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The course covers Autodesk 3DS Max from the ground up, providing a thorough overview of this advanced 3D graphics and modeling package. Author Aaron F. Ross covers the 3ds Max interface and walks through common tasks such as modeling, texturing, lighting, animating, and rendering. The course is centered around real-world projects that provide designers practical examples to use with the lessons.
Once you've set up all your objects, as described in the previous few movies, then you're ready to link them together. One way to do that is, in the viewport, using the Select and Link button on the extreme left-hand side of the main toolbar. Select that icon, then click on the object that you want to be the child and drag to the object that you want to be the parent. For example, I'll click on this robotElbow, hold down the mouse, and drag it down to robotShoulder and release the mouse, and the parent object will flash just for a moment, you'll see that selection bracket just flash for a moment and that will indicate that the link has been made.
Of course you have to have Selection Brackets visible in order to see that, and remember the shortcut is J. Generally, you want to work from the outer extremities inward, because the outer parts are usually the children. I can continue that process. I can click on the shoulder, hold down the mouse, and you'll notice, by the way, as I move my cursor around, I'll get different cursor icons. When I get this icon with the little x, that means that's not a legal object.
I cannot actually link something to itself. But if I go down here, I get an icon that indicates it's okay to make this object the parent. Then I'll release the mouse button and the parent will flash for just a moment. Once again, I'll click on this one, hold down the mouse, and drag to the object that I want to be the parent. I can test all of this by using the Move tool or any one of the Transform tools, just making sure I don't try to rotate or move it in a locked transform.
This base here does not have locked positions. I've locked the positions of these ones here so I can't actually move those, but I can rotate them just to test to see if my links are working. Now up here at the top, I'm going to link this wrist, link the wrist here to the elbow. And finally, I've got these two claws that I want to link to the wrist. And in fact, I can do those both at once. I can drag a selection rectangle to select both of those and then click and hold and drag down to the object that I want to be the parent, and you'll see I get two dashed line this time.
And when I release the mouse, those two objects are now linked to the parent wrist. And again, I can test this by selecting that parent and rotating and making sure that the children are actually following along. To test the entire hierarchy I'll go back to the Move tool and move the root and make sure that everything else is following along. If I need to break links, I can simply select the object and click the Unlink button, and now this is no longer a child of the shoulder.
And I can test that by selecting the base and moving it and you'll see the elbow is not following along. I'll undo that and go ahead and link it back up again.
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