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Mastering
3D Studio MAX R3 |
Orthographic Views
The viewports have six views that are categorized as orthographic
views: top and bottom, left and right, front and back. Think of orthographic
views as 2D, or flat, views. They each show two axes of the object.
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| TIP An easy
way you can tell whether you are in an orthographic viewport is by
the gridlines in the viewport. If the gridlines are parallel, then
its an orthographic viewport.
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Non-Orthographic Views
Still referring to the Views menu, the perspective view is considered
a non-orthographic views. The user view is a multiple-purpose view,
and for our purposes well consider it non-orthographic as well.
A non-orthographic view is considered a 3D view; these are views that
begin to show more than two dimensions of your object or scene. Lets
talk a bit about both of them.
The perspective view is different than the other views in that
it shows the depth of your scene and/or object. For example, in the real
world when we view objects that are far off in the distance, they are
less clear than nearby objects, and at times they seem to come to a point,
or converge. Objects in the distance do not keep their true scale. You
may have experienced this driving on long, flat surfaces, where you have
seen something far off in the distance. It looked tiny from a distance,
but when you drove by it, it was much larger than you originally thought.
The user view is actually considered an axonometric view,
or a view that can show more than one side of a particular scene or object,
and at times may looked distorted. The user view is a mix of the orthographic
views and the perspective view. When you use the user view you still maintain
some parallel lines, as with the orthographic views, yet you can view
your scene in a 3D setting, as you can in perspective view. That is why
the navigation buttons in the user viewport are the same as in the orthographic
viewports.
Lets look at an example of this in MAX. Figure 1.3 shows a teapot
and a cylinder set in a scene so that the cylinder is in front and to
the right of the teapot when seen in the right viewport.
FIGURE
1.3 A cylinder and a teapot
If we change all the viewports to the front view and zoom in close, we
can compare the effect of similar views. From the front view, if we change
one viewport to the user view and another to the perspective view, we
get Figure 1.4. Notice that in the perspective view you can actually see
the difference in the depth of the scene. We see the cylinder in 3D.
FIGURE
1.4 The user and perspective views
Building Vertices, Edges,
and Faces
Modeling objects in MAX can be achieved by using many different techniques.
You can create objects using meshes, NURBS, splines, patches, and other
techniques. As you become more fimiliar with MAX, you will explore different
ways to create things. You will find that each technique has its pros
and cons.
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| NOTE Refer to
Part 2 of this book for a explanation of the different modeling techniques.
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We are going to talk about meshes and some of the properties that
define a mesh. To illustrate this, well use a standard box object
as an example and see what defines it. In order to do this, we will be
working in the sub-object area of the box. The term sub-object
simply means anything less than the whole objectin this case, the
box. For example, if we wanted to make the box uniformly larger, we would
scale it up in the basic object selection level. But if we wanted to scale
just the top portion of the box without affecting the bottom, we would
have to do that in the sub-object level of the box.
- 1. Go to the Create Panel and in the Primitives
area click on Box.
- 2. Go to Command Panel Ø
Modify tab Ø More Ø
Edit Mesh.
- 3. Click the Sub-Object button, then click the drop-down
menu next to it.
You are now in the sub-object level of the box. Your screen should look
like Figure 1.5. The drop-down list shows the different areas of the sub-object
level that define the box.
FIGURE
1.5 Box in sub-object mode
The list consists of Vertex, Edge, Face, Polygon, and Element. These
are the different levels that define all mesh objects. Lets continue
to use the example above and look a bit at each of the different levels.
Vertices
If you choose Vertex from the Sub-Object drop-down list, you will notice
that the box has blue dots at each corner. Select one of the blue dots
by clicking it. That dot turns red, and a set of X, Y, and Z arrows appears
(see Figure 1.6).
FIGURE
1.6 Box showing a selected vertex
World Space Origin
Those dots are called vertices. Vertices define the location of
points in 3D space, at a numeric distance from a starting point. That
starting point is known as the world space origin in MAX. The world
space origin is the center of all transformations in your scene. Any time
you move, scale, or rotate an object, you are doing so in relation to
the world space. In the box scene, locate the two dark, intersecting,
black gridlines; the point where they cross is normally the world space
origin. Think of it as a central or common point that everything is measured
from. The X, Y, and Z axes help locate the vertices in relationship to
the origin point.
With your vertex still selected, right-click the Move icon in the Main
Toolbar to bring up the Move Transform dialog box (Figure 1.7). You will
notice that there is a column with the heading Absolute:World, with X,
Y, and Z values for the vertex. Your values will probably be different
than those in the figure. Write those values down on a piece of paper,
then change the X, Y, and Z values all to zero. Notice where the vertex
is now. If you look at the top view, you can clearly see that the point
is in the center of the world space origin. Try some different values
in the X, Y, and Z, again noticing the relationship to the origin. When
you are finished, type in the original values again to get your box back
to normal.
FIGURE
1.7 The Move Transform dialog box
Edges
Again with your box selected, choose Edge from the Sub-Object drop-down
list. One line, or edge, should now be selected, as in Figure 1.9.
Edges can be either visible or invisible. With the box selected, right-click
it to bring up the shortcut menu and choose Properties. Uncheck the option
Edges Only. Notice the difference in the box. You now see the sides of
the box with all their edges.
FIGURE
1.8 Box showing a selected edge
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