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Here is a series of explanation on notions relate to modelling under 3DS Max. It is about definitions on general concepts of 3DS Max. |
A polygon is a surface in several sides: 3 if c? a triangle, 4 is if c? is a
quad? In games videos, the term of polygons relates to the number of triangles to be shown. In 3DS Max, even s? it is in
priori possible to make polygons including an indeterminate number of sides, they are managed in fact as triangles. To see subdivisions created in a transparent way, it is enough d? apply modifier
Edict Poly and in mode Poly, use
Edict triangulation.
When the abbreviated 7 is therefore used to make show the number of faces, result does not correspond to the real number of faces in a game. A tool in
Utilities / More / Polygon Counter allows d? show sought-after information. In mode
Count Polygons, c? is l? equivalent of the abbreviated 7 then
qu? in mode
Count triangles, him s? behaves well among polygons such
qu? one l? hears in a game.
It is therefore recommended to model by creating surfaces getting closer at the farthest to triangles.
Rather than to list modifiers alphabetically, perform a right click on
Modifier List then check
Show All Sets in List to show modifiers by categories. In the pile of modifiers, a modifier always relates to elements underneath him. Following symbol allows

or not

d? to show final result can import active modifier in the pile.
When selections (
_select),
mapping are performed? it is needed s? assure that selections are active. A symbol corresponding to mode (
poly, vertex?) is necessary be shown in the name of modifier otherwise modifier n? show not his result.
L? option
Collapse To and
Collapse All, available via a right click on a modifier allow d? to crush
le/tous the modifiers of the pile. This makes any modification final
puisqu? he to be from now on impossible d? edit the parametres of modifier.
Some modifiers have additional options when they are unwound. For example:
UVW MAP:
Every object has a centre of gravity, called no spindle. Any displacement, rotation? is calculated from this point. To change the spindle d point? an object, go in l? thumb-index
Hierarchy and click on
Affect Pivot Only. It is possible to move manually this spindle point or to position it fast in the centre of l? object with
Center to Object.
When l? a model (
.X.3ds is exported?), they note that the spindle point of l? object is l? origin of the grid in 3DS Max. This poses of course problems during rotations or puts down displacement. To export l? object according to its own spindle point, it is necessary to position the model in co-ordinates 0,0,0 then of l? export. My script allows d? to automate this operation for a big number d? objects.
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Smoothing groups? Smoothing groups |
If l? the modifier
Edict Poly to a model is applied, mode
Poly allows d? use smoothing groups. The smoothing groups correspond in fact to groups of polygons which will be sluck in the same way. Let us take l? example d? a cylinder of what l? all the polygons forming the tube are sluck while the summit and the base are excluded.
There are groups numbered from 1 to 32 to define portions to be sluck. By choosing all model, it is possible to note the already used groups because identifying with them disappears.
- SELECT BY SG: allows d? to perform a selection d? a portion of the model according to a smoothing group.
- Clear All: erase all affected smoothing groups.
To apply a smoothing, it is enough to choose a portion of the model then of click on a group to slick this section. - Auto Smooth: automatic smoothing of the model according to l? angle defined between faces.
An animation is composed of several
frames, c?
est-à-dire of plans specifying modifications suffered by the model. To start a video, it is necessary to position on the bar d? animation at the foot of software and of click on
Auto Key to create a
frame. Perform all desired modifications notably displacement, rotation and ladder for games videos. Click again on
Auto Key to record modifications. Use reading orders to view l? animation.
L? tool
Curve Editor (button towards 0 of the bar) allows d? to show graphically l? animation. He is so possible d? to adjust every parametre, notably the tangent between
frames two (progressive, brusque?). L? thumb-index
Motion allows to accomplish operations almost even. It is possible to choose an action in
PRS PARAMETERS (position, rotation,
scale) then define the tangent for every
frame in
Key Info. Co-ordinates are available by axle in
Position XYZ Parameters.
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Perform a video in return |
- In the window of return (F10), thumb-index Common, everything d is needed? access to define the demarcations of l? animation in Time Output / Lines up or Active Time Segment because, by default, Single creates a return under form d? picture.
- In Output Size, point exit parametres out notably resolution.
- In Render Output, check Save go off and click on Queues to name the file.
- Throw the return with Render. Return length depends entirely on the length of l? animation, from format of exit and from resolution.