Activate Front viewport and select bottom cylinder. Try to rotate or move each cylinder then you will see how the linked hierarchy is constructed. Click Hierarchy Tab on Control Pannel and click “Affect Pivot Only” and move each cylinders pivot to desired position.ģ0 Linked Object Animation Click “Affect Pivot Only” once again to disable pivot mode. Select middle cylinder and drag to bottom cylinder as same before. Click on “Select and Link” at the right side of “Redo” Button. Click “Assign Material to Selection” button to assign texture and click “Show Map in Viewport”Ģ6 Assign to Material to Selection Show Map in ViewportĢ8 Linked Object Animation Draw 3 cylinders at the front viewport. Double click “Bitmap” at the top of the lists. Click a small button beside of diffuse color. You can choose shading modes, specular amount, colors, opacity etc. (Determines centers of scaling and rotation.) Constraining action to lie along one or two named axies.Ģ5 Material and Texture Mapping Click “Material Editor” above the control pannel. (Determines coordinate axies.) Choice of “Pivot”: Object’s own pivot, Selected objects’ collective pivot, Center of coordinate system. Choose “Transform Coordinate Center” on Main Toolbar.Ģ2 Non-Uniform Scaling Parent Coordinate System Transform Coordinate Center Constrain to Y AxisĢ3 Max Provides Lots of Options for Controlling Transformations Choice of coordinate system: World, Parent, Local, etc. Choose “Parent” coordinate system on Main Toolbar. Choose “Non-Uniform Scaling” on Main Toolbar. Drag a box around the vertices in the upper hemisphere.Ģ1 Editing Editable Mesh Add an Xform modifier, under “More” on the Command Menu. Click on the “Select Object” arrow on the Main Toolbar. It is not a parameterized sphere object.ġ9 Editing an Editable Mesh Go to an orthographic viewport. Indicate “Select by Vertices”.ġ8 At this level of the modifier stack, the object is a mesh composed of vertices, faces and edges. The user may, delete and re-order operations on the stack.ġ7 Converting a Parameterized Object to an Editable Mesh Create a sphere. Allows user to return to earlier operations and change the way they were done. Edit the modifier stack to put the twist before the bend.ġ3 Use cut and paste to put the twist modifier before the bend modifier.ġ5 Modifier Stack Record of sequence modeling operations: –Earliest operations on bottom of stack.
Change the numbers of segments in the creation parameters.ġ0 Switch to “Wire Frame” view so we can see the segments.ġ1 Now add a twist modifier and choose the twist angle.ġ2 This is not what you wanted.
Click on the “Bend” modifier and adjust the angle to your liking.Ĩ Box does not appear to be bent, because not enough segments are used to display it.ĩ Select “Box” on the Modifier Stack drop down menu. Many artists use.Ĥ Menu Bar Tab Panel Command Panel Orthographic Viewports Perspective Viewport Viewport ControlĦ Create Button Creation Parameters Object Type Creation parameters for BOX include length, width, height, and numbers of segments in each of the three directions.ħ Modifying Object Click on “Modify” button to right of “Create” button. Object oriented design - Objects in Max are analogous to objects in C++ (We can approach by programming plugins) High quality. Used various fields such as character animation, game development, and visual effects production. Reference URL : ģ Features & Benefits Modeling & Animating tool by Kinetix. Reference URL :'- Presentation transcript:ġ Modeling and Animation with 3DS MAX R 3.1 Graphics Lab. Presentation on theme: 'Modeling and Animation with 3DS MAX R 3.1 Graphics Lab.