Join Steve Nelle for an in-depth discussion in this video Viewport selection fixes and improvements , part of 3ds Max 2011 New Features.
In previous versions of 3ds Max when selecting at either the object or sub-object level, the Ctrl key would toggle between making a selection and deselecting if that same object or element was clicked on again. It wasn't such a big deal when working on an object but it did become a little bit of a pain in the butt sometimes when going after a few polygons or edges. Max 2011 has done away with that toggling back-and-forth concept, having now the Ctrl key used only for selection purposes. The Alt key is always is still your shortcut for deselecting.
Another new 2011 selection feature that allows animators to more effectively focus on their production workflow is the use of the Shift key when wanting to make a ring or loop selection at any sub-object level. In the past you could always select a loop of edges for an example by selecting a single edge then clicking on the Loop button over in the Modify column. The same thing held true for selecting rings. You'd simply select a single edge then move to the Ring option over on the right. Well, that option is still available but Max has conveniently added the Shift key in being able to do the same thing when making a loop or ring selection.
Again the feature works on any and all sub-object elements. While at the Edge Sub-Object mode, I'll go ahead and select a horizontal edge on the sphere. This time around I'll simply hold the Shift key down and click an adjacent horizontal edge. There we have the entire loop now being selected. Now I could also very easily have done that on a vertical edge. We'll click on one of those, again the Shift key goes down, and I'll click on a vertical edge this time.
There again is your loop. Now the ring selections will be done the same way. Let's again click on a vertical edge. This time while holding the Shift key down, I'll move to this side, clicking on another vertical edge, and we've got our ring. Now we could always add to this. Why don't we go up a couple rows. We'll change over to the Ctrl key. Let's click on another vertical edge. We'll let go of control, getting back on to shift. I'll position my mouse on top of another vertical edge and click again.
And we can certainly do this as many times as we would need. Once we've done that we can always do a little modeling, manipulating things as we typically would. Now that same Shift option would also work at the Polygon level. Let's switch over to that over in the stack. Now I'll click on a single polygon in the middle of the sphere. I'll hold the Shift key down and then click on an adjacent polygon just to the right. With that poly loop now selected, why don't we add to it? Again, I'll move a little bit higher, hold the Ctrl key down, clicking another polygon.
I'll then let go with the Ctrl key, changing over to the Shift key, clicking just to the adjacent right side. I am going to also do that below a couple of rows. Now to change the shape a little bit, I'll go to my Scale command, I'll go ahead and scale out a little bit in 3d and then I'll instead choose to scaling only in blue and then maybe back in. So a couple of quick and handy improvements to your Selection toolset. Ctrl now only for selecting and the Shift key for making loop and ring selections much easier.
- Using Caddies
- Slate Material Editor Overview
- Building a node-based shader
- Understanding the CAT (Character Animation Tools) plug-in
- Building and animating CATRigs
- Using the Viewport Canvas
- Rendering with the Quicksilver Hardware renderer
- Using the SketchUp importer