- •Preface
- •About This Book
- •Acknowledgments
- •Contents at a Glance
- •Contents
- •Relaxing at the Beach
- •Dressing the Scene
- •Animating Motion
- •Rendering the Final Animation
- •Summary
- •The Interface Elements
- •Using the Menus
- •Using the Toolbars
- •Using the Viewports
- •Using the Command Panel
- •Using the Lower Interface Bar Controls
- •Interacting with the Interface
- •Getting Help
- •Summary
- •Understanding 3D Space
- •Using the Viewport Navigation Controls
- •Configuring the Viewports
- •Working with Viewport Backgrounds
- •Summary
- •Working with Max Scene Files
- •Setting File Preferences
- •Importing and Exporting
- •Referencing External Objects
- •Using the File Utilities
- •Accessing File Information
- •Summary
- •Customizing Modify and Utility Panel Buttons
- •Working with Custom Interfaces
- •Configuring Paths
- •Selecting System Units
- •Setting Preferences
- •Summary
- •Creating Primitive Objects
- •Exploring the Primitive Object Types
- •Summary
- •Selecting Objects
- •Setting Object Properties
- •Hiding and Freezing Objects
- •Using Layers
- •Summary
- •Cloning Objects
- •Understanding Cloning Options
- •Mirroring Objects
- •Cloning over Time
- •Spacing Cloned Objects
- •Creating Arrays of Objects
- •Summary
- •Working with Groups
- •Building Assemblies
- •Building Links between Objects
- •Displaying Links and Hierarchies
- •Working with Linked Objects
- •Summary
- •Using the Schematic View Window
- •Working with Hierarchies
- •Setting Schematic View Preferences
- •Using List Views
- •Summary
- •Working with the Transformation Tools
- •Using Pivot Points
- •Using the Align Commands
- •Using Grids
- •Using Snap Options
- •Summary
- •Exploring the Modifier Stack
- •Exploring Modifier Types
- •Summary
- •Exploring the Modeling Types
- •Working with Subobjects
- •Modeling Helpers
- •Summary
- •Drawing in 2D
- •Editing Splines
- •Using Spline Modifiers
- •Summary
- •Creating Editable Mesh and Poly Objects
- •Editing Mesh Objects
- •Editing Poly Objects
- •Using Mesh Editing Modifiers
- •Summary
- •Introducing Patch Grids
- •Editing Patches
- •Using Modifiers on Patch Objects
- •Summary
- •Creating NURBS Curves and Surfaces
- •Editing NURBS
- •Working with NURBS
- •Summary
- •Morphing Objects
- •Creating Conform Objects
- •Creating a ShapeMerge Object
- •Creating a Terrain Object
- •Using the Mesher Object
- •Working with BlobMesh Objects
- •Creating a Scatter Object
- •Creating Connect Objects
- •Modeling with Boolean Objects
- •Creating a Loft Object
- •Summary
- •Understanding the Various Particle Systems
- •Creating a Particle System
- •Using the Spray and Snow Particle Systems
- •Using the Super Spray Particle System
- •Using the Blizzard Particle System
- •Using the PArray Particle System
- •Using the PCloud Particle System
- •Using Particle System Maps
- •Controlling Particles with Particle Flow
- •Summary
- •Understanding Material Properties
- •Working with the Material Editor
- •Using the Material/Map Browser
- •Using the Material/Map Navigator
- •Summary
- •Using the Standard Material
- •Using Shading Types
- •Accessing Other Parameters
- •Using External Tools
- •Summary
- •Using Compound Materials
- •Using Raytrace Materials
- •Using the Matte/Shadow Material
- •Using the DirectX 9 Shader
- •Applying Multiple Materials
- •Material Modifiers
- •Summary
- •Understanding Maps
- •Understanding Material Map Types
- •Using the Maps Rollout
- •Using the Map Path Utility
- •Using Map Instances
- •Summary
- •Mapping Modifiers
- •Using the Unwrap UVW modifier
- •Summary
- •Working with Cameras
- •Setting Camera Parameters
- •Summary
- •Using the Camera Tracker Utility
- •Summary
- •Using Multi-Pass Cameras
- •Creating Multi-Pass Camera Effects
- •Summary
- •Understanding the Basics of Lighting
- •Getting to Know the Light Types
- •Creating and Positioning Light Objects
- •Viewing a Scene from a Light
- •Altering Light Parameters
- •Working with Photometric Lights
- •Using the Sunlight and Daylight Systems
- •Using Volume Lights
- •Summary
- •Selecting Advanced Lighting
- •Using Local Advanced Lighting Settings
- •Tutorial: Excluding objects from light tracing
- •Summary
- •Understanding Radiosity
- •Using Local and Global Advanced Lighting Settings
- •Working with Advanced Lighting Materials
- •Using Lighting Analysis
- •Summary
- •Using the Time Controls
- •Working with Keys
- •Using the Track Bar
- •Viewing and Editing Key Values
- •Using the Motion Panel
- •Using Ghosting
- •Animating Objects
- •Working with Previews
- •Wiring Parameters
- •Animation Modifiers
- •Summary
- •Understanding Controller Types
- •Assigning Controllers
- •Setting Default Controllers
- •Examining the Various Controllers
- •Summary
- •Working with Expressions in Spinners
- •Understanding the Expression Controller Interface
- •Understanding Expression Elements
- •Using Expression Controllers
- •Summary
- •Learning the Track View Interface
- •Working with Keys
- •Editing Time
- •Editing Curves
- •Filtering Tracks
- •Working with Controllers
- •Synchronizing to a Sound Track
- •Summary
- •Understanding Your Character
- •Building Bodies
- •Summary
- •Building a Bones System
- •Using the Bone Tools
- •Using the Skin Modifier
- •Summary
- •Creating Characters
- •Working with Characters
- •Using Character Animation Techniques
- •Summary
- •Forward versus Inverse Kinematics
- •Creating an Inverse Kinematics System
- •Using the Various Inverse Kinematics Methods
- •Summary
- •Creating and Binding Space Warps
- •Understanding Space Warp Types
- •Combining Particle Systems with Space Warps
- •Summary
- •Understanding Dynamics
- •Using Dynamic Objects
- •Defining Dynamic Material Properties
- •Using Dynamic Space Warps
- •Using the Dynamics Utility
- •Using the Flex Modifier
- •Summary
- •Using reactor
- •Using reactor Collections
- •Creating reactor Objects
- •Calculating and Previewing a Simulation
- •Constraining Objects
- •reactor Troubleshooting
- •Summary
- •Understanding the Max Renderers
- •Previewing with ActiveShade
- •Render Parameters
- •Rendering Preferences
- •Creating VUE Files
- •Using the Rendered Frame Window
- •Using the RAM Player
- •Reviewing the Render Types
- •Using Command-Line Rendering
- •Creating Panoramic Images
- •Getting Printer Help
- •Creating an Environment
- •Summary
- •Creating Atmospheric Effects
- •Using the Fire Effect
- •Using the Fog Effect
- •Summary
- •Using Render Elements
- •Adding Render Effects
- •Creating Lens Effects
- •Using Other Render Effects
- •Summary
- •Using Raytrace Materials
- •Using a Raytrace Map
- •Enabling mental ray
- •Summary
- •Understanding Network Rendering
- •Network Requirements
- •Setting up a Network Rendering System
- •Starting the Network Rendering System
- •Configuring the Network Manager and Servers
- •Logging Errors
- •Using the Monitor
- •Setting up Batch Rendering
- •Summary
- •Compositing with Photoshop
- •Video Editing with Premiere
- •Video Compositing with After Effects
- •Introducing Combustion
- •Using Other Compositing Solutions
- •Summary
- •Completing Post-Production with the Video Post Interface
- •Working with Sequences
- •Adding and Editing Events
- •Working with Ranges
- •Working with Lens Effects Filters
- •Summary
- •What Is MAXScript?
- •MAXScript Tools
- •Setting MAXScript Preferences
- •Types of Scripts
- •Writing Your Own MAXScripts
- •Learning the Visual MAXScript Editor Interface
- •Laying Out a Rollout
- •Summary
- •Working with Plug-Ins
- •Locating Plug-Ins
- •Summary
- •Low-Res Modeling
- •Using Channels
- •Using Vertex Colors
- •Rendering to a Texture
- •Summary
- •Max and Architecture
- •Using AEC Objects
- •Using Architectural materials
- •Summary
- •Tutorial: Creating Icy Geometry with BlobMesh
- •Tutorial: Using Caustic Photons to Create a Disco Ball
- •Summary
- •mental ray Rendering System
- •Particle Flow
- •reactor 2.0
- •Schematic View
- •BlobMesh
- •Spline and Patch Features
- •Import and Export
- •Shell Modifier
- •Vertex Paint and Channel Info
- •Architectural Primitives and Materials
- •Minor Improvements
- •Choosing an Operating System
- •Hardware Requirements
- •Installing 3ds max 6
- •Authorizing the Software
- •Setting the Display Driver
- •Updating Max
- •Moving Max to Another Computer
- •Using Keyboard Shortcuts
- •Using the Hotkey Map
- •Main Interface Shortcuts
- •Dialog Box Shortcuts
- •Miscellaneous Shortcuts
- •System Requirements
- •Using the CDs with Windows
- •What’s on the CDs
- •Troubleshooting
- •Index
212 Part II Working with Objects
Figure 6-18: All objects assigned to a layer can be viewed in the Layer Properties dialog box.
Summary
Selecting objects enables you to work with them, and Max includes many different ways to select objects. In this chapter, you’ve done the following:
Learned how to use selection filters
Selected objects with the Edit menu by Name, Color, and Region
Selected multiple objects and used a named selection set to find the set easily
Selected objects using other interfaces
Accessed the Object Properties dialog box to set Display and Rendering settings for an object
Learned how to hide and freeze objects
Separated objects using layers
In the next chapter, you work more with multiple objects by learning how to clone objects. Using these techniques, you could very quickly have too many objects (and you were worried that there weren’t enough objects).
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Cloning Objects
and Creating
Object Arrays
The only thing better than one perfect object is two perfect objects. Cloning objects is the process of creating copies of
objects. These copies can maintain an internal connection (called an instance or a reference) to the original object that allows them to be modified along with the original object. For example, if you create a school desk from a Box primitive and modify its parameters, the same resulting effect is applied to all instances of the original.
An array is a discrete set of objects that are regularly ordered. So creating an array of objects involves cloning several copies of an object in a pattern, such as in rows and columns or in a circle.
I’m sure you have the concept for that perfect object in your little bag of tricks, and this chapter lets you copy it over and over after you get it out.
Cloning Objects
You can clone objects in Max in a couple of ways (and cloning luckily has nothing to do with DNA or gene splices). One method is to use the Edit Clone (Ctrl+V) menu command, and another method is to transform an object while holding down the Shift key. You won’t need to worry about these clones attacking anyone (unlike Star Wars: Episode II).
Using the Clone command
You can create a duplicate object by choosing the Edit Clone (Ctrl+V) menu command. You must select an object before the Clone command becomes active, and you must not be in a Create mode. Selecting this command opens the Clone Options dialog box, shown in Figure 7-1, where you can give the clone a name and specify it as a Copy, Instance, or Reference. You can also copy any controllers associated with the object as a Copy or an Instance.
Caution |
The Edit menu doesn’t include the common cut, copy, and paste |
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commands because many objects and subobjects cannot be eas- |
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ily pasted into a different place. However, you will find a Clone |
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(Ctrl+V) command, which can duplicate a selected object. |
C 7H A P T E R
In This Chapter
Cloning objects
Understanding copies, instances, and references
Using the Mirror and Snapshot tools
Spacing clones along a path with the Spacing tool
Creating object arrays
Using the Ring Array system
214 Part II Working with Objects
Cross-
Reference
Figure 7-1: The Clone Options dialog box defines the new object as a Copy, Instance, or Reference.
The difference between Copy, Instance, and Reference is discussed in the “Understanding Cloning Options” section in this chapter.
When a clone is created with the Clone menu, it is positioned directly on top of the original, which makes distinguishing it from the original difficult. To verify that a clone has been created, open the Select by Name dialog box by pressing H and look for the cloned object (it has the same name, but an incremented number has been added). To see both objects,
click the Select and Move button on the main toolbar and move one of the objects away from the other.
Using the Shift-clone method
An easier way to create clones is with the Shift key. You can use the Shift key when objects are transformed using the Select and Move, Select and Rotate, and Select and Scale commands. Holding down the Shift key while you use any of these commands on an object clones the object and opens the Clone Options dialog box. This Clone Options dialog box is identical to the dialog box previously shown, except it includes a spinner to specify the number of copies.
Performing a transformation with the Shift key held down defines an offset that is applied repeatedly to each copy. For example, holding down the Shift key while moving an object five units to the left (with the Number of Copies set to 5) places the first cloned object five units away from the original, the second cloned object ten units away from the original object, and so on.
Tutorial: Cloning dinosaurs
The story behind Jurassic Park is pretty exciting, but in Max we can clone dinosaurs without their DNA.
To investigate cloning objects, follow these steps:
1.Open the Cloning dinosaurs.max file found in the Chap 07 directory of the CD-ROM.
2.Select the dinosaur object by clicking it in one of the viewports.
3.With the dinosaur model selected, choose Edit Clone (or press Ctrl+V). The Clone Options dialog box appears.
Chapter 7 Cloning Objects and Creating Object Arrays |
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4.Name the clone First clone, select the Copy option, and click OK.
5.Click the Select and Move button (or press the W key) on the main toolbar. Then in the Top viewport, click and drag the dinosaur model to the right.
As you move the model, the original model beneath it is revealed.
6.Select each model in turn, and notice the name change in the Create panel’s Name field. Notice that the clone is even the same object color as the original.
7.With the Select and Move button still active, hold down the Shift key, click the cloned dinosaur in the Top viewport, and move it to the right again. In the Clone Options dialog box that appears, select the Copy option, set the Number of Copies to 3, and click OK.
8.Click the Zoom Extents All button (or press Shift+Ctrl+Z) in the lower-right corner to view all the new dinosaurs.
Three additional dinosaurs have appeared, equally spaced from each other. The spacing was determined by the distance that you moved the second clone before releasing the mouse. Figure 7-2 shows the results of our dinosaur cloning experiment. (Now you’ll need to build a really strong fence.)
Figure 7-2: Cloning multiple objects is easy with the Shift-clone feature.