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Getting Started with 3ds Max

Getting Started with 3ds Max

with Randi Derakhshani and Dariush Derakhshani

 


Autodesk 3ds Max is a popular and powerful tool used by game developers, visual effects artists, and graphic designers for 3D modeling, animation, and rendering. In this course, educators Dariush and Randi Derakhshani introduce you to this multifaceted software, starting with the interface and how to navigate it. Once you're comfortable getting around 3ds Max, you'll learn how to use its many tools to make models with 3D objects, edit polygonal meshes, create surfaces and models with 2D shapes and splines, and more. All of this is presented in the context of a hands-on project where you create a model of an alarm clock.
Topics include:
  • The interface and navigation
  • Creating and manipulating objects
  • Working with modifiers
  • Vertex, edge, and border modeling
  • Working in Element mode
  • Editable polys and NURMS
  • Creating 3D shapes from 2D shapes
  • Vertex sub-object editing for splines
  • Lathing and lofting splines

show more

authors
Randi Derakhshani and Dariush Derakhshani
subject
3D + Animation, Modeling, Rendering, Textures, Animation, video2brain
software
3ds Max 2013
level
Beginner
duration
4h 15m
released
Dec 19, 2012

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Introduction
Welcome
00:00 (music playing)
00:04 Hi, I'm Randi Derakshani, I'm a digital artist and have worked in the
00:07 entertainment and game industries for many years.
00:10 I'm currently a faculty member at the Art Institure of California, Los Angeles.
00:14 Specializing in teaching 3D, and composting.
00:18 I'm a certified Autodesk instructor, and a author of multiple 3DS Max books,
00:23 including Autodesk 3DS Max 2013, Essentials, and Introducing Autodesk 3DS Max.
00:30 >> Hello, I'm Dari Derakhshani, a VFX supervisor an adjunct faculty with the
00:35 university Of Southern California, in Los Angeles.
00:40 I've recorded learning Maya for video to brain, and I'm also the coauthor of
00:44 Autodesk 3DS max book series, as well as the author, for the best selling
00:48 Introducing Maya series. I'm delighted to help bring you this
00:55 course on 3DS Max. >> Getting started with Autodesk 3DS
00:59 Max gets you familiar with many aspects of the popular 3D program.
01:04 And puts you well on your way to creating models, animation, and rendered scenes.
01:09 In this course we'll dive into getting use to working in 3DS Max by getting you
01:13 familiar with the 3DS Max interface and its general workflow.
01:18 We then will show you the four range of abilities in 3DS Max modelling processes.
01:23 Allowing you to start creating the models and assets you would use in your own scenes.
01:29 We'll use many of 3DS Max rich polygonal tool sets, and show you how they operate,
01:33 and how to best use them. Enabling you to go forward with your own
01:38 modeling needs. >> Next, we'll jump into creating and
01:42 manipulating objects within the UI. Once you're comfortable getting around
01:48 3DS max, we'll look at and use the many tools to edit polygonal meshes to make
01:52 models with 3D objects. And finally, we'll start using 2D shapes
01:59 and splines to create surfaces and models, by using many of 3DS max's spline
02:04 modeling tools. Once you've completed these videos you'll
02:10 be able to confidently use 3DS Max to create your own models and scenes.
02:16 >> We sincerely hope this course will kick start a fantastic experience in 3DS
02:20 Max for you, and kindle a love of learning this fascinating software
02:24 ecosystem in the pursuit of creating your own art.
02:28
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1. Exploring 3ds Max
What is 3ds Max?
00:02 In this video, we'll be taking a look at some of the things that, 3ds Max has to offer.
00:06 Firstly, 3ds Max comes in two different flavors.
00:12 3ds Max, and 3ds Max Design. The primary difference between the two is
00:17 that 3ds Max Design caters more for visualization, architects and engineer,
00:22 while 3ds Max itself caters to entertainment and gaming professionals.
00:29 3ds Max itself, is a powerful program that gives you access to 3D space.
00:36 Allowing you to Create 3D objects from which you can create models, that you
00:41 will use. Here, we see a simple box that can be
00:45 molded into a dresser. This, for example, you can use in a scene
00:51 for a bedroom or as a visualization for a furniture design.
00:57 Furthermore, 3ds Max can be used to create architectural spaces quite easily
01:02 with some of the architectural elements that are available to the Modeling
01:06 toolbox within 3DS Max. You can animate in Max.
01:13 Any sort of animation that you create can be easily edited through some curves and
01:18 functions that, are easily accessible through Max's Animation tools.
01:25 You can Create, Textures that are put onto your objects, to give them a more
01:30 real look, for example, this soldier character that was created.
01:37 You can take characters and give them biped movement, that's two-legged.
01:44 You can also do more than two legs, of course.
01:47 But Character Studio, a part of 3ds Max, makes biped animation quite a bit easier
01:52 by giving you Presets and Rigs that are ready to go.
01:58 As a matter of fact, Character Studio has some nice features, allowing you to
02:03 create walk cycles quite easily, by just placing footsteps, and also doing poses
02:08 likes jumps very easily. Once you're done with animation,
02:15 typically you move into a Lighting Phase, and 3ds Max's lighting is quite spectacular.
02:20 You've got a lot of different options in creating lighting for you're scenes with
02:25 3DS Max's realistic feedback it makes quite a bit easier to preview your work
02:30 before rendering. And of course, rendering is the art and
02:36 science of turning your scene into images that have texture, color and effects such as.
02:45 Refractions through glass to make materials look real.
02:50 You take these objects that you've created, you create a scene, you put
02:55 textures and materials on them, you add lights and then you render to get your
02:59 final outcome. And finally, within Max, you have access
03:05 to a. Powerful dynamics engine, which allows
03:08 you to animate systems such as particles. That allow you to have physical
03:14 properties such as gravity, and deflections off of solid objects, and so forth.
03:21 All in all, 3ds Max is a wonderful tool, that gives you a lot of access to
03:26 creating objects, scenes, animations, that help tell a story, or, give you
03:33 concepts for designs. In this video we took a very brief look
03:42 at, some of the things that you can do in 3ds Max.
03:47
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How to use the project files
00:02 This video will show you how to use the project files that come with this course.
00:08 In the videos, we may ask you to open some of the basic files, which are
00:12 coordinated into folders found under project files.
00:18 For example, under the basic objects folder, you'll find a few of the
00:21 projects, such as the biplane, which are used in some of the lessons.
00:27 If a lesson needs a particular model assign, you'll see in the video the
00:32 location for that file. For example, let's open up 0505 render
00:40 and take a look at how spline rendering works.
00:46 All these files are saved in a central project files folder, with sub folders
00:51 according to the lesson at hand. You may use any of the files that come
00:59 with these lessons, or you may create your own and follow along with your own objects.
01:07 In this video, we took a look at how to use the project files that accompany this course.
01:12
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2. The Interface and Navigation
Interface overview
00:02 In this video, we'll take a look at the 3DS max user interface.
00:06 We'll look at the major parts of the interface and give you an overall screen
00:10 road map of where elements are onscreen. Once you understand the overall layout of
00:17 the interface you'll be better able to move around and gain confidence, as well
00:20 as be equippted with the terminology. Of what the various UI elements are called.
00:28 Starting at the top is the Caption bar. This includes the Applications button
00:35 which is on the left, the Quick Access bar, Title bar, Info Center, and our
00:40 Windows controls. The Caption bar has some commonly used
00:46 controls for managing files and for finding information.
00:51 The Applications button replaces the file menu in many Autodesk products, and
00:56 houses many of the same functions, such as save and import.
01:03 The main menu bar starts with the Applications button.
01:08 Going to the right we have the Edit menu, tools, Groups, Views, Create, Modifiers,
01:14 Animation, Graph Editor, Rendering, Customize, Max Scripts and the Help menu.
01:25 Below the menu, bar, is the Main toolbar. The Main toolbar, is where you access
01:32 important basic functions, like, transform tools,Material Editor, and some
01:39 of your rendering tools. 3DS Max has other toolbars for more
01:46 advanced or in depth functions, and those toolbars can be accessed by right
01:51 clicking in an empty gray area of the Main toolbar.
01:57 These toolbars are floating toolbars. toolbars in Max can be floating, or docked.
02:09 To dock a toolbar, you just drag it to where you would like it docked, on the
02:14 left, right, top or bottom. If you would like to tear off the
02:20 floating toolbar, you just grab it, and drag it out.
02:26 To close, you just click on the X. Below the Main toolbar is the Graphite
02:35 Modeling tool. It contains the tools, that you'll need
02:38 for poly modeling. These tools are only available when you
02:43 have an editable polygon selected and are in modify mode.
02:49 Go up here to Poly Modelling, click Modify Mode, and you can see we have some
02:53 of the tabs that are available. You can collapse and expand the ribbon
03:02 using the arrow at the top of the ribbon. Right-clicking in empty gray area of the
03:10 ribbon to get further access to ribbon configurations.
03:15 Show tabs, hide tabs, hide tool tips and so on.
03:19 Like the Main toolbar the ribbon can also be docked or float.
03:24 On the right side of the screen is our Command panel.
03:30 This panel is where you can access most of 3DS Max functions.
03:34 Most of the commands and the pull down menus, and the modeling ribbon can also
03:38 be found in the Command panel. There are six Command panels, Create,
03:45 Modify, Hierarchy, Motion, Display and Utilities.
03:51 Each panel has its own set of features. Let's take a look at the Create panel.
03:57 By default, the Create panel is always open to Geometry which are 3D objects.
04:01 We also have Shapes, Lights and Cameras in here.
04:07 The view port here in the middle is our working area.
04:12 There are four equally size view ports showing different parts of our scene.
04:18 At the bottom of the screen we have our Timeline Bar with our Animation slider
04:24 Bar, animation and playback controls. We also have down here the transform type ins.
04:33 Used for entering precise position, rotation, and scale values.
04:39 Finally we have on the lower right corner our navigation tools for the view ports.
04:46 We have Zoom, Pan, and so on. In this lesson, we saw an overview of
04:51 different parts of the 3DS Max user interface.
04:54 We learned important names, and the basics of how to get around in the UI.
05:02
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Exploring menus (part one)
00:02 In this video, we're going to take a look into the many menus available in the 3ds
00:06 Max interface and get a feel for the kind of tools you can find within each menu heading.
00:13 While it's impossible to get into every single menu item, you'll learn how the
00:17 menus are laid out and where to look in the menus for any particular function or
00:21 workflow, to make it easier to work in 3ds Max.
00:27 The menu bar is located directly under the caption bar, which is this bar that
00:33 has the title in it. We're going to start with the button on
00:38 the left, which is the Applications button.
00:41 This is where all your file handling commands are.
00:46 File handling commands are like creating new files, resetting and opening, saving,
00:52 save as, importing and exporting. Now I am going to open a new file.
00:58 This is a file that I was working on before and I kind of change the interface.
01:04 Now, one of the handy tools that you can do if you just want to start a new file
01:08 and you want all the viewports to be set back to the way they are by default, is
01:13 instead of using the new function use Reset.
01:19 Reste will allow you to close the file. I'm going to say no on saving.
01:24 And say do you really want to reset? Yes.
01:27 And it will reset all my viewports back to their default.
01:32 File open allows you to go out into your computer and find a specific file to open.
01:41 The next menu we're viewpoints look at is the Edit menu.
01:45 The Edit menu contains commands for selecting an editing objects.
01:50 There is the simple command like undo and redo.
01:53 We have a delete command and a clone which is like making copies.
01:58 Move, rotate and scale, which are your transform tools and then some selecting
02:03 tools, select all, select none and select invert.
02:09 On the right of the menus, you'll always see a collection of shortcut keys.
02:15 These are your hotkeys for doing certain functions.
02:18 The shortcut for move is W, the shortcut for select all is Control A.
02:24 The next menu we'll look at is the tools menu.
02:27 The tools menu has tools that help you change or manage your objects.
02:33 tool menu has many tools that also exist in other areas of the program.
02:37 An example of this is one of the tools which is mirror.
02:41 Mirror is also located in the main toolbar.
02:45 The main toolbar you'll locate directly below the menu bar and Mirror tool is here.
02:52 Toward the right of the main toolbar. Some of the tools are, again like mirror
03:00 and array, renaming object functions, viewport canvas, grid and snap settings.
03:11 The next tool is the Group tool. The Group command allows you to combine
03:15 multiple objects into a single group so that you can transform and modify that
03:20 object as a single object. Now I have my clock here in the scene,
03:26 and the clock has many different parts to it.
03:29 If I want to transform that clock, an easier way to do that would be to group
03:32 the object. If I click and drag a selection box
03:36 within any view port around the clock, it will select all the objects.
03:42 I can also use one of the Edit Select all functions.
03:47 So, click and drag. Group, group.
03:52 Name the object, hit okay, and now this object is group.
03:59 That means when I click on it, it will select all the items within the group.
04:05 If I want to release it from the group I can go back up to group and say ungroup.
04:12 The next menu is the Views menu. The views menu contains commands for
04:17 setting up and controlling viewports. Some of the commands are also available
04:23 in your viewport menu labels. The view part menu labels are the
04:28 bracketed areas in the upper left corner of each view port.
04:33 The View menus have functions like configuring your view port, editing your
04:40 view cube, which is this little guy in the upper right corner and navigation tool.
04:50 And also tools for hiding and unhiding, the transform gizmo which is this
04:59 colorful arrowed icon. The next menu is our Create menu.
05:07 The Create menu is just that. It's an area to go and create objects
05:12 like geometry, lights, cameras, helper objects and it's organized into sub layers.
05:23 If I would like to go in and create a particular object, like a sphere, I could
05:28 go to Create > Standard Primitive > Sphere.
05:33 Click and drag on my scene and there's my sphere.
05:36 There are other areas in the program that also allow you to create objects and
05:40 that's the command panel. That's this panel on the right and this
05:45 is the create and you can see right now, sphere is highlighted in blue which means
05:50 it's mirroring what I did in the create menu.
05:56 Create > Lights > Standard Light > Omni, which is just like a little light bulb,
06:02 and you can see we're in the Create panel here, Lights > Omni.
06:10 In this lesson we looked at some of the menus in 3ds Max, allowing us to get more
06:14 familiar with some of the tools and commands within those menus, to help make
06:17 our work more efficient.
06:21
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Exploring menus (part two)
00:02 In this video, we're going to take a look, into, more of the menus available
00:06 in 3ds Max. We'll be looking at some of the tools an
00:10 commands you can find within each menu heading.
00:12 Getting to know these menus will make your work flow smoother, an more efficient.
00:17 The next menu is our Modify menu. Modifiers are objects that control a base object.
00:25 That base object could be a sphere, or it could be my clock.
00:30 The Modify menu is organized into sub-menus.
00:33 The submenu titles explain what that functioning modifier does, cloth
00:39 modifiers, free form deformers, surface modiifiers, parametric modifieres and
00:46 again modifiers jobs are just to control objects.
00:52 I'm going to go to the create panel. Standard Primitive, Cylinder.
00:57 Then I'm going to go to the modifiers, Parametric Deformers, Taper.
01:05 As you can see, the default for the taper is a one-inch taper here under the mount.
01:15 We're looking in the Command panel for the functioning.
01:18 Of this modifier. And that is a modifier.
01:23 I just right-clicked in the modify panel to get rid of the modifier.
01:32 The next menu over is our animation menu. The animation menu provides a set of
01:36 commands relating to animation. There's constraints and controllers, and
01:42 inverse kinematic solvers. Also present are controls for custom
01:46 attributes, and parameter wiring, as well as for creating, viewing and renaming
01:50 your animation previews. Controllers which are the base of all
01:55 animation, control animation tasks. Constraints, there are a special type of
02:01 controller that help you automate the animation process.
02:06 The next menu is a graphed editor. The graphed editor is an animation editor.
02:12 There are several types. There's track view curve editor, track
02:16 view dope sheet. They are both used for animation purposes.
02:21 One for general animation, one more for specifically character animation.
02:25 But there's also other graph editors.. There's a scimatic view for setting up
02:31 hierarchies within your. Seen.
02:35 And specifically, characters or objects. And there's also particle graft editors
02:43 that set up your, particles. The next menu over is our rendering menu.
02:49 The rendering menu contains commands for rendering scenes.
02:53 Setting up environmental and render effects.
02:56 I can come into the Rendering menu and click Render.
02:59 I can also see there's a keyboard shortcut, Shift-Q, and it will render
03:04 whatever scene I have highlighted, which is the perspective view right now.
03:11 And a render is basically taking a picture of our scene.
03:15 (audio playing) a little better under there. So we just take a 2D picture of our 3D
03:21 scene, and we can save that picture out or draw an animation.
03:30 Here in the menu also has controls for the environments and different effects.
03:36 Another menu is our Customize menu. We can load different UI schemes, which
03:40 are interface schemes - changing the color of the background within the scene.
03:47 We can also edit different functions like menu functions, and keyboard shortcuts,
03:54 changing different panels and toolbars. Show you eye will allow you to hide and
04:02 unhide certain tool-bars or menus. The next menu over is the Max Script menu.
04:11 The Max Script menu gives you control over creating more functionality within
04:16 the program. This is the script listener and we can
04:20 type in a script to create a tool or automate a function.
04:27 The last menu is our Help menu. The Help menu gives us access to the 3ds
04:32 Max documentation under Autodesk 3ds Max Help and this will give you a webpage
04:37 that gives you all the different areas within the program.
04:43 And you can search for certain Functions to get information about them.
04:50 In this lesson we got a chance to look into the different menus in the UI, and
04:53 what kinds of tools and commands you can find in those menus to give you more
04:56 functionality, with how they are laid out.
05:00
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Main toolbar
00:02 In this lesson, we'll take a look into 3DS Max's main toolbar, which contains
00:06 icons to access many important functions such as Move, Rotate, and Scale.
00:12 We'll identify the icons and functions you'll find in the main toolbar, how to
00:16 invoke them, and briefly cover the kinds of things you can do with those functions
00:21 and icons to get you even more familiar with how the 3DS Max interface works.
00:27 When we're in the toolbar, if you hover your cursor over any of the tools you'll
00:32 get a little tool tip. It tells you the exact name of the tool.
00:37 Here on the left we have the Select and Link and Unlink Selection tools.
00:42 These tools control how we can create and remove hierarchies between two objects
00:49 that are linked as parent and child. The Bind To Space Warp allows us to bind
00:56 space warps to objects, such as a particle system to a gravity space warp.
01:03 Then we have the Selection Filter List. This is a very handy tool, when you have
01:08 a large scene with many objects. If I want to isolate a specific object,
01:13 whether it's a light, or a camera, or some sort of geometry, I can filter out
01:17 everything but that. So, if I click on Cameras, that means the
01:23 only thing I'm able to select in my scene, is a camera, and nothing else.
01:32 Just make sure you put it back to All when you're done.
01:35 Now we have our selection tools. Starting here, on the left is the icon
01:40 that has a white box and a white arrow. This is the Select tool, that's all it
01:48 does, is select. Now that may not seem very handy right
01:51 now but when you get into selecting in sub object, you don't want to have a
01:54 Select and Move or Select and Rotate tool that you can accidentally move or rotate
01:58 an object or a sub object. Next we have the Select by Name, it opens
02:06 up a dialog box that allows you to select specific items by their names.
02:15 Click OK and the object is selected within your scene.
02:20 To the right of that tool, the Select by Name tool, is the Selection Region.
02:25 Now, this tool is specific in how you would create a marquee for selection in
02:30 your scene. When I click and drag within my scene, it
02:34 creates the rectangle, a dotted line rectangle that allows me to select objects.
02:40 By default it's always at the rectangle. But you'll notice in the bottom right
02:44 hand corner of that tool is a small divot.
02:48 If you click and hold down on any tool that has that divot, it gives you a fly out.
02:53 That means that this tool has more options.
02:55 So you can see we've got a rectangle, a circle, something called a fence, which
03:00 if you're familiar with Photoshop it's like the Polygonal Lasso tool, and allows
03:04 us to specifically draw selections. This is our Lasso Selection, which allows
03:11 us again, it's like the Lasso tool in Photoshop if you're familiar with Photoshop.
03:17 And then we have the last one, which is Paint.
03:21 I'm going to leave it on the rectangle for now.
03:25 This tool here, which is again, to the right of the select region, is called
03:29 Window Versus Crossing or Window Crossing.
03:34 This tool is very handy, the default is always on crossing, and that's what this
03:37 looks like. That means any object that's touching
03:41 these dotted selection lines will be selected.
03:47 If it's on window, that means the item has to be entirely inside the selection
03:53 box to be selected. So if I do this, only the things that are
03:58 inside that selection box will become selected.
04:02 Again, the default is crossing. Then we have our Move, Rotate, and Scale tools.
04:09 Move, rotate, and scale is a subject that is very in-depth.
04:15 We're going to cover it briefly here. If I select an object with the Move tool,
04:19 it allows me to do both. I get a transform gizmo.
04:25 You grab an arrow, you move the object in the direction you want.
04:31 I grab the object and I move it in the direction I want.
04:36 And you can see that the gizmo has an x and a y and a z value.
04:41 And you can choose which arrow. Each tool has a specific gizmo.
04:50 The Rotation tool has a circular gizmo that allows you to highlight one of the
04:54 wires and click and drag to rotate it. And lastly here's the Scale.
05:05 You can scale it, all three axises, which is a uniform scale, or you can select a
05:12 specific axis to scale it in that direction.
05:19 I'm going back to the Select tool. Now, this drop down menu here which is
05:28 next to the right of the Scale tool is for choosing a coordinate system.
05:34 The view coordinate system is the default.
05:37 When you're in a camera or perspective view, the z axis is always up.
05:44 When you're in a orthographic view, or isometric, which is like a front view,
05:51 it's always going to give you y is up. The default is view but world is a very
05:59 commonly used coordinate system. To the right of the reference coordinates
06:06 system is the fly out for defining your pivot or your center for a selection.
06:14 This works well if you have multiple objects selected and you can choose where
06:18 you want the center of those selected objects to be.
06:24 Moving to the right is our Select and Manipulate tool.
06:28 Again to the right, is the Keyboard Shortcut Override toggle.
06:34 Moving to the right again, are a collection of Snap tools.
06:39 You can identify the Snap tools because they have small magnets in their icon.
06:45 We have the object snaps, angle snaps for rotations, percentage snaps for scale,
06:51 and our spinner snaps. Another tool that is a wonderful tool to
06:57 use is in this area here. You can see that it's got a drop-down
07:02 menu, and there's a small tool called the Edit Name Selection Sets.
07:07 Selection sets allow you to select multiple objects or single objects.
07:12 It could be cameras, lights, geometry, and create selection sets.
07:20 I'm going to select all the objects within the clock.
07:24 I'm going to move to a window selection, so I only select the clock objects.
07:31 I'm going to move up here and I'm going to type in clock.
07:35 When I hit enter, now if I deselect the clock and I go into the list, I can
07:38 choose clock from the drop down menu, and it will automatically select the clock.
07:46 Next, are two tools that are also available in our tools drop down menu,
07:51 Array and Mirror. So this is Array.
07:55 This is a line with two boxes next to it, and Mirror which has two of these kind of
07:59 curvy objects next to it. And we have the Layer Manager which
08:05 allows us to select objects within the scene or entire scenes and create
08:09 organized layers for hiding, and freezing, and rendering objects.
08:16 This is the toggle for the Graphite Modeling tool.
08:20 Allows us to open and close it. These buttons are for opening and closing
08:25 the curve editor and the schematic view, which is a way to organize hierarchies.
08:31 And we have the material editor, for adding shaders and materials onto objects.
08:39 And our render tools. Render Setup, to set up the size and the
08:43 length of a render. The render view window or the render
08:48 frame window. And then a Quick Render button, which
08:52 will quickly render the object within the scene.
08:58 In this video we identified the icons in the main toolbar.
09:02 Very basically we covered the functions for the primary tools found there.
09:06 We spent some time on how to use the selections and transform tools as they're
09:10 very important to the workflow. We also covered how to change coordinate
09:16 space using the pull down menu in the main toolbar.
09:20
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The Graphite Modeling tool ribbon
00:02 In this video, we'll take a look at one of the most powerful interface sections
00:05 of 3DS Max user interface, the Graphite Modeling tools ribbon.
00:10 This part of the UI houses an impressive array of tools and functions essential to
00:14 the modeling work flow in 3DS Max. We'll identify the major groups of
00:20 functions and how to navigate and use the ribbon interface.
00:24 It's impossible for us to get to know every single tool found in the ribbon in
00:27 a single video. However, we'll get comfortable with the
00:31 overall layout of the Graphite Modeling tool ribbon and how to use it in your work.
00:36 The Graphite Modeling tool is located directly below the main toolbar.
00:42 It is also called the modeling ribbon. Now, we can hide and unhide the modeling
00:49 ribbon, using a tool within the main toolbar.
00:55 It's towards the right, and it's called the modeling tool ribbon, hide and unhide.
01:02 So if it isn't there you can try this tool.
01:06 We can also expand and contract the modeling ribbon using this button, which
01:11 is in the main part of the ribbon. It's a circle with an arrow in it.
01:17 We can contract and expand the modeling ribbon by using the Show Full Ribbon
01:23 button or contracting it to minimize that panel.
01:29 I'm going to keep it expanded. The modeling tools are only available
01:38 when you have an editable poly object selected in RN modify mode.
01:43 Here I have a cylinder primitive, I'm going to select it.
01:48 Go to the modeling ribbon, under the Graphite Modeling tool tab click on Poly
01:53 Modeling and in there I'm going to click Convert to Poly.
02:00 That converts the object to an editable polygon and it automatically takes us
02:03 into modify mode. We have several new tabs that have shown up.
02:09 The Poly Modelling Tab is specific for selecting sub object modes.
02:15 Next to that is the Edit tab and here are tools that can be used whether you are in
02:20 a specific component mode or out of sub object mode.
02:26 Next to that is the Geometry tab. This tab also can be used out of sub
02:31 object mode and the tools don't change too much when you're in a sub object mode.
02:37 So, I'm going to move into Vertex mode, by clicking on the button with the three
02:42 dots within the Poly Modelling tab. It takes us into Vertex mode.
02:48 I can select vertices by just moving over and clicking directly on them.
02:53 They turn red when they're selected. I can click and drag a selection box
02:57 around them, but there are specific tools for helping you select at a sub object level.
03:02 The Modify Selection tab has many tools for that.
03:06 There are too many for us to step into now.
03:08 We're going to look at some really useful ones right now.
03:11 I can select a single vertice. If I wanted to select multiple vertices,
03:18 let's say around here, I can come over here and I can click on Grow or Shrink,
03:24 and it will grow in a circular pattern from that vertice out.
03:32 This works in all sub object modes generally the same.
03:36 The next one is loop. A loop is, well it's best to show you.
03:42 Click on a vertice, click Loop. And you can see that it's selected a loop
03:45 going in the this direction, which is a vertical and a horizontal direction
03:48 around the cylinder. Ring works if you have more than one
03:53 vertices selected, so if I click these guys and I'm doing that by holding
03:58 control and clicking on each one. And then I click Ring and you can see,
04:05 how it does that. Again, these tools work differently, in
04:11 different modes. I'm in Edge mode now.
04:14 I click Ring, and it selects them that way.
04:17 I click that and click Loop, and it selects it horizontally.
04:24 The next tool I want to show you is the Loop mode.
04:29 There's a Loop mode and a Ring mode and they both work in the same way.
04:32 It allows you just to click specifically on a single edge or vertice or border or poly.
04:38 And it will look for any ring or loop and automatically do that.
04:42 Very helpful. We're going to move on to the Edit Tab.
04:49 This one has not changed in the different sub-object modes.
04:55 The tool that has changed, is the Geometry tool.
04:58 Very slightly, depending on the mode we're in.
05:02 Now this one is in a little drop down tab.
05:06 And you can see we have Attach and Detach.
05:08 We have Cap Poly if you have a deleted polygon.
05:14 And I'm in Polygon mode now, and you can see the tools are the same.
05:18 What changes is the tab, for specific sub-object modes.
05:23 We're in Polygon mode now so we have a Polygon tab.
05:27 If I'm in Vertex mode, that will turn into a Vertex tab.
05:29 And these are the tools that are specific to that.
05:35 The last three tabs I'm going to point out are the Visibility, Align and Properties.
05:40 These are tabs that are available in any sub-object mode and they don't change
05:45 their parameters. Visibility, so you can hide and unhide
05:50 specific sub-object modes. Align is so that you can align up either
05:55 edges, or vertices, or polygons along certain axises.
06:00 And properties help us change our shading modes for specific polygons or coloring
06:05 and illuminating specific vertices or polygons.
06:10 In this video, we took a look at how to navigate and use the Graphite Modeling
06:14 tool ribbon, focusing on how different parts of the ribbon are available to you
06:17 in different contexts of your work.
06:21
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The Command panel
00:02 In this video, we are taking a look into 3ds Max's Command panels, and all the
00:06 different tabs that give you access to a huge function set for all sorts of
00:10 workflows, from modeling to animation. We'll focus on how to use the Command
00:16 panel, where to find certain types of commands according to workflow, and what
00:20 to expect when you're working in this part of the interface.
00:24 The Command panel is where you do most of your creation and modifying in your
00:28 scene, and is organized into different tabs that correspond to a type of work flow.
00:34 The Command panel comprises six user interface panels, that give you access to
00:40 most of the features of 3DS Max. You can only see one panel at a time by
00:46 clicking on their icon. Moving from the left to the right, we
00:51 have the Create panel, Modify panel, Hierarchy, Motion, Display, and Utilities.
00:57 3ds Max is always open by default to the Create panel.
01:02 And the Create panel always has the Geometry tab open.
01:06 Starting at the Geometry tab, the tools that are available within the Create
01:12 panel are Geometry, Shapes for 2D, Lights, Cameras, Helper Objects, Space
01:18 Warps, and Systems. This is where you can find Biped,
01:23 Daylight System, and Bones. The Geometry button houses all of your
01:29 predesigned 3D objects called Primitives. We have a drop down menu with different
01:35 types of Primitives, starting with the Standard Primitives, going all the way
01:40 down to Stairs, Windows and so on. To create a Standard Primitive, we click
01:46 on the button. I'm going to click on its sphere.
01:50 Move into the perspective view port, click and drag.
01:53 We can edit the parameters of that sphere by changing its parameters here.
02:00 We can type in a different value, or move the slider up and down.
02:07 And I'm doing this by clicking and dragging directly on the arrows.
02:13 The Command panel and all of its features are sectioned off into different
02:17 roll-outs, these gray bars that have titles on them.
02:22 Clicking them will roll them up, and down.
02:26 Preferably when we're working with a primitive, an we want to edit the
02:30 primitive's parameters, it's best to do it in the Modify panel.
02:36 The Modify panel is directly to the right of the Create panel.
02:40 The Modify panel gives us access to the parameters for objects.
02:45 We also have access to a modifier stack. Modifiers are objects that actually
02:51 deform your 3D primitive. We can add them through the Modify list.
02:56 Choosing them in alphabetical order. I'm going to choose a Taper.
03:04 You can see that the taper is sitting on top of the sphere in the modifier stack.
03:09 So it's giving us a history of that object from the primitive to the taper.
03:14 And you can go up and down. We can change the taper amount.
03:18 You can see the object in the scene becomes a little bit more top-like, like
03:23 a top. Moving to the right of our Modify panel
03:27 is the Hierarchy panel. The Hierarchy panel has multiple functions.
03:32 We have our roll outs, and by default, the Hierarchy panel is open to pivot.
03:38 This gives us control over the pivot, which is the icon that we see here in
03:42 gray and red that have the x, y, and z arrows.
03:46 To the right of the Hierarchy panel, is the Motion panel.
03:51 This gives us control over the parameters for animation, Animation Controllers, and Trajectories.
03:59 Again to the right is our Display panel. The Display panel gives us control over
04:05 hiding categories of objects like Lights, Cameras, and Geometry, or specific
04:11 objects hide by selection. We can also freeze our objects, which
04:17 makes them so they are visible in the viewport but not selectable.
04:24 And then lastly, we have our Utilities. Utilities section contains miscellaneous
04:29 utility programs, our Asset Browser, Measuring tools, Functions for Motion Capture.
04:37 The Command panel is also where we can go to name our objects and assign specific
04:42 colors to them. I clicked on the Command panel, and you
04:47 can see here at the bottom of the Command panel, it says sphere001.
04:53 I can call this Egg, and I can give it a specific color by clicking on the color swatch.
05:00 Let's just make it a yellow. Name and Color is the roll out that this
05:05 function is under it and you can find it in any of the Command panels.
05:12 Modify panel, it's at the top. Display it's at the top.
05:16 So we always know what name. And we can identify colors also.
05:21 In this video we learned to use the Command panel.
05:24 How to navigate and access its different tabs, use its icons and buttons, and
05:28 adjust spinners to enter values for parameters.
05:31 We also learn how functions and parameters are organized into sections
05:35 called roll outs, and how tabs are organized.
05:39
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Viewports
00:02 In this lesson we'll take a look into 3ds Max's viewports which are views into your
00:06 3D space. Viewports are the primary interface to
00:11 your 3ds Max scene and allows you to work easily within a 3D space.
00:16 We'll look at how to use viewports in their menus and display options to get
00:20 the most out of your experience. The view parts are your work area, simply put.
00:28 By default the viewports are divided into four equally sized windows.
00:32 The highlight you see around the viewport means that it's the active viewport.
00:38 To switch, you just click. It's also a good habit to get into to
00:41 right-click to select the viewport. That way you're not actually selecting
00:45 something else within your scene. Changing the viewport size is done with
00:50 the minimum maximum viewport toggle button.
00:53 This is down in the viewport Navigation tools at the bottom right hand corner of
00:57 your interface. The easier way to do that is to use the
01:04 keyboard shortcut, which is Alt W. To resize your viewports, you can drag
01:10 the viewport intersect point, I like to call them grout lines, you can drag those
01:17 around to get different sized viewport. If you'd like to reset, just right-click
01:26 within that intersect area and click Reset Layout.
01:33 The viewport menus are within the brackets in the upper left hand corner of
01:37 each of your viewports. There are three different viewport menus.
01:43 We have the General viewport menu which is the plus sign within the brackets.
01:48 This gives us overall control of the viewport displays.
01:53 The middle one is our POV menu, or Point of View, which is controlling the display
01:59 within the viewport. And then we have our Shading viewport menu.
02:06 This is how objects are displayed within the viewport.
02:09 I'm going to open a scene up. So we can get a really good idea of how
02:15 the viewports work. The default views show 3 isometric views.
02:23 A front view, a top view, and a left view.
02:26 Isometric views are 2D representations of 3D.
02:31 And then we also have a perspective view, which is more like how you see through
02:34 your eye. You can change what viewports are
02:38 assigned by either going into the POV menu and choosing a different viewport.
02:46 Back. Front and so on.
02:50 You can also hit the letter V which will bring up a viewport menu.
02:56 Viewport rendering types are how the objects are shaded within your viewport.
03:08 That is controlled by the Shading menu. Now in the perspective view right now, it
03:13 is setup to be a shaded viewport, with the wireframe, which is the, skeletal
03:18 structure of the model, showing only, a wire mesh, over, a shaded view.
03:25 The viewport rendering types are realistic, shaded, consistent colors and
03:31 edged faces. There's also facets, hidden lines, wire
03:36 frame, bounding box and clay. By default the Perspective viewport is
03:43 always set up to have realistic shading without edged faces.
03:49 Realistic rendering type textures geometry realistically with high quality
03:53 shading and lighting and that's what is always assigned by default to the
03:57 perspective viewport. The iscometic views front top and left.
04:03 Are assigned wireframe by default. And again, we can change the rendering
04:09 type by going into the Shading Viewport menu, and choosing something else.
04:16 I can click Shaded, and you'll see the lighting goes away.
04:21 Go back to realistic. There's also a shortcut to toggle between
04:26 realistic and wire frame and it's F3. Now if you have shading assigned, it will
04:34 toggle between shaded and wireframe. And we can do that in any viewport.
04:42 Realistic, changing all these to realistic.
04:45 And another popular way to view your objects in your viewport, is to have
04:49 edged faces. This is particularly helpful when you're
04:54 modeling, and that shortcut is F4. You can also go into your Shading
05:01 Viewport menu and choose Edge Faces. In this lesson we learn the difference
05:09 between the viewports as well as how to switch between them, size them, and how
05:12 to display your scene using different rendering types.
05:17 As well as how to adjust their appearance within the 3D Max User Interface.
05:22 We also looked at the Viewport menus and how to use them.
05:24
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Scene navigation
00:02 In this video, we'll take a look at all the important functions of navigating
00:07 inside 3DS Max. We'll cover how to move inside 3D space,
00:11 and how to use the different navigation tools and how they differ.
00:15 We're going to start with the icon we see in the upper-right hand corner of every viewport.
00:22 This is known as the View Cube. The View Cube is a navigation tool that
00:26 allows you to click directly on it and drag and it will give you some orbiting functionality.
00:36 You'll notice on the Cube there are top, front, right and so on, so that if you
00:42 want to look at the top of a scene, you can click there.
00:53 You can do this in any viewport. When I'm looking in a front view you can
00:58 see how there's small arrows here, that will allow me to shift and switch to
01:04 different scenes. The View Cube also has a compass that I
01:11 can click and drag on and it will orbit the scene.
01:16 And also there's this little icon of a house.
01:22 That turns any viewport into a perspective view at this angle.
01:29 So if I come up here to this view, which was a front view, and click on the home,
01:34 it will give me that same angle. This changes the viewport, from a front
01:41 view or orthographic view to a perspective view.
01:45 These types of views are very different from each other.
01:47 The perspective view is designed to be more like an eye.
01:50 Where an orthographic view is a flat 2D simulation.
01:55 So, if you would like to get a front view back, go into your viewport menu and
02:01 choose Front. The next thing I'd like to show you is
02:08 the Steering Wheel. I'm going to access the Steering Wheel by
02:14 clicking on the short cut key for it, which is Shift+W.
02:19 The Steering Wheel follows your mouse or cursor around the viewports.
02:26 It has some functionality that the View Cube does.
02:32 Orbit, but it also allows you to zoom, pan, has a tool that allows you to center
02:41 your scene, move your scene up and down. So it can be fairly handy.
02:51 My preferred way is to use short cut keys for some of the navigation tools.
02:58 The navigation tools are found in the lower right hand corner.
03:04 We have Zoom, Zoom All, that's for all four viewports.
03:08 Zoom Extends, which is a frame or fit to window function, and zoom extends all viewports.
03:16 There's a Pan tool and an Orbit tool. Here, I prefer using the shortcuts.
03:22 Now, I'm going to go over those with you now.
03:25 The shortcut for Pan is, if you have a mouse that has a middle mouse button, you
03:30 can hold that down and it will give you the Pan feature.
03:36 This works in all viewports including cameras.
03:39 If you hold Alt down and use the middle mouse, you get the Orbit feature and you
03:49 can orbit in your orthographic views. If you hold Ctrl+Alt and use the middle
04:00 mouse, you will get another zoom function.
04:04 If you're using a mouse that has a wheel on it, the wheel will also act as a zoom tool.
04:12 You can use the wheel as a middle mouse button.
04:15 The navigation tools, as I pointed out before, work also.
04:20 There's a few that I didn't mention or have shortcut keys for, one of those is
04:23 the Zoom Region. That's on the bottom row, to the left.
04:30 That will allow you to click and drag a marquee that's for zooming.
04:38 Now, in the perspective view, that tool turns into field of view.
04:41 Field of view will allow you to zoom in and out, but it does respect the camera
04:46 lens-like curve that's in there, so you can get some distortion if you're not
04:51 careful, and you can see how I'm getting some distortion in there.
05:03 In the perspective view there also is the region zoom for the perspective view.
05:10 There's the Pan tool, also. So if you have a camera set up, the
05:13 camera has different tools also. There's a Dolly Camera, which is a zoom
05:17 in and out for the camera, and you can see as I'm doing that, here in the top
05:21 viewport, the camera actually is moving. Next to that is a perspective.
05:28 This will actually change. You can see how you get some kind of
05:32 weird distortion in there, so you got to be careful with that tool also.
05:38 We have Roll Camera, and so on. In this lesson, we learned how to
05:43 navigate in the 3D space, in 3DS Max, using keyboard mouse combinations, as
05:48 well as using the View Cube and Steering Wheel functions.
05:54 We also looked at the common keyboard shortcuts you'll use when navigating in
05:58 your scenes to make things easier and faster.
06:01
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Selecting objects
00:02 In this lesson, we'll take a look at the different ways that you can select and
00:05 deselect objects. 3DS max has a rich tool set of ways to
00:09 select objects to taylor your workflow to what works best for you in any given situation.
00:16 You'll learn how to select multiple objects easily, adjust your selection by
00:20 adding or removing objects, as well as how to select objects by name.
00:25 In the main toolbar, we start here at the Select Object tool.
00:29 The Select Object tool is very specific, it selects objects.
00:34 I can come in here to a scene. Click on any object I want.
00:41 Now, if I would like to select multiple objects I can click and drag a selection
00:45 box around those objects. Any object that is touching, this,
00:52 selection box, will be selected. This is what we call a Crossing Selection.
00:58 It's the default. If we would like to change that, up here,
01:02 is the, Window, Crossing, Button, or Toggle.
01:07 Crossing, is the one we had, and Window means that, the object has to be entirely
01:13 inside the scene, in order for it to be selected.
01:18 I'm going to maximize this view port, so that we can see a little bit better.
01:23 Alt+W is the shortcut. This is a camera view, so I'm going to
01:27 switch this to a perspective view so we can kind of move around a little bit.
01:32 This yellow border that we see here is what we call Safe Frame, and it's showing
01:35 the framing that the camera has. I'm going to turn that off, Shift F.
01:40 I'm going to do F4, which will turn on my Edge Faces.
01:47 So, back to selecting. If I have all these items here, and all I
01:55 want to do is select the clock, with window on, I can click and drag, and
01:59 you'll notice that I'm touching a lot of different things, including the pill
02:03 bottle and some of the pills that are on the table, the camera, the table.
02:10 When I let go, it only has selected the clock, because that's the only thing that
02:15 was entirely inside. That's how the window crossing tool works.
02:22 Now here, this is between the Select object and the Window Crossing tool, this
02:27 is how we decide what our selection box looks like.
02:33 The default is rectangle. We can choose different styles.
02:37 Circles, a fence, which allows you to sort of draw straight line selection
02:44 around it. This one is a lasso.
02:53 And then we have paint. Paint works a little better when your in
02:56 sub object mode. That just allows you to choose selections
03:00 by painting over them or clicking and dragging your mouse.
03:04 I'm going to put that back on a rectangle.
03:07 Another way we can select is using the Select By Name tool.
03:12 The Select By Name tool gives us a dialog box with a list of all the objects that
03:17 are in our scene, including lights, cameras.
03:24 So I can go in and select a specific object, like the clock's foot, click OK,
03:28 and it will select that clock's foot. This is particularly helpful when you
03:35 have a scene that's large with many objects in it.
03:40 Another tool that's very similar to the Select By Name But I believe is a little
03:44 bit more functional is called the Scene Explorer.
03:49 The Scene Explorer has many different functions but one of the things it can do
03:53 is allow you to select objects. Go to the tool menu > New Scene Selector.
04:00 So it looks very similar to the select to name, except I can work in the scene with
04:09 that open. But it still works the same way.
04:13 I can click on an object. I'm going to hit Z, to see that it
04:19 selected the proper thing. I'll click on one of the capsules,
04:23 hitting Z, that's one of the capsules inside.
04:26 And you can see, that works very nicely. This tool also allows us to setup
04:31 hierarchies, sort into single columns, hide, unhide, freeze objects it's a very
04:37 functional tool. In this lesson we learn different ways to
04:44 select and deselect objects in your scene, including different ways of region
04:48 selection, search by name, as well as taking a look at the scene explorer and
04:52 how to use it effectively in your work flow.
04:57
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Scene units
00:02 In this video, we will learn how units of measurement work in 3ds Max, and how to
00:06 set your scene units to what you need for your scene, such as using inches, feet,
00:10 centimeters and so on. In this 3ds Max scene I've created a box.
00:18 Selecting the box and going to the Modify panel, I can take a look at what the size
00:22 or the parameters of the box are. It says here that the length is ten, the
00:28 width is ten, and the height is ten. What is this number represent.
00:34 Inches, centimeters? Some mystery generic unit?
00:38 Well in Max, all the units are set up as inches, that is the default.
00:45 Now, what if I'm not working in inches? If I'm in Europe and I'm doing some 3D
00:50 work for a film. It's pretty common in Europe to work in
00:55 centimeters, so I need to be able to adjust my units of measurement.
01:03 I going to go up to the Customize menu, go to the Unit Setup.
01:08 In the Unit Setup, this area here is where we adjust the Display Unit Setup.
01:17 The Display Unit is what we see here, like in the Modify panel.
01:20 Does it tell us just that it's a generic number here, or does it say centimeter
01:24 after it, or inches, or feet and inches? That's what this area does.
01:31 The area that actually sets the scene unit setup is under system unit setup.
01:37 This kind of shy little button up here. So I click on that and it tells me that
01:44 one unit equals one inch. If I'm in Europe and I'm working on a
01:48 film, I'm going to want that to be centimeters.
01:52 Now, that means that this box now is ten centimeters.
01:59 Now, what I set in the Display area is what the value will show in the View port.
02:08 So if I click OK, and leave it at generic units It will say the same, ten, ten, and ten.
02:16 I'm going to go back to the Customize menu.
02:17 If I wanted to actually say centimeters, I have to set it up that way.
02:22 So, I'm going to click up here where it says Metric.
02:24 Make sure it says centimeters and click OK.
02:27 So now it says ten centimeters. In this lesson we learned how to set the
02:33 units in 3ds Max by using the Units Setup dialog window from the Customize menu.
02:42
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Using the Layer Manager
00:02 In this video, we will see how the layer manager is useful in the 3ds Max work flow.
00:07 Using the layer manager allows you to better organize your scenes by allowing
00:10 you to place different objects into different layers.
00:15 The layer manager allows you to hide and freeze your objects and other useful
00:19 tools to manage your scene better. In this max file I'm going to open the
00:24 Layer Manager by going to the main tool bar.
00:29 The Layer Manager is here in the main tool bar and it opens up the layer
00:31 manager dialog box. To add something to the layer manager,
00:36 the best way to do that is to have it selected.
00:42 So I'm going to click and drag around the lamp.
00:46 I'm using the, this has the window. I'm going to change that back to crossing.
00:57 And there, you can see all the objects are selected.
01:00 In the layer manager, I'm going to click this button here.
01:02 This is creating the layer containing selected objects.
01:06 So, we'll add those objects into the new layer.
01:10 By default it gives us a general layer with zero zero one name.
01:14 I'm going to click here and name it lamp. Now in that layer, I click on the little
01:21 plus sign to the left of the name, and it gives me all the objects that are a part
01:26 of that lamp. In order for me to see that it's working
01:32 properly, I'm going to hide that layer. Hiding the layer is in this column here
01:39 and I can hide individual objects within that layer.
01:44 I'm going to go here to the perspective view.
01:49 Let's get a better view. Make it bigger, Alt W.
01:53 There we go. So, I can hide certain objects like let's
01:57 hide the lamp shade, click on it, or if I go to the actual layer and click hide it
02:03 will hide the whole object. Freezing an object can be very handy too.
02:10 That means you'll see it in the viewport but it won't be selectable.
02:14 It turns gray to represent that it is frozen.
02:22 Now, let's create another layer. I'm going to select the clock.
02:33 Now, Create New Layer, Clock. Now you'll notice this check box here
02:40 that tells me that that's the active layer.
02:43 If I create anything new in my scene it will be dropped into the layer that has
02:47 this check box next to it. When I know I'm going to be creating new
02:53 objects or merging in new objects into my scene I make sure and check the box next
02:56 to the layer I want that object to be in. Now I notice that when I created that
03:03 layer, I actually added this table to that layer.
03:07 If I don't want that table in the layer, I can select the table, move to the layer
03:11 I want it to be in, which I'm going to put it in this default layer, Highlight
03:16 it, go up to the plus sign and click. That will take that from the clock layer
03:24 and put it into the default layer. Just so you can see that that worked, I'm
03:28 going to hide the clock. You can see by hiding the clock the table
03:33 is still visible. If I hide the default layer, which
03:37 everything in the scene that's remaining is in there.
03:40 If I want to delete a layer, I can just select the layer.
03:46 If I go up to the x here, that's delete. You'll notice that it's grayed out.
03:50 It won't allow me to delete a layer with objects still into it.
03:54 I actually have to empty the objects out. So, if I select the clock, this button
04:00 here allows me to highlight objects. And just like we did with the table,
04:07 select the layer you want to put those objects in, I'm going to put them in the
04:10 default, click on the plus sign. Now the clock is empty and I know that
04:16 because there is no plus sign next to it now.
04:19 I can highlight that layer and delete. This is the layer manager.
04:27 In this lesson we learned when and how to use the layer manager to better organize
04:32 or manipulate your scene. We learned how to create and delete
04:37 layers as well as how to place objects into and remove objects from layers.
04:42 We also saw how to freeze, hide and unhide objects and how that could be
04:46 useful to your workflow.
04:49
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Customizing the interface, for beginners
00:02 Customizing the user interface is integral to personalizing how you work
00:06 with 3ds Max. The more time you spend in 3ds Max the
00:09 better you'll identify how best to tailor the interface for yourself.
00:15 In this video we'll take a look at a few options for you to customize the
00:18 interface, as a beginner. While it's best to keep your interface
00:22 set, at its defaults while you're still learning the package, these customizing
00:26 tips will help you tailor a few things right off the bat, should you desire it.
00:31 We're going to start in the Customize menu and go down to Load Custom UI Scheme.
00:39 When we're looking at Max, we're looking what is called the default UI.
00:43 It's the darker look that we see here. There's another one that's quite
00:49 different, and it's the AME Light. Some people prefer this, find it little
00:56 easier on their eyes, and that's one thing that you can do to personalize your
01:01 3ds Max scene. And I'll leave it on the Light, it's kind
01:07 of a pretty. The next thing I wanted to show you is
01:11 the Customize > Customize User Interface. Now this dialog box is very in depth, it
01:18 touches on everything in the entire program.
01:23 We're only going to look here at the keyboard.
01:25 Feel free at your own pace, to take a look at some of these other menus.
01:29 The keyboard allows us to identify, and create, our own hotkeys, or, keyboard shortcuts.
01:39 If I'd like to know what the shortcut key for a particular tool or function is, I
01:43 can find it in here. So, let's see what we can do.
01:48 I want to find a hotkey for the selected Move tool.
01:51 It's important when you're doing this that you know what the exact name is,
01:56 that's when your tooltips will really come in handy, so Select and Move is the
02:01 name of this tool, the exact name. So I'm going to come in here, and I'm
02:07 going to highlight, just any name. And then I'm going to type in Select.
02:11 because all of the tools are in alphabetical order, I can come down here
02:14 and see where it says Select and Move. It says, the shortcut for that is W.
02:21 Below that is Select and Rotate. A shortcut for that is E.
02:24 This can be very nice. A lot of people who have worked in other
02:29 3D software packages are accustomed to those hotkeys and like those hotkeys to
02:33 work in the program. I've worked in Maya somewhat, and I like
02:38 to set up a few hotkeys that Maya uses. One of those is the Viewport, minimum
02:45 maximum toggle, which we use as Alt+W. I'd like to change it so it's something else.
02:53 Now, I'm going to first find it, so I'm going to find max, max, the actual name
02:58 of that tool is Maximize Viewport Toggle. And again, you can find the names by
03:04 putting your cursor over the tool, and looking at the tool's tooltip.
03:09 So it says the shortcut is Alt+W, it already has a shortcut assigned to it,
03:13 but I can replace it. So what I'm going to do is I'm going to
03:18 come up and I'm going to hit G. So it says hotkey G assigned to.
03:24 Hide Grid Toggle, so that means the grid that we see in the interface G is the
03:29 hotkey for that. Okay can't be used, because I don't
03:33 want to replace that. So I'm going to highlight under, hotkey
03:36 again and choose something else. I'm going to choose Y, now it says Y is
03:40 not assigned, so I can assign it to Maximize Viewport Toggle.
03:46 And now it says that it will use both, I'd actually like it to just use Y, so
03:52 I'm going to say Remove, do Y again, Assign.
03:57 And now Assign, it's the only one there. And you can do this for any tool that
04:03 you'd like. (audio playing) It's a pretty nice little feature.
04:07 So now I'm going to hit Y, and it automatically maximizes.
04:11 So really, it's just a personal preference.
04:13 Now, in this lesson we learned how you can customize the interface and what
04:18 sorts of options you have in personalizing your interface to fit your
04:22 needs as a beginner should you choose to.
04:27
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Animation tools and controls
00:02 In this lesson we'll take a look at 3ds Max Animation tools and controls.
00:06 Animation in 3D is the process of recording changes, in parameters or
00:10 movements of an object over time. Keyframes are functions in 3ds Max, that
00:16 hold those changes. You as the animator make the decisions of
00:22 where an when to place those keyframes and 3ds Max creates the frames, in
00:26 between those keyframes. Many of the Animation Controls, are at
00:32 the bottom, of the 3ds Max interface.I Starting here, at the time slider You use
00:38 this animation control to move to any point in time.
00:44 And it allows you to play your animations by clicking and dragging on this bar and
00:50 dragging or scrubbing through the timeline.
00:56 Below that is the Track bar, the track bar is a visual timeline, it shows frames.
01:02 The track bar also allows you to edit your animations.
01:06 If you have an object that has animation on it, when you select it, you will see
01:11 the keyframes that are associated with the animation.
01:15 These keyframes are green, which represents a rotational keyframe.
01:22 Now over here to the Auto key button, it's this button here.
01:30 When that is clicked or selected, you see the timeline bar turns red.
01:37 And the highlight around the frame turns red.
01:39 That means that this is in Animation Mode, and anything I do now will be animated.
01:48 If I move that object at a frame other than 0, it will create a keyframe.
01:53 This keyframe is a Transform keyframe which is represented in red and you can
01:57 see that here in the track bar. It creates one keyframe for the frame you
02:03 were on, and one keyframe for the original position.
02:08 I'm going to delete that keyframe by Clicking and Dragging a selection box
02:12 around it and hitting Delete on my keyboard.
02:15 You can see the bell moves back into its original position.
02:19 The Animation Playback Controls are here. They do resemble a dvd player with play
02:27 which plays through your animation. You click Play to stop.
02:35 We have Next frame and Go to End, Previous frame and Go to Start.
02:41 This is Key Mode toggle, which means that if you have a keyframe, it will jump
02:46 between keyframes, when you click Next key.
02:52 So if I select the hammer, I have three keyframes.
02:58 So if I click next key, it's going to jump to the first,second and third, very
03:02 handy tool. To the right of that is the Current Frame Field.
03:09 This just means we can type in what frame we want to go on.
03:11 Frame 50, hit Enter and your timeline will jump to that.
03:16 To the right of that is a small button known as Time Configuration.
03:20 Time configuration is where you Change and Edit the time in your scene.
03:27 Right now by default, all Mac scenes come with 100 frames.
03:31 If we are working at a standard video speed, which is 30 frames per second,
03:36 that's a little over three seconds. If you're working in PAL, which is what
03:42 they might use in Japan Or in Europe, it's 25 frames per second, film is
03:46 typically 24. So you can see the timeline changes
03:51 whenever I click that. We're going to leave this at the Default.
03:55 But we can also change how many frames start and end the length.
04:00 Like, I may want 300 frames and it will add more frames.
04:04 I'm going to go ahead and cancel that. Lastly, any animation that is on an
04:10 object can be edited through the menu bar, Graph Editor > Track view > Curved Editor.
04:21 The Curve Editor provides detailed animation editing capabilities, in
04:26 several, floating, or you can dock these also.
04:32 An you can see all the keyframes, an curves that are associated with the
04:36 animation we have on, the, object. In this area here, it shows all of the
04:44 functions, the minute hand and it's rotation, the handle.
04:54 We can filter these to show only animatible parameters also.
05:00 In this lesson, we looked at the Animation tools and Controls in 3ds Max.
05:04 We looked at the timeline and track bar as an easy way of viewing and editing our
05:08 keyframes, along with the Animation Playback Controls.
05:12 With 3D Max you can create 3D computer animation for a variety of applications.
05:18 Whatever reason you have for producing animation, you'll find 3dS Max a capable
05:22 environment for those goals.
05:24
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3. Creating and Manipulating Objects
What are primitives?
00:02 In this video we'll be taking a look at the question, what are primitives?
00:06 Primitives in a 3D package refer to basic objects and shapes that are created, that
00:10 you can use as a basis for creating your own models.
00:15 For example, in the create panel we're going to Click on Box and very easily
00:22 stake out a volume like this, hitting Alt W to maximize my view.
00:30 I'm going to take a look at this box, it's very simply done, but this box can
00:34 turn into any sort of model that you can think of.
00:39 For example, you can see how easily we can create a sofa by using lots of
00:44 different boxes and shapes to block out the overall shape.
00:50 Furthermore, you can use the primitives to create details such as this piping for
00:55 this cushion, quite easily, all based off of the single primitive by using any of
01:00 the tools in the rich polygonal tool set to achieve your final goal.
01:08 3DS Max has a wide arrangement of different types of primitives, all the
01:13 way from simple shapes such as boxes and spheres, all the way up to the whimsical
01:20 teapot which is often used for rendering tests and checking your lighting.
01:30 Because it has such a unique shape, it gives you a lot more feedback about how
01:35 your scene is doing. But that's not all, there's quite a few
01:41 different types of primitives that you can create in Max, from standard
01:44 primitives, to extended primitives. These include the shapes that are a
01:50 little bit more custom, such as an oil tank which can be turned into a capsule,
01:57 or perhaps a torus knot, which gives you some pretty complex shapes.
02:06 From here you can take these 3D objects and turn them into measures which are
02:13 then editable at a component level or you can select points on these objects to
02:19 change their shapes. For example, once this object is
02:27 converted, you'll be able to move any of its points around, to be able to change
02:33 its shape. And thus, a sculpture is born.
02:43 In this video, we took a look at what primitives are in 3DS Max and a very
02:49 general look at how they could be useful for you in your workflow.
02:56
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Creating primitives
00:02 In this video we'll be taking a look at how to create primitives in 3ds Max.
00:08 In the Create panel, which is this tab in the Command panel.
00:12 You have by default a selection of standard primitives under the object type
00:17 roll out. With this drop down menu you are able to
00:21 select all sorts of different objects that you can create and by default it
00:25 sets a standard primitives. To create a primitive simply select the
00:31 object type, for example we will go ahead and create a box in the perspective view
00:36 by clicking on the grid and dragging to create the footprint of the box.
00:42 When I release the mouse I'll be able to drag up and down to create the height for
00:47 the box. And when I click and release that will
00:51 create the box for me. Now this object is in my scene, is able
00:57 to be moved around. To edit the parameters of this primitives
01:04 I'll go to the modify panel and I'll have access to.
01:12 Length, width and height adjustments. Which I can adjust by using the spinners
01:18 or by typing in values directly into the parameters box.
01:24 I can also increase or decrease the number of segments for any selected primitive.
01:33 If I go into my perspective view, I have realistic rendering mode selected.
01:38 If I click on realistic, I'm going to go ahead and select edged faces and this
01:43 will allow me to see the segmentation of that object while its still shaded.
01:50 I'll press Alt+w. To maximize my perspective view port, so
01:54 I can see, how this segmentation happens. Now segments give you more vertices,
02:01 edges, and polygons. On your object which gives you the
02:06 ability to have more detail in your model.
02:10 I'm going to go ahead and delete this object by pressing delete on my keyboard.
02:15 And I'm going to go to the create panel and this time I'm going to create.
02:20 A cone. We'll go ahead and click that cone.
02:24 I'll click and drag and that will give be the base footprint.
02:29 And then I will move my mouse up to set it's height.
02:33 And then when I move back and forth or up and down that will set the taper.
02:39 For the cone and then we'll make that a perfect point right there.
02:42 Now, we have a cone in the scene and as you can see it already has a good number
02:48 of segments. Again, I'll be able to adjust the number
02:54 of segments by going into the modify panel and I can adjust any of the
02:57 creation parameters. At any time.
03:06 Now I'll go ahead an delete my cone, and let's take a look in the Create panel at
03:11 some of the other, primitive types that we have available.
03:17 Extended Primitives gives you access to some more complex shapes.
03:22 For example, let's try to create a spindle.
03:26 With any primitive that you create in 3D Studio Max, when you click and drag,
03:31 you'll get it's profile, and then when you release, you'll be able to set it's height.
03:40 You click again to set its height, and then use the mouse, left or right,
03:45 sometimes up and down, to set the other parameters for that particular shape.
03:53 Well, we get our spindle to about the right shape, click again, and we're all done.
03:58 I'll press w for the Move tool, so I can take a look at it.
04:02 I can certainly orbit around the object so I can see it, and again, in the modify
04:07 panel, I can adjust any of its creation parameters at any time.
04:12 One of the parameters I have that I can adjust in the Modify panel is to turn on Slice.
04:22 When I turn on Slice, I'm able to set a from and to angle which allows me to cut
04:29 that object, or slice that object, so I have a sort of a, a pizza pie sort of cut
04:35 or slice of that object. Now, this works with any primitive that
04:46 has a radius. Let's go ahead and delete our spindle, go
04:50 back into Create, and we'll create this time, a simple standard sphere.
04:56 Again, click and drag, and that sets the radius.
05:00 And if we go into the Modify panel, we'll see that it has a slice option, as well.
05:09 Now there are multiple ways to create a primitive, we've gone through the Create
05:15 panel to do so. Let's delete our sphere and let's take a
05:20 look at creating a primitive through the. Main menu bar.
05:25 Now you can see under the Create menu, we have access to our Standard and Extended Primitives.
05:33 Go ahead and take a look at what a capsule looks like.
05:36 We'll click and drag and that will create the base radius.
05:41 When I release the button, I'll be able to draw that capsule up and now we have a
05:46 familiar shape. Now I'll create another one, so now we
05:51 have two capsules in place. We'll go to the Move tool and we see our
05:57 two objects. Now when you create a primitive, 3ds Max
06:02 automatically assigns a color to that object.
06:08 You can change that color in the Modify panel, by simply, changing, the swatch by
06:13 clicking it here, an selecting a new color for that object.
06:18 This helps you organize an see your scene better.
06:22 An one habit, to get into, early on in your 3ds Max career, is to name your objects.
06:32 So with the pink capsule selected you can see that its been automatically named
06:38 capsule 2, go ahead and type in a new name called pink pill and hit Enter and
06:44 now this object is named pink pill. I will do that with the first capsule as
06:54 well and call that green pill. It's a good habit to get into, to keep
07:00 your scene organized. And that makes things easier for you
07:03 later on down the line. Especially when you have a lot of objects
07:07 and your scene. You'll see that with the capsule, you
07:11 have the Slice option available as well. Again, any primitive that has a radius
07:16 will allow you to slice it in the Modify panel.
07:21 We'll go ahead and select both of these objects and delete them, and we'll take a
07:25 look at one more way to create an object. I'll go in the, Create panel, and we'll
07:30 go into a standard primitive. This time, I'm going to create a sphere.
07:36 However, instead of clicking and dragging in the view port, I'm going to use
07:41 keyboard entry. This will give me the option to create a
07:48 sphere with a. The predetermined size, lets say I want a
07:55 sphere with a radius of 4.5. I can simply type it into the keyboard
08:01 entry and click Create and I'll have that sphere.
08:06 Go ahead, move that guy out of the way, and this time lets go to a cylinder.
08:13 And go into keyboard entry and now we've got two parameters we can type in.
08:18 Let's put in a radius of 8.25, and a height of 16, and we'll be able to also
08:26 set its segments. Let's go ahead and create lots of segments.
08:34 12 in height, let's do a cap segment of 4, and let's do sides of 36.
08:42 Once you type all these in, you can click Create and you'll get your object exactly
08:48 as you've specified in the keyboard entry.
08:53 Now, to adjust these parameters, you won't be doing it in this panel.
08:59 You'll need to switch to the Modify panel.
09:02 In this video, we took a look at how to create primitives in 3DS Max.
09:07 And modify some of their creation parameters.
09:10 We can look at standard and extended primitives.
09:14 As well as three different methods of creating them.
09:17
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Transforming objects and gizmos
00:02 In this video, we'll be taking a look at how to transform objects in 3ds Max.
00:08 Transform is just the super special, fancy way of saying moving or adjusting
00:11 position, rotation, or scale of an object.
00:14 Here I have three different objects, a cube, a sphere and a cone.
00:24 And my current tool is on select objects, which allows me to select the object.
00:31 I have three tools here, select and move, select and rotate, select and uniform
00:36 scale from which I can draw my transformations.
00:41 I'll click on select and move. Which will allow me to select, and then
00:46 move any object. When that tool is invoked, and I have an
00:51 object selected, I get to see what's called a gizmo.
00:55 This gizmo will allow me to move the object in any one of the axes or planes.
01:04 So, when I select the cube, I'm able to move that object by highlighting it's
01:10 axis in x, and now it will, when I click and drag, only move in the X axis.
01:20 Similarly I can move it just in the Y or just in the Z.
01:26 But I can also move in a plane, this is the ZY plane and I'm moving the box
01:31 around it. Or the X Z plane that I'm moving the box
01:38 freely in. This gives me great control over how to
01:44 move the box to suit my needs. We'll select this sphere move that back
01:49 in Y. Select the cone move that a little bit
01:52 closer to the box and a little bit closer to our view.
01:58 Now, I'll try the rotation gizmo. Looks like this.
02:02 I've got x, y, and z axes, about which I can rotate.
02:09 And you'll see a little readout pop up as you're rotating the object that gives you
02:15 the rotation as you're making the transformation.
02:21 This is a relative rotation and not an absolute rotation.
02:25 It gives you a readout of how much you're rotating in that one time.
02:32 We can freely rotate the object if we click outside of any of those axes lines
02:37 in the gizmo. Lastly, let's take a look at the sphere.
02:43 We'll go to the move, and we'll move it a little bit closer.
02:49 And this time I'll click to the scale. This will allow me to scale up the
02:56 sphere, uniformly, when I click on the triangle, or I should say, the pyramid in
03:02 the middle of that gizmo or I can non-uniformly scale it on any one of the
03:07 three x, y, z axes. Additionally, I can scale it on any one
03:17 of the planes, for example this is the x, z plane.
03:26 I can scale it there. Let's go ahead and Select the Cone and
03:30 move it out of the way. However, instead of going up here to the
03:37 Select and Move Icon, I'll simply press W on my keyboard and then I'll have access
03:42 to the Move tool. I can hit E for Rotate.
03:50 Then R for scale. That's W for move, E for rotate, and R
03:56 for scale. We'll go to the rotate and I'd like to
04:00 get the cone to be perfectly straight up and down like it was before I rotated it.
04:07 For me to enter in values for the rotation instead of just trying to
04:12 eyeball its rotation, I can go into the transforms type in boxes at the bottom
04:17 middle of the user interface and type in exactly or use the spinners to get the
04:22 rotations I'm looking for. Here I am in the X axis trying to get to
04:31 zero or I can simply type in zero into the three axes to get the perfectly
04:37 oriented position that I had before. You can do that with any of the
04:47 transformation tools, so I'll switch to the Move tool by pressing W.
04:55 I'll be able to move it, obviously, but I also have its position information in the
05:00 type-ins, that I can type into. Let's go ahead and put this back to the
05:06 origin by typing in 000 and we'll see now it's inside our little egg shape here.
05:14 Let's select that egg shape and let's move that out of the way.
05:17 Let's add as, as a matter of fact, return that to its sphere shape by going into
05:23 the scale tool by pressing R and typing in 0, 0, 0 all the way around.
05:30 We will see that that's fair now has a scale of zero effectively making it not
05:36 there any more. Of course that's not what we want, so
05:41 we'll use the spinner to get some high backup.
05:46 You'll see that the sphere is uniformly scaling as we type in or use the spinners
05:51 for that number. So in this video, we took a look at how
05:58 to transform objects using the Move, Rotate and Scale tools that are available
06:04 through the keyboard shortcuts or through the icons above.
06:12
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Understanding coordinate space
00:02 In this video we'll be taking a look at what coordinate space is and how it works
00:06 in 3ds Max. In this scene I have a cone in the center
00:11 at the origin of my scene. When I select that object I can see I
00:16 have the Move tool selected so I can see the gizmo with its XYZ axis.
00:23 If I look in the perspective view, in the lower left hand corner, I can see the
00:28 axis is set. If I go to the rotate tool and I rotate
00:35 the cone around my axis, when I return to the move tool, is still aligned with the
00:43 axis I see down here. This is called the world coordinate space.
00:54 The world coordinate space never ever changes.
00:57 Z is always this way. Y is always that way.
01:00 And X is always this way. This is so you have a fundamental space.
01:10 When you look at the cone its coordinate space, at least the gizmo, is set to the
01:15 same as this view. I can change the coordinate space.
01:21 If I go to world you can see there is no net difference because the world and the
01:26 view are the same. But if I change the coordinate space of
01:32 the selected object, and I go to Local, you'll see that my gizmo snaps to a
01:37 different orientation. This orientation on the cone corresponds
01:43 to the position of the cone and the orientation of the cone.
01:50 We can see that the orientation of the cone with its point is along the Z axis.
01:57 To be able to move the cone along its Z axis, along its point, you have to be in
02:01 local co-ordinate space. I can move the cone along its lengthwise
02:09 point by just switching to its local, sometimes known as its object, axis.
02:20 The two axis are slightly different. But you'll, see that, the world axis in
02:25 my view has not changed, and that's good. If you want to move the cone straight up
02:32 an down, in the world space, just simply switch back to the world coordinate and
02:36 you'll be able to move it up an down. An then you can of course, set it back to
02:43 local to get it to zip along its own axis.
02:50 Understanding coordinate space is important for many different reasons, but
02:55 rest assured that world space will never change and that object space, its
03:00 coordinates, its orientation, will always follow, no matter how you rotate or
03:05 orient that object. We'll see that my rotation is still set
03:11 to the view. I can change that to the local and you'll
03:15 see that it follows along with the orientation.
03:20 Same thing with scale, we'll set that to its local and you'll see that I can scale
03:27 the object in its local space quite easily.
03:34 Local and World space are the two Spaces you'll use most often.
03:39 In this video we took a look at Coordinate Space and the differences
03:44 primarily between the Local and the World Space and how you can change your gizmo's
03:50 coordinate space.
03:54
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Using snaps
00:01 In this lesson we'll be taking a look at snaps or snapping in Max.
00:07 Snapping allows you to transform objects and have that transformation, which you
00:15 can see is, free right now. Nice and free and open.
00:21 Snaps allow you to literally snap the object to different parts of the scene
00:27 such as, grid intersections. Found up here, you're able to turn on
00:34 snaps through any of these icons. The most used snaps are, the 3D snaps,
00:40 turned on by the snaps toggle. There are different types of snaps that
00:47 allow you to snap the object to different things such as, like I mentioned,
00:51 intersections of the grid or or faces or vertices.
00:57 To access those different types of snaps, simply right-click on an empty part of
01:04 the toolbar, and open up the snaps tools. This free floating window can be docked
01:14 anywhere in your user interface, wherever you feel it works the best for you.
01:22 We'll go ahead and dock it on the inside here of the interface, next to the
01:27 command panel. And we will, we've already turned on 3-D
01:34 snaps, we're going to go ahead and turn on the snap to grid points.
01:39 We'll toggle that on, and you can see what kind of snap I have enabled by the
01:45 Manipulator by the gizmo that pops up. You can also notice that the move gizmo
01:54 has a o at the center. If I grab that o, I can start seeing how
01:59 this object will snap with a little bit of a rubber band from the origin to the
02:05 snap point. I don't necessarily have to snap it, but
02:11 there's a tolerance. As soon as you get close to a snap
02:16 target, your object snaps. You can snap in one axis at a time, or in
02:23 a plane. Let's go ahead and snap that guy back.
02:30 You can have angle snaps, which have to deal mostly with rotation.
02:37 And if you'll notice, this object, this box will snap and rotate only in
02:43 increments of five degrees. You can change the amount of, degree in
02:51 your snap by simply right-clicking on the Angle Snap Toggle Icon, and choosing the
02:57 number of degrees you want. Let's go ahead and set that to 15
03:03 degrees, and you'll see that now your snapping happens at 15 degree increments.
03:10 The same can hold true for Scale, which right now is free.
03:16 For that we will turn on the percent snap toggle.
03:20 Let's turn off the angle snap, and do the percent snap.
03:25 And you can watch the percentages here will be in increments of 10.
03:31 10 percentage points. Again, that is customizable by
03:38 right-clicking on the percent snap toggle icon and choosing your percent increments
03:45 in that window. You can keep the window open, if you wish.
03:50 Now I've got 20 degree increments for my percentage.
03:56 Let's go ahead and close this out, we'll toggle off our snaps.
04:02 We'll go to the 3D snap for some transformations.
04:05 We'll take a look at some of the other types of snaps that we have in our arsenal.
04:14 I'm going to go ahead and create a second object, and we'll be snapping this object
04:20 to the cube. Now take a look at the cube.
04:25 We'll go to edge mode by pressing F4, so we can see the wire frame on top of the
04:30 shaded, and for that cube I'm going to turn up its Segments, so I have a few
04:34 more segments. Let's go ahead and do four faces all the
04:41 way around. And we'll be snapping this.
04:46 Let's go to vertex snap, and you'll be able to see that this ball is snapping to
04:52 the vertices of that Cube. We can go to the endpoint, snap, and
05:01 you'll see that it will snap to the endpoint of any one of these edges.
05:08 Go ahead and turn these both off. So, you can see you can have more than
05:15 one snap toggle enabled at any one time. This allows you to snap the object to the
05:22 pivot point of another object. Well, you can see the object highlight as
05:28 soon as you hover your mouse above it. When you get close enough to the pivot of
05:33 that object, you'll snap. Let's go ahead and move our object out
05:39 and let's try the snap to edge or segment will allow you to snap the object across
05:46 any edge of that object. And lastly, we'll go ahead and take a
05:55 look at snap to face, will allow you to place the sphere anywhere on top of the
06:01 face that is highlighted when you hover your mouse.
06:08 Now let's go ahead and take a look at a practical application of this.
06:14 We'll go ahead and open up in the basic objects folder found in your project files.
06:22 We're going to open up Biplane Snaps. This file has our little toy biplane with
06:30 it's propeller disassembled. We'll want to move the propeller exactly
06:37 to the center of the engine which you can see has a point right here.
06:44 We'll want to use a vertex snap. So we'll engage the move tool with W,
06:50 we'll turn on 3D snaps, and we'll make sure that vertex snap is toggled on.
06:58 Or go ahead and grab our O and try to find the exact spot for our snap.
07:10 There you'll have to get in there a little bit close and boom, there we go.
07:15 Perfectly centered on our engine. Now what remains is our little plug here.
07:23 We'll need to snap to the pivot point of our propeller.
07:28 We'll turn the vertex snap off, we'll turn the pivot point on, and this time
07:33 I'm just going to drag in the y until I find the snap point.
07:39 That doesn't quite work, so I'll grab the O, find the snap point of the propeller.
07:44 And there we are, our finished propeller. In this video, we took a look at the
07:51 snaps function which allow you to easily transform an object in relation to
07:56 another object or to the grid. And also how to incrementally rotate or
08:03 scale objects using these snap icons.
08:07
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Cloning objects
00:02 In this video, we'll be taking a look at how to clone objects.
00:06 In this scene I have a teapot primitive created and a torus, or a doughnut.
00:14 I've got my doughnut selected right now, I'd like to make a clone of my doughnut.
00:19 I can go into the Move tool and holding down the Shift key on my keyboard, I will
00:25 move the doughnut on the x axis, and in doing so, because I"m holding down the
00:30 Shift key, 3ds Max will create a clone of that object.
00:38 When I release the mouse button, I will get my Clone Options.
00:42 And here you can see, I have three different types of clones I can create.
00:48 A copy, which is default, an instances, or a reference.
00:53 It also allows me to type in the new name for that object.
00:58 It automatically creates the name by appending a number to the name of the
01:03 original object. That was called Torus 1, so this will be
01:07 called Torus 2. I will change that name, and call that
01:11 New Doughnut. And I will leave it, at a copy, and I
01:15 will click Okay. You'll see I've got my original object,
01:20 which is Torus 1, and there is my new doughnut object.
01:25 I'll change its color really quick, so I can create a little bit of a difference
01:29 in the view here. So these two objects are now copies, and
01:33 are completely independent of each other. If I adjust the parameters in the Modify
01:40 panel of the original, it changes. And I can change the parameters of the
01:47 copy quite easily. Now let's try a different copy type.
01:54 I will hold down the Shift key and I will move Shift Move to create a clone over on
02:00 this side of the original. This time I will call this Other
02:06 Doughnut, and this time I will create an instance.
02:12 Click Okay and now we have an instanced clone of our original doughnut.
02:21 Now the instance has independent transformations.
02:25 I can move and rotate and scale this object independently of its original.
02:35 When I go to the Modify panel for my original doughnut, Torus 1, if I change
02:40 the creation parameters of that original object, its instance and any other
02:46 instances I may have created at any time in this scene, will also mirror those changes.
02:57 So if I change the radius parameter, either of those to make a fatter, or a
03:03 low calorie thin doughnut, the instance copy will also follow suit.
03:12 I can go to the Modify panel and change the color of my instance.
03:18 Let's go to a blue. I can do that with the original doughnut.
03:27 Let's pick a green color and click Okay, and that does not effect the instance.
03:33 Nor does moving or rotating or scaling the original.
03:38 Only the parameters involved with that original object will change the instance.
03:44 Let's go ahead and, and make that a bit of a fatter doughnut.
03:48 A little bit smaller for the original. And I'll make a small doughnut of the original.
03:53 And this time, I'll switch to the Move tool by pressing W.
03:58 I'll hold Shift, and I'll move the doughnut out in the y axis.
04:03 Except this time, I will create a reference of that doughnut.
04:07 And I will call this Reference Doughnut, and click Okay.
04:13 This will create a reference clone of my original doughnut.
04:18 And again, my transformations are independent, so I can move or rotate the
04:22 objects independently of each other. If I go into the original parameters in
04:29 the Modify panel, for the original doughnut, I can adjust the radius and
04:33 that will change both the instance and the reference clone.
04:43 Go ahead and make our low calorie, thin doughnut.
04:47 But if I go on the reference, you'll see that I don't have any access to its
04:53 parameters, like I do with the instance. If I change the instance, it will change
05:02 the original as well. Let's make our fat doughnut here, and
05:08 you'll see that the original changes, as well as the reference.
05:15 However, the reference has no ability to change its original parameters.
05:21 Let's do that on the teapot. We'll move to the Move tool.
05:25 I'll Shift move the teapot over and I'll make an instance.
05:32 Again, changing any of the parameters of an instance will change both the instance
05:40 and the original. I'll make a reference of the teapot, and
05:47 you'll see again, I have no access to its original parameters.
05:55 I can change its parameters by adjusting the original.
06:02 I can adjust the instance as well, but I cannot adjust the reference itself.
06:08 This is very useful for having multiple objects in your scene that all are linked together.
06:16 So you can change the creation parameters, and have them follow suit.
06:25 In this video, we took a look at how to clone objects and the different clone
06:32 options we have, between referencing, instancing, and the truly independent copying.
06:43
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Mirroring and aligning objects
00:02 In this lesson, we'll be taking a look at the Mirror and Align functions.
00:08 We're going to go ahead and open a scene that we have, this is found in the
00:13 project files under the clock project. Within the clock project, you'll find a
00:21 scenes folder where you'll be able to find Clock Scene 05.
00:28 In this scene we have a clock, a pill bottle, glass, and lamp, all set up for us.
00:37 And we'll want to align up these three pills so that they're oriented in the
00:42 same manner. It's going to actually take this pill and
00:48 make it quite a bit bigger. The idea of using Align is to allow you
00:55 take one object and to line it up with another one.
01:01 Quite simply put, you select the object you wish to align and invoke the Align command.
01:08 Once you select the target of your alignment, you get your aligned selection
01:13 dialog window, that allows you all the different options.
01:18 We see here that our Match Scale Alignment was all turned on, which forces
01:25 that capsule to align to the target's scale, in any one or in all of the three axes.
01:36 We can also align the rotation so that the objects take the same orientation.
01:43 We'll go ahead and choose y axis for our orientation.
01:48 Now the current and the target object, these allow you to set the point at which
01:54 these objects are aligned. For example, by default these will align
02:00 at the pivot point. This is why the capsules are right on top
02:04 of each other, is because they're both aligned at the pivot point.
02:08 However, I can ask the current object to align at the center, or perhaps at a
02:13 minimum amount, or even a maximum amount, to get the type of look I'm looking for.
02:23 We'll go ahead and set that to minimum, so it's right next to it, and we'll hit Apply.
02:30 Hitting Apply keeps the window open, hitting OK applies the action, but also
02:35 closes the window. We see we've aligned these two objects.
02:42 Now, let's go ahead and take a look at our clock.
02:47 This clock face looks just fine the way it is.
02:52 But let's say we want to mirror it, so it's exactly the opposite of where it is now.
02:58 By selecting the object and selecting the Mirror function, you can see that the
03:03 clock has flipped along its x-axis. You can set different axes for the
03:11 different flip. See the z-axis turns the clock upside
03:17 down and mirrors it this way. You can also choose to have it mirror on
03:25 a plane, meaning two axes at once. You can create an offset.
03:31 Let's go ahead and put this in the x-axis and use the offset spinner to move it in
03:37 the x-axis in one direction or another. The clone selection options allows you to
03:48 make a copy instance or reference or simply just mirror the existing object
03:52 with the no clone option. With the copy option, I'll have my
03:58 original non-mirrored, as well as the mirrored object as a copy, or perhaps as
04:05 an instance, or as a reference. Simply hit OK to commit.
04:13 Let's go ahead and make a copy. We'll hit OK, and now I have a new object
04:18 that is an exact mirror of the existing object.
04:24 This workflow is quite powerful and that allows you to only model half of an
04:30 object, and mirror the other side. For example, in creating a character, you
04:38 can model half of the character, as long as it's symmetrical, and mirror the other
04:45 side, by simply selecting the mirror. Selecting your axis, and creating an
04:56 appropriate offset. So that, now you have a full character.
05:07 This is one of the many useful features of the Mirror function.
05:12 In this video we took a look at the Align and Mirror functions.
05:18
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Grouping objects
00:00 In this lesson, we'll take a look at grouping objects.
00:05 Go ahead and load up, in our project files, in the basic objects folder, we'll
00:13 open up the Biped.max file. This biplane is made up of several
00:23 different parts. This object may be moved as one by
00:27 selecting all the pieces and then moving them all together or scaling them all together.
00:35 Let's go ahead and scale this guy up. You may also rotate the object together,
00:44 but you're still having to select all these different pieces.
00:50 To create one object out of this plane, we'll want to group that object.
00:57 Say, for example, we want to create one object out of both of these wheels.
01:03 I'll go ahead and select the first wheel. We'll go straight to the Select Object
01:08 tool to get the gizmo out of the way. Then I'll hold Control, and select the
01:13 second wheel. I'll go to Group and I will select Group.
01:20 It will give me a chance to enter a name. I will type in wheel group.
01:25 And now my wheels are one object. If I enable Edged Faces.
01:37 And I select the one wheel, you can see that both wheels are selected.
01:41 If I press E for rotate, I'll be able to rotate them both as if they were one object.
01:49 Let's go ahead and select the wheels. We get rid of the rotate gizmo.
01:56 We'll Control, Select the bottom of the biplane and we'll group that together as well.
02:04 Call that bottom and now we have one object for the bottom of the plane.
02:16 What I have here now is a nested group. To ungroup, these three items, I simply,
02:24 go to the Group menu, and Ungroup. And I am back to the original group of
02:31 the two wheels, and the bottom of the airplane.
02:37 Let's go ahead an group the wheels and the bottom together again.
02:41 Give that a name of bottom group, and then let's go ahead and select the entire
02:48 plane, and group that together. And we'll call that biplane group.
03:00 Now this object is singular. We can move and rotate and scale this object.
03:12 And it only takes one click to select the entire object.
03:21 If I want to go back to the very beginning where all these objects were
03:26 individual, I can simply go to Group and Explode.
03:32 That will take me back all the way to before the wheels were grouped together.
03:39 All the objects become separate again. Grouping is very useful for organizing
03:46 your scene and making things easier to select and transform.
03:53 In this video, we took a look at grouping in 3ds Max, and how to create a single
03:57 group of objects that is easier to select and move.
04:01
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ProBooleans
00:02 In this video, we'll be taking a look at how to use the ProBoolean inside of 3DS Max.
00:10 A boolean, simply put, is the intersection, the subtraction, or the
00:15 addition of two or more objects together. For example, I'm going to go ahead and
00:21 create a couple of primitives. There we go, take a look at these primitives.
00:29 Now what I'm going to do is, I'm going to intersect the sphere with the cube.
00:36 Right at the corner, here. What a Boolean will do, will give you
00:41 three different options, generally, of what operation you need.
00:50 I can take a sphere shape out of the box for example, or I can take a box shape
00:56 out of this sphere. Let's go ahead and try one of those operations.
01:03 The first thing you need to decide is which of the objects you need to take
01:07 away or to add to. In this case, we're going to be
01:11 subtracting from this sphere. So, I'll select this sphere, and I'll
01:15 need to go into Compound Objects to be able to access ProBoolean.
01:22 Without an object selected, you'll see you don't have access to it.
01:26 Now, ProBoolean is a better implementation over regular Boolean, that
01:31 is the preferred way to go. Go ahead and select ProBoolean, and we'll
01:36 scroll down in the Command panel, let's see some of the options that we've got here.
01:43 Here is the Operation, we've got it set to subtraction.
01:46 Now all we need to do is pick the box, as the subtractive object.
01:52 I'll click on Start Picking, and pick the box.
01:57 And that will take the box's part out of the sphere.
02:02 I'll hit Undo, so we can take a look at another operation.
02:07 We'll take a look at the intersection operation.
02:11 We're still in the start picking, so I'll pick that, and that leaves us with the
02:16 volume that the two objects had in common, the intersection.
02:21 We'll undo that and we will try a union. We're already on star picking, so I'll
02:29 select the box. And we now have a single object, that is
02:34 comprised of both those parts. When we go inside, you'll see that this
02:42 is now a hollowed out object, if I hit Undo the sphere returns.
02:50 I'll go on back outside. So the union created one mesh out of
02:56 these two objects, and took away the geometry that was inside, that is, superfluous.
03:04 Here you can see a wireframe of that union.
03:08 You can see where the excess geometry has been taken out, and there I go, I undid
03:13 that action. Similarly, I can do an attach operation,
03:20 go ahead and select the box, now you see that the two have become one object but
03:27 yet the inside geometry has been left in tact.
03:38 Go ahead an undo that so we're back to the two objects.
03:42 And we'll try it on a more sophisticated model.
03:46 Go ahead and open a new scene, this is found in the Basic Objects folder found
03:51 in the project files that come with this video series.
03:58 We'll be opening up the biplane.max file. Is a simple, biplane, wooden toy, that
04:07 fits on, the stem of the lamp. So it requires a hole, right in the
04:16 middle of its, fuselage. So what we'll want to do is, create a
04:22 hole that fits, from, edge to edge through the fuselage.
04:28 In addition as a starter, we'll want to create a cockpit that fits the style of
04:35 the airplane. And you can see that right here, it's a
04:41 simple little cylindrical divit. We'll start with that Boolean first.
04:48 And what I'll want to do is create a cylinder to fit over here, to create that cutout.
04:57 We'll go ahead and create that cylinder. And standard primitives, now just like
05:02 any other object that you would create. You want to size and position your
05:10 cylinder to fit where that cut out's going to be.
05:16 I've already done that, so let me go ahead and turn that cylinder on, and
05:19 we'll get rid of this one. So this cylinder is in the place where we
05:25 want the cockpit. Go ahead and select the fuselage of our object.
05:31 Go into the Select tool, select the fuselage, we'll go into Compound Objects,
05:37 and select ProBoolean. Go ahead and make sure that our operation
05:45 is set to subtraction. And we'll start picking, and we'll pick
05:53 the cylinder, and, there you have it, we have our cockpit.
06:00 Now let's talk about the hole for the stem.
06:02 We'll need another cylinder that we'll place through the fuselage.
06:07 Here's our cylinder, we just need to go ahead and move it into place, in our fuselage.
06:19 And create the right orientation, now what's important here is the relative
06:26 position of the object to what you're cutting out.
06:33 Let's say this is right about where we want to put our hole, there we go.
06:41 And this is how it would fit into the lamp.
06:47 Once we're satisfied with where this is, we can go ahead and begin the Boolean process.
06:53 We'll select the fuselage, we'll go into Compound Object, Select ProBoolean, make
06:59 sure we're in subtraction, and start picking.
07:04 Once we've done that, we have our stem. Now let's take a look at this hole, it
07:12 seems like, a little bit too small, the radius is a little bit too small.
07:17 Well, what we can do is having the fuselage already selected.
07:23 We're going to go into the Modify panel, and you'll see in the Modifier stack that
07:26 there's a ProBoolean operation in the stack.
07:30 And when you select ProBoolean, scrolling down, you'll be able to see a list of
07:36 objects that are involved in that Boolean.
07:41 Since we know we'll be using the cylinder, we can see that's the original
07:47 place we had the cylinder. We can go ahead and move that and have
07:54 the ProBoolean update automatically. We'll go ahead and create a little bit
08:00 more of an angle, so that we get both the corners.
08:06 And we'll also need to increase the diameter of that hole, just a little bit.
08:13 We can do that simply by scaling the original cylinder.
08:19 There we have it. We're able to go in and after the fact,
08:23 adjust the ProBoolean by going into it's modifier stack.
08:31 Once you're happy with the object, you can go back to your modeling tasks.
08:36 But you can come back to that modifier anytime you want to adjust some of the
08:42 original parameters of the last, Boolean on that object.
08:50 In this video we took a look at, the ProBoolean operation in 3DS Max, and how
08:56 it can be used to create, new shapes, and to edit and create holes, and divots in
09:02 existing models.
09:07
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4. Working with Modifiers
Introducing modifiers and the modifier stack
00:02 In this video we will taking look at what the Modifier Stack is in 3Dx Max.
00:08 Here I have a well tessellated cube or tower and I will switch to the Modify
00:13 menu where I will find the modifier stack here.
00:19 You will see the modifier list above it. And the stack below it.
00:24 What the modifier stack is, the workflow is very simple.
00:28 It allows you to add modifiers or ways of changing or adjusting your object.
00:37 And it keeps a track of it, these procedures, these modifiers, in the
00:41 stack, in a procedural way. I'm going to go ahead and add a couple of
00:47 modifiers, which I can do through the modifier list.
00:51 We'll go ahead and add a bend modifier. And then I will go ahead and add a twist
00:58 modifier, which is a little bit off the screen, that you can see, at the bottom
01:03 of that. menu.
01:07 Now I've got a twist and a bend. And clicking on the Modifier gives me
01:13 access to the parameters of that modifier.
01:19 And in short, I can change these parameters quite easily.
01:25 By selecting them in the stack and adjusting them in their parameters.
01:32 Here I can see I've bent and twisted my object.
01:37 And you'll notice that the bend goes on the box first, so the procedure of the
01:44 bend happens first and then the procedure of the twist happens next.
01:53 To reorder the procedures, the modifiers I can simply select and move by clicking
02:02 and dragging. So now the twist is happening first and
02:08 the bend is happening next. In the Modifier Stack, I can remove
02:14 either of the Modifiers by selecting them and clicking on the little Trash Icon to
02:21 remove that modifier entirely. I'll go ahead and I'll undo that action
02:29 so I get my modifier back. And let's try removing the twist.
02:35 And let's get my twist back. An I can get rid of the bend.
02:45 Let's undo an get those, modifiers back there.
02:49 Now to commit this shape. Let's say I'm happy with this shape and I
02:56 no longer want the modifiers in my stack. All I need to do is right-click in the
03:02 modifier stack and select, Collapse All. What this will do, is change that object
03:11 to having no modifiers. It gives me a warning because it's a
03:16 serious affair if you get rid of your modifiers, you won't have access to
03:20 changing them at a later time. I'll go ahead and click Yes, and I will
03:26 see that this object now no longer has any modifiers.
03:31 As a matter of fact, when I collapse the modifiers to create this twisted and bent
03:37 shape, it has created an editable mesh automatically.
03:43 And the editable mesh, it's different selection modes, from vertices all the
03:50 way to element and polygon, is also selectable and viewable in the Modifier
03:57 Stack itself. So you'll be doing quite a bit of your
04:03 work in the Modifier Stack, and it's a part of the UI and the workflow that
04:07 you'll get used to. Very quickly.
04:12 In this video we took a quick look at what the Modifier Stack is and what it
04:17 does in your 3DS Max experience.
04:21
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Basic modifiers: Using the Bend, Taper, and Twist modifiers
00:02 In this video we'll be taking a look at often used modifiers the bend, the taper,
00:06 and the twist, and how they work in the modifier stack.
00:10 I have a well-segmented box here, and I'm going to add a bend modifier to it, by
00:16 selecting it from the modifier list. You'll see the bend is in my modifier
00:23 stack and I've got Angle, which allows me to adjust how much of a bend I have, as
00:27 well as the direction. I'm going to type in an even 45 degrees
00:34 for the direction of my bend. An even angle of 90 degrees.
00:42 Now, I'm going to add a limit to the effect.
00:47 If I turn on limit effect, you'll see that things get a little bit weird.
00:54 That's because my limits are set to 0. If I increase my upper limit, you can see
00:59 the orange gizmo, that is the bend modifier.
01:04 You can see how it is being effected by the limit.
01:09 This way I can set a limit so that the top of my box is not effected by the bend.
01:16 Also set a lower limit, which effects how the bend works as well.
01:22 Let's keep the top square and the bend at the bottom.
01:27 Let's add a twist modifier, except this time instead of using the modifier list,
01:32 I will choose to use. The modifier menu.
01:37 And the twist may be found under the parametric deformers.
01:41 And I realize this is beyond the bottom of your video, but the twist modifier,
01:47 this is alphabetical, the twist appears 2 entries right below spherify.
01:54 I'll select it and I'll get my twist modifier.
01:57 You'll notice that twist is added in the modifier stack.
02:01 I'll set an angle for it, and you'll see that it's twisting my box.
02:06 And it's a very strange result. That's because the twist is happening
02:12 after the bend. If I want to see what the twist looks
02:15 like on it's own, I can temporarily disable the bend by turning off the
02:19 little light bulb icon in the stack, and I can see my twist on just the box.
02:28 I turn my bend back on, I'll get this result.
02:33 If I select my twist and I drag it with the left mouse button, down below the
02:37 bend, I'll be able to reorder. And have the twisting happening on the
02:45 box, before the bend. And there is turning off the twist
02:51 temporarily so I can see just the bend. Now with both of these selected.
02:58 I've got my twist selected, I should say. If I go and add another modifier, and I
03:04 will do the taper modifier through parametric deformers.
03:09 Taper again, alphabetically is about 3 entries just south of the sphereify.
03:18 Turn on taper. We'll see the taper automatically.
03:22 Is created above the twist. That's because I have the twist modifier
03:28 selected when I created the taper. Let's go ahead and move the taper all the
03:32 way to the top, so it's at the end of the chain.
03:36 And the taper happens. After the other 2.
03:40 I have an amount for the taper. 0 means there's really nothing going on,
03:46 and here's a negative taper. And that's what I'm looking for.
03:49 I want to create a little bit of a, a pin top at the top of my box.
03:55 Unfortunately, this is happening after my other 2 modifiers.
03:59 So, I'll select the taper. Turn off the bend and the twist and
04:03 you'll see this is the desired shaped I want for the box but, I don't want it to
04:07 happen after the other modifiers. So, I will click and drag it and place it
04:13 under the twist. So, now the box Is tapering.
04:19 Then it is twisting, and then it is bending.
04:24 Let's go back on my twist. Take a look at its parameters.
04:32 Let's go back on the bend. And on the bend, let's turn off limit
04:36 effects so we have a nice smooth bend all the way down.
04:40 If I'm happy with this result, and this is the sort of mesh I now want to start
04:45 editing, by moving or affecting its sub-objects, such as vertices and edges
04:50 and so forth. I can simply, select by right-clicking.
04:59 On the modifier stack and selecting collapse all.
05:04 And that will remove all of the modifiers when I click yes.
05:10 And give me just a plain mesh. That allows me to edit any of the
05:16 sub-object modes at that point. Now, I can continue to add modifiers to this.
05:22 Let's go ahead and add another bend modifier, and that will adjust my new
05:31 found mesh accordingly. In this video, we took a look at the
05:38 bend, the twist, and the taper modifiers and how they work in the modifier stack.
05:45 And we also learned how to collapse the modifiers, which removes the modifiers
05:51 from the object and creates an editable mesh.
05:56
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Using an FFD modifier
00:02 In this video we'll be taking a look at how to use the FFD modifier which is also
00:06 known as a lattice. An FFD modifier or a lattice allows you
00:12 to change the shape of an object without affecting the actual vertices of that
00:18 object directly. Now, we'll take a look at a hand that
00:24 we've created. And if you go into the basic objects
00:28 folder, in your project file that comes with this video series, you'll see a hand model.
00:36 We'll go ahead and open that up. And this is our hand.
00:41 Now the advantage of using a lattice or an FFD to edit this hand is that we don't
00:46 have to go in and edit the many, many vertices in the hand directly.
00:55 Let's say, for example, we want to create a bit of an alien hand by elongating the
00:59 fingers and making the ends quite a bit fatter.
01:05 Again we don't need to go in and move the actual vertices or even the edges of the
01:10 object, what we can do is apply an FFD modifier.
01:17 By simply going to the modifier list and scrolling down, you'll see a few
01:21 different entries for an FFD, you'll also see an entry for lattice.
01:26 Now lattice is not quite the same as it's used in other 3D packages.
01:33 We won't be covering that, however, I'll just undo out of that, we will be
01:37 covering the FFD, which again, in some other packages is called lattice.
01:44 Let's start with an FFD two by two by two. This gives us a box.
01:50 A cage, so to speak, around the model to which it's applied.
01:55 The lattice points allow you to affect the overall shape of the underlying geometry.
02:04 Go ahead an expand down in the modifier stack, and select the control points for
02:09 the lattice. And we'll go to the Move tool, and we'll
02:14 select one of these points and start moving it.
02:18 As you can see, it's affecting the whole geometry, in creating that new shape.
02:28 To commit that change, you'll want to collapse your shape.
02:37 Of course, we don't really want to do that, so I'll just Ctrl+Z to undo.
02:42 A two by two by two lattice won't be enough for this hand.
02:48 So let's take a look at some of the other FFDs.
02:52 We'll go ahead and we'll trash can that modifier.
02:56 And let's take a look at the four by four.
03:01 Here you can see we'll have a lot more control over the different parts of the
03:06 hand because we have more, control points for the lattice itself.
03:13 So simply moving these will begin elongating these fingers and not
03:17 affecting the whole of the geometry. The amount of deformation is controlled
03:24 within this volume. Now let's go ahead and get rid of this
03:35 FFD because what's going on here is, we don't have explicit control over the
03:40 fingers, because all we want to do is lengthen the fingers and make the tips a
03:45 little bit more fat to make them sort of alieny.
03:52 Even with a four by four by four, we're going to find it a little bit difficult
03:55 to isolate to those pieces. So let's get rid of this lattice.
04:00 I'm going to trash can that, we'll go back to the regular hand shape.
04:05 Now instead of selecting and applying an FFD to the entire hand, I'm going to go
04:10 ahead into vertex mode. I'm going to select the vertices on just
04:16 this finger and then I will go ahead and apply a lattice, let's do a three by
04:22 three this time. And you'll see that it only applies to
04:29 that part of the model where I've selected those vertices.
04:34 Now you'll notice that the lattice is not lined up to the finger.
04:40 We can do that fairly easily by going into the lattice part of the FFD and
04:46 orienting the lattice structure of the FFD to fit around our finger.
04:55 We'll want to go into the local, so we can go ahead and stretch that out.
05:03 We want to make sure that the lattice part of the FFD fits snugly around, and
05:08 again we'll go into local, fits snugly around the selection.
05:15 It doesn't have to be exactly formfitting.
05:20 Just want to make sure that the FFD and the lattice fit around the object or the
05:26 area of the object that you want to edit. We'll go ahead and do the control points
05:34 and go ahead and grab these guys and start elongating our finger.
05:42 We can go into the Scale tool and fatten them up as well.
05:47 Let's go ahead and bring the fingers out just a little bit more and there we have
05:52 an alien finger. Again, to commit this change, you'll want
05:59 to right-click on the FFD modifier and select collapse to.
06:05 Once you do that your model is now modified.
06:10 And we'll go ahead and do the middle finger now by selecting just the vertices
06:17 that we wan. We'll go ahead and hold down Alt so we
06:23 can deselect these vertices, go ahead and deselect these guys and we'll go ahead
06:30 and do a, an FFD three by three. Now if you want a little bit more control
06:38 you can do an FFD box or FFD cylinder. We'll go ahead and do an FFD box and what
06:45 that does is right off the bat gives you a four by four FFD.
06:51 But you can change that by setting a new number of points.
06:58 Let's say we want, for our length, we only want three.
07:02 And four or width, we only want, let's say, six.
07:06 For our height we only want two. Let's see how that shapes up.
07:12 So we have a FFD that's much more suitable to what we potentially are
07:17 looking for. Go ahead and switch over to the control
07:22 points and I can start making my modifications from here.
07:30 And because I have an FFD that's based on more points, I have more control over how
07:36 my points react. So, I can create a much more bulbous fingertip.
07:46 And furthermore, I can create a bit of a bulbous middle by just expanding these
07:54 out and moving them. Again, we'll go ahead and take a look at
08:01 the before and after by turning on and off the little light bulb icon.
08:08 And here we have it. We'll commit the change by collapsing to,
08:15 yes, and there we have it. We have a completed mesh.
08:22 In this video we took a look at how to use an FFD modifier, in other packages
08:26 known as a lattice. This FFD allows you to change the overall
08:33 shape of a model without having to use all the different little points of that
08:38 model, by using an easier outside cage to affect the overall shape.
08:45
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5. Poly Modeling
What is poly modeling?
00:02 Polygon modelling dives into the world of manipulating meshes and creating objects
00:05 for use in your work. Polygons are basically made up of
00:09 components called Sub Objects in 3DS Max. With access to this sub object level, you
00:16 can create any sort of shape you need. In this video, we'll take a look at the
00:20 concepts behind poly modelling as well as get an understanding of how polygons and
00:24 their components work together. A single point in 3D space is a vertex.
00:33 The plural of vertex is vertices. A line that connects two vertices is
00:40 called an Edge. Three intersecting edges comprised of
00:46 three vertices is known as a face. Two faces makes up a polygon.
00:55 A polygon is the building blocks of a 3D mesh.
00:59 Polygons are flat. No matter how the vertices are placed, a
01:05 polygon is flat. 3DS Max objects are made up of these four
01:10 components called sub-objects: Vertex, Edge, Face, and Polygon.
01:15 In 3DS Max, there are two other sub-object modes.
01:30 Where a polygon has a hole in it. This is a 3D mesh box with a polygon
01:35 deleted from the mesh where that hole exists, that is known as a Border.
01:43 That edge in that deleted polygon, is a border.
01:48 Individual meshes, like this cylinder and sphere is called an Element and elements
01:54 are the ability to select them individually is an element.
02:00 Keyboard shortcuts to access the individuals of object modes in 3DS Max
02:08 are 1 for vertex, 2 for Edge, 3 for Border, 4 for Polygon and 5 for Element.
02:18 You can hit 6 to Exit Sub Object mode. In this lesson, we learn how polygons and
02:27 their sub-objects such as vertices, edges and faces, work to create surfaces and
02:31 objects that you can manipulate. We also looked at, how to access the
02:37 sub-object level, by converting objects to polys.
02:43
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Convert to Editable Poly vs. Edit Poly Modifier
00:02 As with many things in 3DS Max and computer graphics in general, there's
00:06 always more than one way to perform a task.
00:09 In this lesson, we'll take a look at the difference between two ways of accessing
00:13 an object's sub-object components; to be able to edit and manipulate its shape.
00:19 And why you would use one over the other. Convert to Poly and the Edit Poly
00:24 Modifier are two of those methods to access a 3D object's components.
00:30 Their functionality, is almost the same. They share many of the same tools within
00:36 the graphite modeling tool ribbon. There's just a few differences.
00:42 The ability to convert those to those different modes are also available here
00:47 in the Graphite Modeling tool. Convert to Poly is performed by going
00:54 into the Poly on Modeling tab and clicking on the Convert to Poly button.
01:01 Once you click the button, all the tools that are available at that component
01:05 level will show. Or at object level, we also have vertex,
01:11 edge, border, polygon and element mode. When you use the convert to poly method
01:19 for accessing the components, you have access to a powerful set of tools within
01:22 the graphite modeling tool ribbon. Basic modeling tools, like a specific
01:30 one, extrude, NURMS, which is a form of smoothing a model, but yet maintaining
01:37 its original shape, and more advanced polygon modeling tools.
01:47 There's also the ability to be able to animate at a component level.
01:51 I'm going to turn of the NURMS. I move my time slider to frame 50, and
01:59 just took the polygon that I extruded and moved it.
02:03 And now if I scrub back and forth, you can see that I've animated that.
02:12 The Edit Poly Modifier is created in the same way.
02:15 I have just a box here. Go into the Graphite Modeling tool, click
02:20 on Poly Modeling, and click on Apply Edit Poly Mod.
02:24 If we look here in the command panel, to the right of the interface, in the modify
02:29 panel, you'll see that the box we originally have has a layer above it.
02:36 That layer is giving us access to the components through a modifier.
02:42 We have Vertex, Edge, Border, Polygon, and Element.
02:48 Just like we do in the Convert to Poly method.
02:51 The Edit Poly Modifier includes most of the same capabilities, the ability to
02:57 select individual components, the ability to perform certain tasks, basic modeling
03:03 tools, and more advanced modeling tools. The only differences, we don't have
03:11 access to that NURMS tool. NURMS is grayed out in the edit tab
03:16 within the modelling ribbon. The reason for that is you have to apply
03:23 it as a modifier when you use the Edit Poly Modifier technique.
03:28 You go into the modifier list, there are two main ones, Mesh Smooth and Turbo Smooth.
03:35 I'm going to apply Turbo Smooth. It has the same functions.
03:38 It still smooths just like it does in the convert method.
03:42 Which you can see here. But one is a modifier that can be
03:48 removed and not affect what's going on in the model below it.
03:53 Where on this one, you turn it on and off through the Graphite Modeling tool.
03:58 You also have control over animation within the Edit Poly Modifier.
04:04 I'm going to remove that turbo smooth by right-clicking over it and clicking delete.
04:07 By selecting the component, turning on your Auto Key tool, and moving, the
04:14 difference is with the Edit Poly Modifier, you must be in what they call
04:21 Animate Mode. Here in the Edit Poly Mode rollout, in
04:28 the command panel, there's Model Mode and Animate Mode.
04:32 Click on Animate and now with the Auto Key on, now it's animating.
04:42 Where the editable poly converted doesn't, you don't have to do that, you
04:46 can just perform your animation without going into Animate Mode.
04:52 In this video we took a look at why you would want to use Convert to Editable
04:56 Poly, versus using the Edit Poly Modifier.
05:00 We saw some of the main differences and what each one will bring to your
05:03 modelling task.
05:04
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Vertex editing
00:00 Vertices are the points between edges and when in shapes of three or more, create
00:05 the polygons that define our surfaces. In this video, we'll take a look at the
00:11 rich tool set available in the Graphite Modelling tool ribbon when working
00:15 directly with vertices, to edit our object shape.
00:19 We're going to start off with a very simple tool called Weld.
00:23 I'm going to hit one, which is the shortcut to take me into vertex mode.
00:27 The Weld tool is located in the Vertices tab.
00:28 The Weld tool has a button, that I can click on to activate or, I can go into
00:37 the weld settings dialog box. This brings up the caddy.
00:46 Now right now I don't have any vertices selected so nothing was getting welded.
00:50 I'm going to control-click these two vertices, and you can see that they
00:54 automatically become welded. That is because of the threshold.
00:59 This specifies the maximum distance the vertices to be welded.
01:04 So if I bring that number down it will unweld them.
01:07 When I have them welded and I'm happy with the results, I can click the
01:10 checkbox, which allows me to OK the function.
01:15 The next tool I want to show you is called Target Weld.
01:18 Target Weld works in the same exact way, but its functionality is slightly different.
01:24 It has a button that is active and then you click from one vertice and drag to
01:29 the next, and those two will become welded.
01:36 The next tool we'll look at is called the Connect tool.
01:38 It allows me to select two vertices, I'm control-clicking to select them both.
01:44 And in the Loops tab, I'm going to click Connect.
01:52 Now we can use that in a lot of different ways.
01:54 I can come down here to the bottom, select that one and that one, Loop > Connect.
02:03 That one and that one, Loop > Connect. This allows me to create some extra edges
02:12 and can also help the topology of my object.
02:17 Connect. Another tool that we're going to take a
02:22 look at, I'm going to switch to a different object.
02:26 I have to leave sub-object mode and I can do that by hitting one again or just
02:29 clicking on the Component Mode in the Graphite Modeling tool.
02:34 We're going to take a look at a tool called Chamfer.
02:39 For vertices, Chamfer allows you to take a single vertice and split it to create
02:46 new faces, or polygons. Again in the Graphite Modeling tool,
02:53 we're going to go here to Chamfer > Chamfer Settings.
02:57 And then we're going to just move that up and you can see it split the single
03:00 vertice into four. When I'm happy with the size, I can OK that.
03:08 In this chapter, we explored various important vertex editing techniques and
03:12 tools such as the Chamfer and Weld and how and why we would use them.
03:17
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Edge and border editing
00:02 Edges are the common line between two connected faces.
00:06 They run from one vertex to another and are an important part of polygonal modeling.
00:11 Borders are all the edges running around the outside of a hole in a mesh.
00:16 In this lesson we'll explore the difference and most often used tools in
00:20 editing edges and borders and how they work to shape your models.
00:25 We'll be looking at the edges tools and the border tools together, because much
00:29 of their functionality is the same. We're going to start by looking at a very
00:35 useful tool for modeling in edge mode and in border mode, and this is chamfer.
00:41 We're going to hit two on our keyboard, which will take us into Edge mode.
00:46 In the edge's tab, we're looking for Chamfer.
00:53 Now, we don't have any edges selected, but we can select them now that we have
00:57 the little caddy open. So, I'm going to select the edges all
01:02 around the outside corner of this cylinder.
01:06 In the Modify panel there is a very useful Tab called Modify Selection.
01:11 And the tool that I want to use is called Loop.
01:15 Loop selects any edge that is lying, I don't want to see horizontal, let's say
01:19 head to foot. I click on one, I click Loop.
01:25 There is a shortcut for that, select one, hold shift and click and that will
01:29 quickly loop. Now lets go back into the Chamfer tool.
01:33 Now right now the Chamfer tool had some settings already in, and you can see
01:38 that, the first setting, which is the chamfer amount, takes a single edge and
01:42 splits it into two edges. Let's get in here a little closer so you
01:50 can either use the sliders, you can type in a value.
01:58 Hit Enter. A single Enter will okay the parameter.
02:04 Clicking Enter twice on your keyboard will actually okay the dialog box.
02:09 Now, the second one is adding segments. And you can do this to give yourself a
02:17 nice soft rounded edge. The more segments we have, the more
02:22 smooth it will be. And this last one here allows us to open
02:28 or close our chamfer, which we don't want to do right now.
02:33 I'm going to hit okay. The next tool I'm going to show you is
02:40 the Extrude tool. The extrude tool is a very common tool to
02:45 use in edge mode and in border mode. Now I use the technique to select the
02:51 inside edge by clicking on a single edge holing shift and clicking.
02:56 You can also come up and click on the Loop tool in the Modify Selection tab.
03:02 We're going to go to Edges>Extrude>Extrude Settings.
03:07 I almost always use the caddy, as apposed to using the button.
03:13 This caddy is set pretty high. I'm going to bring that value down.
03:16 So, you can see there. Now, this has an open edge to it, meaning
03:21 the polygon that was on the inside was deleted.
03:26 So, we could also use this method in border mode.
03:29 So, Extrude, that is the height. We also have this, which is the width,
03:36 how wide, so we can expand that extrude out a bit.
03:40 Hit Enter to okay it. I'm going to undo that.
03:46 Now let's take a look at a the border. Now the nice thing about a border is if
03:50 it's an open edge like this, if you click it or just select the whole thing, but
03:54 the functionality is basically the same, Border>Extrude.
04:00 Now I am going to use the extrude button. Click on that.
04:04 See how it gets highlighted in blue. Come up here and automatically I can,
04:08 it's a little squirly to control but there, that is and you do that just by
04:12 clicking and dragging within your viewport.
04:17 The next tool I'm going to show you is called Bridge, very handy tool.
04:24 Now there's a couple of ways that we can use this.
04:29 In Edge mode. I'm going to Control Click a few points
04:34 at the top of this. Now I'm going to Control Click a few of
04:40 these at the bottom. Let's get in a little closer.
04:47 In the Edges tab here's Bridge>Bridge Settings.
04:54 Now you can see that it literally bridges between edges.
04:57 You have many different parameters. You can edit its segments, add a few
05:02 segments in there. You can adjust the edges, you can add
05:08 triangulation, which is sort of irrelevant at this point.
05:17 There are a couple of parameters in here that I can't really show you, based on
05:19 what I did here, we'll look at another example though.
05:23 I'm going to okay that so you can see what it does.
05:27 Now that doesn't seem like a very useful thing unless I wanted to close the whole
05:31 top up. But there's an easier way to do that too.
05:35 So I'm going to undo that, and show you bridge on another example.
05:38 Here are two boxes. Now these boxes are attached together,
05:43 meaning they are a part of the same editable poly.
05:48 I'm going to go into Border mode this time.
05:50 Clicking on the border here, which is just a chamfered vertex, where I deleted
05:55 the polygon. And I have the same one over here, and
05:59 I'm going to do a bridge to that. There's that bridge.
06:06 Now, I can show you a few of those settings.
06:09 Let's add some segments. This is a little taper to it, we could
06:15 even twist it. I don't want to do too much.
06:19 See how it does a little twist in there? If I add a few more segments, I'll smooth
06:22 it out. So it's kind of a fun little tool.
06:29 Seems a bit of a sophisticated little piece for these two boring boxes, but
06:32 that's the, bridge tool. Now the last thing I am going to show you
06:38 in this video is the Remove tool. The Remove tool is a very useful tool if
06:43 you have an edge that you don't want in the wrong place.
06:49 If you select that edge, I'm going to click Shift and click on another to do a
06:55 loop here. I can go into Remove, right here, and
07:01 it'll remove that edge, very nice little tool.
07:08 In this video, we learned how edge editing tools such as Extrude and Chamfer
07:12 work, as well as exploring how you can use borders to edit your mesh easily.
07:18
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Poly editing
00:00 Polygons make up the surfaces of the objects we're working with.
00:06 They're at the heart of what you see at your work.
00:07 With this lesson we'll discuss how to use 3DS Max editing tools for polygons.
00:13 The graphite modeling tool ribbon is where we'll find them.
00:16 We will focus on five of these tools now. This is just an example of what, we're
00:20 going to create a very rough version of what you see in the view port now.
00:29 Starting with just a box, the first tool we're going to take a look at, is we're
00:32 going to take a look at the, Extrude tool.
00:36 If we hit number four on our keyboard that will allow us to access, polygons.
00:41 Select a polygon, we're going to select this middle polygon, here, on this front face.
00:47 Go to the Polygon tab. Extrude.
00:50 Click the little arrow on the right side. Extrude settings.
00:56 This will allow us to click and drag on the sliders to move that value in and out.
01:02 This is going to end up being the character's nose, so, you know, we don't
01:06 want a huge nose. He's sort of like a weird, I don't know,
01:10 cow beast, I don't know. I just sort of played around with some
01:13 stuff until I got that. So I'm going to do 1.25, and then I'm
01:17 going to hit the Okay button. Sometimes if you hit it and it doesn't
01:23 happen, it's because this dialog here, the extruded polygons needed to be
01:27 okayed, so if you enter and then enter again on your keyboard, that will allow
01:31 you to do that. The next tool we're going to look at is
01:36 going to do the eyes. Polygons bevel, it's our bevel tool.
01:43 And we go into the bevel settings. This is just a, a value that was in there previously.
01:51 We're going to start off by changing the actual height amount to zero and I'm
01:55 going to do that easily by right-clicking on one of these arrows, that just zeros
02:00 it out. Then this value I'm going to turn it to
02:06 let's see 0.2, sounds about right. Hit enter, then before we actually move
02:14 forward, we're going to click the plus. The plus allows us to apply and continue
02:20 that value. Now it looks like it just did another
02:24 bevel, but it did not. Now we're going to zero out the outline
02:28 amount, which is the second bubble and turn the height, but we're going to go in
02:32 the negatives so we can bring that value down.
02:36 And you can see the extrude happens, going in.
02:40 I'm going to do about 0.2 for that also. I Entered, to okay it, an then Enter
02:46 again, to close the dialog box. Now this doesn't look anything like what
02:52 you saw, previously, but we'll get there. To get the mouth, I perform the same function.
02:59 You can do that one on your own. The third thing we're going to look at,
03:04 is we're going to look at a tool called Hinge.
03:08 Select a polygon on the side where the ears might be, Polygon, Hinge, Hinge settings.
03:15 Now this one is a little bit more complicated, has a few different values.
03:24 We have our angle, the angle of the hinge, segments.
03:27 But the important one is this here, pick hinge.
03:30 Which side do you want the polygon to hinge from?
03:33 It's going to hinge like a door. So I'm going to click here and then I'm
03:38 going to click on that point. And now, if I swivel over this way, you
03:43 can see it's giving me a hinge. I'm going to do like a 60 degree.
03:49 And you can just make that judgement. I'm going to put a few segments in there.
03:57 Let's do three. And then okay it, now you perform the
04:02 same function on the opposite side. The third tool we are going to look at is
04:14 called Extrude on Spline. We need splines for that.
04:19 Splines are two D lines that are in 3DS Max.
04:23 I'm going to just right-click in my view port and click Unhide All from the Quad
04:26 menu here, cause I got a couple of guys hidden.
04:30 These are the splines that I'm going to do, trying to get some fancy horns for them.
04:35 I'm going to perform at the one on this side.
04:38 If you do the one on that side. Again, number four to get back into
04:44 polygon mode. I apologize for not mentioning before, I
04:48 hit four to exit poly mode so that I could unhide my forms.
04:53 I didn't have to do that by the way. I could've just stayed in.
04:56 You could still access on hide all. Select the polygon that you want,
05:01 Polygons, Extrude on Spline, Extrude on Spline dialog box.
05:07 This tool has a lot of fun tools within it.
05:12 So what we have to do here is first we're going to click Picks Blind, which is that bubble.
05:17 Click it. Then click on your spline, and you can
05:22 see it's extruding that out, trying to get the same shape.
05:27 It looks a little funky so let's play around with some of these other parameters.
05:33 Directly across from these segments, it has six by now, we'll take a look at
05:37 editing that later. We have taper amount.
05:42 That's what I want to do, I want to taper this a bit.
05:45 Whoa, little too much. Think I'm just going to type in a value
05:49 minus 0.2, not enough. Minus 0.6, better.
05:55 Maybe minus 0.8, alright good enough. And then we can come down here and we can
06:05 edit the curve, make it a little skinnier, I think I'm going to do 0.9,
06:09 something like that, add some more segments, smooth it out, if you want.
06:17 I probably don't need to. This also has twist.
06:24 That doesn't look so good, yeah well, that's probably not going to look so good.
06:32 Okay, I'm going to okay that, and again you can perform that on the other side,
06:37 to both sides. Lastly, we are going to take a look at
06:42 another function that's called Bridge. You can bridge between polygons.
06:48 Now to do this I have to unhide an element that I attached to this previously.
06:55 So I'm going to go into the Visibility tab, and I'm going to click Unhide All.
07:01 Now this is different than unhiding, within the quad menu.
07:04 That unhides based on objects, this unhides based on polygons or vertices or
07:08 edges, whatever mode you're in. Unhide All.
07:12 So it's just a box, just like we had before and I want to create a neck, so
07:16 I'm going to click that polygon and that polygon.
07:23 I did a control click on both of those polygons.
07:28 Bridge. And you can see there it is.
07:39 We also have some more functions in here. Same with the extrude, we have a taper
07:44 but we have to add some segments in there for it.
07:47 So we could go a little in, like that or maybe go out, if we want to give him a
07:53 little beefy neck. I like it a little bit.
08:01 I don't need a lot of segments, three or four is probably fine.
08:04 This one here is a biased. You could see all the kind of, shifts the
08:09 weight of the curve from the middle, to the top, to the bottom, I'm just going to
08:13 leave it at zero. With twist, again, just a little twist,
08:18 whoa, a little goes a long way with that twist.
08:23 We don't need a twist. All right, I'm going to okay that, to
08:27 connect these two. Now, some of the other tools, that I used
08:31 to create the final product were just combinations of what I've already shown
08:36 you; Bevel, Extrude, Bridge, Hinge, and so on.
08:42 Just a last look here. I'm going to go back into the final one
08:45 that I built, so you can see sort of the end results.
08:50 You can see he's all smoothed out there, and he's kind of goofy looking.
08:55 In this video we looked at how to use the various polygon modelling tools.
08:59 Extrude, Bevel, Hinge, Extrude on Spline and Bridge.
09:03 These functions allowed us to create this rough basic character.
09:08
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Working in Element mode
00:02 As you model, you'll find yourself combining different objects into single meshes.
00:06 This way you can build up your model with parts that ultimately become part of the
00:10 unified whole. But even then, you need access to those
00:14 original parts in case you need to edit or change them as you model.
00:18 This brings us in this video to element mode.
00:22 And how it works, in your modeling workflow.
00:25 To explain, an element is one of two or more individual 3D objects or primitives,
00:30 combined together into one larger object. I'm going to open, in our scene, the
00:37 Scene Explorer. By going under the tools menu and
00:41 clicking on New Scene Explorer. This gives me a list of all the different
00:45 objects that are in this scene. I'm going to select the clock body.
00:53 The clock body has already been edited. And it's an editable poly in the graphite
00:59 modelling tool. You can see there's a Tap called Geometry.
01:04 We're going to look at attaching objects together.
01:08 This can be done in a what we call object mode.
01:12 Meaning we are not in one of the specific components.
01:17 I'm going to click Attach, and I'm going to click on the bell.
01:23 When I do that, an attach option comes up.
01:26 I'm going to leave it at the default, which is match material IDs to material,
01:29 and click okay. That object now, has become a part of the
01:34 clock body. I'm going to continue attaching and
01:38 okaying the material dialog box that keeps coming up.
01:46 Until all the objects I want to be a part of this clock body, combine together, are attached.
01:53 And as you can see it's a pretty quick process if I know what I want to attach.
01:57 And one more, so I attached everything, and you can see here in the scenics blurb
02:03 all the objects that I included, not the hour or minute hand, or the center piece,
02:08 or the glass. Now that I've attached those objects to
02:14 the other, I'm going to right-click in my view port which will deselect the attach function.
02:22 Now we're going to take a look at the Element mode.
02:25 Element mode is functional when you have objects that are attached to an overall hole.
02:32 Element mode can be reached by clicking in the graphite modeling tool on this
02:35 little icon. I can come over here, and when I click on
02:40 each individual element it becomes selected.
02:45 Now you can see that it is selected because it turns this red color that
02:48 means that particular element is selected.
02:52 That is if I need to edit something, change something about it, I can go into
02:57 Element Mode to do that. Another function in Element Mode that we
03:02 can perform is a Detach. So if I have something attached and I
03:07 realize after I want it to be detached, I can do that.
03:11 What you do is in Element Mode, select the object, the Geometry tab, and click, Detach.
03:21 It brings up this dialog box asking me to name it.
03:25 I'm going to name it bell, and click okay.
03:29 Here in the Scene Explorer, now, a bell object has shown up.
03:34 Select the object you want detached, go to the Geometry tab, and click Detach.
03:39 I'm going to type in Bell, we'll call this right, and now you can see.
03:46 So I can go in and attach and detach. In this lesson, we looked into Element
03:51 Mode, and how the Attach and Detach functions work.
03:56 Attaching allows us to combine many separate meshes together into one
04:01 cohesive object for ease in texturing, rigging and animating.
04:07
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The Graphite Modeling interface: The Visibility, Align, and Properties menus
00:02 The Graphite Modeling Interface gives you access to a variety of tools.
00:05 In this video, we'll take a look at how some of these tools work to help you
00:08 organize your meshes while modeling. We'll take a look at the Visibility,
00:14 Align and Property menus to see their tools and what they are used for.
00:22 We're going to start with the Visibility menu.
00:24 Visibility, when you're in Subobject mode, deals with hiding and unhiding
00:31 specific components. I'm going to start by going into this
00:37 spherical object's polygons, and I'm going to select a group of these polygons.
00:46 They are red, that means they're selected.
00:49 In the Visibility menu, it's a very simple menu.
00:51 We have Hide Selected, Hide Unselected, and Unhide All.
00:57 If I click on Hide Selected, you can see that it's hidden those selected polygons.
01:05 Then if I go into Unhide All it will unhide those selected ones.
01:11 Now this only works in that specific component mode.
01:16 So if I am in poly mode, and I hide those polygons.
01:23 If I go into vertex mode, and I want those vertices back, I can't say Unhide
01:28 All and get those polygons back. Notice how it just unhid the vertices.
01:36 So, I have to go back to Poly Mode > Visibility > Unhide All.
01:42 Align works in the Vertex Polygon Mode and also Element Mode, but not the edge
01:50 or border. The next one we're going to look at is Align.
01:58 The Align panel provides tools for aligning subobject selections with views,
02:03 grids, or simply just to flatten the mesh, and it's available in all component levels.
02:11 We're going to take a look at it with this object.
02:15 If I am in Object mode, which is no subobject is selected, you can see the
02:20 Align menu, here. I can say, Make Plainer.
02:25 Whoop! That's what it does.
02:26 You can see, totally flattens the model. I just clicked Ctrl+Z to undo that.
02:34 To view, that means flatten it to the view we were on, I can undo that.
02:38 And if I, let's say, go over here, and say to view, again, it's going to flatten
02:42 it to view. To grid, and it flattens it to the grid.
02:49 X Y Z. Now, I've actually never used that
02:52 particular tool before, but what tool I do use quite a lot is the Subobject Mode Align.
03:00 If I go into Vertex mode and let's see, I want to take a few of these vertices.
03:07 I'm going to select this little group right over here, those guys, and I want
03:14 them to be straight along a particular axis.
03:20 I can go into the Align menu, and I can click, align it along the x, the y, or
03:26 the z. For me it would be z if I want those
03:30 vertices to be straight, like we see here.
03:36 I can also do this in other modes, edge, I'm going to select a few of these edges.
03:42 I'm clicking on the single edge going up to Modify Selection and clicking Loop.
03:48 And then align along y. That didn't do anything.
03:55 (audio playing) x or z. If I just select a few of those edges by
04:03 Ctrl clicking on them, align along z. Let's see what it does.
04:15 So this can be a very handy tool to use during Subobject mode.
04:20 The last one I want to show you is the Properties.
04:22 I'm just going to undo a few times so I can get back to before I did the align.
04:28 Properties gives us a few different options and it has to do with Surface Smoothing.
04:34 Surface Smoothing is specifically for the shading that we see along the surface of
04:40 the model, it has nothing to do with how many polygons the model has.
04:46 So you can see a few of these polygons that we see on this box shape here.
04:51 Some of them are darker. And some of them are lighter.
04:54 And it kind of depends on the angle to the lights in the scene.
04:59 Sometimes this is known and grout shading or in Macs we call it mesh smoothing.
05:07 I just usually say shading, but you can see in properties here, it says, Hard,
05:12 Smooth and Smooth 30. Hard means, that all of the polygons are
05:17 going to be flat to the surface, there's no smoothing.
05:22 If I say Smooth suddenly it tries to smooth the transition between these hard
05:26 corners that we see here. If I do Smooth 30, it's only going to
05:32 smooth the edges that are 30% angled. It's kind of an interesting look, I'm
05:38 going to click Hard now. So that's Hard and that's Smooth and
05:43 that's Smooth 30. You can do it to specific subobject modes also.
05:50 Now depending on which subobject mode you're in you can also have some other
05:54 parameters within here. These are smoothing groups, where you can
06:00 set smoothing groups for different groups of polygons or vertices.
06:07 We have a couple of other parameters in there for, for smoothing, using vertexes
06:13 or material IDs. In this video, we saw how to use the
06:18 Align function to arrange our components. We also dove into the Properties and
06:23 Visibility menus to see how their functions are useful in managing and
06:26 laying out our meshes during the modeling process.
06:30
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Subdivision surfaces: Creating NURMS
00:02 Even though you may be modeling polygons that look angular and faceted 3DS max is
00:06 great for modeling organic models, such as characters by using geometry
00:09 techniques that help your models become smooth.
00:15 In this lesson, we'll take a look at how smoothing techniques work in 3DS Max when
00:20 we explore subdivision surfaces and NURMS.
00:24 NURMS as it's called in 3DS Max means, Non Uniform Rational Mesh Smooth or
00:29 subdivision surfaces. It allows you to take a low density model
00:34 and smooth the surface into a high polygon model.
00:39 It isn't a lighting trick, like smoothing, but it actually changes the
00:43 geometry of the model by increasing the polygon count of the model.
00:48 Every level of subdivision increases the number of polygons by a factor of four.
00:54 To get started, I'm going to take this box and convert it into an edible poly.
00:59 Up in the graphite modeling tool I'm going to click on Poly Modeling > Convert
01:03 to Polygon. We access the NURMS function in the edit tab.
01:11 If I click NURMS now it collapses the box into a spherical shape.
01:17 I'm going to undo that. What we're going to do is we're going to
01:20 access polygons on this model. And do a little modeling so we can get an
01:24 idea of what NURMS looks like. Select the top model, hold Control, click
01:29 on the side and then the other side. In the Polygons tab, click on the Extrude
01:36 settings and in the caddy, the top bubble, click and go to By Polygon.
01:45 And as you can see when I zoom out a little bit here, it just extrudes each
01:50 polygon on its own axis or normal. I'm going to click OK.
01:56 Now delete the faces. Just click delete on your keyboard.
02:03 Now, this simple model will give us a better example, or a better idea, of what
02:08 NURMS does. Each of these extruded elements has one
02:13 large polygon on four sides. When I click NURMS, the default is to
02:19 subdivide each one of those surfaces, into four smoothed surfaces.
02:26 Meaning this orange cage called a control cage around the model, sort of sucks the
02:31 model in towards the center to round it out.
02:35 NURMS has a tab once you activate it, and in the tab it has iterations.
02:43 Which means, how much we subdivide. Now I said earlier, for every iteration,
02:49 it increases the polygon by a factor of four.
02:53 So one iteration, takes each one of these polygons and divides it by four.
02:59 To see that, there's a button here. This will allow us to see that subdivision.
03:05 We call it isoline display, so you can see those actual four subdivisions.
03:15 If I turn the iteration up again, it doesn't just add four more subdivisions,
03:19 it takes the four subdivisions we have and divides each one of them into four.
03:25 And again, and again, and again. Gotta to be careful with this technique,
03:33 because you see you see how quickly we turn a very low poly model into an
03:36 incredibly high poly model. In so much you can even crash your
03:42 computer, for how much data that you've added.
03:45 I think two is sufficient for what we need.
03:50 Some of the parameters are the iterations, which we've looked at.
03:54 Smoothness just dials back the iterations as you can see here.
03:59 I usually keep that up fully. We've already looked at what the isoline
04:03 display is, turning that on shows us those subdivisions and then this one,
04:07 this button here, allows us to turn on and off that control cage.
04:14 We can also change it so that we only see the iterations.
04:18 We could have our iterations set low, and we could turn on the iterations for
04:23 rendering to a higher amount. So I'm going to set these to let's say,
04:28 zero, and then this one to three. When I render that, it will show it
04:34 already subdivided. Keeps me a little more efficient in the viewport.
04:41 In this exercise, we explained what subdivision surface are and how NURMS
04:45 workflow progresses to help you create a high poly 3D mesh.
04:50
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Editable polys and NURMS
00:02 In this lesson we'll be using an edible poly and NURMS to create the bell of an
00:06 old fashion alarm clock to get the feel for the workflow when using NURMS.
00:14 This is an image of the alarm clock and that's the bell that we are going to create.
00:20 In the Create panel, on the right of the interface, we're going to go to Geometry
00:25 > Cylinder. Click and drag in your perspective
00:29 viewport to create the cylinder. Don't worry about what size it is.
00:33 Then move to your Modify panel. Change the radius to a radius of four,
00:43 the height to a height of two, your height segments change to one, cap
00:51 segments to two and sides to eight. With NURMS the base model or perimative
01:03 can be a very low poly object. In the graphite modeling tools in the
01:08 Poly Modeling tab we're going to click Convert to Poly.
01:13 I'm going to start by clicking on NURMS in the edit tab.
01:18 You can see that NURMS has smoothed the surface.
01:22 It doesn't look quite like our bell, but you can see it's got this rounded look.
01:27 We're going to do a couple of things to help it along.
01:29 In vertex mode, I'm going to select the vertex right in the center, and with the
01:35 Move tool I can try and move that up or down.
01:40 You can see how that's kind of pulling those.
01:43 I need to move a few more of them though. So I'm going to go into the Modify
01:49 Selection and click Grow, you can see it selected the ring directly out from the center.
01:58 And now I can move that up slightly, just trying to get a little bit more of a
02:02 rounded look on that top. That looks good, now the bottom part.
02:12 Because it's curving between this edge here and all the way towards the bottom.
02:18 That edge is too curvy. A very simple way to cure that, is go
02:22 into poly mode, select the polygons on the bottom.
02:27 I'm Control clicking. And delete.
02:41 By deleting those polygons there's nothing for them to smooth to so it
02:44 become a very flat edge right there. I'm going to go into the NURMS tab in the
02:50 Graphite Modeling tool and turn the iterations up to two.
02:56 This will give me twice as many subdivisions and more smoothness.
03:01 I'm going to exit Polygon mode now, so we can see our final results.
03:08 In this video we made the bell of an old fashion alarm clock using edible poly on
03:15 a cylinder and NURMS.
03:19
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Using the TurboSmooth modifier
00:00 In this video we'll be creating the bell of an old fashioned alarm clock using a
00:06 cylinder with an Edit Poly Modifier and a Mesh Smooth Modifier.
00:14 This will help us get the feel of the modifier work flow in edit poly modeling.
00:20 Let's start in the Create panel by creating a cylinder of any size.
00:25 Move to your Modify panel and in the parameters change the radius to four, the
00:32 height to two, the height segments to one.
00:39 Cap segments to two and sides to eight. This will give us a very low-poly
00:45 primitive as our base object. The Mesh Smooth Modifier will subdivide
00:51 all these polygons to give us a higher poly result.
00:55 In the Modifier panel, there's the modifier stack, which shows our base
01:00 model of a cylinder. Above that is the modifier list.
01:06 In that list, we can choose Edit Poly Modifier.
01:11 Another place that we can add our modifier is in the Graphite Modelling tool.
01:17 Go under Polygon Modelling and apply Edit Poly Mod, short for modifier.
01:23 In the modifier stack, you can see the Edit Poly Modifier has been added above
01:28 the cylinder in the modifier stack. Now, we're going to go back into the
01:34 modifier list and add the Mesh Smooth Modifier.
01:37 Without changing any parameters, we're already getting some roundness.
01:44 Now in the modifiers stack in order to continue editing this model we're
01:49 going to go back into edit poly mode,. So I am going to go into the little plus
01:55 sign within the black box next to Edit Poly and I am going to click Vertex.
02:02 I want to add a little more height to the bell so I've selected the center vertex.
02:09 I'm going to go up to the modify selection and click Grow Once.
02:14 That will grow that selection so that it includes the outside ring of vertices and
02:20 then I'm going to use the Move tool and move it up slightly.
02:26 Now, I'm going to go into the polygon mode.
02:32 And at the bottom, I'm going to hold Ctrl and click on the polygons at the bottom
02:39 of this cylinder. And then delete.
02:45 You can see that I get smoothness, but where those polygons are deleted, it goes straight.
02:53 Now, back up to the mesh smooth. I'm going to click once on Edit Poly to
03:00 get out of polygon mode. And then once again I'm going to click on
03:04 Mesh Smooth. There are quite a few parameters in the
03:07 mesh smooth. The one we're going to be focusing on is
03:10 under subdivision amount, iterations. The more iterations, the more subdividing
03:17 you'll get. If we look down into our controls,
03:20 there's a check-box next to this isoline display.
03:25 I'm going to uncheck that, this shows us all the subdivisions that the iterations
03:31 give us. If I take that iterations under
03:35 subdivision amount down to zero, that's the original base, one subdivides by
03:41 four, each polygon, two subdivides each of those new polygons into four and so on.
03:49 I think a subdivision of two is sufficient to look like the bell.
03:56 In this video we made the bell of an old fashioned alarm clock to show the
04:01 workflow of using the Edit Poly Modifier and the Mesh Smooth Modifier.
04:09
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6. Spline Modeling
Creating 3D shapes from 2D shapes
00:02 When we begin the process of modeling its common to begin with a 3D Primitive or object.
00:08 In this video however we'll look at tools that allow us to create 3D objects from
00:12 2D shapes. This allows us to create simple or highly
00:16 detailed models very easily. A Shape is an object made from one or
00:21 more curved or straight lines. Shapes in 3d Max are non rendering 2D
00:25 objects, that you typically create in an orthographic view port.
00:31 Here we're going to take a look at the, shapes that we have available.
00:35 In the create panel, here on the right side of the interface, we're going to go
00:39 into create, an next to the Geometry button is shapes.
00:44 These are Shape Perimatives and they are very simple Circle, Rectangle, Ellipse,
00:58 an Arc. And they each have their own set of
01:07 parameters that can be edited to suit your needs.
01:11 I'm creating one of each of them so you can get an idea what they look like.
01:19 And I'm clicking and dragging within the viewport on most of these.
01:23 (audio playing) So these are some of the 2D shapes that
01:29 are available. There are a few more, but these are some
01:35 of the basic ones. By selecting them, and looking at their
01:40 parameters in the modify panel. You'll see that they all have very
01:43 specific parameters. Each of them have a Rendering Rollout, an
01:47 Interpolation Rollout, and a Parameters Rollout.
01:50 Some of their Parameters are very simple like the Circle which is just Radius that
01:55 I can make bigger or smaller. Or the Rectangle which has Length and
02:02 Width that I can change. And also something called the Corner Radius.
02:07 Which will give us rounded corners on our rectangle.
02:17 This Star shape has two radiuses for the inside and the outside of the star.
02:27 How many points you want, if you want to distort, the star, or fill it, which will
02:36 add a curve, to one end and, to the tip, and, this area here.
02:46 Most of the parameters are pretty simple. This is what we call the Egg, it's a new edition.
02:54 You've got your length and width, but you can also decide if you want to have this
02:59 outline in the center. If I turn that off, it just gives me a
03:06 solid I can also angle it like that if I want that smaller area to be on the top
03:12 or on the bottom. There are a few shapes that I haven't
03:20 discussed and we'll take a look at those now.
03:23 One of those is the Text tool. If I just click in my view port it
03:30 creates a default text called MAX Text. And the parameters in the Modify panel
03:38 are, I have a typing area that I can type in.
03:44 I can change the size, (audio playing), change the font, (audio playing) and depending on what
03:50 fonts you have set in your computer. You'll get, that list, the fonts that is
03:59 by default is usually Arial font, that's the one I usually see.
04:06 We have Kerning, which changes the space in between, Letting for lines of text.
04:16 Another shape that is rather interesting. Two of them, I'm going to show you in a
04:21 perspective view port, cause they so have a little bit of a 3D aspect to them.
04:28 Helix, s just what it says. It creates a helix.i That's the click and
04:34 drag in the view port method. Usually what I do is just create the helix.
04:39 Go into the Modify panel and then change the parameters.
04:43 I'm going to add a few more turns, so you can see what it looks like.
04:48 If I make the Radius one, ten. And Radius two, five, it'll look like that.
04:56 The Height, add more turns. Bias, just pushes it up or down, up or down.
05:03 (audio playing) And the other one is called Section.
05:08 This one is kind of an unusual shape. Its not very interesting looking, just
05:14 looks like that. But it has a bigger purpose.
05:19 I'm going to create a 3D pyramid, just one of these teapots.
05:26 And then I'm going to line up this section, so that, it's on its side here.
05:33 And as I pass that section over this tea pot, you'll notice on the tea pot.
05:44 Change the color of the tea pot, so that it's not yellow also, there we go.
05:50 You could see where ever I move this section shape, I get an outline of where
05:55 that section is. I can actually extract that outline
06:06 through this shape. Then I do that in the Modify panel, you
06:17 can see here, it says create shape. Just going to call it shape and there it
06:28 is, right there. It's kind of an unusual tool.
06:35 We can also take these shapes and we can turn them into edible shapes, meaning we
06:39 can edit them at a basic level. Here is the circle, in the Modify panel.
06:49 In the modify stack here, I'm going to right-click over it.
06:52 And go down here and choose Edible Spline.
06:57 This gives me a sub object access to this object, at a vertex level or vertex,
07:03 which is a single point in space that I can change and move that around.
07:14 (audio playing) A segment, which is the area connecting
07:17 two vertices together, and the overall spline.
07:22 Those are the three component levels of a Spline.
07:25 In this video, we took a look at some of the shapes and their parameters.
07:29 We saw how shapes could be converted into edible spline objects and further edited
07:33 to meet your modeling needs. We also looked at some of the more
07:39 unusual shapes like the text shape, section shape, and the helix.
07:48
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Using the Line tool
00:02 In this video we will look at a powerful tool for creating 2D objects from
00:05 scratch, the line tool. Similar to the pen tool and many graphics
00:10 programs, the line tool gives you the ability to draw a shape.
00:14 This can be very useful in creating specific shapes to eventually use in modelling.
00:19 The line tool creates a free form spline, made of many different segments.
00:25 Now, we find the line tool in the create panel under shapes.
00:31 When you click on it, you can see some of the parameters available.
00:36 The one that's open is called creation method.
00:38 And this can be changed. The default is initial type corner, drag
00:43 type bezzier. Initial type means when you first click,
00:50 and let go. That's going to be a corner point, which
00:54 means the line going into that point, and out of that point, is going to be straight.
01:00 A drag type means when I click, and drag. And that's going to be a bezier which
01:08 means the line going in and out, of that point will be curved.
01:14 We're going to learn the line tool by creating this leaf.
01:18 Click on the line tool in your Create panel.
01:22 I'm going to start right on the tip. I'm going to click and let go, to create,
01:27 my first vertex. I'm going to start here, at the top.
01:34 One of the things that you want to try not to do, is create too many points.
01:40 You have 2 different types of vertices, the curve or the straight line.
01:45 So when you know you're going to have a curve, utilize that.
01:48 So I'm going to go here, probably about right there, and then Click and Drag.
01:55 The only part of this line I care about is the part between those two points, not
01:58 the part attached to my cursor. I want to make that line so it follows.
02:04 The side of the leaf. When I let go, then I can drag to a
02:07 different part of the leaf, let's say right there.
02:11 Click and drag until that area between the two points is the way I want it to look.
02:18 Then I can let go. Now this point here, if I click and drag,
02:22 may not be perfect, but know also that you can go back in and edit this after
02:27 the fact, if it isn't perfect. Now here, I want to actually turn.
02:35 And go in this direction, but if I do that it makes the other part of the line
02:38 look very strange. So once I get the line to look good
02:42 between these 2 points, I'm going to hold Alt down, on my keyboard, and that will
02:47 allow me, it will free my cursor up so that I can come up in this direction.
02:54 We call that breaking it. We broke it.
02:57 Now I'm going to let go and then Click and Drag here to create a curved Line.
03:05 Click and Drag there to get a little Curve.
03:08 Up there, down here on this part of the stem, coming back in this area.
03:17 This one I'm going to click and drag a little bit.
03:22 And then I'm going to hold Alt to turn that corner.
03:25 And then come probably about right there. (INAUDIBLE) can drag.
03:32 Oh, that doesn't look so good. Well, we're going to leave it looking yucky.
03:35 because we're going to go back in and edit it later.
03:38 I did that on purpose. I'm going to let go and move about right there.
03:45 Click and drag, again, until that area between the points looks good, about
03:50 right there. I have a choice now of either closing
03:54 this shape or keeping it open. Keeping it open will give me a different
03:59 type of end result when I model, when I actually turn this into a 3-d object.
04:06 I'm going to close this shape because I want it to be a solid object.
04:11 I click on the first point I created which is right here at the tip, and then
04:14 this little dialog box comes up asking me do I want to close.
04:18 Yes. Now I'm going to go to the Modify panel.
04:23 In the Modify panel, this area here is the Modify Stack.
04:29 Down here under the selection roll-out are the 3 component levels of a line.
04:35 Vertex, which are these points. Segments, which are the areas between the
04:42 vertices, and the spline mode is the entire spline.
04:49 In vertex mode, I'm going to select that vertex.
04:52 actually that one. You see that, Bézier handle, right there.
04:57 And that's a little crazy, got a little big.
05:01 I'm going to get the move tool, grab that guy.
05:07 Move it back so it looks a little better. I can go in and add a few of these guys,
05:11 by just clicking on their handles. The handles are known as bezzier handles,
05:19 or tangent handles. And they are controlled.
05:23 Their movement are controlled by your transform gizmo.
05:32 In this video we learned about the line tool that (UNKNOWN) to create shapes.
05:36 The line tool can be used for many purposes like creating shapes hence
05:40 points for 3D models. We created this.
05:44 Leaf shape that eventually we could turn into a 3-D model.
05:48
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Vertex subobject editing for splines
00:02 A vertex is a single point whose sole property is it's position in 3D space
00:06 which is defined by the X, Y and Z axes. Vertices form the basic structure for 3D
00:12 objects and in this video we'll be looking at working with the vertex level,
00:17 in an editable poly spline object, which is the core of editing 2D shapes, to be
00:22 used in 3D modeling. Editable spline mode gives you access to
00:28 the vertex level. Here's a circle that I created by going
00:34 into, create shapes, clicked on circle and in the front view port I clicked and
00:39 dragged to create it. To convert this into an editable spline,
00:47 I am going to right-click over the circle in the modifiers stack and go to editable
00:54 spline, this gives us access to the three component levels within this circle.
01:04 The vertex mode are these points, once we select them we can move them around, we
01:11 can edit the (UNKNOWN) handle, now the (UNKNOWN) handle's movement depends on
01:18 the transform gizmo of the move tool, if I want to move it lets say up and down.
01:29 It's letting me because the Y axis in the gizmo is active.
01:33 What if I want to move it this way to make it a tighter, a more linear curve?
01:38 I have to activate the X axis to go in that direction.
01:44 Usually what I do when I'm working with Beziers, is I center my cursor over this
01:47 corner which activates both the X and the Y.
01:52 And that way I can move in both. Vertices can also be changed, aside from
01:58 their location you can also change their type.
02:06 The circle by default has all Beziers. There are different types, the bezier is
02:14 the vertex type that has the handles associated.
02:20 The handles allow me to move and edit the curve within the line.
02:26 If I would like to change, the vertex type, I right-click directly over that
02:31 vertex, and in the quad menu, we have a choice between a bezier, a bezier corner,
02:36 which gives me a bezier with, handles that are, broken, or move independently
02:40 of each other. Right-click again, I have a corner point
02:50 which has no bezier and it goes straight in and straight out in a linear fashion
02:55 from that vertex, smooth which gives me a smooth transition between in and out of
03:00 that point but no bezier handles to edit. Some of the tools within the editable
03:10 spline are, that's the, under the Geometry roll out, some of the more
03:14 common ones to be used are Refine, which allows me to position my cursor over a
03:20 point within the segment, which is the area between the two vertices, to create
03:25 a new vertex. I can assign what type of new vertex it
03:34 is or change it by right-clicking, I am changing it to whatever type I want.
03:45 Another tool is the weld tool. The weld tool allows me to take two vertices.
04:02 Selecting them both. Clicking weld, and that will turn two
04:07 vertices into a single vertices. Now it's not welding these because the
04:12 distance between them is too far. This is called a threshold.
04:16 I have to turn that threshold amount up. Let me go up a couple notches there,
04:21 click weld and boom, now that turns it into a single vertex.
04:27 And it's combining the type of point bezier it has.
04:35 Now I'm going to come over here and we're going to create the minute hand for the
04:40 retro, or old fashion, alarm clock. I'm going to do it by starting with a rectangle.
04:47 I'm going to click and drag to create that about the height of this.
04:55 Then in the modify panel, I'm going to right-click over rectangle, convert it to
04:59 an editable spline. In vertex mode, I'm going to select and
05:05 move these vertices at the corner so they line up with those points at the top.
05:14 By default, the rectangle's vertexes are all set to bezier corner.
05:19 I'm going to select both of them. Right Click.
05:23 And convert them to corner, I don't need the bezier there and it's kind of getting
05:25 in my way. I'm also going to add two points which is
05:31 done by using refine. I'm going to add one here and one there
05:36 and with the move tool I'm going to select those points and move them in.
05:41 Again those two are beziers, I'm going to right-click over them and turn them into corner.
05:48 Notice how I'm able to do that with multiple vertices.
05:52 That there. That there.
05:55 These guys are also beziers, right-click corner, move that in, and move that in.
06:07 And that gives me this shape. So I'm able to take a rectangle and turn
06:12 it into this, the top part. For the bottom part, I'm just going to
06:17 create a circle. In this video, we worked at the vertex
06:25 level in the edit poly spline object. We learned some of the tools used to
06:30 refine the 2D shape like we, learned how to refine by adding points.
06:36 We also learned the different vertex types that we can change our model to and
06:41 in the end we were able to create a simple shape that eventually might become
06:45 the minute hand on our clock.
06:50
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Spline subobject editing
00:02 In this lesson, we'll look at working in spline mode, which exists in an edible
00:06 spline object. Spline mode has many useful tools to
00:10 enhance your 2D shape. Edible spline level works similar to
00:14 element mode and edible poly mode. In that you can select component splines
00:20 within a larger spline object, move, rotate and scale them within the whole
00:24 spline object. We're going to start here with this
00:28 shape, which started as a circle and in vertex mode I just did a couple little
00:32 edits to make it this sort of crescent shape.
00:36 In the modify panel I can select Spline here.
00:42 Or, I can go into the selection, roll-out and click Spline there.
00:50 One of the first tools I'm going to show you, is the ability to be able to copy a
00:56 spline, within sub-object mode. In Max we call copies clones.
01:04 But the ability to be able to copy them is very nice.
01:07 I use the shortcut, by holding Shift, and moving this object.
01:14 These objects are now a part of the same edible spline, but they are attached to
01:19 each other and their splines are elements of each other.
01:25 I'm going to undo that. Another tool that we're going to take a
01:31 look at is Mirror. In the geometry roll out, if you roll
01:37 down towards the bottom you're going to see Mirror.
01:42 You have three different types, horizontal, vertical and mirror both.
01:48 So I'm just going to click on horizontal and then click on the object in spline
01:54 mode and click mirror. Now you notice how it flips it.
02:00 If I would like it to make a copy, I can click down here, Copy > Mirror.
02:06 And now it gives me a mirrored copy. Another tool that we can use in spline
02:13 mode, let's leave that mirror up, is called Outline.
02:19 Outline is when I turn this shape into a 3D object, depending on the tools that I
02:25 use, I can get a solid object. But if I want an object that has a hole
02:32 in it, I need a hole inside of these shapes.
02:36 I can achieve that by using Outline. I'm just going to select this shape.
02:41 Click Outline. And then click and drag to create a copy,
02:49 either out or in. Now you can also just type in a value 2.5.
02:56 And it's going to give me an outline. That's an awfully big one, though.
03:00 So I'm going to undo that. That's Outline.
03:01 Another tool we're going to look at is Attach and Detach.
03:04 And I'm going to look at that here on this object, which is the, eventually
03:15 going to be the minute hand of an old-fashioned alarm clock.
03:29 Here's a picture of it, this guy right here.
03:35 Now these two shapes, one was created starting with a rectangle and I just
03:39 moved vertices to get the right shape, and that's just a circle.
03:44 Now if I try to turn these into 3D objects, they will be individual objects.
03:51 That'll be a circle extruded, which will be a cylinder.
03:53 And this'll be this shape, extruded into a 3D object.
03:57 I need them actually to be together, so I'm going to use spline mode to attach them.
04:05 So, I just went into spline mode on the minute hand part, and at the top of the
04:12 geometry dialog, see attach, click on that.
04:18 I'm going to come over here to the circle and click once.
04:20 Now these two are elements within that spline.
04:29 When you're not in spline mode, they're going to be as if they are the same object.
04:36 Now, this is great, but it would be better If they were one object.
04:42 Right now, they are still two splines within that spline.
04:50 So I'm going to use another technique called a Boolean.
04:53 A 2D Boolean, I'm going to find that directly above where the mirror was, Boolean.
05:00 There are three types, Union, Subtract and Intersect.
05:05 And the way it works is select one of the splines, in spline mode, click on
05:11 Boolean, the button, and then select the second spline.
05:18 The default is union, so automatically the two splines will become a single
05:24 consistent spline. In this video, we learned about working
05:28 in spline mode, with edible splines. Spline mode gives you access to overall
05:33 shape within the edible spline, allowing greater control over your ability to
05:38 create 3D models. We looked at taking these two different
05:43 shapes and turning them into single shape using Boolean.
05:49
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Rendering lines
00:00 2D shapes are non-rendering objects that are turned from 2D to 3D through certain methods.
00:09 In this video, we'll look at one of those methods, Spline Rendering.
00:14 This allows you to make any shape renderable by adding a 3D mesh along that spline.
00:20 Here we're looking at a circle shape. In the parameters, one of the parameters
00:26 is called rendering. Spline Rendering is when you activate or
00:31 enable the rendering. I'm going to check these two boxes at the top.
00:38 One you check so that you can see the rendering in the view port, an the other
00:42 is so you can see the rendering, within the render window after you render.
00:48 There are two options for Spline Rendering.
00:51 Radial, which takes a circle object. Let's get in here.
00:59 And creates a 3d mesh along the path of the circle.
01:08 I can change the thickness, the sides to make it a little smoother.
01:16 The other option is a rectangle. This is the default rectangle.
01:30 I can change, length, width. I can add different angles, so it'll
01:40 allow me to, turn that. I can turn on and off this autosmooth to
01:51 add smoothing. Looks a little funky.
02:00 All 2D shapes have a rendering parameter. Whether it's a circle, a rectangle all of
02:09 them do. There's also a modifier that performs the
02:13 same function. In the modifier list it is a called
02:19 renderable spline, same exact parameters. Now we're going to take a look at the old
02:30 fashion alarm clock, this is a spline that I created that will represent the
02:36 handle and I am going to use spline rendering to create that, in the line
02:43 since it was a line it's already editable And like all two D, it has spline rendering.
02:56 I'm going to enable it in view port and enable it in render, keep it radial, I'm
03:01 going to add some more sides to it, just to make it a little smoother.
03:06 I'll go from eight to ten. And then if I look here in the front view
03:11 port I can change the thickness so it suits the thickness of the handle.
03:18 In this video we learned how to use rendering controls in the shape
03:23 parameters, this allows you to add a 3D mesh along your 2D shapes like what we
03:29 did here for the clock handle.
03:35
Collapse this transcript
Sweep lines
00:02 In this video we'll be looking at the sweep modifier, which extrudes a
00:06 cross-section shape along an underlining spline to make a new 3D object.
00:12 This is a simple way to create 3D objects from your 2D shapes.
00:17 Here in our scene we have a rectangle, just a simple rectangle.
00:21 And then in the modify panel I am going to add from the modifier list the
00:28 sweep modifier. Now initially, when we add it it's going
00:34 to apply by default a shape called an angle.
00:40 These are pre-made cross-sections that we can choose a variety.
00:47 This is a bar, and I can show you many of them.
00:52 Some of the ones that I particularly like are half round, and quarter round, which
00:59 are the shapes that you would use if you were making a molding for the floor of an interior.
01:13 This is called a wide flange, and it's kind of like an I shape.
01:20 And you can see here, it gives you a cross section of what each look like.
01:26 Now, along with being able to choose the built-in cross-sections, you can also
01:30 create your own. I've created one here, this little guy.
01:35 And in the Sweep modifier, I'm going to click on the Use Custom section.
01:47 Click on Pick (audio playing) and then click on that shape and it has given me that shape.
01:58 And again it's something I could use possibly like for some crown molding or a
02:03 chair rail or floor molding in an interior space.
02:08 This modifier is, can be very useful to create picture frames, or like I said the
02:12 floor moldings. In this video, we looked at the sweep modifier.
02:19 We used the sweep modifier on this rectangle to create something that
02:26 resembles a type of floor molding.
02:32
Collapse this transcript
Beveling and extruding splines
00:02 In this video, we will look at the Bevel and Extrude modifiers.
00:06 These modifiers add depth to all 3D splines.
00:09 The Bevel modifier has more extensive properties than the Extrude modifier,
00:13 allowing you to curve the sides of the 3D extruded model.
00:18 We're going to use this Max text, to, show how these modifiers work.
00:26 Once you create the Max text you can type in, whatever you want.
00:30 I just put in 3ds Max. And you can change it to whatever font
00:36 you want from the list or supply of whatever you have on your own computer.
00:41 I have Garamond and the size is 25. From the modifier list I'm going to
00:48 choose Extrude. By default, the Extrude modifier has no
00:55 amount applied. You can add the amount, and add segments
01:03 will give you subdivisions along the sides of the model.
01:08 You can turn off the caps at the start and end.
01:14 Which are like the top and the bottom. It's a little strange.
01:20 The Extrude modifier is limited in that way that it just gives you straight sides.
01:26 But it's a very easy way to turn a 2D object into a 3D object.
01:31 I'm going to remove the Extrude modifier by right-clicking over the Extrude
01:35 modifier and clicking Delete. And then from the list, the modifier
01:41 list, I'm going to choose our next modifier called Bevel.
01:46 Again, there's no amount set. And the first thing we see is the
01:52 parameters roll out. Let's click on that to close it, because
01:56 I want to start in Bevel Values. Level one in Bevel is just like Extrude.
02:04 But you can see that we have three levels.
02:08 Level one, level two and level three. We're going to use all of them.
02:12 So check the box next to level two, and check the box next to level three.
02:20 Change the height of level one to one inch.
02:25 Change the outline to 0.2. Let's do 0.4.
02:31 Level two, we're going to do a height of one inch and leave the outline at zero.
02:37 Level three, we're going to do a height of an inch and an outline of minus 0.4.
02:49 You can see that we get a nice rounded side.
02:53 Well, I guess this would be considered more of a chamfered side, because all of
02:59 the levels are straight. But if we go into the parameters now, we
03:04 can play around with some of the parameters.
03:06 In Surface, change a linear sides to curves.
03:10 Add two segments, three segments, and then below here check this box that says
03:16 Smooth Across Levels, and that makes it nice and smooth.
03:23 That's another option. Sometimes what can happen when you have
03:30 certain types, how close together a certain type is, you can get intersecting.
03:37 Down here it says intersections keep lines from crossing.
03:42 I always like to keep that checked, because that's going to keep from getting
03:47 some weird crossing. Sometimes that can look worse than it
03:52 does, you can see here in this section it's doing that.
03:56 If I turn that off, see how it does that? So you can play around with how much of a
04:01 separation there is. I can turn that value down, it's pretty
04:06 slow right now. Just make that like 0.5, so the distance
04:11 isn't quite so much. I'm going to keep that off for now.
04:18 In this video we learned how to use the Extrude and Bevel modifiers.
04:23 These modifiers give you the ability to add depth to your 2D shapes.
04:27 The Extrude modifier is a more simple modifier and gives your model straight
04:32 sides, where the Bevel modifier allows you to curve or chamfer the sides to get
04:36 a more sophisticated look.
04:40
Collapse this transcript
Lathing splines
00:02 In this video, we'll take a look at the laif modifier.
00:05 This modifier takes a spline profile shape and revolves it 360 degrees around
00:11 an access to create a 3D object. This powerful tool allows you to create a
00:18 highly detailed 3D models with very little effort.
00:22 For this example, we're going to create the bell of the old-fashioned alarm clock.
00:30 Now, I've drawn in green the profile that we are going to create to use for the lathe.
00:39 Now, when I say profile, I mean we're creating basically half of a profile.
00:45 We're going to use the line tool, from the shapes to begin with.
00:51 I'm going to start right up here at the top.
00:55 Click to create the shape to begin. And then I'm going to just make my way
01:04 down, creating curved and corner points. Now, with a Lathe, you can either close
01:21 the shape or leave it open. I'm going to leave it open.
01:29 So I'm going to right-click to exit. Just so we can see the shape that I created.
01:37 There it is. In the modify panel, I'm going to add the
01:44 lathe modifier. Initially the lathe is going to look
01:49 pretty strange. because what it's doing, is it's rotating
01:55 360 degrees around a central point. The default in the lathe modifier always
02:03 gives you 360 degree rotation. And that's showing you kind of what it does.
02:09 But it's rotating around the wrong part, it's rotating basically around this part
02:16 of our. Profile, not the edge here.
02:21 So, we need to move that and you can see here if I get in a little closer, this
02:27 blue line right here is that access point.
02:32 Now, there's a couple of ways we can change that.
02:34 I can go into the modifier, click on the little plus sign in the black box,
02:39 access, move that over. So when it, does its 360 rotation, it
02:48 will look more appropriate. (NOISE) I can also change it, by clicking
02:55 on a line. There's minimum, center, which is what it
02:59 was on before, or maximum. Minimum is clearly the one that we want,
03:05 now if we look at these two side by side, I am going to get out of that axis I am
03:10 going to click that up here on (UNKNOWN) you can see this doesn't quite look like
03:15 the bell, its got some issues I can go back and then edit it for (UNKNOWN) solid
03:20 down here at the bottom Second off, it needs a little work.
03:29 I can go back and forth between the shape, or my line, and the lathe.
03:37 If I go down here to line, you can see that the (UNKNOWN) modifier and its solid
03:43 part disappears. I can come in here, go back to line, Edit
03:49 the vertices to change a few things, make it look more appropriate.
03:56 i can also click. In the modify panel there's this row of
03:59 icons here. This guy here says, show end result.
04:03 If I turn it on, it will allow me to edit the spline, with the 3D object, updating
04:10 as I do it. The area that I think looks a little
04:15 strange is this area here. I think that needs to go in a bit.
04:19 This is supposed to be like a spherical part, so it's gotta look a little more spherical.
04:29 That's better. And this is.
04:33 Supposed to be like a bolt or a nut or something.
04:38 That. Now this part here, because it's supposed
04:41 to be hollow, looks a little strange, but I think for now we get the idea of what
04:48 the lathe modifier does. Very common things that you would use a
04:55 lathe for would be, like drinking glasses, plates, bowls, you know wine glasses.
05:00 Anything that has the same profile, 360 degrees around.
05:06 In this video, we learned how to use the lathe modifier to create the bell for an
05:09 old alarm clock. We used the pental to create the profile
05:14 and saw how the lathe revolved around The shape's access.
05:20
Collapse this transcript
Lofting splines
00:00 Lofting is another method for 3D object creation.
00:05 Starting with a shape that serves as a path, then adding any number of cross
00:10 section shapes that form a complex complete 3D object.
00:16 In this video we'll look at lofting to create the handle of this old alarm clock.
00:20 In itself, the handle is fairly simple. But this area here has a totally
00:25 different shape than the area up towards where your hand goes.
00:30 So this area down here underneath these bolts is flat, where this area up here is round.
00:37 I'm going to switch over here to a perspective view and unhide some splines
00:42 that I created. This spline here follows the shape seen
00:48 from the front view of the handle and these two shapes represent the different
00:54 cross sections that the loft will have. The rounded portion for this part and the
01:03 area that's slightly squished, sorry that's not a very technical term, but
01:09 it'll do. And that's the area that's going to come
01:13 down here. When you begin a loft, you start with the
01:17 path, the object that represents the path.
01:20 Move up to the menu bar. Create panel > Compound > Loft.
01:31 It converts the Path into a Loft Object. In the Parameters to the right, you'll
01:38 see under the Creation Method Roll Out Get Path, Get Shape.
01:44 We already had the path selected when we went into the loft, now we just have to
01:47 add shapes. I'm going to click on the first shape
01:52 which is the one that's more squashed. Squash circle.
01:56 When I add that, you can see that it's extruded that shape along that path.
02:07 Now we only really want that shape to go to about here and then it, for it to
02:12 transition into the circular shape. So now we're going to move to the Modify panel.
02:19 In the Modify panel, we're going to focus on these Path Parameters.
02:27 I'm going to switch my view port to a wider frame so I can see now towards the
02:33 end of this. I don't know if you see that right there,
02:39 it's a yellow x. Then if I move this value here where it
02:44 says path that x starts to move. I'm going to visually line up that little
02:50 x so that it goes somewhere about right here.
02:55 Sometimes it's hard to know the exact number to move this path parameter.
03:04 looks like its about eight units. Then I am going to click Get Path again
03:11 under creation method and I am going to add that ellipse.
03:17 We're not going to see any significant change but what it does it is just sets
03:21 up that between those two shapes that I've added.
03:27 It's going to have that ellipse shape. In order for us to be able to see this a
03:32 little bit better, I'm going to turn out, turn down how many subdivisions under
03:37 skin parameters. See, this is shape steps and pass steps.
03:43 I'm going to turn the shape steps down a little bit.
03:48 That's too low. That means our shape is going to be a
03:51 little bit choppy looking. But we can turn it up later when we're
03:55 done with the creation part. I'm going to turn the path down slightly,
03:59 just so we can see things a little bit better.
04:02 So there's the x. Now I'm going to move that x so it's up
04:06 here to that point. Back into the Path Parameters, I pretty
04:11 much know its about 50% along the path. because 0% along the path is this end, a
04:17 100% is here and were looking at about half way.
04:25 Actually it's like 50.5. I'm going to click get shape again and
04:30 this time I'm going to click the blue shape which is a circular shape.
04:36 Now, let's go back into solid mode. I hit F3 and you can see it's
04:43 transitioning from the ellipse or squished circle into the circle.
04:52 Let's change that to shaded, so that we don't get that.
04:58 Now it makes me think that I need to have a circle shape a little lower along a
05:02 cross section, a little lower so it stays more thick in this area.
05:08 So I'm going to move back down, let's go to like, 20.
05:13 Get Shape and click on the circle again. And you can see that how it's done that.
05:26 Now, I can actually edit the location of the shapes that are already On, by going
05:31 into Loft>shape. That allows me to be able to select the
05:38 shape, and move up and down, along the path.
05:49 Now one thing I am noticing here is that part is looking a little strange.
05:54 If I hit F4 to turn on my edged faces you'll notice there is a little bit of
05:59 twisting going on here. It's another thing that we are able to do
06:04 in shape mode, as I'm able to select a shape and rotate it.
06:10 Now again, you see how these lines are starting to twist?
06:14 I'm going to get that shape with my rotate tool and rotate the shape until we
06:19 don't have that twisting going on. A little bit more, there we go.
06:26 And then I can edit and move that, you know, up or down until it looks appropriate.
06:36 I can even go in and delete shapes. Let's say I decide that shape there, I
06:40 either don't like it's location or I just don't like it, I can hit delete.
06:45 And it'll delete it. I actually think it looks better without it.
06:52 Now, what I would do now is go in and repeat the same thing on the other side.
06:59 I would go down. There we go.
07:03 Go to the other side. I just moved in the wrong direction.
07:12 Let's get that back in play. There we go.
07:20 So, the final result of this will look like this.
07:28 In this video we looked at lofting as a method for creating a 3D object.
07:38 We used the handle of the old fashion alarm clock to build, using the path and
07:47 the cross sections, a complex shape, that matches almost perfectly, with the real object.
08:03
Collapse this transcript


Suggested courses to watch next:

3ds Max 2013 Essential Training (7h 9m)
Aaron F. Ross



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