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Selection masks are a way to restrict what you select within a scene. Now we've used them a little bit, but let's go through them a little bit more completely. Now in a complex scene like this, I might want to select certain types of objects and not select others. I can restrict this by using these selection masks right here. So we have two types of Selection Masks. One is per object, so, for example, if I turn all objects off, I won't be able to select anything in the scene.
But let's say I turn on only NURBs surfaces. So if I right-click over this, that will allow me to select NURBs, Poly Surfaces or whatever. So let's go ahead and just select only NURB Surfaces, so I still can't select this, but I can select parts of the scooter, which was built-in NURBs. Let's say I only have Poly Surfaces. That means I can select everything, but the scooter, which most of the rest of the stuff in the scene is polys. Or I can select all off, and let's say I wanted to select handle objects.
Now we really haven't gotten into handles too much, but let's say we are animating this character and we actually have some handles here. So, for example, here I have handles at the wrist of the character to move the arm. We can also turn on what are called miscellaneous objects right here and under there we have such as IK Effectors, Locators, and Dimensions. So let's go ahead and just turn all of those on and then I won't be able to select anything but that little steering control that I have for the scooter. So as you can see, we can basically refine or restrict what we select, which makes it a little bit easier to work in a scene.
So a lot of times in a scene I will go ahead and make little handles out of locators, or another great way to make handles is out of curve objects. That way I'm not selecting geometry. I'm just selecting those handles. So I don't have to dig through the scene to find one thing to select. So then we go ahead and turn All objects on here. Now I am actually going to go into Component mode, and when I go into Component mode that allows me to restrict by component. So here I have object level selection, here I have component level selection.
So, for example, if I was modeling this NURBs surface, I would be able to select control vertices, or I could turn them off. Let's go ahead and turn all components off. So that means I can't select anything, and then I can maybe select hulls. I can turn those on and off, and I can do the same for something like polygonal objects. So I could turn vertices and faces on and off as well. That's just another way to refine exactly what you select, which may make your modeling tasks a little bit easier.
So just be aware that these tools are all here and these actually can be very, very handy when you model or work in a complex scene.
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