Make unique 3ds max что это
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Make Unique lets you convert an instanced or referenced object or an instanced modifier to a copy that's unique.
When you clone an object, you can make it an instance or a reference. If you make changes to an instanced object the changes are also reflected in the other instances in your scene. And when you change a referenced object, the changes affect objects that refer to it. Making objects unique lets you adjust or change those objects independently without affecting any other objects in the scene.
Similarly, when you apply a modifier to multiple objects simultaneously, the modifiers are instances of each other and changes to one affect all of them. And as with objects, making a modifier unique lets you change it without affecting the former instances.
Tip: If you drag a material to a unique object and see the other instanced object updating as well, turn off Automatic Material Propagation. Go to Customize menu Customize UI and choose Category: Instance Manager, then drag Automatic Material Propagation to a toolbar or assign a keyboard shortcut to it. Using this tool will allow the unique object to act uniquely.
Procedures
Example: Use Make Unique with an instanced modifier:
-
Create a cylinder with some height segments, and then use Shift +Move to create three copies, resulting in four non-instanced identical cylinders.
When the Clone Options dialog opens, make sure Object is set to Copy.
You now have four cylinders with a single instance of a Bend modifier applied to them.
This lets you return to the current state of the scene at any time without using Undo.
The modifier stack shows the modifier but not the geometry, because the latter isn’t instanced between the two objects.
The Make Unique dialog opens, asking whether you want to make the selected items unique with respect to each other.
At this point, the two selected cylinders each have unique Bend modifiers, while the remaining two cylinders share the original, instanced Bend. You can see this by selecting each cylinder and changing the Bend Angle setting. Changing one of the unique modifiers doesn’t affect any other object, while changing one of the instanced modifiers changes the other object with an instance of the modifier.
The two selected cylinders now share an instance of a Bend modifier, but it's a different instance than that shared by the other two cylinders. Again, you can see this by selecting each of the cylinders and changing the Bend Angle spinner. You can also turn on Show Dependencies in the Views menu to see the relationship between the four cylinders and the Bend modifier.
Example: Use Make Unique with an instanced object/modifier combination:
- Create a cylinder with some height segments.
- Apply a Bend modifier and adjust the Angle just enough to see the results of the bend.
- Use Shift +Move with the Instance option to create an instanced object/modifier combination.
- Change the Bend Angle setting on one of the instances to demonstrate that the cylinders and modifiers are truly instanced.
Both cylinders bend.
When you change the Bend Angle setting or cylinder base parameters for one of the objects, the other doesn't change.
Note: When you instance an object/modifier combination, all duplicates are instances of a single master node containing the original object and modifier. In such cases, you cannot selectively make the object or its modifier unique. Clicking Make Unique for one or the other, makes both unique.
By:
Make Unique lets you convert an instanced or referenced object or an instanced modifier to a copy that's unique.
When you clone an object, you can make it an instance or a reference. If you make changes to an instanced object the changes are also reflected in the other instances in your scene. And when you change a referenced object, the changes affect objects that refer to it. Making objects unique lets you adjust or change those objects independently without affecting any other objects in the scene.
Similarly, when you apply a modifier to multiple objects simultaneously, the modifiers are instances of each other and changes to one affect all of them. And as with objects, making a modifier unique lets you change it without affecting the former instances.
Tip: If you drag a material to a unique object and see the other instanced object updating as well, turn off Automatic Material Propagation. Go to Customize menu Customize UI and choose Category: Instance Manager, then drag Automatic Material Propagation to a toolbar or assign a keyboard shortcut to it. Using this tool will allow the unique object to act uniquely.
Making New Instances
When you click Make Unique for a selection of two or more objects, a dialog appears that asks: Do you want to make the selected items unique with respect to each other? This gives you a choice of how you want to make the objects unique.
By:
Make Unique lets you convert an instanced or referenced object or an instanced modifier to a copy that's unique.
When you clone an object, you can make it an instance or a reference. If you make changes to an instanced object the changes are also reflected in the other instances in your scene. And when you change a referenced object, the changes affect objects that refer to it. Making objects unique lets you adjust or change those objects independently without affecting any other objects in the scene.
Similarly, when you apply a modifier to multiple objects simultaneously, the modifiers are instances of each other and changes to one affect all of them. And as with objects, making a modifier unique lets you change it without affecting the former instances.
Tip: If you drag a material to a unique object and see the other instanced object updating as well, turn off Automatic Material Propagation. Go to Customize menu Customize UI and choose Category: Instance Manager, then drag Automatic Material Propagation to a toolbar or assign a keyboard shortcut to it. Using this tool will allow the unique object to act uniquely.
Interface
Detaches objects and modifiers (and combinations) logically from the master node of which they're instances or references.
Go to the object or modifier level in the stack for an instanced or referenced object or modifier (respectively), and click Make Unique.
For instanced object/modifier combinations, in the modifier stack, choose either the modifier or the object itself.
Making New Instances
When you click Make Unique for a selection of two or more objects, a dialog appears that asks: Do you want to make the selected items unique with respect to each other? This gives you a choice of how you want to make the objects unique.
Приветствуем Вас, Гость
Назначение и настройка модификаторов.
«Каждый модификатор – это отдельный инструмент, которые применяются к объекту для изменения его параметров и формы. Главной особенностью модификаторов является возможность, в любой момент работы с объектом, вернутся к ранее назначенным модификаторам и перенастроить их, или вовсе удалить, или вернуть объекту его первоначальную форму».
Модификатор — это объект не имеющий собственной геометрии, но умеющий влиять на другой объект. Порядок назначения модификатора требует порядка применения модификатора. Ты имеешь право в любой момент перейти на любой другой уровень для до-настройки.
MODIFIER STACK
Для работы с модификаторами предусмотрен – MODIFIER STACK, который находится на вкладке Modify командной панели.
1. Вкладка Modify командной панели (Command Panel)
2. Название объекта
3. Список с модификаторами. Для назначения модификатора на выделенный объект нужно открыть выпадающий список и выбрать нужный модификатор одним щелчком. Чтобы поиск был быстрее, можно на клавиатуре нажимать первую букву названия модификатора. Если в данный момент выделено несколько объектов, то их настройки будут связанны между собой.
4. Список уже назначенных на объект модификаторов (стек) , именно в этом списке следует выбрать уже назначенный на объект модификатор, для его перенастройки или удаления. Читается стек снизу вверх. По стеку на рисунке можно сказать, что был создан примитив Box и к нему применен модификатор Bend.
5. Уровень подобъектов Sub-objects. Чтобы развернуть уровень подобъектов, необходимо один раз щелкнуть по плюсу, находящемуся слева от названия модификаторов. Большинство модификаторов имеют несколько уровней подобъектов, например:
Gizmo (Гизмо) — габаритный контейнер, в рамках которого действует модификатор. Изображается в видовых окнах как каркас (обычно оранжевого цвета), который первоначально окружает объект. Можно перемещать, вращать и масштабировать гизмо, тем самым изменяя воздействие модификатора на объект.
Center (Центр) — точка или ось, относительно которой действует модификатор. Можно перемещать ось, тем самым изменяя воздействие модификатора на объект.
6. Pin Stack — смысл ее в том, что она позволяет зафиксировать меню стека на экране таким образом, что оно не исчезнет, даже если снять выделение с объекта или выделить другой объект (применяется крайне редко).
7. Show End Result (показывать последний результат) — показывает конечный результат всех модификаций объекта, даже если выбран не последний в стеке модификатор.
8. Make unique (сделать уникальным/независимым) – делает выбранный модификатор или сам объект независимой копией, которая активна только в том случае, если объект или модификатор является Instance.
9. Remove Modifier (удалить модификатор) — удалить выбранный модификатор из стека.
10. Configure Modifier Sets — вызывает расширенное меню настройки модификаторов.
К одному объекту можно применить несколько модификаторов.
Читается стек снизу вверх. Причем конечная форма объекта зависит от последовательности применения модификаторов.
Чтобы поменять местами модификаторы, в стеке необходимо выделить один из модификаторов и, удерживая нажатой левую кнопку мыши, перетащить его. Легче всего перетаскивать верхний под нижний, причем появляющаяся синяя полоса будет указывать, куда переместится модификатор, когда ты отпустишь кнопку мыши. Увеличивай и смотри картинку.
Чтобы отключить воздействие модификатора на объект , нужно сделать один щелчок по лампочке, которая располагается слева от названия модификатора, и она станет серого цвета. Тогда модификатор останется в стеке, и все его настройки сохранятся, но модифицировать объект он не будет. Чтобы включить модификатор, сделай еще один щелчок по лампочке, и она опять станет белой.
Чтобы удалить модификатор из стека , нужно его выделить и щелкнуть по кнопке с изображением корзины.
Контекстное меню MODIFIER STACK Контекстное меню стека модификатора. Вызывается правой кнопкой мыши:
Rename — переименование модификатора
Delete — удалить модификатор
Cut — вырезать
Copy — скопировать в буфер обмена
Paste — вставить копию
Paste Instanced — вставить копию в объект обсолютно зависимую от финального, т.е. они будут изменяться одновременно
Make unique (сделать уникальным/независимым)
Collapse То — обрушение стека модификатора ниже выбранного, верхние сохраняются
Collapse All — обрушение всего стека модификатора. Это конвертация объекта и всех назначенных ему модификаторов в редактируемую поверхность. Это равносильно тому, если на объекте кликаем правой клавишей мыши и выбираем - Convert to: Convert to Editable Poly и др.
Mеню модификаторов 3ds Max.
Меню Modifiers (Модификаторы) позволяет назначать модификаторы, не переходя на вкладку Modify (Изменение) командной панели. Перед присвоением параметрическому объекту модификатора необходимо выделить сам объект, к которому нужно применить модификатор. При этом в меню будут активны только те модификаторы, которые могут быть применены к данному примитиву.
После выделения модификатора в меню Modifiers (Модификаторы) автоматически откроется панель, на которой вы можете изменить параметры выбранного модификатора.
Procedures
Example: Use Make Unique with an instanced modifier:
-
Create a cylinder with some height segments, and then use Shift +Move to create three copies, resulting in four non-instanced identical cylinders.
When the Clone Options dialog opens, make sure Object is set to Copy.
You now have four cylinders with a single instance of a Bend modifier applied to them.
This lets you return to the current state of the scene at any time without using Undo.
The modifier stack shows the modifier but not the geometry, because the latter isn’t instanced between the two objects.
The Make Unique dialog opens, asking whether you want to make the selected items unique with respect to each other.
At this point, the two selected cylinders each have unique Bend modifiers, while the remaining two cylinders share the original, instanced Bend. You can see this by selecting each cylinder and changing the Bend Angle setting. Changing one of the unique modifiers doesn’t affect any other object, while changing one of the instanced modifiers changes the other object with an instance of the modifier.
The two selected cylinders now share an instance of a Bend modifier, but it's a different instance than that shared by the other two cylinders. Again, you can see this by selecting each of the cylinders and changing the Bend Angle spinner. You can also turn on Show Dependencies in the Views menu to see the relationship between the four cylinders and the Bend modifier.
Example: Use Make Unique with an instanced object/modifier combination:
- Create a cylinder with some height segments.
- Apply a Bend modifier and adjust the Angle just enough to see the results of the bend.
- Use Shift +Move with the Instance option to create an instanced object/modifier combination.
- Change the Bend Angle setting on one of the instances to demonstrate that the cylinders and modifiers are truly instanced.
Both cylinders bend.
When you change the Bend Angle setting or cylinder base parameters for one of the objects, the other doesn't change.
Note: When you instance an object/modifier combination, all duplicates are instances of a single master node containing the original object and modifier. In such cases, you cannot selectively make the object or its modifier unique. Clicking Make Unique for one or the other, makes both unique.
By:
Make Unique lets you convert an instanced or referenced object or an instanced modifier to a copy that's unique.
When you clone an object, you can make it an instance or a reference. If you make changes to an instanced object the changes are also reflected in the other instances in your scene. And when you change a referenced object, the changes affect objects that refer to it. Making objects unique lets you adjust or change those objects independently without affecting any other objects in the scene.
Similarly, when you apply a modifier to multiple objects simultaneously, the modifiers are instances of each other and changes to one affect all of them. And as with objects, making a modifier unique lets you change it without affecting the former instances.
Tip: If you drag a material to a unique object and see the other instanced object updating as well, turn off Automatic Material Propagation. Go to Customize menu Customize UI and choose Category: Instance Manager, then drag Automatic Material Propagation to a toolbar or assign a keyboard shortcut to it. Using this tool will allow the unique object to act uniquely.
Interface
Detaches objects and modifiers (and combinations) logically from the master node of which they're instances or references.
Go to the object or modifier level in the stack for an instanced or referenced object or modifier (respectively), and click Make Unique.
For instanced object/modifier combinations, in the modifier stack, choose either the modifier or the object itself.
Procedures
Example: To use the Make Unique options with an instanced modifier:
-
Create a cylinder with some height segments, and then use Shift +Move to create three copies, resulting in four non-instanced identical cylinders.
When the Clone Options dialog opens, make sure Object is set to Copy.
You now have four cylinders with a single instance of a Bend modifier applied to them.
This lets you return to the current state of the scene at any time without using Undo.
The modifier stack shows the modifier but not the geometry, because the latter isn’t instanced between the two objects.
The Make Unique dialog opens, asking whether you want to make the selected items unique with respect to each other.
At this point, the two selected cylinders each have unique Bend modifiers, while the remaining two cylinders share the original, instanced Bend. You can see this by selecting each cylinder and changing the Bend Angle setting. Changing one of the unique modifiers doesn’t affect any other object, while changing one of the instanced modifiers changes the other object with an instance of the modifier.
The two selected cylinders now share an instance of a Bend modifier, but it's a different instance than that shared by the other two cylinders. Again, you can see this by selecting each of the cylinders and changing the Bend Angle spinner. You can also turn on Show Dependencies in the Views menu to see the relationship between the four cylinders and the Bend modifier.
Example: To use Make Unique with an instanced object/modifier combination:
- Create a cylinder with some height segments.
- Apply a Bend modifier and adjust the Angle just enough to see the results of the bend.
- Use Shift +Move with the Instance option to create an instanced object/modifier combination.
- Change the Bend Angle setting on one of the instances to demonstrate that the cylinders and modifiers are truly instanced.
Both cylinders bend.
When you change the Bend Angle setting or cylinder base parameters for one of the objects, the other doesn't change.
Note: When you instance an object/modifier combination, all duplicates are instances of a single master node containing the original object and modifier. In such cases, you cannot selectively make the object or its modifier unique. Clicking Make Unique for one or the other, makes both unique.
Procedures
Example: To use the Make Unique options with an instanced modifier:
-
Create a cylinder with some height segments, and then use Shift +Move to create three copies, resulting in four non-instanced identical cylinders.
When the Clone Options dialog opens, make sure Object is set to Copy.
You now have four cylinders with a single instance of a Bend modifier applied to them.
This lets you return to the current state of the scene at any time without using Undo.
The modifier stack shows the modifier but not the geometry, because the latter isn’t instanced between the two objects.
The Make Unique dialog opens, asking whether you want to make the selected items unique with respect to each other.
At this point, the two selected cylinders each have unique Bend modifiers, while the remaining two cylinders share the original, instanced Bend. You can see this by selecting each cylinder and changing the Bend Angle setting. Changing one of the unique modifiers doesn’t affect any other object, while changing one of the instanced modifiers changes the other object with an instance of the modifier.
The two selected cylinders now share an instance of a Bend modifier, but it's a different instance than that shared by the other two cylinders. Again, you can see this by selecting each of the cylinders and changing the Bend Angle spinner. You can also turn on Show Dependencies in the Views menu to see the relationship between the four cylinders and the Bend modifier.
Example: To use Make Unique with an instanced object/modifier combination:
- Create a cylinder with some height segments.
- Apply a Bend modifier and adjust the Angle just enough to see the results of the bend.
- Use Shift +Move with the Instance option to create an instanced object/modifier combination.
- Change the Bend Angle setting on one of the instances to demonstrate that the cylinders and modifiers are truly instanced.
Both cylinders bend.
When you change the Bend Angle setting or cylinder base parameters for one of the objects, the other doesn't change.
Note: When you instance an object/modifier combination, all duplicates are instances of a single master node containing the original object and modifier. In such cases, you cannot selectively make the object or its modifier unique. Clicking Make Unique for one or the other, makes both unique.
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