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EIE3101 Computer Animation 2021/22 sem1

Tutorial 2: Modeling 1
Contents
Creating Copies, Instances, and References .................................................................................. 1
Array........................................................................................................................................................ 3
Procedures .............................................................................................................................................. 3
Editable Poly ........................................................................................................................................... 6
Edge Ring, Edge Loop, Edge Connect ...................................................................................................... 7
Cut ........................................................................................................................................................... 8
Chamfer................................................................................................................................................. 10
Chamfer Vertices/Edges/Borders (Polymesh) ............................................................................... 10
Relax ...................................................................................................................................................... 15
Bridge .................................................................................................................................................... 17
Shortcuts for Tutorial 2 ......................................................................................................................... 20

Creating Copies, Instances, and References

Open “Copy, Instance, and Reference.max”


http://help.autodesk.com/view/3DSMAX/2016/ENU//index.html?guid=GUID-9F0E9AC3-
FAE6-46A6-83F3-591084220B12

With 3ds Max, you can quickly create multiple versions of one or more selected objects
during a transform operation.

To create a copy, instance, or reference, hold down the Shift key as you move, rotate,
or scale the selection.
The general term for duplicating objects is cloning. This section presents methods
available for cloning objects.
In addition to the Shift+transform method, the Mirror tool and various Array tools can
clone objects.
You can animate any of the cloning techniques.

Overview of Copies, Instances, and References

To duplicate an object, you use one of three methods. For all three methods, the original
and clone (or clones) are identical at the geometry level. Where the methods vary is in
the way they handle modifiers (for example, Bend or Twist).

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Copy method: Creates a completely separate clone from the original. Modifying one
has no effect on the other.
Instance method: Creates a completely interchangeable clone of the original. Modifying
an instanced object is the same as modifying the original.
Reference method: Creates a clone dependent on the original up to the point when the
object is cloned. Changing parameters for modifiers that were applied to the
object before the object was referenced, will change both objects. However, a new
modifier can be applied to one of the reference objects, and it will affect only the object
to which it is applied.
References are based on the original object, as are instances, but can also have their
own unique modifiers. Like instances, references share, at minimum, the same master
object and possibly some object modifiers.
The data flow for a reference branches just after the object modifiers but then evaluates
a second set of object modifiers unique to each reference. When you create
references, 3ds Max displays a gray line, called the derived-object line, at the top of the
modifier stack for all clones. Any modification made below the line is passed on to other
references, and to the original object. New modifiers added above the line are not
passed on to other references. Changes to the original object, such as in its creation
parameters, are passed on to its references.
This effect is useful for maintaining an original that will affect all its references, while the
references themselves can take on individual characteristics.
All shared modifiers reside below the derived-object line and are displayed in bold. All
modifiers unique to the selected reference reside above the derived-object line and are
not bold. The original object does not have a derived object line: its creation parameters
and modifiers are all shared, and all changes to this object affect all references.
The results of changing or applying a modifier to a named object reference depends on
where in the modifier stack it is applied:
 Applying a modifier to the top of the modifier stack affects only the selected named
object.
 Applying a modifier below the gray line affects all references branching above that
line.
 Applying a modifier at the bottom of the modifier stack affects all references derived
from the master object.
Depending on the method used to create them, cloned objects are
called copies, instances, or references.

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Array

The Array command displays the Array dialog, which enables you to create an array of objects based
on the current selection.

• Standard menu: Tools menu > Array

• Extras toolbar > (Array), on Array flyout


Note: The Array button is on a flyout on the Extras toolbar, which is off by default. You can
toggle display of this toolbar by right-clicking an empty spot on the main toolbar and
choosing Extras from the Customize Display right-click menu.

Procedures Interface

The items in the Array Dimensions group let you create one-, two-, and three-dimensional arrays.
For example, a row of five objects is a single-dimension array, even though it takes up three-
dimensional space in the scene. An array of objects that's five rows by three columns is a two-
dimensional array, and an array of objects that's five rows by three columns by two levels is a three-
dimensional array.

Tip: You can preview the array by turning on the Preview button. With Preview on, changing the
array settings updates the viewports in real time.

Procedures
Reset 3ds Max and create a box to try.
To create an array:

1. Select the objects to array.


2. Do one of the following:
• On the Extras toolbar, click (Array).
• From the Tools menu, choose Array.
3ds Max opens the Array dialog.

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3. On the Array dialog, select the type of object to output: Copy, Instance, or Reference.
4. In the Preview group, click the Preview button to turn it on.
This lets you see the results of the array operation in the viewports, with changes appearing
in real time.

5. In the Array Transformation group, click the arrows to set Incremental or Totals array
parameters for Move, Rotate, and Scale.
6. Enter coordinates for the Array Transformation parameters.
7. Indicate whether you want a 1D, 2D, or 3D array.
8. Set Count to the number of copies on each axis.
9. Enter the appropriate values in the numeric fields for Incremental Row Offsets.
10.Click OK.

The current selection is duplicated the specified number of times, with each object
transformed as indicated.

Exercise (Clock): To create a 360-degree array:

1. Reset 3ds Max.


2. Near the top of the Front viewport (away from the world coordinate center), create a long,
thin box at the twelve-o'clock position (as if the viewport were a clock face).

3. From the User Center flyout on the main toolbar, choose (Use Transform Coordinate
Center).

4. From the Tools menu, choose Array.


5. Click the arrow button to the right of the Rotate label to enable the three Rotate fields in the
Totals section.

6. Set the Z parameter to 360.0.


7. In the Array Dimensions group, choose 1D and set Count to 12.
8. Click OK.

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3ds Max creates an array of 12 boxes in a full circle.

Exercise (Rubix Cube): Open “Rubix Cube.max” and use Array to create a Rubik’s Cube like

Exercise (Teapot): Create a box array of teapots that numbers 5 x 4 x 3 as shown in the picture
below.
 Create a teapot with a radius of 10 units.
 The first dimensional array is five teapots created along the X world axis, 50 units apart (as
specified in the Array Transformation group).
 The second dimensional array is four layers created along the Y world axis, 80 units apart
(as specified in the Array Dimensions group).
 The third dimensional array is three layers created along the Z world axis, 100 units apart.
The total number of objects in the array is 60.

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Editable Poly
Open “Editable Poly – Introduction.max”
 Press F4 to display Edged Faces
 Example 1:
o Sub-objects of Editable Poly: Vertex, Edge, Border, Polygon, Element
o A polygon is a closed sequence of three or more edges connected by a surface.
Polygons provide the renderable surface of editable poly objects.
o An element is a group of contiguous polygons.
o A border is a linear section of a mesh that can generally be described as the edge of
a hole. This is usually a sequence of edges with polygons on only one side.
o Border: All the edges surrounding the hole. If there is no hole, then there is no
border.
 Two situations that you can’t select other objects:
o You are selecting sub-object
o Selection Lock is on (sometimes you may accidentally press spacebar key)
 Two ways for edit poly:
1. select "Editable Poly" from the Modifier List: Stack the settings on top

2. right click the object and select "Convert To:"->"Editable Poly"

 Example 2:
o Editable Poly
o Stretch modifier
o Bend modifier
 Example 3:
o Create “ChamferCyl” from Extended Primitives
o Adjust Radius, Height, Fillet, Height Segs, Fillet Segs, Sides, Cap Segs under
Parameters rollout

Open “Editable Poly – 02.max”


 Example 1:
o Extrude
o Move
o Rotate
 Example 2:
o Inset
o Extrude (+ve/ -ve)
 Example 3:
o Inset (no –ve, cannot set outward)
o Bevel (Inward/Outward Inset + Extrude)

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Edge Ring, Edge Loop, Edge Connect


Open “Editable Poly – 01.max”
 Example 1a:
o Select an edge and press "Alt-R": Edge-Ring (all the edges that parallel)
o Click Connect setting under Edit Edges rollout
o Increase the segments to 3
o Try increase Pinch and Slide
o Click OK
o Select the vertexes and move upward
 Example 1b:
o Editable Poly
o Select an edge and press "Alt-R": Edge-Ring (all the edges that parallel)
o Click Connect setting under Edit Edges rollout
o Increase the segments to 5 and click OK
o Select an edge and press "Alt-L": Edge-Loop (extends the edge)
o Scale outward

 Example 2a:
o select Edge->Delete: delete the polygon
o select Edge->Backspace: remove the edge
o selecte Edge->Ctrl-Backspace: remove edge and the vertexes
 Example 2b:
o Try it yourself to recover the original cylinder

Exercise (Shelf):

Follow the steps to create a book shelf using Edge, Connect, Ring, Inset
and Extrude operations.

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Cut
Let you create edges from one polygon to another or within polygons. Click at the start
point, move the mouse and click again, and continue moving and clicking to create new
connected edges. Right-click once to exit the current cut, whereupon you can start a
new one, or right-click again to exit Cut mode.

While cutting, the mouse cursor icon changes to show the type of sub-object it’s over, to
which the cut will be made when you click. The following illustration shows the three
different cursor icons.

Top: Cutting to a vertex

Center: Cutting to an edge

Bottom: Cutting to a polygon

Cut is available at the object level and all sub-object levels.

 Select an editable Poly object. > Modify panel > Selection rollout > (Optional:
Choose a sub-object level.) > Edit Geometry rollout > Cut and Slice group

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Procedures
Open “Editable Poly – 03.max”
Example 01: To create a new face using Cut

1. Convert the geometry to an editable Poly.

2. On the Modify panel, choose the Vertex, Edge, Border, Polygon, or Element
sub-object level. If the edges aren’t visible in the viewport, press F3 to enable
Wireframe view or F4 to enable Edged Faces view.

3. On the Selection rollout, turn on Ignore Backfacing.( When on, selection of sub-
objects affects only those facing you.)

4. On the Edit Geometry rollout, click the Cut button.

5. Click the first edge to subdivide, and then move your cursor toward the second
edge. The cursor changes to a plus sign when over an edge, and a dotted line
connects the initial point where the edge was clicked with the current cursor
location.

6. Click the second edge. This edge can be anywhere, cutting across as many faces
as you like. A new visible edge appears.

7. At this point, a new dotted line is connected to the mouse cursor, originating from
the last point you clicked.

8. Continue clicking edges to cut. To start from a different point, right-click, and then
select the new start point. To finish cutting, right-click twice.

Cut tool: left click to draw the cutting line, right click to stop, right click again to
disable cut tool.

Open “Editable Poly – 03.max”


Example 02a: To create a circular hole of the surface of cylinder
1. select multiple polygons which are a little bit larger than the hole

2. use inset to create more edges/geometries

3. Before doing extrude, switch to Front View and move the vertexes to make it more like a circle
first

(Tips: You can move vertices along edges. Just go to the “Edit Geometry” and set the “Constraints”
to “Edge”.)

4. Extrude to -4 (-ve values extends inwards)

5. At the top of the hole, select two edges to connect so as to make more vertexes (or use cut tool to
create edges)

6. Move these edges to make the hole more circular

7. Do the same for the bottom side

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Exercise
Open “Editable Poly – 03.max”
Example 02b: To create a water tap
1. select multiple polygons which are a little bit larger than the hole
2. use inset to create more edges/geometries
3. Before doing extrude, move the vertexes to make it more like a circle first
(Tips: You can move vertices along edges. Just go to the “Edit Geometry” and set the “Constraints”
to “Edge”.)
4. Extrude, Move, Rotate, Scale (about 4 times) to draw the rough shape first
(Tips: set the “Constraints” to “None” before transforming.)
5. adjust on the Front view using edge loop to fix the curvature of the water tap (scale on x and z
axes)
6. adjust on the top view using edge loop to fix the circular shape (scale on x-axis)
7. edge ring -> connect -> adjust the curvature
Note that at the end of water tap, can't select the edge and then loop because loop only applies
on Quad (4-sided polygon). Have to select polygon instead of edge.

Chamfer
In general, "chamfer" refers to rounding off a sharp edge or corner. 3ds Max includes
two 3D primitives that incorporate chamfering: ChamferBox and ChamferCyl. In addition,
chamfer options are available in various other program features.

Chamfer Vertices/Edges/Borders (Polymesh)

Chamfering creates new faces around the chamfered entity, along with connecting
edges. Or, with the Open option, you can create an open (empty) area instead. For
vertices, edges, and borders, you can set the chamfer amount numerically and toggle
the Open option. The Segments setting applies only to edges and borders.

 Select an Edit Poly or editable poly object. > Modify panel > Vertex/Edge/Border
sub-object level > Edit Vertices/Edges/Borders rollout > Chamfer > (Settings)
Tip: The Chamfer modifier provides an expanded feature set compared to the chamfer
command described here. For example, you can take into account the location of edges
with respect to smoothing groups and clusters of polygons with the same material ID.

Interface
 Chamfer uses the caddy interface when Enable Caddy Controls is on; when off,
the standard settings dialog is used. (Standard menu: Customize
menu > Preferences > Preferences dialog > General tab > UI Display group >
Enable Caddy Controls)
For details on using the caddy controls, see The Caddy Interface.

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Chamfering vertices:
Left: The caddy interface
Right: The standard dialog

Chamfering edges/borders:
Left: The caddy interface
Right: The standard dialog

Chamfer Type
Choose the basic chamfering method:

 Standard Chamfer Chamfering generates


quadrilaterals and triangles.

 Quad Chamfer Chamfering generates quadrilaterals


only. Ancillary generated geometry (such as areas adjacent to the chamfered
sub-objects) might include triangles.

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1. Original edge selection


2. Quad Chamfer (Segments=2; Tension=0.5). The new polygons at the
corner are all quads.
3. Standard Chamfer (Segments=2). The new polygons at the corner are
quads and triangles.

Chamfer Amount
The extent of the chamfer in distance units. Default=1.0.

Segments
(Edges only) Adds polygons over the area of the chamfer. The result depends on
the chamfer type.

 Standard Chamfer The chamfering process replaces each chamfered edge with
the Segments-value number of polygons. Also with this, increasing the
Segments value of chamfered edges between non-coplanar polygons can
cause rounding of the chamfered area.
 Quad Chamfer Creates (2 x Segments value) new polygons around each
chamfered edge. So, for example, setting Segments to 3 results in six new
polygons per edge. The higher the Segments value you use, the more the
chamfer can be rounded off, depending on the Tension value.
The preceding illustration shows the difference in the number of polygons
generated by the two methods, using the same Segments value.

Tension
(Quad Chamfer only) Determines the angle between new polygons generated by
chamfering edges between non-coplanar polygons. At the default value of 1.0, all
new polygons from each chamfered edge lie flat (coplanar). Lowering the
Tension value increases the angle; with a high enough Segments value and
original angle between the polygons on either side of the edge, this can produce
curvature of the new polygons. At 0.0, the new polygons occupy the same
positions as the original polygons.

The Tension setting does not affect polygons generated from edges between
coplanar polygons. The greater the angle between the original polygons adjacent
to a chamfered edge, the more curvature is available.

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1. Original edge selection


2. Tension=1.0
3. Tension=0.5
4. Tension=0.0
Tip: If you don't get the desired curvature by reducing the Tension value, try
increasing the Segments value.

Open Chamfer
After chamfering, deletes all faces created by the chamfering operation.

Invert Open
(Quad Chamfer only) After chamfering, deletes all faces except those created by
the chamfering operation. Available only when Open Chamfer is on.

Smooth
When on, applies smoothing groups after chamfering. Also enables the Smooth
Type and Smooth Threshold settings (see following).

Smooth Type
When Smooth is on (see preceding), choose how smoothing is applied to the
chamfered geometry:

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 Smooth Entire Object - Applies smoothing


groups to the entire object based on the angles between adjacent polygons.
Any two adjacent polygons will be put in the same smoothing group if the angle
between their normals is less than the Smooth Threshold angle (see following).

 Smooth Chamfers Only - Applies smoothing


groups to the new polygons created by the chamfering process based on the
angle between adjacent polygons. Any two adjacent polygons will be put in the
same smoothing group if the angle between their normals is less than the
Smooth Threshold angle (see following).

Smooth Threshold
When Smooth is on (see preceding), two adjacent faces are placed in the same
smoothing group if the angle between their normals is less than the Threshold
value.

_____

OK
Applies the settings to the current selection and closes the caddy. Keyboard
equivalent: Enter

Apply and Continue


Applies the settings to the current selection, retaining them for the preview if you
then change the selection. Keyboard equivalent: Ctrl+Enter

Cancel
Closes the caddy without applying the settings to the current selection. Does not
reverse previous uses of Apply And Continue. Keyboard equivalent: Esc

Open “Editable Poly – 03.max”


Example 03a: Chamfer on the corner
 Try the above operations on the box created.

Open “Editable Poly – 03.max”


Example 03b: Chamfer on edge loop
 Convert the Cylinder into Editable Poly
 Select an edge loop and click Chamfer setting.
 An edge chamfer "chops off" the selected edges, creating two or more new edges for each
chamfered edge. It also creates one or more polygons connecting the new edges. The new
edges are exactly <chamfer amount> distance from the original edge.
 Standard Chamfer splits the edge while Quad Chamfer keeps the original edge.

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Relax
Use these settings for relaxing vertices in Interactive Manipulation mode. Relax in
Edit/Editable Poly works much like the Relax modifier: It normalizes the distance
between each affected vertex and its neighbors by moving the vertex toward the
average position of its neighbors.

 Select an Edit Poly or editable poly object. > Modify panel > object level or any
sub-object level > Edit Geometry rollout > Relax > (Settings)
 Select an Edit Poly or editable poly object. > ribbon > Modeling tab > Polygon
Modeling panel > (Polygon) sub-object level > Geometry (All)

panel > Shift+click (Relax) or choose Relax Settings from the drop-down list.
Note: At the object level, Relax applies to the entire object. At any sub-object level,
Relax applies to selected sub-objects only.

Interface
Relax uses the caddy interface when Enable Caddy Controls is on; when off, the
standard settings dialog is used. For details on using the caddy controls, see The Caddy
Interface.

Left: the caddy interface; Right: the standard dialog

Amount
Controls how far a vertex moves for each iteration. The value specifies a
percentage of the distance from the original location of a vertex to the average
location of its neighbors. Range=-1.0 to 1.0. Default=0.5.

Iterations
Sets how many times to repeat the Relax process. For each iteration, average
locations are recalculated and the Relax Value is reapplied to every vertex.
Default=1.

Hold Boundary Points


Controls whether vertices at the edges of open meshes are moved. Default=on.

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When on, boundary vertices do not move while the rest of the object is relaxed.
This option is particularly useful when working with multiple elements within a
single object that share open edges.
When this checkbox is off, all vertices of the object are relaxed.

Hold Outer Points


When on, preserves the original positions of vertices farthest away from the
object center.

Open “Editable Poly – 04.max”


Example 01a: Relax
Select an edge and then Loop (Alt-L), click Relax which calculates the center point of the two
adjacent edges of the selected edge.

Setting:

Amount: 1.0

Iterations: 100

Turn off “Hold Outer Points”

Open “Editable Poly – 04.max”


Example 01b: Fixing the curvature of tap head
1. Use Chamfer to add more edge loops (select an edge loop and click Chamfer)
2. Adjust the position of it so as to make Relax to calculate a more accurate center point.
3. Select the edge loop and click Relax.

Note:

 Chamfer on the corner: rounded the corner


 Chamfer on edge loop: split the edge into two or more edges.

Open “Editable Poly – 04.max”


Example 01c: Relax the whole object
1. Select the whole object and click Relax.

Open “Editable Poly – 04.max”


Example 02: Fixing the transition between the tap head and the body of the water
tap
1. Use Chamfer to add one more edge loop at the transition (select an edge loop and click
Chamfer)
2. Adjust the position of it so as to make Relax to calculate a more accurate center point.
3. Select the edge loop in the transition and click Relax.

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Bridge
Use these settings for bridging pairs of polygons, polygon selections, or borders in
Interactive Manipulation mode.

 Select an Edit Poly or editable poly object. > Modify panel > Polygon or Border
sub-object level > Edit Polygons rollout > Bridge > (Settings)

Interface
Bridging uses the caddy interface when Enable Caddy Controls is on; when off, the
standard settings dialog is used. For details on using the caddy controls, see The Caddy
Interface.

Left: the caddy interface; Right: the standard dialog

Bridge lets you use existing poly/border selections, or pick them with caddy controls.

Segments
Specifies the number of polygons along the length of the bridge connection. This
setting also applies to manually bridged polygons.
Tip: When using Taper, set Segments to a value greater than 1.

Taper
Sets the extent to which the bridge width becomes smaller or larger toward its
center. Negative settings taper the bridge center smaller; positive settings taper it
larger.
Note: To change the location of maximum taper, use the Bias setting.

Bias
Determines the location of maximum taper amount.
The range of the Bias value is -99.0 to 99.0. At the default value of 0.0, the taper
amount is greatest at the center of the bridge. At -99.0, the taper amount is

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greatest near the first selected polygon or border; at 99.0, it's greatest near the
second selected polygon or border.

Smooth
Determines the maximum angle between columns across which smoothing can
occur. A column is a string of polygons extending along the length of the bridge.

Twist 1 / Twist 2
Rotates the order of connection between the edges of the two selections. The
two controls let you set a different twist amount for each end of the bridge.

Use Selection / Use Specific [sub-objects]


Choose whether to bridge sub-objects that you choose with the caddy controls, or
use an existing selection. The options are:
 Use Polygon/Border Selection If one or more qualifying selection pairs
exist, choosing this option connects them immediately. If not, you can select
pairs of sub-objects in a viewport to connect them.
If you make more than two qualifying selections, Bridge connects them in
increasing order of ID. For example, if you select polygon 12, 35, and 89,
Bridge connects polygons 12 and 35. But if you then deselect polygon 35,
Bridge then connects polygons 12 and 89.
 Use Specific Polygons/Borders In this mode, use the Pick buttons to
designate polygons or borders for bridging.

Pick Polygon/Border 1/2


Click each Pick button in turn, and then click a polygon or border edge in a
viewport. At the Border sub-object level, clicking any edge on a border
designates the entire border for bridging. Also, the edges you pick on each
border are connected directly, and the remaining edges are connected in
consecutive order. You can change the order of the edge correspondences with
the Twist settings. Available only in Use Specific mode.
After you pick a sub-object, the small circle on the Pick button changes
appearance from empty to filled in. You can change the selection at any time by
clicking the Pick button again and picking a different sub-object.

Open “Editable Poly – 04.max”


Example 03a: Bridge Polygon
1. Select the facing polygons and click Bridge.

Example 03b: Bridge Edge


1. Select the facing edges and click Bridge.

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Example 04: Connect the handle to the jar


1. Select the facing polygons and click Bridge.
2. Use Chamfer to add one more edge loop at the transition between the Jar and the Handle
(select an edge loop and click Chamfer)
3. Adjust the position of it so as to make Relax to calculate a more accurate center point.
4. Select the edge loop in the transition and click Relax.

Open “Editable Poly – 05.max”


Example 02: Border Cap
 Border means all the edges surrounding the hole
 select border sub-object and select the border of the hole, click "cap" (just like bridge among
edges)

Example 03: Vertex Weld


 click on Target Weld
o click on first vertex and then click on the second (target) vertex, the new position
will be on the second vertex
 if just select two vertexes and click "Weld", the new position of welded vertex will be the
average of two vertexes

Exercise (Water Tap):

Follow the steps to create a water tap using Extrude, Inset, Chamfer
and Cut operations.

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Shortcuts for Tutorial 2


Shift+Move = Copy
G = hide/show grid
F3 = Wireframe Toggle
F4 = Edged Faces Toggle
P = Perspective View
L = Left View
T = Top View
F = Front View
Alt + L = Select Edge Loop
Alt + R = Select Edge Ring
select EdgeDelete: delete the polygon
select EdgeBackspace: remove the edge
select EdgeCtrl + Backspace: remove edge and the vertexes

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