دانلود آموزش وی ری Vray با دوبله فارسی تری دی مکس پلاگین maya autocad 3d max revit After Effects sketchup معماری ArchiCAD مدل سه بعدی Lumion آبجکت صحنه آماده به رندر فیلم تکسچر و متریال آماده انیمیشن سازی رندرینگ مدلسازی 3 بعدی بازی سازی marvelous designer Photoshop InDesign illustrator Solidworks
Friday, December 27, 2019
3ds max Selecting in window and crossing modes
3ds max Selecting in window and crossing modes So if I click and drag here, and I don't select the entire region, then nothing gets selected. So in window mode I have to draw a large window and get that object entirely within the window in order to select it. And that is useful if you're trying to select something and it's kind of in a jumble in your scene and there's a lot of other stuff going on.
Using 3ds max Isolate Selection and Lock Selection
Using 3ds max Isolate Selection and Lock Selection Alright, so let's unlock it so you can select other things. And that's a useful tool. However, be careful because the keyboard shortcut for lock selection is kind of a dangerous one. It's the spacebar. So if you just tab the spacebar, then you've locked the current selection and you can't select anything else. I'll tap the spacebar again. What happens if I select nothing? I go out here and just click out here and select nothing and then press the spacebar 3ds max 2020 Isolate Selection and Lock Selection
3ds max Configuring viewport layouts
3ds max Configuring viewport layouts And we have solid backgrounds in these others. If you want to see solid backgrounds or gradients, you can do that from the menus up here, it's one way to do it. Go to Views, Viewport Background and then choose in this case Solid Color and that's for the current viewport. I'll go back to my Select Object Tool and I can select something and maybe zoom in with the keyboard shortcut I made earlier, Control + Shift + Z and now I can just work on just that one object. If I want to go back to my other layout, I can just click on the quad four button here and I'm taken back to that layout. Or I can click on my one large and three small, and I'm taken back to that layout. That was quick and easy. That's how to use the viewport layout tab's toolbar.
Using the 3ds max Scene Explorer outline
Using the 3ds max Scene Explorer outline So I can display everything except lights and so on. So I can go through here and just choose what I want to see and what I don't want to see. You'll be using the Scene Explorer quite a lot, especially to build hierarchies and drag and drop things to create parent relationships, but for now, it's enough to know that the Scene Explorer exists and you can get at from the button on the main toolbar.
Manipulating 3ds max objects around a transform center
Manipulating 3ds max objects around a transform center So I'll click and drag and I'm able to rotate around the common center of all of those vertices. I'll undo that with Control + Z. If we want to rotate each object around its own pivot point we can go up here to the flyout and choose Use Pivot Point explicitly. And now the manipulator hasn't moved, but if I rotate you'll see that each object is rotating around its own pivot point. Okay, I'll undo that. And then the last one down here at the bottom is Use Reference Coordinate Center and when that's active then you need to choose something up here in your Reference Coordinate System pull-down.Manipulating 3ds max objects around a transform center
Choosing a 3ds max reference coordinate system
Choosing a 3ds max reference coordinate system still rotate in whatever direction you want, but just like with the move tool local reference coordinate system is kind of fake and the fact that it always returns back to zero should be a dead giveaway that something strange is going on here. So I'm going to undo that with control z. I don't recommend using local mode if you can help it. It's got a lot of problems, not the least of which is called gimbal lock when the axes actually overlap and you can't rotate something. What I recommend for rotations in most cases is the gimbal coordinate system. And what that does is it allows us to visualize how the three axes interact. So I'll go over here to the perspective view. And if I rotate around the z axis everything looks normal. Nothing strange there. So I'll undo that. If I rotate around the x axis, again, it looks fine, nothing strange. I'll undo that. But if I rotate around the y axis, notice what's happening here. The red axis is actually rotating. So what's happening here is I'm seeing the effect of gimbal lock if I bring this red axis down until it meets the blue axis. Okay, so that's actually intentionally creating a bad situation. But at least we can see what's happening. We actually can tell by just looking what's going on. And if you're in gimbal coordinate system then when you rotate around one of these three axes, then that's what's going to get recorded in the animation. Whereas, if you're in any other mode such as world or local and you just innocently rotate around one axis, what you'll find is that your animation is rotating around two or three axes. So the gimbal mode is the most helpful because it actually shows you what's really going on and it hopefully will prevent you from getting into some dire situations. We'll look at gimbal mode later in the course when we talk about hierarchies and rigging. All right, so those are the key coordinate systems that you'll want to get familiar with. Primarily you have view, world, local, and gimbal.
So if we choose screen, that is in screen space in all views. So if I go over here to the perspective view and move this in x I'm actually moving it not in world x any longer, as we can see in the top viewport, it's moving in x and y 'cause I'm moving relative to the view plane of the perspective viewport. All right, well I don't usually use that. One that you'll use a lot is local. And that's the space of the object. And in this case it's the space of a group. Which is an invisible container for a bunch of objects. We'll look at groups later, but this monitor is an assemblage of objects I'll put into a group. And the entire group has been rotated so that the local coordinate system will show us the axis tripod or the move gizmo oriented with the objects themselves and not with the world and not with the screen. So local mode is really useful if you want to, for example, push something forward or to the side in it's own space. Now that local mode is kind of fake, because if you animate this you will find that you're not just moving in y.
That tripod indicates the orientation of the world grid, or the world coordinate system. So if I move this monitor in x in the top view I'm moving it in world x. If I move it in y in the top view I'm moving it in world y. But it's not the same if we go over to, for example, the front view. I'll right click in that front view so I don't lose my selection. And over here we see that y is still pointing up to the top of the screen and x is still pointing to the right. But it doesn't line up with what we see in the world axis tripod. In this front view the top of the view here is actually up in z, in world z or zed. So the manipulator or gizmo always stays the same in an ortho view when you're in view coordinate system. If I switch over to the left view, click there, y is pointing up and x is pointing to the right. So view coordinate system is the space of the viewport itself. And that's fine for an orthographic view. But in the perspective view we don't necessarily want to move in screen space. We usually want to move in world space. So if I go over to that perspective view and click there, we can see that the move gizmo is aligned with the world axes as shown here. So if I move in x I'm moving in world x. So the view coordinate system operates in screen space except for in a perspective or camera view where it operates in world space. Let's look at these other ones here.
3ds max Spline Modeling Creating a freehand spline
3ds max Spline Modeling Creating a freehand spline I'll set that back to a value of three and then draw my curve as I really want it to be. And then right click to exit. And I've got a bunch of practice curves there so I can select all of those and just delete them. I've got our freehand curve. So reselect that. Go back into the modify panel and rename it chord. And we have some options here. Sampling. As we increase the sampling, my each whole integer, we will reduce the level of detail on that spline. So I can bring that to sampling of one, and we're seeing all of the original knots, or control vertices, with a sampling value of two. We're seeing quite a lot less detail. It's up to you to decide how much sampling you want to apply. We're going to eventually convert this into an editable spline, and move those control vertices around. So of now I'm going to leave the sampling at a value of two. That's how to draw a freehand spline.
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