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- [Instructor] Chapter two
is all about getting familiar
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with the 3ds Max interface.
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We'll start by identifying
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the main components of the interface,
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and we'll also take the opportunity
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to strip the interface down a little bit.
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We'll minimize the clutter
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and make it easier to focus on our work.
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At the top of the 3ds Max interface
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is a traditional application menu.
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There are a lot of menus.
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If you're on a laptop or a
screen with limited resolution
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then all of the menus may not fit
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on the screen horizontally.
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If that's the case you'll see
a double right-facing arrow.
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That's a button, when you
click on that you have access
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to the other menus, such
as the 3ds Max Help menu.
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Unlike in many programs,
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3ds Max does not rely
heavily on the menus.
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There are a lot of commands in 3ds Max
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that are found elsewhere that
aren't in the menus at all.
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Most significantly over here
on the right we have an area
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called the Command Panel,
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and it really is the heart of 3ds Max.
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It's where you will
spend a lot of your time.
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And it's divided into six panels,
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Create, Modify, Hierarchy,
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Motion, Display, and Utilities.
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The most important of the
Command Panels are Create,
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which of course allows
you to build new objects,
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and Modify, which will
allow you to stack effects
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on a selected object
in order to change it.
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In the center of the screen
is the 3ds Max viewport area,
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and that's where you interact
with objects in your 3D scene.
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And to navigate in these
viewports there are some buttons
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down here in the lower right.
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And those are known as the
viewport navigation icons.
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As we'll see later in the course
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we can accomplish almost
all of these functions
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from the keyboard shortcuts, or hotkeys,
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and that will actually be a much faster
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and more efficient way to navigate.
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Next to the viewport navigation icons
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are some keyframe creation
tools for animation,
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transport tools for
playing back the animation
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in the timeline here,
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we also have a transform type-in
area for plugging in values
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for a position, rotation, scale.
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There's a help line down here
that gives us some hints.
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And there's also a way to
type in script commands
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through this field here
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known as the MAXScript Mini Listener.
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Directly below the main menu
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is an area called the main toolbar.
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And that's where you'll find
the most common commands,
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such as Select Object or
Move, Rotate, and Scale,
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render an image and so on.
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Once again, if you're on a laptop
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or a screen with limited resolution
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then the entire main toolbar
may not fit on your screen.
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If that's the case you may see some icons
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getting cut off over here.
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Simply hover your mouse over an empty spot
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on the main toolbar and
you'll get a hand cursor.
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Click and drag and you
can slide the main toolbar
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left and right to expose
the remaining icons.
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Directly below the main toolbar
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is an area known as the ribbon.
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And it's primarily for modeling.
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The ribbon is minimized by default.
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We can expand it by
clicking on this button
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to Show the Full Ribbon.
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And then we see some icons here.
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If we go over to the Object
Paint tab in the ribbon
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we see there a bunch of cool tools there.
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If you're not modeling you
may want to hide the ribbon,
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so that it's not taking
up space on the screen.
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And that's easily accomplished
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from a button on the main
toolbar, Toggle Ribbon.
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Just click that and the
ribbon will be hidden.
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On the left is a panel
known as the Scene Explorer.
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It's an outline view of all
of the objects in your scene.
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And at this time the
Scene Explorer is empty,
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because I have no objects
in the scene currently.
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The Scene Explorer is one of those panels
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that I want to see when I want to see it,
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and I don't want it to
be visible all the time.
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Let's hide the Scene Explorer.
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There are multiple ways to do that.
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I'll use the method that
will also illustrate
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how to show and hide
other interface elements,
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and that's the through
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the context sensitive right-click menu.
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On every panel you will
see a textured bar,
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right-click on any one
of those textured bars
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and you'll get a pop-up or
a context sensitive menu.
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And from here you can show or hide
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various interface elements.
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I'll just click on Scene
Explorer Default to hide it
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and now it's been hidden
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and I can just move this
over and reclaim that space.
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If you want to get the Scene Explorer back
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there are various ways to do that.
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We can go to the Tools menu
and choose Scene Explorer,
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close that.
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Or there's also a button
on the main toolbar,
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Toggle Scene Explorer, and
that will also launch it.
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As I drag the Scene Explorer around
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you can see that 3ds Max
is allowing me to dock
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to various parts of the interface.
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If I don't want that to happen
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then I can lock the user interface layout.
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That's done from the Customize menu.
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Click on Customize and
choose Lock UI Layout.
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And now we can drag that
around anywhere we want
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and we won't be prompted to dock.
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OK, I'll turn that back off again,
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turn off Lock UI Layout
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and close the Scene Explorer once again.
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Finally, in the viewports
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we have something called the ViewCube
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and it's a method of
navigation in the scene.
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And that's an alternative to the viewport
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navigation controls down here.
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The ViewCube is actually
kind of problematic
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and I recommend that you disable it.
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It's very easy to accidentally click it
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and it's really just more
trouble than it's worth.
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So to permanently hide the ViewCube
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we need to go into the
viewport configuration dialog.
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And one way to do that is
from any one of the viewports
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click on the plus sign and
then go to Configure Viewports,
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go to the ViewCube tab,
and disable the ViewCube,
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just turn off Show the
ViewCube, and click OK.
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And now it's hidden permanently.
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There is a menu item for the ViewCube,
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but it doesn't always work,
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and the ViewCube may come back
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the next time you launch 3ds Max.
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Having done it through the
Viewport Configuration dialog
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I'm certain that the ViewCube
is permanently hidden.
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That's an overview of the main elements
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of the 3ds Max interface.
11169
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