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Transform Commands

The basic transform commands are most straightforward way to change an objects position, orientation, or scale, click one of the three transform buttons on the Main toolbar or choose a transform from a shortcut menu. Apply the transform to a selected object using the mouse, the status bar Coordinate Display fields, a type-in dialog, or any combination of the above. The basic transform commands are the most straightforward way to change an object's position, rotation, or scale. T hese commands appear on the default main toolbar. They are also available from the default quad menu.

Select and Move


Main toolbar > Select and Move Right-click an object. > Move Use shortcut key W

Use the Select And Move button to select and move objects. To move a single object, you do not need to select it first. When this button is active, clicking an object selects it and dragging the mouse moves it.

Select and Rotate


Main toolbar > Select and Rotate Right-click an object. > Rotate Use shortcut key E

Use the Select and Rotate button to select and rotate objects. To rotate a single object, you don't need to select it first. When this button is active, clicking an object selects it and dragging the mouse rotates it. When you are rotating an object about a single axis (as is usually the case), don't rotate the mouse, expecting the object to follow the mouse movement. Just move the mouse straight up and straight down. Up rotates the object one way, down rotates it the opposite way. To restrict rotation about the X, Y, or Z axis, or to any two axes, click the appropriate button on the Axis Constraints toolbar, use the Transform

gizmo, or right-click the object, and select the constraint from the Transform submenu.

Select and Uniform Scale


Main toolbar > Select and Uniform Scale (on Select And Scale flyout) Right-click an object. > Scale (selects current toolbar Scale mode) The Select And Uniform Scale button, available from the Select And Scale flyout, lets you scale objects by the same amount along all three axes, maintaining the object's original proportions. Uniform scale does not change an object's proportions. To scale a single object, you don't need to select it first. When this tool is active, clicking an object selects it and dragging the mouse scales it.

Modifiers
You also use the Modify panel to assign modifiers. Modifiers are tools for reshaping an object. While they mold the final appearance of the object, modifiers do not change its underlying creation parameters Modifiers provide a way for you to sculpt and edit objects. They can change the geometry of an object, and its properties. The modifiers you apply to an object are stored in a stack. By navigating up and down the stack, you can change the effect of the modifier, or remove it from the object. Or you can choose to collapse the stack and make your changes permanent. There are other general things to know about using modifiers: You can apply an unlimited number of modifiers to an object or part of an object. When you delete a modifier, all its changes to the object disappear. You can move and copy modifiers to other objects using controls in the modifier stack display. The order or sequence in which you add modifiers is important. Each modifier affects those that come after it. For i nstance, adding a Bend

modifier before a Taper can give you distinctly different results than if you first added the Taper followed by the Bend.

You use the Modify panel to: Change the creation parameters for existing objects. Apply modifiers to adjust the geometry of an object or a set of objects. Change the parameters of modifiers and select their components. Delete modifiers. Convert a parametric object to an editable object; see Modifier Stack Controls.

The Modify panel stays in view until you dismiss it by clicking the tab of another command panel.

Bend Modifier
Modify panel > Make a selection. > Mo difier List > Object-Space Modifiers > Bend Make a selection. > Modifiers menu > Parametric Deformers > Bend The Bend modifier lets you bend the current selection up to 360 degrees about a single axis, producing a uniform bend in an object's geometry. Yo u can control the angle and direction of the bend on any of three axes. You can also limit the bend to a section of the geometry.

Bend applied to a streetlight model Procedures To bend an object: Select an object and apply the Bend modifier. On the Parameters rollout, set the axis of the bend to X, Y, or Z. This is the axis of the Bend gizmo, not the axis of the selected object. You can switch between axes at any time, but the modifier carries only one axis setting.

Set the angle of the bend along the chosen axis. The object bends to this angle. Set the direction of the bend. The object swivels around the axis. You can reverse angle and direction by changing a positive value to a negative

Shell Modifier
Modify panel > Make a selection. > Modifier List > Object-Space Modifiers > Shell Make a selection. > Modifiers menu > Parametric Deformers > Shell The Shell modifier solidifies or gives thickness to an object by adding an extra set of faces facing the opposite direction of existing fac es, plus edges connecting the inner and outer surfaces wherever faces are missing in the original object. You can specify offset distances for the inner and outer surfaces, characteristics for edges, material IDs, and mapping types for the edges. Also, because the Shell modifier doesn't have sub -objects, you can use the Select options to specify a face selection for passing up the stack to other modifiers. Please note that the Shell modifier doesn't recognize existing sub object selections, nor does it pass such selections up the stack.

Left: Sphere with part of surface removed; Rig ht: Sphere with Shell applied You'd typically use Shell on an object with part of its surface removed, such as a sphere with several deleted vertices or faces, as illustrated above. For best results, the original polygons should face outward. If an object has no faces with at least one free edge, Shell will not create any edges.

Taper Modifier
Modify panel > Make a selection. > Modifier List > Object -Space Modifiers > Taper

Make a selection. > Modifiers menu > Parametric Deformers > Taper The Taper modifier produces a tapered contour by scaling both ends of an object's geometry; one end is scaled up, and the other is scaled down. You can control the amount and curve of the taper on two sets of axes. You can also limit the taper to a section of the geomet ry.

Stretch Modifier
Select an object. > Modify panel > Modifiers List > Object Space Modifiers > Stretch Select an object. > Modifiers menu > Parametric Deformers > Stretch The Stretch modifier simulates the traditional animation effect of "squash and-stretch." Stretch applies a scale effect along a specified stretch axis and an opposite scale along the two remaining minor axes. The amount of opposite scaling on the minor axes varies, based on distance from the center of the scale effect. The maximum amount of scaling occurs at the center and falls off toward the ends.

Applying a Stretch modifier to the object on the left creates the object on the right. Procedures To stretch an object: Select an object. Apply Stretch. On the Parameters rollout > Stretch Axis group, choose X, Y, or Z. On the Parameters rollout > Stretch group, enter a value in the Stretch field. Adjust the Parameters rollout > Stretch group > Amplify setting to change the amount of scaling along the minor axes.

Twist Modifier
Modify panel > Make a selection. > Modifier List > Object -Space Modifiers > Twist Make a selection. > Modifiers menu > Parametric Deformers > Twist The Twist modifier produces a twirling effect (like wringing out a wet rag) in an object's geometry. You can control the angle of the twist on any of three axes, and set a bias that compresses the twist effect relative to the pivot point. You can also limit the twist to a section of the geometry. Procedures To twist an object: Select an object and apply Twist. On the Parameters rollout, set Twist Axis to X, Y, or Z. This refers to the axis of the Twist gizmo, not the axis of the selected object. You can switch between axes at any time, but only one axis setting is carried with the modifier. Set the angle of the twist. Positive values produce a clockwise twist, negative values a counterclockwise twist. An angle of 360 produces a complete revolution. The object twists to this amount beginning at the lower limit (by default, the location of the modifier's center).

AEC Extended Objects


Create panel > Geometry > AEC Extended AEC Extended objects are designed for use in the architectural, engineering, and construction fields. Use Foliage to create plants, Railing to create railings and fences, and Wall to create walls. 3ds Max includes such features as Foliage, Doors, Windows, Stairs, Railing, and Wall to make exploring three-dimensional design ideas much easier.

Doors and Windows


3ds Max supplies a number of parametric window and door objects that you can place into wall openings to add realism to an architectural model. These objects let you control details like trim and panel fill in your model. Tip: Use Snaps for added precision when adding doors and windows. When you create a new door or window, you must select four points in the scene that define the size and orientation of the rectangle that will be the door or window. You may find it easier to select these points in a given sequence, depending on your scene and views of the scene. If you already have a rectangular hole you want to fill, you can still create a door or window to your specifications by using the following procedure. To create a door or window: 1. Set up an angled User view so that you can see the bottom and one vertical edge of the opening and its full height. 2. Set the appropriate object snaps, such as Vertex or Endpoint. This helps make the model more precise. 3. After clicking Window or Door, choose one of two Creation Methods: Width/Depth/Height or Width/Height/Depth. 4. Make parameter adjustments to define details. The width and orientation of the door/window is always defined by the first mouse click and subsequent mouse drag. Depending on the creation method you use, either the height or depth of the object is defined next. If you have no object snaps set and are working in a Perspective or User Viewport, using the Width/Depth/Height Creation Method creates an upright Door or Window. The Width/Height/Depth Creation Method creates the object as if it were lying on its side.

Wall
Create panel > Geometry > AEC Extended > Object Type rollout > Wall button Create menu > AEC Objects > Wall The Wall object is made up of three sub-object types that you can edit in the Modify panel. Similarly to the way you edit splines, you can edit the wall object, its vertices, its segments, and its profile. When you create two wall segments that meet at a corner, 3ds Max removes any duplicate geometry. This "cleaning up" of the corners might involve trimming. 3ds Max cleans up only the first two wall segments of a corner, not any other wall segments that might share the corner. 3ds Max does not clean up intersections.

Procedures
To create a wall: You can create a wall in any viewport, but for vertical walls, use a Perspective, Camera, or Top viewport. 1. Set parameters for the Width, Height, and Justification of the wall. 2. In a viewport, click and release, move the mouse to set the desired length for the wall segment, and click again. This creates a wall segment. You can end the wall by right-clicking or you can continue to create another wall segment. 3. To add another wall segment, move the mouse to set the length of the next wall segment and click again. If you create a room by ending a segment at the end of another segment of the same wall object, 3ds Max displays the Weld Point dialog. This dialog lets you convert the two end vertices into a single vertex, or to keep the two end vertices distinct. 4. If you want the wall segments to be welded at that corner so that when you move one wall, the other wall stays correct at the corner, click Yes. Otherwise, click No. 5. Right-click to end the wall, or continue to add other wall segments.

Railing
Create panel > Geometry > AEC Extended > Railing button Create menu > AEC Objects > Railing Components of the railing object include rails, posts, and fencing. Fencing includes either pickets (balusters) or solid-filled material, such as glass or wood strip.

Railings used to create fences in a field. You can create a railing object either by specifying the orientation and height of the railing, or by picking a spline path and applying the railing to that path. When 3ds Max applies railing to a spline path, the latter is called a rail path. Later, if you edit the rail path, the railing object automatically updates to follow the changes you made. You can use three-dimensional splines as rail paths. When you create the lower rails, posts, and fencing components of a railing, you use the Spacing tool to specify the spacing of those components. 3ds Max names the Spacing tool dialog for each railing component: Lower Rail Spacing, Post Spacing, or Picket Spacing.

2 d modifiers
2 d modifiers are used to modify 2 d shapes such as extrude, lathe, sweep, bevel

Extrude Modifier
Select a shape. > Modify panel > Modifier List > Object-Space Modifiers > Extrude Select a shape. > Modifiers menu > Mesh Editing > Extrude The Extrude modifier adds depth to a shape and makes it a parametric object. AmountSets the depth of the extrusion. SegmentsSpecifies the number of segments that will be created in the extruded object.

Bevel Modifier
Select a shape. > Modify panel > Modifier List > Bevel The Bevel modifier extrudes shapes into 3D objects and applies a flat or round bevel to the edges. A common use for this modifier is to create 3D text and logos, but you can apply it to any shape. Bevel takes a shape as the base of a 3D object. You then extrude the shape up to four levels and assign an outline amount for each level.

Beveled text

Procedure
Example: To create beveled text: This example produces typical 3D beveled text, with equal bevels in front and back. 1. Create text using default settings. Font=Arial, Size=100.0. 2. Apply the Bevel modifier. 3. Type -1.0 in the Start Outline field. 4. For Level 1, do the following:

Type 5.0 for Height. Type 2.0 for Outline. 5. Turn on Level 2, and do the following: Type 5.0 for Height. Type 0.0 for Outline. 6. Turn on Level 3 and do the following: Type 5.0 for Height. Type -2.0 for Outline. 7. If needed, turn on Keep Lines From Crossing.

Fillet/Chamfer Modifier
Select a shape. > Modify panel > Modifier List > Object-Space Modifiers > Fillet/Chamfer Select a shape. > Modifiers menu > Patch/Spline editing > Fillet/Chamfer The Fillet/Chamfer modifier lets you fillet or chamfer the corners between linear segments of Shape objects. Fillet rounds corners where segments meet, adding new control vertices. Chamfer bevels corners, adding another vertex and line segment. Note that this modifier works on the splines at the sub-object level of the shape. It does not work between two or more independent shape objects. When you apply Fillet/Chamfer, you're placed in a Vertex sub-object selection level. You can select (and move) any vertex, but only Corner vertices and Bezier Corner vertices are valid for fillet and chamfer functions. In addition, both segments connected by a Bezier Corner vertex must be linear rather than curved. There are two methods for applying either fillets or chamfers:

Select one or more valid corner vertices, and then adjust either the Radius spinner to fillet the selected corners, or the Distance spinner to chamfer the corners. You can preset the Radius or Distance values, and then select one or more valid corner vertices, and click one of the Apply buttons to apply the specified value to the selected vertices. Note: As of version 3 of 3ds Max, Edit/Editable Spline includes interactive fillet/chamfer functions. The only reason to use this modifier is to apply it at a specific location on the stack.
Lathe Modifier

Select a shape. > Modify panel > Modifier List > Lathe Select a shape. > Modifiers menu > Patch/Spline Editing > Lathe Lathe creates a 3D object by rotating a shape or NURBS curve about an axis.

Object resulting from 360-degree lathe

Interface
Modifier Stack

AxisAt this sub-object level, you can transform and animate the axis of revolution. For more information on the stack display, see Modifier Stack.
Parameters rollout

DegreesDetermines the number of degrees that the object is spun around the axis of revolution (0 to 360, default=360). You can set keyframes for Degrees to animate the circular growth of a lathed object. The Lathe axis auto-sizes itself to the height of the shape being lathed.

Object resulting from 270-degree lathe Weld CoreSimplifies the mesh by welding together vertices that lie on the axis of revolution. Keep it turned off if you intend to create morph targets. Flip NormalsDepending on the direction of the vertices on your shape, and the direction of rotation, the lathed object might be inside out. Toggle the Flip Normals check box to fix this. SegmentsDetermines how many interpolated segments are created in the surface between the start and endpoint. This parameter is also animatable. Default=16

Lights
Create panel > Lights Create menu > Lights Nighttime scene with artificial lighting

Lights are objects that simulate real lights such as household or office lamps, the light instruments used in stage and film work, and the sun itself. Different kinds of light objects cast light in different ways, emulating different kinds of real-world light sources. When there are no lights in a scene, the scene is shaded or rendered with default lighting. You add lights to give the scene a more realistic appearance. Lighting enhances the clarity and threedimensionality of a scene. In addition to general lighting effects, lights can be used to project images. (See Advanced Effects Rollout.) Light objects replace the default lighting. As soon as you create a light, the default lighting is turned off. If you delete all the lights in the scene, default lighting is turned back on. The default lighting consists of two invisible lights: one is above and to the left of the scene, and the other is below and to the right. Tip: One way to begin your work on lighting a scene is to convert the default lighting into light objects by using the command Add Default Lights To Scene. Note: A scene's lighting is also affected by the Ambient Light setting on the Environment And Effects dialog > Environment panel.

Types of Lights
3ds Max provides two types of lights: standard and photometric. All types are displayed in viewports as light objects. They share many of the same parameters, including shadow generators.
Standard Lights

Standard lights are computer-based objects that simulate lights such as household or office lamps, the light instruments used in stage and film work, and the sun itself. Different kinds of light objects cast light in different ways, simulating different kinds of light sources. Unlike photometric lights, Standard lights do not have physically-based intensity values.
Photometric Lights

Photometric lights use photometric (light energy) values that enable you to more accurately define lights as they would be in the real world. You can set their distribution, intensity, color temperature, and other characteristics of real-world lights. You can also import specific photometric files available from lighting manufacturers to design lighting based on commercially available lights.

Name and Color Rollout (Lights)


Create panel > Lights > Create a light. > Name and Color rollout Create menu > Photometric Lights > Create a light. > Modify panel > Name and Color rollout Create a light. > Modify panel > Name and Color rollout

The Name And Color rollout lets you change the name and geometry color of a light. Changing the color of the light geometry can be useful when working with many lights. For example, in a scene with many different types of lights, you could make all spotlights red, and all omni lights blue to easily distinguish them. Changing a light's geometry color has no effect on the color of the light itself. You can set the color the light emits on its Intensity/Color/Distribution rollout (for photometric lights), or its Intensity/Color/Attenuation rollout (for standard lights).

Procedure
To change the color of a lights geometry: 1. Create or select a light in your scene. 2. In the Name and Color rollout, click the color swatch to open a Color Selector. 3. Choose a new color and click OK. To change the name of a light: 1. Create or select a light in your scene. 2. In the Name and Color rollout, click the name field and enter the new name, then press the Enter key. The light's name has changed. To create a light: 1. 2. 3. 4. On the Create panel, click Lights. Choose Standard or Photometric from the drop-down list. Standard is the default. In the Object Type rollout, click the type of light you want to create. Click a viewport to create the light. This step varies slightly depending on the type of light. For example, if the light has a target, you drag and click to set the targets location. Light objects replace the default lighting. As soon as you create a light, the default lighting is turned off. If you delete all lights in the scene, the default lighting is restored. 5. Set the creation parameters. Like all objects, lights have a name, a color, and a General Parameters rollout.

Target Spotlight
Create panel > Lights > Standard > Target Spot button Create menu > Standard Lights > Target Spotlight

Top: Top view of a target spotlight Bottom: Perspective view of the same light A spotlight casts a focused beam of light like a flashlight, a follow spot in a theater, or a headlight. A target spotlight uses a target object to aim the camera. To create a target spotlight: 1. On the Create panel, click Lights. Standard is the default choice of light type. 2. In the Object Type rollout, click Target Spot. 3. Drag in a viewport. The initial point of the drag is the location of the spotlight, and the point where you release the mouse is the location of the target. The light is now part of the scene. 4. Set the creation parameters. To adjust a target spotlight: 1. Select the light. 2. Use Move on the main toolbar to adjust the light. As an alternative, right-click the light and choose Move. Because the spotlight is always aimed at its target, you can't rotate it about its local X or Y axis. However, you can select and move the target object as well as the light itself. When you move either the light or the target, the light's orientation changes so it always points at the target. Note: The targets distance from the light does not affect the attenuation or brightness of the light.

Omni Light
Create panel > Lights > Standard > Omni button Create menu > Standard Lights > Omni Light

Top: Top view of an omni light Bottom: Perspective view of the same light An Omni light casts rays in all directions from a single source. Omni lights are useful for adding "fill lighting" to your scene, or simulating point source lights. Omni lights can cast shadows and projections. A single shadow-casting omni light is the equivalent of six shadow-casting spotlights, pointing outward from the center. When you set a map projected by an Omni light to be projected using the Spherical, Cylindrical, or Shrink Wrap Environment coordinates, the map is projected in the same way as it would be mapped to the environment. When you use the Screen Environment coordinates or Explicit Map Channel Texture coordinates, six copies of the map are projected radially.

Procedure
To create an omni light:

1.

On the Create panel, click Lights. Standard is the default choice of light type.

2. In the Object Type rollout, click Omni. 3. Click the viewport location where you want the light to be. If you drag the mouse, you can move the light around before releasing the mouse to fix its position. The light is now part of the scene. 4. Set the creation parameters. To adjust the light's effect, you can move it as you would any object.

Target Direct Light


Create panel > Lights > Standard > Target Direct button Create menu > Standard Lights > Target Directional Light

Top: Top view of a target directional light Bottom: Perspective view of the same light Directional lights cast parallel light rays in a single direction, as the sun does (for all practical purposes) at the surface of the earth. Directional lights are primarily used to simulate sunlight. You can adjust the color of the light and position and rotate the light in 3D space. A target directional light uses a target object to aim the light. Because directional rays are parallel, directional lights have a beam in the shape of a circular or rectangular prism instead of a "cone."

Procedures
To create a target direct light: 1. On the Create panel, click Lights. Standard is the default choice of light type. 2. In the Object Type rollout, click Target Direct. 3. Drag in a viewport. The initial point of the drag is the location of the light, and the point where you release the mouse is the location of the target. The light is now part of the scene. 4. Set the creation parameters. To adjust the light's direction, move the target object.

Material Editor
Main toolbar > Material Editor Rendering menu > Material Editor

Keyboard > M The Material Editor provides functions to create and edit materials and maps.

Maps Rollout (Standard Material)


Material Editor > Standard material > Maps rollout A material's Maps rollout lets you access and assign maps to various components of the material. You can choose from a large variety of map types. To find descriptions of these types, and how to set their parameters, see Map Types.

Materials create greater realism in a scene. A material describes how an object reflects or transmits light. Material properties work hand-in-hand with light properties; shading or rendering combine the two, simulating how the object would look in a real-world setting. You apply materials to individual objects or selection sets; a single scene can contain many different materials. Note: Creating a new material clears the Undo/Redo lists.

Procedures
To view the Material Editor:

Click the Material Editor button on the main toolbar. The Material Editor dialog has sample slots for viewing previews of materials. When you first view the Material Editor, the material previews have a uniform default color.

2D Maps
2D Maps are two-dimensional images that are typically mapped onto the surface of geometric objects, or used as environment maps to create a background for the scene. The simplest 2D maps are bitmaps; other kinds of 2D maps are generated procedurally. Bitmap: An image saved as an array of pixels in one of a number of still-image file formats, such as .tga, .bmp, and so on, or an animation file such as .avi, .flc, or .ifl. (Animations are essentially sequences of still images.) Any of the bitmap (or animation) file types that 3ds Max supports can be used as a bitmap in a material.

Checker: Combines two colors in a checker pattern. You can replace either color with a map. Combustion: Works in conjunction with the Autodesk Combustion product. You can paint directly on a bitmap or object and have the result update in the Material Editor and viewports. The map can include other Combustion effects. Painting and other effects can be animated. Gradient: Creates a linear or radial ramp of three colors. Gradient Ramp: Creates a great variety of ramps, using as many colors, maps, and blends as you choose. Swirl: Creates swirled (spiraling) patterns of two colors or maps. Tiles: Creates bricks or other tiled materials with colors or material mappings. Includes commonly defined architectural brick patterns, but you can also customize patterns.

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