Friday, December 27, 2019

3ds Max Animation Navigating the updated Curve Editor

3ds Max 2020 Animation Navigating Curve Editor

3ds Max Animation Navigating the updated Curve Editor If we select some keys, you'll see the length of those tangents there. And you can click this button to make the tangents larger. Just keep clicking it repeatedly and you will make those tangents larger and larger. Likewise, there's a button to make them smaller. The bulk of the new tools are on this tool bar here which is called the Keys Only Tools tool bar. We'll look at that in another movie but there are a bunch of miscellaneous key manipulation tools here. There are a few other tool bars available that are hidden by default. Let's look at how to reveal them. Right-click on the textured bar on the left of any one of the tool bars. Hold down the right mouse button and choose show toolbars. And these include all of the old ones that used to exist as well as some new ones. For example, we can choose the curves tool bar and that's got some useful buttons on here. For example, view all tangents. And when that's on, you don't have to select anything in order to see the tangents. Go back to my move keys tool now that I'm done scaling here. Or likewise, as we saw in the dope sheet, we have the ability to display key-able icons whether a track is key-able or not. And that's found on the curves tool bar as well. But the commands on the curves tool bar are also available from the menus. For example, we can go up to the view menu and enable keyable icons. Or once again, disable it.

3ds Max Modeling Navigating updated Track Views

3ds Max Modeling Navigating updated Track Views

3ds Max Modeling Navigating updated Track Views I can select it and then right-click in the view and choose to hide the selection. And now it's hidden, and when we enable the appropriate filter here, it's also hidden from the Dope Sheet. Let's unhide that box and then we'll see its track appear again. Right-click in the view and choose Unhide All, and now our box has returned, and its track has returned. So that's all it is, Visible Objects Toggle. If an object is hidden, you won't be able to see its track in the Dope Sheet. Down here, we've got a few navigation controls. Namely, we have the ability to frame the horizontal extents for the selected keys. We can just drag anywhere to make a selection of keyframes here, and then enable this switch, Frame Horizontal Extents Selected Keys, and the view expands out to enclose just the selected keys, but only in the horizontal dimension.

3ds Max Modeling Creating type with TextPlus

3ds Max Modeling Creating type with TextPlus

3ds Max Modeling Creating type with TextPlus If we click that button and the display showed only small dots in the center of each character, then that would mean that none of the characters were selected. The display I'm seeing now with a large orange rectangle around all of the type indicates that all of the characters are selected. We have limited capabilities in this mode. We can change the kerning per character. For example, I could get close in on that E and then click to change the spacing between it and the character before it. We can, for example, change the baseline and it will affect all characters because they're all selected. We could change the scaling, and again, that will affect all characters, but to get the full power of this we'll want to select per character. Let me undo that with Control + Z. To select a single character, hold down the Shift key and click on that character, and now we have the ability to scale just that character. We've got a corner here to scale uniformly and notice how the rest of the type is maintaining the spacing based upon the bounding box. Bring that down. Maybe look at this in the front viewport, Alt + W. Go over there and scale this up to a certain size. Maybe go to the next door neighbor, the E, and kern that a little bit tighter now. Use the middle mouse button.

3ds Max Modeling Modeling updated Bevel Profile

3ds Max Modeling Modeling updated Bevel Profile


3ds Max Modeling Modeling updated Bevel Profile Okay. I experimented with that for a minute and decided on a Bevel Depth of two centimeters and an outline offset of .4. But you may need different values depending upon the shape of your curve. Let's take a look at this now. I'll press F4 to turn off my edged faces. And there, we've got our interesting Beveled Edge. You might run into a few issues here and there with complex geometry. And we can see here, we're getting a little bit of a glitch there on the end. And that's just sort of part and parcel of this process Certain shapes are not gonna lend themselves that well to the Bevel Process. In this situation, if I really needed to clean that up, I would have to resort to using the Editable Poly Tools to do that. Alright. That is a basic introduction to the new and improved Bevel Profile Modifier.

3ds Max Modeling Managing operands Boolean Explorer

3ds Max Modeling Managing operands Boolean Explorer

3ds Max Modeling Managing operands Boolean Explorer That's an easy way to get to the parameters of the operands. If you wanna get to the parameters for the first operand, the one that you used when you first created the Boolean, then you can select that object and do it the old-school way, which is going to be through the Modify panel here. You can see that whatever object you have selected in the Boolean parameters will have its stack displayed. Then I can go into the Cylinder here. And I do get topology warning, but I'm not going to change anything here that would affect the Boolean results, so I can just say Yes. And in those Cylinder parameters, get in a bit closer here, we can see there's some overlapping geometry there. Just going to increase the height a little bit. All right, so that's how we harness the full power of the new Boolean, and also the Boolean Explorer.

3ds Max Modeling Creating compound objects with new Booleans

3ds Max 2020 Modeling compound objects Booleans

3ds Max Modeling Creating compound objects with new Booleans I can double-click to select one of these guys and then move it and you'll see where it overlaps with its neighbor we get an intersection. Alright, cool. So I'm gonna undo that movement, just restore it back to where it was. If we wanted to find the intersection of all of those objects, so that wherever they overlapped with the main disc we would have smaller discs, then that would be a good case for creating a sub-Boolean. Let's look at that. To make a sub-Boolean you go over to the modify panel and select one of the objects that you want to be a member of this sub-Boolean. And that's basically like parentheses in an algebraic equation. You're saying we wanna isolate this operation and perform it before we do any other operations. So I've got one of these cutter cylinders selected and then right-click and choose create new Boolean. Now I've got a sub-Boolean and I can drag these other ones one at a time into that.

3ds Max New Features Saving animation with Game Exporter

3ds Max 2020 Saving animation Game Exporter


3ds Max New Features Saving animation with Game Exporter Then we can close the scene explorer. Then go into the application menu, and choose export, game exporter. In the game exporter dialogue, go to the animation clips tab. Once again, we have the ability to create and manage presets with these icons here. The anim default preset is gonna be just fine for us. From the export all pulldown, we wanna choose export selection so we only save out the joints that we have animated.