objects by those products.
If you apply a UVW Map modifier to an object Transforming UVW Map Gizmos
with built-in mapping coordinates, the applied
coordinates take precedence if map channel (page
3–966) 1 in the UVW Map modifier is used. The
Generate Mapping Coordinates option, available
during the creation of primitives, uses map
channel 1 by default.
You use the UVW Map modifier to:
• Apply one of the seven types of mapping
coordinates to an object on a specified map
channel. A diffuse map on map channel 1 and a
bump map on map channel 2 can have different
mapping coordinates and can be controlled Changing a map’s location by moving the gizmo.
separately by using two UVW Map modifiers
in the modifier stack The UVW Map gizmo projects mapping
coordinates onto an object. You can position,
• Transform the mapping gizmo to adjust map
rotate, or scale a gizmo to adjust map coordinates
placement. Objects with built-in mapping
on an object; you can also animate the gizmo.
coordinates lack a gizmo.
Gizmo transformations remain in effect if you
• Apply mapping coordinates to an object with select a new map type. For example, if you scale
no mapping coordinates, an imported mesh, a spherical mapping gizmo and then switch to
for example. planar mapping, then the planar mapping gizmo
• Apply mapping at the sub-object level. is also scaled.
You can control the type of mapping coordinates For planar, spherical, cylindrical and shrink wrap
and the placement of the mapping gizmo for each maps, a short yellow line indicates the top of the
bitmap in a material that uses multiple bitmaps by map. The green edge of the gizmo indicates the
right side of the map. On a spherical or cylindrical
924 Chapter 8: Modifiers
map the green edge is the seam where the left and Manipulators for UVW Map
right edge meet. Gizmo must be selected in the
The UVW Map modifier has graphic manipulators
modifier display hierarchy to display the gizmo.
to help you adjust the mapping dimensions and
tiling when Real-World Map Size is off. When
Real-World Map Size is on, you can adjust
positioning only for the Planar and Box mapping
types.
one axis, and a UVW Map modifier has a tiling texture map appears in the scene with the correct
value of 3 on the same axis, then the result is a scaling.
tiling value of 6.
There are two parts to the equation in order for
real-world mapping to work. First, the correct
Objects with No Mapping Coordinates
style of UV texture coordinates must be assigned
If you render an object that doesn’t have mapping to the geometry. Basically, the size of the UV space
coordinates or a UVW Map modifier, and the needs to correspond to the size of the geometry.
object uses a material with 2D bitmaps or 3D Therefore, a new switch, called Real-World Map
procedural maps that use explicit map channels, Size, has been added to many of the dialogs
then a Missing Map Coordinates (page 2–1623) and rollouts where you can generate texture
alert is displayed. The alert lists both the name of coordinates. Any dialog or rollout in which you
the object and the UVW channels or Vertex Color have the option to turn on Generate Mapping
channels that are missing the coordinates. For Coords, also has a switch where you can turn on
example: (UVW 2): Torus01. Real-World Map Size.
Note: There are a few primitive objects that do not
Mapping Selection Sets or Grouped have a Real-World Map Size switch. These are
Objects
Torus Knot, Hedra, Prism and RingWave.
You can apply one UVW Map modifier to a
The other part of the equation is in the material
selection of objects. One large mapping gizmo will
editor. When you create a material and use a 2D
encompass the entire selection unless the Use Pivot
texture map, you now see a new switch in the
Points option is turned on in the modifiers rollout
Coordinates rollout called Use Real-World Scale.
before applying the UVW Map modifier. If the
When this switch is turned on, the default, the
Use Pivot Points option is used then each object is
Width and Height spinners are enabled that let
encompassed with its own mapping gizmo.
you specify the horizontal/vertical offsets and size
If any of the objects in the selection has had its of the texture map in current display units (page
pivot point shifted in the Hierarchy > Pivot panel, 3–848).
and you use the Use Pivot Points option with the Note: Autodesk VIZ scenes with objects using
UVW Map modifier, then the mapping gizmos are real-world mapping coordinates will display
centered to the pivot points rather than the object differently when opened in 3ds Max. This is
center and the mapping may be tricky to position because real-world mapping coordinates is not the
the way you want. default method of generating mapping coordinates
in 3ds Max.
Real-World Mapping
The idea behind real-world mapping is to simplify Procedures
the use of texture mapped materials which are To apply the UVW Map modifier:
scaled correctly with the geometry in the scene.
1. Assign a mapped material to an object.
This feature gives you the ability to create a
material and specify the actual width and height of
a 2D texture map in the material editor. When you 2. On the Modify panel, choose UVW
assign that material to an object in the scene, the Map from the Modifier List.
3. Adjust the mapping parameters.
926 Chapter 8: Modifiers
By default, the UVW Map modifier uses planar control in the Material Editor. You can adjust
mapping on map channel 1. You can change the the mapping of channel 2 without altering the
type of mapping and the map channel to suit mapping of channel 1 if you’ve assigned two
your needs. There are seven types of mapping UVW Map modifiers. Render the scene to see
coordinates, ninety-nine map channels, tiling the effect.
controls, and controls to size and orient the
mapping gizmo in the UVW Map modifier. To use the XYZ to UVW option:
Note: If a UVW Map modifier is applied to The XYZ to UVW option is used to make a
multiple objects, the UVW Map gizmo is 3D procedural texture, like Cellular, follow the
defined by the selection, and the mapping that animated surface of an object. If the object
results is applied to all the objects. stretches, so does the 3D procedural texture.
Currently, it cannot be used with NURBS objects
To use multiple UVW channels in the same object: and is unavailable if a NURBS object is selected.
1. Assign Map channel 1 to an object. You can do 1. In the Top viewport, create a box.
this by either turning on Generate Mapping
Coordinates in the Parameters rollout of 2. Create a material with a Cellular diffuse
any primitive, or by assigning a UVW Map map.
modifier with channel 1 chosen.
3. In the Material Editor, on the Coordinates
Generate Mapping Coordinates uses map rollout of the Cellular map, open the Source
channel 1 by default. drop-down list, and choose Explicit Map
2. Assign a UVW Map modifier (or a second one, Channel.
if you’re using the first to assign channel 1). On the Coordinates rollout, the Map Channel
Choose channel 2 for this modifier. parameter activates, leave the value at 1.
Both coordinate channels are now assigned 4. Assign the material to the box.
to the geometry. The next step is to assign a
mapped material that uses both channels.
5. On the Modify panel, choose UVW
3. Create a material with two maps. You can do
Map from the Modifier List.
this using a Composite map, or a Blend material
with two maps, or you can have one map 6. On the UVW Map modifier, turn on XYZ to
assigned to Diffuse and another assigned to UVW.
Bump. Perhaps the easiest way to see the effect By default, the Map Channel value is 1.
is to composite two maps, with the second map 7. Render the Front viewport.
containing an alpha channel.
The cellular pattern renders normally on the
4. Go to the level of one of the maps and, in the surface of the box.
Mapping list, choose Explicit Map Channel 2.
8. Right-click over the object and choose Convert
The other map is already assigned channel 1 To: > Convert to Editable Mesh from the
by default. Transform (lower-right) quadrant of the quad
5. Assign the mapped material to the object. menu.
You can switch between viewing the maps in The box is converted to an editable mesh.
the viewport using the Show Map In Viewport
UVW Map Modifier 927
Interface
Modifier Stack
Gizmo sub-object level—Enables gizmo
transformations. At this sub-object level you can
move, scale, and rotate the gizmo in the viewports
to position the mapping. In the Material Editor,
you turn on the Show Map in Viewport option to
make the map visible in a shaded viewport, the
map moves on the surface of the object as you
transform the gizmo.
UVW Map Modifier 929
Mapping group
Determines the type of mapping coordinates used.
Different kinds of mapping are distinguished by
how the map is geometrically projected onto the
object and how the projection interacts with the
object’s surfaces.
Planar—Projects the map from a single plane flat
against the object, somewhat like projecting a slide.
Planar projection is useful when only one side of
an object needs to be mapped. It is also useful
for obliquely mapping multiple sides, and for
Cylindrical map projection
mapping two sides of a symmetrical object.
Cap—Applies planar mapping coordinates to the
caps of the cylinder.
Note: If the ends of the object geometry are not at
right angles to the sides, the Cap projection bleeds
onto the sides of the object.
Spherical—Surrounds the object by projecting the
map from a sphere. You see a seam and mapping
singularities at the top and bottom of the sphere
where the bitmap edges meet at the sphere’s poles.
Spherical mapping is useful for objects that are
roughly spherical in shape.
Planar map projection
Face projection
Length, Width, Height—Specify the dimensions of When on, the Length, Width, Height and Tiling
the UVW Map gizmo. The default scale of the spinners are unavailable.
mapping icon is defined by the largest dimension
of the object when you apply the modifier. You can Channel group
animate the projection at the gizmo level. Note the Each object can have up to 99 UVW mapping
following facts about these spinners: coordinate channels. The default mapping (from
• The dimensions are based on a bounding box the Generate Mapping Coordinates toggle) is
of the gizmo. always channel 1. The UVW Map modifier can
The Height dimension is unavailable for the send coordinates to any channel. This lets you
Planar gizmo: It does not have depth. Likewise, have many different sets of coordinates on the
the dimensions for Cylindrical, Spherical, same face simultaneously.
and Shrink Wrap mapping all display the Map Channel—Sets the map channel. The UVW
dimensions of their bounding box and not their Map modifier defaults to channel 1, so mapping
radiuses. No dimensions are available for the behaves in the default fashion (and in the fashion
Face map: Each face on the geometry contains of earlier software releases) unless you explicitly
the entire map. change to another channel. Default=1. Range=1
• The three dimensions are set to 1 or 2, to 99
depending on map type and dimensions, when To use the additional channels, you must not only
you load files created in Autodesk VIZ or choose a channel in the UVW Map modifier, but
earlier versions of 3ds Max. (This maintains also assign an explicit map channel at the map level
compatibility with files from previous releases, of the material assigned to the object. You can use
in which gizmos were scaled non-uniformly to many UVW Map modifiers in the modifier stack,
adjust their dimensions.). each one controlling the mapping coordinates of
The dimensions essentially become scale different maps in a material.
factors rather than measurements. You can
Vertex Color Channel—Define the channel as a
reset the values to dimensions by clicking the
vertex color channel by choosing this option.
Fit or Reset buttons, which will lose the original
Be sure to match any material mapping in the
non-uniform scaling.
coordinates rollout to be Vertex Color as well,
U Tile, V Tile, W Tile—Let you specify the or by using the Assign Vertex Colors utility (page
dimensions of the UVW map, for tiling the image. 2–1734).
These are floating-point values, which you can
The Map channels are accessed in various places
animate to displace the map’s tiling over time.
in the software, as follows:
Flip—Reverses the image about the given axis. • Generate Mapping Coords—This check box, in
Real-World Map Size—Controls the scaling method the creation parameters of most objects, assigns
used for texture mapped materials that are applied Map channel 1 when turned on.
to the object. The scaling values are controlled • UVW Map Modifier—Contains options for
by the Use Real-World Scale settings found on channels 1 through 99. This lets you specify
the applied material’s Coordinates rollout (page which UVW coordinates are used by this UVW
2–1625). Default=on. Map modifier. The modifier stack can pass
these channels simultaneously for any face.
932 Chapter 8: Modifiers
• UVW XForm and Unwrap UVWs—These two Fit—Fits the gizmo to the extents of the object and
modifiers also contain Channel option buttons. centers it so that it’s locked to the object’s extents.
• Material Editor Channel Assignment—You Unavailable when Real-World Map Size is on.
assign the channel to be used by a map in the Center—Moves the gizmo so that its center
Coordinates rollout at the map level in the coincides with the center of the object.
Material Editor.
Bitmap Fit—Displays the standard bitmap file
• The assignment varies depending on the type browser so that you can pick an image. Unavailable
of map: when Real-World Map Size is on.
2D Maps—In the Mapping list for the Texture
For planar mappings, the map icon is set to the
option, you can choose Explicit Map channel,
aspect ratio of the image. For cylindrical mapping,
Vertex Color Channel, Planar from Object
the height (rather than the radius of the gizmo) is
XYZ, or Planar from World XYZ.
scaled to match the bitmap. For best results, first
3D Maps—At the top of the Coordinates rollout, use the Fit button to match the radius of the object
there is a Source list where you can choose an and gizmo, and then use Bitmap Fit.
Explicit Map Channel, Vertex Color Channel,
Normal Align—Click and drag on the surface of the
Object XYZ, or World XYZ. Use the Map
Channel spinner to define the channel number. object to which the modifier is applied. The origin
of the gizmo is placed at the point on the surface
• NURBS Surface Objects and Sub-Objects—Let where the mouse is pointing; the XY plane of the
you specify which Map channel the surface gizmo is aligned to the face. The X axis of the
uses. gizmo lies in the object’s XY plane.
Interface
UVW Mapping Paste Modifier
Select an object. > Channel Info (page 2–1738) > Copy
and then paste a channel.
The Vertex Weld modifier behaves like the Weld 8. Apply a Vertex Weld modifier to cement the
feature in Editable Mesh or Editable Patch and two boxes into one element.
welds all vertices that fall within the threshold Note: This combination of steps can be streamlined
setting. Vertex Weld is very useful for cleaning by using the Symmetry modifier (page 1–861),
up meshes that have vertices that are close or which will mirror the mesh and weld it in a single
overlapping, but not welded. operation.
Interface
The results of three Vertex Weld threshold settings Threshold—The value of the Threshold setting
delegates how close vertices can be before they are
automatically welded together. Default=0.1
936 Chapter 8: Modifiers
Note: A higher threshold setting will result in for one face, for example, you’ll see a gradient on
welding more vertices, thus removing smaller that face.
faces and details. If the threshold is set too high,
VertexPaint modifier also lets you paint values for
the mesh will begin to deform.
the vertex alpha and illumination channels. These
channels affect the transparency and shading of
vertex colors, respectively.
Tip:
Tip:
• Channel (2): UVW “second pass” texture Every layer has a blending mode that it uses to
mapping coordinates determine how it combines with the other layers.
• Channel (1): UVW standard texture mapping You can assign vertex colors using the Assign
coordinates Vertex Colors utility (page 2–1734), then add
another layer, change the layer mode operator
• Channel (0): RGB vertex color to Lighten, and paint with a white paintbrush
• Channel (-1): FLOAT vertex alpha (really only to lighten up areas. Fifteen different modes are
1 value needed) available, and many tasks can be accomplished
• Channel (-2): RGB vertex illumination using paint layers.
Every geometric vertex of a mesh or poly object One of the primary advantages of VertexPaint
can be assigned up to 102 channel values (99 + 3). is its use of the modifier stack as a kind of
image-composite stack. Each VertexPaint modifier
The negative numbering scheme for vertex alpha, serves as a single layer in the composite. You can
and illumination is actually historic: it was done move layers up and down the stack, enable and
to preserve the meaning of existing map-channel disable them, and flatten the stack using Condense
data in older scene files before vertex alpha and to single layer.
illumination were added.
You can paint on any arbitrary channel, and to use Backward Compatibility
one or more channels for any arbitrary meaning If you load an older file that uses a previous version
for a given vertex. It is useful in development of the VertexPaint modifier, then the legacy
of content for games to paint on arbitrary map modifier will be loaded when the file is opened.
channels numbered higher than those used for
texture mapping (such as channels 3, 4, 5). These The legacy modifier has not been changed, and
can be used to store logical information about a the two modifiers are not inherently compatible
vertex, whether it is “slippery” or “explosive”, for in terms of their data format during loading and
example. saving.
A single vertex can be assigned a stack of map If you have vertex color data in a legacy VertexPaint
channels that carry different meanings. When the modifier, you can use the Condense to single layer
modifier stack is collapsed, these map channels tool of the new modifier to migrate the vertex
are preserved. colors into the new modifier.
The layer system allows you to paint changes on a 2. On the Modify panel, choose VertexPaint from
single layer, then make another layer on top of that, the modifier list.
and paint additional changes. This can be used to The floating Paintbox (page 1–941) appears,
store different versions or variations of your vertex docked to the left edge of the viewports.
color painting. 3. Open the Assign Vertex Colors rollout.
938 Chapter 8: Modifiers
Note: This rollout provides the same tools as Tip: The cursor displays the size of the brush.
found in the Assign Vertex Colors utility. Use the Size spinner to change to a larger or
4. In the Light Model group, turn on Lighting. smaller brush.
• Map Channel—Choose this to paint on a as transparent and the layer colors are displayed in
specifically named or numbered map channel. the raw (not blended with anything).
Map channel spinner—Specifies the channel Note: Per-vertex layer opacity is not passed up
number. Available only when Map Channel is the stack. A paint layer modifier makes a yes/no
chosen. decision about whether an object below it has
Note: If you have painted on a layer and then change vertex colors or not, and will subsequently treat
the channel setting, the painted information will all base colors as transparent or all as opaque.
be moved to the new channel. For example if you So if you paint even a single vertex using Edit
select Vertex Color and paint, then turn on Vertex Mesh, for example, the object is considered to have
Illum, the painted information will be removed vertex colors, and a paint layer will blend its colors
from the Vertex Color channel and applied to the with the (predominantly white) mesh instead of
Vertex Illum channel instead. treating the mesh as transparent.
Name—If a channel has a name defined it will Preserve Layer—When on, the modifier will not
appear here. Channels can be named using the be deleted by any Condense To Single Layer
Channel Info Utility (page 2–1738). operation. Since Condense To Single Layer
performs two independent actions (creating a new
baked-color modifier and then deleting existing
modifiers), this option allows access to only the
Ignore underlying color—When turned on,
first part of the functionality when necessary.
VertexPaint ignores whatever vertex colors it That is, you can bake colors into a new paint layer,
receives from below it on the stack. As a result, without being forced to have the old modifiers
you will see the layer’s raw colors on an otherwise deleted.
white object. The blend mode has no effect (it
behaves like Normal mode) because the base Edit—Displays the Vertex Paintbox floater (page
color is considered transparent, so the layer is not 1–941) if it has been closed.
blended with anything.
The purpose of this toggle is to isolate a layer
from the colors below, to help the user visualize
the layer’s raw data. The layer is not completed
isolated when this is on, because layers above it
can still affect the result. The user needs to disable
those layers or turn off Show End Result to see the
current layer in complete isolation.
The Ignore Base Color toggle should only be
needed when the object at the bottom of the
stack already has some vertex colors baked in. In
other cases, you can just disable the paint layers
or whichever modifiers are adding vertex colors
to the object. In that case, the active paint layer
would not receive any vertex colors from below
itself on the stack. As a result, it treats all base color
VertexPaint Paintbox 941
Select an object. > Utilities panel > More > Assign Vertex
Colors > Click Assign To Selected > Modify panel >
Modifier List > VertexPaint > Paintbox dialog (Click Edit in
the Parameters rollout if it isn’t displayed.)
Vertex Paintbrush group layer. But if the selected objects do not currently
have a vertex paint layer highlighted in the modify
panel, then a dialog appears letting you create a
new modifier. This will be instanced across all the
selected objects.
You will not see the results of your brush strokes,
unless the proper display mode is set (above) Be
sure your display mode and your paint target
match. For example – if you are painting on the
alpha channel, be sure you are displaying the alpha
channel. If you are painting on the color channel,
display the color channel. Brush strokes will use
the color specified in the color swatch directly
below the Paint button.
Vertex paint controls
See Painter Options Dialog (page 1–960) for more
Here are the controls that let you access the painting options.
paintbrush and the paint. You can choose color
to paint with, from a color selector or from the Erase all—Erases all painting applied to
scene. Choose to adjust the brush size or envelope, the currently selected objects via the current
or launch advanced paintbrush options such as VertexPaint modifier. This allows you to see
pressure sensitivity. through the underlying color of the object’s
vertices. This underlying color might come from
Paint All—Performs a traditional paint fill the object’s original vertex color, or from another
operation on the current object or sub-object vertex paint layer directly below it in the modifier
selection. In the case of sub-object selections stack. This supports soft selection as well.
(vertices, faces, elements) the fill will honor those
selections. In the case of soft-selections Paint
Erase—Turns the brush into an
all will do a “faded” fill, slowly tapering off the
eraser that will remove paint from the currently
opacity based on the soft selection settings.
selected objects. Erase mode will actually erase
As with the Paint button, this will either paint any painting applied to the currently selected
on the current layer, if one is open in the Modify objects for the current layer of paint (allowing the
panel, or else it will create a new vertex paint layer true color of the original objects vertices to be
instanced across the selected objects. seen, or the vertex paint layer immediately below
the current one).
Paint—Starts the painting
process. Once it is turned on, you can start Pick color from object—Allows you to choose
painting on the current selection, by moving the a color from the currently selected objects. The
cursor into the viewport and over the object. color is taken from a single vertex; region selection
is not supported. The choice must occur near a
If there is a Vertex Paint modifier highlighted in
vertex, or no color will be chosen. You can drag
the Modify panel, you will be painting into that
across a vertex of interest to pick up its color.
VertexPaint Paintbox 945
Because this button enters a mode, it must be same options can be seen, for example in the Skin
clicked to leave the mode, or you can choose modifier, for painting weights.
another mode to turn it off.
Here you will find a rich selection of brush
configuration tools that change the way your
Color swatch—The color swatch brush strokes apply color to the selection. Includes
indicates the current color that will be used when tools for mirror painting mode and using pressure
painting begins. Clicking the swatch launches sensitivity.
the standard color selector. Here you can change
the color that will be used on the next brush
Palette—Click to display the Color Palette
stroke. It provides standard Hue, Saturation, and
Brightness selection, along with Red, Green, and (page 1–950), which lets you create, edit, and
Blue selection and numerical entry. manage custom palettes for use with VertexPaint.
Layers group
layers above, below, or in the current paint layer. least as dark (never brighter) than the original.
The following modes are supported per paint layer: For each RGB channel, if the layer is zero in
• Normal—The layer color completely overwrites that channel, the output channel will be zero.
the base color. Even if the layer value is above zero, the output
is still be strongly darkened in that channel.
• Overlay—The color cast is shifted towards the For example, a medium red layer color will
layer color and contrast might be increased. significantly reduce blue and green brightness
It’s useful when you want to make an object in the output.
appear a different color but in the same lighting
The next four Light modes essentially offer
conditions. A fully bright or dark channel is
compromises between the destructive effect of
never affected however, so if Red=100% and
Normal Mode and the toning effect of Overlay
Green=0% in the base color, then neither the
mode. Try using medium-value desaturated layer
red nor green channels can be affected by the
colors, since the light modes can be too destructive
layer color.
with bright, vivid layer colors. A neutral grey layer
• Screen—Each RGB channel is moved towards color is transparent in any of the light modes.
full brightness, depending on the layer color.
• Soft light—Very similar to Overlay, but even
The result is at least as bright (never darker)
more gentle, and it does not tend to increase
than the original. Black is transparent in this
contrast as much.
mode.
• Hard light—More like Normal mode than
• Multiply—Each RGB channel is moved towards
Overlay, it will change color cast somewhat. It is
zero, depending on the layer color. The result
fairly destructive like Normal mode, especially
is at least as dark (never brighter) than the
with bright layer colors.
original. White is transparent in this mode.
• Vivid light—Brighter layer colors produce a
• Lighten—Whichever color is brighter, the layer
Color Dodge effect, while darker layer colors
or the base, is used as the output. It operates on
produce a Color Burn effect, although the effect
the whole color, and not channel-by-channel.
is generally weaker than Dodge or Burn.
• Darken—Whichever color is darker, the layer or
• Linear light—For each RGB channel, if the layer
the base, is used as the output. It operates on
color is more than 50 percent bright in that
the whole color, and not channel-by-channel.
channel, the output will be brightened, and
• Color dodge—Emulates the effect of "dodging" if the layer is less then 50 percent bright, the
a color print in a darkroom; the result is at least output will be darkened. As an example, if
as bright (never darker) than the original. you want the top of your image to be twice as
For each RGB channel, if the layer is at full value bright, and the bottom to be half as bright, use
in that channel, the output channel will be at a gradient from 75 percent gray to 25 percent
full value. Even if the layer value is less then full gray, top to bottom.
value, the output is still strongly brightened in The next four modes are used to control the HSV
that channel. For example, a medium-red layer channel values of the image instead of using RGB
color will add a significant red brightness to the channel value.
output.
• Color burn—Emulates the effect of "burning"
a color print in a darkroom; the result is at
948 Chapter 8: Modifiers
• Hue—The output color has the saturation and paint layers beneath it, or the base object’s original
value of the base color, with the hue of the layer information. Opacity values can be changed for
color. the current layer at any time. Since vertex paint
• Saturation—The output has the hue and value layers are preserved in the modifier stack you can
of the base color, and the saturation of the layer return to a particular layer at any time and adjust
color. its opacity to tune an object’s final appearance.
• Color —The output has the value of the base Note: The opacity for a specific paint layer should
color, and the hue and saturation of the layer not be confused with “alpha” information for
color. a given vertex. Opacity controls the mixing of
painted information in the modifier stack for the
• Luminosity —The output has the hue and currently active map channel (whether it be color
saturation of the base color, and the brightness information, alpha, illumination, or any arbitrary
value of the layer color. map channel from 1 to 99). Alpha Channel
Note: Using the show end result button in the information (by convention) is intended to be
modifier stack for the current paint layer will allow used specifically to indicate the transparency of all
you to interactively paint under any over laying combined color information for a given vertex.
paint layers (vertex paint modifiers that are above
Another way to think about the opacity slider
the current one in the object’s modifier stack).
is that it is identical to the amount spinner. The
This allows you to see the final results of your paint
difference between them is that opacity is for the
strokes for any paint layer in the stack.
entire layer, where as amount is for the current
Opacity Slider—Allows you to set the opacity of the brush stroke (between a mouse down and mouse
current vertex paint layer, from 0 to 100 percent. up period when painting). Changing the amount
100 percent Opacity means that the current layer is spinner after painting does not affect what is
entirely opaque: you cannot see through it to the already displayed on the screen; where changing
layer directly under it or to the base vertex colors the opacity layer does. In the end, the current
of the objects being painted. vertex paint layer being applied generates a final
color that is the combine result of amount and
The opacity of a layer is animatable. Simply turn
opacity. The whole concept should be quite
on Auto Key, move the time slider and adjust the
natural to any Adobe Photoshop user. However,
spinner value. This will set a keyframe.
Photoshop is able to display a light grey and dark
Note: If you painted on the layer with a brush grey quilt as a background to give a visual cue
opacity less than 100 percent, then colors stored about layer opacity, whereas 3ds Max does not
in the layer can already be less than full opacity, support this same display cue. So in 3ds Max, more
and the final opacity at any vertex is a product of attention is required of the artist to understand the
the two values. If you vertex had only 50 percent opacity of each vertex on each layer.
opacity worth of paint applied to it, and the layer is
50 percent opaque, then the vertex will appear 25 Opacity numeric entry field—Allows you to
percent opaque overall. enter an opacity amount. Range=0 (completely
transparent) to 100 (totally opaque).
Be aware that the paint opacity is different from
the vertex alpha channel. Values less than 100
percent incrementally reveal any vertex color,
alpha information, and so on, coming from vertex
Adjust Color Dialog (VertexPaint Modifier) 949
Adjust Color Dialog (VertexPaint See Red, Green, Blue / Hue, Saturation, Value (page
3–1001).
Modifier)
Preview—When on, vertex color adjustments
Select an object. > Modify panel > Modifier List >
VertexPaint > VertexPaint Paintbox > Click the Adjust are previewed interactively in shaded viewports
Color button. (provided that on the Paintbox, Vertex Color
Select an object. > Modifiers menu > Mesh Editing > Display - Unshaded or Vertex Color Display -
Vertex Paint > VertexPaint Paintbox > Click the Adjust Shaded is active). Default=on.
Color button.
Select an object. > Utilities panel > More > Assign Vertex Contrast slider—Lets you adjust the contrast of the
Colors > Click Assign to Selected > Modify panel > vertex colors.
Modifier List > VertexPaint > VertexPaint Paintbox > Click
the Adjust Color button.
Histogram and Input-Level Spinners
The Adjust Color dialog lets you adjust the color Histogram—Graphically shows the distribution of
of currently selected vertices. If there is no active colors in the vertex selection, as well as the current
shadow, gamma, and highlight input levels.
950 Chapter 8: Modifiers
The shadow, gamma, and highlight input levels the active palette is saved in the file 3dsmax.ini
can help you adjust 3ds Max viewport color to (page 1–18) so deleting the INI file causes the
better match your target hardware display (such palette to revert to the default grayscale palette.
as a game engine).
Procedures
Shadow level—Adjusts the level of shadow display.
To use the palette to choose a color:
Gamma level—Adjusts the gamma display. This
value is a gamma correction (page 3–948) value. • On the List or Swatch panel, click the color.
The color appears as the active color on the
Highlight level—Adjusts the level of highlight
VertexPaint Paintbox, in the swatch just below
display.
the Erase button.
When you adjust a level, the corresponding arrow
moves on the histogram, to indicate the current To change the color of a color swatch:
setting. (However, you can’t graphically drag the 1. Double-click the swatch.
arrows.)
A Color Selector (page 1–161) appears.
2. Use the Color Selector to change the swatch’s
color.
Apply—Click to apply the current settings to vertex
colors, without closing the dialog. This version of the Color Selector is modeless
(page 3–973), so after choosing a color you
Reset—Click to restore dialog settings to their can either close it, or leave it open to change
defaults. another swatch.
The VertexPaint modifier’s Color Palette lets you 4. When you depress the mouse button, the picker
create and maintain color palettes for use with obtains the color below the cursor. You can
vertex paints. You can save or load palettes as drag while the mouse button is depressed.
Color Clipboard (CCB) files, which are also used While you do, the color swatch in the palette
by the Color Clipboard utility (page 1–165). and the larger swatch on the Paintbox update.
Note: The Palette remembers the last palette you 5. Release the mouse to pick the color you want.
used. This is not affected by File > Reset. However,
Color Palette (VertexPaint Modifier) 951
List panel—Displays the colors in the palette, along By default, Color Clipboard files are saved in
with their names. the \images directory below the 3ds Max root
directory.
Swatch panel—Displays the colors in the active
palette. The swatch panel doesn’t list the names of Load—Displays a file open dialog that lets you
colors, but each color’s name appear as a tooltip choose a CCB palette file to load.
when the mouse is over the swatch.
View—Displays a text-editor window with the
current CCB palette file. If no CCB file has been
loaded or saved, choosing View has no effect.
The first 12 lines of a CCB file contain integer RGB
values. This part of the file is used by the Color
Clipboard utility (page 1–165) and ignored by the
Color Palette dialog. The remaining lines of the
file include floating-point RGB values and color
names.
Swatch panel showing default grayscale palette Make a selection. > Modifiers menu > Selection Modifiers
> Volume Select
Volume Select lets you use one of three gizmos will be converted to meshes to maintain backward
or another object to define a volume of space as compatibility.
the selection area, to which you can then apply
modifiers. You can move the selection over an Scaling Compatibility
object and animate it.
The Volume Select gizmo scales along with
When applied, Volume Select begins with the its object. Thus, if you apply a Volume Select
current geometry in the object’s stack, whether modifier, and then change the scale of your object
it’s a whole object or a sub-object selection (for (with the toolbar Scale function (page 1–441)) the
example, from an Edit Mesh (page 1–634) or selection doesn’t change. In other words, all three
another Volume Select modifier). transforms affect the Volume Select gizmo and its
object identically.
Procedures
To apply and use volume selection:
1. Select an object and apply the Vol. Select
modifier.
The Parameters rollout appears.
2. In the Stack Selection Level group, choose
Object, Vertex, or Face to specify the kind of
geometry you want to work with.
3. In the Select By group, choose one of the four
volume types: Box, Sphere, Cylinder, or Mesh
Top: Original mesh with select gizmo showing Object.
Bottom: Modification made after applying Volume Select If you choose Mesh Object, you should then
modifier click the None button and select an object to
use as the selection volume.
Patches
4. Choose a selection method and type (defined
As of version 4, patch objects coming up the in the following Interface section). You can
modifier stack are not converted to a mesh by change these choices as you work, depending
this modifier. A patch object input to the Volume on the particular selection you’re trying to
Select modifier retains its patch definition. Files make.
that contain patch objects with the Volume Select
5. Once the selection is complete, you can do the
modifier from previous versions of the software
following:
954 Chapter 8: Modifiers
• Apply modifiers to the selection. Center sub-object—You can translate and animate
• Transform the Volume Select gizmo at the the center, which affects rotation or scaling of the
sub-object level, changing the selection in Volume Select modifier’s gizmo.
the process. For more information on the Stack Display, see
• Combine these options. See the following Modifier Stack (page 3–760).
example.
Interface
Modifier Stack
Select By group
These controls let you define the selection
with a primitive, a mesh object, or by surface
characteristics.
Volume: Box/Sphere/Cylinder—To define the
selection space using a standard primitive-shaped
gizmo, choose one of these. You can then scale,
956 Chapter 8: Modifiers
rotate, or move the gizmo anywhere around the Material ID—Specifies a material ID. All faces or
object. vertices using the ID indicated by the spinner
value are selected.
Volume: Mesh Object—Choose this option to use
another object to define the selection space. After Sm Group—Specifies a smoothing group. All faces
choosing Mesh Object, click the button below it or vertices using the ID indicated by the spinner
(labeled "None" by default), and then select an value are selected.
object to use as the volume.
Texture Map—Specifies a texture map from the
Besides mesh objects, you can use patch objects scene. Click the map button (labeled "None"
and NURBS objects. In addition, if you turn on by default) to choose a texture map to use for
Soft Selection rollout > Use Soft Selection, you can selection. All faces or vertices using that texture
use spline objects and particle systems to define map will be selected. When using the Texture Map
the selection. This latter option is quite powerful option, you can also specify a mapping channel
because the selection changes as the particles or the vertex color channel using the Map/Vertex
move. Color radio buttons and spinner.
Mesh object button—Click this button, then select Note: You must apply mapping to the object
an object to define the selection space. You don’t below Vol. Select in its stack for the Texture Map
need to choose Mesh Object first, but you do selection to work. That is, the Vol. Select modifier
need to choose Mesh Object to use the object as must have mapping coordinates passed up the
a volume. After you select an object, its name stack so it can use a texture map for selection.
appears on the button. Note: If you set Selection Type to Window, vertices
This button is labeled "None" if no object has been will be selected if all the faces they touch use the
chosen. specified material or smoothing group. If you
set Selection Type to Crossing, vertices will be
Note: The selection depends on a volume
selected if they touch any face using the specified
intersecting the object. If a gizmo or object is material or smoothing group.
scaled down and moved inside an object, no
selection occurs because no geometry is within Alignment group
the volume of the gizmo.
These controls are generally used when the
Surface Features—Defines the selection by surface gizmo has been transformed out of its original
characteristics instead of a geometric volume. orientation to the object.
While this doesn’t have much to do with volume, it
was added because Volume Select is a procedural Fit—Resizes the gizmo to fit around the object
modifier, whereas Mesh Select (page 1–719) is or previous selection in the stack. Maintains any
explicit. Now, even if your topology changes, previous rotation.
Volume Select will consistently select the faces or Center—Recenters the gizmo on the object or
vertices using a particular material or smoothing previous selection in the stack. Maintains any
group. previous scale or rotation.
Indicate which type of surface characteristic to Reset—Returns the gizmo to its default size and
base selection on by choosing one of the following: orientation. Cancels the effect of all previous
transforms.
Wave Modifier 957
Make a selection. > Modifiers menu > Parametric Tip: To see the effect clearly, apply Wave to a
Deformers > Wave broad, flat object that has many segments.
2. Set one or both values for amplitude, or the
The Wave modifier produces a wave effect in an
vertical height of the wave in current units.
object’s geometry. You can use either of two waves,
or combine them. Wave uses a standard gizmo Amplitude 1 produces a sine wave from one
and center, which you can transform to increase edge to the other, while Amplitude 2 creates a
the possible wave effects. wave between the opposite edges. Switching
a value from positive to negative reverses the
The Wave (page 2–100) space warp has similar position of peaks and troughs.
features, and is useful for applying effects to a large
number of objects. 3. Set the length of the wave and the distance in
current units between crests of both waves.
The greater the length, the smoother and more
shallow the wave for a given amplitude.
them in the other. This effect is especially clear For more information on the stack display, see
when animated. Modifier Stack (page 3–760).
Parameters rollout
Interface Interface
Edit/Editable Poly object or Poly Select modifier > Soft Min. Size—Sets the minimum size for the paint
Selection rollout > Paint Soft Selection group > Brush gizmo.
Options button
Max. Size—Sets the maximum size for the paint
Edit/Editable Poly object > Paint Deformation rollout >
Brush Options button gizmo.
Brush strength falloff curve—This graph
The Painter Options dialog for the Skin determines how the brush weight falls off as the
modifier appears when you click the Painter distance increases from the center of the brush.
Options button. The controls on this graph are similar to those on a
loft deformation dialog (page 1–368).
This same dialog is used by the VertexPaint Additive—When on, brush strokes add to existing
modifier to control the brush envelope, use vertex weights.
pressure sensitivity, or enter mirror painting
Quick Brush Falloff Types—Set the brush falloff to
mode. The dialog is accessed through the Brush linear, smooth, slow, fast, or flat.
Options button on the floating Vertex Paintbox.
The dialog is also used by the Paint Soft Selection Display Options group
and Paint Deformation tools available for poly The options in this group determine the
objects. appearance of the paint gizmo.
Draw Ring—A ring appears as part of the paint
gizmo.
Painter Options Dialog 961
Draw Normal—A normal arrow appears as part of amount of memory set aside for weight painting.
the paint gizmo. Larger values mean faster interaction but more
memory use.
Draw Trace—Draws a trace (temporary mark) that
shows the path of the brush stroke on the surface. Update On Mouse Up—Prevents the system from
updating viewports when the mouse button is
Normal Scale—Sets the scale of the normal arrow
pressed. This can save time in your workflow.
in the paint gizmo.
Lag Rate—Determines how often the stroke
Marker—Displays a circular marker at the end of
updates the painted surface. Higher values update
the normal arrow. The value next to Marker sets
the surface less often.
the height of the marker.
Mirror group
Mirror—Turn this option on to mirror the paint
gizmo on the other side of the object. Choose an
axis from the drop-down menu. The paint gizmo
is mirrored about the selected axis in the world
coordinate system.
Offset—Offsets the mirror plane by the value you
specify.
Gizmo Size—Changes the mirror gizmo size to a
value you specify.
Misc group
Tree Depth—Determines the size of the quad tree
used for hit testing. Tree Depth relates to the
962 Chapter 8: Modifiers
Surface Modeling
Surface modeling is more free form than geometric general shape. You perform subdivision to add
(parametric) modeling. Although you can create more detail to an object, or to smooth it out.
Patch and NURBS primitives from the Create
You can create a subdivision surface by applying a
panel, more often a surface model begins when you
modifier to an object. 3ds Max supports two kinds
use the quad menu (page 3–694) or the modifier
of subdivision surfaces:
stack (page 3–760) to “collapse” a parametric
model to some form of editable surface. Once you • The HSDS modifier (page 1–701) provides
have done so, a variety of tools let you shape the hierarchical subdivision surfaces.
surface. A lot of surface modeling work is done by • The MeshSmooth modifier (page 1–722) and
editing sub-objects (page 3–1017) of the surface TurboSmooth modifier (page 1–868) provide
object. smoothing.
Both these modifiers work best as finishing tools
See also
for models.
Patch Grids (page 1–993)
The Interface (page 1–1061) for an Editable
Editable Patch Surface (page 1–968) Poly object (page 1–1022) allows you to add a
Editable Mesh Surface (page 1–996) subdivision surface to this type of object without
the use of a modifier.
Editable Poly Surface (page 1–1022)
NURBS Modeling (page 1–1078)
Soft Selection Rollout
Subdivision Surfaces (page 1–963)
Select an editable patch, editable mesh, editable poly,
Tools for Low-Polygon Modeling (page 1–1252) editable spline, an object that has an Edit Mesh, Edit
Patch, or Edit Spline modifier applied to it, or an object
that has a comparable Select modifier applied to it.
> Modify panel > Choose a sub-object level. > Soft
Selection rollout
Subdivision Surfaces
A subdivision surface is a surface that has been The Soft Selection controls allow you to partially
divided into more faces while retaining the object’s select sub-objects in the vicinity of an explicit
selection. This causes the explicit selection to
964 Chapter 9: Surface Modeling
behave as if surrounded by a "magnetic field." Selection is available for NURBS, mesh, poly,
Partially selected sub-objects within the field patch, and spline objects.
are drawn along smoothly as you transform the
sub-object selection; the effect diminishes with
distance or the “strength” of the partial selection.
This falloff is visible in the viewports as a color
gradient surrounding the selection, conforming
to the first part of the standard color spectrum:
ROYGB (red, orange, yellow, green, blue).
Red sub-objects are those you select explicitly.
The highest-value soft-selected sub-objects are
reddish-orange; they have the same selection Soft selection colors and effect on the surrounding area
value as red sub-objects, and respond the same
way to manipulation. Orange sub-objects have Interface
a slightly lower selection value, and respond
to manipulation a bit less strongly than do red
and reddish-orange vertices. Yellow-orange
sub-objects have an even lower selection value,
and then yellow, green-yellow, and so on. Blue
sub-objects are effectively unselected and don’t
respond to manipulation, except as required by
neighboring soft-selected sub-objects.
Normally, you designate a soft selection
procedurally, by setting parameters and then
selecting sub-objects. You can also “paint” a soft
selection explicitly on poly objects. See Paint Soft
Selection group (page 1–966).
By default, the soft-selection region is spherical
without regard to geometric structure.
Alternatively, you can use the Edge Distance option
to limit the selection to vertices in contiguous
faces.
If a sub-object selection is passed up the modifier Use Soft Selection—Affects the action of Move,
stack, and Use Soft Selection is on, the results of Rotate, and Scale functions at sub-object levels
modifiers that deform the object, such as Bend of the editable object or Edit modifier, as well as
and XForm, are affected by the Soft Selection the action of deformation modifiers applied to
parameter values. the object if they are operating on a sub-object
The controls in this dialog let you modify Soft selection (the latter also applies to the Select
Selection parameters. All sub-object levels share modifiers). When on, the software applies a spline
the same Soft Selection parameter values. Soft curve deformation to the unselected sub-objects
surrounding the selection you transform. To
Soft Selection Rollout 965
take effect, this check box must be on before color (normally blue). In addition, this gradient
transforming or modifying the selection. is updated in real time as you change the Falloff
setting.
Edge Distance—When on, limits the soft-selection
region to the specified number of edges between Note: If Edge Distance is on, the Edge Distance
where you select and the maximum extent of the setting limits the maximum falloff amount.
soft selection. The affected region is measured in Pinch—Raises and lowers the top point of the
terms of "edge-distance" space, along the surface, curve along the vertical axis. Sets the relative
rather than real space. "pointedness" of the region. When negative, a
This option is useful in cases where you want to crater is produced instead of a point. At a setting
select only contiguous sections of geometry. For of 0, Pinch produces a smooth transition across
example, if a bird’s wing is folded back against its this axis. Default=0.
body, selecting the wing tip with Soft Selection Bubble—Expands and contracts the curve along
would affect body vertices as well. But if you turn the vertical axis. Sets the relative "fullness" of
on Edge Distance, set the numeric value to the the region. Limited by Pinch, which sets a fixed
distance (in edges) along the wing that you wish to starting point for Bubble. A setting of 0 for Pinch
affect, and then set Falloff to an appropriate value, and 1.0 for Bubble produces the smoothest bulge.
selecting and then moving the wing tip would Negative values for Bubble move the bottom of the
move only the wing geometry. curve below the surface, creating a "valley" around
Affect Backfacing—When on, deselected faces the base of the region. Default=0.
whose normals face in the opposite direction to (soft selection curve)—Graphically displays how
the average normal of the selected sub-objects are Soft Selection will work. You can experiment with
affected by the soft-selection influence. In the case a curve setting, undo it, and try another setting
of vertices and edges, this applies to the normals with the same selection.
of faces to which they’re attached. Turn off Affect
Backfacing when you want to manipulate faces of Shaded Face Toggle—Displays a color gradient
a thin object, such as a thin box, but don’t want to corresponding to the soft selection weights on
affect faces on the other side of the object. faces within the soft selection range. Available
only when editing patch and poly objects.
Note: Affect Backfacing is not available when
editing splines. If the Vertex Color display property of an editable
poly or editable patch object is off, clicking the
Falloff—Distance in current units from the center
Shaded Face Toggle button will turn on Soft
to the edge of a sphere defining the affected region.
Selection Color shading. If the object already has
Use higher falloff settings to achieve more gradual
an active Vertex Color setting, clicking the Shaded
slopes, depending on the scale of your geometry.
Face Toggle overrides the previous setting and
Default=20.
changes it to Soft Selection Color.
Note: The region specified by the Falloff setting
Note: Use the Undo command if you do not want
is depicted graphically in the viewports as a
to change your vertex color shading properties.
color gradient in vertices and/or edges (or, with
editable polys and patches, optionally in faces). Lock Soft Selection—Locks the soft selection
The gradient ranges from the selection color in order to prevent changes to the procedural
(normally red) to the non-selected sub-object selection.
966 Chapter 9: Surface Modeling
Using Paint Soft Selection (see following) turns on Selection Value—The maximum relative selection
Lock Soft Selection automatically. If you turn it off of the painted or reverted soft selection. The
after using Paint Soft Selection, the painted soft values of surrounding vertices within the brush
selection is lost. You can restore it with Undo. radius fall off towards a value of 0. Default=1.0.
Brush Size—The radius of the circular brush used
Paint Soft Selection group
for painting the selection.
Brush Strength—The rate at which painting a
soft selection sets the painted sub-objects to the
maximum value. A high Strength value reaches
the full value quickly, while a low value requires
repeated applications to reach full value.
Brush Options—Opens the Painter Options dialog
(page 1–960), with settings for brush-related
properties.
Paint Soft Selection lets you specify a soft selection Collapse Utility
explicitly by dragging the mouse over the selection. Utilities panel > Utilities rollout > Collapse button
The Paint Soft Selection functionality is available
at sub-object levels with Editable Poly objects, Menu bar > Modify > Collapse
as well as with objects with the Edit Poly or Poly
Select modifier applied. You can work in one of The Collapse utility lets you combine the stack
three painting modes: Paint, Revert, and Blur. operations of one or more selected objects into
an Editable Mesh (page 1–996) or the stack result,
Tip: You can streamline the painting process by
and, optionally, perform a Boolean (page 1–338)
using the Brush Presets tools (page 3–690).
operation on them at the same time.
Paint—Lets you paint a soft selection on the
Important: You can’t undo the results of using the
active object using the current settings. Drag the
Collapse utility. Before you use it, save a copy of your
mouse cursor over the object surface to paint the
work file, or use Hold (page 1–95).
selection.
Note: You can also collapse an object’s stack from
Blur—Lets you paint to soften the outlines of an the modifier stack right-click menu (page 3–766),
existing painted soft selection. and convert a selection to editable surfaces (page
Revert—Lets you paint to reverse a soft selection 1–963) with the transform quadrant of the quad
on the active object using the current settings. menu (page 3–694). These changes are undoable.
Drag the mouse cursor over the object surface to
reverse the selection. Procedures
Note: Revert affects only a painted soft selection, To collapse the stack of an object into an editable
mesh:
not a soft selection made by normal means. Also,
Revert uses only the Brush Size and Brush Strength 1. On the Utilities panel, click the Collapse button.
settings, not the Selection Value setting.
Collapse Utility 967
2. Select the object or objects that you want to 4. On the Collapse rollout, set Output Type to
collapse. Mesh, if necessary.
3. Click the Collapse Selected button. 5. In the Collapse To group, choose Single Object.
All modifiers are removed from the modifier 6. Turn on Boolean, and then choose Subtraction.
stack and the object becomes an editable mesh. 7. Click the Collapse Selected button.
To collapse the stack of an object into an editable All objects you selected after Main, the first
surface other than mesh: object, are subtracted from Main.
1. On the Utilities panel, click the Collapse button.
Interface
2. On the Collapse rollout, set Output Type to
Modifier Stack Result.
3. Select the object or objects that you want to
collapse.
4. Apply a modifier that outputs the desired
ultimate surface type, such as Turn To Poly
(page 1–874) or Turn To Patch (page 1–873).
5. Click the Collapse Selected button.
All modifiers are removed from the modifier
stack and the object becomes an editable
surface of the type indicated by the modifier.
The output of the Surface modifier (page 1–842) is a • Turn on Reorient before attaching the object.
patch surface. If you are modeling with splines and The object is both attached and moved to align
are using the Surface modifier to generate a patch with the patch object. The pivot of the attached
surface from the spline cage, you can use an Edit object matches the pivot of the Edit Patch
Patch modifier (page 1–638) for further modeling. object.
Edit Modifiers and Editable Objects (page 1–506) The detached surface remains in place if you
chose not to reorient it. It is deselected and
Modifying at the Sub-Object Level (page 1–506) assigned a different color.
Modifier Stack Controls (page 3–760)
To copy a patch surface:
• Shift +drag one or more patches. Create or select an object > Right-click the object >
Transform (lower-right) quadrant of the quad menu >
• Shift +extrude one or more patches. Convert To: > Convert to Editable Patch > Selection
rollout
• Shift +extrude one or more edges.
• Shift +drag an element. The Selection rollout provides buttons for
selecting the sub-object level, working with named
Interface selections, display and filter settings, and displays
information about selected entities.
Selection rollout
For information about these settings, see Selection Editable Patch has five levels of sub-object editing:
Rollout (Editable Patch) (page 1–971). Vertex, Handle, Edge, Patch, and Element. The
selection you make at each level appears in the
Soft Selection rollout viewport as a component of the patch object. Each
level maintains its own sub-object selection. When
For information on the Soft Selection rollout you return to a level, the selection reappears.
settings, see Soft Selection Rollout (page 1–963).
Clicking a sub-object level button here is the same
Geometry and Surface Properties rollouts as clicking a sub-object type in the Modifier Stack
rollout. Click the button again to turn it off and
The Geometry rollout (page 1–986) provides
return to the object selection level.
functions for editing a patch object and its
sub-objects, and the Surface Properties controls let
you modify the object’s rendering characteristics.
For detailed information on sub-object-specific
controls, select any of the links below:
Editable Patch (Object) (page 1–974)
Editable Patch (Vertex) (page 1–975)
Editable Patch (Handle) (page 1–979)
Editable Patch (Edge) (page 1–980)
Editable Patch (Patch) (page 1–981)
972 Chapter 9: Surface Modeling
Vector handles appear as small green squares These functions work with named sub-object
around selected vertices. Also, with certain objects selection sets. To create a named sub-object
you may see interior vertices represented as yellow selection, make the selection, and then enter
squares. a name in the Named Selection Sets field on
the toolbar. For more information, see Named
Handle—Lets you select vector handles Selection Sets (page 1–83).
associated with each vertex. This level lets you Copy—Places a named sub-object selection into
manipulate the handles without needing to deal the copy buffer. After clicking this button, choose
with vertices. the named sub-object selection from the Copy
A Transform gizmo or axis tripod appears at the Named Selection dialog that appears.
geometric center of the selected handles. Paste—Pastes the named sub-object selection from
At this level, vector handles appear as small green the copy buffer.
squares around all vertices. Also, with certain
Selection Rollout (Editable Patch) 973
You can use Copy and Paste to copy sub-object Note: The state of the Backface Cull setting in the
selections between different objects. Display panel does not affect sub-object selection.
Thus, if Ignore Backfacing is off, you can still select
Filter group sub-objects, even if you can’t see them.
These two check boxes, available only at the Vertex Shrink—Reduces the sub-object selection area
sub-object level, let you select and transform by deselecting the outermost sub-objects. If
vertices, vectors (handles on the vertices), or both. the selection size can no longer be reduced, the
When a check box is turned off, you can’t select the remaining sub-objects are deselected. Unavailable
corresponding element type. Thus, for example, if at the Handle sub-object level.
you turn off Vertices, you can manipulate vectors
Grow—Expands the selection area outward in all
without accidentally moving a vertex.
available directions. Unavailable at the Handle
Tip: For easier editing of vectors only, use the sub-object level.
Handle sub-object level (page 1–979).
Ring—Expands an edge selection by selecting all
You can’t turn off both check boxes. When you edges parallel to the selected edges. Available only
turn off either check box, the other one becomes at the Edge sub-object level.
unavailable. At that point, you can manipulate the
element corresponding to the check box that’s on, Loop—Expands the selection as far as possible, in
but you can’t turn it off. alignment with selected edges. Available only at
the Edge sub-object level.
Vertices—When on, you can select and move
vertices. Select Open Edges—Selects all edges that are used
by only one patch. Available only at the Edge
Vectors—When on, you can select and move sub-object level.
vectors.
You can use this to troubleshoot a surface; open
Lock Handles—Affects only Corner vertices. Locks edges will be highlighted.
the tangent vectors together so that when you
move one, you move them all. Available only at the Selection Information—At the bottom of
Vertex sub-object level. the Selection rollout is a text display giving
information about the current selection. If
By Vertex—When you click a vertex, any handles, multiple sub-objects are selected, or none is
edges, or patches that use that vertex, depending selected, the text gives the number and type
on the current sub-object level, are selected. selected. If one sub-object is selected, the text gives
Available only at the Handle, Edge, and Patch the identification number and type of the selected
sub-object levels. item.
This also works with Region Select.
Ignore Backfacing—When on, selection of
sub-objects selects only those sub-objects whose
normals are visible in the viewport. When off
(the default), selection includes all sub-objects,
regardless of the direction of their normals. Use
this on a complex patch model where you want to
select only visible patches.
974 Chapter 9: Surface Modeling
Geometry rollout
Editable Patch (Object)
Select an editable patch > Modify panel > Editable patch
(not a sub-object level) selected in the modifier stack
Interface
Selection rollout
For information on these settings, see Editable
Patch Surface (page 1–968).
Editable Patch (Vertex) 975
A patch box with Relax off (left), and Relax Value=1.0, with 1, 2,
and 3 iterations (left to right)
The Relax Mesh controls on the Surface Properties Select an editable patch > Modify panel > Selection
rollout > Vertex button
rollout change the apparent surface tension by
moving vertices closer to, or away from, their Select an editable patch > Right-click the patch > Tools
1 (upper-left) quadrant of the quad menu > Sub-objects
neighbors. The typical result is that the object gets > Vertex
smoother and a little smaller as the vertices move
toward an averaged center point. You can see the At the Editable Patch (Vertex) level, you can select
most pronounced effects on objects with sharp single and multiple vertices and move them using
corners and edges. standard methods. You can also move and rotate
Relax—Turns on the relax function for renderings. vector handles (page 3–1029), thus affecting the
shapes of any patches connected to the vertex.
Relax V iewports—Turns on the relax function for
viewports. Procedures
Relax Value—Sets the distance a vertex moves as a To transform either vertices or vectors:
percentage of the distance between a vertex and 1. At Patch (Vertex) level, with Selection rollout >
the average location of its neighbors. Range=-1.0 Filter group > Vertices turned on, select vertices
to 1.0. Default=0.5. in the patch object you want to transform.
Iterations—Sets how many times Relax is repeated. Vertices and their vectors both appear.
Each iteration recalculates average vertex locations
2. Turn off one of the filters, leaving the other on,
based on the result of the previous iteration.
and choose a transform.
Default=1.
A transform cursor appears when you move
Keep Boundary Points Fixed—Vertices at the edge
onto a vertex or vector in the selection set.
of open patches do not relax. Default=on. You can toggle between filters to alternatively
Save Outer Corners—Preserves the original transform either component.
positions of vertices farthest away from the object
center. To switch vertex types:
1. Right-click a patch vertex.
976 Chapter 9: Surface Modeling
Interface
Selection rollout
For information on the controls in this rollout, see
Selection Rollout (Editable Patch) (page 1–971).
Welding vertices
Interface
Editable Patch (Edge) Selection rollout
Select an editable patch > Modify panel > Expand the Select Open Edges—Selects all edges that are used
editable patch in the stack display > Edge sub-object level by only one patch. You can use this to troubleshoot
Select an editable patch > Modify panel > Selection a surface; open edges will be highlighted.
rollout > Edge button
For information on the other controls in this
Select an editable patch > Right-click the patch > Tools 1 rollout, see Selection Rollout (Editable Patch) (page
(upper-left) quadrant of the quad menu > Sub-objects >
Edge 1–971).
Procedure
To unlock interior edges:
When you move an outer or boundary edge of
a patch, the adjacent interior edges are normally
“locked” so that they move in parallel with the
boundary edge. This is often useful, because it
provides a uniform transition across the patch.
This default is known as Auto Interior.
• At Patch level (page 1–981), you can change
the default on a patch-by-patch basis by
right-clicking a patch and choosing Manual
Interior from the Tools 1 (upper-left) quadrant
of the quad menu. Thereafter, when you move a
boundary edge, interior edges are affected in a
nonlinear way. The interior edges are no longer
locked to the boundary edge.
Warning: If you return a patch to the default,
changes caused by Manual Interior are lost.
Editable Patch (Patch) 981
Geometry rollout
Editable Patch (Patch)
Select an editable patch > Modify panel > Expand the
editable patch in the stack display > Patch sub-object
level
Geometry rollout
Interface
Selection rollout
For information on the controls in this rollout, see
Selection Rollout (Editable Patch) (page 1–971).
Surface Properties rollout Flip Normal Mode—Flips the normal of any patch
you click. To exit, click this button again or
right-click anywhere in the program interface.
Tip: The best way to use Flip Normal Mode
is to set up your viewport to display with
Smooth+Highlight and Edged Faces on. If you use
Flip Normal Mode with default settings, you’ll be
able to flip a patch away from you, but you won’t be
able to flip it back. For best results, turn off Ignore
Backfacing in the Selection rollout. This lets you
click any patch and flip the direction of its normal,
regardless of its current direction.
Material group
These controls let you use multi/sub-object
materials (page 2–1594) with patches.
Set ID—Lets you assign a particular material ID
(page 3–969) number to selected patches for
use with multi/sub-object materials and other
applications. Use the spinner or enter the number
from the keyboard. The total number of available
IDs is 65,535.
Select ID—Selects patches or elements
corresponding to the Material ID specified in
the adjacent ID field. Type or use the spinner to
specify an ID, then click the Select ID button.
[Select By Name]—This drop-down list shows
the names of sub-materials if an object has a
These controls let you work with patch normals,
Multi/Sub-Object material assigned to it. Click the
material IDs, smoothing groups and vertex colors.
drop arrow and choose a sub-material from the
Normals group list. The patches or elements that are assigned that
material are selected. If an object does not have
Flip—Reverses the direction of the surface normals a Multi/Sub-Object material assigned, the name
of the selected patches. list is unavailable. Likewise, if multiple objects
Unify—Flips the normals of an object so that they are selected that have an Edit Patch, Edit Spline,
all point in the same direction, usually outward. or Edit Mesh modifier applied, the name list is
This is useful for setting an object’s patches inactive.
to appropriate orientations, thus eliminating Note: Sub-material names are those specified in the
apparent holes in the object surface. Name column on the material’s Multi/Sub-Object
Basic Parameters rollout; these are not created by
984 Chapter 9: Surface Modeling
default, and must be specified separately from any The spinner value is a percentage; zero is
material names. completely transparent and 100 is completely
opaque.
Clear Selection—When on, choosing a new ID or
material name deselects any previously selected
patches or elements. When off, selections are
cumulative, so new ID or sub-material name Editable Patch (Element)
selections add to the existing selection set of Select an editable patch > Modify panel > Expand the
patches or elements. Default=on. editable patch in the stack display > Element sub-object
level
Smoothing Groups group Select an editable patch > Modify panel > Selection
rollout > Element button
Use these controls to assign selected patches to
Select an editable patch > Right-click the patch > Tools 1
different smoothing groups (page 3–1013), and to (upper-left) quadrant of the quad menu > Sub-objects >
select patches by smoothing group. Element
Subdivision group (Vertex, Edge, Patch, and Subdivide (Edge, Patch, and Element levels
Element levels only) only)—Subdivides the selected sub-objects.
Bind (Vertex level only)—Lets you create a seamless, • Propagate—When on, extends the subdivision
gapless connection between two patch edges to neighboring patches. Propagating the
that have unequal numbers of vertices. The two subdivisions along all contiguous patches
patches must belong to the same object, and the prevents patch cracks where you have attached
vertex need not be selected first. Click Bind, then patches together.
drag a line from an edge-based vertex (not a
corner vertex) to the edge you want to bind it to. Topology group
The cursor turns into a white cross when over a Add Tri / Add Quad (Edge level only)—You can add
legal edge. Tri and Quad patches to any open edge of an
object. On closed objects such as spheres, you can
delete one or more existing patches to create open
edges, and then add new patches.
The new patches adapt to the existing geometry.
For example, when you add a patch to a curved
edge, the new patch follows that curve and
seamlessly extends it.
When you attach an object, the materials of the Delete (Vertex, Edge, Patch, and Element levels
two objects are combined in the following way: only)—Deletes the selected sub-objects.
• If the object being attached does not have a Warning: Delete vertices or edges with caution.
material assigned, it inherits the material of the Deleting a vertex or edge also deletes the patches that
object it is being attached to. share them. For example, if you delete the single vertex
• Likewise if the object you’re attaching to doesn’t at the top of a spherical patch, the top four patches are
also deleted.
have a material, it inherits the material of the
object being attached. Break (Vertex and Edge levels only)—For vertices,
• If both objects have materials, the resulting new breaks a vertex into multiple vertices. Use this
material is a multi/sub-object material (page if you need to split open an edge to add another
2–1594) that encompasses the input materials. patch or for general modeling operations. Select
A dialog appears offering three methods of a vertex, and then click Break. After the break,
combining the objects’ materials and material select the individual vertices and move them to
IDs. For more information, see Attach Options separate the edges.
Dialog (page 1–1018). For edges, splits an edge. Use this if you need
Attach remains active in all sub-object modes, but to split open an edge for general modeling
always applies to objects. operations. Select one or more edges, and then
click Break. After the break, move the handles of
adjacent vertices to create a gap in the patch.
Hide (Vertex, Edge, Patch, and Element levels
only)—Hides the selected sub-objects. For vertices
and edges, Hide also hides the patches that are
attached to them.
Note: At least one patch in the object must remain
visible.
Unhide All—Restores any hidden sub-objects to
visibility.
When the mouse cursor is over a selected patch or Outlining (Patch and Element levels only)—This
element, it changes to an Extrude cursor. spinner lets you scale selected patches or elements
bigger or smaller, depending on whether the value
Bevel (Patch and Element levels only)—Click this
is positive or negative. It is normally used after an
button, and then drag any patch or element to extrusion for beveling the extruded patches.
extrude it interactively, then click and release
the mouse button, and drag again to bevel the Normal—If Normal is set to Local (the default),
extrusion. Hold down the Shift key during this extrusion takes place along the normal of each
operation to create a new element. selected edge, patch, or individual patch in an
element. If normal is set to Group, extrusion
When the mouse cursor is over a selected element, takes place along the averaged normal of each
it changes to a Bevel cursor. contiguous group in a selection. If you extrude
multiples of such groups, each group moves along
its own averaged normal.
Bevel Smoothing (Patch and Element levels
only)—These settings let you set the shape of
Geometry Rollout (Patch) 991
the intersection between the surface created Paste—Pastes orientation information from the
by a beveling operation and the neighboring copy buffer to a vertex handle. If Paste Length is
patches. The shapes are determined by the handle on, it also pastes the length of the copied handle.
configurations of vertices at the intersections.
When you click Paste, the software displays all
Start refers to the intersection between the sides
handles on the selected object. When the mouse
and the patches surrounding the beveled patch.
cursor is over a handle end, the cursor image
Finish refers to the intersection between the sides
changes to the one shown below. Click a handle
and the beveled patch or patches. The following
end to paste the information from the buffer to the
settings are available for each:
handle. You can continue clicking other handle
• Smooth—Vertex handles are set so the angles ends to paste the information repeatedly. To exit
between the new patches and their neighbors Paste mode, right-click in the viewport or click the
are relatively small. Paste button.
• Linear—Vertex handles are set to create linear
transitions.
• None—Vertex handles are not modified.
Copy Length / Paste Length—When on and you
Warning: Set Bevel Smoothing before the bevel is use Copy, the length of the handle is also copied.
performed; changing the setting has no effect on When on and you use Paste, the length of the
existing beveled patches. originally copied handle is pasted as well as its
orientation. When off, only the orientation is
Tangent group (Vertex and Handle levels only) copied or pasted.
These controls let you copy orientation, and
optionally length, between handles on the same Surface group
object, or on different objects applied with View Steps—Controls the grid resolution of the
instances of the same Edit Patch modifier. The tool patch model surface as depicted in the viewports.
doesn’t support copying handles from one patch Range=0 to 100. Default=5.
object to another, or between spline and patch
Render Steps—Controls the grid resolution of the
objects.
patch model surface when rendered. Range=0 to
Copy—Copies a patch handle’s transform settings 100. Default=5.
to a copy buffer.
When you click Copy, 3ds Max displays all handles
on the selected object. When the mouse cursor is
over a handle end, the cursor image changes to the
one shown below. Click a handle end to copy its
direction and length to the paste buffer; this also
exits Copy mode.
992 Chapter 9: Surface Modeling
A patch sphere with Use True Patch Normals off (left) and on
(right).
Miscellaneous group
Create Shape (Edge level only)—Creates splines
based on the selected edges. If no edges are
selected, then splines are created for all the patch
edges. 3ds Max prompts you for a name: type in a
Original mesh display of model (top) and with increased steps
name for the new shape object, and then click OK.
(bottom)
Each patch edge forms an individual spline. You
Show Interior Edges—Enables the display of the
can use this to create a spline cage based on
patch object’s interior edges in wireframe views.
patch edges. This is useful for spline modeling or
When off, only the object’s outline is visible. Turn
working with surface tools.
on to simplify the display for faster feedback.
Patch Smooth—At the sub-object level, adjusts
Use True Patch Normals—Determines how the
the tangent handles of the vertices of selected
software smoothes the edges between patches.
sub-objects to smooth the surface of the patch
Default=off.
object. At the object level, adjusts all tangent
When the check box is off, the software computes handles to smooth the surface.
the surface normals from the smoothing groups
Patch Smooth sets the handles to absolute
of the mesh object to which the patch object is
positions based on the patch object geometry;
converted before rendering. These normals are not
repeated applications have no effect.
accurate, especially with a low View/Render Steps
setting. When the check box is on, the software
computes true patch normals directly from the
Patch Grids 993
A patch tube before smoothing (left) and after using Patch Editable Patches
Smooth (right)
You can convert a basic patch grid to an editable
patch object (page 1–968). The editable patch has a
variety of controls that let you directly manipulate
it and its sub-objects. For example, at the Vertex
Patch Grids sub-object level, you can move vertices or adjust
their Bezier handles. Editable patches let you
Create panel > Geometry > Patch Grids create surfaces that are less regular, more free-form
Create menu > Patch Grids
than the basic, rectangular patches.
When you convert a patch to an editable patch,
You can create two kinds of patch surfaces in grid you lose the ability to adjust or animate its creation
form: Quad Patch and Tri Patch. Patch grids begin parameters.
as flat plane objects but can be modified into
arbitrary 3D surfaces by either using an Edit Patch See also
modifier or collapsing the grid’s modifier stack
Edit Modifiers and Editable Objects (page 1–506)
down to an Editable Patch in the Modify panel.
Modifying at the Sub-Object Level (page 1–506)
Patch grids provide convenient "building material"
for custom surfaces and objects, or for adding Modifier Stack Controls (page 3–760)
patch surfaces to existing patch objects.
Procedure
You can animate the surface of a Patch object using
various modifiers such as the Flex and Morph To create a patch grid:
modifiers. Control vertices and tangent handles of 1. On the Create panel > Geometry > Patch Grids
a patch surface can be animated with an Editable > Object Type rollout, click either Quad Patch
Patch modifier. or Tri Patch.
2. Drag over any viewport to create a patch.
Surface Tools
The output of the Surface modifier (page 1–842)
is a Patch object. Patch objects offer a flexible
alternative to mesh and NURBS modeling and
animation.
994 Chapter 9: Surface Modeling
Interface Procedures
To create a patch grid:
1. On the Create panel > Geometry > Patch Grids
> Object Type rollout, click either Quad Patch
or Tri Patch.
AutoGrid—Uses surface normals as a plane to 2. Drag over any viewport to define a length and
create patches. Click a patch type and then click width for the patch.
and drag the cursor over a face in the viewports.
To edit a Quad Patch:
Detailed information about the two patch grid
types is available in these topics: 1. Select a Quad Patch.
Quad Patch (page 1–994) 2. On the Modify panel, right-click Quad Patch in
stack view and choose Editable Patch.
Tri Patch (page 1–995)
The Quad Patch collapses to an Editable Patch.
3. On the Editable Patch Selection rollout, click
Quad Patch Vertex.
4. In any viewport, select a vertex on the patch
Create panel > Geometry > Patch Grids > Quad Patch
object, and move the vertex to change the
Create menu > Patch Grids > Quad Patch surface topology.
Vertices and vectors can be animated with an
Quad Patch creates a flat grid with a default of 36
Editable Patch modifier.
visible rectangular facets. A hidden line divides
each facet into two triangular faces for a total of At the sub-object Edge level, you can add patches
72 faces. along any edge. You can create complex patch
models beginning from a single patch.
Quad Patch
Tri Patch 995
Tri Patch
Create panel > Geometry > Patch Grids > Tri Patch
Length, Width—Sets the grid dimensions in current 1. On the Create panel > Geometry > Patch Grids
units. > Object Type rollout, click Tri Patch.
996 Chapter 9: Surface Modeling
2. Drag over any viewport to create the patch. Keyboard Entry rollout
X/Y/Z—Sets the patch center.
To edit a Tri Patch:
1. Select a Tri Patch. Length—Sets the patch length.
4. In any viewport, select a vertex on the patch Length, Width—Sets dimensions of grid in current
object and move the vertex to change the units.
surface topology. Generate Mapping Coordinates—Creates map
You can animate vertices and vectors with an coordinates for applying mapped materials.
Editable Patch modifier. Default=off.
Interface
Meshes
Create or select an object. > Quad menu > Transform
quadrant > Convert To: submenu > Editable Mesh
Result while in sub-object level, you can see the Edit Geometry rollout
original sub-object selection as a yellow mesh,
The Edit Geometry rollout (page 1–1011) provides
the final object as a white mesh, and the original
various controls for editing an editable mesh object
editable mesh as an orange mesh.
and its sub-objects. For information specific to the
different sub-object levels, click any of the links
Selection rollout
below:
See Selection Rollout (Editable Mesh) (page 1–999).
Editable Mesh (Object) (page 1–1001)
Named Selections Editable Mesh (Vertex) (page 1–1003)
Copy—Places a named selection into the copy Editable Mesh (Edge) (page 1–1006)
buffer.
Editable Mesh (Face/Polygon/Element) (page
Paste—Pastes a named selection from the copy 1–1009)
buffer.
For more information, see Named Selection Sets
(page 1–67). Working with Mesh Sub-Objects
This topic describes how to work with sub-object
Selection Information selections when you are editing an Editable Mesh
At the bottom of the Selection rollout is a (page 1–996).
text display giving information about the
current selection. If no objects or more than See also
one sub-object are selected, the text gives the Edit Modifiers and Editable Objects (page 1–506)
number of objects and the type selected. If a
single sub-object is selected, the text gives its Modifying at the Sub-Object Level (page 1–506)
identification number and type. Modifier Stack Controls (page 3–760)
Note: When the current sub-object level is Polygon
Editable Mesh (page 3–932)
or Element, selection information is given in faces.
Editable Poly (page 3–933)
Soft Selection rollout
Selecting and Transforming
Soft Selection controls affect the action of
sub-object Move, Rotate, and Scale functions. In selecting and transforming sub-object
When these are on, 3ds Max applies a spline curve geometry, you use standard techniques:
deformation to unselected vertices surrounding • Clicking any vertex, edge, or
the transformed selected sub-object. This provides face/polygon/element selects it.
a magnet-like effect with a sphere of influence
• Holding down Ctrl lets you add to or subtract
around the transformation.
from the selection with single clicks.
For more information, see Soft Selection Rollout
• Holding down Alt lets you a subtract from
(page 1–963).
the selection with single clicks, or with
Window/Crossing selections.
Selection Rollout (Editable Mesh) 999
• Beginning a selection outside the object starts a • If you choose Clone To Element, the selection
region selection. Holding down Ctrl during is cloned in its new position and remains part
region selection lets you add to the selection. of the original object.
Once you’ve made a sub-object selection, you can
Animating Sub-Object Geometry
use the Spacebar to lock the selection while
you’re working with it. When you work with an editable mesh, you can
directly transform and animate a sub-object
Using Sub-Object Selection selection. In effect, the selection works like any
other object.
With either an editable mesh (or Edit Mesh
modifier) or a Mesh Select modifier, you can
store three separate sub-object selections: one
for each selection level (vertex, face, and edge).
Selection Rollout (Editable Mesh)
These selection sets are saved with the file. With The Selection rollout provides buttons for turning
sub-object selections, you have these options: different sub-object levels on and off, working with
• Choose one of the selection sets to pass named selections and handles, display settings,
geometry up the stack to other modifiers. Only and information about selected entities.
one selection set is active at a time. When you first access the Modify panel with
• Change to one of the other selection sets at any an editable mesh selected, you’re at the Object
time. level, with access to several functions available as
described in Editable Mesh (Object) (page 1–1001).
• Use named selection sets (page 1–83) for
You can toggle the various sub-object levels, and
sub-object geometry you want to reuse.
access relevant functions by clicking the buttons at
In modeling a head, for example, you might the top of the Selection rollout.
have a number of different vertex selections for
forehead, nose, and chin. Such selections can Clicking a button here is the same as selecting
be difficult to re-create, so named sets give you a sub-object type in the Modifier Stack display.
easy access to the original selection when you Click the button again to turn it off and return to
want to rework a particular area. the Object selection level.
The Selection rollout also allows you to display
Cloning Sub-Object Geometry and scale vertex or face normals (page 3–980)
Using Shift +transform with a selection of
vertices or faces displays the Clone Part Of Mesh
dialog. This lets you determine whether you want
to "Clone To Object" or "Clone To Element." Click
the desired option, optionally giving the cloned
object a new name, then click OK.
• If you choose Clone To Object, the cloned copy
becomes a plain mesh object, entirely separate
from the original object. The new object is
given the name in the field to the right of the
Clone To Object radio button.
1000 Chapter 9: Surface Modeling
You remain in Target Weld mode, and can For more information, see Soft Selection Rollout
continue to weld pairs of vertices. (page 1–963).
6. Exit Target mode by right-clicking in the
active viewport or clicking the Target button
again.
These controls let you set the weight and color for
vertices.
Weight—Displays and lets you change vertex
weights for NURMS operations (see MeshSmooth
Modifier (page 1–722)).
Select Vertices By group At the Editable Mesh (Edge) sub-object level, you
can select single and multiple edges and transform
Color/Illumination—These radio buttons let you
them using standard methods.
choose to select vertices by vertex color value or
vertex illumination value. Set the desired options
and then click Select.
See also
Editable Mesh Surface (page 1–996)
Color Swatch—Displays the current color to match.
Click to open the Color Selector, where you can
Procedure
specify a different color.
To create a shape from one or more edges:
Select—Depending on which radio button is
1. Select the edges you want to make into shapes.
selected, selects all vertices whose vertex color or
illumination values either match the color swatch, 2. On the Edit Geometry rollout, click Create
or are within the range specified by the RGB Shape From Edges.
spinners. 3. Make changes, as needed, on the Create Shape
Range—Specifies a range for the color match. dialog that appears.
All three RGB values in the vertex color or • Enter a curve name or keep the default.
illumination color must either match the color
• Choose Smooth or Linear as the Shape Type.
specified by the Color swatch in Select By Vertex
Color, or be within a range determined by adding • Turn on Ignore Hidden Edges to exclude
and subtracting the Range values from the hidden edges from the calculation, or turn
displayed color. Default=10. this feature off.
4. Click OK.
For example, if you’ve chosen Color and set the
color swatch to medium gray (R=G=B=128), and The resulting shape consists of one or more
are using the default Range values of 10,10,10, splines whose vertices are coincident with the
then clicking the Select button selects only vertices vertices in the selected edges. The Smooth
set to RGB color values between 118,118,118 and option results in vertices using smooth values,
138,138,138. while the Linear option results in linear splines
with corner vertices.
When you region-select edges, all edges are
Editable Mesh (Edge) highlighted, including hidden edges, which
are displayed as dashed lines. As a default,
Select an editable mesh object. > Modify panel >
Selection rollout > Edge the Create Shape function ignores the hidden
edges, even though they’re selected. Turn off
Select an editable mesh object. > Modify panel > Modifier Ignore Hidden Edges if you want to include the
Stack display > Editable Mesh rollout > Edge
hidden edges in the calculation.
Select an editable mesh object. > Quad menu > Tools 1
quadrant > Edge If the selected edges are not continuous, or if
they branch, the resulting shape will consist
An edge is a line, visible or invisible, forming the of more than one spline. When the Create
side of a face and connecting two vertices. Two Shape function runs into a branching ’Y’ in
faces can share a single edge. the edges, it makes an arbitrary decision as to
which edge produces which spline. If you need
Editable Mesh (Edge) 1007
Interface
Selection rollout
Top: Original object
See Editable Mesh (page 1–998) for information on
Bottom: Object with edges selected the Selection rollout settings.
See also
Editable Mesh Surface (page 1–996)
Interface
Selection rollout
For information on the Selection rollout settings,
see Editable Mesh (page 1–998).
Surface Properties rollout used to create the objects. Use this function to
correct them.
Flip Normal Mode—Flips the normal of any face you
click. To exit, click this button again or right-click
anywhere in the program interface.
Tip: The best way to use Flip Normal mode
is to set up your viewport to display with
Smooth+Highlight and Edged Faces on. If you use
Flip Normal mode with default settings, you’ll be
able to flip a face away from you, but you won’t be
able to flip it back. For best results, turn off Ignore
Backfacing in the Selection rollout. This lets you
click any face and flip the direction of its normal,
regardless of its current direction.
Material group
Set ID—Lets you assign a particular material ID
(page 3–969) number to selected sub-objects for
use with multi/sub-object materials (page 2–1594)
and other applications. Use the spinner or enter
the number from the keyboard. The total number
of available IDs is 65,535.
Select ID—Selects sub-objects corresponding to
the Material ID specified in the adjacent ID field.
Type or use the spinner to specify an ID, then click
the Select ID button.
[Select By Name]—This drop-down list shows
the names of sub-materials if an object has a
These controls let you work with face normals, Multi/Sub-Object material assigned to it. Click
material IDs, smoothing groups and vertex colors. the drop arrow and choose a sub-material from
the list. The sub-objects that are assigned that
Normals group material are selected. If an object does not have
Flip—Reverses the direction of the surface normals a Multi/Sub-Object material assigned, the name
of the selected faces. list is unavailable. Likewise, if multiple objects
are selected that have an Edit Patch, Edit Spline,
Unify—Flips the normals of an object so that they
or Edit Mesh modifier applied, the name list is
all point in the same direction, usually outward.
inactive.
This is useful for restoring an object’s faces to
their original orientations. Sometimes normals of Note: Sub-material names are those specified in the
objects that have come into 3ds Max as part of a Name column on the material’s Multi/Sub-Object
DXF file are irregular, depending on the methods Basic Parameters rollout; these are not created by
Edit Geometry Rollout (Mesh) 1011
default, and must be specified separately from any Edit Vertex Colors group
material names.
Use these controls to assign the color, illumination
Clear Selection—When on, choosing a new ID or color (shading), and alpha (transparency) values
material name deselects any previously selected of vertices on the selected face(s).
sub-objects. When off, selections are cumulative,
Color—Click the color swatch to change the color
so new ID or sub-material name selections add to
of vertices on the selected face(s). Assigning vertex
the existing selection set of patches or elements.
colors at the face level prevents blending across the
Default=on.
face(s).
Smoothing Groups group Illumination—Click the color swatch to change
the illumination color of vertices on the selected
Use these controls to assign selected faces to
face(s). This lets you change the illumination
different smoothing groups (page 3–1013), and to
without changing the vertex’s color.
select faces by smoothing group.
Alpha—Lets you assign an alpha (transparency)
To assign faces to one or more smoothing groups,
value to vertices on the selected face(s).
select the faces, and then click the number(s) of
the smoothing group(s) to assign them to. The spinner value is a percentage; zero is
completely transparent and 100 is completely
Select by SG (Smoothing Group)—Displays a dialog
opaque.
that shows the current smoothing groups. Select
a group by clicking the corresponding numbered
button and clicking OK. If Clear Selection is on,
any previously selected faces are first deselected. If
Edit Geometry Rollout (Mesh)
Clear Selection is off, the new selection is added to Select an editable mesh object. > Modify panel >
any previous selection set. Selection rollout > Choose any sub-object level.
Clear All—Removes any smoothing group Select an editable mesh object. > Modify panel > Modifier
Stack display > Expand Editable Mesh. > Choose any
assignments from selected faces. sub-object level.
Auto Smooth—Sets the smoothing groups based Select an editable mesh object. > Quad menu > Tools 1
on the angle between faces. Any two adjacent quadrant > Choose any sub-object level.
If you drag one or more selected vertices or edges, original. Essentially, it’s a bevel with no height.
all selected sub-objects are chamfered identically. You can achieve this in Editable Mesh with the
If you drag an unselected vertex or edge, any following procedure:
selected sub-objects are first deselected. 1. Select the polygon to inset.
A chamfer "chops off " the selected sub-objects, 2. Right-click the spinner all the way to the right
creating a new face connecting new points on all of the Extrude button. This performs an
visible edges leading to the original sub-object. extrusion with no height, thus creating a new
Chamfer Amount specifies the exact distance from polygon plus connecting polygons in the same
the original vertex along each of these edges. New position as the original.
chamfer faces are created with the material ID of
3. Set a negative Bevel value using the numeric
one of the neighboring faces (picked at random)
field or the spinner. This insets the new polygon
and a smoothing group that is an intersection of all
created by the extrusion without changing its
neighboring smoothing groups.
height.
For example, if you chamfer one corner of a
box, the single corner vertex is replaced by three
vertices moving along the three visible edges that
lead to the corner. The software rearranges and
splits the adjacent faces to use these three new
vertices, and creates a new triangle at the corner.
• Chamfer Amount—Adjust this spinner (to the
right of the Chamfer button) to apply a chamfer
effect to selected vertices.
• Normal (Edge and Face/Polygon/Element levels
only)—Determines how a selection of more
than one edge is extruded. With Normal set
to Group (the default), extrusion takes place Chamfer box showing extruded face
along the averaged normal of each continuous
group (line) of edges. If you extrude multiples
of such groups, each group moves along its own
averaged normal. If you set Normal to Local,
extrusion takes place along each selected edge’s
normal.
Beveling, available only at the Face/Polygon/
Element levels, is a second step to extrusion: it lets
you scale the faces you have just extruded.
Tip: A similar operation is Inset, which Editable
Poly has but Editable Mesh doesn’t. When you
inset a polygon, you create another, smaller
polygon of the same proportions inside the
borders of an original polygon, in the plane of the
1016 Chapter 9: Surface Modeling
The angle threshold spinner, to the right of the Grid Align—Aligns all vertices in selected objects
Explode button, lets you specify the angle between or sub-objects to the plane of the current view. If
faces below which separation will not occur. For a sub-object level is active, function aligns only
example, all sides of a box are at 90-degree angles selected sub-objects.
to each other. If you set the spinner to 90 or above,
This function aligns the selected vertices to the
exploding the box changes nothing. However, at
current construction plane. The current plane is
any setting below 90, the sides all become separate
specified by the active viewport in the case of the
objects or elements.
home grid. When using a grid object, the current
To Objects/Elements—Specifies whether the plane is the active grid object.
exploded faces become the separate objects or
Make Planar (sub-object levels only)—Forces all
elements of the current object.
selected sub-objects to become coplanar. The
plane’s normal is the average surface normal of all
faces attached to the selected sub-objects.
Remove Isolated Vertices—Deletes all isolated
Collapse (sub-object levels only)—Collapses
vertices in the object regardless of the current
selection. selected sub-objects into an averaged vertex.
another object, the box will have only two material results in the fewest additional sub-materials
IDs, instead of the six it was assigned on creation. or IDs.
Match Material to Material IDs—Maintains the • Use the second option (Match Material to
original ID assignment in the attached objects Material IDs) when you need to maintain the
by adjusting the number of sub-materials original material ID assignments.
in the resulting multi/sub-object material. • Avoid using the third option, unless you need
For example, if you attach two boxes, both to repeat a 3ds Max version 1 attachment for
assigned single materials, but with their default compatibility with a previous project.
assignment of 6 material IDs, the result would be
• Leave Condense Material IDs selected unless
a multi/sub-object material with 12 sub-materials
you have an unassigned sub-material that you
(six containing instances of one box’s material,
want to keep for future assignment.
and six containing instances of the other box’s
material). Use this option when it’s important to • Perform Edit menu > Hold before performing
maintain the original material ID assignments in the attach.
your geometry.
Note: If you want to make the instanced
sub-materials unique, select them in Track View,
Cut and Slice
and click the Make Unique button on the Track Select an editable mesh object. > Modify panel >
View toolbar. You can also make them unique Selection rollout > (Optional: Choose a sub-object level.)
> Edit Geometry rollout > Cut and Slice group box
one at a time with the Make Unique button (page
2–1442) in the Material Editor. The tools available in the Cut and Slice group
Do Not Modify Mat IDs or Material—Does not adjust let you subdivide edges and faces to create new
the number of sub-materials in the resulting vertices, edges, and faces. You can slice an editable
sub-object material. Note that, if the number of mesh object at any sub-object level; the Cut tool
material IDs in an object is greater than the number is available at every sub-object level except the
of sub-materials in its multi/sub-object material, Vertex sub-object level.
then the resulting face-material assignment might
be different after the attach. Procedures
To create a new face using Cut:
Condense Material IDs—Affects the Match Material
IDs To Material option. When this is on, duplicate 1. Convert the geometry to an editable mesh.
sub-materials or sub-materials that aren’t used in
the objects are removed from the multi/sub-object 2. On the Modify panel, choose the
material that results from the attach operation. object’s Edge (or Face, Polygon, or Element)
Default=on. sub-object level.
3. On the Selection rollout, turn on Ignore
Tips
Backfacing.
• In most cases, use the first option (Match
4. On the Edit Geometry rollout, in the Cut and
Material IDs to Material) while keeping
Slice group, click the Cut button.
Condense Material IDs selected. This
maintains the appearance of the objects, and 5. Click the first edge you want to subdivide, and
then move your cursor toward the second edge.
1020 Chapter 9: Surface Modeling
7. If you want, move the Slice Plane to a second Slice Plane—Creates a gizmo for a slice plane that
position and click the Slice button again. can be positioned and rotated where you want to
8. Click the Slice Plane button again to turn it off slice the edges. Also enables the Slice button.
and see the results. Slice—Performs the slice operation at the location
9. To better understand what has happened, turn of the slice plane. The Slice button is available only
off Edges Only in the Display panel. when the Slice Plane button is highlighted. This
tool slices the mesh just like the Slice modifier (page
1–825) in “Operate On: Face” mode.
Note: Slice works only on a sub-object selection.
Make the selection before activating Slice Plane.
Cut—Lets you divide a edge at any point, then
divide a second edge at any point, creating a new
edge or edges between the two points. Clicking
the first edge sets the first vertex. A dotted line
tracks the cursor movement until you click a
second edge. A new vertex is created at each edge
division. Alternately, double-clicking an edge
simply divides that edge at the point clicked, with
invisible edges on either side.
You can use Cut to cut across any number of faces,
even across an entire object. Click one edge to
start the cut, and a second edge to end the cut.
Use Snaps (page 2–35) with Cut for precision. Cut
supports Midpoint, Endpoint, and Vertex snaps.
Slice gizmo placed for first slice (top) and second slice You can also use the keyboard shortcut Alt+C to
(bottom)
toggle Cut mode.
Interface Important: When using the Cut tool to add new edges,
you should work in a non-Perspective viewport, such
Note: The keyboard shortcuts listed here require
as Front or User. If you use Cut while working in a
that the Keyboard Shortcut Override Toggle (page
Perspective viewport, you may find that the created
3–872) be on.
edges appear to jump or aren’t placed correctly. Using
an orthogonal viewport will allow the cuts to appear
Cut and Slice group
where you click.
Tip: When performing a Cut, turn on Selection
rollout > Ignore Backfacing to avoid accidentally
selecting edges on the back side of the mesh.
Split—When on, the Slice and Cut operations
create double sets of vertices at the points where
the edges are divided. This lets you easily delete
1022 Chapter 9: Surface Modeling
the new faces to create holes, or animate the new • Pass a sub-object selection to a modifier
faces as separate elements. higher in the stack. You can apply one or more
standard modifiers to the selection.
Refine Ends—When on, adjacent faces at the ends
of the cut are also divided by additional vertices, • Use the options on the Interface (page 1–1061)
so that the surface stays contiguous. When Refine to alter surface characteristics.
Ends is off, the surface will have a seam where Tip: You can exit most Editable Poly command
the new vertex meets the adjacent face. For this modes, such as Extrude, by right-clicking in the
reason, it’s a good idea to keep Refine Ends turned active viewport.
on, unless you are sure that you don’t want the
extra vertices created. Editable Poly Workflow
Refine Ends affects only Cut. It does not affect Sub-object-specific functions in the Editable Poly
Slice. user interface appear on their own rollouts, leaving
the Edit Geometry rollout (page 1–1055) with
functions that you can apply at most sub-object
levels, as well as at the object level.
Editable Poly (page 3–933) is an editable object Note: Some buttons, such as Tessellate, operate
with five sub-object levels: vertex, edge, border, on the mesh immediately, with no viewport
polygon, and element. Its usage is similar to that of manipulation required.
an editable mesh object (page 1–996), with controls • Interactive Manipulation mode is well suited
for manipulating an object as a polygon mesh at to experimentation. You activate this mode
various sub-object levels. Rather than triangular by clicking the command’s Settings button.
faces, however, the poly object’s faces are polygons This opens a non-modal settings dialog and
with any number of vertices. places you in preview mode, where you can set
Editable Poly gives you these options: parameters and see the results immediately in
the viewport. You can then accept the results by
• Transform or Shift +Clone the selection, as
clicking OK, or reject them by clicking Cancel.
with any object.
You can also use this mode to apply the same or
• Use the options supplied on the Edit rollouts different settings to several different sub-object
to modify the selection or object. Later topics selections in a row. Make the selection,
discuss these options for each of the polymesh optionally change the settings, click Apply, and
components. then repeat with a different selection.
Editable Poly Surface 1023
Important: When you click Apply, the settings are of sides on a cylinder. Any modifiers you apply
“baked into” the selection, and then applied again to an object are merged into the mesh as well.
to the selection as a preview. If you then click OK to After conversion, the only entry left on the stack
exit, you will have applied the settings twice. If your is "Editable Poly."
intention is to apply them only once, simply click OK
the first time, or click Apply, and then Cancel. To maintain an object’s creation parameters:
vertices, and optionally on the faces. They affect Subdivision Displacement rollout
most types of sub-object deformations, such as
Specifies surface approximation for subdividing
the Move, Rotate, and Scale functions and any
the polymesh. See Subdivision Displacement
deformation modifiers (such as Bend) applied to
Rollout (Polymesh) (page 1–1063).
the object. This provides a magnet-like effect with
a sphere of influence around the selection. Subdivision Presets group & Subdivision
For more information, see Soft Selection Rollout Method group
(page 1–963). The controls in these two group boxes specify
how the program applies the displacement map
Edit (sub-object) rollout when Subdivision Displacement is on. They are
The Edit (sub-object) rollout provides identical to the Surface Approximation controls
sub-object-specific functions for editing an (page 1–1239) used for NURBS surfaces.
editable poly object and its sub-objects. For
specific information, click any of the links below: Paint Deformation rollout
Edit Vertices rollout (page 1–1031) Paint Deformation lets you stroke elevated and
indented areas directly onto object surfaces. For
Edit Edges rollout (page 1–1039) more information, see Paint Deformation Rollout
Edit Borders rollout (page 1–1044) (page 1–1064).
Note: You can convert sub-object selections in and only edges of faces that did not have all
three different ways with the use of the Ctrl and vertices selected; that is, of faces around the
Shift keys: border of the vertex selection.
• To convert the current selection to a different
sub-object level, clicking a sub-object button
on the Selection rollout with Ctrl held down.
This selects all sub-objects at the new level that
touch the previous selection. For example,
if you select a vertex, and then Ctrl +click Vertex selection (left) converted to edge border (center)
and face border (right)
the Polygon button, all polygons that use that
vertex are selected.
• When you convert edges to faces, the
• To convert the selection to only sub-objects resulting selection of faces had some but
all of whose source components are originally not all of their edges selected, and were
selected, hold down both Ctrl and Shift next to faces with no edges selected. When
as you change the level. For example, if you you convert edges to vertices, the resulting
convert a vertex selection to a polygon selection vertices are on previously selected edges,
with Ctrl+Shift +click, the resultant selection but only at intersections where not all edges
includes only those polygons all of whose were selected.
vertices were originally selected.
• To convert the selection to only sub-objects
that border the selection, hold down Shift as
you change the level. The selection conversion
is inclusive, meaning:
Edge selection (left) converted to face border (center)
• When you convert faces, the resulting and vertex border (right)
selection of edges or vertices all belong to
selected faces that bordered unselected faces. Conversion commands are also available from the
Only the edges or vertices that bordered quad menu.
unselected faces are selected.
Interface
Selection Information
At the bottom of the Selection rollout is a text
display giving information about the current
selection. If 0 or more than one sub-object is
selected, the text gives the number and type
selected. If one sub-object is selected, the text gives
the identification number and type of the selected
item.
Editable Poly (Vertex) 1029
1. To use Weld: For this example, we’ll call the vertices A and
1. On the Selection rollout, turn on Ignore B, and the resulting vertex will be at vertex
Backfacing, if necessary. This ensures that B’s location.
you’re welding only vertices you can see. 3. Click the Target Weld button.
2. Select the vertices to weld. The button stays highlighted, to indicate that
3. If the vertices are very close together, simply you’re now in Target Weld mode.
click Weld. If that doesn’t work, proceed to 4. Click vertex A and then move the mouse.
the next step. A rubber-band line connects the vertex and
4. Click the Settings button to the right of the mouse cursor.
the Weld button. 5. Position the cursor over vertex B, whereupon
This opens the Weld Vertices dialog (page the cursor image changes from an arrow
1–1077). to a crosshairs. Reminder: Only vertices
connected to the first vertex by a single edge
5. Increase the Weld Threshold value gradually
qualify for target welding.
using the spinner (click and hold on the
up-down arrow buttons to the right of the 6. Click to weld the two.
numeric field and then drag upward). If you The resulting vertex remains at vertex B’s
need the value to change more quickly, hold position, and you exit Target Weld mode.
down the Ctrl key as you drag.
To select vertices by color:
When the threshold equals or exceeds
the distance between two or more of the 1. In the Vertex Properties rollout > Select Vertices
vertices, the weld occurs automatically, and By group, click the color swatch, and specify the
the resulting vertex moves to their average color of vertex you want in the Color Selector
location. (page 1–161).
6. If not all the vertices are welded, continue 2. Specify ranges in the RGB Range spinners.
increasing the Weld Threshold value until This lets you select vertices that are close to the
they are. specified color, but don’t match exactly.
7. Click OK to exit. 3. Click the Select button.
2. To use Target Weld: All vertices matching the color, or within the
RGB range, are selected.
1. On the Selection rollout, turn on Ignore
Backfacing, if necessary. This ensures that You can add to the selection by holding Ctrl as
you’re welding only vertices you can see. you click the Select button, and subtract from
the selection by holding the Alt key.
2. Find two vertices you want to weld, and
determine the ultimate location of the Tip: You can select all vertices of the same color
resulting vertex. The two vertices must be by first selecting the vertex you want matched,
contiguous; that is, they must be connected dragging a copy of the Edit Color swatch to the
by a single edge. Existing Color swatch, and then clicking the
Select button. (If you want an exact match, be
sure to set the RGB Range spinners to 0 first.)
Editable Poly (Vertex) 1031
• You can drag other vertices in turn to extrude numerically, click the Chamfer Settings button and
them while the Extrude button is active. Click use the Chamfer Amount value.
Extrude again or right-click in the active
If you chamfer multiple selected vertices, all of
viewport to end the operation.
them are chamfered identically. If you drag an
unselected vertex, any selected vertices are first
deselected.
Each chamfered vertex is effectively replaced by
a new face that connects new points on all edges
leading to the original vertex. These new points
are exactly <chamfer amount> distance from the
original vertex along each of these edges. New
chamfer faces are created with the material ID of
one of the neighboring faces (picked at random)
and a smoothing group which is an intersection of
all neighboring smoothing groups.
Chamfer box showing extruded vertex For example, if you chamfer one corner of a box,
the single corner vertex is replaced by a triangular
Extrude Settings—Opens the Extrude Vertices
face whose vertices move along the three edges
dialog (page 1–1073), which lets you perform
that led to the corner. Outside faces are rearranged
extrusion via interactive manipulation.
and split to use these three new vertices, and a new
If you click this button after performing a manual triangle is created at the corner.
extrusion, the same extrusion is performed on the
Alternatively, you can create open space around
current selection as a preview and the dialog opens
the chamfered vertices; for details, see Chamfer
with Extrusion Height set to the amount of the last
Vertices dialog (page 1–1070).
manual extrusion.
Weld—Combines contiguous, selected vertices
that fall within the tolerance specified in Weld
dialog (page 1–1077). All edges become connected
to the resulting single vertex.
Weld is best suited to automatically simplifying
geometry that has areas with a number of vertices
that are very close together. Before using Weld,
set the Weld Threshold via the Weld dialog (page
1–1077). To weld vertices that are relatively far
apart, use Target Weld instead.
or are within the range specified by the RGB the Edit Geometry and Edit Edges rollouts; for
spinners. other controls, see Editable Poly (page 1–1022).
Range—Specifies a range for the color match. Note: Besides edges, each polygon has one or more
All three RGB values in the vertex color or internal diagonals (page 3–928) that determine
illumination must either match the color specified how the polygon is triangulated by the software.
by the color swatch in Select By Vertex Color, or Diagonals can’t be manipulated directly, but you
be within plus or minus the values in the Range can use the Turn and Edit Triangulation functions
spinners. Default=10. to change their positions.
To convert the object, right-click once in the you click the mouse button. Another connects
Perspective viewport to exit create mode. to a corner of the polygon; this connection
This leaves the object selected. Right-click changes depending on the mouse position.
again in the Perspective viewport, and then And, if the cursor isn’t over an edge or a vertex
at the bottom of the Transform quadrant, (it changes appearance if it is, depending on
choose Convert To > Convert To Editable Poly. which), a third line connects the mouse cursor
Alternatively, apply the Edit Poly modifier. to another vertex.
This demonstrates one aspect of the new Cut
functionality; in previous versions, the first
click in a Cut operation connected to two
corners of the polygon.
5. Continue cutting in a rectangular pattern,
clicking once at the center of a different
polygon, finish by clicking once more at the
starting point, and then right-click to exit Cut
mode.
Above: Original object Above: Selected edges removed from original object
Below: Object with edges selected Below: Unwanted edges removed
Interface
Selection rollout
See Editable Poly (page 1–1025) for information on
the Select rollout settings.
the object. This provides a magnet-like effect with Remove—Deletes selected edges and combines the
a sphere of influence around the selection. polygons that use them.
For more information, see Soft Selection Rollout
(page 1–963).
An edge chamfer "chops off " the selected edges, than two polygons). For example, you cannot weld
creating a new polygon connecting new points on opposite edges on the border of a box that has a
all visible edges leading to the original vertex. The side removed.
new edges are exactly <chamfer amount> distance
Bridge—Connects border edges on an object with
from the original edge along each of these edges.
a polygon “bridge.” Bridge connects only border
New chamfer faces are created with the material ID
edges; that is, edges that have a polygon on only
of one of the neighboring faces (picked at random)
one side. This tool is particularly useful when
and a smoothing group which is an intersection of
creating edge loops or profiles.
all neighboring smoothing groups.
There are two ways to use Bridge in Direct
For example, if you chamfer one edge of a box,
Manipulation mode (that is, without opening the
each corner vertex is replaced by two vertices
Bridge Edges settings dialog):
moving along the visible edges that lead to the
corner. Outside faces are rearranged and split • Select two or more border edges on the object,
to use these new vertices, and a new polygon is and then click Bridge. This immediately creates
created at the corner. the bridge between the pair of selected borders
using the current Bridge settings, and then
Alternatively, you can create open space around deactivates the Bridge button.
the chamfered edges; for details, see Chamfer Edges
dialog (page 1–1070). • If no qualifying selection exists (that is, two or
more selected border edges), clicking Bridge
Chamfer Settings—Opens the Chamfer Edges activates the button and places you in Bridge
dialog (page 1–1070), which lets you chamfer edges mode. First click a border edge and then move
via interactive manipulation and toggle the Open the mouse; a rubber-band line connects the
option. mouse cursor to the clicked edge. Click a
second edge on a different border to bridge the
If you click this button after performing a manual two. This creates the bridge immediately using
chamfer, the same chamfer is performed on the the current Bridge settings; the Bridge button
current selection as a preview and the dialog opens remains active for connecting more edges.
with Chamfer Amount set to the amount of the To exit Bridge mode, right-click the active
last manual chamfer. viewport or click the Bridge button.
Target Weld—Allows you to select an edge and Note: Bridge always creates a straight-line
weld it to a target edge. When positioned over an connection between edges. To make the bridge
edge, the cursor changes to a + cursor. Click and connection follow a contour, apply modeling
move the mouse and a dashed line appears from tools as appropriate after creating the bridge. For
the vertex with an arrow cursor at the other end example, bridge two edges, and then use Bend
of the line. Position the cursor over another edge (page 1–560).
and when the + cursor appears again, click the
mouse. The first edge is moved to the position of Bridge Settings—Opens the Bridge Edges
the second, and the two are welded. dialog (page 1–1068), which lets you add
polygons between pairs of edges via interactive
You can weld only edges that have one polygon
manipulation.
attached; that is, edges on a border. Also, you
cannot perform a weld operation that would result Connect—Creates new edges between pairs of
in illegal geometry (e.g., an edge shared by more selected edges using the current Connect Edges
1042 Chapter 9: Surface Modeling
At low settings, the edge is relatively smooth. At But changing the position of a nearby diagonal
higher settings, the crease becomes increasingly can make a different alternate position available
visible. At 1.0, the highest setting, the edge to a diagonal.
becomes a hard crease.
For more information on how to use Turn with
Edit Tri[angulation]—Lets you modify how the enhanced Cut tool, see this procedure (page
polygons are subdivided into triangles by drawing 1–1035).
internal edges, or diagonals (page 3–928).
Edit Geometry rollout
Subdivision Displacement rollout This selects the entire closed loop of continuous
open edges that make up the border selection.
See Interface (page 1–1063) for information on the
Subdivision Displacement rollout settings. 2. Click Cap.
Procedure
To create a polygon that closes the surface at the
selected border:
1. At the Border sub-object level, select any open
edge.
This rollout includes commands specific to editing
borders.
Editable Poly (Border) 1045
Note: To delete a border, select it and press the Insert Vertex—Lets you subdivide border edges
Delete key. This deletes the border and all manually.
attached polygons.
After turning on Insert Vertex, click a border edge
Extrude—Lets you extrude a border manually via to add a vertex at that location. You can continue
direct manipulation in the viewport. Click this subdividing border edges as long as the command
button, and then drag vertically on any border to is active.
extrude it.
To stop inserting vertices, right-click in the
Extruding a border moves it along a normal and viewport, or click Insert Vertex again to turn it off.
creates new polygons that form the sides of the Note: In previous versions of the software, this
extrusion, connecting the border to the object. command was called Divide.
The extrusion can form a varying number of
additional sides, depending on the geometry Chamfer—Click this button and then drag a border
near the border. As you increase the length of the in the active object. The border need not be
extrusion, the base increases in size, to the extent selected first.
of the vertices adjacent to the extruded border’s If you chamfer multiple selected borders, all of
endpoints. them are chamfered identically. If you drag an
Following are important aspects of border unselected border, any selected borders are first
extrusion: deselected.
• When over a selected border, the mouse cursor A border chamfer essentially “frames” the border
changes to an Extrude cursor. edges, creating a new set of edges paralleling the
• Drag vertically to specify the extent of the border edges, plus new diagonal edges at any
extrusion, and horizontally to set the size of the corners. These new edges are exactly <chamfer
base. amount> distance from the original edges. New
chamfer faces are created with the material ID of
• With multiple borders selected, dragging on one of the neighboring faces (picked at random)
any one extrudes all selected borders equally. and a smoothing group which is an intersection of
• You can drag other borders in turn to extrude all neighboring smoothing groups.
them while the Extrude button is active. Click
Alternatively, you can create open space around
Extrude again or right-click in the active
the chamfered borders, essentially cutting away
viewport to end the operation.
at the open edges; for details, see Chamfer Edges
Extrude Settings—Opens the Extrude Edges dialog (page 1–1070).
dialog (page 1–1073), which lets you perform
Chamfer Settings—Opens the Chamfer Edges
extrusion via interactive manipulation.
dialog (page 1–1070), which lets you chamfer
If you click this button after performing a manual borders via interactive manipulation and toggle
extrusion, the same extrusion is performed on the the Open option.
current selection as a preview and the dialog opens
If you click this button after performing a manual
with Extrusion Height set to the amount of the last
chamfer, the same chamfer is performed on the
manual extrusion.
current selection as a preview and the dialog opens
1046 Chapter 9: Surface Modeling
with Chamfer Amount set to the amount of the Connect will not let the new edges cross. Thus, for
last manual chamfer. example, if you select all four edges of a four-sided
polygon and then click Connect, only neighboring
Cap—Caps an entire border loop with a single
edges are connected, resulting in a diamond
polygon.
pattern.
Select the border, and then click Cap.
Connect Settings—Lets you preview the
Bridge—Connects two borders on an object with a Connect and specify the number of edge segments
polygon “bridge.” There are two ways to use Bridge created by the operation. To increase the mesh
in Direct Manipulation mode (that is, without resolution around the new edge, increase the
opening the Bridge Settings dialog): Connect Edge Segments setting.
• Select an even number of borders on the object,
Create Shape From Selection—After selecting one
and then click Bridge. This immediately creates
or more borders, click this button to create a spline
the bridge between each pair of selected borders
shape from the selected edges. A Create Shape
using the current Bridge settings, and then
dialog appears, letting you name the shape and set
deactivates the Bridge button.
it to Smooth or Linear. The new shape’s pivot is
• If no qualifying selection exists (that is, two placed at the center of the poly object.
or more selected borders), clicking Bridge
Weight—Sets the weight of selected borders. Used
activates the button and places you in Bridge
mode. First click a border edge and then move by the NURMS subdivision option.
the mouse; a rubber-band line connects the Increasing an edge weight tends to push the
mouse cursor to the clicked edge. Click a smoothed result away.
second edge on a different border to bridge the
Crease—Specifies how much creasing is performed
two. This creates the bridge immediately using
on the selected border or borders. Used by the
the current Bridge settings; the Bridge button
remains active for connecting more pairs of NURMS subdivision option.
borders. To exit Bridge mode, right-click the At low settings, the border is relatively smooth. At
active viewport or click the Bridge button. higher settings, the crease becomes increasingly
Note: Bridge always creates a straight-line visible. At 1.0, the highest setting, the border is
connection between border pairs. To make not smoothed at all.
the bridge connection follow a contour, apply Edit Tri[angulation]—Lets you modify how
modeling tools as appropriate after creating the polygons are subdivided into triangles by drawing
bridge. For example, bridge two borders, and then internal edges, or diagonals (page 3–928).
use Bend (page 1–560).
To edit triangulation manually, turn on this
Bridge Settings—Opens the Bridge dialog (page button. The hidden edges appear. Click a polygon
1–1067), which lets you connect pairs of borders vertex. A rubber-band line appears, attached to
via interactive manipulation. the cursor. Click a non-adjacent vertex to create a
new triangulation for the polygon.
Connect—Creates new edges between pairs of
selected border edges. The edges are connected Tip: For easier editing of triangulation, use the
from their midpoints. Turn command instead (see following).
Following are important aspects of polygon Outline—Lets you increase or decrease the
extrusion: outside edge of each contiguous group of selected
polygons.
• When over a selected polygon, the mouse
cursor changes to an Extrude cursor.
• Drag vertically to specify the extent of the
extrusion, and horizontally to set the size of the
base.
• With multiple polygons selected, dragging on
any one extrudes all selected polygons equally.
• You can drag other polygons in turn to extrude
them while the Extrude button is active. Click
Extrude again or right-click in the active Outline is often used after an extrusion or bevel to
viewport to end the operation. adjust the size of the extruded faces. It doesn’t scale
the polygons; only changes the size of the outer
edge. For example, in the following illustration,
note that the sizes of the inner polygons remain
constant.
1050 Chapter 9: Surface Modeling
Click the Outline Settings button to open the • When over a selected polygon, the mouse
Outline Selected Faces dialog, which lets you cursor changes to a Bevel cursor.
perform outlining by a numeric setting. • With multiple polygons selected, dragging on
any one bevels all selected polygons equally.
• You can drag other polygons in turn to bevel
them while the Bevel button is active. Click
Bevel again or right-click to end the operation.
• If no qualifying selection exists (that is, two Hinging polygons rotates them about an edge
or more discrete polygon selections), clicking and creates new polygons that form the sides of
Bridge activates the button and places you in the hinge, connecting the selection to the object.
Bridge mode. First click a polygon and move It’s essentially an extrusion with rotation, with
the mouse; a rubber-band line connects the the exception that, if the hinge edge belongs to a
mouse cursor to the clicked polygon. Click a selected polygon, that side is not extruded. The
second polygon to bridge the two. This creates manual version of Hinge From Edge works only
the bridge immediately using the current Bridge with an existing polygon selection.
settings; the Bridge button remains active for
Tip: Turn on Ignore Backfacing to avoid
connecting more pairs of polygons. To exit
inadvertently hinging about a backfacing edge.
Bridge mode, right-click the active viewport or
click the Bridge button.
1052 Chapter 9: Surface Modeling
Each diagonal has only two available positions Polygon Properties rollout
at any given time, so clicking a diagonal twice in
succession simply returns it to its original position.
But changing the position of a nearby diagonal
can make a different alternate position available
to a diagonal.
For more information on how to use Turn with
the enhanced Cut tool, see this procedure (page
1–1035).
Material group
Set ID—Lets you assign a particular material ID
(page 3–969) number to selected sub-objects for
use with multi/sub-object materials (page 2–1594)
and other applications. Use the spinner or enter
the number from the keyboard. The total number
of available IDs is 65,535.
Select ID—Selects sub-objects corresponding to
the Material ID specified in the adjacent ID field.
Type or use the spinner to specify an ID, then click
the Select ID button.
See Edit Geometry Rollout (Polymesh) (page
1–1055) for detailed descriptions of these controls. [Select By Name]—This drop-down list shows
the names of sub-materials if an object has a
Multi/Sub-Object material assigned to it. Click
1054 Chapter 9: Surface Modeling
the drop arrow and choose a sub-material from if the angle between their normals is less than the
the list. The sub-objects that are assigned that threshold angle, set by the spinner to the right of
material are selected. If an object does not have this button.
a Multi/Sub-Object material assigned, the name
Threshold—This spinner (to the right of Auto
list is unavailable. Likewise, if multiple objects
Smooth) lets you specify the maximum angle
are selected that have an Edit Patch, Edit Spline,
between the normals of adjacent polygons that
or Edit Mesh modifier applied, the name list is
determines whether those polygons will be put in
inactive.
the same smoothing group.
Note: Sub-material names are those specified in the
Name column on the material’s Multi/Sub-Object Edit Vertex Colors group
Basic Parameters rollout; these are not created by
Use these controls to assign the color, illumination
default, and must be specified separately from any
color (shading), and alpha (transparency) values
material names.
of vertices on selected polygons or elements.
Clear Selection—When on, choosing a new ID or
Color—Click the color swatch to change the color
material name deselects any previously selected
of vertices on selected polygons or elements.
sub-objects. When off, selections are cumulative,
so new ID or sub-material name selections add to Illumination—Click the color swatch to change the
the existing selection set of patches or elements. illumination color of vertices on selected polygons
Default=on. or elements. This lets you change the illumination
without changing the vertex’s color.
Smoothing Groups group
Alpha—Lets you assign an alpha (transparency)
Use these controls to assign selected polygons to value to vertices on selected polygons or elements.
different smoothing groups (page 3–1013), and to
The spinner value is a percentage; zero is
select polygons by smoothing group.
completely transparent and 100 is completely
To assign polygons to one or more smoothing opaque.
groups, select the polygons, and then click the
number(s) of the smoothing group(s) to assign Subdivision Surface rollout
them to.
See Interface (page 1–1061) for information on the
Select By SG (Smoothing Group)—Displays a dialog Subdivision Surface rollout settings.
that shows the current smoothing groups. Select
a group by clicking the corresponding numbered Subdivision Displacement rollout
button and clicking OK. If Clear Selection is See Interface (page 1–1063) for information on the
on, any previously selected polygons are first Subdivision Displacement rollout settings.
deselected. If Clear Selection is off, the new
selection is added to any previous selection set. Paint Deformation rollout
Clear All—Removes any smoothing group Paint Deformation lets you stroke elevated and
assignments from selected polygons. indented areas directly onto object surfaces. For
Auto Smooth—Sets the smoothing groups based
more information, see Paint Deformation Rollout
on the angle between polygons. Any two adjacent (page 1–1064).
polygons will be put in the same smoothing group
Edit Geometry Rollout (Polymesh) 1055
Preserve UVs—When on, you can edit sub-objects vertices in succession to define the shape of the
without affecting the object’s UV mapping. You new polygon. (The cursor changes to a cross
can choose any of an object’s mapping channels when it is over a vertex that can legally be part
to preserve or not; see Preserve UVs Settings, of the polygon.) To finish polygon creation,
following. Default=off. double-click the last vertex. You can also finish
creating the polygon by clicking any vertex
Without Preserve UVs, there is always a direct
of the new polygon a second time. You can
correspondence between an object’s geometry
also create new polygons at the Polygon and
and its UV mapping. For example, if you map an
Element sub-object levels.
object and then move vertices, the texture moves
along with the sub-objects, whether you want it You can add vertices in this mode by
to or not. If you turn on Preserve UVs, you can Shift +clicking in an empty space; these
perform minor editing tasks without changing vertices are incorporated into the polygon
the mapping. you’re creating.
Tip: For best results with Preserve UVs at the You can start creating polygons in any viewport,
vertex level, use it for limited vertex editing. For but all subsequent clicks must take place in the
example, you’ll usually have no trouble moving same viewport.
a vertex within edge or face constraints. Also, Tip: For best results, click vertices in
it’s better to perform one big move than several counterclockwise (preferred) or clockwise
smaller moves, as multiple small moves can begin order. If you use clockwise order, the new
to distort the mapping. If, however, you need polygon will face away from you.
to perform extensive geometry editing while
• Vertex level—Lets you add vertices to a single
preserving mapping, use the Channel Info utility
selected poly object. After selecting the object
(page 2–1738) instead.
and clicking Create, click anywhere in space
to add free-floating (isolated) vertices to the
object. The new vertices are placed on the active
construction plane unless object snapping is
on. For example, with face snapping on, you
Original object (left); Scaled vertices with Preserve UVs off
can create vertices on object faces.
(center); Scaled vertices with Preserve UVs on (right)
• Edge and Border levels—Lets you create an edge
Preserve UVs Settings—Opens the Preserve Map between a pair of non-adjacent vertices on the
Channels dialog (page 1–1075), which lets you same polygon. Click Create, click a vertex,
specify which vertex color channels and/or texture and then move the mouse. A rubber-band line
channels (map channels) to preserve. By default, extends from the vertex to the mouse cursor.
all vertex color channels are off (not preserved), Click a second, non-adjacent vertex on the
and all texture channels are on (preserved). same polygon to connect them with an edge.
Create—Lets you create new geometry. How this Repeat, or, to exit, right-click in the viewport
button behaves depends on which level is active. or click Create again.
• Object, Polygon, and Element levels—Lets you Edges you create separate the polygons.
create polygons from isolated vertices and For example, by creating an edge inside a
border vertices. All vertices in the object are quadrilateral polygon, you turn it into two
highlighted. Click three or more existing triangles.
Edit Geometry Rollout (Polymesh) 1057
• If both objects have materials, the resulting selected sub–objects and the polygons attached to
new material is a multi/sub-object material them as a separate object or element. The Detach
(page 2–1594) that includes the input materials. As Clone option copies the sub-objects rather than
A dialog appears offering three methods of moving them.
combining the objects’ materials and material You’re prompted to enter a name for the new
IDs. For more information, see Attach Options object. Detached faces leave a hole in the original
Dialog (page 1–1018). object when you move them to a new position,
Attach remains active in all sub-object levels, unless you use the Detach As Clone option.
but always applies to objects.
Cut and Slice group
Attach List—Lets you attach other objects in These knife-like tools let you subdivide the poly
the scene to the selected mesh. Click to display a mesh along a plane (Slice) or in a specific area
Select Objects dialog (page 1–78) where you choose (Cut). Also see Full Interactivity.
multiple objects to attach.
Slice Plane (sub-object levels only)—Creates a
gizmo for a slice plane that you can position and
rotate to specify where to slice. Also enables the
Slice and Reset Plane buttons.
If snapping is turned off, you see a preview of the
slice as you transform the slice plane. To perform
the slice, click the Slice button.
1058 Chapter 9: Surface Modeling
Split—When on, the QuickSlice and Cut QuickSlice on a polygon selection at the Poly
operations create double sets of vertices at the sub-object level.
points where the edges are divided. This lets you Note: At the Polygon or Element sub-object level,
easily delete the new polygons to create holes, or QuickSlice affects only selected polygons. To
animate the new polygons as separate elements. slice the entire object, use QuickSlice at any other
Slice (sub-object levels only)—Performs the slice sub-object level, or at the object level.
operation at the location of the slice plane. Cut—Lets you create edges from one polygon to
Available only when Slice Plane is on. This tool another or within polygons. Click at the start
slices the poly just like the “Operate On: Polygons” point, move the mouse and click again, and
mode of the Slice modifier (page 1–825). continue moving and clicking to create new
Reset Plane (sub-object levels only)—Returns the connected edges. Right-click once to exit the
Slice plane to its default position and orientation. current cut, whereupon you can start a new one,
Available only when Slice Plane is on. or right-click again to exit Cut mode.
functionality similar to that of the MeshSmooth is active, this function affects only selected vertices
modifier (page 1–722) with NURMS Subdivision, or those belonging to selected sub-objects. In the
but unlike NURMS Subdivision, it applies the case of orthographic viewports, using View Align
smoothing instantly to the selected area of the has the same effect as aligning to the construction
control mesh. grid when the home grid is active. When aligning
to a perspective viewport (including camera and
MSmooth Settings—Opens the MeshSmooth
light views), the vertices are reoriented to be
Selection dialog (page 1–1074), which lets you
aligned to a plane that is parallel to the camera’s
specify how smoothing is applied.
viewing plane. This plane is perpendicular to
Tessellate—Subdivides all polygons in the object the view direction that is closest to the vertices’
based on the Tessellation settings (page 1–1077). average position.
Tessellation is useful for increasing local mesh
density while modeling. You can subdivide any
selection of polygons. Two tessellation methods
are available: Edge and Face.
current plane is specified by the active viewport Paste—Pastes the named selection from the copy
in the case of the home grid. When using a grid buffer.
object, the current plane is the active grid object.
Relax—Applies the Relax function to the current
selection, using the Relax dialog settings (see Delete Isolated Vertices (Edge, Border, Polygon, and
following). Relax normalizes mesh spacing by Element levels only)—When on, deletes isolated
moving each vertex toward the average location of vertices when you delete a selection of contiguous
its neighbors. It works the same way as the Relax sub-objects. When off, deleting sub-objects leaves
modifier (page 1–779). all vertices intact. Default=on.
Note: At the object level, Relax applies to the entire Full Interactivity—Toggles the level of feedback for
object. At any sub-object level, Relax applies only the QuickSlice and Cut tools, as well as all settings
to the current selection. dialogs.
Relax Settings—Opens the Relax dialog (page When on (the default), the final result is always
1–1076), which lets you specify how the Relax visible as you use the mouse to manipulate the
function is applied. tool or change a numeric setting. With Cut and
QuickSlice, when Full Interactivity is turned off,
Hide Selected (Vertex, Polygon, and Element levels
only the rubber-band line is visible until you click.
only)—Hides any selected sub-objectgs.
Similarly, with numeric settings in dialogs, the
Unhide All (Vertex, Polygon, and Element levels final result is visible only when you release the
only)—Restores any hidden sub-objects to mouse button after changing the setting.
visibility.
The state of Full Interactivity doesn’t affect
Hide Unselected (Vertex, Polygon, and Element changing a numeric setting from the keyboard.
levels only)—Hides any unselected sub-objects. Whether it’s on or off, the setting takes effect only
when you exit the field by pressing Tab or Enter ,
Named Selections (sub-object levels only) or by clicking a different control in the dialog.
Lets you copy and paste named selection sets of
sub-objects between objects. Start by creating one
or more named selection sets, copy one, select a Subdivision Surface Rollout
different object, go to the same sub-object level, (Polymesh)
and then paste the set. Create or select an editable poly object. > Modify panel >
Note: This function uses sub-object IDs, so if the Subdivision Surface rollout
Smoothed box with Isoline Display off (left) and Isoline Display
on (right).
Smooth Result—Applies the same smoothing Show Cage—Toggles the display of a two-color
group to all polygons. wireframe that shows the editable poly object
before modification or subdivision. The cage
Use NURMS Subdivision—Applies smoothing colors are shown as swatches to the right of the
via the NURMS method. See NURMS. The check box. The first color represents unselected
difference between NURMS in Editable Poly and sub-objects, and the second color represents
MeshSmooth is that the latter gives you access to selected sub-objects. Change a color by clicking
control vertices, but the former does not. its swatch.
You control the degree of smoothing with the
Iterations controls in the Display and Render
groups.
Note: The remaining controls on this rollout take
effect only when Use NURMS Subdivision is on.
Isoline Display—When on, the software displays
only isolines: the object’s original edges, before
smoothing. The benefit of using this option is
1062 Chapter 9: Surface Modeling
Update Options group the subdivided mesh, but would not affect an
object that uses subdivision displacement only.
Sets manual or render-time update options, for
situations where the complexity of the smoothed
object is too high for automatic updates. Note that
Interface
you can also choose Iterations under the Render
group to set a greater degree of smoothing to be
applied only at render time.
Always—Updates the object automatically
whenever you change any MeshSmooth settings.
When Rendering—Updates the viewport display of
the object only at render time.
Manually—Turns on manual updating. When
manual updating is selected, any settings you
change don’t take effect until you click the Update
button.
Update—Updates the object in the viewport to
match the current MeshSmooth settings. Works
only when you choose When Rendering or
Manually.
mapping works. Turning Split Mesh on is usually Tip: You can streamline the painting process by
the better technique, but it can cause problems for using the Brush Presets tools (page 3–690).
objects with clearly distinct faces, such as boxes,
or even spheres. A box’s sides might separate as Procedure
they displace outward, leaving gaps. And a sphere To paint deformation onto a mesh object:
might split along its longitudinal edge (found in
1. Apply an Edit Poly modifier (page 1–640) to
the rear for spheres created in the Top view) unless
an object, or convert the object to Editable
you turn off Split Mesh. However, texture mapping
Poly (page 1–1022) format. Paint Deformation
works unpredictably when Split Mesh is off, so
uses existing geometry, so the object should
you might need to add a Displace Mesh modifier
have enough mesh resolution for the desired
(page 1–514) and make a snapshot (page 1–453)
deformation.
of the poly. You would then apply a UVW Map
modifier (page 1–922) and then reassign mapping 2. Do either of the following:
coordinates to the displaced snapshot poly. • To deform anywhere on the object, remain
at the object level, or work at a sub-object
Subdivision Presets group & Subdivision level with no sub-objects selected.
Method group
• To deform only specific areas of an object,
The controls in these two group boxes specify go to a sub-object level and then select the
how the program applies the displacement map sub-objects in the area to deform.
when Subdivision Displacement is on. They are
identical to the Surface Approximation controls 3. On the Paint Deformation rollout, click
(page 1–1239) used for NURBS surfaces. Push/Pull.
4. Set Push/Pull value to a negative value to push
into the object surface, or to a positive value
Paint Deformation Rollout to pull the surface outward. The higher the
absolute value, the greater the effect.
Edit/Editable Poly object > Paint Deformation rollout
5. Set Brush Size and Brush Strength.
Paint Deformation lets you push, pull, or 6. Position the mouse cursor over the surface to
otherwise affect vertices by dragging the mouse be deformed.
cursor over the object surface. At the object
As you move the mouse, the “brush” reorients
level, Paint Deformation affects all vertices in the
dynamically to show the normal direction of
selected object. At sub-object levels, it affects only
the portion of the mesh currently under the
selected vertices (or vertices that belong to selected
cursor. You can use the normal direction of
sub-objects), and recognizes soft selection.
deformed surfaces as the push/pull direction by
By default, deformation occurs in the normal (page choosing Deformed Normals.
3–980) direction of each vertex. 3ds Max continues 7. Press the mouse button and drag to deform the
to use a vertex’s original normal for the direction surface. If you paint in the same spot repeatedly
of deformation, but you can opt to use the altered without lifting the mouse button, the effect
normal direction for a more dynamic modeling is cumulative up to the maximum Push/Pull
process, or even deform along a specific axis. Value setting.
Note: Paint Deformation cannot be animated.
Paint Deformation Rollout 1065
using the current reference coordinate system (page geometry. After using Commit, you can no longer
1–443). apply Revert to changes up to that point.
Push/Pull Value—Determines the direction and Cancel—Eliminates all changes since the initial
maximum extent of a single application of the application of Paint Deformation or the most
push/pull operation. Positive values “pull” vertices recent Commit operation.
out of the object surface, and negative values
“push” vertices into the surface. Default =10.0.
A single application is defined as painting (that
is, dragging once or more over the same area)
without lifting the mouse button. Editable Poly Settings
Tip: You can use Alt to switch between pushing Dialogs
and pulling with the same value while painting.
For example, if you’re pulling with a value of 8.5,
press and hold Alt to start pushing with a value Bevel Polygons Dialog
of -8.5. Select an Edit Poly or editable poly object. > Modify panel
> Polygon sub-object level > Edit Polygons rollout > Bevel
Brush Size—Sets the radius of the circular brush. Settings button
Only vertices inside the brush circle are deformed.
Select an Edit Poly or editable poly object. > Polygon
Default=20.0. sub-object level > Quad menu > tools 2 quadrant > Bevel
Settings button
Tip: To change the brush radius interactively,
release the mouse button, press and hold
Beveling involves first extruding and then scaling
Shift+Ctrl +left mouse button, and then drag
the extruded polygon(s). Use these settings for
the mouse. This also works with all other
beveling polygons in Interactive Manipulation
painter-interface features in 3ds Max such as Skin
mode.
> Paint Weights and VertexPaint.
Brush Strength—Sets the rate at which the brush Interface
applies the Push/Pull value. A low Strength value
applies the effect more slowly than a high value.
Range=0.0 to 1.0. Default=1.0.
Tip: To change the brush strength interactively,
release the mouse button, press and hold
Shift+Alt +left mouse button, and then drag
the mouse. This also works with all other
painter-interface features in 3ds Max such as Skin
> Paint Weights and VertexPaint.
Brush Options—Click this button to open the
Bevel Type group
Painter Options dialog (page 1–960), where you
can set various brush-related parameters. Group—Beveling takes place along the average
normal of each contiguous group of polygons. If
Commit—Makes any deformation changes
you bevel multiples of such groups, each group
permanent, “baking” them into the object
moves along its own averaged normal.
Bridge Borders/Polygons Dialog 1067
For example, if you select polygon 12, 35, and 89, or border; at 99.0, it’s greatest near the second
Bridge connects polygons 12 and 35. But if you selected polygon or border.
then deselect polygon 35, Bridge then connects
Smooth—Determines the maximum angle between
polygons 12 and 89.
columns across which smoothing can occur. A
Polygon/Edge 1/2—Click each Pick button in turn, column is a string of polygons extending along the
and then click a polygon or border edge in a length of the bridge.
viewport. At the Border sub-object level, clicking
Apply—Applies the settings to the current
any edge on a border designates the entire border
selection, retaining them if you then make another
for bridging. Also, the edges you pick on each
selection.
border are connected directly, and the remaining
edges are connected in consecutive order. You can OK—Applies the settings to the current selection
change the order of the edge correspondences with and closes the dialog.
the Twist settings. Available only in Use Specific
Cancel—Closes the dialog without applying the
mode.
settings to the current selection. Does not reverse
After clicking a sub-object, the Pick button shows previous uses of Apply.
its ID number. You can change the selection at
any time by clicking a Pick button and picking a
different sub-object. Bridge Edges Dialog
Twist 1/2—Rotates the order of connection Select an Edit Poly or editable poly object. > Modify panel
between the edges of the two selections. The two > Polygon or Border sub-object level > Edit Polygons
rollout > Bridge Settings button
controls let you set a different twist amount for
each end of the bridge. Select an Edit Poly or editable poly object. > Polygon or
Border sub-object level > Quad menu > tools 2 quadrant
> Bridge Settings button
Segments—Specifies the number of polygons
along the length of the bridge connection. This
setting also applies to manually bridged polygons. Use these settings for bridging pairs of edges in
Interactive Manipulation mode.
Tip: When using Taper, set Segments to a value
Note: Bridge calculates which way the bridge
greater than 1.
polygons should face. If you bridge two edges
Taper—Sets the extent to which the bridge width so that the bridge goes through the object, the
becomes smaller or larger toward its center. bridge polygons face inward. But if you create a
Negative settings taper the bridge center smaller; bridge that goes through empty space, such as
positive settings taper it larger. when connecting edges between two elements,
Note: To change the location of maximum taper, the polygons face outward, in general. To make
use the Bias setting. the bridge polygons face differently, use the Flip
function.
Bias—Determines the location of maximum taper
Note: Bridging edges of two elements makes them
amount.
contiguous, combining them into a single element.
The range of the Bias value is -99.0 to 99.0. At the
default value of 0.0, the taper amount is greatest
at the center of the bridge. At -99.0, the taper
amount is greatest near the first selected polygon
Bridge Edges Dialog 1069
Interface
Interface
Segments—The number of new edges between If you open this dialog after performing a manual
each adjacent pair of selected edges. Default=1. Extrude Along Spline, the name of the spline you
used appears on the button.
Pinch—The relative spacing between the new,
connecting edges. Negative values move the edges Align to face normal—Aligns the extrusion with
closer together; positive values move them farther the face normal, which, in most cases, makes it
apart. Default=0. perpendicular to the extruded polygon(s). When
turned off (the default), the extrusion is oriented
If Segments=1, the Pinch setting has no effect.
the same as the spline.
Slide—The relative positioning of the new edges.
Default=0.
1072 Chapter 9: Surface Modeling
polygons outward or inward, depending on Extrusion Base Width—Specifies the size of the
whether the value is positive or negative. extrusion base in scene units.
Apply—Applies the settings to the current You can set this as high as you want, but the actual
selection, retaining them if you then make another size cannot extend beyond the vertices adjacent to
selection. the extruded sub-object(s).
OK—Applies the settings to the current selection Apply—Applies the settings to the current
and closes the dialog. selection, retaining them if you then make another
selection.
Cancel—Closes the dialog without applying the
settings to the current selection. Does not reverse OK—Applies the settings to the current selection
previous uses of Apply. and closes the dialog.
Cancel—Closes the dialog without applying the
settings to the current selection. Does not reverse
Extrude Vertices/Edges Dialog previous uses of Apply.
Select an Edit Poly or editable poly object. > Modify
panel > Vertex/Edge/Border sub-object level > Edit
Vertices/Edges/Borders rollout > Extrude Settings button
Hinge Polygons From Edge Dialog
Select an Edit Poly or editable poly object. >
Vertex/Edge/Border sub-object level > Quad menu > Select an Edit Poly or editable poly object. > Modify
tools 2 quadrant > Extrude Settings button panel > Polygon sub-object level > Edit Polygons rollout
> Hinge From Edge Settings button
Use this dialog for extruding vertices, edges, and Select an Edit Poly or editable poly object. > Polygon
borders in Interactive Manipulation mode. sub-object level > Quad menu > tools 2 quadrant > Hinge
From Edge Settings button
Note: At the Border sub-object level, this dialog is
named Extrude Edges. Use these settings for hinging polygons in
Interactive Manipulation mode.
Interface
Interface
Interface
Preserve Map Channels Dialog
Select an Edit Poly or editable poly object. > Modify panel
> any sub-object level > Edit Geometry rollout > Preserve
UVs button
Vertex Color Channels—Displays buttons for any Note: At the object level, Relax applies to the entire
vertex-color channels that contain data. These can object. At any sub-object level, Relax applies to
be Vertex Colors, Vertex Illumination, and Vertex selected sub-objects only.
Alpha. By default, all vertex-color buttons are off,
so that associated UVs are affected by sub-object Interface
editing. To prevent a channel from being affected
by sub-object editing, click its button.
Texture Channels—Displays buttons for any texture
(mapping) channels that contain data. These are
identified by number. By default these are on, so
that associated UVs are not affected by sub-object
editing. To allow a channel to be affected by
sub-object editing, click its button. Amount—Controls how far a vertex moves for each
iteration. The value specifies a percentage of the
Reset All—Returns all channel buttons to their distance from the original location of a vertex to
default states: all vertex color channels off, all the average location of its neighbors. Range=-1.0
texture channels on. to 1.0. Default=0.5.
Apply—Applies the settings to the current Iterations—Sets how many times to repeat the
selection, retaining them if you then make another Relax process. For each iteration, average locations
selection. are recalculated and the Relax Value is reapplied to
OK—Applies the settings to the current selection every vertex. Default=1.
and closes the dialog. Hold Boundary Points—Controls whether
Cancel—Closes the dialog without applying the vertices at the edges of open meshes are moved.
settings to the current selection. Does not reverse Default=on.
previous uses of Apply. When on, boundary vertices do not move while
the rest of the object is relaxed. This option is
particularly useful when working with multiple
Relax Dialog elements within a single object that share open
edges.
Select an Edit Poly or editable poly object. > Modify panel
> object level or any sub-object level > Edit Polygons
rollout > Relax Settings button When this check box is off, all vertices of the object
are relaxed.
Select an Edit Poly or editable poly object. > object level
or any sub-object level > Quad menu > tools 2 quadrant Hold Outer Points—When on, preserves the
> Relax Settings button
original positions of vertices farthest away from
the object center.
Use these settings for relaxing vertices in
Interactive Manipulation mode. Relax in Apply—Applies the settings to the current
Edit/Editable Poly works much like the Relax selection, retaining them if you then make another
modifier (page 1–779): It normalizes the distance selection.
between each affected vertex and its neighbors by
OK—Applies the settings to the current selection
moving the vertex toward the average position of
and closes the dialog.
its neighbors.
Tessellate Selection Dialog 1077
Cancel—Closes the dialog without applying the Apply—Applies the settings to the current
settings to the current selection. Cancel does not selection, retaining them if you then make another
reverse previous uses of Apply. selection.
OK—Applies the settings to the current selection
and closes the dialog.
Tessellate Selection Dialog
Cancel—Closes the dialog without applying the
Select an Edit Poly or editable poly object. > Modify panel
> Polygon sub-object level > Edit Polygons rollout > settings to the current selection. Does not reverse
Tessellate Settings button previous uses of Apply.
Interface
Edge—Inserts vertices in the middle of each edge
and draws lines connecting those vertices. The
number of polygons created will equal the number
of sides of the original polygon.
Face—Adds a vertex to the center of each polygon
and draws connecting lines from that vertex to the
original vertices. The number of polygons created
will equal the number of sides of the original
polygon.
Tension—Lets you increase or decrease the Edge
tension value. Available only when Type: Edge is Weld Threshold—Specifies the maximum distance,
active. in scene units, within which selected sub-objects
will be welded.
A negative value pulls vertices inward from their
plane, resulting in a concave effect. A positive Any vertex or edge that lies outside this threshold
value pulls vertices outward from their plane, (that is, it’s farther than this from the nearest
resulting in a rounding effect. vertex or edge) will not be welded.
Number of Vertices—Shows the number of vertices
before and after the weld.
1078 Chapter 9: Surface Modeling
The After quantity updates dynamically as you You can also model surfaces using polygonal
change the setting with the spinner. meshes or patches. Compared to NURBS surfaces,
meshes and patches have these shortcomings:
Apply—Applies the settings to the current
selection, retaining them if you then make another • Using polygons can make it more difficult to
selection. create complicated curved surfaces.
OK—Applies the settings to the current selection • Because meshes are faceted, facets appear at the
and closes the dialog. edge of rendered objects. You must have a large
number of small faces to render a smoothly
Cancel—Closes the dialog without applying the curved edge.
settings to the current selection. Does not reverse
previous uses of Apply. NURBS surfaces, on the other hand, are
analytically generated. They are more efficient to
calculate, and you can render a NURBS surface
that appears to be seamless. (A rendered NURBS
surface is actually approximated by polygons,
but the NURBS approximation can be very fine
NURBS grained.)
NURBS Models: Objects and Sub-Objects (page
1–1078)
NURBS and Modifiers (page 1–1089)
NURBS and Animation (page 1–1091)
NURBS Concepts (page 1–1091)
curve remains a Shape object unless you add a Sub-objects can be dependent (page 1–1087)
surface sub-object to it when you convert it to a sub-objects whose geometry is related to the
NURBS surface (without changing its name). geometry of other sub-objects.
Surfaces—There are two kinds of NURBS surfaces.
See also
A point surface (page 1–1102) is controlled by
points, which always lie on the surface. A CV Creating NURBS Models (page 1–1079)
surface (page 1–1103) is controlled by control
Working with NURBS Models (page 1–1080)
vertices (CVs). Instead of lying on the surface, CVs
form a control lattice (page 3–923) that surrounds Modifying NURBS Models and Creating
the surface. (This is similar to the lattice used by Sub-Objects (page 1–1081)
the FFD [free-form deformation] modifiers.) Sub-Object Selection (page 1–1084)
See Creating Surface Sub-Objects (page 1–1177) CV Sub-Objects and Point Sub-Objects (page
and Editing Surface Sub-Objects (page 1–1141). 1–1085)
Curves—There are also two kinds of NURBS
Rigid Surfaces (page 1–1089)
curves. These correspond exactly to the two
kinds of surfaces. A point curve (page 1–1106) is Dependent Sub-Objects (page 1–1087)
controlled by points, which always lie on the curve. Nonrelational NURBS Surfaces (page 1–1116)
A CV curve (page 1–1110) is controlled by CVs,
which don’t necessarily lie on the curve.
See Creating Surface Sub-Objects (page 1–1177) Creating NURBS Models
and Editing Curve Sub-Objects (page 1–1135). There are a variety of ways to create NURBS
Points—Point surfaces and point curves have point models. This is a summary of how you create a
(page 1–1219) sub-objects. You can also create top-level, parent NURBS object:
separate point sub-objects that are not part of a • You can create a NURBS curve (page 1–1106)
surface or a curve. on the Shape (page 1–262) panel of the Create
See Creating and Editing Point Sub-Objects (page panel.
1–1219). • You can create a NURBS surface (page 1–1101)
on the Geometry (page 1–153) panel of the
CVs—CV surfaces and CV curves have CV
Create panel. When you use this technique, the
sub-objects. Unlike points, CVs are always part
NURBS surface is initially a flat rectangle. You
of a surface or a curve.
can alter it using the Modify panel.
See Editing Curve CV Sub-Objects (page 1–1127) • You can turn a standard geometry primitive
and Editing Surface CV Sub-Objects (page 1–1130). (page 1–170) into a NURBS object.
Imports—Imports are 3ds Max objects, including • You can turn a torus knot (page 1–189) into a
other NURBS objects. Within the NURBS model, NURBS object.
they render as NURBS; but they retain their
• You can turn a prism (page 1–205) extended
original parameters and modifiers.
primitive into a NURBS object.
See Attaching and Importing 3ds Max Objects (page • You can turn a spline (page 1–266) object
1–1120). (Bezier spline) into a NURBS object.
1080 Chapter 9: Surface Modeling
• You can turn a patch grid (page 1–993) object You might even choose to delete the original,
(Bezier patch) into a NURBS object. starter object once you have built a model from
• You can turn a loft (page 1–352) object into a newer sub-objects.
NURBS object. Going immediately to the Modify panel avoids the
To turn objects other than NURBS curves and problem of creating additional top-level NURBS
surfaces into NURBS objects, use the Modify objects, which you can’t use to build relational,
panel. Right-click the object’s name in the stack dependent sub-objects. (The exception is using
display (see Modifier Stack (page 3–760)) and curves for loft and sweep surfaces. See U Loft
choose Convert To: NURBS. Surface (page 1–1196), UV Loft Surface (page
1–1200), 1-Rail Sweep Surface (page 1–1204), or
In viewports, the quad menu (page 3–694) also 2-Rail Sweep Surface (page 1–1209).)
lets you convert objects to NURBS. Select and
then right-click the object, and in the Transform Two general references for modeling with NURBS
(lower-right) quadrant, choose Convert To: > are Curves and Surfaces for Computer-Aided
Convert to NURBS. Geometric Design: A Practical Guide by Gerald
Farin (Academic Press, fourth edition 1996) and
• In addition, the modifiers Extrude (page 1–680) Interactive Curves and Surfaces: A Multimedia
and Lathe (page 1–707) let you choose NURBS Tutorial on Computer Aided Graphic Design by
output, which creates a NURBS object. Alyn Rockwood and Peter Chambers (Morgan
Kaufman Publishers, 1996).
NURBS surface objects includes rollouts that let blend surface is a dependent surface sub-object
you create new NURBS sub-objects. that connects the edges of two other surfaces.
• You can attach 3ds Max objects. If the attached
object is not already a NURBS object, it is
converted to NURBS geometry. You can attach
a NURBS curve, another NURBS surface, or
a convertible 3ds Max object. The attached
object becomes one or more curve or surface
sub-objects.
• You can import 3ds Max objects. The imported
object retains its parameters. While it is part
of the NURBS object it renders as a NURBS,
but you can still edit it parametrically at the
Imports sub-object level. At this sub-object
level, viewports display its usual geometry,
not its NURBS form. A NURBS curve can
import NURBS curves or spline curves. A
NURBS surface can import curves, surfaces, or
convertible 3ds Max objects.
Example: Rollout for creating NURBS surface sub-objects
Note: You can detach a NURBS sub-object to
Tip: Another way to create curve and surface make it a new, top-level NURBS object, and
sub-objects is to use the NURBS Creation Toolbox you can extract an imported object to create an
(page 1–1083). independent, top-level object once again.
Interface
Quad menu for modifying NURBS models
between various levels of the NURBS model: necessarily lie on the curve or surface they define.
Top Level, Surface CV Level, Surface Level, The CVs define a control lattice (page 3–923) that
Curve CV Level, Point Level, Curve Level, and connects the CVs and surrounds the NURBS
Imports Level. curve or surface. The control lattice displays in
• The command panel’s right-click popup menu lines that are yellow by default.
(available whenever the mouse cursor becomes
a pan hand) helps you navigate the rollouts on
the current command panel.
If you have a three-button or wheel mouse,
rolling the wheel scrolls the command panel.
• Sub-object selection sets are persistent. If you
go to a different sub-object level, when you
return to the previous level, your selection is
still available. However, refining or inserting
points or CVs makes the sub-object selection
sets invalid for that object.
• You can move a sub-object selection set among
sub-objects at the active level of the NURBS
model by holding down Ctrl while you press
the arrow keys.
Cone-shaped NURBS surface with its control lattice (CVs are
• When you select surface CV sub-objects that are displayed as green squares)
"on top of " each other in a 3D view, sometimes
all the selected CVs fail to highlight. To fix this, Tip: When you use Zoom Extents, the entire extents
choose Customize > Viewport Configuration of a NURBS object are displayed, including its
(page 3–853), and turn on Z-buffer Wireframe control lattice. Because CVs can be located some
Objects. distance from an object, the curve or surface itself
(the object’s renderable geometry) is sometimes
hard to see. If this happens, use Zoom Region or
CV Sub-Objects and Point Field of View to zoom in.
Sub-Objects
You can move a CV at the Curve CV or Surface
Independent curves and independent surfaces CV sub-object level on the Modify panel. Other
both come in two varieties: they are either CV transforms, rotate and scale, work as well. Rotate
sub-objects or point sub-objects. This topic and scale are useful mainly when you have selected
describes the differences between the two. multiple CVs.
Above: Weights=0.0
Below: Weights=40.0
Changing a spherical surface by decreasing or increasing the
weight of four CVs (selected CVs are at the left, in red)
Points that you create individually are the same as The immediate, interactive relation between the
the points on point curves and surfaces, except that parent and dependent sub-objects is known as
initially they aren’t part of a curve or surface. You relational modeling. Relational modeling is one of
can create a point curve by fitting it to points that the reasons NURBS models can be particularly
you select. When you fit the new point curve, you easy to change or to animate.
can use points that are part of curves or surfaces, Important: Dependent sub-objects must have
and individual point sub-objects. parents that are also sub-objects of the same NURBS
model. Dependent relationships can’t exist between
object-level NURBS curves or surfaces. If you want to use
Dependent Sub-Objects a top-level NURBS object to create a dependent object,
NURBS sub-objects are either independent or first you must attach or import the top-level object. See
dependent. A dependent sub-object is based on Attaching and Importing 3ds Max Objects (page 1–1120).
the geometry of other sub-objects. For example, You have the option of making a dependent
a blend surface smoothly connects two other sub-object independent. After you do so, the
surfaces. Transforming or animating either of sub-object is no longer related to its parents.
the original, parent surfaces causes the shape of Changes to the former parents don’t affect it, but
the blend to change as it maintains a connection you can edit and transform it as an independent
between the parents. sub-object in its own right.
At the appropriate sub-object level, dependent
NURBS are displayed in green in wireframe
viewports. (You can change the display color using
the Colors panel of the Customize User Interface
dialog (page 3–792).)
Relational modeling does add computation time to
a model, so when you transform or edit dependent
sub-objects in other ways, often you will notice
a slowdown in performance. Once a dependent
surface sub-object has the shape you want, you
can improve performance by making it into a rigid
surface (page 1–1089).
1088 Chapter 9: Surface Modeling
called Replace Base Surface. You can click this You can apply Edit Patch (page 1–638) and Edit
button and then click a different surface to act as Mesh (page 1–634) modifiers to NURBS surface
the base of the offset. objects.
This capability lets you replace a trimmed surface Tip: To improve performance while you animate
with its untrimmed version, or vice versa. To your scene, make the surfaces in your NURBS
do so, you need to use the Select Objects dialog model nonrelational surfaces (page 1–1116).
(page 1–78). For example, select the trimmed Modifiers treat nonrelational surfaces as if they
surface sub-object and turn on the Keyboard were independent CV surfaces: you can animate
Shortcuts Override toggle (page 3–872). Click the the scene more efficiently, and then turn relational
replacement button, press the H key, expand the modeling back on before you render.
surface’s tree, and then highlight the name of the
untrimmed version. Deforming NURBS Objects
Deform modifiers such as Bend (page 1–560)
and Twist (page 1–876) operate on CV and point
Rigid Surfaces sub-objects. They don’t change the NURBS model
To improve performance, you can make any kind into an editable mesh object. This means that
of surface sub-object into a rigid surface. The only you can use a deform modifier, collapse the stack,
editing allowed on a rigid surface is to transform and still have a NURBS object that you can edit
it at the Surface sub-object level. You can’t move further. However, because the deform modifiers
a rigid surface’s points or CVs, or change the directly affect CVs and points (and not the mesh
number of points or CVs. approximation of the NURBS model), they can
produce unexpected results. For example, a Ripple
Rigid surfaces reduce the amount of memory (page 1–783) modifier does not ripple the surface
used by the NURBS model. Making surfaces rigid if the CVs are farther apart than the wavelength
improves performance, especially for large and of the ripples. If you want the modifier to affect
complex models. the mesh approximation instead of the CVs, you
When a surface is rigid, you can’t see its points can apply a Mesh Select (page 1–719) modifier
or CVs when you are at the Point or Surface CV first. Then when you collapse the stack, you get an
sub-object levels. If the model has only rigid editable mesh, not a NURBS object.
surfaces and no point curves, the Point and Surface These are the deform modifiers that collapse to
CV sub-object levels aren’t available at all. NURBS:
To make a rigid surface editable again, click Make • Modifiers in the Parametric Modifiers set,
Point, Make Independent, Make Loft, or Convert except for Lattice (which collapses to an
Surface. editable mesh) and Slice (which collapses to an
editable poly or an editable mesh).
• Modifiers in the Animation Modifiers set,
NURBS and Modifiers except for the world space modifier versions of
In general, you can apply modifiers to NURBS PatchDeform, PathDeform, and SurfDeform
models as you do to other objects. (which don’t collapse).
Tip: While they will collapse to a NURBS object,
the Morpher and Skin modifiers are meant to
1090 Chapter 9: Surface Modeling
be used with their own controls, and lose their objects that you can use as paths and motion
usefulness when you collapse them. trajectories.
The modifiers with Soft Selection controls treat NSurf Sel can select any kind of NURBS sub-object
NURBS models the same way they treat editable except imports. Each sub-object selection is of one
meshes. As with editable mesh vertices, CVs are sub-object level only.
colored proportionally according to how severely
the region affects them. Procedure
If Relational Stack is turned off (see Nonrelational To use a NURBS select modifier:
NURBS Surfaces (page 1–1116)), the Affect 1. With a NURBS object selected, go to the
Neighbors toggle can affect all surface CVs, curve Modify panel and apply NSurf Sel.
CVs, and points in neighboring sub-objects.
The selection modifier has no controls at the
If Relational Stack is on, Soft Selection affects
object level.
neighboring sub-objects only if they are at the
same sub-object level. 2. Click to open the modifier’s hierarchy, and
choose a sub-object level.
Soft Selection works with Scale and Rotate as well
The selection modifier has the same selection
as with the Move transform.
controls you see for the corresponding
sub-object type.
NURBS Objects and the UVW Map
Modifier While applying the modifier, you can also select
NURBS sub-objects by name. Turn on the
When you apply a UVW Map (page 1–922)
Keyboard Shortcut Override Toggle button on
modifier, it affects the NURBS object the same way
the status bar, and then press the H key. This
it affects a mesh. If you then collapse the stack,
displays a version of the Select Objects dialog
UVW mapping is still in effect. However, you
(page 1–78) that lists only sub-objects at the
can override the mapper for individual surface
current level. Choose one or more objects in
sub-objects. To do so, turn on the surface’s
the list, and then click Select. Press Ctrl+H to
Generate Mapping Coords check box, if necessary.
have the Select Objects dialog list only objects
When the check box is on, you get the natural
directly beneath the mouse cursor.
mapping of the surface; when it is off, you get the
mapping from the collapsed UVW modifier. 3. Use the selection controls to create a selection
set of the chosen sub-object type.
Tip: Don’t use UVW Map to assign a texture to
an animated surface. The texture will shift as the With the NSurf Sel modifier, you can select
surface animates. NURBS sub-objects at any level except imports.
Note: To select point, curve, or curve CV
NURBS Selection Modifier sub-objects, you must go to the NURBS object and
The NURBS Surface Selection (NSurf Sel) (page turn on Relational Stack.
1–747) lets you place a NURBS sub-object Once you have used the modifier to create the
selection on the modifier stack. This lets you selection, you can apply other modifiers to it. If
modify only the selected sub-objects. Also, the selected sub-object is a curve, you can also use
selected curve sub-objects are Shape (page 1–262) it as a path or trajectory.
NURBS and Animation 1091
Shape curves such as the Line tool and other Curves also have continuity (page 3–923). A
Shape tools are Bezier curves, which are a continuous curve is unbroken. There are different
special case of B-splines. levels of continuity (page 3–923). A curve with an
angle or cusp is C0 continuous: that is, the curve
The non-uniform property of NURBS brings up
is continuous but has no derivative at the cusp.
an important point. Because they are generated
A curve with no such cusp but whose curvature
mathematically, NURBS objects have a parameter
changes is C1 continuous. Its derivative is also
space (page 3–988) in addition to the 3D geometric
continuous, but its second derivative is not. A
space in which they are displayed. Specifically, an
curve with uninterrupted, unchanging curvature
array of values called knots (page 3–961) specifies
is C2 continuous. Both its first and second
the extent of influence of each control vertex (CV)
derivatives are also continuous.
on the curve or surface. Knots are invisible in 3D
space and you can’t manipulate them directly,
but occasionally their behavior affects the visible
appearance of the NURBS object. This topic
mentions those situations. Parameter space is
one-dimensional for curves, which have only a
single U dimension topologically, even though
Levels of curve continuity:
they exist geometrically in 3D space. Surfaces have 0
Left: C , because of the angle at the top
two dimensions in parameter space, called U and 1
Middle: C , at the top a semicircle joins a semicircle of smaller
V. radius
2
NURBS curves and surfaces have the important Right: C , the difference is subtle but the right side is not
properties of not changing under the standard semicircular and blends with the left
geometric affine transformations (Transforms), or A curve can have still higher levels of continuity,
under perspective projections. The CVs have local but for computer modeling these three are
control of the object: moving a CV or changing adequate. Usually the eye can’t distinguish
its weight does not affect any part of the object between a C2 continuous curve and one with
beyond the neighboring CVs. (You can override higher continuity.
this property by using the Soft Selection (page
1–1147) controls.) Also, the control lattice that Continuity and degree are related. A degree 3
connects CVs surrounds the surface. This is equation can generate a C2 continuous curve.
known as the convex hull (page 3–924) property. This is why higher-degree curves aren’t generally
needed in NURBS modeling. Higher-degree
Degree and Continuity curves are also less stable numerically, so using
them isn’t recommended.
All curves have a degree (page 3–927). The degree
of a curve is the highest exponent in the equation Different segments of a NURBS curve can have
used to represent it. A linear equation is degree 1; different levels of continuity. In particular, by
a quadratic equation is degree 2. NURBS curves placing CVs at the same location or very close
typically are represented by cubic equations and together, you reduce the continuity level. Two
have a degree of 3. Higher degrees are possible, coincident CVs sharpen the curvature. Three
but usually unnecessary. coincident CVs create an angular cusp in the
curve. This property of NURBS curves is known as
multiplicity (page 3–977). In effect, the additional
NURBS Concepts 1093
one or two CVs combine their influence in that a one-dimensional parameter space to two
vicinity of the curve. dimensions.
You can also think of a point curve or surface as • In general, point curves and surfaces are
dependent on its points. You can use the Convert slower than CV curves and surfaces. Trims are
Curve button to convert a point curve or surface to the slowest kind of dependency, and texture
the CV form, or vice versa. surfaces are the slowest kind of dependent
sub-object.
• If a dependent sub-object doesn’t change
during animation, you can help performance
by making the sub-object independent after
NURBS Tips and Techniques you finish creating it.
These topics contain suggestions on how to work • You can use NSurf Sel (page 1–747) to apply
with NURBS. They include tips collected from modifiers to a sub-object selection. However,
various NURBS modeling users. before you do so make sure that Relational
Stack is on; Relational Stack (page 1–1116) is
How to Make Objects with NURBS Modeling (page
on the General rollout for NURBS models.
1–1094)
Otherwise, NSurf Sel can select only the Surface
How to Fix NURBS Objects (page 1–1098) and Surface CV sub-object levels.
How to Improve Performance (page 1–1099)
Converting Other Objects to NURBS
Animation, Textures, and Rendering (page 1–1099)
• Remember that you can collapse splines (page
1–266) to NURBS objects. A spline Shape or a
NURBS curve can be a good starter object for
How to Make Objects with NURBS
a NURBS model.
Modeling
• Shapes with sharp angles collapse to multiple
These are tips on using NURBS to create models. NURBS curves. You can control this before
NURBS conversion by first converting the
Objects and Sub-Objects Shape to an editable spline (page 1–289).
• In 3ds Max, a NURBS model is a single, Modify the editable spline so that all its vertices
top-level NURBS object (page 1–1078) that can are Bezier or Smooth vertices. Then when you
contain a variety of sub-objects. Get in the collapse the spline to a NURBS curve, you
habit of creating a single object at the top level, obtain a single curve.
then going immediately to the Modify panel • If you want a single NURBS curve, don’t change
and adding sub-objects by using rollouts or the vertices to Bezier Corner vertices. These always
NURBS Creation Toolbox (page 1–1083). convert to a junction between two different
• Sub-objects are either independent or NURBS curves.
dependent. Dependent sub-objects (page • Collapsing a primitive (page 1–170) into a
1–1087) use relational modeling to build NURBS object is one of the quickest ways to
NURBS geometry that is related to other start building a NURBS model. After collapsing
geometry. However, understand that the the primitive, you can select various CVs and
more dependencies a model has, the slower transform them. Other objects you can convert
interactive performance becomes. to NURBS are prisms (page 1–205), torus knots
How to Make Objects with NURBS Modeling 1095
(page 1–189), lofts (page 1–352), and patch grids Also, remember that snaps work in a viewport
(page 1–993). only when you have made the viewport active.
• You can also change the NURBS surface by And choosing your snap settings does not turn
applying modifiers. The modifiers act on the on snaps. You must also turn on the 3D Snap
points or CVs of the surface, and not on the Toggle button (page 2–35) (on the status bar).
surface itself. After applying the modifiers, Snaps are especially important when you create
collapse the modifier stack (page 3–760). This the curves for building 1-rail (page 1–1204) and
removes the modifiers from the stack without 2-rail (page 1–1209) sweep surfaces.
changing the position of the modified points or • Remember that without leaving the viewport,
CVs, making for a simpler and quicker model. you can right-click to display a quad menu
• Another way to create a NURBS surface object (page 3–694) with shortcuts for changing the
is to apply a Lathe (page 1–707) or Extrude sub-object level, creating some sub-objects,
(page 1–680) modifier to a NURBS curve. Set and using some other edit commands.
the modifier’s Output Type to NURBS, and • When you work with NURBS, there are a lot
then collapse when you’re done adjusting the of rollouts in the Modify panel. Minimize
parameters. the rollouts you don’t need. For example,
(There are also NURBS lathe and extrude minimizing the Modifiers rollout helps unless
surface sub-object types, which you can apply you’re applying Modifiers, and minimizing the
to curve sub-objects.) Surface Common rollout is useful when you’re
creating U loft, UV loft, and 1-rail or 2-rail
Shortcuts, Snaps, and User Interface Tips sweep surfaces.
• Remember to turn on the Plug-In Keyboard • Don’t set viewports to display edged faces.
Shortcut Toggle (page 3–872). While it is on, Displaying edges is almost twice as slow as
you can use all the NURBS keyboard shortcuts. displaying a simple shaded viewport.
• One of the most useful NURBS keyboard
shortcuts is H , which displays a Select Objects
Creating Curves
dialog (page 1–78). You can use H during • When drawing a CV curve, click three times
sub-object creation as well as sub-object to get a sharp corner.
selection. This is handy when sub-objects are Be aware, however, that multiple CVs increase
crowded or hard to see. the amount of calculation and therefore reduce
A variant is Ctrl+H , which also displays the performance and stability of your model.
the Select Objects dialog, but lists only those However, if you want to use the curve to
NURBS sub-objects beneath the mouse cursor construct a U Loft, and so on, this is the best
position. technique.
• There are special NURBS Snaps in the Grid and • You can also create sharp corners by fusing the
Snap Settings dialog (page 2–41) (right-click ends of two separate NURBS curve sub-objects.
the 3D Snap toggle to display this). When This is the recommended method if you aren’t
you use NURBS snaps, turn off Options/Axis using the curves to construct a surface.
Constraints; otherwise, snaps work only in the • While creating curves, you can turn on the
current axis. Draw in All Viewports toggle. This lets you
1096 Chapter 9: Surface Modeling
draw curves in 3D. Begin drawing a curve in achieve this, draw the rails first, then draw the
one viewport, go to another viewport, and cross sections using the NURBS Snaps (page
continue drawing. 2–41) Curve End and Curve Edge turned on.
If your mouse has a middle mouse button, • 2-rail sweeps have the additional requirement
Alt +middle mouse button lets you use arc that the endpoints of the first cross section
rotate (page 3–744) to change a viewport’s intersect the endpoints of the rails. Again,
orientation while you are creating the curve. NURBS Snaps help you do this.
• To create a transform curve along a specific If the endpoints of the first cross-section don’t
axis, turn on the appropriate axis constraints, coincide with the rail endpoints, the resulting
and then Shift +move a copy of the transform surface might not follow the rails.
curve. • While you’re editing a sweep, the Edit Curve
button lets you directly transform the CVs of
Curves and Direction a rail or cross section, without changing the
• NURBS curves show their direction in sub-object level. Edit Curve also gives you
viewports. A small circle indicates the first access to all the rollouts that control the curve.
vertex. If the curve is closed, a plus sign (+) You can use Refine or Make First, for example,
indicates the direction of the curve. without changing levels.
Be aware of curve direction when you use
curves to construct blend surfaces (page
Curves on Surfaces and Projected Curves
1–1183), U loft (page 1–1196) and UV loft (page • You can use a viewport to draw a curve on a
1–1200) surfaces, and 1-rail (page 1–1204) and surface (page 1–1172) (COS), but this works
2-rail (page 1–1209) sweeps. If the curves don’t only for visible portions of the surface. To see
have the same direction, you can get strange the entire surface and the curve or curves on it
twisting. Make sure curves have the same projected into a flat plane, use Edit Curve.
direction before you construct the surface. If your mouse has a middle mouse button,
On the Curve Common rollout, the controls Alt +middle mouse button lets you use arc
Reverse and Make First let you control the rotate (page 3–744) to change a viewport’s
direction of the curve, and where its starting orientation while you draw the curve on
point or CV is located. surface.
Another good way to make sure curves are • Neither curves on surfaces nor projected curves
aligned is to draw one curve and then use can cross the edge of a surface. This includes
Shift +Clone to create the others. After the seam on surfaces with fused CVs. If you
creating the aligned curves, you can transform try to project across the seam, only part of the
CVs to vary the curves on which the surface curve’s projection is created.
will be based.
Creating Blend Surfaces
Curves for Sweeps
• You can blend between curves or between
• Besides expecting cross-section curves to be all surface edges. (You can’t blend from a trimmed
in the same direction, 1-rail (page 1–1204) and edge. In that situation, you are blending from
2-rail (page 1–1204) sweep surfaces work best if the curve that trimmed the surface.)
the cross sections intersect the rail or rails. To
How to Make Objects with NURBS Modeling 1097
• If you want a controllable tangent or tension, If you have a joined curve as one of the
you must blend to a surface edge or a curve on a curves to construct the loft, reparameterize it
surface. Adjusting tension changes the flatness before you create the loft, or set the curves to
or "bulginess" of that end of the blend. reparameterize automatically.
When a curve and a surface (or two surfaces) • The Edit Curve button lets you directly
are near each other, sometimes it can be hard to transform the CVs of a curve within a U loft
tell which edge you are selecting. To assist you, or UV loft (page 1–1200), without changing
the currently selected surface turns yellow, and the sub-object level. Edit Curve also gives you
the edge that will be used for the blend turns access to all the rollouts that control the curve.
blue. Make sure you have selected the right You can use Refine or Make First, for example,
surface before you choose the edge. without changing levels.
• If the edges you are blending have different • To close a UV loft, you can pick the first V
numbers of points (usually due to different curve again to make it the last curve in the loft.
surface approximation settings), then Sometimes a seam is visible at this location in
sometimes rendering shows gaps between the the UV loft.
blend and the original surface. If this happens,
go to the Surface Approximation rollout (page Multisided Blend Surfaces
1–1239) and increase the value of Merge until
• If the program doesn’t create the multisided
the gaps disappear when you render.
blend (page 1–1213), fuse the CVs at the three
The Merge setting affects only the production or four corners. Snapping CVs to each other
renderer. It has no effect on viewport display. doesn’t always succeed, because of rounding
off.
Lofts
• If you need a surface between only two curves, Multicurve Trimmed Surfaces
use a ruled surface (page 1–1193) instead of a U • Multicurve trimmed surfaces are the only way
loft. This is faster. to create a trimmed hole that contains sharp
• If loft creation seems slow, make sure the angles.
Display While Creating check box (in the U
Loft Surface rollout (page 1–1196)) is turned off. Displacement Mapping
• If the U loft doesn’t come out as you expected, • In general, the default tessellation settings
try reparameterizing the curves. Click aren’t suitable for displaced surfaces. With
Reparam. at the Curve sub-object level. This these default settings, displacement mapping
button is on the CV Curve rollout. In the can create an extremely high face count,
Reparameterize dialog (page 1–1237), choose which performs very slowly. Change the
Chord Length reparameterization. surface approximation to the lowest necessary
resolution. A good rule of thumb is to start
If a curve is dependent or a point curve, first
with Spatial approximation and an Edge value
you will have to make it independent (this also
of 20. If that is too low, reduce the Edge value
improves performance).
until the model looks as it should.
Curves that are made of two joined curves
• Use the Displace NURBS world space modifier
have this problem more often than others.
(page 1–515) to convert the displacement map
1098 Chapter 9: Surface Modeling
into an actual displaced mesh so you can see the • If a CV curve gives you unexpected or incorrect
effect of displacement in viewports. To make a results, try reparameterizing it. Click Reparam.
displaced mesh copy of the NURBS model, use at the Curve sub-object level. This button is on
Snapshot (page 1–453). the CV Curve rollout. In the Reparameterize
dialog (page 1–1237), choose Chord Length
Connecting an Arm to a Shoulder reparameterization.
• The easiest approach is to create a CV curve on If the curve still gives you trouble, try rebuilding
surface (page 1–1172) or normal projected curve it. The Rebuild button is on the same rollout.
(page 1–1169) on the shoulder. Then create the • If a blend between a surface and a curve
arm as a U loft (page 1–1196). For the last curve gives you unexpected or incorrect results, try
of the U loft, select the CV curve on surface or reparameterizing the parent surface. Click
the normal projected curve. Then turn on Use Reparam. at the Surface sub-object level. This
COS Tangents, which makes the loft surface button is on the CV Surface rollout. In the
tangent to the other surface where the arm joins Reparameterize dialog (page 1–1237), choose
the shoulder. Chord Length reparameterization.
• If the blend appears twisted, use the Start Point • If you see a seam in a shaded viewport, render
spinner to change the location of the first point the viewport first before you try to fix the seam.
of the curves that make up the U loft surface. What you see in viewports might not be what
• Another way to connect a U loft to another you get in a render, and the viewport shader
surface is to project the last curve in the U is less accurate than the production renderer.
loft onto the other surface. Click Make COS Seams in viewports can also result from
to convert the projected curve into a curve on different surface approximation settings (page
surface, and then on the U Loft Surface rollout 1–1239) for the viewport and the renderer, so
click Insert to make the new curve on surface check these as well.
the last curve in the U loft. You can scale the • If you see gaps between faces in the rendered
curve on surface or move its CVs to get the model, increase the Merge value for the
curvature and blending you want. renderer in the surface approximation settings.
• Sometimes gaps between faces appear after
you convert a NURBS model into a mesh. (For
How to Fix NURBS Objects
example, by using Mesh Select (page 1–719).)
These are tips on fixing problems with NURBS If this happens, increase the Merge value for
models. the renderer in the surface approximation (page
• If you create a surface but it isn’t visible in 1–1239) settings.
viewports, click Flip Normals. Flip Normals is • If you see odd twists in a 1-rail (page 1–1204)
available on the surface’s creation rollout, or or 2-rail (page 1–1209) sweep, add more cross
at the Surface sub-object level on the Surface sections at the areas of change in the surface.
Common rollout. For example, if your rail looks like a box with
• If you create a blend surface (page 1–1183) and rounded corners, placing cross sections at the
it looks like a bow tie, use Flip End 1 or Flip corners helps to control the shape of the sweep.
End 2 to correct the twist. On the other hand, you don’t need more cross
How to Improve Performance 1099
sections for a rail shaped like an ’S’, because the Shift+Ctrl+T toggles trim display. The trims
curvature is more constant. still appear in renderings.
• If a U loft or UV loft doubles back on itself • For symmetrical models, create only half the
unexpectedly, make sure that all the curves are geometry, and then mirror it. You can then use
going in the same direction. Click Reverse to a blend (page 1–1183) surface or ruled (page
change a curve’s direction. Use the Start Point 1–1193) surface to connect the two halves.
spinner to align the curve’s initial points. • Restart 3ds Max when performance begins
to slow down. If your NURBS model needs
to page, then working with it for a long time
How to Improve Performance causes performance to slow. If you notice this,
These are tips on improving the performance of save your work, close 3ds Max, and then restart.
your NURBS models. • Convert point surfaces to CV surfaces whenever
• Avoid using point curves and point surfaces. possible.
These are slower than CV curves and CV • When you use texture surfaces, use the Edit
surfaces. Use the point forms only when you Texture Surface dialog (page 1–1230) (click
need them for construction; for example, Edit Texture Surface on the Material Properties
when you use Curve Fit to create a curve that rollout (page 1–1149)) to rebuild the texture
interpolates specific points. surface with the minimum necessary number
• Use the nonrelational stack (page 1–1116) of UV rows and columns.
feature in conjunction with the Shaded Lattice • U lofts are faster than UV lofts.
toggle to improve performance while you
• Every type of surface is faster if you can make it
animate your NURBS model.
independent.
• Use Transform Degrade to hide surfaces while
• Set the surface approximation (page 1–1239) for
you are moving, rotating, and scaling NURBS
viewports to use the lowest possible resolution.
sub-objects. The shortcut Ctrl+X toggles this
Set the renderer to use higher resolution, and
option.
turn on View Dependent for the renderer
You can use Ctrl+X in the middle of a so objects far from the camera render more
transform, to turn on degradation if things are quickly.
happening slowly.
• You can customize and save surface
• Turn off the display of dependent surfaces approximation (page 1–1239) presets by
while you are creating new dependent surfaces using the Surface Approximation utility (page
or moving, rotating, or scaling NURBS 1–1245). This utility also lets you set surface
sub-objects. The shortcut Ctrl+D toggles approximation values for a selection set of
dependent surface display. multiple NURBS models.
• Trim holes only when you need to. For example,
when you connect an arm to a torso, you don’t
need to create a hole beneath the arm, as it Animation, Textures, and
won’t be visible anyway. Rendering
You can also speed up performance by turning These are tips about animating NURBS models
off the Display Trims toggle. The shortcut and using textures with animated NURBS models.
1100 Chapter 9: Surface Modeling
• An easy way to animate a growing surface is to (on the Surface Approximation rollout) from
put a curve point (page 1–1220) with trimming Curvature to Spatial. You will then get a much
on a curve, then animate the U position of the more drastic change in face count.
curve point, and then use this curve as the rail • To get a map to smoothly cover two or more
of a 1-rail sweep (page 1–1204). As the trimmed surface without tiling, create another surface
rail grows, so does the sweep surface. (You whose shape covers and roughly conforms to
must trim the curve before you create the sweep the original surfaces. Apply the texture to the
surface.) larger surface. In the Material Properties rollout
• If you see gaps between surfaces in rendered (page 1–1149) for the original surfaces, set
images, increase the value of Merge for the Texture Surface to Projected, click Pick Source
renderer in the surface approximation (page Surface, and pick the larger surface. Adjust the
1–1239) settings. larger surface to fine-tune the map projection.
• If a texture slides around on the surface during Hide the larger surface before you render.
animation, this is because you are using the • To have different maps on a surface sub-object,
default Chord-Length parameterization of the use different mapping coordinates (page 3–967),
texture surface. Select the surface, then on and multiple map channels (page 3–966). On
the Material Properties rollout (page 1–1149) the Material Properties rollout (page 1–1149),
change the parameterization to User Defined. change the Map Channel value and then turn
Now the texture should stick to the surface on Generate Mapping Coordinates. (Each
better. map channel requires its own set of mapping
• Don’t use the UVW Map modifier (page 1–922) coordinates.)
to apply a texture to an animated NURBS NURBS surface sub-objects let you set the map
surface. channel directly, and don’t require you to apply
• If a surface seems to glitter or jump around UVW Map modifiers as other objects do.
as you move toward it in an animation, this • If a map doesn’t align to a surface sub-object the
is because View Dependent tessellation is on way you want it to, on the Material Properties
(on the Surface Approximation rollout (page rollout (page 1–1149) choose User Defined as
1–1239)) so the tessellation is constantly the Texture Surface, and then use Edit Texture
changing. Usually View Dependent creates no Points or the Edit Texture Surface dialog to
visible changes, but if it does, turn it off. move the points of the texture surface.
• If a surface seems to glitter or jump around • To adjust how the map aligns to the edges of
while it changes during animation, this a surface sub-object, use the Texture Corner
is because the tessellation is changing as settings on the Material Properties rollout (page
the surface animates. Changing surface 1–1149).
approximation (on the Surface Approximation
rollout) to Regular fixes this in all cases.
Parametric tessellation also solves this problem
for every kind of surface except U lofts (page
1–1196) and UV lofts (page 1–1200).
• If the View Dependent setting doesn’t seem
to be doing much, change the tessellation
NURBS Surfaces 1101
Interface
Point Surface
The creation parameters are the same for both
Create panel > Geometry > NURBS Surfaces > Point Surf point surfaces and CV surfaces, except that the
labels indicate which kind of basic NURBS surface
Create menu > NURBS > Point Surface
you are creating.
1. Go to the Create panel. Length Points—Lets you enter the number of points
along the length of the surface (this is the initial
2. Turn on Geometry, and choose NURBS number of point columns).
Surfaces from the drop-down list. Width Points—Lets you enter the number of points
3. Turn on Point Surf. along the width of the surface (this is the initial
number of point rows).
4. In a viewport, drag to specify the area of the
planar segment. Create—Creates the surface object.
On the Modify panel, the Length and Width Create menu > NURBS > CV Surface
spinners are no longer available. You can change
the length or width of the surface by scaling the
surface at the Surface sub-object level. Moving
point sub-objects also alters the length and width
of the surface.
Length Points—The number of points along the
length of the surface. In other words, the initial
number of point columns in the surface. Range=2
to 50. Default=4.
Width Points—The number of points along the
width of the surface. In other words, the initial
number of point rows in the surface. Range=2 to
50. Default=4. The CVs in a control lattice shape the surface it defines.
On the Modify panel, the point Length and Width CV surfaces are NURBS surfaces (page 1–1101)
spinners are no longer available. You can change controlled by control vertices (CVs (page 3–926)).
the number of rows and columns by deleting The CVs don’t lie on the surface. They define
existing rows and columns, or by adding new rows a control lattice (page 3–923) that encloses the
and columns using the Refine controls at the Point surface. Each CV has a weight that you can adjust
sub-object level. to change the shape of the surface.
Procedure
To create a CV surface:
Interface
The creation parameters are the same for both
point surfaces and CV surfaces, except that the
labels indicate which kind of basic NURBS surface
you are creating.
Width CVs—The number of CVs along the width of Chord-length reparameterization is usually the
the surface. In other words, the initial number of best choice.
CV rows in the surface. Can range from 4 to 50. Uniform—Spaces the knots uniformly.
On the Modify panel, the CV Length and Width A uniform knot vector has the advantage that the
spinners are no longer available. You can change surface will change only locally when you edit it.
the number of rows and columns by deleting With the other two forms of parameterization,
existing rows and columns, or by adding new moving any CV can change the entire surface.
rows and columns using the Refine controls at the
Surface CV sub-object level.
1106 Chapter 9: Surface Modeling
You can assign thickness to a NURBS curve so it Creating Independent Surfaces from NURBS Curve
renders as a cylindrical object. (The thickened Objects (page 1–1114)
curve renders as a polygonal mesh, not as a You can also create NURBS curve sub-objects by
NURBS surface.) attaching or importing other objects such as other
NURBS curves or spline shapes.
Attaching and Importing 3ds Max Objects (page
1–1120)
Display Controls for NURBS Models (page 1–1117)
Both NURBS curves and NURBS surfaces have a
Display area in the Modify panel. These controls
A curve and the same curve rendered with thickness
affect which portions of the NURBS geometry are
There are two kinds of NURBS curve objects: displayed. Next to the Display area is the button
that turns on the toolbox for creating sub-objects.
Point Curve (page 1–1106)
CV Curve (page 1–1110)
Like other Shape objects, NURBS curves can
Point Curve
contain multiple sub-objects, which are either Create panel > Shapes button > NURBS Curves > Point
dependent or independent. Curve button
Interface
The creation parameters are the same for both
point curves and CV curves.
Use V iewport settings—Lets you set different Sides—Sets the number of sides (or facets) for
rendering parameters, and displays the mesh the spline mesh n the viewport or renderer. For
generated by the Viewport settings. Available only example, a value of 4 results in a square cross
when Enable in Viewport is turned on. section.
Generate Mapping Coords—Turn this on to apply Angle—Adjusts the rotational position of the
mapping coordinates. Default=off. cross-section in the viewport or renderer. For
example, if the spline mesh has a square cross
The U coordinate wraps once around the thickness
section you can use Angle to position a "flat" side
of the spline; the V coordinate is mapped once
down.
along the length of the spline. Tiling is achieved
using the Tiling parameters in the material itself. Rectangular—Displays the spline’s mesh shape as
rectangular.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied Aspect—Sets the aspect ratio for rectangular
to the object. The scaling values are controlled cross-sections. The Lock check box lets you lock
by the Use Real-World Scale settings found in the aspect ratio. When Lock is turned on, Width
the applied material’s Coordinates rollout (page is locked to Depth that results in a constant ratio
2–1625). Default=on. of Width to Depth.
Viewport—Turn this on to specify Radial or Length—Specifies the size of the cross–section
Rectangular parameters for the shape as it will along the local Y axis.
display in the viewport when Enable in Viewport
Width—Specifies the size of the cross–section
is turned on.
along the local X axis.
Renderer—Turn this on to specify Radial or
Angle—Adjusts the rotational position of the
Rectangular parameters for the shape as it will
cross-section in the viewport or renderer. For
display when rendered or viewed in the viewport
example, if you have a square cross-section you
when Enable in Viewport is turned on.
can use Angle to position a "flat" side down.
Radial—Displays the 3D mesh as a cylindrical
Auto Smooth—If Auto Smooth is turned on, the
object.
spline is auto-smoothed using the threshold
Thickness—Specifies the diameter of the viewport specified by the Threshold setting below it. Auto
or rendered spline mesh. Default=1.0. Range=0.0 Smooth sets the smoothing based on the angle
to 100,000,000.0. between spline segments. Any two adjacent
segments are put in the same smoothing group if
the angle between them is less than the threshold
angle.
Threshold—Specifies the threshold angle in
degrees. Any two adjacent spline segments are put
in the same smoothing group if the angle between
them is less than the threshold angle.
Keyboard Entry rollout Draw In All V iewports—Lets you use any viewport
while you are drawing the curve. This is one way
The Keyboard Entry rollout lets you create a
to create a 3D curve. When off, you must finish
NURBS curve by typing. Use the Tab key to
drawing the curve in the viewport where you
move between the controls in this rollout. To click
began it. Default=on.
a button from the keyboard, press Enter while
the button is active. While Draw In All Viewports is on, you can also
use snaps (page 2–41) in any viewport.
CV Curve
Create panel > Shapes button > NURBS Curves > CV
Curve button
Interpolation group
The controls in this group box change the accuracy
and type of curve approximation (page 1–1238)
used to generate and display the curve.
CV Curve 1111
Procedure
CVs shape the control lattice that defines the curve.
To create a NURBS CV curve:
Drawing Three-Dimensional Curves
1. Go to the Create panel.
When you create a CV curve, you can draw it in
three dimensions. There are two ways to do this:
2. Turn on Shapes, and choose NURBS
• Draw In All Viewports: This toggle lets you use Curves from the drop-down list.
any viewport to draw the curve, enabling you
3. Turn on CV Curve.
to draw three dimensionally.
4. In a viewport, click and drag to create the
• Using Ctrl to drag CVs: While you draw a
first CV, as well as the first curve segment.
curve, you can use the Ctrl key to drag a CV
Release the mouse to add the second CV. Each
off of the construction plane.
subsequent location you click adds a new CV to
With the Ctrl –key method, further mouse the curve. Right-click to end curve creation.
movement lifts the latest CV off the construction Note: If you begin the curve by clicking without
plane. There are two ways to use this: dragging, this also creates the curve’s first CV.
• Click-drag. If you hold down Ctrl and also However, if you release the mouse more than
hold down the mouse button, you can drag to five pixels away from where you initially pressed
change the height of the CV. The CV’s location it, this creates an additional CV.
is set when you release the mouse button. While you are creating a CV curve, you can
This method is probably more intuitive. press Backspace to remove the last CV you
• Click-click. If you Ctrl +click and then release created, and then previous CVs in reverse order.
the mouse button, the height changes as you If Draw In All Viewports is on, you can draw in
drag the mouse. Clicking the mouse a second any viewport, creating a 3D curve.
time sets the CV’s location. To lift a CV off the construction plane, use
This method is less prone to repetitive stress the Ctrl key as described earlier in this topic
injury. under "Drawing Three-Dimensional Curves."
While you are offsetting the CV, a red dotted As with splines, if you click over the curve’s
line is drawn between the original CV on the initial CV, a Close Curve dialog (page 1–1228)
construction plane and the actual CV offset is displayed. This dialog asks whether you
1112 Chapter 9: Surface Modeling
want the curve to be closed. Click No to keep Enable In Renderer—When on, the shape is
the curve open or Yes to close the curve. (You rendered as a 3D mesh using the Radial or
can also close a curve when you edit it at the Rectangular parameters set for Renderer. In
Curve sub-object level.) When a closed curve previous versions of the program, the Renderable
is displayed at the Curve sub-object level, the switch performed the same operation.
initial CV is displayed as a green circle, and a
Enable In Viewport—When on, the shape is
green tick mark indicates the curve’s direction.
displayed in the viewport as a 3D mesh using the
5. Adjust the curve’s creation parameters. Radial or Rectangular parameters set for Renderer.
6. (Optional) To add a new NURBS curve In previous versions of the program, the Display
sub-object, you can turn off the Start New Render Mesh performed the same operation.
Shape check box, and then repeat the preceding Use Viewport settings—Lets you set different
steps. rendering parameters, and displays the mesh
generated by the Viewport settings. Available only
Interface when Enable in Viewport is turned on.
The creation parameters are the same for both
Generate Mapping Coords—Turn this on to apply
point curves and CV curves.
mapping coordinates. Default=off.
Rendering rollout The U coordinate wraps once around the thickness
of the spline; the V coordinate is mapped once
along the length of the spline. Tiling is achieved
using the Tiling parameters in the material itself.
Real-World Map Size—Controls the scaling method
used for texture mapped materials that are applied
to the object. The scaling values are controlled
by the Use Real-World Scale settings found in
the applied material’s Coordinates rollout (page
2–1625). Default=on.
Viewport—Turn this on to specify Radial or
Rectangular parameters for the shape as it will
display in the viewport when Enable in Viewport
is turned on.
Renderer—Turn this on to specify Radial or
Rectangular parameters for the shape as it will
display when rendered or viewed in the viewport
when Enable in Viewport is turned on.
Radial—Displays the 3D mesh as a cylindrical
object.
Thickness—Specifies the diameter of the viewport
or rendered spline mesh. Default=1.0. Range=0.0
to 100,000,000.0.
CV Curve 1113
Auto Smooth—If Auto Smooth is turned on, the Weight—Enter a weight for the CV.
spline is auto-smoothed using the threshold
Close—Ends creation of the curve and creates a
specified by the Threshold setting below it. Auto
segment between the last CV and the initial CV, to
Smooth sets the smoothing based on the angle
make the curve a closed curve.
between spline segments. Any two adjacent
1114 Chapter 9: Surface Modeling
Finish—Ends creation of the curve, leaving it open Chord Length—Chooses the chord-length
ended. algorithm for reparameterization.
Chord-length reparameterization spaces knots (in
Create CV Curve rollout
parameter space (page 3–988)) based on the square
root of the length of each curve segment.
Chord-length reparameterization is usually the
best choice.
Uniform—Spaces the knots uniformly.
Procedure
Creating NURBS Surfaces from To turn a primitive into a NURBS object:
Geometric Primitives
1. Create the primitive object.
Tips
• Geospheres are good for creating rounded
models with no sharp edges.
• Boxes are good for creating models that have
sharp edges.
• Flattened cones work well for models whose
contours are roughly triangular.
If the primitive is closed, the converted surface is
a closed CV surface, which has no visible seams.
Also, relational cap surfaces (page 1–1195) are used
to cap surfaces that aren’t closed.
Display Controls for NURBS Models 1117
Procedure
To use nonrelational NURBS surfaces:
1. Make sure Relational Stack is off and Shaded
Lattice is chosen.
2. Set up your modifiers and animation.
3. If your model has only independent CV
surfaces, you can render it now. If it has
relational surfaces such as blends or lofts, then
before you render, choose the NURBS model at
the bottom of the stack, and turn on Relational
Stack.
When you return to the top of the modifier
stack, performance is slower but dependent
surfaces are accurate. The modified NURBS
model looks different than it did with the
nonrelational stack. Usually the difference in
appearance isn’t great, but the nonrelational
stack can show anomalies such as cracks
When Relational Stack is on, NURBS maintain full between Blend surfaces.
relational modeling on the modifier stack (page
3–760). When this toggle is off (the default),
then using the modifier stack converts surfaces Display Controls for NURBS
into independent CV surfaces before applying Models
modifiers. Surfaces on the stack behave in a
nonrelational way. If your NURBS model contains Modify panel > Select NURBS object. > General rollout
> Display group, Surface Display group, and NURBS
no dependent surfaces, then it behaves the same on Creation Toolbox button
the stack regardless of the Relational Stack setting.
Modify panel > Select NURBS object. > Right-click in
However, the results are still faster if Relational viewport. > Display commands on the Tools 1 (upper-left)
Stack is turned off. quadrant of the quad menu
When Relational Stack is off, there is no overhead The check boxes on the General rollout for a
of copying the data from the relational model, NURBS curve or surface control how the object
and no need to compute the relational surfaces, is displayed in viewports. If all check boxes are
so performance is faster. turned off, the NURBS object is invisible (except
Tip: To improve performance still further, display for the white bounding-box indicators displayed
surfaces as shaded lattices (see Display Controls for in shaded viewports when the object is selected).
NURBS Models (page 1–1117)). With Relational An additional rollout, Display Line Parameters
Stack off and Shaded Lattice chosen, NURBS (page 1–1119), contains controls for how surfaces
objects perform on the stack about as well as mesh display in viewports.
objects do.
1118 Chapter 9: Surface Modeling
Keyboard shortcut (while Keyboard Shortcut Tessellated Mesh—When chosen, NURBS surfaces
Override Toggle is on): Ctrl+Shift+S display as fairly accurate tessellated meshes in
shaded viewports. In wireframe viewports,
Dependents—When on, displays dependent
they appear as either iso curves or wire meshes,
sub-objects.
depending on the settings you’ve chosen on the
Keyboard shortcut (while Keyboard Shortcut Display Line Parameters rollout (page 1–1119).
Override Toggle is on): Ctrl+D
Display Line Parameters for NURBS Surfaces 1119
Shaded Lattice—When chosen, NURBS surfaces U Lines and V Lines—The number of lines used to
appear as shaded lattices in shaded viewports. approximate the NURBS surface in viewports,
Wireframe viewports display the surface’s lattice along the surface’s local U and V dimensions,
without shading. A shaded lattice shades the CV respectively. Reducing these values can speed up
control lattice (page 3–923) of the NURBS surface. the display of the surface, but reduce accuracy
This displays more quickly than a tessellated mesh. of the display. Increasing these values increases
The shading is not accurate. It gives you a fairly accuracy at the expense of time. Setting one of
good idea of lofts, but is less accurate for free-form these values to 0 displays only the edge of the
surfaces. The shading is always as large or larger object in the corresponding dimension.
than the actual surface, because of the convex hull
property (page 3–924).
Shaded lattice display doesn’t show surface
trimming (page 1–1080) or texture mapping.
Tip: Shaded Lattice is a good option to choose
when you use the modifier stack with nonrelational
NURBS surfaces (page 1–1116).
Keyboard shortcut: Alt+L
(You can use this keyboard shortcut without Iso and mesh displays of a NURBS teapot
having to turn on the Keyboard Shortcut Override
Iso Only—When chosen, all viewports display iso
Toggle.)
line (page 3–959) representations of the surface.
Iso(parametric) lines are similar to contour lines.
The lines show where the NURBS surface has
Display Line Parameters for
a constant U value or V value or both. Iso line
NURBS Surfaces representations can be less crowded and easier to
Select NURBS object. > Modify panel > Display Line visualize than wire mesh representations.
Parameters rollout
Iso and Mesh—(The default.) When chosen,
These parameters are contained on a single rollout wireframe viewports display iso line
at the top level of a NURBS object. representations of the surface, and shaded
viewports display the shaded surface.
Interface Mesh Only—When chosen, wireframe viewports
display the surface as a wire mesh, and shaded
viewports display the shaded surface. In wireframe
viewports, this option lets you see the surface
approximation (page 1–1239) used for viewports.
1120 Chapter 9: Surface Modeling
a converted NURBS curve. Leaving the Imports extracted object, the import sub-object, or the
sub-object level returns to NURBS-style display. whole NURBS model before you can see the
extracted object.
You can extract an imported object. This creates
an independent, top-level object again.
Interface
You can also use the Detach button to create a new The Selection group box, described under
NURBS object that is a copy of a curve or surface "Interface" later in this topic, provides
sub-object. To do so, select the curve or surface, some additional options for selecting Point
and click to turn on Copy before you click Detach. sub-objects.
A dialog is displayed, which lets you enter a name 2. Turn on Move or another transform and then
for the new object. The original curve or surface drag in a viewport to transform the selection.
sub-object remains part of the NURBS object you
were editing, but the copied curve or surface is The shape of the model changes as you
now a NURBS object of its own. interactively transform the points.
Rotate and Scale are useful only when you’ve
Relational—This toggle affects dependent objects.
selected multiple points.
When off, detaching a dependent sub-object
makes it an independent object. For example, Tips
detaching a U loft converts it to a CV surface.
When on, detaching a dependent sub-object also • The Lock Selection Set button is useful
detaches the objects it depends on, so the object when you transform NURBS point sub-objects.
remains dependent. For example, detaching a U You can make a selection in one viewport, click
loft also detaches the curves that define it. Lock Selection Set (or press the Spacebar ),
and then transform the selection in a different
viewport.
Editing Point Sub-Objects • When you move point sub-objects, move them
as systematically as possible to avoid "getting
Modify panel > Select NURBS object or sub-object. >
Point sub-object level > Select point sub-objects. lost."
Modify panel > Select NURBS object or sub-object. > • On surfaces, avoid moving points so they cross
Right-click. > Tools 1 (upper-left) quadrant > Sub-objects over or under adjacent points. This can create
> Point > Select point sub-objects.
odd-looking warps or overlaps in the surface.
This topic describes the controls for point
To Shift +Clone a point sub-object:
sub-objects. A rollout labeled Point contains the
point sub-object controls for NURBS models. In • Hold down Shift while you transform the
addition to the Point rollout described here, the point.
Point sub-object level displays the Soft Selection This works only for points that lie on curves
rollout (page 1–1147). or surfaces, independent point (page 1–1219)
sub-objects, and curve point (page 1–1220) or
Procedures surface point (page 1–1222) sub-objects that
To transform point sub-objects: lie on the curve or surface (that is, that aren’t
displaced).
1. At the Point sub-object level, select one or more
points. To use the keyboard to select point sub-objects:
The sub-object selection tools are the same as You can select point sub-objects using the Ctrl
for other kinds of sub-objects. You can also use key and the arrow keys. The arrows traverse the
the H key while the Keyboard Shortcut Override sub-objects in the order they were created. To do
toggle (page 3–872) is on. See Sub-Object so, follow these steps:
Selection (page 1–1084).
1124 Chapter 9: Surface Modeling
2. In the Delete group box, click Point. A row, a column, or both are added close to
the point where you clicked the surface. The
Keyboard shortcut: Delete
new points are placed on the surface so they
The point is deleted and the shape of the curve preserve the surface’s curvature. The curvature
is updated. can change, but only slightly.
Note: An open point curve must have at least
To fuse two points:
two endpoints.
1. Turn on Fuse.
To remove points from a surface:
2. Click a point without releasing the mouse
1. Select a point, row, or column. button. Drag to another point, and then release
The appropriate Delete buttons are enabled. the mouse button.
2. In the Delete group box, click Point, Row, or The first point you choose acquires the position
Col. of the second point, and becomes dependent to
Editing Point Sub-Objects 1125
To transform a region:
1. Using sub-object selection, select one or more
points for the center of transformation.
2. Turn on Soft Selection.
3. Transform the point.
A region around the selected point is
transformed accordingly.
Move is the most common transform to use.
Rotate and Scale can be used with a non-local
transform center.
Tip: If Soft Selection appears not to be working,
Selection group
the Falloff value might be too small for the size
of your surface. On the Soft Selection rollout
(page 1–1147), increase the value of Falloff so it
encompasses other points.
Point sub-object selection controls
Interface
Single Point—(The default.) When on, you can
In addition to the Point rollout described here,
the Point sub-object level also displays the Soft select individual points by clicking, or groups of
Selection rollout (page 1–1147). points by dragging a region.
Row of Points—When on, clicking a point selects
the entire row the point belongs to. Dragging
selects all rows in the region.
If the point is on a curve, Row of Points selects all
points in the curve.
1126 Chapter 9: Surface Modeling
Column of Points—When on, clicking a point the Colors panel (page 3–799) of the Customize
selects the entire column the point belongs to. User Interface dialog (page 3–792).)
Dragging selects all columns in the region.
Unfuse—Unfuses the fused points.
If the point is on a curve, Column of Points selects
Extend—Extends a point curve. Drag from the end
only a single point.
of a curve to add a new point and extend the curve.
Row and Column of Points—When on, clicking a
Warning: When you add points with Extend, you lose
point selects both the row and column the point
the animation controllers for all points on the curve or
belongs to. Dragging selects all rows and columns surface.
in the region.
Make Independent—Disabled if the point is
All Points—When on, clicking or dragging selects
independent. If the point is dependent, clicking
all the points in the curve or surface. this button makes it independent.
Tip: Rows and columns are easily visible when
Warning: When you make a point independent, you
the NURBS surface is planar, or nearly so. When
lose the animation controllers for all objects that depend
the surface has a complicated curvature, rows
on it in turn.
and columns can be more difficult to see. The
Row, Column, and Row/Column buttons can be Remove Animation—Removes animation
especially useful in this situation. controllers from the selected points.
Hide—Click to hide the currently selected points. Row—Deletes a row from a surface.
Unhide All—Click to unhide all hidden points. Col.—Deletes a column from a surface.
Fuse—Fuses a point to another point. (You can’t Warning: When you delete points, you lose the
animation controllers for all points on the curve or
fuse a CV to a point, or vice versa.) This is one way
surface.
to connect two curves or surfaces. It is also a way
to change the shape of curves and surfaces.
Refine group
Fusing points does not combine the two point
The buttons in this box refine point curves or
sub-objects. They are connected but remain
surfaces by adding points to them.
distinct sub-objects that you can unfuse later.
Curve—Adds points to a point curve.
Fused points behave as a single point until you
unfuse them. Surf Row—Adds a row of points to a point surface.
Fused points are displayed in a distinct color. The Surf Col.—Adds a column of points to a point
default is purple. (You can change this color using surface.
Editing Curve CV Sub-Objects 1127
Surf Row & Col.—Adds both a row and a column The Selection group box, described under
to a point surface; their intersection is where you "Interface" later in this topic, provides some
click the surface. additional options for selecting CV sub-objects.
Warning: When you add points, you lose the animation 2. Turn on Move or another transform and then
controllers for all points on the curve or surface. drag in a viewport to transform the selection.
Points Selected—This text field shows how many The shape of the model changes as you
points are currently selected. interactively transform the CVs.
Rotate and Scale are useful only when you’ve
selected multiple CVs.
Editing Curve CV Sub-Objects
Tips
Modify panel > Select NURBS object or sub-object. >
Stack display > Curve CV sub-object level > Select CV • When you transform NURBS CV
sub-objects.
sub-objects, the Lock Selection Set button can
Modify panel > Select NURBS object or sub-object. > be useful. You can make a selection in one
Right-click. > Tools 1 (upper-left) quadrant > Sub-objects
> Curve CV > Select CV sub-objects. viewport, click Lock Selection Set (or press the
Spacebar ), and then transform the selection
This topic describes the controls for CV in a different viewport.
sub-objects that lie on curves. A rollout labeled CV • When you move CV sub-objects, move them as
contains the CV sub-object controls for NURBS systematically as possible to avoid "getting lost."
models. In addition to the CV rollout described
here, the Curve CV sub-object level displays the To use the keyboard to select curve CV sub-objects:
Soft Selection rollout (page 1–1147). You can select curve CV sub-objects using the
In you can edit the CVs in CV curves on surfaces Ctrl key and the arrow keys. The arrows traverse
(page 1–1172) as you edit other kinds of curve the sub-objects in the order they were created. To
CVs. You can transform CVs in CV curves on do so, follow these steps:
surfaces, but you can’t move the CVs off the
surface. Using the Curve CV sub-object level is an
alternative to editing these CVs by using the Edit 1. Turn on the Keyboard Shortcut
Curve on Surface (page 1–1229) dialog. Override Toggle.
2. Click or drag to select CVs.
Procedures 3. Hold down Ctrl and use the arrow keys to
To transform curve CV sub-objects: move among the CV sub-objects.
1. At the Curve CV sub-object level, select one or For CVs on curves, the arrow keys traverse the
more CVs. CV selection along the length of the curve.
The sub-object selection tools are the same The arrow keys don’t move between curve
as for other kinds of sub-objects. You can sub-objects.
also use the H key while the Keyboard You can also use the H keyboard shortcut (while
Shortcut Override toggle (page 3–872) is on. See the Keyboard Shortcut Override Toggle button is
Sub-Object Selection (page 1–1084). on) to display a dialog and select CVs by name.
1128 Chapter 9: Surface Modeling
Ctrl+H displays only the names of CVs directly an animation controller, the first CV acquires
beneath the mouse cursor. it too.
Fused CVs display in purple by default.
To remove a CV from a curve:
1. Select a CV. To unfuse fused CVs:
2. Click Delete. 1. Select the fused CV.
Keyboard shortcut: Delete 2. Click Unfuse.
The CV is deleted and the shape of the curve Now you can move and edit the two CVs
is updated. independently.
Note: A CV curve must have at least one more
To transform a region:
CV than the degree (page 3–927) of the curve.
1. Using sub-object selection, select one or more
To add a CV to a curve: CVs for the center of transformation.
1. Turn on Refine. 2. Turn on Soft Selection.
2. Click the curve where you want to add the CV. 3. Transform the CV.
A CV is added at the location you clicked. A region around the selected CV is transformed
Neighboring CVs move away from the new CV accordingly.
in order to preserve the original curvature.
Move is the most common transform to use.
To add CVs and extend the length of a curve:
Rotate and Scale can be used with a non-local
transform center.
1. Click to turn on Extend.
Tip: If Soft Selection appears not to be working,
2. Move the mouse over a CV curve. The curve is the Falloff value might be too small for the size
highlighted in blue, and one of the curve’s ends of your surface. On the Soft Selection rollout
displays a box to show where the curve will be (page 1–1147), increase the value of Falloff so it
extended. encompasses other points or CVs.
3. Drag from the highlighted end CV, and then
release the mouse button. Interface
New CVs are added beyond the original length In addition to the CV rollout described here, the
of the curve. Curve CV sub-object level also displays the Soft
Selection rollout (page 1–1147).
To fuse two CVs:
1. Turn on Fuse.
2. Click a CV without releasing the mouse button.
Drag to another CV, and then release the mouse
button.
The first CV you choose acquires the position
of the second CV, and becomes dependent to it.
If the first CV has an animation controller, the
controller is discarded. If the second CV has
Editing Curve CV Sub-Objects 1129
To transform a region:
1. Using sub-object selection, select one or more
CVs for the center of transformation.
2. Turn on Soft Selection.
3. Transform the CV.
A region around the selected CV is transformed
accordingly.
Move is the most common transform to use.
Rotate and Scale can be used with a non-local
transform center.
Surface CV sub-object rollout
Tip: If Soft Selection appears not to be working,
the Falloff value might be too small for the size
Selection group
of your surface. On the Soft Selection (page
1–1147) rollout, increase the value of Falloff so it
encompasses other CVs.
Single CV—(The default.) When on, you can select value you choose. Because weights are relative to
individual CVs by clicking, or groups of CVs by each other (rational), using the Weight control
dragging a region. when all CVs are selected has no visible effect.
Row of CVs—When on, clicking a CV selects the Tip: You can increase the curvature of an
entire row the CV belongs to. Dragging selects all indentation in a surface by increasing the weight
rows in the region. of the CVs surrounding the indented area. This is
easier and often more effective than moving the
Column of CVs—When on, clicking a CV selects the
indented area’s CVs.
entire column the CV belongs to. Dragging selects
all columns in the region. Hide—Click to hide the currently selected CVs.
Row and Column of CVs—When on, clicking a CV Unhide All—Click to unhide all hidden CVs.
selects both the row and column the CV belongs Fuse—Fuses a CV to another CV. (You can’t fuse a
to. Dragging selects all rows and columns in the CV to a point, or vice versa.) This is one way to
region. connect two surfaces. It is also a way to change the
All CVs—When on, clicking or dragging selects all shape of surfaces.
the CVs in the surface. Fusing CVs does not combine the two CV
Name—Shows either "No CVs selected", "Multiple sub-objects. They are connected but remain
CVs selected", or "SurfaceName(uIndex,vIndex)", distinct sub-objects that you can unfuse later.
where "SurfaceName" is the name of the CV’s Fused CVs behave as a single CV until you unfuse
parent surface, and "uIndex,vIndex" is the CV’s them. Fused CVs behave similar to a single point,
UV location on the surface. You can’t edit the but the property of multiplicity for coincident CVs
Name field to customize the names of CVs. also applies. (See NURBS Concepts (page 1–1091)
If CVs are fused, the Name field shows the name and CV Curve (page 1–1110).) The fused CVs have
of the first CV. proportionally more influence on the curve, which
can become sharper in the fused CVs’ vicinity,
Weight—Adjusts the weight of the selected CVs.
or even angular if more than two CVs are fused
You can use a CV’s weight to adjust the CV’s effect together.
on the surface. Increasing the weight pulls the
surface toward the CV. Decreasing the weight Fused CVs are displayed in a distinct color. The
relaxes the surface away from the CV. default is purple. (You can change this color using
the Colors panel (page 3–799) of the Customize
Increasing weight is a way to harden a surface: that User Interface dialog (page 3–792).)
is, to sharpen its curvature at a particular location.
Unfuse—Unfuses the fused CVs.
By default, the weight is 1.0 for the CVs of NURBS
objects that you create on the Create panel or the Remove Animation—Removes animation
NURBS sub-object creation rollouts. The weight controllers from the selected CVs.
of CVs in geometry that you convert to NURBS
can vary, depending on the object’s original shape. Constrained Motion group
You can change the weight when multiple CVs are These buttons constrain CV motion. They are
selected. Using the Weight field or spinner while enabled when you select one or more CVs. When
multiple CVs are selected assigns all of them the
1134 Chapter 9: Surface Modeling
Keyboard shortcut (Keyboard Shortcut Override Col.—Adds a column of CVs to the surface.
Toggle must be on): Alt+V Both—Adds both a row and a column of CVs to
Normal—Constrains the CV selection to move the surface.
normal to the original surface. Tip: It is a good idea to reparameterize after you
Keyboard shortcut (Keyboard Shortcut Override have added CVs to a surface by refining. See
Toggle must be on): Alt+N Editing Surface Sub-Objects (page 1–1141).
These buttons delete CVs from the surface. Select These buttons insert CVs into the curve. Click
one or more CVs, and then click Row, Col., or to turn on one of these buttons and then click
Both. the surface where you want to insert the new
CVs. Inserting CVs is similar to refining with
You can’t delete surface CVs if the deletion would CVs, except that other CVs in the surface do not
give the surface fewer than four rows or fewer than move. This means that the shape of the surface can
four columns. Aside from that restriction, these change when you insert.
buttons delete all rows, columns, or rows and
columns that contain selected CVs. This means Inserting CVs does not remove animation from
that you can’t delete after you make a selection the surface the way refining does.
using the Row and Column or All selection Row—Inserts a row of CVs into the surface.
buttons: that would imply deleting the entire CV
Col.—Inserts a column of CVs into the surface.
surface.
Both—Inserts both a row and a column of CVs
These buttons are unavailable unless the deletion
is possible. into the surface.
Tip: It is a good idea to reparameterize after you
Warning: When you delete CVs, you lose the animation
have added CVs to a surface by inserting. See
controllers for all CVs on the surface.
Editing Surface Sub-Objects (page 1–1141).
Row—Deletes rows of CVs from the surface.
Display Lattice—When on, displays the control
Col.—Deletes columns of CVs from the surface. lattice (page 3–923) that surrounds CV surfaces.
When off, the control lattice isn’t shown in
Both—Deletes both rows and columns of CVs
viewports. Default=on.
from the surface.
Editing Curve Sub-Objects 1135
CVs Selected—This text field shows how many CVs The Sub-Object Clone Options (page 1–1237)
are currently selected. dialog is displayed. This dialog provides
various ways to clone the curves, some of which
reduce relational dependencies to improve
Editing Curve Sub-Objects performance.
Modify panel > Stack display > Open the NURBS object’s To use the keyboard to select curve sub-objects:
hierarchy. > Curve sub-object level > Select curve
sub-objects. You can select curve sub-objects using the Ctrl
key and the arrow keys. The arrows traverse the
This topic describes the controls that are common sub-objects in the order they were created. To do
to point and CV curves. A rollout labeled Curve so, follow these steps:
Common contains the curve sub-object controls
for NURBS models.
1. Turn on the Keyboard Shortcut
Procedures Override Toggle.
To transform curves:
2. At the Curve sub-object level, set the
1. At the Curve sub-object level, select one or
selection controls to select curves individually.
more curves.
3. Click or drag to select curves.
The sub-object selection tools are the same
as for other kinds of sub-objects. You can 4. Hold down Ctrl and use the arrow keys to
also press the H key when the Keyboard move among the curves in the current model.
Shortcut Override toggle (page 3–872) is on. See At the Curve sub-object level, the left and
Sub-Object Selection (page 1–1084). right arrow keys move forward and backward
The Selection group box, described under through individual curves in the order they
"Interface" later in this topic, provides were created. The up and down arrows are
additional options for selecting curves. equivalent to left and right.
2. Turn on Move or another transform and then You can also use the H keyboard shortcut (while
drag in a viewport to transform the selection. the Keyboard Shortcut Override Toggle is on)
The shape of the model changes as you to display a dialog and select curves by name.
interactively transform the curves. Ctrl+H displays only the names of curves
directly beneath the mouse cursor.
Tip: The Lock Selection Set button is useful
To delete a curve:
when you transform NURBS curve sub-objects.
You can make a selection in one viewport, click • Select the curve and then click Delete.
Lock Selection Set (or press the Spacebar ), Keyboard shortcut: Delete
and then transform the selection in a different
viewport. To turn a CV curve into a point curve:
1. Select the curve sub-object, and then click
To Shift +Clone curve sub-objects:
Make Fit.
• Hold down Shift while you transform the
curve selection.
1136 Chapter 9: Surface Modeling
To select a first vertex on the curve: The small circle indicates the first vertex.
• Select the curve sub-object, turn on Make First,
To turn a curve that lies on a surface into a Point
and then click a location on the curve.
Curve on Surface:
If the curve is closed and there is a vertex where
1. Select the curve sub-object, and then click
you click, this vertex becomes the first vertex. If
Make COS.
the curve is closed and there is no vertex where
you click, a new vertex is created at the location Make COS is unavailable unless the curve
you click. It becomes the new first vertex, and already lies on a surface; for example, it is a U
the curve’s points or CVs adapt to maintain the Iso curve.
curvature. 2. The Convert Curve on Surface dialog (page
If the curve is open, clicking it has no effect. 1–1226) is displayed.
To close a curve:
• Select the curve and then click Close.
The software closes the curve by adding a
segment between the curve’s endpoints. The
curvature of the new segment blends the
curvature of the previous end segments.
Closing a curve does not add points or CVs. The
curve retains its original number of points or CVs,
and increases its number of segments by one.
Reversing a curve affects the blend surface that depends
on it.
To break a curve:
• Turn on Break and then click a curve.
The curve is split into two independent curve
sub-objects. Two coincident (but independent)
points or CVs are created at the location you
clicked: each is the endpoint of one part of the
original curve.
1138 Chapter 9: Surface Modeling
Interface
Curve Common rollout
Reverse—Reverses the order of the CVs or points Convert Curve—Click to display the Convert Curve
in a curve, so that the first vertex becomes the last, dialog (page 1–1225). This dialog provides a more
and the last becomes the first. general way to convert a CV curve to a point curve,
or a point curve to a CV curve. It also lets you
The first point or CV is significant when you use
adjust a number of other curve parameters.
the NURBS curve like a spline: as a loft (page
1–352) path or shape, as a path constraint (page Make Independent—Disabled if the curve is
2–398) path, or as a motion trajectory (page independent. If the curve is dependent, clicking
2–301). For these purposes, the first vertex of the this button makes it independent.
curve is significant. If the curve is a closed curve,
Warning: When you make a curve independent, you
you can use Make First to set the curve’s first
lose the animation controllers for all objects that depend
vertex. on it in turn. If you make a curve that trims a surface
The direction of the curve also determines the independent, you lose the trimming of the surface.
initial direction of normals on surfaces based on Remove Animation—Removes animation
this curve. controllers from the selected curves.
Make COS—This button is enabled only for the Detach—Detaches the selected curve sub-object
following kinds of curves: from the NURBS model, making it a new top-level
• U iso curves (page 1–1168) NURBS curve (page 1–1106) object. The Detach
• V iso curves (page 1–1168) dialog (page 1–1228) is displayed, which lets you
name the new curve. The new object is no longer
• Normal projected curves (page 1–1169) part of the original NURBS model.
• Vector projected curves (page 1–1171)
To create a new top-level NURBS curve that is a
• Surface-surface intersection curves (page copy of the selected curve, turn on Copy before
1–1166) you click Detach.
• Surface edge curves (page 1–1177) Copy—When on, clicking Detach creates a copy of
• CV curves on surfaces (page 1–1172) the selected curve instead of detaching it from the
• Point curves on surfaces (page 1–1175) NURBS model. Default=off.
This displays a Make Curve on Surface dialog Make First—For a closed curve, lets you choose a
(page 1–1226), which turns the selected curve position that becomes the first vertex of the curve.
into a CV or point curve on surface. Once The first point or CV is significant when you use
converted, you can edit the new curve on the NURBS curve like a spline: as a loft (page
surface using the curve on surface controls, 1–352) path or shape, as a path constraint (page
including the Edit Curve on Surface dialog (page 2–398) path, or as a motion trajectory (page
1–1229). 2–301). For these purposes, the first vertex of the
If the curve is already a curve on surface, this curve is significant. If the curve is a closed curve,
button lets you change it from a point to CV you can use Make First to set the curve’s first
curve on surface, or vice versa. vertex.
The new Curve on Surface preserves the Break—Breaks a single curve into two curves.
trimming of the original curve. Click in a viewport to choose the location to break
the curve.
1140 Chapter 9: Surface Modeling
Warning: When you break a curve sub-object, you lose the number of CVs in the curve. Degree 3 curves
the animation controllers for all points or CVs on the are adequate to represent continuous curves, and
curve. are stable and well behaved. Default=3.
Join—Joins two curve sub-objects together. After Setting the degree greater than 3 isn’t
you have joined the curves in a viewport, the Join recommended because higher-degree curves are
Curves dialog (page 1–1232) is displayed. This slower to calculate and less stable numerically.
dialog lets you choose the method for joining the Higher-degree curves are supported primarily to
two curves. be compatible with models created using other
Warning: When you join two curve sub-objects, you
surface modeling programs.
lose the animation controllers for all points or CVs on The number of CVs in a CV curve must be at least
both curves. one greater than the curve’s degree.
Material ID—Lets you assign a material ID value
to the curve. If the curve is renderable, material Automatic Reparameterization group
IDs let you assign a material to the curve using The controls in this group box let you specify
a Multi/Sub-Object (page 2–1594) material. In automatic reparameterization. They are similar
addition, the Select by ID button lets you select a to the controls in the Reparameterize dialog (page
curve or multiple curves by specifying a material 1–1237), with the addition that all choices except
ID number. Can range from 1 to 100. Default=1. for None tell the software to reparameterize the
curve automatically; that is, whenever you edit it
Select by ID—Displays a Select by Material ID (page
by moving CVs, refining, and so on.
1–1238) dialog.
None—Do not reparameterize automatically.
CV Curve rollout
Chord Length—Chooses the chord-length
This additional rollout is displayed when a CV algorithm for reparameterization.
curve is selected.
Chord-length reparameterization spaces knots (in
parameter space (page 3–988)) based on the square
root of the length of each curve segment.
Chord-length reparameterization is usually the
best choice.
Uniform—Spaces the knots uniformly.
Degree—Sets the degree of the curve. The higher Close—Closes the curve. Disabled if the curve is
the degree value, the greater the continuity. The already closed.
lower the degree, the more discontinuous the Rebuild—Displays the Rebuild CV Curve dialog
curve segments become. The degree can’t be less (page 1–1236), which lets you specify how to
than one or greater than the number allowed by
Editing Surface Sub-Objects 1141
At the Surface sub-object level, the left and One or two blue curves appear on the surface to
right arrow keys move forward and backward indicate where the break will occur.
through individual surfaces in the order they 2. When you have dragged to the location you
were created. The up and down arrows are want to break, click the surface.
equivalent to left and right.
Note: If you break a dependent surface, the new
You can also use the H keyboard shortcut (while "broken" surfaces are made independent.
the Keyboard Shortcut Override Toggle is on)
to display a dialog and select surfaces by name. You cannot break a trimmed surface.
Ctrl+H displays only the names of surfaces
To extend a surface:
directly beneath the mouse cursor.
1. Turn on Extend.
To delete a surface: 2. Move the mouse over the surface without
• Select the surface and then click Delete. depressing the mouse button. The edge that
Keyboard shortcut: Delete will be extended is highlighted in blue.
3. When the edge you want to extend is
To make a surface a loft: highlighted, press the mouse button, and then
1. Select the surface and then click Make Loft. A drag vertically to increase the length of the
Make Loft dialog (page 1–1234) is displayed. surface.
The surface extension is invalid and disappears if it
would cause the surface to intersect itself or if the
edge of the surface touches itself but is not closed.
For example, you can’t extend the top of a cylinder.
To close a surface:
• Select the surface sub-object and then click
Close Rows or Close Cols.
Selection group
The selection buttons for surface sub-objects let
you select either individual surfaces, or surfaces
that are connected in space.
1144 Chapter 9: Surface Modeling
Make Independent—Disabled if the surface is Force 2-Sided in the Rendering Method panel of
independent. If the surface is dependent, clicking the Viewport Configuration dialog (page 3–853), or
this button makes it independent. assign a Double-Sided Material (page 2–1591).
Warning: When you make a surface independent, you Break Row—Breaks the surface into two surfaces in
lose the animation controllers for all objects that depend the direction of a row (the surface’s U axis).
on it in turn.
Break Col.—Breaks the surface into two surfaces in
Remove Animation—Removes animation the direction of a column (the surface’s V axis).
controllers from the selected surfaces.
Break Both—Breaks the surface into four surfaces
Detach—Detaches the selected surface sub-object in both directions.
from the NURBS model, making it a new top-level
You cannot break a trimmed surface.
NURBS surface object (page 1–1101). The Detach
dialog (page 1–1228) is displayed, which lets you Extend—Extends the surface by changing its
name the new surface. The new object is no longer length.
part of the original NURBS model.
Warning: Extending a surface loses all animation
To create a new top-level NURBS surface that is a controllers for the surface and its points or CVs.
copy of the selected surface, turn on Copy before
Join—Joins two surface sub-objects together. After
you click Detach.
you have joined the surfaces in a viewport, the
Copy—When on, clicking Detach creates a copy of Join Surfaces dialog (page 1–1233) is displayed.
the selected surface instead of detaching it from This dialog lets you choose the method for joining
the NURBS model. Default=off. the two surfaces. You can join only original edges
of surfaces; you cannot join edges created by
Renderable—When on, the surface renders. Turn
trimming.
off to make the surface invisible in renderings.
Default=on. Warning: When you join two surface sub-objects, you
lose the animation controllers for all point or CVs on
Display Normals—When on, the normal for each
both surfaces.
selected surface is displayed. There is one normal
per surface sub-object. The normal is displayed at CV Surface rollout
the surface’s UV origin, so displaying normals can
help you see how materials will be mapped. On This additional rollout is displayed when a CV
the other hand, the normal can be hard to see if surface is selected.
you are zoomed out. Default=off.
Flip Normals—Turn on to reverse the direction of
the surface normals. Default=off.
Tip: The Flip Normals control is useful for viewing
a surface that is mostly concave or mostly convex.
With more complicated NURBS surfaces, you
often want to render both sides of the surface.
Turn on Force 2-Sided in the Render Scene dialog
(page 3–2) to see both sides of the surface. To see
both sides of the surfaces in viewports, turn on
1146 Chapter 9: Surface Modeling
None—Do not reparameterize automatically. Warning: When you reparameterize a surface, you lose
the animation controllers for all CVs on the surface.
Soft Selection Rollout (NURBS) 1147
Interface
Interface
Material Properties rollout
Left: Bubble=1
Right: Bubble=6
Falloff and Pinch have their default values.
Procedures
To apply a mapped material to a surface sub-object:
1. On the Material Properties rollout, turn on
Gen. Mapping Coordinates.
User Defined—Generates a texture surface that you project, this field displays the name of the projector
can edit. You edit the user-defined texture surface (source) surface. Otherwise, this field says "None."
either by using an Edit Texture Surface dialog (as
you did in 3ds Max prior to v3), or by editing
texture points directly in viewports.
Edit Texture Surface—Click to display the Edit
Texture Surface dialog (page 1–1230), which lets Creating Curve Sub-Objects
you control UV mapping on this surface. This Select NURBS object. > Modify panel > Create Curves
button is available when you’ve chosen User rollout
Defined as the texture surface method. Select NURBS object. > Modify panel > NURBS toolbox
Edit Texture Points—Click to edit texture surface Keyboard > Ctrl+T to toggle NURBS toolbox display
points directly in viewports. This button available (Keyboard Shortcut Override Toggle must be on)
when you’ve chosen User Defined as the texture
surface method. Curve sub-objects are either independent point
and CV curves (similar to the top-level point
While Edit Texture Points is on, the points of and CV curves described in Point Curve (page
the texture surface are displayed in viewports, 1–1106) and CV Curve (page 1–1110)), or they are
where you can adjust their positions by using the dependent curves. Dependent curves are curve
selection and transform tools. sub-objects whose geometry depends on other
Projected—Generates the texture surface by curves, points, or surfaces in the NURBS object.
projecting the texture of another NURBS surface When you change the geometry of the original,
sub-object in the NURBS model. The projection parent sub-objects, the dependent curve changes
travels along the direction of the normals of the as well.
source surface. You create curve sub-objects using the Create
Projected texture surfaces are relational: if you Curves rollout on the Modify command panel for
update the source surface, the texture updates on a NURBS curve.
all the surfaces it projects onto.
If you use the same source surface to project a
texture onto several other connected surfaces, the
textures will match along the boundaries where
the mapped surfaces touch.
Pick Source Surface—This button is available when
you’ve chosen Projected as the texture surface
method. To choose a source (projector) surface,
choose Projected, click to turn on this button, and
then click in a viewport to select another surface
sub-object in the same NURBS model.
Source text field—If Projected is the chosen texture
surface method and you have picked a surface to
1152 Chapter 9: Surface Modeling
Tip: Lathe and extrude surface sub-objects can Create a dependent chamfer curve (page
be based on only a single curve; see Creating 1–1161).
Dependent Surfaces (page 1–1177). If you create
dependent curves and then want to use the set Create a dependent fillet curve (page 1–1164).
of curves (for example, two parents and a fillet
between them) as the basis of an extrude or loft Create a dependent surface-surface
surface, first go to the Curve sub-object level and intersection curve (page 1–1166).
use Join to connect the curves.
Creation operations for dependent sub-objects Create a dependent U iso curve (page
require you to select one or more parent objects. 1–1168).
In general, you can click and drag, or click and
then click again. You can also use the H keyboard Create a dependent V iso curve (page 1–1168).
shortcut to display a Select Objects dialog (page
1–78) for choosing the parent. (The Keyboard Create a dependent normal projected curve
Shortcut Override Toggle (page 3–872) must be on (page 1–1169).
for H to work this way.)
Create a dependent vector projected curve
Toolbox Buttons for Creating Curves
(page 1–1171).
These are the toolbox (page 1–1083) buttons for
creating curve sub-objects: Create a dependent CV curve on surface (page
1–1172).
Create an independent CV curve sub-object
(page 1–1153).
CV Curve Sub-Object 1153
• Draw In All Viewports: This toggle lets you use 2. In a viewport, click and drag to create the first
any viewport to draw the curve, enabling you CV, as well as the first curve segment. Release
to draw three dimensionally. the mouse button to add the second CV. Each
subsequent location you click adds a new CV to
• Using Ctrl to drag CVs: While you draw a the curve. Right-click to end curve creation.
curve, you can use the Ctrl key to drag a CV
off of the construction plane. Note: If you begin the curve by clicking without
dragging, this also creates the curve’s first CV.
With the Ctrl –key method, further mouse However, if you release the mouse button more
movement lifts the latest point off the construction than five pixels away from where you initially
plane. There are two ways to use this: pressed it, this creates an additional CV.
• Click-drag. If you hold down Ctrl and also While you are creating a CV curve, you can
hold down the mouse button, you can drag to press Backspace to remove the last CV you
change the height of the CV. The CV’s location created, and then previous CVs in reverse order.
is set when you release the mouse button.
If Draw In All Viewports is on, you can draw in
This method is probably more intuitive. any viewport, creating a 3D curve.
1154 Chapter 9: Surface Modeling
To lift a CV off the construction plane, use None—Do not reparameterize automatically.
the Ctrl key as described earlier in this topic
Chord Length—Chooses the chord-length
under "Drawing Three-Dimensional Curves."
algorithm for reparameterization.
As with splines, if you click over the curve’s
initial CV, a Close Curve dialog (page 1–1228) Chord-length reparameterization spaces knots (in
is displayed. This dialog asks whether you parameter space (page 3–988)) based on the square
want the curve to be closed. Click No to keep root of the length of each curve segment.
the curve open or Yes to close the curve. (You Chord-length reparameterization is usually the
can also close a curve when you edit it at the best choice.
Curve sub-object level.) When a closed curve
Uniform—Spaces the knots uniformly.
is displayed at the Curve sub-object level, the
initial CV is displayed as a green circle, and a A uniform knot vector has the advantage that the
green tick mark indicates the curve’s direction. curve or surface changes only locally when you edit
it. With the other two forms of parameterization,
Interface moving any CV can change the entire sub-object.
CV Curve rollout (creation time)
CV Curve rollout (modification time)
Select NURBS object. > Modify panel > NURBS toolbox >
Automatic Reparameterization group Create Point Curve button
Uniform—Spaces the knots uniformly. With the Ctrl key method, further mouse
movement lifts the latest point off the construction
A uniform knot vector has the advantage that the plane. There are two ways to use this:
curve or surface changes only locally when you edit
• Click-drag. If you hold down Ctrl and also
it. With the other two forms of parameterization,
hold down the mouse button, you can drag
moving any CV can change the entire sub-object.
to change the height of the point. The point’s
Close—Closes the curve. Disabled if the curve is location is set when you release the mouse
already closed. button.
Rebuild—Displays the Rebuild CV Curve dialog This method is probably more intuitive.
(page 1–1236) to let you rebuild the CV curve. • Click-click. If you Ctrl +click and then release
Reparam—Displays the Reparameterize dialog the mouse button, the height changes as you
(page 1–1237) to let you re parameterize the CV. drag the mouse. Clicking the mouse a second
time sets the point’s location.
This method is less prone to repetitive stress
injury.
While you are offsetting the point, a red dotted
line is drawn between the original point on the
1156 Chapter 9: Surface Modeling
construction plane and the actual point offset the curve open or Yes to close the curve. (You
from the plane. You can move the mouse into an can also close a curve when you edit it at the
inactive viewport, in which case the software sets Curve sub-object level.) When a closed curve
the height of the point using the point’s Z axis in is displayed at the Curve sub-object level, the
the inactive viewport. This lets you set the height initial point is displayed as a green circle, and a
of the point with accuracy. green tick mark indicates the curve’s direction.
Snaps (page 2–41) also work when you change the
Interface
height of a point. For example, if you turn on Point
snapping, you can set a point to have the same Point Curve rollout (creation time)
height as another point by snapping to that other
point in an inactive viewport.
Procedure
To create a point curve sub-object: Draw In All V iewports—Lets you use any viewport
while you are drawing the curve. This is one way
1. Turn on Point Curve. to create a 3D curve. When off, you must finish
drawing the curve in the viewport where you
2. In a viewport, click and drag to create the first
began it. Default=on.
point, as well as the first curve segment. Release
the mouse button to add the second point. Each While Draw In All Viewports is on, you can also
subsequent location you click adds a new point use snaps (page 2–41) in any viewport.
to the curve. Right-click to end curve creation.
Note: If you begin the curve by clicking without
Point Curve rollout (modification time)
dragging, this also creates the curve’s first point.
However, if you release the mouse button more
than five pixels away from where you initially
pressed it, this creates an additional point.
While you are creating a point curve, you can Close—Closes the curve. Disabled if the curve is
press Backspace to remove the last point you already closed.
created, and then previous points in reverse
order.
If Draw In All Viewports is on, you can draw in
any viewport, creating a 3D curve.
To lift a point off the construction plane, use
the Ctrl key as described earlier in this topic
under Drawing Three-Dimensional Curves
(page 1–1155).
As with splines, if you click over the curve’s
initial point, a Close Curve dialog (page 1–1235)
is displayed. This dialog asks whether you
want the curve to be closed. Click No to keep
Curve Fit 1157
Interface
Creation time
At creation time, transform curves have no
parameters.
Interface
Offset Curve rollout (creation time)
Procedure
To create a mirror curve:
Mirror Curve rollout (modification time) Chamfer creates a curve that is a straight bevel
between two parent curves.
1162 Chapter 9: Surface Modeling
Interface
Chamfer Curve rollout (creation time)
Procedure
To create a chamfer curve:
Trim Curve—When on (the default), trims the If the surfaces intersect at two or more locations,
parent curve against the fillet curve. When off, the the intersection closest to the seed point is the one
parent isn’t trimmed. that creates the curve.
Flip Trim—When on, trims in the opposite
Procedure
direction.
To create a surface-surface intersection curve:
Seed 1 and Seed 2—Change the U location of the
seed value on the first and second curves. If there 1. Turn on Create Surface-Surface
is a choice of directions, the direction indicated by Intersection Curve in the NURBS toolbox, or
the seed points is the one used to create the fillet. Surf x Surf on the Create Curves rollout.
Replace First Curve and Replace Second Curve—Let 2. Click the first surface, then the second.
you replace the parent curves. Click the button, If the two surfaces intersect, a curve that lies
then click the curve to replace the original first or along their intersection is created.
second curve.
Interface
Surf-Surf Intersection Curve rollout (creation
Surface-Surface Intersection time)
Curve
Select NURBS object. > Modify panel > Create Curves
rollout > Dependent Curves group box > Surf x Surf
button
Select NURBS object. > Modify panel > NURBS toolbox >
Create Surface-Surface Intersection Curve button
U Seed and V Seed—Change the UV location of Replace First Surface and Replace Second
the seed value on surface 1, the first surface you Surface—Let you replace the parent surfaces. Click
clicked. If there is a choice of intersections, the a button, then click the surface to replace the
intersection closest to the seed point is the one original first or second surface.
used to create the curve.
Select NURBS object. > Modify panel > NURBS toolbox >
Create Surface Offset Curve button
Select NURBS object. > Modify panel > NURBS toolbox >
Interface Create U Iso Curve button or Create V Iso Curve button
1. In a NURBS object that contains at least Normal Projected Curve rollout (modification
time)
one surface and one curve sub-object, turn on
Normal Projected Curve in the NURBS toolbox
or Normal Proj. on the Create Curves rollout.
2. Click the curve, then click the surface where
you want the normal projected curve to lie.
If the curve can be projected onto the surface in
the surface’s normal direction, the projected
curve is created. The original, parent curve can
go "off the edge of the surface." The projected
curve is created only where the projection and
the surface intersect.
If it’s impossible to trim with this curve, the surface There are two methods for drawing and editing
is displayed in the error color (orange by default). curves on surfaces: drawing in a viewport, or
For example, the curve is unusable for trimming if using the Edit Curve on Surface dialog. The choice
it neither crosses the edge of the surface nor forms is useful because you draw in two dimensions, with
a closed loop. a mouse or other pointing device, while the curve
on a surface can exist in three dimensions. The
Flip Trim—When on, trims the surface in the
more complex the 3D surface, the more effort it
opposite direction.
can require to create and edit a curve on a surface.
U Seed and V Seed—Change the UV location of
Visual feedback can help you draw the curve. The
the seed value on the surface. If there is a choice
point whose surface you first click is shown as a
of projections, the projection closest to the seed
blue square, and the surface’s minimum UV point
point is the one used to create the curve.
is shown as a plus sign (+). As you draw the curve,
Replace Curve and Replace Surface—Let you replace it is displayed interactively in viewports.
the parent sub-objects. Click a button, then click
a curve or surface to replace the original parent Drawing in a Viewport
object. When you click to position a CV, the click is
projected in the viewport’s Z dimension. That is,
your click is projected "through the screen" and
onto the surface. This is a straightforward way to
CV Curve on Surface 1173
Interface
Point curves on surfaces have point sub-objects Trim Controls group
that you can transform and edit in viewports as Trim—When on, trims the surface against the
you do with plain point curves. curve. When off, the surface isn’t trimmed.
(There is no special Move Surface Points button as If it’s impossible to trim with this curve, the surface
there was prior to 3ds Max 3.) is displayed in the error color (orange by default).
For example, the curve is unusable for trimming if
Point Curve on Surface rollout (creation time) it doesn’t form a closed loop.
Flip Trim—When on, trims the surface in the
opposite direction.
Replace Surface—Lets you replace the parent
surface. Click a button, then click a surface to
replace the original parent surface.
Edit—Click to display the Edit Curve on Surface
Trim Controls group dialog (page 1–1229), which lets you edit the curve
Trim—When on, trims the surface against the
in a two-dimensional (UV) representation of the
curve. When off, the surface isn’t trimmed. surface.
If it’s impossible to trim with this curve, the surface To edit multiple curves on a surface, select more
is displayed in the error color (orange by default). than one point curve sub-object on the same
For example, the curve is unusable for trimming if surface, then click Edit.
it doesn’t form a closed loop.
Surface Edge Curve 1177
Creation operations for dependent sub-objects Create a dependent cap surface (page
require that you select one or more parent objects. 1–1195).
In general, you can click and drag, or click and
then click again. You can also use the H keyboard Create a dependent U loft surface (page
shortcut to display a Select Objects dialog (page 1–1196).
1–78) for choosing the parent. (The Keyboard
Shortcut Override Toggle (page 3–872) must be on
Create a dependent UV loft surface (page
for H to work this way.)
1–1200).
Toolbox Buttons for Creating Surfaces
Create a dependent 1-rail sweep surface (page
These are the toolbox buttons for creating surface 1–1204).
sub-objects:
Create a dependent 2-rail sweep surface (page
Create an independent CV surface sub-object 1–1209).
(page 1–1179).
Create a dependent multisided blend surface
(page 1–1213).
CV Surface Sub-Object 1179
CV Surface Sub-Object
Select NURBS object. > Modify panel > Create Surfaces
rollout > CV Surf
Select NURBS object. > Modify panel > NURBS toolbox >
Create CV Surface button
CV surface sub-objects are similar to object-level Length—The length of the surface in current
CV surfaces (page 1–1103). 3ds Max units.
Width—The width of the surface in current
See also 3ds Max units.
Editing Surface Sub-Objects (page 1–1141) Length Points—The number of points along the
Surface Approximation (page 1–1239) length of the surface. In other words, the initial
number of point columns in the surface. Range=2
Procedure to 50. Default=4.
To create a CV surface sub-object: Width Points—The number of points along the
width of the surface. In other words, the initial
1. In a NURBS object, turn on CV Surf number of point rows in the surface. Range=2 to
on the Create Surfaces rollout or Create CV 50. Default=4.
Surface in the toolbox.
Generate Mapping Coordinates—Generates
2. In a viewport, drag to specify the initial area mapping coordinates so you can apply mapped
of the CV surface. materials to the surface.
3. Adjust the CV surface’s creation parameters.
Flip Normals—Turn on to reverse the direction of
the surface normals.
Interface
The parameters that appear when you create a CV Automatic Reparameterization group
surface sub-object differ from those you see when The radio buttons in this group box let you
you modify it as a sub-object. choose automatic reparameterization. With
reparameterization, the surface maintains
its parameterization as you edit it. Without
reparameterization, the surface’s parameterization
1180 Chapter 9: Surface Modeling
doesn’t change as you edit it, and can become Setting the degree greater than 3 isn’t
irregular. recommended, because higher degrees are slower
to calculate and less stable numerically. Higher
None—Do not reparameterize.
degrees are supported primarily to be compatible
Chord Length—Chooses the chord-length with models created using other surface modeling
algorithm for reparameterization. programs.
Chord-length reparameterization spaces knots (in The number of CVs in a given dimension must be
parameter space (page 3–988)) based on the square at least one greater than that dimension’s degree.
root of the length of each curve segment.
Automatic Reparameterization group
Chord-length reparameterization is usually the
best choice. The radio buttons in this group box let you
choose automatic reparameterization. With
Uniform—Spaces the knots uniformly.
reparameterization, the surface maintains
A uniform knot vector has the advantage that the its parameterization as you edit it. Without
surface will change only locally when you edit it. reparameterization, the surface’s parameterization
With the other two forms of parameterization, doesn’t change as you edit it, and can become
moving any CV can change the entire surface. irregular.
None—Do not reparameterize.
CV Surface rollout (modification time)
Chord Length—Chooses the chord-length
algorithm for reparameterization.
Chord-length reparameterization spaces knots (in
parameter space (page 3–988)) based on the square
root of the length of each curve segment.
Chord-length reparameterization is usually the
best choice.
Uniform—Spaces the knots uniformly.
Close Cols.—Closes the surface by joining the ends 2. In a viewport, drag to specify the initial area of
of its columns. the point surface.
Rebuild—Displays the Rebuild CV Surface dialog 3. Adjust the point surface’s creation parameters.
(page 1–1236), which lets you specify how to
rebuild the surface. Rebuilding the surface can Interface
change its appearance. The parameters that appear when you create a
Reparameterize—Displays the Reparameterize point surface sub-object differ from those you see
dialog (page 1–1237). Reparameterizing a surface when you modify it as a sub-object.
changes the surface’s parameter space (page 3–988)
to provide a better relation between control point Point Surface rollout (creation time)
locations and the shape of the surface.
Tip: It is a good idea to reparameterize after you
have added CVs to the surface by refining or
inserting.
Select NURBS object. > Modify panel > NURBS toolbox > Length—The length of the surface in current
Create Point Surface button
3ds Max units.
Select NURBS object. > Modify panel > Right-click a
viewport. > Tools 2 (lower-left) quadrant > Create Point Width—The width of the surface in current
Surface
3ds Max units.
Point surface sub-objects are similar to object-level Length Points—The number of points along the
point surfaces (page 1–1102). The points are length of the surface. In other words, the initial
constrained to lie on the surface. number of point columns in the surface. Range=2
to 50. Default=4.
See also
Width Points—The number of points along the
Editing Surface Sub-Objects (page 1–1141) width of the surface. In other words, the initial
number of point rows in the surface. Range=2 to
Surface Approximation (page 1–1239)
50. Default=4.
Procedure Generate Mapping Coordinates—Generates
To create a point surface sub-object: mapping coordinates so you can apply mapped
materials to the surface.
1. In a NURBS object, turn on Point Surf Flip Normals—Turn on to reverse the direction of
on the Create Surfaces rollout or Create Point the surface normals.
Surface in the toolbox.
1182 Chapter 9: Surface Modeling
Select NURBS object. > Modify panel > NURBS toolbox >
Create Transform Surface button
Interface
Creation time
At creation time, transform surfaces have no
parameters.
Surface created as a transform
Blend Surface 1183
Transform Surface rollout (modification time) 2. Click one surface near the edge that you want
to connect. The edge that will be connected is
highlighted in blue. Drag to choose the other
edge you want to connect. When the edge you
want is highlighted, click and then drag to the
other surface. The edge of the other surface
Replace Base Surface—Lets you replace the parent
is also highlighted in blue. Drag on the other
surface. Click the button, then click the surface to surface to choose the edge to connect, and then
replace the original surface. release the mouse button to create the blend
surface.
The surface that owns the highlighted edge is
Blend Surface highlighted in yellow, to help you distinguish
Select NURBS object. > Modify panel > Create Surfaces which edge you are choosing when two surfaces
rollout > Dependent Surfaces group box > Blend have coincident edges.
Select NURBS object. > Modify panel > NURBS toolbox > The blend surface is created. Changing the
Create Blend Surface button
position or the curvature of either parent
surface will change the blend surface as well.
A blend surface connects one surface to another,
blending the curvature of the parent surfaces to 3. Adjust the blend parameters.
create a smooth surface between them. You can
also blend from a surface to a curve, or from a Interface
curve to a curve. While a blend surface sub-object is selected, a
rollout with the blend parameters is displayed at
the bottom of the Modify panel.
Procedure
To create a blend surface:
1. In a NURBS object that contains two "Tension" affects the tangent between a parent
surfaces, two curves, or a surface and a curve, surface and the blend surface. The greater the
turn on Blend. tension value, the more closely the tangent
1184 Chapter 9: Surface Modeling
A. No flipping
B. End 2 is flipped.
A. Tangent 1 flipped
B. Tangent 2 flipped
Blend Surface 1185
Start Point 1 and Start Point 2—Adjust the position Tension 2—Controls tension at the edge of the
of the start point at the two edges of the blend. second surface you clicked. This value has no
Adjusting the start points can help eliminate effect if the edge is a curve.
unwanted twists or "buckles" in the surface.
Flip End 1 and Flip End 2—Flip one of the normals
These spinners are unavailable if the edges or used to construct the blend. A blend surface is
curves are not closed. created using the normals of the parent surfaces.
If the two parents have opposing normals, or
While you’re adjusting start points, a dotted
if a curve has the opposite direction, the blend
blue line is displayed between them, to show the
surface can be shaped like a bow tie. To correct
alignment. The surface is not displayed, so it
the situation, use Flip End 1 or Flip End 2 to
doesn’t slow down adjustment. When you release
construct the blend using a normal opposite the
the mouse button, the surface reappears.
corresponding parent surface’s normal.
Flip Normals—Turn on to reverse the direction of
Flip Tangent 1 and Flip Tangent 2—Flip the tangent
the blend surface normals.
at the edge of the first or second curve or surface.
Flipping the tangent reverses the direction in
Blend Surface rollout (modification time)
which the blend surface approaches the parent
sub-object at that edge.
Flipping the tangent has no effect if the edge is a
curve, unless the curve is a curve on surface.
When you blend to a CV or point curve on surface,
the new blend surface is tangent to the surface on
which the curve on surface lies. The Flip Tangent
controls are especially useful in this situation.
Start Point 1 and Start Point 2—Adjust the position
of the start point at the two edges of the blend.
Adjusting the start points can help eliminate
unwanted twists or "buckles" in the surface.
These spinners are unavailable if the edges or
curves are not closed.
"Tension" affects the tangent between a parent
While you’re adjusting start points, a dotted
surface and the blend surface. The greater the
blue line is displayed between them, to show the
tension value, the more closely the tangent
alignment. The surface is not displayed, so it
parallels the parent surface, and the smoother
doesn’t slow down adjustment. When you release
the transition. The lower the tension, the greater
the mouse button, the surface reappears.
the tangent angle and the sharper the transition
between parent and blend. Replace First Edge and Replace Second Edge—Let
you replace the parent edges or curves. Click a
Tension 1—Controls tension at the edge of the first
button, then click the edge to replace the original
surface you clicked. This value has no effect if the
first or second edge. The edge can be on the same
edge is a curve.
1186 Chapter 9: Surface Modeling
surface as the original edge, or on a different Offset Surface rollout (creation time)
surface.
Offset Surface
Select NURBS object. > Modify panel > Create Surfaces
rollout > Dependent Surfaces group box > Offset
Offset—The distance between the parent surface
Select NURBS object. > Modify panel > NURBS toolbox >
Create Offset Surface button and the offset surface, in 3ds Max units.
If the parent surface is planar, the appearance of
An Offset surface is offset a specified distance from the offset surface doesn’t change with distance. If
the original along the parent surface’s normals. the parent surface is curved, increasing the offset
value increasingly exaggerates the curvature of the
offset surface.
Flip Normals—Lets you flip the surface normals
at creation time. (After creation, you can flip
normals using controls on the Surface Common
rollout.)
Cap—When on, eight boundary curves are
generated (four at the four edges of each surface),
and then generates four ruled surfaces to connect
the two original surfaces. While they are present,
cap surfaces are maintained so they match the
Surface created as an offset
dimensions of the offset and its parent.
The Cap check box appears only on the creation
Procedure rollout. If you want to remove the caps later,
To create an offset surface: simply select them as surface sub-objects and
delete them. Think of offset capping as a workflow
1. In a NURBS object that contains at least shortcut rather than a property (or parameter) of
one surface, turn on Offset. offset surfaces.
2. Click the surface you want to offset, and drag to To flip the normal of an offset cap, select it as a
set the initial distance of the offset surface. surface sub-object and use the Flip Normals toggle
The offset surface is created. on the Surface Common rollout.
3. Adjust the Offset parameter. Note: If you trim the original surface, or make the
offset surface independent and then trim it, the
Interface capping surfaces will look strange.
While an offset surface sub-object is selected,
a rollout with the offset Distance parameter is
displayed at the bottom of the Modify panel.
Mirror Surface 1187
Mirror Axis group and its parent surface at the same time). You
transform it by transforming its gizmo. By using
The Mirror Axis buttons control the direction in
transforms you can mirror about an arbitrary axis,
which the original surface is mirrored.
rather than using one of the Mirror Axis presets.
You can’t transform the mirror surface directly When you transform a mirror surface, you are
(that would simply transform the mirror surface actually transforming the mirror plane, so Rotate
and its parent surface at the same time). You has the effect of rotating the plane about which
transform it by transforming its gizmo. By using the surface is mirrored. (This is like rotating the
transforms you can mirror about an arbitrary axis, mirror gizmo in the Mirror modifier.)
rather than using one of the Mirror Axis presets.
Tip: A convenient way to guarantee that a surface
When you transform a mirror surface, you are
is symmetrical is to create one side of the surface,
actually transforming the mirror plane, so Rotate
mirror that surface, and then create a blend
has the effect of rotating the plane about which
between the two sides.
the surface is mirrored. (This is like rotating the
mirror gizmo in the Mirror modifier.) Offset—Controls the mirror’s distance from the
original surface. This parameter is animatable.
Tip: A convenient way to guarantee that a surface
is symmetrical is to create one side of the surface, Replace Base Surface—Lets you replace the parent
mirror that surface, and then create a blend surface. Click the button, then click the new
between the two sides. surface on which to base the mirror.
Offset—Controls the mirror’s distance from the
original surface. This parameter is animatable.
Extrude Surface
Flip Normals—Lets you flip the surface normals.
Select NURBS object. > Modify panel > Create Surfaces
Mirror Surface rollout (modification time) rollout > Dependent Surfaces group box > Extrude
Select NURBS object. > Modify panel > NURBS toolbox >
Create Extrude Surface button
The Flip Normals control lets you flip the at creation time. (After creation, you can flip
surface normals at creation time. (After normals using controls in the Surface Common
creation, you can flip normals using controls on rollout.)
the Surface Common rollout.) Cap—When on, two surfaces are generated to close
3. Adjust the extrusion parameters. the ends of the extrusion. While they are present,
the cap surfaces are maintained so they match the
Interface dimensions of the extrude surface. The parent
curve must be a closed curve.
While an extrude sub-object is selected, a rollout
with the extrusion parameters is displayed at the The Cap check box appears only on the creation
bottom of the Modify panel. rollout. If you want to remove the caps later, simply
select them as surface sub-objects and delete them.
Think of extrude capping as a workflow shortcut
1190 Chapter 9: Surface Modeling
Direction group
X, Y and Z— Choose the axis of extrusion.
Default=Z.
Start Point—Adjusts the position of the curve’s
start point. This can help eliminate unwanted Surface created by lathing a curve
twists or "buckles" in the surface.
This control is disabled if the curve is not a closed Procedure
curve. To create a lathe surface:
The start point is displayed as a blue circle. 1. In a NURBS object that contains at least
Replace Base Curve—Lets you replace the parent one curve, turn on Lathe.
curve. Click the button, then click the new curve 2. Click the curve to lathe.
on which to base the extruded surface.
The lathe surface rotates about the NURBS
model’s local Y axis. The initial lathe amount
is 360 degrees. A gizmo (yellow by default)
indicates the axis of the lathe. Transforming the
lathe surface’s gizmo changes the shape of the
lathe, and lets you lathe around an axis that isn’t
aligned with a local coordinate axis.
Lathe Surface 1191
Interface
While a lathe sub-object is selected, a rollout with
the lathe parameters is displayed at the bottom of
the Modify panel.
Align group
These buttons position the axis of rotation relative
to the curve.
Min—(The default.) Locates the lathe axis at the
curve’s negative local X-axis boundary.
Center—Locates the lathe axis at the curve’s center.
1192 Chapter 9: Surface Modeling
Center—Locates the lathe axis at the curve’s center. Automatic Curve Attachment
Max—Locates the lathe axis at the curve’s positive When you create a ruled surface, you can select
local X-axis boundary. curves that are not already sub-objects of the active
NURBS model. You can select another curve or
Start Point—Adjusts the position of the curve’s
spline Splines object in the scene. When you select
start point. This can help eliminate unwanted
that curve, it attaches to the current object as if you
twists or "buckles" in the surface.
had used the Attach button (page 1–1120).
This control is disabled if the curve is not a closed
Warning: If the curve you attach is a sub-object of
curve. another NURBS model, the entire model (that is, the
The start point is displayed as a blue circle. curve’s parent NURBS object) is attached as well.
Replace Base Curve—Lets you replace the parent As you move the mouse over a curve that is not
curve. Click the button, then click the new surface part of the active NURBS object, the cursor
on which to base the lathed surface. changes shape to indicate that you can pick the
curve, but the curve is not highlighted in blue.
Procedure
Ruled Surface
To create a ruled surface:
Select NURBS object. > Modify panel > Create Surfaces
rollout > Dependent Surfaces group box > Ruled
1. In a NURBS object that contains at least
Select NURBS object. > Modify panel > NURBS toolbox > two curves, turn on Ruled.
Create Ruled Surface button
2. Drag from one curve to the other.
A ruled surface is generated from two curve You can also click first one curve, then the other.
sub-objects. It lets you use curves to design the A dependent surface is generated, using the
two opposite borders of a surface. two curves as the surface’s opposite edges.
The perpendicular edges are generated
automatically.
Using two curves to create a ruled surface The Flip Normals control lets you flip the
surface normals at creation time. (After
You can animate the parent curves or their CVs to creation, you can flip normals using controls on
change the ruled surface. the Surface Common rollout.)
1194 Chapter 9: Surface Modeling
Select NURBS object. > Modify panel > Create Surfaces Interface
rollout > Dependent Surfaces group box > Cap
While a cap surface sub-object is selected, a rollout
Select NURBS object. > Modify panel > NURBS toolbox >
Create Cap Surface button with cap surface controls is displayed at the bottom
of the Modify panel.
This command creates a surface that caps a closed
curve or the edge of a closed surface. Caps are Cap Surface rollout (creation time)
especially useful with extruded surfaces.
Procedure
To create a cap surface:
1. In a NURBS object, turn on Cap. Replace Curve—Lets you replace the parent curve
2. Move the mouse over the closed curve or the or edge. Click the button, then click the new curve
closed edge of a closed surface. or edge on which to base the cap.
If the cap can be created, the curve or edge is Start Point—Adjusts the position of the edge or
highlighted in blue. curve’s start point.
3. Click the highlighted curve or edge. The start point is displayed as a blue circle.
U Loft Surface
Select NURBS object. > Modify panel > Create Surfaces
rollout > Dependent Surfaces group box > U Loft
Select NURBS object. > Modify panel > NURBS toolbox >
Create U Loft Surface button
Closed U lofts
Interface
While a U loft sub-object is selected, a rollout with
the U loft parameters is displayed at the bottom
of the Modify panel. This rollout appears only
when one U loft sub-object is selected. It isn’t
possible to edit more than one U loft at a time, so
unlike some other NURBS sub-objects, the rollout
doesn’t appear when multiple U loft sub-objects
are selected.
The U loft is created. It is "stretched" across the
curves you click. The order in which you click When you create lofted and swept surfaces, you
the curves can affect the shape of the U loft have access to all the parameters, and some of the
surface. The names of the curves appear in the editing operations, of the surface. You can reverse
U Loft Surface creation rollout. and set start points on curves while you create
the surface. You can also use the arrow buttons
While creating a U loft, you can press
to change the order of the curves, and you can
Backspace to remove the last curve you
remove a curve with the Remove button.
clicked from the list of U loft curves.
Tip: When you edit a U loft sub-object, close the
The Flip Normals control lets you flip the
Surface Common rollout to see the U Loft Surface
surface normals at creation time. (After
rollout more easily.
creation, you can flip normals using controls on
the Surface Common rollout.)
4. Right-click to end U loft creation.
1198 Chapter 9: Surface Modeling
automatic alignment minimizes the amount of control lattice if the curve is a CV curve. You can
twisting in the loft surface. Default=off. now transform or otherwise change the points
or CVs as if you were at the Point or Curve CV
Close Loft—If the loft was initially an open surface,
sub-object level. To finish editing the curve, click
turning on this toggle closes it by adding a new
to turn off Edit Curve.
segment to connect the first curve and the last
curve. Default=off. When you turn on Edit Curves, all applicable
rollouts for the selected curves are displayed,
Insert—Adds a curve to the U loft surface. Click
including the Curve Common rollout, the CV
to turn on Insert, then click the curve. The curve
or Point rollout (depending on the curve type),
is inserted before the selected curve. To insert a
and the CV Curve or Point Curve rollout. These
curve at the end, first highlight the "----End-----"
rollouts appear beneath the U Loft rollout. They
marker in the list.
let you edit the loft curves and their points or CVs
Remove—Removes a curve from the U loft surface. without having to switch sub-object levels.
Select the curve in the list, and then click Remove. Tip: When you edit curves in a U loft, turning off
This button is available at creation time. display of the U loft itself can make the curves
easier to see and improve performance. Use
Refine—Refines the U loft surface. Click to turn
Ctrl+D (while the Keyboard Shortcut Override
on Refine, then click a U-axis iso curve on the
Toggle button (page 3–872) is on) to toggle display
surface. (As you drag the mouse over the surface,
of dependent sub-objects, including U Lofts.
the available curves are highlighted.) The curve
you click is converted to a CV curve and inserted
into the loft and the U Curves list. As when you
refine a point curve, refining a U loft can change UV Loft Surface
the curvature of the surface slightly. Once you’ve Select NURBS object. > Modify panel > Create Surfaces
refined the surface by adding a U curve, you can rollout > Dependent Surfaces group box > UV Loft
use Edit Curve to change the curve.
Select NURBS object. > Modify panel > NURBS toolbox >
Create UV Loft Surface button
Replace—Replaces a U curve with a different
curve. Select a U curve, click to turn on Replace,
A UV loft surface is similar to a U loft surface, but
then click the new curve in a viewport. Available
has a set of curves in the V dimension as well as in
curves are highlighted as you drag the mouse.
the U dimension. This can give you finer control
This button is enabled only when you’ve selected a over the lofted shape, and require fewer curves to
single curve in the U Curves list. achieve the result you want.
Display Iso Curves—When set, the U loft’s V-axis
iso curves are displayed as well as the U-axis curves
used to construct the loft. The V-axis curves are
only for display. You can’t use them for surface
construction.
Edit Curve—Lets you edit the currently selected
curve without switching to another sub-object
level. Click to turn on Edit Curve. The points
or CVs of the curve are displayed, as well as the
UV Loft Surface 1201
Procedures
To create a UV loft:
changes shape to indicate that you can pick the UV Loft Surface rollout (creation time)
curve, but the curve is not highlighted in blue.
Interface
While a UV Loft sub-object is selected, a rollout
with the UV loft parameters appears. This rollout
appears only when one UV loft sub-object is
selected. It isn’t possible to edit more than one
UV loft at a time, so unlike some other NURBS
sub-objects, the rollout doesn’t appear when
multiple UV loft sub-objects are selected.
Tip: When you edit a UV loft sub-object, close the
Surface Common rollout to see the U Loft Surface
rollout more easily.
Interface
While a 1-rail sweep sub-object is selected, a
rollout with the 1-rail sweep parameters appears.
This rollout appears only when one 1-rail sweep
sub-object is selected. It isn’t possible to edit more
than one 1-rail sweep at a time, so unlike some
other NURBS sub-objects, the rollout doesn’t
appear when multiple 1-rail sweep sub-objects are
selected.
Tip: When you edit a 1-rail sweep sub-object,
close the Surface Common rollout to see the 1-rail
sweep Surface rollout more easily.
Replace—(Disabled.)
Rail Curve—Shows the name of the curve you chose Sweep Parallel—When on, ensures that the sweep
to be the rail. surface’s normal is parallel to the rail.
Replace Rail—(Disabled.) Snap Cross-Sections—When on, cross-section
Section Curves—This list shows the names of the
curves are translated so they intersect the rail.
cross-section curves, in the order you click them. The first cross section is translated to the start of
You can select a curve by clicking its name in the the rail, and the last to the end of the rail. The
list. Viewports display the selected curve in blue. cross sections in the middle are translated to
touch the rail at the closest point to the end of the
Arrow Buttons—Use these to change the order of cross-section curves.
section curves in the list. Select a curve in the list,
and then use the arrows to move the selection up When Snap Cross-Sections is on, the sweep
or down. follows the rail curve exactly. This makes it easier
to construct 1-rail sweep surfaces.
Road-Like—When on, the sweep uses a constant
up-vector so the cross sections twist uniformly
1-Rail Sweep Surface 1207
as they travel along the rail. In other words, the 1-Rail Sweep Surface rollout (modification time)
cross sections bank like a car following a road, or a
camera following a path constraint (page 2–398).
Default=off.
When you edit the surface, you can control the
angle of banking. The up-vector is displayed
as a yellow gizmo (similar to the gizmo that
lathe surfaces (page 1–1190) use for the center
of rotation). To change the up-vector angle, use
Rotate (page 1–439) to change the gizmo’s angle.
Display While Creating—When on, the sweep
surface is displayed while you create it. When
off, the sweep can be created more quickly.
Default=off.
Flip Normals—Reverses the direction of the sweep’s
normals.
Curve Properties group Sweep Parallel—When on, ensures that the sweep
surface’s normal is parallel to the rail.
These controls affect individual curves you select
in the Section Curves list, as opposed to properties Snap Cross-Sections—When on, cross-section
of the sweep surface in general. They are enabled curves are translated so they intersect the rail.
only when you have selected a curve in the Section The first cross section is translated to the start of
Curves list. the rail, and the last to the end of the rail. The
cross sections in the middle are translated to
Reverse—When set, reverses the direction of the
touch the rail at the closest point to the end of the
selected curve.
cross-section curves.
Start Point—Adjusts the position of the curve’s
When Snap Cross-Sections is on, the sweep
start point. This can help eliminate unwanted
follows the rail curve exactly. This makes it easier
twists or "buckles" in the surface.
to construct 1-rail sweep surfaces.
This control is disabled if the curve is not a closed
Road-Like—When on, the sweep uses a constant
curve.
up-vector so the cross sections twist uniformly
While you’re adjusting start points, a dotted as they travel along the rail. In other words, the
blue line is displayed between them, to show the cross sections bank like a car following a road, or a
alignment. The surface is not displayed, so it camera following a path constraint (page 2–398).
doesn’t slow down adjustment. When you release Default=off.
the mouse button, the surface reappears.
When you edit the surface, you can control the
Insert—Adds a curve to the section list. Click to angle of banking. The up-vector is displayed
turn on Insert, then click the curve. The curve as a yellow gizmo (similar to the gizmo that
is inserted before the selected curve. To insert a lathe surfaces (page 1–1190) use for the center
curve at the end, first highlight the "----End-----" of rotation). To change the up-vector angle, use
marker in the list. Rotate (page 1–439) to change the gizmo’s angle.
Remove—Removes a curve from the list. Select the Display Iso Curves—When set, the 1-rail sweep’s
curve in the list, and then click Remove. V-axis iso curves are displayed as well as the
Refine—Refines the 1-rail sweep surface. Click
U-axis curves used to construct the loft. The
to turn on Refine, then click an iso curve on the V-axis curves are only for display. You can’t use
surface. (As you drag the mouse over the surface, them for surface construction.
the available section curves are highlighted.) The Edit Curves—Lets you edit the currently selected
curve you click is converted to a CV curve and curve without switching to another sub-object
inserted into the sweep and the section list. As level. Click to turn on Edit Curve. The points
when you refine a point curve, refining a sweep or CVs of the curve are displayed, as well as the
can change the curvature of the surface slightly. control lattice if the curve is a CV curve. You can
Once you’ve refined the surface by adding a now transform or otherwise change the points
cross-section curve, you can use Edit Curves to or CVs as if you were at the Point or Curve CV
change the curve. sub-object level. To finish editing the curve, click
Replace—Lets you replace the selected curve.
to turn off Edit Curves.
Select a curve in the list, click this button, and then Tip: When you edit curves in a 1-rail sweep,
select the new curve. turning off display of the sweep itself can make the
2-Rail Sweep Surface 1209
curves easier to see and improve performance. Use endpoints of the first cross-section curve must be
Ctrl+D (while the Keyboard Shortcut Override coincident. Use NURBS Snaps to accomplish this.
Toggle (page 3–872) is on) to toggle display of
dependent sub-objects, including sweeps. Automatic Curve Attachment
The sweep surface can deviate from the curve When you create a 2-rail sweep, you can select
if you edit a curve in a sweep by increasing the curves that are not already sub-objects of the active
weight of the curve CVs. You can work around NURBS model. You can select another curve or
this by refining the curve at the point where the spline object (page 1–266) in the scene. When you
surface deviates. select that curve, it attaches to the current object as
if you had used the Attach button (page 1–1120).
Warning: If the curve you attach is a sub-object of
2-Rail Sweep Surface another NURBS model, the entire model (that is, the
curve’s parent NURBS object) is attached as well.
Select NURBS object. > Modify panel > Create Surfaces
rollout > Dependent Surfaces group box > 2-Rail As you move the mouse over a curve that is not
Select NURBS object. > Modify panel > NURBS toolbox > part of the active NURBS object, the cursor
Create 2-Rail Sweep button changes shape to indicate that you can pick the
curve, but the curve is not highlighted in blue.
Sweep surfaces are constructed from curves. A
2-rail sweep surface uses at least three curves. Procedures
Two curves, the "rails," define the two edges of
To create a 2-rail sweep:
the surface. The other curves define the surface’s
cross sections. A 2-rail sweep surface is similar to 1. Create the curves that define the surface you
a 1-rail sweep. The additional rail gives you more want to create.
control over the shape of the surface.
2. Click to turn on 2 Rail Sweep in the
toolbox or on the Create Surfaces rollout.
3. Click the curve to use as the first rail, then click
the curve to use as the second rail. Click each of
the cross-section curves, and then right-click to
end creation.
The sweep is interpolated smoothly between
the cross sections, following the outlines
defined by the two rails.
As you click curves, their names appear in
the lists on the 2 Rail Sweep Surface creation
rollout. The order in which you click the curves
Sweep surface created with two rails can affect the shape of the sweep surface.
The cross-section curves should intersect the rail
curves. If the cross sections don’t intersect the
rails, the resulting surface is unpredictable. In
addition, the initial points of the rails and the
1210 Chapter 9: Surface Modeling
Example: To create a 2-rail sweep with automatic 2-Rail Sweep Surface rollout (creation time)
attach:
1. From the Create panel, create three independent
CV or Point NURBS curves.
2. Go to the Modify panel, and click to turn on
2-Rail Sweep in the NURBS toolbox.
3. Select the curves in the appropriate order for
the sweep.
The sweep is created. You don’t need to collapse
the curves to a NURBS surface or Attach them
to an existing NURBS model.
As you move the mouse over a curve that is not
part of the active NURBS object, the cursor
changes shape to indicate that you can pick the
curve, but the curve is not highlighted in blue.
Interface
While a 2-rail sweep sub-object is selected, a
rollout with the 2-rail sweep parameters appears.
This rollout appears only and when one 2-rail
sweep sub-object is selected. It isn’t possible
to edit more than one 2-rail sweep at a time,
so unlike some other NURBS sub-objects, the
rollout doesn’t appear when multiple 2-rail sweep
sub-objects are selected.
Tip: When you edit a 2-rail sweep sub-object,
Rail Curves—Shows the names of the two curves
close the Surface Common rollout to see the 2-rail
you chose to be the rails.
sweep surface rollout more easily.
Section Curves—This list shows the names of the
cross-section curves, in the order you click them.
You can select a curve by clicking its name in the
list. Viewports display the selected curve in blue.
Arrow Buttons—Use these to change the order of
section curves in the list. Select a curve in the list,
and then use the arrows to move the selection up
or down.
of the sweep surface in general. They are enabled the rails. The cross sections in the middle are
only when you have selected a curve in the Section translated to touch the rails at the closest point to
Curves list. the ends of the cross-section curves. Default=off.
Reverse—When set, reverses the direction of the When Snap Cross-Sections is on, the sweep
selected curve. follows the rail curves exactly. This makes it easier
to construct 2-rail sweep surfaces.
Start Point—Adjusts the position of the curve’s
start point. This can help eliminate unwanted Display While Creating—When on, the sweep
twists or "buckles" in the surface. surface is displayed while you create it. When
off, the sweep can be created more quickly.
This control is disabled if the curve is not a closed
Default=off.
curve.
Flip Normals—Reverses the direction of the sweep’s
While you’re adjusting start points, a dotted
normals.
blue line is displayed between them, to show the
alignment. The surface is not displayed, so it
doesn’t slow down adjustment. When you release
the mouse button, the surface reappears.
Insert—(Disabled.)
Replace—(Disabled.)
2-Rail Sweep Surface rollout (Modification time) and then use the arrows to move the selection up
or down.
Replace—Lets you replace the selected curve. sub-object level. To finish editing the curve, click
Select a curve in the list, click this button, then to turn off Edit Curves.
select the new curve. Tip: When you edit curves in a 2-rail sweep, turning
Sweep Parallel—When off, the rail curves define off display of the sweep itself can make the curves
a ruled surface, and the cross sections describe easier to see and improve performance as well. Use
lofting from this base ruled surface. When on, Ctrl+D (while the Keyboard Shortcut Override
each cross section is associated with its best Toggle (page 3–872) is on) to toggle display of
fitting plane. This plane moves along the rails dependent sub-objects, including sweeps.
and parallel to them. If the rails are curved, the The sweep surface can deviate from the curve
plane can rotate. If the spacing between the rails if you edit a curve in a sweep by increasing the
changes, the section scales or stretches. In either weight of the curve CVs. You can work around
case, the surface is blended from section to section this by refining the curve at the point where the
along its entire length. Default=off. surface deviates.
Sweep Scale—When off, the size of the plane is
scaled only in the direction across the rails. When
on, the plane is scaled uniformly in all directions. Multisided Blend Surface
Default=off.
Select NURBS object. > Modify panel > Create Surfaces
Snap Cross-Sections—When on, cross-section rollout > Dependent Surfaces group box > N Blend
curves are translated and scaled so they intersect
Select NURBS object. > Modify panel > NURBS toolbox >
both rails. The first cross section is translated Create a Multisided Blend Surface button
to the start of the rails, and the last to the end of
the rails. The cross sections in the middle are
translated to touch the rails at the closest point to
the ends of the cross-section curves. Default=off.
When Snap Cross-Sections is on, the sweep
follows the rail curves exactly. This makes it easier
to construct 2-rail sweep surfaces.
Display Iso Curves—When set, the 2-Rail Sweep’s
V-axis iso curves are displayed as well as the
U-axis curves used to construct the sweep. The
V-axis curves are only for display. You can’t use
them for surface construction.
Multisided blend between three other surfaces
Edit Curves—Lets you edit the currently selected
curve without switching to another sub-object A multisided blend surface "fills in" the edges
level. Click to turn on Edit Curve. The points defined by three or four other curve or surface
or CVs of the curve are displayed, as well as the sub-objects. Unlike a regular, two-sided blend
control lattice if the curve is a CV curve. You can surface, the curves’ or surfaces’ edges must form a
now transform or otherwise change the points closed loop; that is, they must completely surround
or CVs as if you were at the Point or Curve CV the opening that the multisided blend will cover.
1214 Chapter 9: Surface Modeling
Procedure Select NURBS object. > Modify panel > NURBS toolbox >
Create a Multicurve Trimmed Surface button
To create a multisided blend:
Procedure
To create a multicurve trim:
1. Create a loop out of multiple curve sub-objects.
2. At the Curve CV or Point sub-object level, use
Fuse to connect the ends of the curves.
The curves must form a single closed loop, or
completely traverse the surface.
Multicurve Trimmed Surface 1215
3. Project the curves onto the surface by creating Multicurve Trimmed Surface rollout (creation
a normal or vector projected curve for each time)
curve in the loop.
Tip: You can also use CV or point curve on
surface for these curves.
Multicurve Trimmed Surface rollout Replace—Lets you replace the selected curve.
(modification time) Select a curve in the list, click this button, and then
select the new curve.
Flip Trim—Reverses the direction of the trim.
Fillet Surface
Select NURBS object. > Modify panel > Create Surfaces
rollout > Dependent Surfaces group box > Fillet Surf
Trim Curves—This list shows the names of the Select NURBS object. > Modify panel > NURBS toolbox >
Create Fillet Surface button
curves used to trim the surface. You can select a
curve by clicking its name. Viewports display the A fillet surface is a rounded corner connecting the
selected curve in blue. edges of two other surfaces.
Insert—Adds a curve to the Trim Curves list. Click
to turn on Insert, then click the curve. The curve
is inserted before the selected curve. To insert a
curve at the end, first highlight the "----End-----"
marker in the list.
Remove—Removes a curve from the list. Select the
curve in the list, and then click Remove.
Edit Curves—Lets you edit the currently selected
curve without switching to another sub-object
level. Click to turn on Edit Curve. The points
or CVs of the curve are displayed, as well as the
control lattice if the curve is a CV curve. You can
Fillet surface created from two parent surfaces
now transform or otherwise change the points
or CVs as if you were at the Point or Curve CV Usually you use both edges of the fillet surface
sub-object level. To finish editing the curve, click to trim the parent surfaces, creating a transition
to turn off Edit Curves. between the fillet and its parents.
Don’t edit the curve so you break the loop. If you
do, the surface goes into an error condition.
Fillet Surface 1217
Seeds group
These spinners adjust the seed values for the fillet
surface. If there is more than one way to construct
the fillet, the software uses the seed values to
choose the nearest edge for that surface.
Surface 1 X—Sets the local X coordinate of the seed
on the first surface you chose.
Surface 1 Y—Sets the local Y coordinate of the seed
on the first surface you chose.
Surface 2 X—Sets the local X coordinate of the seed
on the second surface you chose.
Surface 2 Y—Sets the local Y coordinate of the seed
on the second surface you chose.
Seeds group
These spinners adjust the seed values for the fillet
surface. If there is more than one way to construct
the fillet, the software uses the seed values to
choose the nearest edge for that surface.
Surface 1 X—Sets the local X coordinate of the seed
on the first surface you chose.
Surface 1 Y—Sets the local Y coordinate of the seed
on the first surface you chose.
Surface 2 X—Sets the local X coordinate of the seed
on the second surface you chose.
Surface 2 Y—Sets the local Y coordinate of the seed
on the second surface you chose.
Interface
Surface Point While a surface point sub-object is selected, the
Surface Point rollout appears. These controls are
Select NURBS object. > Modify panel > Create Points similar to the curve point controls.
rollout > Dependent Points group box > Surface Point
button
Procedure
To create a dependent surface point:
1. Turn on Surf Point and then click over a
NURBS surface to position the point.
2. The surface cross-section and cursor are
highlighted during this operation.
Curve-Curve Intersection Point 1223
Select NURBS object. > Modify panel > NURBS toolbox >
Create Curve-Curve Point button
Select NURBS object. > Modify panel > NURBS toolbox >
Create Surface-Curve Point button
Procedure
To create a dependent surface-curve point:
1. In a NURBS object that has a curve that passes
through a surface, click to turn on Create
Surface Curve Point in the NURBS toolbox or
Surf-Curve on the Create Points rollout.
2. Click the curve, then click the surface.
Trim First Curve and Trim Second Curve groups
The point is created at the nearest intersection
These two groups let you control how the parent between the curve and the surface that is nearest
curves are trimmed. The controls are the same the seed point. You can use the surface-curve
in each. "First" and "second" refer to the order in parameters to trim the parent curve.
which you picked the parent curves.
Convert Curve Dialog 1225
Reparameterization group
Convert Curve on Surface Dialog
These controls let you reparameterize the CV
curve and turn on automatic reparameterization. Modify panel > Select NURBS object. > Stack display >
Curve sub-object level > Select curve sub-object. > Curve
Chord Length—Chooses the chord-length Common rollout > Make COS button
algorithm for reparameterization.
This dialog converts a curve to a point curve on
Chord-length reparameterization spaces knots (in surface (page 1–1175) or CV curve on surface (page
parameter space (page 3–988)) based on the square 1–1172). The Make COS button that displays it is
root of the length of each curve segment. enabled only for the following types of curves:
Chord-length reparameterization is usually the • U iso curves (page 1–1168)
best choice.
• V iso curves (page 1–1168)
Uniform—Spaces the knots uniformly.
• Normal projected curves (page 1–1169)
A uniform knot vector has the advantage that the • Vector projected curves (page 1–1171)
curve changes only locally when you edit it. With
• Surface-surface intersection curves (page
chord-length parameterization, moving any CV
1–1166)
can potentially change the entire sub-object.
• Surface edge curves (page 1–1177)
Maintain Parameterization—When on, the curve is
automatically reparameterized as you edit it, using • CV curves on surfaces (page 1–1172)
the currently active method of reparameterization. • Point curves on surfaces (page 1–1175)
When off, no reparameterization happens
If the curve is already a curve on surface, this
unless you use a dialog to specifically request it.
dialog lets you change its type.
Default=on.
Interface
Point Curve options:
These are the options when you choose Point
Curve.
Number—Sets the number of points in the point
curve.
Tolerance—When chosen, the software calculates
the number of points. This option rebuilds the
curve according to accuracy. The lower the
Tolerance value, the more accurate the rebuild.
Increasing Tolerance enables the curve to be CV Curve on Surface—Converts the curve to a CV
rebuilt using fewer points. curve on surface.
Preview—When on, the effect of the conversion is Number of CVs—Specifies the number of CVs in
previewed in viewports. Default=on. the new curve.
Point Curve on Surface—Converts the curve to a
point curve on surface.
Convert Surface Dialog 1227
Number of Points—Specifies the number of points From U and V Iso Lines—Uses curves from both the
in the new curve. U and V dimensions to construct a UV loft.
Preview—When on, previews the effect of the U Curves—Sets the number of curves in U.
conversion in viewports. Default=on.
V Curves—Sets the number of curves in V.
Number—When chosen, the spinners set the Delete Original Curves—This is available only if the
number of CVs in the CV surface. surface was already a U loft or UV loft. When on,
Convert Surface deletes the original loft curves
In U—Sets the number of CV rows (in the surface’s
when you click OK. When off, the original curves
U axis).
remain where they are. Default=off.
In V—Sets the number of CV columns (in the
surface’s V axis).
Tolerance—When chosen, the software calculates
CV Curve: Close Curve Dialog
the number of CVs. This option rebuilds the Create panel > Shapes button > CV Curve button > In
surface according to accuracy. The lower the viewports, draw a CV curve and click to create a CV in the
same location as the first CV in the curve.
Tolerance value, the more accurate the rebuild.
Increasing Tolerance enables the surface to be Modify panel > Select NURBS object. > NURBS toolbox
> Create CV Curve > In viewports, draw a CV curve
rebuilt using fewer CVs. sub-object and click to create a CV in the same location
as the first CV in the curve.
Reparameterization group
This dialog lets you create a closed CV curve when
These controls let you reparameterize the CV you click to create a CV in the same location as the
surface and turn on automatic reparameterization. curve’s first CV.
Chord Length—Chooses the chord-length
algorithm for reparameterization. Interface
Chord-length reparameterization spaces knots (in
parameter space (page 3–988)) based on the square
root of the length of each segment.
Chord-length reparameterization is usually the
best choice. Yes—Closes the curve and ends curve creation.
Uniform—Spaces the knots uniformly. No—Keeps the curve open and does not end curve
creation.
A uniform knot vector has the advantage that the
surface changes only locally when you edit it. With
chord-length parameterization, moving any CV
Detach Dialog (NURBS)
can potentially change the entire surface.
Modify panel > Select a NURBS sub-object. > Curve
Maintain Parameterization—When on, the Common or Surface Common rollout > (optional) Copy
surface is automatically reparameterized toggle > Detach button
as you edit it, using the currently active
method of reparameterization. When off, no This dialog appears when you use Detach to
reparameterization happens unless you use a create a new top-level NURBS curve or surface
dialog to specifically request it. Default=on. sub-object.
Move—Moves the selected points. button works differently.) These controls are
disabled while you create a new curve on surface.
Move is a flyout. The alternative buttons constrain
texture points to move either vertically or Refine—Adds points to the curve. This does not
horizontally. change curvature. For point curves, the curvature
can change, but only slightly.
Rotate—Rotates the selected points.
Insert—(Not available for point curves on
Scale—Scales the selected points. This is a flyout
surfaces.)
that lets you choose between uniform scale,
nonuniform scale in the surface’s U dimension, or Close—Closes the curve.
nonuniform scale in the surface’s V dimension.
Fuse—Fuses two points.
Pan—Pans the surface view.
Weight—(Not available for point curves on
Zoom—Zooms in or out on the surface view. surfaces.)
Zoom Window—Zooms to a window you drag on Delete—Deletes the selected points.
the surface view.
Open—Opens the curve by unfusing the points
Zoom Extents—Zooms to the extents of the surface. where the curve was originally closed.
Lock Selection—Locks the active selection set. You Unfuse—Unfuses the selected points.
can turn this on to keep from accidentally selecting
Remove Animation—Removes animation
other points or CVs while you’re transforming a
controllers from the selected points or CVs.
selection set.
Preview—When on (the default), edits you make
in the dialog are also shown in viewports. Edit Texture Surface Dialog
Curve on Surface Image Modify panel > Select NURBS surface sub-object. >
Material Properties rollout > Texture Channels group box
> Turn on Gen. Mapping Coords. > Texture Surface group
Below the toolbar is a 2D image of the curve. box > Choose User-Defined. > Edit Texture Surface button
This image shows the points or CVs of the curve,
allowing you to edit it as you edit sub-objects in This dialog lets you edit the texture surface for a
viewports. surface sub-object. It is available when you have
If you right-click while in the image, a pop-up chosen User Defined as the sub-object’s texture
menu lets you switch between Select, Move, surface method.
Rotate, and Scale. This is an alternative to using A texture surface is associated with the surface
the toolbar. sub-object. The texture surface is used to control
If your mouse has a middle button, you can use it how materials are mapped. In effect, changing
to pan in this window. the texture surface stretches or otherwise changes
the UV coordinates for the surface, altering the
Buttons and Weight mapping.
These controls are comparable to editing controls The Edit Texture Surface dialog shows a 2D view of
on the rollouts for point sub-objects. (The Open the texture surface. You can also edit user-defined
texture surfaces directly in 3D viewports, using the
Edit Texture Surface Dialog 1231
Edit Texture Points button. See Material Properties Move is a flyout. The alternative buttons constrain
Rollout (page 1–1149). texture points to move either vertically or
horizontally.
Maps can shift with certain surface approximation
methods. This effect is especially noticeable when Rotate—Rotates the selected points.
the surface has animated CVs. You can reduce or
Scale—Scales the selected points. This is a flyout
eliminate map shifting by changing the mapping
that lets you choose between uniform scale,
method to User Defined.
nonuniform scale in the surface’s U dimension, or
Tip: Don’t use the UVW Map modifier to apply a nonuniform scale in the surface’s V dimension.
texture to an animated NURBS surface.
Pan—Pans the surface view.
Join Curves Dialog This tab chooses the join algorithm. Joining first
creates a blend curve between the two original
Modify panel > Select NURBS curve sub-object. > Curve curves, and then makes all three into a single
Common rollout > Join button > Join two curves in a
viewport. curve. Joining does not change the shape of the
two original curves.
This dialog lets you choose the way to join two If both curves are point curves, the result is a point
curves. curve. If one or both curves are CV curves, the
result is a CV curve.
Interface
Tolerance—A distance in 3ds Max units. If the
gap between the curves you are joining is greater
than this value, the join is created by first creating
a blend curve and then joining the three parts. If
the gap is less than this value, or if the curves are
overlapping or coincident, the software doesn’t
create the blend.
Creating a blend and then joining the three curves
into a single curve is the better technique. The
result matches the parent curves well. Without the
blend step, the resulting curve can deviate from the
Join Surfaces Dialog 1233
This dialog converts a CV surface sub-object to a Number of Points—Sets the number of points in
point surface sub-object. the point curve.
Interface
Point Curve: Close Curve Dialog
Create panel > Shapes button > Point Curve button > In
viewports, draw a point curve and click to create a point
in the same location as the first point in the curve.
Modify panel > Select NURBS object. > NURBS toolbox >
Create Point Curve > In viewports, draw a point curve
sub-object and click to create a point in the same location
as the first point in the curve.
Interface
Rebuild CV Curve Dialog
Modify panel > Select NURBS object. > Stack display >
Curve sub-object level > Select an independent CV curve
sub-object. > CV Curve rollout > Rebuild button
Interface
Number—(The default.) Lets you alter the number Preview—When on (the default), your changes are
of CVs in the curve. previewed in viewports.
Number in V—Sets the number of CV rows. A uniform knot vector has the advantage that
the curve or surface changes only locally when
you edit it. With chord-length parameterization,
Reparameterize Dialog moving any CV can potentially change the entire
sub-object.
Modify panel > Select NURBS object. > Stack display >
Curve sub-object level > Select an independent CV curve Maintain Parameterization—When on, the curve is
sub-object. > CV Curve rollout > Reparam. button
automatically reparameterized as you edit it, using
Modify panel > Select NURBS object. > Stack display the currently active method of reparameterization.
> Curve sub-object level > Select an independent CV
surface sub-object. > CV Surface rollout > Reparam. When off, no reparameterization happens unless
button you use this dialog. Default=off.
The Reparam. button for CV curves and surfaces Preview—If on (the default), displays the effects of
displays this dialog. Reparameterizing a CV reparameterizing in viewports.
sub-object changes its parameter space (page
3–988) to provide a better relation between control
point locations and the shape of the sub-object. Sub-Object Clone Options Dialog
Tip: It is a good idea to reparameterize after you Modify panel > Select NURBS surface or curve sub-object.
> Shift +Clone. > Clone Options dialog
have added CVs to a curve or surface by refining
or inserting.
When you Shift +Clone (page 1–478) a surface
or curve sub-object, the Clone Options dialog
Interface
appears. This dialog asks whether you want the
clone to be a relational copy, an independent copy,
or a transform.
1238 Chapter 9: Surface Modeling
The Edge parameter specifies the maximum When both Distance and Angle are 0.0, the
length of a triangular face in the tessellation. The surfaces degenerate and can become flat surfaces.
value is a percentage of the object’s bounding
box. Decreasing this value increases accuracy but
increases rendering time.
software ignores this parameter and uses the Edge for production rendering, by default the software
and Distance values to control accuracy. adjusts the tessellation of adjoining surfaces to
match each other, in terms of the number of faces
When Distance, Angle, and Edge are all 0.0, the
along the edges. The Merge parameter controls
surfaces degenerate and can become flat surfaces.
how this is done. If Merge is zero, adjoining faces
are unchanged. Increasing the value of Merge
increases the distance the software uses to calculate
how edges should match, guaranteeing no gaps
between the surfaces when they are rendered.
Default=0.0.
In most cases, you don’t need to adjust Merge. If
rendering shows gaps between nearly adjoining
faces, increase Merge to eliminate them.
Technically, the Merge value is 0.1 percent of the
diagonal of the object’s bounding box. In other
words, a Merge value of 1.0 (higher than necessary
Spatial and Curvature mesh of the NURBS teapot for most purposes) is 0.1 percent of the length
of the diagonal. Because Merge is based on the
View-Dependent—(for the Renderer only) When
object’s dimensions, you can scale the NURBS
on, takes the object’s distance from the camera
model without affecting the Merge setting.
into account while calculating tessellation. This
can improve rendering time by not generating Advanced Parameters—Click to display the
fine-grained tessellations for objects in the distance Advanced Surface Approximation dialog (page
of the rendered scene. The view-dependent effect 1–1245). The parameters in this dialog apply to
works only when you render camera or perspective the Spatial, Curvature, and Spatial and Curvature
views. It doesn’t work in orthographic views. This approximation methods.
control is disabled while Viewports is active. Clear Surface Level—(Appears only for top-level
For the Spatial, Curvature, and Spatial and surfaces.) Clears all surface approximation
Curvature methods, the Distance and Edge values settings assigned to individual surface sub-objects.
specify pixels instead of 3ds Max units when When you click this button, all surface-specific
View-Dependent is on. approximations are lost, and Lock to Top Level is
on for surface sub-objects.
Note: When View-Dependent is on, tessellation
quickly reaches the maximum subdivision limit.
You might want to increase this value to 7 (the
greatest value allowed). See the description of
Advanced Parameters, below.
Merge (sub-object surfaces only)—Controls the
tessellation of surface sub-objects whose edges
are joined or very nearly joined. When input
to a modifier (such as Mesh Select) requires a
mesh, and when NURBS surfaces are tessellated
Advanced Surface Approximation Dialog 1245
Procedure
To use the Surface Approximation utility:
1. On the Utilities panel, click the More button,
and choose Surface Approximation from the
list.
2. Set the desired options on the Surface
Approximation and Surface Display rollouts.
3. Select the NURBS objects to apply the settings
to.
4. On the Surface Display rollout, click Set
Selected to apply the settings.
Iso Parametric Lines group Viewports—When chosen, the utility affects how
surfaces in the NURBS objects are displayed
The controls in this group box affect the display of
interactively in viewports, including shaded
the NURBS surfaces in viewports.
viewports, and by the preview renderer.
U Lines and V Lines—The number of lines used to
The Viewports surface settings are also used when
approximate the NURBS surfaces in viewports,
you apply a mesh modifier such as Mesh Select to
along the surface’s local U and V dimensions,
the NURBS objects. This is important because it
respectively. Reducing these values can speed up
can affect the scene’s geometry.
the display of the surface, but reduce accuracy
of the display. Increasing these values increases Renderer—When chosen, the utility affects how
accuracy at the expense of time. Setting one of surfaces in the NURBS objects are displayed by
these values to 0 displays only the edge of the the renderer, and by the draft renderer for Quick
object in the corresponding dimension. Render.
Iso Only—When chosen, all viewports display iso Base Surface—When on, settings affect entire
line (page 3–959) representations of the surface. surfaces in the selection set. Default=on.
Iso (parametric) lines are similar to contour lines.
Surface Edge—When on, settings affect the
The lines show where the NURBS surface has
tessellation of surface edges that are defined by
a constant U value or V value or both. Iso line
trim curves.
representations can be less crowded and easier to
visualize than wire mesh representations. Displaced Surface—Enabled only when Renderer
is chosen. Turn on to set a third, independent
Iso and Mesh—(The default.) When chosen,
approximation setting for surfaces that have a
wireframe viewports display iso line
displacement map (page 2–1511) or Displace (page
representations of the surface, and shaded
1–629) modifier applied to them.
viewports display the shaded surface.
Mesh Only—When chosen, wireframe viewports Load Tessellation Preset group
display the surface as a wire mesh, and shaded
Lets you choose a preset low, medium, or
viewports display the shaded surface.
high-quality level of surface approximation. While
In wireframe viewports, this option lets you see a preset is chosen, the values it uses are displayed
the surface approximation used for viewports. in the Tessellation Method group box.
Preset values are saved in the 3dsmax.ini file.
You can customize the preset values by using
the buttons in the following group box, Save
Tessellation Preset.
Low—Selects a (comparatively) low-quality level
of surface approximation. These are the default
values:
Viewports, Base Surface:
Iso and mesh displays of a NURBS teapot Method=Spatial and Curvature
Edge=50.0
1248 Chapter 9: Surface Modeling
Method=Spatial and Curvature Note: When Viewports is chosen, you must also
choose Mesh Only in order to see the effect of the
Edge=5.0
Mesh Parameter settings in wireframe viewports.
Distance=5.0
Generally speaking, if the preset values you have
Angle=2.0 chosen give good results, you don’t need to adjust
the controls in this rollout further. Use them if you
Merge=(Unavailable)
encounter problems with the preset alternative.
Advanced Parameters > Minimum=0,
Tips
Maximum=4
• Viewport Tessellation: The tessellation method
Save Tessellation Preset group creates the mesh, so if you modify the NURBS
object with Mesh Select, choose the method
Click a button to save the current Tessellation
that gives the result you need. If you use
Method settings as a new Low, Medium, or High
modifiers heavily, Spatial or Parametric might
preset. These values are saved in the 3dsmax.ini
be better than Curvature, because of their
file.
regular tessellation. Curvature-dependent
Note: There is a separate Low, Medium, and High tessellation can cause problems with some
preset for Base Surface and Displaced Surface modifiers.
approximation. Check whether Base Surface or
• Renderer Tessellation: Spatial and Curvature
Displaced Surface is on before you use the buttons
usually obtains the most accurate rendering.
in this group box to save a custom preset.
Curvature can be the more efficient choice
Customizing preset values overwrites the default when you render animated surfaces.
presets. To restore the defaults, you can re-enter
Regular—Generates a fixed tessellation across the
the default preset values shown above, and then
surface based on U Steps by V Steps. Increasing
save them with the corresponding button. You can
these parameters increases accuracy at a cost of
also restore defaults by editing the 3dsmax.ini file
speed, and vice versa, but in general this can be the
to delete the custom preset values.
quickest and least accurate way to approximate a
When you customize the preset values, there is no NURBS surface. Very low values for U and V Steps
necessary correlation between the button names using the Regular method usually doesn’t provide
and the quality of surface approximation. The good results. Model complexity increases slowly
software has no way of knowing how "good" a as U and V Steps values increase.
tessellation is, and you can save a very high-quality
Parametric—Generates an adaptive tessellation
surface approximation in the Low preset, for
based on U Steps by V Steps. Low values for U
example.
and V Steps using the Parametric method often
Tessellation Method group provide good results. Model complexity increases
rapidly as U and V Steps values increase, so
The controls in this group box affect the display take care when you switch from Regular, which
of the NURBS surfaces in either viewports, generally requires higher U and V values, to
if Viewports is chosen, or by the renderer, if Parametric, where lower U and V values generally
Renderer is chosen. You can choose between five suffice.
algorithms. Each approximates NURBS surfaces
by tessellating them in a different way.
1250 Chapter 9: Surface Modeling
For example, if you convert a teapot to NURBS and Changing surface curvature dynamically changes
set the U and V steps to 15, the Regular method the curvature tessellation.
generates 4470 faces but the Parametric method
The Distance parameter specifies how far the
generates 204960 faces.
approximation can deviate from the actual NURBS
surface. Distance is a percentage of the diagonal of
each surface’s bounding box. Each surface in an
object is tessellated based on its size, independently
of other surfaces, and scaling a surface doesn’t
change its tessellation. Decreasing this value
increases accuracy but increases rendering time.
When you set Distance to 0.0, the software ignores
this parameter and uses the Angle to control
accuracy.
The Angle parameter specifies the maximum angle
between faces in the approximation. Decreasing
this value increases accuracy but increases
Parametric mesh of the NURBS teapot
rendering time. When you set Angle to 0.0, the
Spatial—Generates a uniform tessellation made software ignores this parameter and uses the
of triangular faces. Distance to control accuracy.
The Edge parameter specifies the maximum When both Distance and Angle are 0.0, the
length of a triangular face in the tessellation. The surfaces degenerate and can become flat surfaces.
value is a percentage of the object’s bounding
box. Decreasing this value increases accuracy but
increases rendering time.
value is a percentage of the object’s bounding limit. You might want to increase this value to 7
box. Decreasing this value increases accuracy but (the greatest value allowed). See the description of
increases rendering time. When you set Edge Advanced Parameters, below.
to 0.0, the effect is equivalent to the Curvature
Merge—Controls the tessellation of surface
method.
sub-objects whose edges are joined or very nearly
The Distance parameter specifies how far the joined. When input to a modifier (such as Mesh
approximation can deviate from the actual NURBS Select) that requires a mesh, and when NURBS
surface. Distance is a percentage of the diagonal of surfaces are tessellated for production rendering,
each surface’s bounding box. Each surface in an by default the software adjusts the tessellation of
object is tessellated based on its size, independently adjoining surfaces to match each other, in terms of
of other surfaces, and scaling a surface doesn’t the number of faces along the edges. The Merge
change its tessellation. Decreasing this value parameter controls how this is done. If Merge is
increases accuracy but increases rendering time. zero, adjoining faces are unchanged. Increasing
When you set Distance to 0.0, the software ignores the value of Merge increases the distance the
this parameter and uses the Edge and Angle values software uses to calculate how edges should match,
to control accuracy. guaranteeing no gaps between the surfaces when
they are rendered. Default=0.01.
The Angle parameter specifies the maximum angle
between faces in the approximation. Decreasing In most cases, you don’t need to adjust Merge. If
this value increases accuracy but increases rendering shows gaps between nearly adjoining
rendering time. When you set Angle to 0.0, the faces, increase Merge to eliminate them.
software ignores this parameter and uses the Edge
Technically, the Merge value is one tenth of one
and Distance values to control accuracy.
percent of the diagonal of the object’s bounding
When Distance, Angle, and Edge are all 0.0, the box. In other words, a Merge value of 1.0 (higher
surfaces degenerate and can become flat surfaces. than necessary for most purposes) is 0.1 percent
of the length of the diagonal. Because Merge is
View-Dependent—(for the Renderer only): When
based on the object’s dimensions, you can scale the
on, takes the object’s distance from the camera
NURBS model without affecting the Merge setting.
into account while calculating its tessellation. This
can improve rendering time by not generating Advanced Parameters—Click to display the
fine-grained tessellations for objects that are Advanced Surface Approximation dialog (page
in the distance of the rendered scene. The 1–1245). The parameters in this dialog apply to
view-dependent effect only works when you the Spatial, Curvature, and Spatial and Curvature
render camera or perspective views. It doesn’t approximation methods.
work in orthographic views. This control is
Clear Surfaces—When on, the settings you choose
disabled while Viewports is active.
in this utility override all sub-object specific
For the Spatial, Curvature, and Spatial and surface approximation settings in the selected
Curvature methods, when View-Dependent is on, NURBS models. When off, the utility affects
the Distance and Edge values specify pixels instead top-level NURBS models but settings local to
of the software’s default units. individual surface sub-objects remain unaffected.
Note: When View-Dependent is on, tessellation Default=Off.
very quickly reaches the maximum subdivision
1252 Chapter 9: Surface Modeling
Set Selected—Applies the surface approximation lattice for an object’s curves but not its surfaces,
values active in the utility to all selected NURBS or vice versa.
objects.
Curves—When on, displays curves.
Reset—Resets the values in the utility to the default
Surfaces—When on, displays surfaces.
settings for a NURBS surface.
Dependents—When on, displays dependent
sub-objects.
Surface Display Rollout Surface Trims—When on, displays surface
Utilities panel > Utilities rollout > More button > Utilities trimming. When turned off, displays all of a
dialog > Surface Approximation > Surface Display rollout surface even if it’s trimmed.
The controls in the Surface Display rollout are the Transform Degrade—When on, transforming a
same as the display controls for NURBS surface NURBS surface can degrade its display in shaded
objects, with two additional buttons: Set Selected viewports, to save time. This is similar to using
and Reset. the Adaptive Degradation toggle for playing
animations. You can turn off this toggle so surfaces
Interface are always shaded while you transform them, but
transforms can take longer to create.
Button set
Set Selected—Applies the display settings active in
the utility to all selected NURBS objects.
Reset—Resets the values in the utility to the default
settings for a NURBS surface.
Show Statistics
Right-click a viewport label. > Show Statistics
Keyboard > 7 The first column lists the statistics for the entire scene, while the
second only refers to the selected objects.
You can quickly access various statistics related to Polys —Displays the number of polygons in the
your current selection and entire scene. scene and selection.
Note: These statistics are relevant primarily to mesh
Note: This is valid only for poly objects.
and poly objects. Some statistics information
might be unavailable with certain other types of Tris —Displays the number of triangle faces in the
object. scene and selection.
Note: If you select a polygon in a poly object, this
Procedure option shows two or more triangles.
To use the viewport statistics display:
Edges —Displays the number of edges in the scene
1. Customize the statistics display on the and selection.
Customize menu > Viewport Configuration
Verts —Displays the number of vertices in the
dialog > Statistics panel.
scene and selection.
2. Activate the viewport in which to display
statistics. FPS —The frames per second displayed in the
viewport.
3. Toggle the statistics display by pressing 7 or
right-clicking the viewport label and choosing
Show Statistics. Level of Detail Utility
Interface Utilities panel > Utilities rollout > More button > Utilities
dialog > Level of Detail
You can customize the viewport statistics by
turning on and off options on the Statistics (page The Level Of Detail utility lets you construct an
3–861) panel of the Viewport Configuration object that alters its geometric complexity or level
dialog. The following statistics reflect all options of detail based on its size in the rendered image.
turned on. You create several versions of the same object each
with different levels of detail, group them as one,
and then run the Level Of Detail utility, which
automatically creates a special LOD controller as
a Visibility track. The LOD controller then hides
1254 Chapter 9: Surface Modeling
and unhides the objects in the group, depending To access an object’s stack:
on their size in the rendered scene. 1. Select the Level Of Detail object, and then
The main purpose of this utility is to save time in choose Group menu > Open.
rendering complex objects and in manipulating 2. In the Level Of Detail utility, choose the object
objects in the viewports. Since a portion of you want to access from the list window,
rendering speed is directly related to the number and then turn on Display In Viewports (or
of faces that must be rendered in a scene, using the double-click the object’s name in the list
Level Of Detail utility lets you reduce the number window).
of rendered faces as an object reduces its apparent
3. Select the object in the viewport.
size. In addition, you can use this utility to display
a simple stand-in for a more complex object in 4. Open the Modify panel to access that object’s
the viewports. Since the stack is not calculated for parameters.
objects hidden in the viewports, you can speed 5. When finished, choose Group menu > Close.
up viewport manipulation by using this utility
to substitute complex stack objects with simple To assign materials within the group:
stand-ins. 1. Select the grouped object.
2. Use Display In Viewports in the Level Of Detail
Procedures
utility to display the grouped object you want
To set up an object for the Level Of Detail utility: to assign the material to.
1. Create two or more objects that are identical 3. Drag the material from the Material Editor (or
except for their complexity. the Browser) over to the object in the viewport.
Note: It’s best to assign materials and mapping 4. Choose Assign To Object in the Assign Material
coordinates, as well as all modifiers while the alert, and then click OK.
objects are still separate.
Note: Be sure and choose Assign To Object. If
2. Select all of the objects, and use the Align tool you choose the default Assign To Selection, all
to center all of them about a common center. objects in the group will be assigned the same
3. Group the objects. material.
4. Choose the Level Of Detail utility.
To dismantle a Level Of Detail object:
5. While the grouped object is selected, click the
If you look at a Level Of Detail object in Track
Create New Set button.
View, you’ll see only the tracks for the sub-object
The name of the objects within the group that’s currently displayed in the viewports. To see
appear in the Level Of Detail list, in order of all sub-objects in Track View, you need to turn off
complexity; only the least complex object in the Visible Objects.
group is displayed in the viewports, while all
other objects are made invisible. If you need to dismantle a grouped Level Of
Detail object, and restore its sub-objects to their
6. Use the controls in the Level Of Detail rollout to
independent states, follow these steps:
adjust when the objects will switch their display
in the rendered scene. 1. Open the Filters dialog in Track View, and turn
off Visible Objects in the Show Only group box.
Level of Detail Utility 1255
Add To Set—Adds an object to the Level of Detail item. Double-clicking the object name in the list
set. You must first attach the object you want to performs the same function.
add to the group object. To add an object to the
set, use Align to center the object with the group Threshold Units group
object. Select the object you want to add, and then The options in this group box let you choose
choose Attach from the Group menu, and then between two types of threshold units. Switching
click the group object. Finally, click the Add to Set between these two options does not alter the
button, and then click the object you want added. effect; it alters the method by which you set the
Remove from Set—Removes the object highlighted thresholds.
in the list window from the current set. Note that Pixels—The thresholds are determined by
the object then becomes visible in the viewports, specifying the maximum pixel size of the image
but is still part of the group. To remove the object (measured diagonally). Use when you want to set
from the group, choose Group menu > Open, the transfer thresholds using absolute rather than
select the object you want removed, and choose relative values.
Group menu > Detach. Select the group object
again, and choose Group menu > Close. % of Target Image—Sets the thresholds based on
the percentage of the size of the image (measured
Image Output Size group diagonally) relative to the size of the rendered
output.
Width/Height—The Width and Height spinners in
this area are set to the current rendering output
Thresholds group
size each time you enter the Level of Detail utility.
Using the spinners, you can change this to any Min Size/Max Size—Sets the minimum size of the
resolution. If the percent of Target Image option is object before it’s replaced by the less complex
selected, as you change the Target Image Size, the object, and the maximum size of the object before
threshold values change as well. it’s replaced by the more complex object. The
values vary depending on the current type of
Reset to Current—Resets both spinners to the Threshold Unit. The default threshold values are
current rendering output size. initialized so that the most complex object is 100
List window—Lists all of the objects in the group by percent of the image output size. The remaining
complexity, with the least complex at the top of the thresholds are set using an algorithm based on a
list. The numbers at the left of each object name ratio of the number of faces between each object.
are the threshold values that indicate at what size It assumes that all faces are the same size, and then
the object will be displayed in the rendered scene. picks thresholds so that the faces would remain a
The numbers can be one of two types of units, constant size as displayed on the screen. Usually,
pixels, or percentage of the target image. You set this will provide the type of smooth transition you
the type of unit in the Threshold Units group. need, but you can customize the threshold values.
The threshold values are interrelated between
Display in Viewports—Displays in the viewport the
the objects, so altering the minimum size of one
object highlighted in the list window. Only one object, for example, will also alter the maximum
object in the group is displayed in the viewports at size of the next object.
any time. As a default, the least complex object is
displayed, but you can look at the other objects Reset All—Resets all thresholds for all objects in
by highlighting them in the list and selecting this the list, using the previously described algorithm.
Level of Detail Utility 1257
Close button
Close—Closes the utility.
1258 Chapter 9: Surface Modeling
index
Index
material IDs 1–338 bulge editor 2–1096, 2–1106, 2–1114, 2–1135, 2–1141
overlapping elements 1–338 bulge sub-object 2–1127, 2–1141
surface topology 1–338 bulges 2–1111, 2–1113, 3–920
troubleshooting problems with 3–885 creating 2–1094
with maps and materials 1–338 fine-tuning 2–1096
bound vertex 1–297, 3–919 overview 2–1093
boundary conditions (and tendons) 2–1147 shaping 2–1096
bounding box (and envelope creation) 2–1111 workflow 2–1094
bounding box (glossary) 3–919 bump mapping 2–1506, 2–1539
bounds (inner/outer) 2–1085 bump shader (mental ray) 2–1716
box button
BoxGizmo 3–304 2.5D snap 2–35
standard primitive 1–171 2D snap 2–35
box caustics filter 3–106 3D snap 2–35
box method 2–1242 ActiveShade floater 3–21
box selected align 1–462
render bounding box/selected dialog 3–16 align camera 1–468
branching events (particle flow) 2–123 align to view 1–468
break angle snap 2–37
spline at selected vertex 1–297 animate 3–717
vertices 1–1011 arc rotate 3–744
breathe option (links) 2–1091, 2–1136 array 1–450
bricks 2–1658 auto key 3–717
bridge dialog 1–1067 bind to space warp 2–58
bridge edges dialog 1–1068 button sets (utilities) 3–779
brightness and contrast effect 3–265 clone and align tool 1–459
browse 2–1070 crossing 1–93
browser current frame 3–724
material/map 2–1412 dolly camera 3–746
browsing from 3ds Max 3–504 dolly light 3–751
brush dolly target 3–746, 3–751
styling hair with a 1–529 edit current event 3–324
brush options 1–960 edit scene event (video post) 3–329
brush preset manager 3–692 full screen 3–738
brush presets 3–690 get material 2–1439
BSP method 3–129 go forward to sibling 2–1447
BSP method, raytrace acceleration 3–1000 go to end 3–724
bubble motion rollout (PArray) 2–270 go to frame 3–724
bubble motion with Particle Flow 2–123 go to parent 2–1446
bubble notification go to start 3–722
communication center 3–716 light falloff 3–753
buckets, distributed rendering 3–124 light hotspot 3–752
buffer mode 2–936 lock selection 2–555
build face 1–1011 make unique (Material Editor) 2–1442
bulge angle display properties dialog 2–1127 material and map type 2–1449
bulge angles 2–1114, 2–1141, 3–920 Material Editor 2–1427
adding 2–1095 Material Editor options 2–1436
changing 2–1095 maximize viewport 3–738
choosing for editing 2–1095 mirror 1–448
color 2–1141 new sequence 3–323
deleting 2–1095 next frame 3–724
parameters 2–1114 normal align 1–465
setting 2–1095 open sequence 3–323
1268 Index
copy time (Track View) 2–568 create multiple footsteps 2–988, 2–992
copy track (Track View) 2–568 jump 2–988, 2–997
joint parameters 2–495 run 2–988, 2–995
materials 2–1409, 2–1432 walk 2–988, 2–992
modifiers 2–544 create new layer 3–667
patch surface 1–968 create new map files 2–332
presets 3–437 create out of range keys 2–533
splines 1–308 create out-of-range keys utility (Track View) 2–562
transform keys 2–283 create panel 1–154, 3–757
CPY files 2–1263 cameras 2–1365
crash recovery 1–20 helpers 2–2
crease lights 2–1272, 2–1301
at link’s joint 2–1140 space warps 2–55
at parent’s joint 2–1140 systems 1–404
create create position lock key 2–310
clip 2–1027, 2–1045 create rotation lock key 2–310
envelopes 2–1111 create shape (editable patch) 1–988
footsteps 2–988 creating
keys for inactive footsteps 2–865, 2–990 1-rail sweep surface 1–1204
layer 2–974 2-rail sweep surface 1–1209
random motion 2–1035, 2–1055 a script 2–1045
script 2–1030, 2–1048 an object 1–157
separate tracks for biped arms 2–980 animated material previews 2–1450
shared motion flow 2–1039, 2–1056 arrays 1–471
transition 2–1045, 2–1051 biped character 2–844
unified motion 2–1038 biped skin 2–1076
create assembly (assembly menu) 1–107 blend surface 1–1183
create assembly dialog 1–107 bulges 2–1094
create biped rollout 2–844 cap surface 1–1195
create camera from view 1–48 chamfer curve 1–1161
create character 1–112 circular and spiral arrays 1–489
create key dialog 2–284 copies 1–471
create layer 2–326, 2–334 crowd system 2–1155
create material preview dialog 2–1452 curve sub-objects 1–1151
create menu 1–347, 3–675 custom sample object 2–1425
AEC objects 1–214, 1–217, 1–223, 1–232, 1–235, CV curve on surface 1–1172
1–239, 1–243, 1–251 to 1–252, 1–256 to 1–261 CV curve sub-object 1–1153
cameras 2–1365, 2–1370 to 2–1371 CV surface 1–1103
compound objects 1–318, 1–328, 1–331, 1–336, 1–338, CV surface sub-object 1–1179
1–352 dependent curve point 1–1220
extended primitives 1–186 dependent curve-curve point 1–1223
lights 2–1272 dependent curves 1–1151
NURBS 1–1102 to 1–1103, 1–1106, 1–1110 dependent offset point 1–1219
particles 2–237 dependent surface point 1–1222
patch grids 1–993 to 1–995 dependent surface-curve point 1–1224
photometric lights 2–1302 to 2–1305, 2–1307, 2–1309 dependent surfaces 1–1177
shapes 1–262, 1–270, 1–272 to 1–274, 1–276 to 1–278, editable mesh edges from shapes 1–1006
1–281 to 1–282, 1–284 to 1–288 editable mesh vertices 1–1011
standard lights 2–1288 to 2–1290, 2–1292 to 2–1293, extrude surface 1–1188
2–1295 faces 1–1011
standard primitives 1–170 fillet curve 1–1164
create method rollout 2–1242 fillet surface 1–1216
footsteps 2–863
Index 1275
UVW mapping paste 1–934 motion capture 2–347, 2–655, 2–1059, 2–1064, 3–975
UVW Xform 3–447, 3–455 batch file conversion dialog 2–1075
UVW XForm 1–934 buffer 2–1061, 2–1065, 2–1070
vertexpaint 1–936 conversion parameters dialog 2–1070
volume select 1–952 converting data from buffer 2–1065
wave 1–957 file 2–1070
world space 1–512 importing files 2–1061
WSM 1–512 introduction to importing 2–925
XForm 1–959 rollout 2–1061, 2–1065
modifiers menu 3–678 motion clip 2–1246, 3–975
animation modifiers 1–557, 1–712, 1–754 to 1–755, motion clips
1–848 Track View pick dialog 2–1252
cache tools 1–758 motion clips panel 2–1246
free-form deformers 1–683, 1–685 motion damper 2–66
mesh editing 1–569, 1–626, 1–634, 1–680, 1–682, motion editing 2–1012
1–746, 1–748, 1–828, 1–834, 1–861, 1–865, 1–935 motion files 2–919, 3–976
to 1–936 information saved in 2–920
nurbs editing 1–557, 1–628, 1–848, 1–1101 loading motion files 2–920
parametric deformers 1–557, 1–560, 1–629, 1–709, samples 2–920
1–728, 1–743, 1–766, 1–779, 1–783, 1–790, 1–825, motion flow 2–837, 3–976
1–829, 1–833, 1–863, 1–876, 1–957, 1–959 and BIP files 2–924
patch/spline editing 1–623, 1–627, 1–638, 1–680, BIP file location 2–920
1–689, 1–707, 1–747, 1–842, 1–848, 1–857 to clip properties dialog 2–1045
1–858, 1–866 compare with motion mixer 2–604
radiosity modifiers 1–555, 1–839 editor file 2–1045
selection modifiers 1–719, 1–751, 1–831, 1–952 graph 2–1027 to 2–1028, 2–1045
subdivision surfaces 1–722, 1–839 mode 2–936, 2–1026, 2–1030, 2–1043, 2–1045, 2–1048
surface 1–628, 1–714, 1–716 optimize transition 2–1058
UV coordinates 1–513, 1–551, 1–556, 1–567, 1–922, random motion 2–1035
1–934 random motion flow 2–1039, 2–1056
modify child keys 2–529 rollout 2–1045
modify child keys (Track View) 2–509 script 2–1026 to 2–1027, 2–1048
modify panel 1–499, 3–758 shared 2–1056
modify subtree (Track View) 2–509, 2–528 shared motion flow 2–1039, 2–1056
modifying transition 2–1028
at sub-object level 1–506 unified motion 2–1038
multiple objects 1–509 workflow 2–1043
NURBS models 1–1081 motion flow editor 3–976
objects (basics) 1–153 append 2–1032
morph 1–314 files 2–1041
morph controllers 2–300 load 2–1032
morpher material 2–1592 save 2–1032
morpher modifier 1–729 motion flow graph
morphing (glossary) 3–974 optimize 2–1058
motion motion flow mode 2–936
combining BIP files 2–924 motion fow scripts 3–976
mapping 2–921 motion mapping parameters rollout 3–479
mirroring 2–913 motion mixer 2–604
Motion Analysis 2–665, 3–576 to 3–578 adding bipeds 2–607
motion blending 3–975 adding max objects 2–607
motion blur 2–122, 2–240, 2–1386, 3–89, 3–101, 3–114, adding tracks 2–607
3–269, 3–955, 3–981, 3–1007 adjusting balance 2–622
and particle flow 2–191 clip timing 2–615
Index 1305
optimize overlays
motion flow 2–1058 xref scenes 3–408, 3–412
motion mixer 2–641 overriding (degradation) 1–34
transition 2–641, 2–1058 overshoot (glossary) 3–988
optimize modifier 1–748 overview
optimize transition cloth 1–571
transition editor 2–1051 clothing and pattern design 1–572
optimizing performance (particle flow) 2–120 garment maker modifier 1–607
options 3–828 physique 2–834
grid and snap 2–46 workflow 2–839
Material Editor 2–1436 overview of 3ds Max 1–1
rendering 3–826
viewports 3–821 P
options menu pack UVs dialog 1–909
Track View 2–526 paint (vertexpaint modifier) 1–936
options menu (particle view) 2–130 paint deformation rollout 1–1064
options menus (Schematic View) 3–644 to 3–645 brush options 1–960
orbit/pan paint selection region 1–91
camera 2–1381, 3–749 paint weights 1–960
light 3–755 paintbox
Oren-Nayar-Blinn basic parameters rollout 2–1482 vertexpaint modfier 1–941
Oren-Nayar-Blinn highlights 2–1493 painter options 1–960
organic surfaces 1–842 PAL 3–826, 3–988
orientation palette
changing 1–423 vertexpaint modifier 1–950
constraint 2–409 paletted 3–826
mapping 2–1505 pan
orientation bar 2–1114, 2–1141 panning views 1–29
orientation behavior 2–1214, 3–985 particle view 2–129, 2–135
origin (glossary) 3–986 Track View 2–595
origin point helper 3–431 viewport controls 3–743
origin slider 3–815 pan view 3–743
ortho snapping mode 2–38 panels
orthographic view 3–986 create 3–757
orthographic views 1–24 customize UI 3–793 to 3–795, 3–798 to 3–799
out display 3–775
tangent 3–721 hierarchy 3–773
out-of-range modify (command panel) 1–499, 3–758
keys (Track View) 2–562 motion 3–774
types 2–551, 2–585 to 2–586, 3–987 render scene 3–61, 3–219
outdoor lighting 3–45 scripted utility 3–1008
outer envelope 2–1130 utilities (command panel) 3–778
outline 1–308 panorama exporter 3–170
output image event (video post) 3–339 render setup dialog 3–171
output map 2–1621, 2–1692 viewer 3–173
output rollout 2–1621, 3–160 pants (cloth) 1–574
outputs (particle flow) 3–987 parallel projection 1–24
outside 2–1136 parameter (glossary) 3–989
overlap 2–1111 parameter animation 2–121
overlapping IK chains 2–446 parameter collector 1–138
overlapping vertices and editable rollout (for object and menu bar 1–142
sub-objects) 1–289 parameter collector menu bar 1–142
parameter collector notes dialog 1–145
parameter curve out-of-range types (Track View) 2–551
1310 Index