Sunday, 14 April 2013

0 3d Max basic theory



 3d Max


1.    Weld

Converts two end vertices, or two adjacent vertices within the same spline, into a single vertex. Move either two end vertices or two adjacent vertices near each other, select both vertices, and then click Weld. If the vertices are within the unit distance set by the Weld Threshold spinner (to the right of the button), they're converted into a single vertex.

2.    Connect
Connects any two end vertices, resulting in a linear segment, regardless of the tangent values of the end vertices. Click the Connect button, point the mouse over an end vertex until the cursor changes to a cross, and then drag from one end vertex to another end vertex.
3.    Insert
Inserts one or more vertices, creating additional segments. Click anywhere in a segment to insert a vertex and attach the mouse to the spline. Then optionally move the mouse and click to place the new vertex. Continue moving the mouse and clicking to add vertices. A single click inserts a corner vertex, while a drag creates a Bezier (smooth) vertex.
4.    Make First
Specifies which vertex in the selected shape is the first vertex. The first vertex of a spline is indicated as a vertex with a small box around it. Select one vertex on each spline within the currently edited shape that you want to change and click the Make First button.
5.    Fuse
Moves all selected vertices to their averaged center.
6.    Fillet
Lets you round corners where segments meet, adding new control vertices. You can apply this effect interactively (by dragging vertices) or numerically (using the Fillet spinner). Click the Fillet button, and then drag vertices in the active object.
7.    Chamfer
Lets you bevel shape corners using a chamfer function. You can apply this effect interactively (by dragging vertices) or numerically (using the Chamfer spinner). Click the Chamfer button, and then drag vertices in the active object. The Chamfer spinner updates to indicate the chamfer amount as you drag.
8.    Refine
Lets you add vertices without altering the curvature values of the spline. Click Refine, and then select any number of spline segments to add a vertex each time you click .
9.    Trim
Use Trim to clean up overlapping segments in a shape so that ends meet at a single  point.

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