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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
So, I have got a box here that's 30-feet tall, and I've added a Bend modifier to it. Let's look in a little bit more detail at what we can do with modifiers. If you go to the modifier stack, you will see each modifier has got a little lightbulb icon next to it, and you can use that to turn that modifier on or off, so you can enable it or disable it. You can also delete modifiers. Let me just select it and press the Trashcan. Remove the modifier from the stack, and that will get rid of it. Let me undo that. We'll get it back.
Going a little bit deeper you will see if you open up a little plus sign next to the modifier, you will see what are called sub-object types. So a lot of modifiers and objects in 3ds Max have these so-called sub-object types. And the most predominant one here in this case is the so-called Gizmo. So if I select that I am now in a sub- object mode and Gizmo is highlighted in bright yellow, and while I am in this mode I can move or rotate the Bend effect.
So if I move this up you can see that yellow Bend Gizmo and what I'm doing is I'm changing the position of the Bend Gizmo and that then is having an effect on the shape of the object. To illustrate this more clearly, let's say I position the Bend Gizmo in the center here and then go and adjust the angle. You'll see that it's bending from that location. If I move the Bend Gizmo back down to the floor, now it's bending from that location.
Okay, so I can just do 180 degrees here. Type that in. And additionally I can limit the effect of the bend so you'll see Limits down here. So if I enable that, you'll see things get kind of strange right away until I start to adjust the Limits. So this Upper Limit, I am going to bring this upward quite a lot, maybe about 10 feet, maybe I'll just type in a value of 10 here. And what this is doing is it's telling the modifier that you should only bend this object for 10 feet from the center of the Gizmo.
So, if I'm then move the Gizmo up, we're able to isolate the Bend effect. So I'm moving that Gizmo up only in the Z axis. Being careful not to move it in X, undo that, Ctrl+Z. And moving it in Y won't make any difference in this case because it's not bending in that direction. But I'm just moving it up in Z and trying to position it so that both of the feet of my arch are hitting the floor. If I increase or decrease the Limits, that's going to change the size of the arch.
So I got the limit, distance, and I've got the Gizmo positioned to determine the size of this. Additionally, by the way, I can still adjust my box parameters. So let's say I decided that I wanted this to be a larger arch and I wanted, let's say, 12 feet to my Limits. But then now you'll see the box is not reaching the floor. Well, I can exit out of sub-object mode by clicking on this yellow here and now I'm back in object mode. And I can go down to the Box parameters and increase the height until it reaches the floor.
And I probably want to check this in the Front view so I'll go to Alt+W, go to my Front view, and make little micro adjustments here. And I might need to actually type in a value like 32 feet and 2 inches or something like that. Try to get it sitting flat on the floor or as close as I can. So, each modifier has got its own properties and many of them have sub-object types, such as Gizmo, that will let you adjust the positioning of that modifier.
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