3D MAX Learning
L View Area
n Toggle the view by right-clicking on the View
N Master's shortcuts: Top T, front F, left L, perspective P, camera C
n trying to control the zone
N Select attempt, with ALT + W will attempt to extend to the entire window, using G to control the display of the grid
8 tool buttons in the L View area
L
L Frame area: Making animation
L on the right side of the frame ; X Y Z coordinates, setting of the selected object
L Zoom
n Scroll the mouse wheel to make the zoom appear
N Zoom Area: Change a place, select the box, then right-click to restore
L Tentative work: Click the left mouse button, right-click and do not release the left button, release the right button
L three major coordinate systems: screen coordinates, world coordinates, local coordinates
n screen coordinates: defined by the visual angle of the object, refers to the current visual angle, needs to understand the process, when it
N World coordinates: the results are the same in any view of the eye x-axis movement
n Local coordinates: the direction in which an object is born to be defined, along its own axis
n View coordinates: The screen coordinates are used in the three views, and the world is used to sit in the perspective
L Modeling
N-Polygon Modeling method is the main method of Max
N Graphite Modeling tool is polygon modeling
N Skinning Modeling: You can create a three-dimensional shape (called surface modeling) by using a two-dimensional line to frame the object, and then modeling the method, plus the surface command.
N Synthetic modeling: Creating a new object from two or more two objects
U use the composition in the object type (there are many kinds of commands) and the curve to model (loft)
N-Patch Modeling: Editing an object as an editable patch (in a modifier), which can show a more rounded surface
N NURBS: Purely computer-simulated modeling, can be used to represent some of the models that have not been built on the industry, Maya and Rhino's NYBS modeling is more powerful, Max's NURBS shortcomings and function is not perfect, but NURBs modeling method, very powerful.
L in the modifier, the object is converted to editable multi-deformation, editable patches, click on the + sign, can be the object's local vertex, change, boundary, polygon, element (with continuity of elements), to the object of local editing
N Attach: Add another object into an object and become an element of the whole object.
In the modifier list, convert the object to an editable polygon, and then you can use, connect, (vertex mode) to cut, to edit the polygon
L Select a continuous open edge and use the seal in the modifier list to wrap the open boundary.
l Use of Capture function: shortcut key s
n Right-click on the capture, select the type of object you want to capture, and when you have a certain distance from the object, the object that is captured is displayed.
U 3 snaps: x, y, Z axes will snap
U 2.5 snapping: the z axis of the current active view is invalid, only the x, y axes are valid
U axis constraints are invalidated when snapping, and you can select Enable Axis constraints in the options to enable axis constraints.
You put two objects together, using three-dimensional capture, you can click on the lock after selection, (Can not go to select other objects), to move
L Texture:
n Select the material ball, and then choose to pay the current material to the current selection (or you can drag the material ball directly onto the object) the material must be paid to the face and not be assigned to one or more points.
n What color to set the diffuse reflection to, and what color the object will behave as.
n You can also map the object, drag the map onto the material ball, then click Show Material Map, and the material will appear on the object.
3D Max Interface Learning Note (i)