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Using grids

From: 3ds Max 2009 Essential Training

Video: Using grids

Max also offers a couple of very handy grid options you need to be aware of. Now in creating objects for your scene beware that by default each will be constructed in relation to what we call the home grid sometimes referred to as the construction plane. So if I was to go to the Box command, drop a box into my scene, you will notice the bottom of the box lays flat up against the grid and that will always be the case irrespective of what you make. So here is a column and you can see the same holds true. Now if you would like to build objects at a different angle, you can create and activate something called a helper grid.

Using grids

Max also offers a couple of very handy grid options you need to be aware of. Now in creating objects for your scene beware that by default each will be constructed in relation to what we call the home grid sometimes referred to as the construction plane. So if I was to go to the Box command, drop a box into my scene, you will notice the bottom of the box lays flat up against the grid and that will always be the case irrespective of what you make. So here is a column and you can see the same holds true. Now if you would like to build objects at a different angle, you can create and activate something called a helper grid.

Let's remove the objects from our scene. Let's go on to the command panel, we will stay in Create column but helpers. From here, we will go down to the grid option and again we will make a grid directly up against that construction plane. Now if we take our new grid and maybe rotate it around a few ways, you can see we are at now quite a different angle than the construction plane, we can now with that new grid selected right click and from the menu choose Activate Grid. So this temporarily disables our home grid and will now enable us to create new objects in relation to the helper grid.

Let's go back to our objects. Why don't we again choose the Box command, you will notice the new helper grid shows in the same and as I build my object, it's made in relation to that new grid. Why don't we also try that with cylinder and you can see how that works. Now when you finish using the helper grid, you can reactivate the home grid by simply going to the tools pull-down, going into the grid and snaps category and choosing Activate Home Grid. Our construction plane has now been reactivated and you can see anything now built will be made in relation to that.

Now another neat feature in Max is something called Auto Grid. The button can be found directly at the top of the object type category. Let's go and turn it on. Now when we move our mouse over the scene, you will notice the 3 colored axis tripod actually rotates as we move our mouse around the object. This is going to give us an opportunity to actually construct in relation to other objects already in our scene. So with the Cylinder command active, if we go ahead now and click and hold down, a new temporary grid forms and we will now build directly on for that.

And you can see what happens if we do it to the box and then maybe over to the top of the other cylinder. So that will give you a couple of handy grid features you can activate when needed.

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3ds Max 2009 Essential Training

90 video lessons · 10521 viewers

Steve Nelle
Author

 
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  1. 3m 52s
    1. Welcome
      2m 38s
    2. Using the example files
      1m 14s
  2. 17m 8s
    1. Understanding the production process
      3m 54s
    2. The importance of traditional art concepts and principles
      2m 5s
    3. Using reference materials
      1m 46s
    4. Understanding 3D space
      3m 48s
    5. Improving your workflow
      3m 48s
    6. Getting help
      1m 47s
  3. 23m 33s
    1. Understanding the interface
      4m 40s
    2. Working in the viewports
    3. Changing the measurement system
      1m 52s
    4. Using snaps
      2m 20s
    5. Using grids
      2m 21s
    6. Customizing the interface
      3m 39s
    7. Right-click features
      2m 37s
  4. 22m 13s
    1. Starting a new project
      3m 38s
    2. Importing and opening files
      4m 46s
    3. Saving and exporting files
      6m 33s
    4. Holding and Fetching
      4m 0s
    5. Summary info and object properties
      3m 16s
  5. 1h 18m
    1. Selection techniques
      9m 50s
    2. Naming objects
      2m 37s
    3. Reading the Transform Gizmo
      4m 44s
    4. Moving objects
      10m 17s
    5. Rotating objects
      2m 43s
    6. Scaling objects
      5m 12s
    7. Understanding coordinate systems
      10m 23s
    8. Introducing pivot points
      4m 11s
    9. Working in Pivot mode
      3m 39s
    10. Hiding and freezing objects
      5m 32s
    11. Cloning objects
      13m 20s
    12. Grouping objects
      5m 37s
  6. 1h 27m
    1. Creating standard primitive objects
      13m 48s
    2. Creating extended primitive objects
      10m 56s
    3. Creating shapes
      19m 35s
    4. Creating compound objects
      8m 31s
    5. Creating architectural objects pt. 1: Walls
      3m 0s
    6. Creating architectural objects pt. 2: Doors and Windows
      5m 2s
    7. Creating architectural objects pt. 3: Railings
      3m 18s
    8. Creating architectural objects pt. 4: Stairs
      2m 58s
    9. Creating architectural objects pt. 5: Foliage
      3m 14s
    10. Project: Creating a video camera
      16m 44s
  7. 1h 27m
    1. Extruding objects
      5m 28s
    2. Lathing objects
      6m 11s
    3. Changing the lathe axis
      6m 56s
    4. Lofting objects
      7m 10s
    5. Common lofting errors
      3m 36s
    6. Loft deformations
      3m 43s
    7. The Boolean command
      4m 27s
    8. The Pro Boolean command
      4m 47s
    9. Box modeling
      10m 25s
    10. Building a plane with box modeling
      8m 38s
    11. Paint deformations
      4m 40s
    12. Patch modeling
      6m 58s
    13. NURBS modeling
      4m 8s
    14. The NURBS Fillet command
      2m 51s
    15. Surface normals
      7m 34s
  8. 48m 11s
    1. Building a floor and walls
      8m 35s
    2. Building a table with legs
      7m 45s
    3. Building a lamp with a shade
      10m 59s
    4. Building a door
      4m 15s
    5. Building a doorknob
      3m 6s
    6. Building curtains
      7m 40s
    7. Adding plants
      5m 51s
  9. 1h 0m
    1. Sub-object types
      3m 50s
    2. Sub-object selection
      6m 26s
    3. Converting vs. using a modifier
      4m 10s
    4. Sub-object transformations
      9m 16s
    5. 2D sub-object modeling commands
      6m 55s
    6. 3D sub-object modeling commands
      12m 39s
    7. Ignore Backfacing
      4m 10s
    8. Soft Selection
      3m 28s
    9. Project: Building a low polygon flying saucer
      9m 40s
  10. 1h 17m
    1. What is the modifier stack?
      3m 50s
    2. Important things to know
      5m 34s
    3. Copying and pasting modifiers
      4m 2s
    4. Understanding the importance of modifier order
      3m 8s
    5. Applying modifiers in the middle of the stack
      6m 49s
    6. Collapsing the stack...how and why
      8m 44s
    7. Using the Displace Modifier
      3m 53s
    8. The Flex modifier
      2m 45s
    9. The Morpher modifier
      6m 43s
    10. The Noise modifier
      7m 5s
    11. The Slice modifier
      3m 18s
    12. The Symmetry modifier
      3m 41s
    13. Using the Symmetry modifier for character modeling
      2m 41s
    14. The TurboSmooth modifier
      3m 42s
    15. The Hair and Fur modifier
      5m 30s
    16. Applying modifiers at the sub-object level
      6m 31s
  11. 26s
    1. Goodbye
      26s

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