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3DMAX2010常用工具命令

2018-03-10 11页 doc 37KB 15阅读

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3DMAX2010常用工具命令3DMAX2010常用工具命令 1. select and connect The 2. is bound to the distortion of space _ explosion effect 3. basic selection command 4. select and move (W) An example _ bouncing ball 5. select and rotate (E) Examples of _ blinds 6. copy Copy method: create a clon...
3DMAX2010常用工具命令
3DMAX2010常用工具命令 1. select and connect The 2. is bound to the distortion of space _ explosion effect 3. basic selection command 4. select and move (W) An example _ bouncing ball 5. select and rotate (E) Examples of _ blinds 6. copy Copy method: create a clone object that is completely independent of the original object. When modifying an object, it does not affect another object. Instance method: creates a fully interactive clone object of the original object. Modifying an instance object is exactly the same as modifying the original object. Reference method: when an object is cloned, a clone object associated with the original object is created. These two objects will be changed when the reference object changes the parameters of the modifier applied to that object. However, the new modifier can be applied to one of the reference objects. Therefore, it only affects objects that should be the modifier. Examples of _ round table and stool Example copy animation effects 7. select and zoom Select and zoom evenly Scale objects along the same scale along all three axes, while keeping the original proportion of objects. Selection is not evenly scaled Scaling objects in a non-uniform manner according to active axis constraints. Select and squeeze The object can be scaled according to the active axis constraint. The extruded object is bound to be scaled down on one axis and uniformly increased on the other two axes (and vice versa). 8. axis of transformation Use pivot point center One or more objects can be rotated or scaled around their respective axis points. The active key point is active so that the pivot point center will be turned off automatically, and other options are unavailable. Use Selection Center You can rotate or scale one or more objects around their common geometric centers. If multiple objects are transformed, 3ds Max calculates the average geometric center of all objects and uses the geometric center as the transform center. Use transform coordinate center You can rotate or scale one or more objects around the center of the current coordinate system. When you use the pick function to designate another object as a coordinate system (see the reference coordinate system), the coordinate center is the location of the object axis. You can choose links between creating and removing objects by using the selection in the toolbar and linking and canceling links. Linked object The conventional process to create links is to build from the object to the parent object hierarchy. On the toolbar, click Select and link, select one or more objects as child objects, and then drag the linked cursor from the selection to a single parent object. The selected object becomes the child object of the parent object. After linking the object, all transformations applied to the parent object will be applied to its child object as well. For example, if the parent object is scaled to 150%, its child object, and the distance between the child object and the parent object, is scaled to 150%. Cancel link object Click Cancel link selection to remove links from selected objects to their parent objects. Does not affect any child object of the selected object. You can quickly cancel the entire link by double clicking the root object to select the object and all of its child objects, and then clicking cancel link selection Link animation objects You should establish a link before setting up the object animation. The animation that links between objects created by "select and link" cannot be set. The link is still valid throughout the animation. If you want to link objects in part of the animation, and in another part, you don't link objects, and you can link constraints to change links at a particular frame. Display links The complex mesh hierarchy can be displayed along with links, and even uses links instead of mesh objects. To display a link, first select the object of the link. On the display panel > > > show the show scroll volume, enable display links to display links. You can also enable the link replacement object to display only links without displaying objects. Click bind to space warp". Drag the line from the selected object to a space warp object. You can also press H to select space warp by name. Space warp objects blink for a moment to indicate the success of the binding. The basic choice is to use the mouse or mouse with the button. The selected bed in the wireframe The selected beds in the smoothing and shading view step To select the object in the viewport: Click one of the selection buttons on the toolbar: select objects, select and move, select and rotate, select and zoom, or select and manipulate". Or, right click to open the viewport menu of four yuan, and then from the "transform" menu select "mobile" and "rotation" and "zoom" or "selection". In a viewport, move the cursor to select the object. When the cursor is on a selectable object, it becomes a small cross. The display mode selection area of the object depends on the type of the object and the viewport. In shader mode, any visible surface of an object is valid. In wireframe mode, either side or section of the object is valid, including hidden lines. When the cursor appears to select the cross fork, click to select the object (and deselect any of the previously selected objects). The selected wireframe object becomes white. The selected shader displays a white border at the corner of its bounding box. Note that when you select the overlapped object or child object with the mouse, the first click selects the object closest to the mouse cursor, and the second click selects the next nearest object, and so on. If you move the mouse at more than five pixels at any point in the sequence, the next click will start selecting the nearest object again. After you have selected the farthest object, click OK to select the nearest object again. To select all objects, do one of the following: Select Edit Menu > select". This will select all objects in the scene. On the keyboard, press the Ctrl+A key. To reverse the current selection, do one of the following: Select the Edit Menu > uncheck". This reverses the current selection mode. For example, suppose there are five objects in the scene at first, and two of them have been selected. When you select reverse, the two objects will be deselected, while the rest of the object will be selected. On the keyboard, press the Ctrl+I key. To expand or reduce selection, do the following: Hold the Ctrl key while clicking to select. This switches the selected state of the selected object. Use this method to select or deselect objects. For example, if two objects have been selected, and then press the Ctrl key and click to select third objects, the third object will be added to the selection. If you press the Ctrl key at this time and click either of the three selected objects, the object will be deselected. In addition, you can also hold the Alt key when you click and remove objects from the choices you have made. To lock the selection, do the following: Select object. Click the select lock switch on the status bar to enable lock selection mode. When you lock the selection, you can drag the mouse anywhere on the screen without losing the choice. The cursor displays the currently selected icon. If you want to deselect or change the selection, click the lock button again to disable lock selection mode. The keyboard switch used to lock selection mode is the space bar. To deselect an object, perform one of the following: Press and hold the Alt key, and then click the object or drag the area around it to deselect it. Hold down the Ctrl key and click to deselect the selected object. This is the toggle, and this operation can also select unselected objects. To deselect all the objects in the scene, select the Edit Menu > uncheck all ", or in the currently selected outside of the viewport click any empty space. Use the edit or select and move button or move command on the $four menu to select and move objects. To move a single object, you do not have to select the select and move button first. When the button is active, click the object to select and drag the mouse to move the object. The direction of movement is determined by the mouse and the current reference coordinate system. To limit the object relative to X, Y or Z axis or any two axis, click on the corresponding axis constraints toolbar button, and then use the "gizmo transform", or right-click on the object, and select the constraint from the transform menu. 4.6 select and rotate _ blinds examples Main toolbar > select and rotate" Right click objects. > $four Menu > change zone > Rotate Edit Menu > select and rotate" Use the edit or select and rotate button on the four dollar menu or the rotate command to select and rotate objects. To rotate a single object, you do not have to select the button first. When the button is active, click the object to select, and drag the mouse to rotate the object. When rotating objects around an axis (usually the case), do not rotate the mouse to expect the object to rotate according to the mouse movement. As long as the mobile mouse can be straight up. The upward rotation of the object is the opposite of the downward rotation of the object. The center of rotation is determined by the "change center" setting. copy Copy method: create a clone object that is completely independent of the original object. When modifying an object, it does not affect another object. Instance method: creates a fully interactive clone object of the original object. Modifying an instance object is exactly the same as modifying the original object. Reference method: when an object is cloned, a clone object associated with the original object is created. These two objects will be changed when the reference object changes the parameters of the modifier applied to that object. However, the new modifier can be applied to one of the reference objects. Therefore, it only affects objects that should be the modifier. To limit around X, Y or Z axis or any two axis of rotation, click on the corresponding axis constraints toolbar button, using Gizmo transform, or right-click and select the object constraint from "transform" sub menu. Select and zoom Select and zoom evenly Scale objects along the same scale along all three axes, while keeping the original proportion of objects. Selection is not evenly scaled Scaling objects in a non-uniform manner according to active axis constraints. Select and squeeze The object can be scaled according to the active axis constraint. The extruded object is bound to be scaled down on one axis and uniformly increased on the other two axes (and vice versa). Transform axle center Use pivot point center One or more objects can be rotated or scaled around their respective axis points. The active key point is active so that the pivot point center will be turned off automatically, and other options are unavailable. Use Selection Center You can rotate or scale one or more objects around their common geometric centers. If multiple objects are transformed, 3ds Max calculates the average geometric center of all objects and uses the geometric center as the transform center. Use transform coordinate center You can rotate or scale one or more objects around the center of the current coordinate system. When you use the pick function to designate another object as a coordinate system (see the reference coordinate system), the coordinate center is the location of the object axis. Click the mirror to display the mirror dialog box that moves these objects when mirroring the direction of one or more objects. The mirrored dialog can also be used to mirror the current selection around the current coordinate center. You can create clone objects at the same time using the mirror dialog box. If mirrored hierarchical links are used, options for mirroring IK restrictions can be used. 3DMAX2010 array (1) - Mobile array Refers to bulk replication of the source object in a specified manner, and the source object remains in its original location. Using the items in the array dimension group, you can create one-dimensional, 2D, and 3D arrays. 1, mobile array: refers to the source object in accordance with the specified "distance" mass copy
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