Job No: 04 Duration: 28H Job Title: 2D and 3D Objects Objective
Job No: 04 Duration: 28H Job Title: 2D and 3D Objects Objective
Objective:
• Object Types
• Creating Primitives
• Transforms
• Transform Gizmo
• Pivot Points
• Object Naming
• Object Selection
Introduction:
3ds Max has a good selection of 3D primitive objects and 2D shapes for basis modeling of more
complex objects. Most of these are classified as parametric objects, they have a number of
parameters that can be adjusted during creation or modified later, such as radius, height, or
number of segments. This important concept of working with parametric objects is a key to
efficient and flexible editing.
In this jobsheets, students will learn the very basic steps of creating both 3D and 2D objects in
3ds Max and will have the opportunity to practice the hand – eye coordination required for the
first few times objects creation.
Object Types:
In this section, students will have a look at some of the common object types usually used as a
starting point for more complex 3D models. The intent at this point is to learn where the objects
are located in the user interface and the actions required to creating objects in a scene.
1) The default command panel is set to the Create panel with the Geometry category
selected. Standard Primitives is active in the drop-down list and the object type rollout
displays 10 buttons containing ‘3D’ object types
Create Panel
Geometry
category
Standard
Primitives drop-
down list
Object Type
rollout
2) In the object type rollout, click the Box primitive button and notice a list of parameters
that appear in the parameters rollout below. A box primitive is defined by the length,
width, height, and a number of segments in each direction.
Create Panel
Box primitive
Box parameters
3) Click on the other standard primitive buttons in the object type rollout and observe the
parameters associated with each object.
4) In the create panel, click the shapes category button to the right of geometry in the second
row. The object type rollout, below a drop-down list named splines, now displays 12
buttons that will allow you to create 2D shape primitives. Click on the circle shape button
and the only parameter associated with the circle is radius.
Create Panel
Shapes category
Radius parameter
The create panel is the only command panel with a second row of category buttons where you
can switch from a variety of object categories. The Geometry category contains 3D primitive
objects whereas the shapes category contains 2D shapes.
Creating Primitives:
Each primitive object type that you want to create in 3ds Max has a specific process of defining
the parameters through a series of clicking and dragging the cursor in a viewport to define the
object in 2D or 3D space.
Cone Primitive
The Cone button on the Creation command panel lets you produce round cones, either upright or
inverted.
Examples of cones
Procedures
To create a cone:
1. On the Create menu choose Standard Primitives Cone.
2. In any viewport, drag to define a radius for the base of the cone, then release to set it.
3. Move to up or down to define a height, either positive or negative, then click to set it.
4. Move to define a radius for the other end of the cone. Decrease this radius to 0 for a pointed
cone.
5. Click to set the second radius and create the cone.
Interface
Creation Method rollout
Edge
Draws a cone from edge to edge. You can change the center location by moving the
mouse.
Center
Draws a cone from the center out.
Parameters rollout
The defaults produce a smooth, round cone of 24 sides with five height segments, one cap
segment, and the pivot point at the center of the base. For improved rendering of smoothly
shaded cones, particularly those with pointed tips, increase the number of height segments.
Radius 1, Radius 2
Set the first and second radii for the cone. The minimum value for both is 0.0. If you
enter a negative value, 3ds Max converts it to 0.0. You can combine these settings to
create pointed and flat-topped cones, upright or inverted. The following combinations
assume a positive height:
If Radius 1 and 2 are the same, a cylinder is created. If the two radius settings are close in
size, the effect is similar to applying a Taper modifier to a cylinder.
Height
Sets dimension along the central axis. Negative values create the cone below the
construction plane.
Height Segments
Sets the number of divisions along the cone's major axis.
Cap Segments
Sets the number of concentric divisions around the center of the cone's top and bottom.
Sides
Sets the number of sides around the cone. Higher numbers shade and render as true
circles with Smooth selected. Lower numbers create regular polygonal objects with
Smooth off.
Smooth
Blends the faces of the cone, creating a smooth appearance in rendered views.
Slice On
Enables the Slice function. Default=off.
When you create a slice and then turn off Slice On, the complete cone reappears. You can
use this checkbox to switch between the two topologies.
Cylinder Primitive
Cylinder produces a cylinder, which you can "slice" around its major axis.
Examples of cylinders
Procedures
To create a cylinder:
1. On the Create panel, choose Standard Primitives Cylinder.
2. In any viewport, drag to define the radius of the base, then release to set the radius.
3. Move up or down to define a height, either positive or negative.
4. Click to set the height and create the cylinder.
Interface
Creation Method rollout
Edge
Draws a cylinder from edge to edge. You can change the center location by moving the
mouse.
Center
Draws a cylinder from the center out.
Parameters rollout
The defaults produce a smooth cylinder of 18 sides with the pivot point at the center of the base.
There are five height segments and one cap segment. If you don't plan to modify the cylinder's
shape, such as with a Bend modifier, set Height Segments to 1 to reduce scene complexity. If
you plan to modify the ends of the cylinder, consider increasing the Cap Segments setting.
Radius
Sets the radius of the cylinder.
Height
Sets the dimension along the central axis. Negative values create the cylinder below the
construction plane.
Height Segments
Sets the number of divisions along the cylinder's major axis.
Cap Segments
Sets the number of concentric divisions around the center of the cylinder's top and
bottom.
Sides
Sets the number of sides around the cylinder. With Smooth on, higher numbers shade and
render as true circles. With Smooth off, lower numbers create regular polygonal objects.
Smooth
The faces of the cylinder are blended together, creating a smooth appearance in rendered
views.
Slice On
Enables the Slice function. Default=off.
When you create a slice and then turn off Slice On, the complete cylinder reappears. You
can use this checkbox to switch between the two topologies.
Box Primitive
Box produces one of the simplest of the primitives. Cube is the only variation of Box. However,
you can vary the scale and proportions to make many different kinds of rectangular objects, from
large, flat panels and slabs to tall columns and small blocks.
Examples of boxes
Interface
Creation Method rollout
Cube
Forces length, width, and height to be equal. Creating a cube is a one-step operation.
Starting at the center of the cube, drag in a viewport to set all three dimensions
simultaneously. You can change a cube's individual dimensions in the Parameters rollout.
Box
Creates a standard box primitive from one corner to the diagonally opposite corner, with
different settings for length, width, and height.
Parameters rollout
Sphere Primitive
Sphere produces a full sphere, or a hemisphere or other portion of a sphere. You can also "slice"
a sphere about its vertical axis.
Examples of spheres
Procedures
To create a sphere:
1. On the Create menu choose Standard Primitives Sphere.
2. In any viewport, drag to define a radius.
As you drag, a sphere emerges with its center at the pivot point.
3. Release the mouse to set the radius and create the sphere.
To create a hemisphere:
You can reverse the order of the following steps, if you like.
1. Create a sphere of desired radius.
2. Type 0.5 in the Hemisphere field.
The sphere is reduced to exactly the upper half, a hemisphere. If you use the spinner, the
sphere changes in size.
Interface
Creation Method rollout
Edge
Draws a sphere from edge to edge. You can change the center location by moving the
mouse.
Center
Draws a sphere from the center out.
Parameters rollout
The defaults produce a smooth sphere of 32 segments with the pivot point at its center.
Radius
Specifies the radius of the sphere.
Segments
Sets the number of polygonal divisions for the sphere.
Smooth
Blends the faces of the sphere, creating a smooth appearance in rendered views.
Hemisphere
Increasing values progressively will "cut off" the sphere, starting at the base, to create a
partial sphere. Values range from 0.0 to 1.0. The default is 0.0, producing a full sphere. A
setting of 0.5 produces a hemisphere, and 1.0 reduces the sphere to nothing. Default=0.0.
Chop and Squash toggle creation options for Hemisphere.
Chop
Reduces the number of vertices and faces in the sphere by "chopping" them out as the
hemisphere is cut off. Default=on.
Squash
Maintains the number of vertices and faces in the original sphere, "squashing" the
geometry into a smaller and smaller volume toward the top of the sphere.
Slice On
Uses the From and To angles to create a partial sphere. The effect is similar to lathing a
semicircular shape fewer than 360 degrees.
Slice From
Sets the start angle.
Slice To
Sets the stop angle.
For both settings, positive values move the end of the slice counterclockwise; negative
values move it clockwise. Either setting can be made first. When the ends meet, the
whole sphere reappears.
Smoothing groups are assigned to sliced spheres as follows: The surface of the sphere is
always assigned group 1; the bottom, when Smooth is on, gets group 2. Facing the pie-
slice surfaces, the cut on the left gets group 3, and the cut on the right gets group 4.
Material IDs are assigned to sliced spheres as follows: The bottom is 1 (when
Hemisphere is greater than 0.0), the surface is 2, and the slice surfaces are 3 and 4.
Base To Pivot
Moves a sphere upward along its local Z axis so the pivot point is at its base. When off,
the pivot point is on the construction plane at the center of the sphere. Default=off.
Turning on Base To Pivot lets you place spheres so they rest on the construction plane,
like pool balls on a table. It also lets you animate a hemisphere so it appears to grow out
of the construction plane or sink into it.
Transforms:
Move, Rotate, and Scale are the three transforms in 3ds Max, which allow to position, orientate,
and size the objects in 3D space. In this chapter, students will learn how to use the “transform
gizmos” to move and rotate the objects in the scene. Accuracy in moving and rotating objects
will not be important for now, but instead focus on restricting transformations to either one axis
or multiple axis.
When you create any object, 3ds Max records its position, rotation, and scale information in an
internal table called a transformation matrix. Subsequent position, rotation, and scale adjustments
are called transforms.
An object's actual position within the world coordinate system is always calculated in relation to
its internal, or local coordinate system, which is based on the object's transformation matrix. The
origin of the local coordinate system is the center of the object's bounding box.
An object can carry any number of modifiers, but only one set of transforms. Although you can
change transform values from frame to frame, each object always has only one position, one
rotation, and one scale transform.
Transform Gizmo:
A gizmo is geometry that appears in viewports, but not in the scene. You manipulate a gizmo to
modify the scene geometry or other effects. There are gizmos
for transforms, modifiers, atmospheric apparatus, and some directly modifiable geometry such
as spotlight cones. See Gizmos Preferences.
Examples of gizmos:
Left: Gizmo for a Bend modifier
Right: Gizmo for UVW mapping
A gizmo that is displayed in viewports and provides a visual aid when you transform objects.
Move gizmo
Rotate gizmo
Scale gizmo
Pivot Points:
Every object has a pivot point that represents its local center and local coordinate system.
You can adjust the position and orientation of an object's pivot point at any time using the
buttons in the Adjust Pivot rollout in the Hierarchy panel. Adjusting an object's pivot has no
effect on any children linked to that object.
The transform center, or pivot point, is the spot about which a rotation takes place, or to and
from which a scale occurs.
All objects have a pivot point. You can think of the pivot point as representing an object's local
center and local coordinate system.
You can display and adjust the position and orientation of an object's pivot point at any time
using the Pivot functions in the Hierarchy command panel. Adjusting an object's pivot has no
effect on any children linked to that object.
Object Naming:
Students are recommended to develop a habit of renaming objects as soon as they are created, so
that everyone in the group member can clearly identify what the object is. This makes it easier to
select objects in the scene and to build libraries of assets that people can retrieve quickly because
the names are logical.
Modify Panel
Object name
Selected object
Object Selection:
Now that you have been introduced to the process of naming objects and understand that it is an
important function for maintaining productivity, it’s time to learn some of the options for
selecting objects in a 3ds Max scene. These techniques are the fundamental processes commonly
used in selecting objects in a 3ds Max scene.
• The active selection filter (All, Geometry, Shapes, Lights, and so forth).
• The state of the crossing selection tool (which determines whether completely surrounded
objects or surrounded and crossing objects are selected).
You can also select objects by name with the Select From Scene dialog Select from Scene
list; press the H key to access this dialog.
A number of objects selected together is called a selection set. You can name selection sets in the
Named Selection Sets field on the main toolbar and then recall them for later use.
Selection Buttons
The main toolbar has several selection-mode tools, listed following. When any of these tools is
active, you can select objects by clicking them.
Select Object
Select by Name
Of the selection buttons, you use Select Object when you want selection only. The remaining
buttons let you both select and transform or manipulate your selection. Use transforms to move,
rotate, and scale your selection. See Moving, Rotating, and Scaling Objects and Select and
Manipulate.