3D MAX 2010 SHORTCUT KEYS PDF

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Set Keys. K. Shade Selected Faces Toggle. F2. Show Floating Dialogs (minus). Autodesk 3ds Max and Autodesk 3ds Max Design Shortcut Guide. The Keyboard Shortcut Map window displays keyboard shortcuts interactively. Main Interface Shortcuts. Tables 1 through 17 present the shortcut keys for the. 3ds Max 3ds Max Design Shortcut Guide - Download as PDF File .pdf), accent) Auto Key Mode Toggle N Render Shift + Q Background Lock Toggle Alt.


3d Max 2010 Shortcut Keys Pdf

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3DS MAX. General user interface. New Scene. Ctrl+N. Help. F1. Shade Selected Shift+L. Essential keyboard shortcuts for Autodesk's modelling, animation. 3ds Max Shortcut Keys Summary. Alt + B. Set blueprint/image on the viewport. Alt + C. Cut tool. G. Hide or unhide the grid. 1. 2. 3. 4. 5. Quickly access the Vertex. When you start out with 3D Studio MAX you will likely start with trying out different tools and features When you press the F2 key you can toggle between the default setting and having only the . printer-friendly PDF version of this tutorial.

Fix: navigation toolboar disappears sometimes when you resize left panels. Fix: Wave filter cuts a part of the image. Fix: improving Implode dialog settings negative values now simulate an image explosion. Fix: converting object to patch makes textures and vertex colors invalids. Version 8.

3D Studio Max

You control accurately the optimization levels you need. This command is available from the main window and from 3D viewer.

Replace thumbnail feature which allows replacing the 3D file's thumbnail by a render image thanks to Antonio Prieto. It's now possible to recompute thumbnails for only a part of the catalogue.

Image related features Screen capture: better ergonomics thanks to James Palik. Jpeg Lossless is faster when files are located on a CompactFlash flash or a memory card. You don't need anymore to open a 3D viewer for using it.

It's easier to display or hide a set of materials or objects thanks to Eric Caron. Planar, spherical, cylindrical and cubic projection are now handled thank to Eric J Bouchoc. Click on the image for a larger view. Below, you'll find an abbreviated list of commands that can be used in Inventor. Download a free day trial and try it out. download options include flexible subscription terms to fit your needs. Autodesk is a leader in 3D design, engineering and entertainment software. All rights reserved.

Worldwide Sites You have been detected as being from. Inventor Keyboard Shortcuts. Jump to a section.

Subscribe now. Try it now. Free for 30 days. The Utilities tab is used to access various utility programs.

To do so, move the cursor at the top of the Main Toolbar; the cursor will change into an arrow with two overlapping rectangles. Now, press and hold the left mouse button and drag the Main Toolbar to the desired location.

Table of Contents:

Double-click on the Main Toolbar to dock it back to its default position. Scene Explorer The Scene Explorer is used to view, select, filter, and sort objects. It is also used to rename, delete, group, freeze, and hide objects. The Scene Explorer is by default docked on the left in the default workspace, refer to Figure It is discussed in detail in Chapter 2. When you start Autodesk 3ds Max, the default interface screen appears.

This interface consists of four equal sized viewports surrounded by tools and commands, refer to Figure These viewports are labeled as Top, Front, Left, and Perspective.

The viewports in Autodesk 3ds Max are used to create 3D scenes. Also, they enable you to view a scene from different angles. When you create an object in the viewport, the Top, Front, and Left viewports will display the top, front, and left orthographic views of the object, respectively.

The active viewport in 3ds Max is highlighted with a yellow border. Only one viewport can remain active at a time.

Autodesk 3ds Max

All commands and actions in 3ds Max are performed in the active viewport. Figure Selecting a viewport to make it active You can modify the size of the viewports by dragging the intersection of the viewports on the splitter bars.

To restore the original layout, right-click on the intersection of the dividing lines; a shortcut menu will be displayed, as shown in Figure Choose the Reset Layout option from the shortcut menu; the viewports will be restored to their default size.

Figure Choosing the Reset Layout option from the shortcut menu On the bottom left corner of each viewport, there is a world-space tripod, as shown in Figure The world-space tripod has three axes, X, Y, and Z, which are displayed in red, green, and blue colors, respectively.

The tripod always refers to the world coordinate system, regardless of the local coordinate system. ViewCube is placed at the top right corner of the viewport, refer to Figure The ViewCube provides visual feedback of the current orientation of the viewport. Figure The world space tripod, grid, and ViewCube in the Perspective viewport Note The ViewCube will not be visible in the camera and light viewport. It is important to note that the Local coordinate system defines local position of an object in a scene whereas the World coordinate system uses fixed axes to define the position of all the objects in the world space.

Each viewport has a grid placed in it, refer to Figure It is like a graph paper in which all the lines intersect each other at right angles. You can modify the spacing in the grids. The grids in all viewports act as an aid to visualize the spacing and distance while creating objects. Also, they are used as a construction plane to create and align the objects.

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You can also use the grids as a reference system while using the snap tools to align the objects. You can also hide the grid in the viewport.

To do so, press the G key; the grid will disappear from the viewport. To make the grid visible, press G again. At the top left corner of each viewport, there are three viewport labels: General viewport label, Point of view POV viewport label, and Shading viewport label, refer to Figure When you click on any of the viewport labels, the corresponding flyout will be displayed, as shown in Figure The options in these shortcut menus are used to modify various aspects of the active viewport.

You can configure the active viewport by using the options in the General viewport label menu. Choose the Configure Viewports option from this menu; the Viewport Configuration dialog box will be displayed.

Various options in this dialog box can be used to configure the viewports. You already know that four equally sized viewports are displayed on the screen. However, you can change the viewport configuration based on your requirement. To change the basic configuration of the viewports, choose the Layout tab of the Viewport Configuration dialog box, refer to Figure In the Layout tab, you can specify the division method of the viewports.

There are 14 types of configurations displayed at the top in the tab.

Select the required configuration and then choose the OK button; the viewports will be displayed according to the configuration that you have selected in the Viewport Configuration dialog box. Figure The viewport labels in the Front viewport Figure The flyout displayed on clicking the POV viewport label Figure The Layout tab of the Viewport Configuration dialog box Note The viewport configuration specifies how the viewports will be arranged on the screen.

You can change the default viewport to any other viewport type available such as Bottom, Right, and so on, by using the options in the POV viewport label menu. To do so, click on the POV viewport label; a flyout will be displayed. Choose the viewport that you want to display. You can also use the Shading viewport label menu for defining the type of shading displayed in the viewport. However, some other shading types are available in the cascading menu of the Stylized option, refer to Figure These shading types are Graphite, Color Pencil, Ink, and so on.

You can choose any one of the options to change the shading. Figure Different shading types in the cascading menu of the Stylized option Viewport Navigation Controls There are various tools available at the bottom right corner of the Autodesk 3ds Max screen, as shown in Figure These tools are known as viewport navigation controls and they are used to control the display and navigation of the viewport.

The tools displayed in the viewport navigation controls depend on the viewport selected.

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For example, if the Camera viewport is selected, its corresponding tools will be displayed in the viewport navigation control. These tools are discussed in detail in the later chapters.

Figure The viewport navigation controls Viewport Layout Tab Bar The Viewport Layout tab bar enables you to store multiple viewport setups in a single scene. You can switch between different viewport setups with a click. To display the viewport layout tab bar, right-click in the blank area on the Main Toolbar; a shortcut menu will be displayed with the names of all toolbars, refer to Figure Next, choose the Viewport Layout Tabs option; the Viewport Layout tab bar will be displayed on the screen.

By default, there is a single tab at the bottom of the bar that represents the startup layout. To add more layout tabs to the bar, click on the arrow button on the bar; the Standard Viewport Layouts flyout will be displayed. Next, choose the required option from the flyout; the chosen layout tab will be added to the bar. To remove a tab from the bar, right-click on the tab; a shortcut menu will be displayed. Next, choose Delete Tab from the shortcut menu.

Animation Playback Controls The tools in the animation playback controls are displayed on the left side of the viewport navigation controls, refer to Figure These tools are used to control the animation in the active viewport.

Also, you can set the total number of frames, animation length, and other settings of the animation using these tools. Figure The animation playback controls Animation Keying Controls The tools in the animation keying controls are displayed on the left side of the animation playback controls, refer to Figure These tools are used to enter or exit different animation modes.

Figure The animation keying controls Track Bar The track bar lies between the time slider and the status bar, refer to Figure It displays a timeline along with the frame numbers. Figure The track bar and the time slider Time Slider The time slider displays the current frame and the total number of frames in the current time segment, refer to Figure You can view the animation at each frame by dragging the time slider.

The time segment is the total range of frames that you can access using the time slider.Also works on Block Attributes.

The Motion tab is used to control the animation controllers and trajectories. To set the increment value, right-click on the Spinner Snap Toggle tool; the Preference Settings dialog box will be displayed. Visual Construction. To create a new template, first set up the scene and then save the scene at desired location.

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