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3D Studio Max Interface

When Max is first started you will see this screen. This is the main interface, it is broken into sections to group similar commands together. Max does not allow typed in commands such as can be used with AutoCAD but it does allow shorthand keystrokes. These will be covered as necessary and as a separate reference sheet. Max also supports Right clicking commands to access quick or extended menus for many command. Additional command are available by using Crtl + Right click and Alt + Right Click. You may not be able to see all the icons across the screen top as shown. The size of the icons and the number shown are determined by the screen resolution. If they are not visible you may slide the row of icons back and forth as needed to view them, (it is important to learn this step because is also used on panels as we will learn later). To move the icon row at the top of the screen move the cursor over the grey space between the icons and a hand will appear in its place. Left click and hold the mouse button down, then move the mouse in the direction that you want the panel to slide. This option works for the command panel, and many dialog boxes as well as the toolbar across the top.

For simplicity we will break the screen into sections as shown:

Command Prompt The command prompt will issue information about what is occurring or what needs to be done when working in Max. Pay close attention to what it says. Command Panels The command Panels are used to create, modify and animate objects as well as additional panels are used to access utilities. These panels are accessed through the tabs at the top of the panel. They are Create, Modify, Hierarchy, Motion, Display and Utilities, as shown in Figure 4 from left to right. Selecting a tab will cause the entire panel to change. To use a command simply click on the tab to display the panel and select the command. Commands that operate on objects will not display unless you have the correct object(s) selected. After you complete a command or wish to cancel it simply right click in the active viewport to stop the command in progress, or finish the current command. Create is used to create objects for your Max scene. The term object is used because objects can be Geometry (items that are animated, furniture, people etc), Lights, Cameras, etc. All objects have a name, it is important to give them descriptive names so as to be able to distinguish them later. To name an object simply type over the default name in the space under the Name and Color flyout. It may be necessary to switch panels to change the name, all panels do not have the flyout.
Figure 4

Modify is used to modify your objects. From this panel you can apply modifiers to alter your object or change the original parameters that were used to create the object. One of the most powerful things about Max is the ability to change anything created at a later date. For example if you create a lamppost that is circular in shape, you can go back 6 months later and change it from a circle to an octagon without any trouble. Hierarchy is used to help control the way objects interact with each other in an animation. For example; on an animated person the arm, hand, and fingers are separate objects, but to move an arm on an animated person will cause the hand to move and the fingers on the hand also, even though they are all separate objects. The way they interact with each other is the Hierarchy. This tab also contains the ability to change the pivot point of any object so that it rotates around a different point. Motion is used to control animated motions such as having a car follow a line instead of having to manually move it around the track. This is the place to apply special animations controllers for many specialized purposes. Character Studio motions are applied and edited here. Display Since Max scenes can become complex this panel allows you to hide objects you dont want to see, or items that are complex that can cause the scene to react slowly while working with other objects. Hiding an object makes it disappear from the screen but freezing an object causes it to display grey on the screen but be unable to be selected or modified. You can also hide or freeze by right clicking on selected items, select properties from the popup menu, then the hide / freeze option from the upper right corner of the properties dialog. You can only unfreeze/unhide from the display command panel. Utilities These are specialties items that are tools and not directly tied to the other 4 panels file management, camera motion matching, etc. Note: When a command is issued it will stay in effect until it is canceled. This can be confusing at first and may cause you to create more than one object when you only needed one. There are 3 ways to overcome this. After issuing a command you may right click in the active viewport to stop the command, (be sure the command is complete or it will cancel the command), click the select button, or switch from one panel to another. You may also hit esc at the upper left of the keyboard. Selection Options Transforms and Constraints After an object is created you will want to move Selection Options Figure 6 or alter an object(s). 1st Select the object(s). You may select them singularly filter to get only objects of a certain type as a group

Transforms

. You may us a (H is

or select them by name.

the shortcut key to this icon) Once selected they will turn white. 2nd You may then apply a transform to them, which are Move, Rotate, and Scale.

There are three different scale transforms accessible by clicking and holding the scale icon down. Each scale transform has a separate icon. You can also right click on your selected objects to access the transforms but you can only use the scale transform that is currently displayed on the main toolbar. 3rd You can control the way the transform is applied by the constraints. The constraints control which direction(s) that the transforms will effect the selected objects, as well as what that direction is based on. Starting in Max 3 you now have constraints on the fly. When a transform is engaged then the XYZ Tripod Icon sown here will display. Selecting on an axis will turn it yellow and cause the transform to only operate in that direction. Selecting one of the small right angles at the corners causes the transform to act in two axises at the same time. The constraints for rotate consist of curcles instead of arrows. Note: Selecting a constraint before a transform will usually do no good. The transform will remember
and restore the last constraint used with that transform. So if an object must be moved to the left then you must select the move transform, then the X direction constraint.

Snaps The snaps will force objects to move to specific points (Move Transform), Angles (Rotate Transform), Percentages (Scale Transform), or spinners to move in specific increments. Spinners are the small up/down arrows next to certain numeric options. Note: Menus for these snap setting can be opened by right clicking on the snap button. Many other items also have extended menus including the transforms, and viewport names.

Animation Controls The animation controls are used to move through the frames on an animation. Starting in Max 5 there are two ways to set animation keys. (Animation keys store key information about how an object is animated and what frame the animated property is at its fullest point.) 1. When the AUTOKEY Animate button is depressed (Red) then any change you make will be animated. For example to animate a ball moving across a room place the ball where it is supposed to be on frame #0, then click the AUTOKEY animate (the button turns red). Next, type in the frame number of where it will stop moving in the white space under the play arrows. Move the ball to where it is supposed to be on that frame, and it is animated. Do not forget to click the animate button again to turn it off. When the play button is used the ball will move from one spot to another.

Note: Anything done on frame 0 will not be animated even if the animate button is turned on. This is because to animate motion you must have a start and end point. The 0 frame can not be both the start and end point of a motion.

2.

To use the SET KEY animate button turn the SET KEY animate button on and place your object where you want it on frame 0. Click the large Key icon to set the key for frame 0. Next change to the frame you want the object to be in a different position on and click the Key button to set the key for that frame.

Viewports and View Port Controls The viewports are used to look at objects from various angles and are imperative to good modeling skills. These control the viewports and how you move around inside of them. They can also be used to animate camera movement, visually. Each viewport can be used to display top, front, back, left, right, user defined, camera, and track views. They can also be used to view what a light shines on from the perspective of the light. Advanced controls for each port can be obtained by left clicking on the text in the upper left corner of the port. Note: The viewport controls will change according to the type of port you are in. i.e. camera view, perspective view, etc. Keep this in mind if the icons are not what you expected in the controls. Those shown in the above example are for a perspective port. Additional Commands These are commands and panels used for rendering, materials or animation track view panels. They are each very important to the overall effect of the animation but do not have an effect on the objects themselves.

Shortcut Keys T R L B K F P U C W E Sets the Active Viewport to the Top View. Sets the Active Viewport to the Right View. Sets the Active Viewport to the Left View. Sets the Active Viewport to the Bottom View. Sets the Active Viewport to the Back View. Sets the Active Viewport to the Front View. Sets the Active Viewport to a Perspective View. Sets the Active Viewport to User View. Sets the Active Viewport to the Selected Camera View. If more than one camera exists then you will receive a dialog box if more no camera or more than one camera is selected. Toggles active window full-screen on and off. Sets current window to view extents mode

Spacebar Locks and Unlocks the currently selected objects. Shift+L Hides all the Lights in the scene. (They still render) Shift+C Hides all Cameras in the scene. 2 Toggles the Tab Panel on & off. 3 Toggles the Command Panel on & off. 5 Opens the Unhide dialog box. F1 Opens Help F3 Toggles Shade & highlight mode on & off in the active viewport. F4 Toggles Edge highlighting mode on & off in the active viewport. F5 Selects X constraint F6 Selects Y constraint F7 Selects Z constraint F8 Toggles between XY, YZ, and XZ constraints. F9 Quick Render F10 Render Dialog Box F11 Opens Maxscript Listener Widow. F12 Displays Transform type in dialog box M Opens the Material Editor. N Toggles the Animate Button on & off O Turns Degradation Override on and off. A Toggles Angle Snap on and off S Toggles Entity Snap on and off D Disables Current View G Toggles grid on and off H Opens Select by name dialog box Z Enables Zoom mode in current viewport V Enables Orbit mode in current viewport < Rewinds back to the first frame > Fast forward to the Last Frame / Play Animation Y Toggles the Tab Panel on & off. Right clicking over an icon(s) will give extended menus. Be sure to familiarize yourself with all the menus.

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