From the course: 3ds Max 2022 Essential Training
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Passing a selection up the stack - 3ds Max Tutorial
From the course: 3ds Max 2022 Essential Training
Passing a selection up the stack
- [Illustrator] So far in this course we've applied modifiers to entire objects, but you can also apply modifiers to parts of objects or sub-objects selections. There are a couple of ways to do that. First, I'm going to show you the non-destructive way which allows us to select by volume. And then, for example, delete part of a model. That's done by passing a selection up the stack to be processed. In this case, I want to delete some of the bottom polygons on my monitor stand. If I orbit around with Alt + middle mouse button and turn off the grid with a keyboard shortcut which is G we can see there are a bunch of polygons here at the bottom of the stand. If this were intended to be placed into a game engine, or if I had to have many, many, many instances of this model then I might choose to just optimize this by deleting the polygons on the bottom that no one will ever see, we can just call those out. The modifier stack…
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Contents
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Getting familiar with the interface2m 56s
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Customizing a workspace4m 59s
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Customizing background and grid colors2m 40s
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Creating primitives with keyboard entry4m 37s
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Creating primitives interactively with the mouse2m 36s
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Position objects with Select and Move5m 15s
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Rotate and scale objects4m 47s
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Navigating in viewports4m 10s
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Orbit and viewport Undo5m 8s
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Saving time with keyboard shortcut hotkeys3m 41s
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Customizing hotkeys5m 11s
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Choosing viewport shading modes3m 10s
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Advanced viewport settings and presets10m 9s
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Configuring viewport layouts2m 17s
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Specifying display units5m 22s
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Specifying system units4m 38s
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Defining the home grid4m 44s
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Saving a maxstart.max template scene3m 11s
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Merging scenes5m 4s
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Duplicating object instances with Array4m 22s
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Clone objects with transforms1m 15s
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Introducing snap4m 36s
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Precision transforms with Grid Snap4m 38s
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Outlining object names with Scene Explorer3m 53s
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Collecting objects in groups5m 4s
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Managing display layers3m 43s
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Controlling object and layer display properties5m 4s
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Understanding XRef external references3m 4s
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Creating an XRef record6m 52s
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Moving objects in reference coordinate systems5m 14s
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Rotating objects in reference coordinate systems4m 5s
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Manipulating objects around a transform center4m 23s
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Using Isolate Selection and Lock Selection2m 23s
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Selecting in Window and Crossing modes4m
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Creating shapes4m 34s
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Editing Bezier splines5m 17s
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Setting shape detail with interpolation3m 58s
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Modeling with the Extrude modifier5m 4s
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Extruding along a path with the Sweep modifier4m 13s
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Exporting paths from Adobe Illustrator4m 1s
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Importing Illustrator paths to 3ds Max3m 54s
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Adding a Bevel modifier4m 37s
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Controlling level of detail for a Bevel modifier5m 3s
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Modeling typography with TextPlus6m 30s
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Manipulating and fine-tuning TextPlus4m 36s
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Deforming an object with a modifier5m 22s
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Layering deformers in the modifier stack5m 6s
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Defining polygon level of detail4m 3s
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Passing a selection up the stack4m 4s
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Understanding topology dependence4m 59s
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Versioning and collapsing the stack5m 53s
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Preparing Boolean operands4m 52s
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Combine volumes with Boolean compound object6m
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Adding edges with QuickSlice6m 57s
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Adding edges with Cut2m 52s
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Hardening polygon edges with the Smooth modifier4m 21s
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Using the Modeling ribbon6m 10s
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Simplifying geometry with Remove3m 57s
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Branching with Editable Poly Extrude6m 25s
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Detailing a mesh6m 45s
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Rounding corners with Chamfer5m 46s
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Understanding subdivision surfaces3m 52s
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Best practices for modeling subdivision surfaces6m 23s
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Box modeling for subdivision surfaces4m 9s
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Modeling with the Symmetry modifier7m 43s
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Modeling curvature with Soft Selection8m 9s
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Refining geometry with SwiftLoop2m 42s
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Constraining sub-object transforms6m 9s
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Correcting a seam with Align to View4m 34s
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Sharpening corners with edge crease4m 36s
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Baking subdivisions4m 59s
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Creating a physical camera and target5m 54s
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First-person camera navigation in viewports3m 31s
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Enabling Safe Frames5m 11s
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Setting resolution and aspect ratio in Render Setup4m 11s
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Creating a free camera3m 10s
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Rotating in Gimbal coordinate space5m 48s
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Setting rotation axis order to emulate a tripod5m 50s
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Interactive production rendering8m 18s
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Creating photometric lights4m 7s
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Adjusting light intensity and color5m 53s
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Setting exposure control6m 27s
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Adjusting light shape8m 47s
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Controlling spotlight parameters7m 15s
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Using the light explorer2m 24s
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Illuminating with an environment color6m 31s
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Illuminating with an HDRI environment7m 10s
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Separating environment from background5m 39s
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Creating a sun and sky10m 37s
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Using the Slate Material Editor5m 47s
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Assigning materials to objects3m 58s
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Managing scene materials6m 5s
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Managing sample slots4m 52s
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Saving a material library4m 44s
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Physical material color and roughness5m 52s
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Physical material reflection parameters6m 36s
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Controlling viewport material shading8m 25s
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Controlling material sample size3m 40s
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Creating a 3D procedural map2m 6s
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Art directing 3D map parameters7m 46s
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Mapping bitmap image files6m 2s
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Projecting UVs with UVW Map4m 29s
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Using Real-World Map Size5m 14s
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Restoring links with Asset Tracking5m 24s
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Understanding hierarchies3m 44s
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Moving pivot points5m 10s
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Rotating pivot points4m 13s
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Prioritizing rotation axes6m 6s
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Linking objects4m 38s
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Locking transforms4m
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Correcting and avoiding scale issues5m 18s
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Choosing frame rate and playback speed5m 23s
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Choosing the active time segment6m 28s
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Creating keyframes in Auto Key mode3m 24s
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Creating keyframes in Set Key mode6m 7s
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Editing keyframes in the Track Bar timeline6m 50s
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Editing keyframes in the Dope Sheet7m 7s
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Editing keyframes in the Curve Editor6m 14s
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Editing interpolation in the Curve Editor5m 1s
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Manipulating tangents in the Curve Editor5m 25s
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Editing a trajectory with a motion path5m 9s
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