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Editing the path and shapes

From: 3ds Max 2011 Essential Training

Video: Editing the path and shapes

When we initially created the loft, the option of Instance was enabled by default when we added the shapes. An instance is essentially something that's in more than one place at once and that's exactly the case here for the shape and the path. So what that means is I can edit the shape or the path, and that will be updated in the loft instantaneously. So if I select the circle, for example, I can change the Radius and as you can see, that's affecting the loft.

Editing the path and shapes

When we initially created the loft, the option of Instance was enabled by default when we added the shapes. An instance is essentially something that's in more than one place at once and that's exactly the case here for the shape and the path. So what that means is I can edit the shape or the path, and that will be updated in the loft instantaneously. So if I select the circle, for example, I can change the Radius and as you can see, that's affecting the loft.

So Instancing is very powerful and you'll see it throughout 3ds Max and throughout 3D in general. On the star over here, because it's an editable spline, I have more control. I can go in and select vertices and edit them. Maybe I'll choose my Move tool and pull this out a little bit, so you can see that it has a live connection to the loft. Maybe if I want to change the shape of this more globally, I could go into Spline sub-object mode, and select the Spline and use the Scale tool.

So I can scale in just one axis if I want, so I can flatten that out or get different looks. So this is pretty powerful, because I can change the shape of the loft through the loft parameters, or I can change it through the original shape Objects, and as long as those shapes have not been deleted and as long as this loft has not been converted to any other object type, then the dependency will still be in effect. I can also change the shape of the path.

So I can select the path and I can choose Vertex, click on one of these, and we'll do this in the orthographic Front view. Alt+W. Go ahead and grab the Move tool. You can see I can change the shape of the path as well. Undo that with Ctrl+Z. But what if I wanted to have a more organic shape to this? Let's say I wanted the path itself to be curved. Well, then I would need more points to work with.

So that leads us over to the editable spline tools. So you will see, if I'm in Vertex sub-object mode, I have a Refine tool available to me. If I'm in object mode, that's going to be grayed out. So I'll need to be in a sub-object mode Vertex, and if I want to add more points all I have to do is activate the Refine tool and click to create a new point. So I'll click again to make another one.

Did you notice that when I did that it actually increased the level of detail on the loft? So if you have more points on the path or the shape, that's going to translate into greater detail on the loft. When I am finished making new points, I can right-click to exit the Refine tool. Now I can go back to translating sub-objects. So I can select this point and move or translate. Translate is just a fancy word for move. You can see that that's giving me an ugly corner, so I don't want corner points here.

I want either smooth or Bezier points in the center of the path. So why don't I try Smooth? So I'll select those and then right- click and convert those to Smooth. And that's pretty good. The points at the beginning and end of the path really should be corner points, or at least Bezier corner. They shouldn't be smooth and they shouldn't be Bezier, because what will tend to happen is the curve will stretch in funny ways and you won't be able to control the level of detail at the beginning and end of the loft.

So again, the first and last points should be corner or Bezier corner. You'll notice also as I'm moving this that it's adapting profile if you will. You'll notice how this is now getting tilted. We can choose to have that happen or not. So I can exit out of sub-object mode. Remember, I have to exit out of sub- object mode; otherwise I won't be able to select anything else. So I exit out of sub-object mode, select the loft, and the option is here.

It's called Contour. So if I turn Contour off, then we're going to get a flatter surface up here. There is also Banking here. That's not seeming to do anything this time. But that's just an option. You can have Contour on or off to get different results. So I am going to turn it off, and then I'll go back over to this object and once again go to Vertex mode and do my final adjustments to the shape.

So I've got my shape and paths set up, and next we'll look at manipulating the loft sub-objects to place those shapes at different locations.

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This video is part of

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3ds Max 2011 Essential Training

150 video lessons · 14884 viewers

Aaron F. Ross
Author

 
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  1. 3m 19s
    1. Welcome
      57s
    2. Prerequisites
      1m 18s
    3. Using the exercise files
      1m 4s
  2. 7m 33s
    1. Using the Custom UI and Defaults Switcher
      1m 35s
    2. Setting local file paths to relative
      1m 27s
    3. Using project folders
      4m 31s
  3. 36m 35s
    1. Getting familiar with the interface
      4m 5s
    2. Touring the command panels
      1m 44s
    3. Creating primitives
      3m 5s
    4. Navigating the viewports
      3m 57s
    5. Using hotkeys
      3m 18s
    6. Choosing shading modes
      3m 6s
    7. Configuring the viewports
      3m 29s
    8. Transforming objects
      4m 32s
    9. Using the toolbars
      3m 33s
    10. Using the Modify panel
      5m 46s
  4. 36m 11s
    1. Surveying different modeling methods
      5m 18s
    2. Setting units
      5m 8s
    3. Setting home grid dimensions
      3m 37s
    4. Understanding the Level of Detail utility
      3m 34s
    5. Working with the Modifier Stack
      3m 51s
    6. Understanding dependencies
      5m 9s
    7. Collapsing the Modifier Stack
      4m 53s
    8. Working with sub-objects
      4m 41s
  5. 18m 32s
    1. Creating shapes
      5m 17s
    2. Creating lines
      2m 56s
    3. Converting a shape to an editable spline
      2m 20s
    4. Transforming editable spline sub-objects
      4m 20s
    5. Using different types of vertices
      3m 39s
  6. 35m 30s
    1. Lofting a vase
      3m 59s
    2. Setting loft parameters
      3m 49s
    3. Editing the path and shapes
      5m 18s
    4. Manipulating loft sub-objects
      3m 55s
    5. Adding a scale deformation
      5m 47s
    6. Adding a shell modifier
      3m 50s
    7. Smoothing polygon edges
      8m 52s
  7. 26m 20s
    1. Setting up the project and scene layout
      2m 34s
    2. Creating a backdrop profile line
      1m 19s
    3. Using Editable Spline Fillet
      1m 24s
    4. Extruding shapes
      2m 36s
    5. Creating text
      1m 21s
    6. Applying a bevel modifier
      3m 57s
    7. Choosing bevel parameters
      2m 33s
    8. Using Display All Triangle Edges
      1m 56s
    9. Adjusting spline interpolation
      2m 22s
    10. Deforming beveled objects
      1m 17s
    11. Exporting paths from Adobe Illustrator
      2m 39s
    12. Importing Illustrator paths to 3ds Max
      2m 22s
  8. 55m 55s
    1. Setting up the scene
      2m 8s
    2. Creating chamfer boxes
      4m 44s
    3. Smoothing edges
      1m 16s
    4. Using the Array tool
      5m 31s
    5. Grouping objects
      10m 18s
    6. Modeling lines
      11m 17s
    7. Using the Sweep Modifier
      3m 0s
    8. Soft-selecting sub-objects with Volume Select
      5m 40s
    9. Removing polygons with Delete Mesh
      2m 37s
    10. Clearing a sub-object selection with Mesh Select
      3m 37s
    11. Adding randomness with the Noise Modifier
      5m 47s
  9. 33m 2s
    1. Understanding subdivision surfaces
      2m 46s
    2. Creating a box and converting to editable poly format
      3m 54s
    3. Using the Symmetry Modifier
      1m 44s
    4. Working with TurboSmooth
      3m 3s
    5. Extruding polygons
      1m 54s
    6. Editing edge loops
      8m 15s
    7. Shaping the model
      4m 57s
    8. Baking subdivisions
      3m 45s
    9. Optimizing polygon Level of Detail
      2m 44s
  10. 38m 45s
    1. Understanding the graphite tools within Editable Poly
      2m 40s
    2. Using the Graphite Ribbon interface
      3m 26s
    3. Using traditional editable poly tools within Graphite
      11m 30s
    4. Adjusting detail with Remove and Cut
      4m 44s
    5. Using SwitfLoop
      2m 46s
    6. Constraining sub-object transforms
      2m 23s
    7. Attaching polygon meshes to a single object
      5m 33s
    8. Bridging parts of a mesh
      5m 43s
  11. 25m 24s
    1. Understanding NURBS
      2m 35s
    2. Creating NURBS curves
      7m 27s
    3. Creating a U-loft surface
      5m 52s
    4. Editing curves and surfaces
      3m 9s
    5. Setting surface approximation
      6m 21s
  12. 1h 0m
    1. Using the Material Editor
      7m 8s
    2. Choosing a material type
      3m 3s
    3. Choosing a shader type
      2m 12s
    4. Adjusting specular parameters
      3m 6s
    5. Setting opacity
      3m 5s
    6. Understanding procedural Maps and bitmaps
      4m 11s
    7. Using bitmaps
      5m 21s
    8. Navigating shader trees
      2m 27s
    9. Tracking scene assets
      4m 40s
    10. Creating simple UVW mapping
      7m 52s
    11. Adding reflections with a Raytrace map
      4m 32s
    12. Creating an environment
      5m 27s
    13. Mapping a bump channel
      7m 13s
  13. 27m 4s
    1. Creating cameras
      4m 1s
    2. Understanding target and free cameras
      4m 39s
    3. Using Camera Pan, Truck, and Dolly
      4m 8s
    4. Adjusting the field of view
      4m 59s
    5. Understanding aspect ratio
      2m 6s
    6. Showing safe frames
      3m 12s
    7. Choosing render output size
      3m 59s
  14. 43m 36s
    1. Understanding CG lighting
      5m 56s
    2. Understanding standard and photometric lights
      1m 48s
    3. Creating a target spotlight
      2m 3s
    4. Enabling viewport hardware shading
      2m 10s
    5. Previewing renderings with ActiveShade
      3m 6s
    6. Adjusting intensity and color
      2m 27s
    7. Controlling contrast and highlights
      2m 52s
    8. Setting spotlight hotspot and falloff radius
      4m 59s
    9. Choosing a shadow type
      3m 56s
    10. Optimizing shadow maps
      5m 46s
    11. Using area shadows
      3m 57s
    12. Creating omni lights
      4m 36s
  15. 43m 33s
    1. Understanding keyframes
      1m 41s
    2. Setting time configuration
      3m 48s
    3. Choosing set key filters
      1m 27s
    4. Using Set Key mode
      2m 39s
    5. Editing keyframes in the Timeline
      2m 43s
    6. Using Auto Key mode
      5m 44s
    7. Creating animation in passes
      2m 40s
    8. Animating modifier parameters
      3m 53s
    9. Working in the dope sheet
      7m 47s
    10. Editing function curves
      5m 28s
    11. Looping animation
      5m 43s
  16. 43m 54s
    1. Understanding hierarchies
      3m 16s
    2. Understanding reference coordinate systems
      5m 51s
    3. Editing pivot points
      4m 40s
    4. Linking objects
      3m 20s
    5. Using the Schematic view
      1m 59s
    6. Preventing problems with scale
      7m 50s
    7. Animating a hierarchy
      10m 11s
    8. Fine-tuning the animation
      6m 47s
  17. 20m 53s
    1. Understanding controllers
      3m 55s
    2. Applying path constraints
      4m 55s
    3. Assigning a link constraint
      2m 27s
    4. Using the Motion panel
      2m 48s
    5. Animating constrained objects
      6m 48s
  18. 28m 29s
    1. Understanding particle systems
      2m 24s
    2. Emitting particles from an object with PArray
      2m 18s
    3. Adjusting particle parameters
      5m 33s
    4. Binding particles to a gravitational force
      2m 51s
    5. Colliding particles with a POmniFlector
      6m 4s
    6. Creating a particle material
      3m 23s
    7. Mapping opacity with a gradient
      2m 1s
    8. Assigning a material ID G-Buffer channel
      46s
    9. Creating a lens effect glow
      3m 9s
  19. 18m 50s
    1. Understanding image sequences
      5m 40s
    2. Setting render options
      7m 53s
    3. Compressing an image sequence to a movie
      5m 17s
  20. 27s
    1. Goodbye
      27s

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