Tutorial - Introduction To 3ds Max - 2122
Tutorial - Introduction To 3ds Max - 2122
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1. Quick Access toolbar: Provides file handling and undo/redo commands, plus a drop-down
list for switching among different workspace interfaces.
2. Main toolbar: Provides many of the most commonly used commands in 3ds Max.
3. The Ribbon: Contains an array of tools for modeling, painting into the scene, and adding
people.
4. Scene Explorer: For viewing, sorting, filtering, and selecting objects in 3ds Max, as well as
renaming, deleting, hiding, and freezing objects, creating and modifying object hierarchies,
and editing object properties en masse.
5. Viewport Layouts: This is a special tab bar for switching quickly between different
viewport configurations. You can use the default layouts provided, or create your own
custom layouts.
6. Status Bar controls: Displays prompts and status information about your scene and the
active command. The coordinate display fields to the right of the prompt let you enter
transform values manually.
7. Viewport label menus: The viewport labels are menus that let you change what each
viewport displays, including the point of view (POV) and shading style.
8. Quad menu: When you click the right mouse button anywhere in an active viewport, except
on the viewport label, a quad menu is displayed. The options available in the quad menu
depend on the selection.
9. Time Slider: Lets you navigate along the timeline and jump to any animation frame in your
scene. You can quickly set position and rotation or scale keys by right-clicking the time
slider and choosing the desired key from the Create Key dialog.
10.Viewports: Display your scene from multiple angles and can preview lighting, shadows,
depth of field, and other effects.
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11.Command Panel: Gives you access to tools for creating and modifying geometry, adding
lights, controlling animation, and so on. The Modify panel, in particular, has a wealth of
tools for adding complexity to geometry.
12.Animation controls: Let you create animation and play back animation within viewports.
13.Viewport Navigation: Use these buttons to navigate your scene within the active viewport.
14.Slate Material Editor: Provides functions to create and edit materials and maps. Materials
are assigned to objects and create greater realism in a scene by using different maps.
15.Rendered Frame Window: Displays a rendering of your scene and enables easy re-rendering.
Other controls here let you change render presets, lock rendering to a specific
viewport, render regions for faster feedback, and change mental ray settings.
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Zooming a View
Click Zoom or Zoom All and drag in a viewport to change the view magnification. Zoom
changes only the active view, while Zoom All simultaneously changes all non-camera views.
If a perspective view is active, you can also click Field of View (FOV) . The effect of
changing FOV is similar to changing the lens on a camera. As FOV gets larger you see more of
your scene and perspective becomes distorted, similar to using a wide-angle lens. As FOV gets
smaller you see less of your scene and the perspective flattens, similar to using a telephoto lens.
Warning: Be cautious using extreme Field of View settings. These can produce unexpected results.
Zooming a Region
Click Zoom Region to drag a rectangular region within the active viewport and magnify that
region to fill the viewport. Zoom Region is available for all standard views.
In a perspective viewport, Zoom Region mode is available from the Field of View flyout .
Zooming to Extents
Click the Zoom Extents or Zoom Extents All flyout buttons to change the magnification
and position of your view to display the extents of objects in your scene. Your view is centered on
the objects and the magnification changed so the objects fill the viewport.
• The Zoom Extents , Zoom Extents Selected buttons zoom the active viewport to the
extents of all visible or selected objects in the scene.
• The Zoom Extents All , Zoom Extents All Selected buttons zoom all viewports to the
extents of all objects or the current selection.
Panning a View
Click Pan View and drag in a viewport to move your view parallel to the viewport plane. You
can also pan a viewport by dragging with the middle mouse button held down while any tool is
active.
Orbiting a View
Click Orbit , Orbit Selection , or Orbit Sub-Object to rotate your view around the view
center, the selection, or the current sub-object selection respectively. When you rotate a head-on
viewport, such as a Top view, it is converted to an Orthographic view, as reflected by the viewport
label.
With Orbit Sub-Object , selected sub-objects or objects remain at the same position in the
viewport while the view rotates around them.
With Orbit Selected , selected objects remain at the same position in the viewport while the
view rotates around them. If no objects are selected, the function reverts to the standard Orbit
function.
With Orbit , objects near the edges of the viewport can rotate out of view.
You can rotate a view by holding down Alt while you drag in a viewport using the middle mouse
button. This uses the current Orbit mode, whether or not the Orbit button is active.
You can also activate Orbit by pressing Ctrl+R.
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At times you might want to look at your scene through a large, undivided viewport, giving you a
"picture-window" view of the world you’re creating. Often you use multiple viewports, each set to
a different orientation.
If you want to move an object horizontally in the world space, you might do this in a top viewport,
looking directly down on the object as you move it. At the same time, you could be watching a
shaded perspective viewport to see when the object you’re moving slides behind another. Using
the two windows together, you can get exactly the position and alignment you want.
You also have pan and zoom features available in 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.
Active Viewport
One viewport, marked with a highlighted border, is always active. The active viewport is where
commands and other actions take effect. Only one viewport can be in the active state at a time. If
other viewports are visible, they are set for observation only; unless disabled, they simultaneously
track actions taken in the active viewport.
To switch the active viewport, click a viewport that is not active. You can use the left, middle, or
right mouse button to do this.
Tip: Use the right mouse button when you switch viewports. Left-click can also select objects,
which might not be what you want to do.
The navigation button (Maximize Viewport Toggle), at the lower right of the 3ds Max
window, maximizes the active viewport so it occupies all the viewport area. When a viewport is
maximized, clicking the same toggle displays all viewports once again. The default keyboard
shortcut for Maximize Viewport is Alt+W.
When viewports are not maximized, pressing (the Windows logo button, sometimes labeled
"Start") + Shift cycles the active viewport. When one viewport is maximized, pressing
+Shift displays the available viewports, and you can press +Shift to cycle among them:
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When you release the keyboard buttons, the viewport you chose becomes the maximized viewport.
Overlay thumbnails for switching the maximized viewport
Note: On some keyboards, the Windows logo button is labeled "Program."
Viewport Controls
Viewport Labels and Viewport Label Menus
Viewports are labeled in the upper-left corner. The labels show current settings such as the point
of view and rendering mode. Click or right-click a label to open the associated viewport label
menus.
Depending on the display driver selected, each viewport contains a series of up to five
menus in the top left hand corner that control viewport display.
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Selection Buttons
The main toolbar has several selection-mode tools, listed following. When any of these tools is
active, you can select objects by clicking them.
Select Object
Select by Name
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Above: Window selection selects the trash can and bench, but not the streetlight.
Below: Crossing selection selects all three: trash can, bench, and streetlight.
To extend a selection:
Hold down Ctrl while you click to make selections.
This adds the objects you click to the current selection. For example, if you have two objects
selected and Ctrl+click to select a third, the third object is added to the selection.
Holding down Ctrl also works with Selecting by Region.
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To lock a selection:
Select an object.
Click (Selection Lock Toggle) on the status bar to turn on locked selection mode.
While your selection is locked, you can drag the mouse anywhere on the screen without
losing the selection. The cursor displays the current selection icon. When you want to
deselect or alter your selection, click the Lock button again to turn off locked selection
mode. The keyboard toggle for locked selection mode is spacebar.
Selecting by Region
The region-selection tools let you use the mouse to select one or more objects by defining an
outline or area.
Region Selection
By default, when you drag the mouse a rectangular region is created. When you release the mouse
all objects within and touched by the region are selected. The remainder of this topic describes
how you can change each of these settings.
Note: If you hold down Ctrl while specifying a region, the affected objects are added to the
current selection. Conversely, if you hold down Alt while specifying a region, the affected objects
are removed from the current selection.
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Using Transforms
A transform is an adjustment of an object’s position, orientation, or scale, relative to the 3D world
(or world space) in which you’re working.
Changing a model by changing its position, rotation, or scale
You can apply three basic types of transform to an object:
• Position
• Rotation
• Scale
And a fourth transform command lets you position an object automatically on an underlying
surface:
• Placement
This section presents brief topics to help you quickly start learning how to transform objects and
how to animate your transforms.
You choose an axis by first positioning the mouse over any axis of the icon, then dragging the
mouse to transform the selection along that axis. When moving an object, you can use the plane
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handles to perform transforms along any two axes simultaneously. The central area of the Scale
gizmo provides, in addition to plane handles for scaling along two axes simultaneously, a uniform-
scaling handle at the center. Using a gizmo avoids the need to first specify a transform axis or axes
on the Axis Constraints toolbar (right click the main toolbar to add it), and also lets you switch
quickly and easily among different transform axes and planes.
When you position the mouse over any axis, it turns yellow to indicate that it’s active. Similarly,
position the mouse over one of the plane handles, and both associated axes turn yellow. You can
now drag the selection along the indicated axis or axes. Doing so changes the Axis Constraints
toolbar "Restrict to ..." setting. This means that you can then drag anywhere on the object and the
axis constraint will remain active. The axis constraint remains active for that transform for all
objects, even if you switch to a different transform and then back again.
Axis Tripods
When no transform tool is active and you select one or more objects, axis tripods appear in the
viewport.
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• Main toolbar > (Select and Uniform Scale), on Select And Scale flyout
• Right-click an object. > Scale (selects current toolbar Scale mode)
Uniform scale does not change an object’s proportions.
To scale a single object, you don’t need to select it first. When this tool is active, clicking an
object selects it and dragging the mouse scales it.
• Main Toolbar > (Select and Non-uniform Scale), on Select And Scale flyout
• Right-click an object. > Scale (selects current toolbar Scale mode)
Non-uniform scale can change proportions with different values for different axes.
You can restrict scaling to a specific axis or plane by first clicking the appropriate button on the
Axis Constraints toolbar, or with the Transform gizmo.
To scale a single object, you don’t need to select it first. When this tool is active, clicking an
object selects it and dragging the mouse scales it.
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• Main Toolbar > (Select and Squash), on Select and Scale flyout
• Right-click an object. > Scale (selects current toolbar Scale mode)
Squash scales two axes in opposite directions, maintaining the object’s original volume.
The Select And Squash tool, available from the Select And Scale flyout, lets you scale objects
according to the active axis constraint. Squashing an object always involves scaling down on one
axis while simultaneously scaling up uniformly on the other two (or vice-versa).
You can restrict object scaling to the X, Y, or Z axis, or to any two axes, by first clicking the
appropriate button on the Axis Constraints toolbar.
Pivot
Every object has a pivot point that represents its local center and local coordinate system.
Make a selection in the viewport. > Hierarchy panel > Pivot button
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• Functions as the center of rotation and scaling when you use the Pivot Point transform
center.
• Sets the default location of a modifier center.
• Defines the transform relationship for the object's linked children.
• Defines the joint location for inverse kinematics (IK).
Procedures
To reposition an object's pivot point:
1. Select an object and then turn on Hierarchy panel Adjust Pivot rollout
Affect Pivot Only.
Transform Type-In
Transform Type-In is a dialog that lets you enter precise values for move, rotate, and scale
transforms for selected objects. You can use Transform Type-In with anything that can display an
axis tripod or Transform gizmo.
• Status bar > Transform Type-In
• Main toolbar > Right-click (Select and Move), (Select and Rotate), or one of the
(Select and Scale) buttons.
• Standard menu: Edit menu > Transform Type-In
• Enhanced menu: Edit menu > Transform > Transform Type-In
• Keyboard > F12
Transform Type-In Dialog
Absolute group
X, Y, and Z
Display and accept entry for absolute values of position, rotation, and scale along each axis.
Position and rotation are typically displayed in world units, although this can vary depending
on the active reference coordinate system. Scale is always displayed in local units.
Offset group
X, Y, and Z
Display and accept entry for offsets of the position, rotation, and scale values along each axis.
Displayed offset values revert to 0.0 after each operation. For example, if you enter 45
degrees in a Rotate Offset field, when you press Enter, 3ds Max rotates the object 45
degrees from its previous position, increases the Absolute field value by 45 degrees, and
resets the Offset field to 0.0.
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You can also use the Transform Type-In boxes on the status bar. To use the Transform Type-In
boxes on the status bar, simply enter the appropriate values in the boxes and press Enter to apply
the transformation. You can alternate between entering absolute transform values or offset values
by clicking the Relative/Absolute Transform Type-In button to the left of the transform boxes.
Status bar
Layers
About Scene Layers
Layers are like transparent overlays on which you organize and group different kinds of scene
information. The objects you create have common properties including color, renderability, and
display. Layers have these properties as well, and the objects they contain can inherit the
properties from their layer.
To manage scene layers, use any Scene Explorer in Sort By Layer mode ( at the bottom )
or open Layer Explorer with the (Toggle Layer Explorer) button on the main toolbar. Both
versions work the same; the difference is that switching an active Scene Explorer to Sort By Layer
mode retains the previous layout (columns and toolbars), while Layer Explorer offers a preset
layout designed for working with layers.
Using layers makes it easier to manage the information in your scenes. You typically use layers to
control the visibility of objects in your scene; they also control the frozen state of member objects,
and can control wireframe color, render, display, and motion-blur properties.
For example, say you’re working on a scene that depicts a floor in an office building. You could
create a different layer for each room on the floor and then assign all objects in the room to their
room’s layer, or you could instead organize the layers to contain different categories of objects
throughout the floor, such as furniture, fixtures, people, and so on. In either case, you can toggle
the visibility of each layer so you’re working only on aspects of the scene of immediate interest,
quickly hiding the rest so they don’t interfere with your work. Or, if you want to see the locations
of objects on a particular layer, but don’t care what they look like, you can set the objects’ display
properties to By Layer. Then, toggling the layer’s Display As Box setting switches the display of
all of its objects between bounding boxes and geometry. You can also assign a different color to
each layer to make it easy to identify its contents.
Note: You can hide and freeze objects individually; however, objects that belong to a hidden or
frozen layer always adopt the hide/freeze state of their layer.
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Special Layer 0
When you begin a new scene, 3ds Max creates a special layer named 0 (default). By default,
objects on layer 0 are visible and renderable. You can’t delete or rename layer 0.
If you haven’t created any layers, 3ds Max places objects you create on layer 0 by default. If other
layers exist, new objects are added to the active layer. After you create objects, you can reassign
them to different layers.
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1. Use the Layer Explorer dialog to select the objects to move. You can select any objects
in any layers.
2. Drag any selected object to a layer in the list. When mouse cursor icon resembles two
overlapping rectangles, as in the following illustration, release the mouse button.
Nest layers:
You can create layer hierarchies, called "nested" layers, simply by dragging layers into
other layers. The parent layer controls the Hide/Freeze properties of any child layers, but
other settings that can be inherited by layer members, such as Display and Rendering
Controls, are controlled only by the immediate parent layer.
Note: While the default layer, layer 0, can contain other layers, it cannot be nested inside
another layer.
1. To nest multiple layers, first select the layers to move. If nesting a single layer, this isn’t
necessary.
2. Drag a layer—one of the selected ones or any single layer—to another layer in the list.
When the mouse cursor resembles two overlapping rectangles (see preceding illustration)
release the mouse button.
The dragged layers are now nested within the target layer.
The selected layers move to the top level of the layer hierarchy.
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Rename a layer:
You might want to rename a layer to better define how its contents are used in your scene.
You can rename any layer except Layer 0 at any time during a 3ds Max session.
Delete a layer:
You can delete a layer with all children at any time during a 3ds Max session. You cannot
delete the default layer (0 (default)) but can delete its children. If you delete the active
layer, it makes the default layer active.
Exercise
Open “Chess Set.max” and follow the steps to add chess pieces to
newly created layers.
Note that the screen captures of the steps are based on old version
of 3ds Max which may be different from 3ds Max 2020.
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Shift+Q = Render
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