How to use graphite modeling tools in the 3ds Max 2010 release

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Author: User



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Tutorial Category: Max modeling
For readers: advanced users
Freeyy

This tutorial is mainly for old users who used the 3DS Max Polygon Modeling plug-in PolyBoost, the main content of the article is to discuss the changes relative to the previous version, as well as parameter updates, tips and so on, mainly for the convenience of old users quickly adapt to new things, in the max What is covered in the help documentation I don't want to waste too much expression and saliva ~ ~ ~, so to fully learn the graphite modeling of Max 2010 Please refer to the User Guide documentation for 3ds Max 2010. In addition, the Graphite modeling tool discussed in this article is available in the English version of 3DS Max SP1, and the PolyBoost version used for comparison is 4.1. I have the limited ability to have errors and omissions in the article please point out to me, thank you very much ~ ~

First, the design of the interface of graphite modeling
A By default, the graphite modeling component of Max 2010 is placed horizontally above the work view, and I like to put the PolyBoost interface on the right side of the max work view because of my previous usage, so I've researched these things.

Graphite Modeling Max 2010 custom menu elements are distributed in: Customize User interface--menus (or toolbars/quads)--category:modeling:graphite Toolscustomize User Interface--menus (or toolbars/quads)--category:polytools Graphite Tools The interface is changed vertically by the default Horizontal command button mode: Customize User interface--menus (or toolbars/quads)--category:modeling:graphite Tools Drag the Toggle Modeling Ribbon Orientation (graphite modeling Direction Toggle) command from the list to any custom cell (such as menus). Hide Display Graphite Modeling panel

There are buttons on the Max 2010 interface, or Tools--graphite Modeling Tools ... Command
(PS: I finally gave up the Graphite toolbar vertically placed ideas, the reason is that, a lot of commonly used command "automatic table" actually put in the expansion menu, that is, some panels in the graphite panel display the small triangle click Open after the panel, to continue to show it you need to hover the mouse over the top, and vertical positioning of the Graphite toolbar, the "small triangle" will appear on the left side of each panel, I often encounter the mouse click on the "small Triangle", the expansion panel appears, but several times when I moved the mouse to these expansion panel when it disappeared, back and forth several times, I am bored to death ~ ~ So I can not use max default layout, can't stand ing ...
B I personally recommend using graphite modeling it is best to always set its interface to show full Ribbon (display the complete interface), and then use the new graphite modeling display switch on the Max 2010 main toolbar to completely turn it off or display it.
(PS: I do not understand, directly to the PolyBoost integration is over, the original interface to take over how good ah, compared to the original interface, Max 2010 of this interface is really huge, but the irony is incredibly many functions and buttons actually can not be fully displayed, After all, software attracts its own function rather than the flashy buttons and text! )

C The add to Quick Access Toolbar command on any command button in the Graphite Modeling command panel will appear with this command, which allows you to add a button for any graphite modeling system to the new Quick Access Toolbar on Max 2010. That is, the software default startup interface in the upper left corner of the new, open, save the toolbar ... but when I try this feature, it will expire when I exit max 2010, even if you keep the Cui file useless. Implement a method to keep your graphite custom command on the Quick Access Toolbar open Customize User Interface--toolbars, here's a quick access Toolbar This is a new addition, you put the commands you need to customize here, When you're done, save Max's interface *.cui files together to keep your custom status here.

For example, Max 2010 needs to be able to activate and use a graphite modeling system after converting any object to an editable poly/Edit Polygon object, so there's a problem with polyboost comrades know that PolyBoost can start a polygon modeling edit with no selection or creation of any object, that is, with the new empty Object command. Now Max 2010 has to manually build an object and convert it to Polygan before using the graphite modeling component. Then use the above method in the Toolbars--category:polytools type to drag Emptyobject to the right of the Quick Access Toolbar list, then remember to save your UI for Maxstartui.ui then You can see your custom commands every time you start.


D Reunite the scattered polyboost menu commands (not necessary)
By default, the "Automatic table" is the original integrated in the PolyBoost toolbar, the functions of the various buttons are divided, some directly integrated into the corresponding modifier, some integrated into the Max menu, some of the graphite modeling interface in the "Small Triangle" expansion menu (PS: The whole into a hidden off ...) Can't do it ... really want 45 degrees angle look up ... , we can use the previously mentioned custom elements to rearrange these original polyboost commands, either in menu form or in Quick Access toolbar form or as a custom toolbar, so that you don't have to look around the interface to find a mouse. The screenshot below is a case where I gather the commands that appear on the menu, which may be handy for your operation:


Second, the change of the new and old interface and parameter change
I'll show you the location correspondence of each interface or button command in the old and new interface, and if they have any functional changes. For the tools and parameters that are completely the icon of the original function of Max, I simply ignore them without any narration.

A Graphite Modeling Tool Main interface

1th Panel: Polygon Modeling Polygon Modification


In addition to the geometry topology and symmetry tools, it is the original functionality of Max, and the geometry topology and symmetry tools have no functional changes compared to the old version, and the same rules apply.

2nd Panel: Modify Selection Modify Selection


Most of the shortcut keys are in the original, such as holding down the SHIFT key while clicking the loop or ring button for the cylinder similar to the top of the object to achieve loop or ring selection, tool buttons and the old version of no functional changes, the use of the same rules.

3rd Panel: Edit editor


The Paint connect in this panel has the original move vertex function canceled, the other original functions of the shortcut keys are used, the same rules, and other functions are the original function of Max shortcuts.

4th Panel: Geometry (All) geometry (all levels )


One of the original functions in this panel changed the name, another deleted the shortcut key, two functions became four, and other functions were shortcuts to Max's original function.

5th, 6 panels: Edges (Edge), Polygans (polygon )

The shortcuts to the original features in both panels are used, and the same rules apply, and other features are shortcuts to the original functionality of Max.

7th panel: Loop (loop )


In this panel as you can see the original create Corner/end loop two buttons because the function is repeated so deleted, but also strange is the original Loop tools sub-panel in the Flowconect and set flow function unexpectedly was strange alone, and the rest of the command opened a loop Tools sub-panel buttons, it is not understood, other aspects are not abnormal. The shortcut keys for the original function are all used, and the same rules apply.

8th, 9 panels: Visibility (visibility), properties (attributes )


The shortcut keys for the original functions in this panel are all used, and the same rules apply, and other functions are shortcuts to the original functionality of Max.

10th Panel: Polydraw (polygon drawing )

This panel of the original function of the shortcut keys are used, the same rules, noteworthy is the case in the illustration 1, sometimes using draw on: When the component of all the tool's mobile shortcut keys (Shift+ctrl+alt) will not be a separate element on the central region of the vertex, That is, the selected object does not move on the specified surface based on the offset set by offset. This problem is estimated to be a program bug, you save the file exit Max and then come in and continue the operation is OK. (The original function of graphite modeling can not play a role in the case, all use this method to solve).

11th Panel: Paint Deform (Paint warp )

Do not know "automatic table" How to think, why not the original PolyBoost symmetry tool and shift put together, they are able to use the thing, and for the new addition of the 8 mesh deformation tool, symmetry tool is also a good "partner", do not understand! Also mention that the shift tool does not have any changes, but unfortunately it does not support the newly added revert brush, or better. The newly added 8 brushes is the real "function" upgrade, they are very fun, with revert function after the effect is good, please reader yourself to experience it.

12th panel: Select (Selection )

The open edge selection of the vertex level in this panel is a new addition, the operation and usage rules of other functions, shortcut keys are exactly the same as the original, and the remaining functions are shortcuts to the original functions of Max.

13th Panel: Stored selections (storage selection )

This panel is not good to introduce is the original selection mixer panel, just more "occupy the Place", shortcut keys function exactly the same.

Other options panel:

These several choice way panel uses the method and the shortcut key and the original exactly same all sub-object level is completely universal, see originally PolyBoost Tools panel in the cardinality even select panel was deleted, although not commonly used but still a little pity, after all, some special cases will use these functions. The change in the main interface is the above. My personal feeling is that the new interface layout is very problematic, not in line with the use of the habit, a large number of fancy icons, but it occupies a place, most of the functions are retained, just need time to adapt.

B New items inserted in the Max main Menu
Edit--transform Toolbox ... (change Toolbox) for most of the original PolyBoost transform panel commands, function and use exactly the same.

Tools (tool)--viewport Canvas ... (Window canvas) is the full tool for the Viewport canvas feature under the original PolyBoost texture Tools panel. function and use exactly the same way.

Rendering (render)--render Surface Map ... (Render surface mapping) Most of the commands under the original PolyBoost texture Tools panel are identical in function and usage.

This Part I still suggest to put together these tools, using Max's custom interface function can be done, otherwise it will be very cost-effectively.

C new projects integrated in Max original modifier

Originally, the contents of the PolyBoost uvw/skin/cloth panel are now integrated into two different modifiers, with the tools operating and using rules and shortcut keys exactly as they were originally. Such an "optimal combination" has been popular with the masses of people and relish, how to see other tools also like this ~ ~

All right, that's it. 3ds Max 2010 version of the Graphite Modeling section of the basic analysis is complete, I hope this document will help you.

We ABOUTCG the new version of the website is about to re-online, with this article to express warm congratulations!!

Kunming Freeyy in 2009 National Day holiday last night:30"Turn" http://blog.sina.com.cn/s/blog_8f82de660100vyth.html

How to use graphite modeling tools in the 3ds Max 2010 release

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