Creation of objects and work with them. Creating and working with objects ALIGN - precise alignment of objects

Hello again, dear reader of the blog about 3D Photoshop and photography. In this 3D Max tutorial, you will learn how to align objects.

The topic is useful, because without these skills you will not be able to fully work in this three-dimensional modeling package. Let's not hesitate and start studying the material!

From the lesson "" you learned that objects move along three axes - X, Y and Z. Alignment in the scene takes place along the same axes. What is it for? Here is a simple example of a table and a kettle. You need to position the kettle exactly in the center of the table (or place the kettle on one of the edges of the table). There are several ways to align objects. Let's get to know and find out how it works with simple examples.

ALIGN- precise alignment of objects

To open the ALIGN window, you need to select an object and click on the Align button on the toolbar (or press Alt + A on the keyboard) and click on the object relative to which the exact alignment will be carried out:

1. X Y Z POSITION - the axes along which the alignment will take place (can be adjusted both along one axis and along two or three)

2 ... CURRENT OBJECT - alignment point settings for the object being aligned:

  • Minimum - at the bottom
  • Center - in the middle
  • Pivot Point - by the pivot point of the object
  • Maxmimum - on top

3. TARGET OBJECT - alignment point settings on the aligned object

4. X / Y / Z ALIGN ORIENTATION - alignment of the orientation (rotation) of the object.

5. X / Y / Z / MATCH SCALE - alignment of the scale of an object, according to the scale of another object.

APPLY - apply settings without closing windows.

Below is a short video on working with this tool:

Quick align

Below the Align button on the toolbar is the Quick Align button (Shift + A). Unlike ALIGN, the tool has no settings window, and is used to quickly align an object to the center of another object:

Starting to study 3ds max 7, first of all, you need to master the basic techniques of working with scene objects: creating the simplest primitives, selecting objects, aligning them relative to each other, changing their placement and display position in the viewport, scaling, moving and rotating. These simple operations serve as the basis for subsequent activities in 3ds max 7.

Many objects in real life are combinations of the simplest three-dimensional primitives. For example, a table is made of parallelepipeds, a table lamp is made of cylinders and a hemisphere, and a car tire is nothing more than a torus. In three-dimensional virtual space, almost all scenes to a greater or lesser extent use the primitives available in the program. The standard 3ds max 7 objects are the "building blocks" with which it is easy to create models.

Object types

Objects in 3ds max 7 can be divided into several categories:

  • Geometry
  • Shapes
  • Lights (Sources of light);
  • Cameras
  • Helpers
  • Space Warps
  • Systems (Additional tools).

The first group of objects that beginner 3D animation designers are usually familiar with is Geometry. Objects in this group represent the simplest three-dimensional geometric shapes: Sphere, Box, Cone, Cylinder, Torus (Top), Plane, etc. Geometry objects are divided into two groups: Standard Primitives (Simple primitives) and Extended Primitives (Complex primitives). Extended Primitives include, for example, Hedra, ChamferCylinder, Torus Knot, etc.

Obviously, the creators of 3ds max 7 had a certain amount of humor, since they included a not quite simple object - Teapot (Fig. 2.7) in the Standard Primitives (Simple primitives). This primitive is loved by many 3D developers and is often used for various purposes. For example, with its help it is very convenient to study the action of various modifiers, since the Teapot has an irregular shape, and any deformations are very clearly visible on it. The Teapot object can also be used to see how the created material will look on the object.

Rice. 2.7. Teapot Object in Viewports

Starting with the 6th version of 3ds max, the program has a group of objects AEC Extended (Additional objects for AIK), Doors (Doors), Windows (Windows), Stairs (Ladders), etc. As you might guess, these objects are used for the design of architectural structures.

Versions of 3ds max earlier than the 6th version lacked such objects as windows and doors necessary for architectural design. This drawback could be eliminated by connecting the free Doors and Windows modules, developed by the manufacturer of 3ds max 7 - the Discreet company. In the sixth version of 3ds max, Doors and Windows were added to the standard list of objects. The settings of these objects are the same as the settings of the aforementioned plugins for 3ds max version 4 and 5.

The Doors group of objects (Fig. 2.8) allows you to create three types of doors - Pivot, Sliding and BiFold. The former resemble ordinary entrance doors, the latter resemble compartment doors, and the third resemble a bus. You can create single or twin doors using the Double Doors parameter, adjust the size of the door frame with the Width Frame and Depth Frame parameters, the objects themselves - Height, Width, Depth (Depth) and even glass thickness - Glass Thickness. The Open option allows you to specify how much the doors are open.

Rice. 2.8. Doors Objects in the Viewport

The group of Windows objects (Windows) (Fig. 2.9) allows you to add six types of windows to the scene: Sliding, Pivoted, Awning, Casement, Projected, Fixed ... Their main difference is in the way of opening:

  • Awning - rises up;
  • Fixed - does not open;
  • Projected - consists of several parts that open in different directions;
  • Casement (Swing) - opens like a door, the most common type of window;
  • Pivoted - opens in such a way that the window frame rotates around its horizontal axis;
  • Sliding - Slides to the side, like sliding glass on a bookshelf.

Rice. 2.9. Windows objects (Windows) in the viewport

The next group of objects - Stairs (Stairs) - is also a necessary tool for the design of architectural structures (Fig. 2.10).

There are four types of stairs you can create in 3ds max 7: L-Type, Straight, Spiral, and U-Type. Stairs objects can be Open, Closed, and Box.

The presence of handrails on the right and left sides is separately adjusted using the Hand Rail parameter, their height - Rail Height and their location relative to the steps - Rail Path, as well as their height - Thickness - and width steps - Depth (Depth).

For a spiral staircase, the Radius is additionally specified, the presence of a support - Center Pole, and the Layout parameter specifies the direction of the staircase clockwise and counterclockwise.

The AEC Extended group includes Foliage, Railing, and Wall objects. Railing and Wall objects, like the Doors and Windows objects described above, are used in architectural modeling.

Rice. 2.10. Stairs Objects

Foliage object (Vegetation) (Fig. 2.11) is used to model three-dimensional vegetation. Three-dimensional modeling of flora is usually associated with great difficulties.

For example, in order for the created tree to look realistic, it is necessary not only to select a high-quality texture, but also to model a complex geometric model. For a long time, there were no such models in the standard 3ds max toolkit. Various additional modules were used to create vegetation - Onyx TreeStorm, TreeShop, Druid and etc.

NOTE

Add-on modules are small applications that plug into 3ds max that extend its capabilities. Read more about additional modules in chap. eight.

Rice. 2.11. Foliage Objects

Starting with the sixth version, a tool for modeling flora appeared in 3ds max. The Foliage object creates plant objects that are loaded from the Plant Library. The created object is automatically assigned its own material. To prevent trees and bushes from looking alike, the Seed parameter is used to randomly arrange the branches and leaves of the object.

Another type of object available to 3ds max 7 users is BlobMesh. It opens up the possibility of creating three-dimensional bodies using metaspheres. This object is located on the command bar in the Compound Objects group.

There are two ways to work with metaspheres. The first is that the surface is composed of separate objects. The second is that any object can be transformed into a metabolic one. In this case, each vertex of the transformed object will have the properties of the metasphere. BlobMesh objects are useful in conjunction with the Particle Flow module (see Lesson 9 in Chapter 4).

In 3ds max 7, you can also create object types such as Particle Systems. Particles are great for scenes where you want to model many objects of the same type, such as snowflakes, debris from an explosion, and so on.

Object creation

Objects in 3ds max 7 are created using the commands of the Create main menu item or the command panel tab of the same name. The second method is used more often, since it is more convenient.

To create an object, do the following.

1. Click the Create tab of the command bar.

3. From the drop-down list, select the group that contains the required object. For simple primitives, this is the Standard Primitives group.

4. Click the button with the name of the object.

5. Click anywhere in the viewport and, without releasing the button, move the mouse pointer until you change the size of the object to the required one.

Objects can also be created by entering object parameters in the Keyboard Entry rollout (Fig. 2.12). To do this, after clicking the button with the name of the primitive, go to the rollout that appears below, enter the object parameters, coordinates of the location point and click the Create button.

An object in the viewport can be represented in different ways: smoothed - view mode Smooth + Highlights (Smoothing), as a mesh shell - Wireframe (Wireframe), as an editing frame - Bounding Box (Bounding rectangle), etc.

Simplified display of objects in viewports is needed to make it easier for the user to manage complex scenes with a large number of objects and polygons.

NOTE

In the terminology used for working with 3ds max 7, you can often find the concept of Gizmo (Dimensional Gizmo container). It limits the geometric dimensions of the object and has the form of square brackets. Gizmo (Dimensional container Gizmo) with the shape of a sphere or a cylinder is also used when creating images of atmospheric effects - it defines the boundaries of their distribution (for example, burning in the volume of a ball).

To change the option of displaying an object in the viewports, right-click on the name of the viewport and select the desired mode in the context menu (Fig. 2.13).

Rice. 2.12. Scroll Keyboard Entry

Rice. 2.13. Selecting the display mode of objects

Selecting objects

There are several ways to select objects in 3ds max 7. The easiest is to click on the object with the Select Object tool, which is located on the main toolbar. If you are in Wireframe display mode, the object will turn white (Figure 2.14).

Rice. 2.14. Selected object in Wireframe mode

When working in Wireframe mode, it is better not to select white for displaying objects, since there will be no noticeable difference between the selected and unselected objects

In the mode Smooth + Higlights(Smoothed) white square brackets will appear around the selected object (Fig. 2.15).

Rice. 2.15. Selected object in Smooth + Highlights mode

You can use the Ctrl key to select more than one object. While holding it down, click on the objects that you want to select. To remove an object from the selection, hold down the Alt key and click on the object from which you want to deselect.

Another way to select multiple objects at the same time is to select an area. There are several options for selecting objects in this mode. The default is Rectangular Selection Region. To select objects in this mode, click and, while holding the left mouse button, draw a rectangle in the projection window. Objects inside this rectangle will be selected (Fig. 2.16).

You can also select objects that are enclosed in different shapes (for example, a circle). To switch between the selection modes, use the button on the main toolbar. Five selection options are available (Fig. 2.17).

Rice. 2.16. Selecting objects in the Rectangular Selection Region mode

In addition to the already familiar Rectangular Selection Region, these are the following:

  • Circular Selection Region (Fig. 2.18);
  • Fence Selection Region (Fig. 2.19);
  • Lasso Selection Region (Fig. 2.20);
  • Paint Selection Region (Selection with a brush) (Fig. 2.21).

Rice. 2.17. Area selection buttons

When selecting an area using the buttons described, you can also use the adjacent Window / Crossing button.

Rice. 2.18. Selecting objects in the Circular Selection Region mode

Rice. 2.19. Selecting objects in the Fence Selection Region mode

Rice. 2.20. Selecting objects in Lasso Selection Region mode

Rice. 2.21. Selecting objects in the Paint Selection Region mode (selection with a brush)

When the Crossing mode is enabled when selecting an area, then all objects that fully or partially fall into this area will be selected. If you turn on the Window mode, only those objects will be selected that completely fall into the selection area.

You can also use the menu command Edit> Select By> Name to select an object in the scene. After that, the Select Objects window will appear on the screen with a list of all objects in the scene (Fig. 2.22).

Rice. 2.22. Select Objects Window

In the List Types area of ​​this window, you can select the categories of objects to display, and in the Sort area, you can define the display method - Alphabetical, By Type, By Color, By Size (To size). The object selection window is convenient to use if the scene contains many objects. In complex scenes, it is often difficult to select the desired objects using the mouse.

To open the Select Objects window, you can use the H key or the Select by Name button on the main toolbar.

When working with scenes containing a large number of small objects, there is the possibility of accidentally selecting the object or deselecting the object. To avoid inadvertently deselecting the object you are working on, you can use the Selection Lock Toggle command. Select the desired object and press the button with the image of the lock, located under the animation scale, or the Space key.

Basic operations with objects

The main actions performed with objects are moving, scaling, rotating, aligning and cloning.

In the center of the selected object, three coordinate axes - X, Y, and Z - appear, which define the coordinate system that is anchored to the object. These coordinate axes constitute the so-called local coordinate system of the object. The point from which the axes of the local coordinate system originate is called the Pivot Point.

ATTENTION

The anchor point is often confused with the center of the object, but they may not be the same. For example, by default in a sphere, the anchor point will coincide with the center, but if you change the value of the Hemisphere parameter in the settings of this object, then the anchor point will be located below the center of the object.

To perform any simplest action with an object, in which its position in three-dimensional space will change, you need to call the context menu by right-clicking on the object (Fig. 2.23). Select one of the operations from the menu - Move, Scale or Rotate.

Rice. 2.23. Context menu

Moving

Select the Move command from the context menu, move the mouse pointer to one of the coordinate axes of the object coordinate system. In this case, the movement will be carried out in the direction of the plane, the coordinate axes of which are highlighted in yellow (Fig. 2.24).

Thus, you can move an object along the X, Y, Z axis or in the XY, YZ, XZ planes.

Rice. 2.24. Moving an object in the YZ plane

The coordinates of the movement can be specified manually in the Move Transform Type-In window (Fig. 2.25), which opens when you press the F12 key or click on the rectangle icon next to the Move line of the context menu.

Rice. 2.25. Move Transform Type-In window

You can also use the W key to move the selected object.

Rotation

When you select the Rotate command from the context menu, a schematic display of possible directions of rotation will appear in place of the object's coordinate system axes (Fig. 2.26). If you move the mouse pointer to each of the directions, the schematic line is highlighted in yellow, that is, the rotation will be made in this direction.

Rice. 2.26. Rotate an object

In the process of rotation, numbers appear in the projection window, which determine the angle of rotation along each of the axes.

You can also use the E key to rotate the selected object.

Scaling

Select the Scale command from the context menu, move the mouse pointer to one of the coordinate axes of the object's coordinate system. In this case, the scale will be changed in the direction of those planes or coordinate axes that are highlighted in yellow (Fig. 2.27). Thus, the object can be scaled along the X, Y, Z axis in the XY, YZ, XZ planes or simultaneously in all directions.

Rice. 2.27. Object scaling

Please note that when scaling an object, its geometric dimensions do not change, despite the fact that the object changes its proportions on the screen. Therefore, it is not worth using scaling unnecessarily, because after performing this operation you will not see the actual dimensions of the object and you can get confused.

You can also use the R key to scale the selected object.

Aligning Objects

In the process of work, you often have to move objects, aligning their position relative to each other.

For example, if you are creating a complex model, the details of which are modeled separately, the final step is to bring the elements together.

To align one object relative to another, select the first object, execute the Tools> Align command and click on the second object. A window will appear on the screen (Fig. 2.28), in which you need to specify the alignment principle, for example, you can set the coordinate axis or points on objects along which alignment will occur.

For example, if you need to align a smaller object with respect to a larger object so that the first is in the center of the second, then in the Align Selection window, set the following:

  • X Position, Y Position and Z Position checkboxes;
  • the Current Object switch to the Center position;
  • the Target Object switch to Center.

Click OK or Apply.

Rice. 2.28. Align Selection window

Objects will change their position in the scene immediately after you make the necessary settings in the Align Selection window. However, if you exit this window without clicking OK or Apply, the objects will return to their original position.

You can also use the Alt + A keyboard shortcut to align objects.

3ds max 7 introduces a new object alignment feature called Quick Align. You can use this command to align objects without opening the Align Selection window. Alignment is performed according to anchor points of objects.

Cloning objects

To create a copy of the selected object in the viewport, you need to execute the Edit> Clone command. The Clone Objects window will appear on the screen (Fig. 2.29). In this window, you can choose one of three cloning options.

  • Copy - The created copy will not be linked to the original.
  • Instance - The copy will be linked to the original object. When you change the parameters of one of the objects, the parameters of the other will be automatically changed.
  • Reference - The copy will be linked to the original object. Changing the parameters of the original object will automatically change the parameters of the cloned object, but changing the parameters of the cloned object will not change the original object.

Rice. 2.29. Clone Objects Window

You can also use the Ctrl + V keyboard shortcut to open the Clone Objects window.

Another way to clone objects is with the Shift key. Select the scene object and, while holding down the Shift key, move, scale, or rotate the cloned object.

Cloning and aligning

In 3ds max 7, a command has appeared that allows you to simultaneously clone and align objects. With its help, you can create several copies of the selected object with one click and at the same time specify with which objects in the scene they will be aligned.

This command can be useful, for example, when creating an image of a street with burning lanterns.

Let's say you have a model of the lantern itself that needs to be cloned many times. In this case, each created copy must be aligned relative to the top edge of the pillars. Another example is a scene with a set table and plates, on each of which you need to put an apple.

To clone and align an object, select it and go to Tools> Clone and Align (Fig. 2.30).

Figure 2.30 Executing Tools> Clone and Align

In the Clone and Align dialog box (Fig. 2-31), using the Pick button, select the objects with respect to which the created copies will be aligned.

Using this window, you can also set the offset parameters defining the position of copies relative to the aligned point.

Rice. 2.31. Clone and Align Dialog Box

Grouping objects

Three-dimensional objects with complex geometry can include a large number of small elements.

For example, a car consists of wheels, headlights, windshield, doors, bodywork, etc. To work with such a set of elements it was more convenient, the program 3ds max 7 provides the ability to group objects.

If it is necessary to work with three-dimensional objects as a whole, they can be combined into a group that will have its own name.

Thus, instead of a large number of objects, we get one. You can work with the object after grouping in the same way as with any ordinary three-dimensional object - rotate it, move it, scale it, etc.

For example, if you need to change the position of a three-dimensional car in space, you will have to move all the objects of which it consists in turn. If you group them, then you only need to move them once.

To group objects, do the following.

1. Select the objects in the scene to be grouped (read about the selection of objects above).

2. Run the command Group> Group (Fig. 2.32).

Rice. 2.32. Executing Group command to Group (Group> Group)

3. In the Group dialog box (Fig. 2.33), specify the name of the group in the Group name field.

Rice. 2.33. Group Dialog Box

After grouping, you will see that a single overall container has appeared around the created group instead of several.

When modeling complex 3D objects, it is often necessary to group small elements. As a result, it is not always convenient to control a complex object in space. The problem is that after grouping the elements, the center of the local coordinate system of the composite object may not be in the center, but in an arbitrary place, even outside the model shell. To control the position of the center of the local coordinate system, select the object, go to the Hierarchy tab of the command bar, and click the Pivot button. Then in the Adjust Pivot settings rollout, click the Affect Pivot Only button and set the alignment parameters in the Alignment group of settings.

Standard Objects in 3ds Max
Starting to study 3ds Max 8, first of all, you need to master the basic techniques of working with scene objects: creating the simplest primitives, selecting objects, aligning them relative to each other, changing their placement and display position in the viewport, scaling, moving, rotating, etc. Operations serve as the basis for subsequent activities in 3ds Max 8.
Many objects in real life are combinations of the simplest three-dimensional primitives. For example, a table is made of parallelepipeds, a table lamp is made of cylinders and a hemisphere, and a car tire is nothing more than a torus. In three-dimensional virtual space, almost all scenes to a greater or lesser extent use the primitives available in the program. The standard 3ds Max 8 objects provide a “building block” that makes it easy to create models.

Object types
Objects in 3ds Max 8 can be divided into several categories:
* Geometry (Geometry);
* Shapes (Shapes);
* Lights (Sources of light);
* Cameras (Cameras);
* Helpers (Helper objects);
* Space Warps (Volumetric deformation);
* Systems (Additional tools).

Geometry Objects
The first group of objects that beginners in 3D animation are usually familiar with is Geometry. The objects in this group are the simplest three-dimensional geometric shapes: Box, Sphere, Cylinder, Torus (Top), Cone, Plane, etc. The main two groups are Standard Primitives ( Simple Primitives) and Extended Primitives (Complex Primitives). Extended Primitives include, for example, Hedra, Torus Knot, ChamferCyl, Hose, etc.
Obviously, the creators of 3ds Max have a certain amount of humor, since they included a not quite simple object - Teapot (Teapot) in the number of Standard Primitives (Simple primitives). This primitive is loved by many 3D developers and is often used for various purposes. For example, with its help it is very convenient to study the action of various modifiers, since the Teapot has an irregular shape and any deformations are very clearly visible on it. The Teapot object can also be used to see how the created material will look on the object.
There are groups of objects in 3ds Max specifically designed for architectural rendering. These are Stairs (Ladders), AEC1 Extended (Additional objects for AIK), Doors (Doors), Windows (Windows).
The Doors group of objects allows you to create three types of doors - Pivot, BiFold and Sliding. The former resemble ordinary entrance doors, the latter resemble bus doors, and the third resemble compartment doors. You can create single or paired (using the Double Doors parameter) doors, adjust the size of the door frame (Width and Depth parameters in the Frame area), define the parameters of the objects themselves - Height , Width, Depth - and even glass thickness - Glass Thickness. The Open option allows you to specify how much the doors are open.
The Windows object group (Windows) allows you to add six types of windows to the scene. Their main difference is in the way of opening:
* Awning (mounted) - rise up;
* Fixed - do not open;
* Projected - consist of several parts that open in different directions;
* Casement (Swing) - open like a door, the most common type of window;
* Pivoted (fixed on the axis) - open in such a way that the window frame rotates around its horizontal axis;
* Sliding - Slide off to the side, like sliding glass on a bookshelf.
The next group of objects - Stairs (Stairs) - is also a necessary tool for the design of architectural structures. There are four types of stairs you can create in 3ds Max 8: LType (L), Straight, Spiral, and UType (U).
Stairs objects can be Open, Closed, and Box. The presence of handrails on the right and left sides is separately adjusted using the Handrail parameter, the location relative to the steps - Rail Path and their height - Height (Height of the handrails) in the Railings rollout. The Steps area of ​​the Parameters rollout sets the height
steps - Thickness (Thickness) and their width - Depth (Depth). For spiral staircase, Radius is additionally specified, the presence of the support is Center Pole and the direction is clockwise or counterclockwise (CCW and CW switch position in the Layout area) ).
The AEC Extended group includes Foliage, Wall, and Railing objects. Railing and Wall objects, like the Doors and Windows objects described above, are used in architectural modeling.
The Foliage object is used to model three-dimensional vegetation. Three-dimensional modeling of flora is usually associated with great difficulties. For example, in order for the created tree to look realistic, it is necessary not only to select a high-quality texture, but also to model a complex geometric model. For a long time, there were no such models in the standard 3ds Max toolkit. Various additional modules were used to create vegetation - ONYX TreeStorm, TreeShop, Druid, etc.
The Foliage object creates plant objects that are loaded from the Plant Library. The created object is automatically assigned its own material. To prevent trees and bushes from looking alike, the Seed parameter is used to randomly arrange the branches and leaves of the object.
Another object type available to 3ds Max 8 users is BlobMesh. It opens up the possibility of creating three-dimensional bodies using metaspheres. This object is located on the command bar in the Compound Objects group. There are two ways to work with metaspheres. The first is that the surface is composed of separate objects. The second is that any object can be transformed into a metabolic one. In this case, each vertex of the transformed object will have the properties of the metasphere. BlobMesh objects are useful in conjunction with the Particle Flow module.
In 3ds Max 8, you can also create object types such as Particle Systems. Particles are great for scenes where you want to model many objects of the same type, such as snowflakes, debris from an explosion, and so on.

Helpers Objects
There is a group of Helpers objects in 3ds Max. Objects of this type are auxiliary and have no geometry, so they are not visible in the final rendering. Objects of the Helpers category are often used to set up animations, orient objects, determine the distance between points in a 3D scene, and more.
Objects of the Helpers category are divided into several groups depending on their purpose.
Objects of the Standard group perform the functions of orientation in the virtual space of a three-dimensional scene. For example, using the Tare (Roulette) object, you can quickly determine the distance between two points.
The Protractor object resembles a tape measure, but it does not change the distance, but the angle between the lines connecting the origin and the two objects. The value of the angle between the formed straight lines will be displayed in the settings of the Protractor object in the Angle field. Moreover, when these objects are moved, the angle will change accordingly.
Objects in the Helpers category have a minimal amount of settings, and some, like Dummy (11 dummy), have none at all. This object is a parallelepiped that acts as a reference point and can serve, for example, to link several objects when creating an animation.
The Dummy is similar to the Point helper object, which performs the same function. Since this object has no geometric shape, and, accordingly, no dimensions, then, so that it can be observed in the viewport, several options for schematic display are used. A Point can be displayed as three perpendicular intersecting lines along the axes of the object's local coordinate system (Cross), as three guide axes (Axis Tripod), as a marker (Center Marker) marker)) or in the form of a box (Box). In the latter case, this object will resemble in appearance the Dummy object (Dummy).
Another tool for orienting yourself in three-dimensional space is the Compass volume. It can be displayed in the window as a simple point or in the form of a wind rose. This object will help determine the direction of the coordinate axes of the global space coordinate system. It is very handy if you are poorly oriented in three-dimensional space, for example, due to a large number of identical objects.
Objects of the Atmospheric Apparatus group are large Gizmo containers.
In the terminology used to work with 3ds Max 8, you can often find the concept of Gizmo (Dimensional Gizmo container). It limits the geometric dimensions of the object and has the form of square brackets.
In this case, containers are used to limit the space in which it is necessary to place one or another atmospheric effect, for example, fire. The large containers of the Atmospheric Apparatus group can be of three types, differing in shape: BoxGizmo, CylGizmo, and SphereGizmo. In addition to the settings that determine the geometric dimensions, the Seed parameter is used to describe the objects. It affects the random course of the effect in the volume of the overall container, in other words, at different values ​​of the Seed parameter, the picture of the atmospheric effect will differ.
The Camera Match group is represented by a single CamPoint helper object that works with the Camera Match utility. This utility is designed to work with background images and select the position of the camera so that it matches the position and direction of the camera, which was when shooting the background image. The CamPoint object helps you set the points at which the camera position will be retrieved.
Auxiliary objects in the Manipulators group, which include Cone Angle, Slider and Plane Angle, help you manipulate other objects in the scene using 3ds Max's ability to link object parameters.
ADVICE
To link object parameters, use the Wire Parameters command of the context menu.

The helpers in the Manipulators group help the 3D animation designer manipulate objects. For example, the Slider helper object can be used to animate a character's facial expressions. By linking several similar objects to different muscles on the 3D character's face, you can change the Slider sliders and thus change the character's facial expression. Objects in the Manipulators group are used primarily for animation.
The auxiliary objects of the reactor group duplicate the buttons of the toolbar of the same name. They are used to create dynamic effects in scenes.

Space Warps Objects
One of the 3ds Max tools that 3D developers often use is Space Warp. It is often used to create 3D animations, as well as scenes with a variety of particle effects. Volumetric deformation can affect objects, changing their shape or imparting new properties (for example, it can make an object move under the influence of gravity).
In the projection window, the volumetric deformation is displayed as icons with a pattern typical for each of its types. For many volumetric deformations, this icon represents the center of its effect on the object. In the final image, these objects, as well as objects of the Helpers category, are not displayed, since they perform an auxiliary function.
To see the effect of the volumetric deformation on an object, you need to associate the created deformation with it. To do this, use the Bind to Space Warp button on the main toolbar. To bind the volumetric deformation to an object, do the following.
1. Click the Bind to Space Warp button.
2. Click on the volumetric warp.
3. Without releasing the mouse button, move the mouse pointer over the object.
Depending on the type of impact on the object, volumetric deformations are conventionally divided into several groups.

Forces group
Volumetric deformations, which belong to the Forces group, act on an object or particles with a certain force. For example, using a Vortex, you can draw a vortex with particles, and using Path Follow, you can direct the flow of particles along the created spline object.
None of today's dynamic films are complete without explosion effects. In most cases, the most immersive and impressive explosions are the result of the work of visual effects specialists, not actual explosions captured on camera. Since this effect is accompanied by a large number of flying small particles, debris, etc., particle sources are often used to simulate it in 3D graphics. Volumetric deformation PBomb (Particle Explosion) is designed to create the effect of flying particles as a result of the impact on them of a blast wave. A blast wave can have one of three types of symmetry:
* Spherical (Spherical) - impact on particles comes from one point;
* Cylindrical (Cylindrical) - the blast wave comes from a specific axis in all directions;
* Planar - the explosion occurs in two directions from the plane.
During a violent explosion, such as an atomic bomb, a mushroom-shaped smoke screen forms at the epicenter. This is due to the fact that the velocity of the flow of explosive particles in the upper layers is lower than at the bottom. To simulate such a scene, it is convenient to use the volumetric deformation Drag (Braking). It can affect the flow of particles, slowing down their movement. The particles can be decelerated linearly (Linear Damping), spherically (Spherical Damping) and cylindrically (Cylindrical Damping).
Displace volumetric deformation can be applied to both particle sources and regular objects. The effect of this volumetric deformation distorts the shape of an object or particle stream. The displacement of the points in space !, affected by this volumetric deformation, is determined by the Displace map or bitmap. In this case, the dark areas of the image will be shifted relative to the light ones.
Unlike the modifier of the same name, the volumetric deformation Displace (Displacement) can affect several objects at once. In addition to the logo, moving objects in 3D space will change the effect of volumetric deformation on them, as if this object with the assigned Displace modifier changed the position of the dimensional container Gizmo (Gizmo).
NOTE
Most volumetric deformations, similar in their action to modifiers, differ from the latter only in that when the position of the object changes, the center of influence on it remains unchanged. If you change the position of an object with a modifier assigned to it, then the position of the dimensional container Gizmo (Gizmo) will change simultaneously with the object.

Using the Forces volumetric deformations, objects can also be rotated (Motor volumetric), caused to move by wind force (Wind volumetric deformation), and pressure can be applied to objects (Push volumetric strain) and assign the effects of gravity (volumetric deformation Gravity).

Deflectors group
The realism of animated 3D scenes largely depends on how correctly objects move in the frame from the viewer's point of view. If the animation contains a scene in which the ball falls to the ground from a certain height, then it is obvious that after the impact this object will bounce upward. Likewise, when one billiard ball hits another, one object should bounce off the other.
According to the laws of physics, the movement of an object after collision should be determined by the shape of the surface with which the collision occurred. Complex interactions of solids in 3ds Max are rendered using a special reactor module, however, in simpler cases, it is more advantageous for developers of 3D animation to use a simplified collision model of two objects. For example, when a table tennis ball hits a table surface, the unevenness of the table can be neglected and it can be assumed that the angle of incidence of the ball on the table will be equal to the angle of reflection. In this case, the use of volumetric deformations of the Deflectors group (Reflectors) will allow you to specify the direction of reflection of objects or particles.
3ds Max contains a large number of different types of reflectors. The simplest is the Deflector. It creates a flat reflector from which the object will bounce on collision. Such volumetric deformation can be used, for example, in the above table tennis ball example.
In many cases it is convenient to use the UDeflector reflector type. Its difference from the volumetric deformation Deflector (Reflector) - the ability to use as a reflector not only a plane, but any other geometry of the object.
Reflectors give you the ability to subtly control the behavior of particle streams and other objects in your scene.

Geometric / Deformable group
Volumetric deformations FFD (Box) (FFD-container (rectangular)) and FFD (Cyl) (FFD-container (cylindrical)), which belong to the Geometric / Deformable group, but their action is similar to the modifiers of the same name of free deformations, a Wave, Displace and Ripple - the corresponding deforming modifiers.
Another volumetric deformation that can be used to simulate the effects of an explosion is Bomb. As a result of using this tool, the shell of the original object is divided into separate fragments, which begin to move under the action of the force of the blast wave. In the settings for this deformation, you can specify the maximum and minimum size of an individual fragment of the envelope (the Fragment Size parameter area). In this case, the smallest formed fragment can be the face of the object. The flying parts can be given the rotation and direction of movement of the fragments iodine by the action of the force of gravity. To make the effect look more realistic, you need to use the Chaos parameter located in the General area, which can take values ​​from zero (no chaos) to ten (random scatter of fragments). If you want the parts of the "exploded" object flying in the scene to slow down as they move away from the epicenter of the explosion, then check the Falloff On box in the Explosion area. The falloff boundaries will be shown schematically in the viewport.
The Conform volumetric deformation performs the same functions as the object type of the same name in 3ds Max, which is located in the Compound Objects group. Using it, you can deform the surface of one object by the shell of another. The direction of applying the volumetric deformation to the distorted object in the viewport is shown by an arrow on the volumetric deformation icon. To see the result, you need to associate the volumetric deformation with the surface that you want to deform, and then in the settings of the volumetric deformation Conform using the button in the Wrap to Object area, specify in the scene the object that should cause the deformation. In this case, the deformation icon Conform (Alignment) must be directed from one object to another.
ATTENTION
Using the Conform volumetric warp is system resource intensive, so be aware that after you specify the object to be deformed, it will take some time for the computer to compute.

Reactor group
The reactor group is represented by the volumetric strain Water. You can also create it using the Create Water button on the reactor toolbar.

Systems Objects (Additional Tools)
Objects in the Systems category (Additional tools) allow you to create daylight systems, as well as manipulate characters. The Biped object is used to work with the Character Studio module for creating character animation.
There are two types of daylighting systems in 3ds Max - Daylight and Sunlight. They will be useful, first of all, when creating architectural visualization, exteriors and interiors. These systems make it possible to take into account lighting characteristics such as the geographical location of the object (country and city), the exact date and time of day when rendering. Given this data, the program uses a lighting scheme corresponding to the position of the sun at a given time. Such data will help determine how best to position the house in relation to the cardinal points, so that its lighting at different times of the day suits the customer.
When planning a house and surrounding areas, it is also very important to consider where the shadow from the building and other large objects will fall at different times of the day. This will allow you to choose the most suitable place, for example, for planting a flower bed or for building a gazebo.
The Compass object is used in conjunction with the Daylight and Sunlight systems. When these lighting systems are created, a Compass object is created automatically. The difference between Daylight and Sunlight is that in the first case, the lighting is taken into account with the light of the sky, and in the second, only the sun.

Nowadays, using 3D graphics, you can create any realistic scenes. However, the creation of objects of such complexity has some peculiarities. In practice, the basis for the creation of any objects are standard geometric shapes, called objects(fig. 2.1). Such objects include cube, cone, cylinder and sphere... With their help, you can create a new scene.

Rice. 2.1. Basic geometric shapes

The main objects in 3ds Max are referred to as shape splines and mesh objects

Apart from the main objects, there are other types such as compound objects or helper objects.

The type and state of any object in 3ds Max is determined by the commands associated with it. When an object is created, certain properties are automatically assigned to it (color, position, orientation, a set of coordinate axes, etc.).

When you select an object, it is automatically placed in bounding box white with the original too of the coordinate axes at the pivot point of the object (Fig. 2.2).

Objects in the scene are displayed in projection windows (view-ports) at the appropriate viewing angle. In the projection windows Top, Front and Left default objects

presented as their wireframes. In the window pective (Perspective) the object is displayed in front and above and has shaded view (smooth shaded), however, you can view the object in this window from any side.

Rice. 2.2. Dimensional container and coordinate axes

The displayed grids in the viewports represent parts of the main grid (home grid). It consists of three perpendular planes on which objects are built.

3ds Max includes parametric objects which are determined by mathematical equations. To create such an object, it is enough to set a few basic parameters. These parameters can be entered from the keyboard or by clicking and moving the mouse pointer in the viewport.

There are also nonparametric objects, defined by a detailed description of the parts and relationships of the object. Each part of such an object is created by clicking and moving the mouse pointer. Many of these objects contain built-in editing commands, which is why they are called editable objects.

Note. Nonparametric objects can also be obtained by converting parametric objects.

Command Panel Create contains all command line objects. The same commands are available in the menu Create.

Pop-up menu Primitives contains objects like Arc, Rectangle, Circle, Line, Plane, Box), Sphere... To call this menu, right-click in the scrap viewport while holding down the key Ctrl(fig. 2.3).

Rice. 2.3. Pop-up menu Primitives

Source: Kharkovsky, Alexander Viktorovich, 3ds Max 2013. The best tutorial / A.V. Kharkovsky. - ed. 4th, add. and revised - Moscow: Astrel, 2013 .-- 480 p. - (Training course).