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  • ruRussian
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00:00:13
so let's go over there one more time, which means that
00:00:17
the bindings will allow us to perform a
00:00:19
large number of tasks, in particular,
00:00:21
those tasks that carry out the
00:00:23
movement commands, transformation are very convenient
00:00:26
to do these tasks that carry out the
00:00:28
alignment commands, which means several
00:00:31
tools that activate different
00:00:34
types of bindings, we can find on the
00:00:36
toolbar here in this
00:00:37
area 4 these are the icons let's
00:00:40
start with each of them let's
00:00:41
look at which ones have what tasks here are the
00:00:46
nuances what are the advantages of using
00:00:48
these types by tying so the first one is
00:00:51
tying to we have a video displayed like
00:00:53
this but here is a magnet
00:00:54
and numbers this figure may differ that is, there is
00:00:56
more than one binding here, if
00:00:58
you expand here there are three such
00:01:00
subtypes, but there may be a binding with the
00:01:02
number 2 two and five and three
00:01:04
so you can meet one of them,
00:01:06
I just don’t remember which default
00:01:08
map is three-dimensional, but just in case
00:01:10
you know, if there is something we can
00:01:12
switch between any of them, and so the
00:01:16
first binding, if the mouse cursor is
00:01:18
supported, the message “no” will simply appear,
00:01:20
that is, the switch for the
00:01:22
enabling bindings was translated as
00:01:24
enable, and now we can turn on
00:01:28
this binding, we can turn it off, the first
00:01:32
type of bindings is bindings that
00:01:33
work with the move tool and
00:01:38
rarely work with the move tool,
00:01:46
so when we turned on this binding,
00:01:48
if we have the move tool active, you and I
00:01:50
can see this binding
00:01:54
visually if we have
00:01:56
objects or it will be configured as
00:01:58
needed, but now I’m a little bit
00:02:02
let's create a little structure for you, a
00:02:05
little scene so that we have a little more
00:02:07
objects
00:02:15
and
00:02:20
xbox
00:02:26
let's also say the torus of
00:02:29
our group, we'll have enough for you and I,
00:02:35
so here I am again and turn on the
00:02:38
bindings if you start typing the cursor
00:02:40
over objects or over your country, here
00:02:43
you can see that next to the
00:02:45
mouse cursor there will appear a
00:02:47
yellow color like this, various
00:02:49
shapes they can be different depending
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on the type of binding, now let’s say
00:02:54
snapping to points works, the mouse cursor
00:02:57
is snapped to the points of objects, it has
00:02:59
one type, but there are other types of
00:03:01
snaps, so the shapes can be different
00:03:03
but nevertheless, this yellow
00:03:04
indicator that runs after the cursor
00:03:06
is usually an indicator that
00:03:08
you currently have the binding enabled and working,
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if we don’t need it, we can
00:03:14
turn it off again by clicking its
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icons; the toolbar now
00:03:18
we don’t have any binding like this how this
00:03:21
binding is one of the most frequently
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used
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it has a hot key that
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allows you to turn it on and work with it
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on the keyboard this is the key with the English
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letter s the first letter of the word snips
00:03:36
binding a knife into this bun, we
00:03:39
accordingly enable the
00:03:41
knife binding tool it again we disable the
00:03:44
binding here I clicked it works, so I
00:03:47
clicked it, I
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lost the bindings themselves, I do
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n’t have any special role because the
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first thing we need is this binding,
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tune in to indicate what exactly we
00:03:59
would like to bind to in order to
00:04:01
do this, the fastest way is to
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use the same button with
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which we enabled the binding, well, click
00:04:09
on it not with the left mouse button, but with the right
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mouse button,
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right-clicking opens a window with
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binding settings, in particular this first binding,
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which works as a move tool, the
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window when it opens, it consists of a
00:04:28
set of parameters, by the way,
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this is a window if you look closely we are already
00:04:32
familiar with the
00:04:34
home grid parameter, which allowed us to
00:04:36
customize the grid, an
00:04:38
alternative call to this window, I will change the
00:04:40
ace in the hryvnia category snap'n grip us
00:04:44
to all tanks out of ten of you below, there is
00:04:46
also a toggle switch for the letter s
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just like that this is window 1, its
00:04:53
Snap tab with bindings
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contains different parameters that will
00:04:59
specify how this binding
00:05:01
will work, how it should behave,
00:05:04
here is a list of parameters for what
00:05:07
this binding should be attached to, what
00:05:09
it should react to, the
00:05:11
checkboxes are the type of objects for
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which the binding at the moment will be
00:05:16
snapped and the window will work; it’s
00:05:18
floating, which means that you can
00:05:20
work from your scene, but sometimes there may be
00:05:23
situations when you need to
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combine or turn on and
00:05:26
off different types of snaps from time to time,
00:05:28
so this can be done without
00:05:30
closing it The
00:05:31
checkbox window is also set as we need it,
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that is, we can combine several
00:05:36
types if we need it and they
00:05:39
will all work, let’s now go through the
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most basic types of bindings, which are
00:05:44
not all here, but I need
00:05:46
some, here we will stop and look at them
00:05:49
how do they work and so the
00:05:52
first type of snaps that we
00:05:54
will get acquainted with is this category grid points
00:05:57
snapping to grid points grid points of the
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projection window this means everything that
00:06:04
concerns the grid inscriptions flu this is
00:06:07
usually the grid of the projection window grid point
00:06:12
snapping to points of the
00:06:15
projection window I checked the box next to
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this parameter, don’t forget to turn on the
00:06:24
snapping itself, if you suddenly turn it off, I
00:06:26
can notice my mouse cursor when it
00:06:28
walks over the grid, look as soon as it
00:06:30
moves to the place where it
00:06:32
is. grid, he immediately jumps to that point,
00:06:35
that is, the cursor goes at
00:06:37
the moment when he is close to it, he
00:06:39
jumps there, that is, this is the essence of
00:06:41
snapping, it allows you to quickly
00:06:42
move to the desired point in the
00:06:48
perspective window, it is not limited
00:06:50
only to this grid behind it outside, it
00:06:52
will work in the same way as if
00:06:54
this grid continues in other windows,
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it will
00:07:00
work in the same way, what is the advantage of such a
00:07:02
snap, the advantage is that, for
00:07:03
example, you can easily and simply
00:07:05
work on your objects, so I just
00:07:07
turned off the snap for a second there, for
00:07:09
example, I lifted the kettle up,
00:07:11
now my task is to
00:07:13
let it go to the horizontal
00:07:15
plane, yes, for this I can take
00:07:17
any side view, for example, the front view,
00:07:19
now I turn on the binding using the
00:07:21
letter with the binding starts working, I
00:07:25
take it here by the base of the kettle and
00:07:27
drag it down, bang Here I have it lying on a
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horizontal plane
00:07:31
clearly on it, that is, the snap allows
00:07:34
me to move this object along the points of the grid,
00:07:37
you see, that is, it won’t let me put it between it anymore
00:07:39
if I give it the need to place it
00:07:41
or between the grids I need to turn off
00:07:43
the snap and place it as it should
00:07:46
by turning on snapping, it will
00:07:48
only work in this case for grid points
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because that’s how they set it up at a construction site, knowing
00:07:55
how you set the grid size, for example,
00:07:59
let’s say if here et [ __ ] and
00:08:00
rearranged, I’ll set the cell step,
00:08:06
for example, like this, I can easily and simply
00:08:09
move an object, or even there, for example, on
00:08:11
meter to make it even easier if, for
00:08:13
example, I need to move the kettle there by
00:08:15
7 meters, yes, I can also do this easily and
00:08:17
simply, that is, I scolded him one
00:08:18
two three times 4 5 6 7
00:08:20
because, let’s say, it’s standing there with me, but I
00:08:24
need it in size too
00:08:27
there is snapping sometimes allows you
00:08:29
to do these things very simply without
00:08:32
any difficulties
00:08:34
this is the first parameter snapping to grids
00:08:36
points green belt another parameter I
00:08:39
will disable one of them the other show
00:08:42
green line
00:08:43
snapping to grid lines snapping to
00:08:48
grid lines
00:08:57
this type of snaps will snap
00:08:58
specifically to to look at the grid lines, I can see the
00:09:01
mouse cursor and as soon as it
00:09:04
is above the line, it allows you to
00:09:07
kind of stick to this line,
00:09:10
thus I can also easily and simply, for
00:09:12
example, move my lunch there clearly there
00:09:14
in the direction of this line of the grid line,
00:09:17
namely the third parameter parameter pivot
00:09:26
snaps to the anchor points of the object
00:09:34
snaps to the anchor points of the object
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the cursor here has a different look, look here,
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if I point at the object,
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this yellow frame appears,
00:09:47
in the middle of which the
00:09:50
anchor point of the object is shown, that is, now
00:09:52
by clicking on the object, I will move it
00:09:54
there clearly, for example, by a reference point,
00:10:06
here I am, for example, using this type of
00:10:08
snapping, look, I can align an object, the
00:10:12
reference points, let’s say I took another object from
00:10:18
you, let’s say there I took my teapot
00:10:29
there by its center and don’t let go, I’ll drag it away, for
00:10:30
example, to this box, I pointed at
00:10:33
it, a yellow frame appeared, I let go of the
00:10:36
left one pressing the mouse button, he himself jumps to the
00:10:39
reference point of this object due to the fact
00:10:41
that the binding is like
00:10:44
clumsy beer.
00:10:49
that is, different types of binding, different ones,
00:10:51
allow you to perform Bowden box tasks;
00:10:55
another of the parameters that is
00:10:57
bound to the size of an object to
00:11:01
the size of an object allows you to bind, that
00:11:19
is, in this case, we can easily and
00:11:20
simply work with dimensions, that
00:11:22
is, by hovering the mouse cursor on objects,
00:11:24
it is highlighted as if its overall
00:11:26
frame and is highlighted in the corner
00:11:29
that corner of the mouse cursor is closer, that
00:11:32
is, for example, again, if I have
00:11:33
the task of aligning this teapot with
00:11:36
its dimensions, press this side
00:11:38
to this side, for example, before
00:11:41
this box of mine, I can do it like this
00:11:44
clicking on this object, but before that,
00:11:46
I move the mouse cursor over the currency one more time,
00:11:48
the main thing is to make sure that
00:11:50
the corner of the side that we will
00:11:52
need to align is highlighted,
00:11:54
now I click, don’t let go, I’ll drag it, for example,
00:11:56
to this object that’s highlighted there, its
00:11:58
corner is released and you don’t see them joining with
00:12:01
their sides one to one, it’s easy,
00:12:05
simply, or let’s put the sphere on
00:12:09
top of the teapot so that it is
00:12:11
determined by its dimensions, the same thing, that is,
00:12:14
I move the mouse cursor over the sphere, select the
00:12:17
bottom corner, but so that it clicks with its lower
00:12:19
part for a second,
00:12:23
another object hits,
00:12:33
so I click, let’s say this a corner and
00:12:35
dragged it up here, the sphere at 10 o'clock
00:12:40
worked after the direction of the axis which is
00:12:53
not the same angle,
00:13:01
here it is not with its sides, for example,
00:13:04
they were leveled off, let's say not
00:13:05
if up, then first turn off the binding,
00:13:08
I select Thomas will switch the binding,
00:13:17
let's say it's leveled off in height
00:13:21
now there will disable the binding, there is a
00:13:23
binding key
00:13:31
about that, practically
00:13:35
if necessary, you can adjust the most
00:13:36
important thing, that something is not aligned in height,
00:13:37
that is, these different
00:13:39
types of bindings are needed so that
00:13:41
we can easily and simply perform different
00:13:43
tasks even when we analyze the main types of
00:13:45
bindings that we need are needed and after that I
00:13:47
will show again how by combining them we
00:13:49
can do certain things, we don’t
00:13:52
always have to know everything and include
00:13:54
all absolutely types, very often you can
00:13:56
use one of them sometimes in
00:13:59
combination with them, so you can get it easily and
00:14:03
simply now we align we'll come back to this later,
00:14:05
so let's continue the conversation and these
00:14:08
types that we are left with after
00:14:11
bow there is no box, the next one we
00:14:12
will need
00:14:13
is the parameter gorteks binding to the
00:14:17
vertices of the object
00:14:18
vertex binding to the vertices of
00:14:24
the object binding to the vertices of the object I
00:14:28
click power so that it turns on and
00:14:31
now here what a thing by hovering the
00:14:33
mouse cursor including snapping by hovering the
00:14:34
mouse cursor over the object it jumps for me
00:14:37
snapping to the points of the object but we
00:14:39
will talk in more detail about the points
00:14:41
a little later but nevertheless here are the
00:14:43
segments of our object in the places where they
00:14:45
intersect they form the vertices of the point
00:14:48
here here, here, here, here, you are everywhere, in
00:14:50
principle, the whole object,
00:14:51
if you look at it this way, can be
00:14:53
represented as a set of points, just like that, it’s precisely
00:14:56
to these points that our
00:14:58
binding allows you to bind,
00:15:25
look, let’s say, with the binding of
00:15:28
points, one of those bindings that I, for
00:15:30
example, almost always I use it, and in
00:15:32
principle it can replace all the
00:15:34
others, well, with the exception of the grid
00:15:37
point, for example, igritt lines,
00:15:39
beer there, the bowden box can be
00:15:41
replaced with just one snap to the
00:15:44
vertex vertices, it
00:15:45
works very simply, that is, I
00:15:47
move the mouse cursor over the object, but the main thing is
00:15:49
not to forget turn it on and really should
00:15:50
turn it on, so I can select
00:15:53
any point of the object, let’s say I need
00:15:55
my this sphere and the bottom point. and
00:15:58
let’s connect the bases with
00:16:00
this one here. and of my box, yes, I choose an
00:16:04
angle in which I would see both this point of
00:16:07
the object and this point of another object
00:16:09
by which I need to align now by
00:16:11
moving the mouse cursor instead of this point of
00:16:14
my sphere, I click on it with the left
00:16:16
mouse button, without releasing it, I begin to
00:16:18
drag it here to this point of my box,
00:16:21
when the snapping worked, I release the
00:16:24
left mouse button and now it is not
00:16:27
perfectly positioned, that is, for example, this has
00:16:30
the advantage that I can align it to any
00:16:31
point of the object; there is no need, as
00:16:33
in alignment, to deliver the reference point
00:16:36
to where it is needed; it already exists . and
00:16:39
I can work with them now, let’s say there’s
00:16:41
not this point, you need to drop it here from the side
00:16:43
angle, please select this
00:16:45
point without letting go, drag it to this
00:16:47
point, it was equal to you, but here, if necessary,
00:16:50
turn off the binding here and let’s say,
00:16:51
position it as it should, here’s the corner,
00:16:54
or rather here this Gorteks type binding is
00:16:57
very interesting, this is how it works,
00:16:59
allowing you to bind as you like to
00:17:02
an object,
00:17:09
or let’s say I turn it on again, select the
00:17:11
base point there and drag it
00:17:14
somewhere here to the top of my
00:17:15
objects,
00:17:22
here it is, accordingly, at the top, the
00:17:24
same time you can combine
00:17:26
different ones types, let’s say if I, for
00:17:29
example, need this object, this one,
00:17:33
or for example a teapot, here’s a teapot
00:17:36
with its base, for example, put it
00:17:39
on top of this object,
00:17:44
I can, let’s say, combine
00:17:46
different types of a teapot, the bottom point
00:17:49
is acceptable, maybe even its pivot
00:17:51
if it wasn’t carried out vertex you can
00:17:53
disable it, that is, this
00:17:55
pivot of my object is available to me, and let’s say this
00:17:59
object, you can take it, let’s say, for
00:18:01
example,
00:18:02
the size of the Bowden box is turned on and then I, for
00:18:07
example, take the mouse cursor in my
00:18:11
teapot, the main thing here is to make sure that you
00:18:14
click on the fault that the snap
00:18:17
to the reference worked The dots you now see
00:18:18
here together are the reference points like Christy
00:18:20
in the cross like this appears, you know
00:18:22
that you will definitely work with the reference point.
00:18:26
click without letting go and drag on this
00:18:28
object
00:18:29
until it is highlighted, which means the
00:18:32
program has realized that it needs to be attached
00:18:33
to it and the gums still need to make sure which
00:18:35
point, that is, we need the top one.
00:18:39
they let it in, according to the
00:18:41
vertical level, it clearly docked
00:18:45
because it’s happy to the side view, we
00:18:47
’ll switch to us, it’s ideally lying on
00:18:51
this surface, but now if we
00:18:55
need it, let’s put it in the center,
00:19:03
here we can turn it off,
00:19:05
use only tombow, no
00:19:06
box modes, for example, they do
00:19:20
n’t want to need it
00:19:22
I’ll tell you one more parameter now so that it
00:19:24
works normally, so very often
00:19:29
we can easily
00:19:31
solve a large number of problems with just bindings alone and
00:19:33
align and move as we
00:19:34
need and put our objects in the right positions in
00:19:38
space without any
00:19:41
problems So, regarding the types of bindings,
00:19:45
in addition to the binding settings, we also have
00:19:48
here in this drop-down menu that
00:19:50
sets the type of binding, there are several more
00:19:52
subcommands. Now we worked with
00:19:54
binding number 3,
00:19:55
this is the so-called three-dimensional binding,
00:19:58
three-dimensional binding tells us
00:20:01
that it works with object in all three
00:20:04
directions,
00:20:05
that is, it will be snapped and moved
00:20:07
in all three directions,
00:20:11
that is, I’ll let’s click on the object
00:20:14
if there is a snap there,
00:20:16
then all these in any direction,
00:20:18
it drags me along the x-axis along the y-axis
00:20:24
without any problems there are other
00:20:27
parameters and the number co2 indicates that the
00:20:30
so-called two-dimensional snapping will work.
00:20:32
The two-dimensional snapping differs from
00:20:36
three-dimensional ones in that it always works in the
00:20:38
horizontal plane only, that
00:20:40
is, the x and y planes, that is, this
00:20:42
snapping will not allow your object to
00:20:44
rise up along the z axis only the
00:20:50
x y plane will work and credit the
00:20:55
bindings I generally never
00:20:57
use two and five
00:20:59
means go bindings that work in
00:21:01
orthographic form
00:21:03
and here it allows you to perform the function of a
00:21:07
three-dimensional binding
00:21:08
only for art of graphical views 2 and 5
00:21:11
in fact I even view I
00:21:14
don’t use two-dimensional bindings, I’m always
00:21:16
in three-dimensional in three-dimensional
00:21:18
bindings, but if necessary, I include
00:21:20
one additional parameter that
00:21:22
allows the bindings to behave differently
00:21:26
if we go to the binding settings,
00:21:29
well, not to the first tab where we set
00:21:31
what it should snap to,
00:21:33
but on the second tab, which is called
00:21:35
general settings, then at the very bottom of this
00:21:38
tab
00:21:39
there will be a command called ms
00:21:41
access constraints, which translates
00:21:43
as using limiters along the axes,
00:21:47
using limiters along the axes,
00:21:53
this command, when enabled,
00:21:58
allows three-dimensional snapping to work
00:22:02
only in the direction of the selected axis,
00:22:07
allows three-dimensional snapping to work
00:22:11
only in the direction of the selected axis,
00:22:22
which means the use access constraints command
00:22:25
allows 3D snapping to work
00:22:29
only in the direction of the selected
00:22:31
axis, now that command is turned off, I
00:22:38
turned on 3D snapping to the vertex mode in vertex mode,
00:22:41
and look, let’s say
00:22:44
this torus can move as you like, so
00:22:46
I chose one point of it this is a probe of a point,
00:22:48
for example, a teapot, look, it has risen and
00:22:50
up, that is, along the z axis, and now it’s an hour along the
00:22:53
y and x axis, walking, that is, as I want there and
00:22:57
walks there are no restrictions, I should
00:23:01
turn on the ms access constraints parameter,
00:23:03
use restrictions on the axes,
00:23:06
the picture is already changing, look Now
00:23:08
I have
00:23:09
two axes marked in yellow, the x-axis and the
00:23:12
y-axis, that is, plane 1 is marked in
00:23:14
yellow, so if I, for example,
00:23:16
click on some point of the object and
00:23:19
drag it, or look up here,
00:23:22
it rises to the top or, for example,
00:23:24
the neck of the teapot, this does not happen for
00:23:28
the reason that this command limits the
00:23:31
snapping only in the direction of the x y axis
00:23:33
because these are the axes that are highlighted
00:23:37
if I, for example, click on the z axis and
00:23:39
look, I turn off the snapping click on the
00:23:42
z axis by moving it like this up and down
00:23:44
so that this axis is highlighted and
00:23:46
now turns yellow I press c again, turn on
00:23:48
the snapping, select a point and drag it, for example,
00:23:52
here it works for me only in the
00:23:55
direction of the z axis, that is, this
00:23:57
command you have sex with constraints,
00:23:58
limiting the three-dimensional snapping in the
00:24:01
specified direction, sometimes this
00:24:04
solves problems very simply, that is, I
00:24:06
’ll let the teapot be narrower in height I set it
00:24:08
as needed and I don’t want its height
00:24:10
to change, I turned on this command by turning on
00:24:17
3D snapping, I can,
00:24:19
accordingly, my object is a
00:24:23
wall, let’s say agave, that is, first the
00:24:29
axis is determined without snapping, that is,
00:24:32
I turned off the snapping, dad
00:24:34
moved the run a little so that the x and y axis
00:24:35
are highlighted, or you can just click
00:24:37
according to this triangle there or along the
00:24:39
specific axis that you need, here it is
00:24:42
selected, now selecting the point including and
00:24:45
accordingly dragging the desired place, that is, in
00:24:47
this way, let’s say my object can be
00:24:50
aligned according to the required form, for example,
00:24:52
I need to align the object in such a way
00:24:54
that it can be used with its handle with docked with
00:24:56
this side only in the direction of the
00:24:58
x axis and turned off the snapping 1 clicked on the
00:25:01
x axis, fixed it and now I turn on
00:25:05
the snapping, select a point on the handle, click
00:25:10
and without releasing, drag to that point in the
00:25:12
direction I want to align and
00:25:14
now this. the handles
00:25:16
fit perfectly with this point,
00:25:18
look here they are on the
00:25:21
same line,
00:25:29
or let’s say now I need to
00:25:32
put my kettle in height so that
00:25:35
it stands on this object,
00:25:37
turn off the snapping, click on the z axis,
00:25:41
turn on the snapping again, select any point at
00:25:43
the base and without letting go I dragged it to the point of
00:25:49
my object at which I want to compare it in
00:25:51
level and now you
00:25:53
see it has become on the same level with it, if
00:25:56
you check here you can see that they are on the
00:26:01
same level with it and now
00:26:04
let’s say it’s already turned off I
00:26:09
can put this object there, you know, it’s
00:26:10
100% on this
00:26:12
surface. The snap is a very interesting
00:26:16
thing, we will use it very often
00:26:18
in the future, so you will see
00:26:22
all its power, how convenient it is, not these
00:26:24
procedures will perform everything, we
00:26:26
will align parts of the spline of
00:26:28
polygonal objects further compare,
00:26:31
align objects and sometimes simply
00:26:35
place some objects on the surface of
00:26:36
other objects, which is why, in principle,
00:26:42
you can use only one
00:26:45
three-dimensional reference, as an option if its
00:26:48
command sex with constraints does not
00:26:50
limit your object will move
00:26:52
in all coordinates in all three points
00:26:55
along all three axes in any direction
00:26:59
if you enable the you sex parameter with
00:27:01
constraints the object was to move only
00:27:04
where the axes allow it,
00:27:06
it determines this by what 8
00:27:08
are highlighted in yellow, no matter how I
00:27:13
drag it, the top does not rise because the
00:27:17
z axis is highlighted for me, so it does not move there. in
00:27:22
this way like this and here is a
00:27:24
three-dimensional snap that will be
00:27:25
used to move objects
00:27:28
and in the future not for docking objects
00:27:33
now we will talk about further about
00:27:36
other types of snaps that exist but
00:27:37
before that, let’s now try
00:27:39
working with three-dimensional create
00:27:41
several objects then turn on
00:27:43
three-dimensional snapping, go to the settings
00:27:48
to switch different types of
00:27:51
vertex snaps there grid points and try to
00:27:56
move the object, move the object with
00:27:58
the snap so that you can see how it will be
00:28:00
attracted to those parts of the object
00:28:03
that you will indicate to it, and after
00:28:08
that we’ll talk to you about other types of
00:28:10
snaps,
00:28:14
which means the following type snaps, which
00:28:16
we'll talk about, I'll close the settings window for now,
00:28:19
but I don't need this, this is the second
00:28:22
button on the toolbar in the
00:28:26
snaps category, the so-called engl
00:28:28
snap angular snap ingles on
00:28:37
arrived or ingles on the PC angular snap
00:28:45
angular snap, unlike the previous one,
00:28:48
which only works with the tool
00:28:50
movement works with the
00:28:54
rotation tool, angular snap works with the
00:28:59
rotation tool, that is, on other
00:29:01
tools we won’t see it, it doesn’t make sense to me, it wo
00:29:03
n’t be there only when the
00:29:06
rotation tool is turned on,
00:29:23
which means look when we have the
00:29:26
rotation tool turned on and we
00:29:29
start the procedure of rotating our
00:29:31
object, we can see that it rotates
00:29:34
quite smoothly calmly, but if
00:29:37
you look closely at how the
00:29:39
numbers showing the angle
00:29:41
of rotation change here, you can see that they literally
00:29:43
change by 100 degrees on one side,
00:29:46
this can be good for such
00:29:48
arbitrary rotations when we do
00:29:50
n’t have any clearly defined ones values,
00:29:53
we can insert an object into this
00:29:55
position at the angle that we need, but
00:29:57
if we, for example, need to rotate it
00:29:59
clearly by 45 degrees, it can be
00:30:02
very difficult to do in this mode;
00:30:03
literally here, a slight movement of the mouse
00:30:06
already makes a big jump in the values ​​and
00:30:09
select 45 it’s very difficult, in principle it’s
00:30:12
not a problem, but on the one hand,
00:30:14
I’ve done the rotation, we can then
00:30:16
look at its coordinates
00:30:17
with the rotation tool turned on and
00:30:20
just write here the value we need,
00:30:22
this is minus 45, for example, it will
00:30:24
accordingly become clearly 45
00:30:26
degrees, this is one of the options, but there is an
00:30:28
easier way and more convenient and efficient
00:30:30
which simply saves you time on
00:30:32
these adjustment transfers this is the
00:30:35
use of angular snapping now for a
00:30:38
second I’ll cancel the
00:30:39
rotation using angular snapping
00:30:42
look when I click on it I have it
00:30:44
turned on becomes this angular
00:30:45
snapping if I start the rotation procedure
00:30:49
pay attention to how
00:30:51
the coordinates of the rotation angle will change from my
00:30:54
tied, I feel
00:30:59
it is in steps of 5 degrees in this case,
00:31:01
rotation occurs, that is, it is
00:31:03
much more convenient to choose 45 without
00:31:06
any problems, so the angular
00:31:08
binding does not help us with this,
00:31:11
it allows us to perform the
00:31:13
rotation procedure with a given step, this is the
00:31:18
essence of the angular binding, to perform the
00:31:20
rotation procedure with a given step,
00:31:24
since this is the 2nd binding and one of the same
00:31:29
most frequently used ones, it
00:31:31
has a hot key that
00:31:34
allows us to quickly turn it on and
00:31:36
off;
00:31:37
this is the first letter of the English alphabet and
00:31:40
a the first letter of the word engl
00:31:43
angle by pressing this letter on the keyboard you
00:31:48
enable or disable this type of
00:31:51
binding,
00:31:52
so from time to time when you need
00:31:54
it you can turn it on and perform the
00:31:57
rotation procedure with it, which is much more convenient and
00:31:59
simpler. Besides this, of course, this
00:32:03
binding can be customized by us
00:32:06
because the step 5 is not always the one I need,
00:32:08
if I need forty-five and five there,
00:32:09
for example, yes, here’s something to do with
00:32:12
the binding, so we can
00:32:14
rebuild it in order to get into
00:32:16
the settings, that is, just like in the first
00:32:17
case, we right-click on its
00:32:20
icons the
00:32:23
same window opens that
00:32:25
was just down on the active not the first tab
00:32:27
but the second tab called general
00:32:30
settings and here below there is a
00:32:33
category with the name eng angle
00:32:36
and next to it a digital field in which in
00:32:40
degrees in parentheses it is written dec
00:32:42
abbreviation degrees degrees the step
00:32:45
with is written which the angular snap works in
00:32:49
this case is 5 degrees, if we need
00:32:53
more less we can do this without
00:32:55
problems, we need for example a
00:32:58
larger value, we can
00:33:00
write here for example 10 degrees, interchange
00:33:02
it to fix this value and now
00:33:04
if we try to move it we will have a
00:33:07
10 degree step if you need smaller
00:33:12
values, please there one degree
00:33:14
can be set even smaller, you can also have
00:33:20
05 for example degrees and so on, that
00:33:25
is, you can rearrange it as you wish
00:33:26
for your specific needs for your scene
00:33:29
for the task that you need to
00:33:31
perform at the moment like this in
00:33:36
principle, everything is based on angular
00:33:38
binding, it is very simple, that is, if you
00:33:41
need to do a rotation with someone, step by step,
00:33:43
the first thing you did was turn on this binding
00:33:45
letter, it’s a pity that the second
00:33:47
rotation tool was turned on and the third one went to a
00:33:50
construction site, set the required rotation step and
00:33:52
you get an easy and simple result without
00:33:54
any problems, so
00:33:57
now give us two minutes that you have seen
00:33:58
how this binding works and we will move on with
00:34:00
you to the third type of binding, which
00:34:06
means that the remaining types of bindings are not
00:34:09
used so often, but we are there in very
00:34:12
very special cases, for example, I
00:34:14
have never used them at all, but let’s say for a general
00:34:16
introduction about them, therefore, the third
00:34:19
type of Rio for which we will analyze it has
00:34:21
this icon called persons,
00:34:24
this is the so-called percentage snap, a
00:34:26
snap that works with the scaling tool, a snap that
00:34:33
works with the
00:34:36
scaling tool, person snap,
00:34:44
that is, this snap, just like the
00:34:46
previous ones, allows us to perform the
00:34:49
scaling procedure with a certain
00:34:51
step,
00:34:52
that is, without it, if I turn off
00:34:55
the scaling process, it also happens,
00:34:57
but with one percent, if you look
00:34:59
here in the fields, change the coordinates,
00:35:11
why are you so confused already under that, that
00:35:19
is, our third one is tied to the percentage,
00:35:21
look at it, in principle, when
00:35:23
we do the scaling procedure below here
00:35:26
in the coordinate fields we basically
00:35:28
see changes, but in fact this
00:35:30
change is not as clear as it is
00:35:33
now, what’s happening here seems to be
00:35:35
87 percent, but if we release the
00:35:38
mouse cursor, select the object there and
00:35:40
look, then we’ll see what here are
00:35:41
completely different numbers, that is, such hundredths of
00:35:44
thousands can change, so if
00:35:48
we need the scale to make some
00:35:49
clear value, again we can
00:35:51
use the old method of simply
00:35:53
erasing the desired value, write the
00:35:55
one we need, it will be applied,
00:35:56
and we can also use a
00:35:59
percentage reference then click on
00:36:01
this button to turn it on and now
00:36:03
perform scaling at a given step
00:36:05
in this case, for example, it’s 10 percent
00:36:16
like this, so it’s not a
00:36:20
frequently used thing, but
00:36:22
nevertheless, sometimes it’s probably useful, that
00:36:24
is, I haven’t encountered such a problem in my practice
00:36:26
there is a clear
00:36:28
scaling of this, but in principle I still do
00:36:30
n’t use the scaling tool very often,
00:36:31
so probably in this
00:36:34
regard it’s not very often used for me,
00:36:37
which means, just like the
00:36:39
previous tool, it has
00:36:40
settings that can also be called up by
00:36:42
right-clicking on its
00:36:45
miniature and here from at the bottom, immediately
00:36:48
under the parameters of the angular binding, at the bottom
00:36:50
where the map woe I person goes, this is the
00:36:53
very setting of the step of this percentage
00:36:55
binding there, 10 percent can be 51
00:37:01
as you need, which
00:37:11
means this type of bindings is generally
00:37:13
interesting, or rather, not that interesting,
00:37:17
this one is not so often used, therefore
00:37:19
this the keys have no hot keys
00:37:23
if the first two are very often needed
00:37:26
so it’s convenient to call them there
00:37:29
are no hot keys here by default if
00:37:33
you need it you can assign them but
00:37:35
we’ll talk about this a little later in the
00:37:37
interface settings opera and the procedure for
00:37:40
assigning hot keys to certain
00:37:42
commands so let’s now let's move
00:37:45
on and after that you will at the same time
00:37:46
try both this and the next binding the
00:37:49
next ti bindings about which we
00:37:51
will tell you this is generally a super mega
00:37:54
specific thing
00:37:55
spinners above the binding to such link to
00:37:58
come interface elements like spinner
00:38:02
spinners nab I will remind you that the spin frame
00:38:07
is called these are the elements
00:38:09
that have two up and
00:38:11
down arrows located here are spinners, that
00:38:14
is, this binding works with this
00:38:16
back frame that allows you to change the values ​​​​in it
00:38:19
with a certain step means by
00:38:26
default when this binding is turned off the
00:38:28
output is clicked in the desert ru the value
00:38:32
decreases increases but
00:38:34
how the rule
00:38:36
depends on the field, that is, if the fields
00:38:38
there are with integers, the work here is an integer,
00:38:40
if, accordingly, there are fractional ones,
00:38:41
or rather, there are honeycombs with thousandths, that is,
00:38:44
some kind of step like this, if we turn on
00:38:47
this spinner, accordingly, the change in
00:38:49
values, the value of this field will
00:38:53
occur with some then the steps in this
00:38:55
case are 10, but why don’t I personally
00:38:58
use this binding? Firstly, it doesn’t
00:39:00
work for all fields for a while, if
00:39:02
you try here it does
00:39:07
1, in principle, nothing changes much, yes, that
00:39:11
is, it went as before
00:39:13
arbitrarily and continues to do that here,
00:39:15
therefore It’s easier to guess where to
00:39:16
work on where it works until it’s easier
00:39:18
to erase the values ​​​​to write with which it is in
00:39:20
dates to get the result without any
00:39:22
problems in this way, so in
00:39:26
this regard it’s not a very convenient thing to
00:39:27
just do it again or to let them know, it’s
00:39:29
here and it’s configured a little bit
00:39:31
another settings window, but you
00:39:33
can also call it with the right key,
00:39:35
this is a window with general settings, I’ll
00:39:37
remind you of the costama menu from preference,
00:39:40
it was called up, or here’s a quick way,
00:39:42
this is with the right key on this
00:39:44
binding button, here in the
00:39:47
general category, general settings, here at the bottom there
00:39:49
is a category spinners
00:39:50
and you here the step category is precisely where this
00:39:54
very step is set, increasing
00:39:58
this binding if necessary, but
00:40:01
again, I’m talking about all the time
00:40:03
they have never been used at all and in principle
00:40:05
that this is a very
00:40:08
specific thing,
00:40:11
this is basically now all types
00:40:13
bindings that are in the program that
00:40:15
we will use, as a rule, the first
00:40:17
two are really the most frequently
00:40:18
used, we will very often
00:40:20
use three-dimensional ones
00:40:21
and no less often use the angular
00:40:24
binding, the rest are very, very rarely
00:40:27
used, but there are times when
00:40:30
we have them here, so
00:40:32
again, you an hour a few minutes that
00:40:34
you tried 2 3 or rather that and the
00:40:36
fourth type of bindings looked at their
00:40:39
settings and after that we will say the final
00:40:41
word and when knitting additional ones
00:40:43
on the lines that go in the window for working
00:40:46
with bindings
00:40:47
and after that we will close this topic,
00:40:56
well, if you do it in different ways axes, that is,
00:40:58
not only proportionally
00:41:00
along different axes, the object is
00:41:01
deformed and this is now probably
00:41:04
turned on the scaling lights
00:41:06
and the third tool will now tell you what it’s
00:41:09
called squash select an squash
00:41:13
it seems there is no for normal scaling
00:41:17
at the top where it is written where we have
00:41:19
scaling select a mini forms ate that
00:41:25
's why Cersei is leading it's great that
00:41:32
in the seventh lesson Olya opened 10 than we
00:41:36
talked about in the third lesson and but this is
00:41:41
actually great at least it will
00:41:43
already be remembered so it's very good
00:41:46
ok let's continue it means
00:41:49
there are a few more things regarding bindings
00:41:51
that you need to know, in principle,
00:41:54
nothing new will open,
00:41:56
it’s just some kind of addition to what we
00:41:58
talked about if you go to the binding settings,
00:42:01
but any of them
00:42:03
will switch to the second tab of
00:42:05
communities where we changed the settings
00:42:07
related to the angular binding with the
00:42:08
percentage binding you there are also a
00:42:10
couple of teams that, in principle, you can
00:42:12
also tell us that means at the top here is the
00:42:16
marker category, it relates
00:42:19
to this one,
00:42:20
to the markers that we displayed in
00:42:22
yellow in 3D binding, these are these little
00:42:25
yellow markers
00:42:27
that are running here, we could change
00:42:29
the sizes that is, by increasing it,
00:42:34
we could get a bigger view of it there,
00:42:36
but sometimes it’s convenient for convenience to
00:42:38
see it better, let’s say there you can
00:42:40
somehow play with these values, this is the
00:42:46
first moment, the second moment, these are two
00:42:48
additional settings snap preview
00:42:51
radius and snipe radius, yes, that’s the point the fact that
00:42:53
snapping on what principle does it work
00:42:56
from the mouse cursor and I will turn on snapping to
00:42:58
grids so that it is better visible, it
00:43:01
draws an area from the mouse cursor, an area
00:43:05
that it is called as a preview radius, that is,
00:43:07
in this case, 30 pixels, that
00:43:09
is, from the mouse cursor, a radius of 30 pixels
00:43:12
figuratively from I drew it is clear that this is
00:43:14
probably more than a pixel, within
00:43:18
this area with a radius of 30 pixels, she is
00:43:20
looking for points that can be snapped, that
00:43:24
is, if, for example, the grid there is too
00:43:26
small or large, then sometimes this
00:43:28
value may not be enough, you have to
00:43:29
rebuild it, although these are very rare
00:43:31
cases, just most often such a value
00:43:34
by default, the
00:43:35
basis of the prodius is quite sufficient, this area is usually a
00:43:37
little smaller within which it
00:43:39
directly binds 30 and the
00:43:42
accounts here will directly
00:43:43
work,
00:43:44
but this is mainly more for informational purposes
00:43:46
since most often in most cases
00:43:50
it does not have to be changed, which means but there
00:43:54
is another interesting one a parameter
00:43:55
that will be useful to us
00:43:57
snap the frozen object to snap to
00:43:59
objects for ice cream you remember that we
00:44:02
can put objects in a
00:44:04
frozen state until you right-click on it
00:44:07
and here at the
00:44:08
top we have the free selection parameter
00:44:10
freeze the object here the object is currently
00:44:13
frozen like this By default, this
00:44:15
parameter with this phrase but close
00:44:16
is disabled and therefore when we turn on
00:44:18
snapping, let me set the snap to
00:44:22
points only it doesn’t work,
00:44:25
you see, it walks over a frozen object
00:44:26
but doesn’t work in 2 situations when you
00:44:29
need to have this object in a
00:44:32
frozen state the ability
00:44:33
to bind then this parameter just
00:44:36
needs to include the snow that phrase for firing
00:44:37
then it will also bind
00:44:39
to frozen objects, that is, it will
00:44:41
work with them in this way,
00:44:46
now in principle this is all this is complete
00:44:48
information on the binding that I
00:44:50
wanted to tell you, I already said
00:44:53
in the future we will use this more than once,
00:44:55
repeatedly, so we will
00:44:57
return to this, but if
00:44:59
something is allowed somewhere, now it may not be
00:45:02
completely clear, but you will still have a chance
00:45:05
to understand it completely when, from a
00:45:07
practical point of view, we
00:45:09
begin all these things more actively use good
00:45:13
now let's go a little further and
00:45:15
touch on another topic which is also very
00:45:18
important, in particular this topic will allow you to
00:45:20
complete the homework that you
00:45:22
will have after today's lesson
00:45:24
write down in your notes the following
00:45:26
subtitle
00:45:28
copying and in parentheses cloning
00:45:31
objects
00:45:33
copying parentheses cloning
00:45:36
objects
00:45:46
copying and cloning objects
00:45:54
means and so very often you and I will
00:45:57
perform the copying procedure, or as
00:45:59
it is also called, the
00:46:01
cloning procedure, in principle, the essence does
00:46:03
not change from this, that is, the
00:46:05
copying or cloning procedure allows
00:46:07
us to obtain copies of
00:46:09
already created objects and, in the future,
00:46:12
parts of these objects because very
00:46:15
often When modeling, you and I will
00:46:18
not fully model the object, but
00:46:20
model only xy, this is its part,
00:46:22
and then duplicate it in order, for
00:46:24
example, to somehow change it, so we can
00:46:27
get another object based on it, or
00:46:30
simply very often you can encounter
00:46:32
repeating objects, so it’s understandable
00:46:35
no one makes them every time 0
00:46:38
model this object once you
00:46:40
can always copy it or
00:46:43
plan it the required number of times with
00:46:44
this you get a large number of
00:46:46
these objects very often ki elements
00:46:49
like furniture to this technique 1 monotonous
00:46:52
in one on when placed as here
00:46:53
let's say computer desks, monitors, that
00:46:55
is, they are similar, so in principle, it makes sense
00:46:58
to make them from scratch if you can just
00:46:59
get them. Cloning methods, this
00:47:02
procedure is very often used, but
00:47:04
unlike ordinary cloning or
00:47:06
copying, which, let’s say, you
00:47:08
perform when you copy there and
00:47:10
some files in the operating room. system
00:47:12
or when in other programs and
00:47:14
editors you copy something in the
00:47:16
3d studio max program, the
00:47:18
cloning copying procedure
00:47:20
implies another interesting thing:
00:47:22
when cloning, we can establish
00:47:25
connections between objects and in the future these
00:47:28
connections will allow us to get very
00:47:30
interesting results
00:47:32
from the goal point of view on this
00:47:35
topic, we need to dwell in
00:47:38
a little more detail,
00:47:39
and so now, in order to
00:47:42
demonstrate all this to you, I’ll make several objects in my scene, I’ll
00:47:49
create such a teapot object, but we’ll make a little more
00:47:51
segments so that it
00:47:54
looks prettier and we’ll
00:48:00
rename it accordingly in order to then
00:48:03
to distinguish it from all other objects
00:48:06
that will appear in our name,
00:48:10
we will make
00:48:13
such an original object in the sand that we will
00:48:15
then understand that this is the first object that made it
00:48:18
possible for the rest to become a clone,
00:48:21
and since you and I will perform the
00:48:25
copying and cloning procedure
00:48:27
very simple, as always for us we need to
00:48:29
initially select the object
00:48:31
that will be cloned in the future,
00:48:34
well, this is a fundamentally clear point for you,
00:48:36
that is, highlight that the program
00:48:37
knew what we would work with,
00:48:40
after that you and I can
00:48:41
use different commands and
00:48:43
keyboard shortcuts that we have
00:48:45
reserved for these commands so the very
00:48:48
first way is to go to the main menu
00:48:51
edit
00:48:52
editing and use the
00:48:54
command here called clone, this
00:49:00
command clone is
00:49:01
one of the ways to copy objects, the
00:49:09
keyboard shortcut that is
00:49:11
assigned to this command is control in on the
00:49:14
right side you see on the registered one, that
00:49:17
is, not kontrol c ha like this Usually
00:49:19
we are used to the copying procedure
00:49:21
contra la contra, you have already inserted the
00:49:23
copied object, here we simply
00:49:26
control we perform this procedure,
00:49:28
so either by calling the command or pressing
00:49:31
this combination with the object selected, we
00:49:34
can launch the cloning procedure.
00:49:36
As a result, we have this
00:49:38
dialog box in which there is a number of
00:49:40
parameters that we can set,
00:49:42
well, at the very bottom there is a name field
00:49:45
where we can set the name of this clone
00:49:47
that will appear new we can
00:49:49
do it now we can
00:49:51
do it later as we want and at the top in the
00:49:54
firing category there is a tricky
00:49:56
bow we will ignore this field for now
00:50:00
a little later today, literally in
00:50:01
a few minutes, we will return to it and
00:50:03
analyze it in more detail
00:50:06
so for now I
00:50:08
will simply click ok in this window so that the
00:50:10
cloning procedure is completed
00:50:13
cool, also there is a question that cool in
00:50:19
fact the cloning happened before on
00:50:21
visual and so far we don’t see anything, we don’t
00:50:23
see anything for the reason that such a command
00:50:25
plans an object with the same
00:50:27
coordinates as the
00:50:31
object was, let’s say, from which this
00:50:34
clone was obtained, that is, now at
00:50:36
this point I visually have two
00:50:38
objects, but visually I don’t see there are
00:50:40
differences between them, so I should follow the
00:50:43
simplest way to distinguish
00:50:45
them later, yes, it’s just to perform the moving procedure.
00:50:49
I’ll see that the
00:50:52
following data will come out of this object. That’s exactly how
00:50:55
I got a clone,
00:50:58
that is, this command is convenient in cases
00:51:00
when you you need to get a copy of an object
00:51:03
that is located in the same
00:51:05
place, then this is the cloning command, it’s
00:51:07
just
00:51:08
ideal and what’s most
00:51:09
interesting when executing this command
00:51:11
from deleted using the keys is to separate the
00:51:13
object, clone, to re-select the object, now
00:51:15
they will do it using the to control combination in the
00:51:17
press, press ok, pay attention that
00:51:21
after the clone is created,
00:51:24
this particular clone is the selected objects, I
00:51:26
wait for this, the object from which
00:51:29
we received the clone was selected, now this
00:51:31
object is selected, that is, I shift not the
00:51:33
original object, but precisely this clone that
00:51:36
will receive, that is, here is the
00:51:39
cloning procedure that allows you to receive the
00:51:41
object has the same coordinates,
00:51:42
but outwardly you see that is, this clone is, in
00:51:44
principle, absolutely identical to
00:51:46
its object from which it was
00:51:50
obtained, that is, they are absolutely identical
00:51:52
in this regard, they do not differ in any way, I
00:51:54
will delete it again, this was the first method
00:51:58
that we can with you perform the
00:52:00
cloning procedure; the second method,
00:52:02
cloning, involves the use of
00:52:05
transformation tools, that is, we
00:52:07
can get clones using the
00:52:09
movement tools, rotation and
00:52:12
scaling, but not on their own, as
00:52:14
we did before, using
00:52:17
additionally with them the
00:52:21
shift key on your keyboard, these look
00:52:25
if I just Having turned on the
00:52:27
move tool, I’ll try to drag my object in
00:52:29
the direction of the x axis; it,
00:52:31
of course, just moves, nothing unusual,
00:52:34
press control z to cancel this
00:52:35
action,
00:52:36
but by holding down the shift key on the keyboard,
00:52:39
that is, I keep it pressed
00:52:41
and now, while holding down the shift key, I
00:52:44
can start the displacement procedure object,
00:52:46
I click on the x-axis and don’t let go, I’ll drag it away, a
00:52:50
clone appears now when it’s
00:52:53
already got me, let’s say, dio
00:52:55
I can release the shift key
00:52:57
after I’ve decided on the
00:52:59
place where this clone will be located
00:53:01
and I release the left mouse button and
00:53:04
only then This familiar window pops up for me
00:53:06
and we
00:53:08
can also set a name and some other parameters
00:53:11
by pressing the ok button, we get a clone, that
00:53:16
is, we can do this, move procedures,
00:53:19
we can do this with the
00:53:22
rotation tool, you have including the
00:53:24
rotation tool letter and reminded, I hold down
00:53:27
shift and Without letting go of the matter of cloning,
00:53:30
I got a clone, in this case it’s not
00:53:32
clear they have one coordinate, but
00:53:34
because they move to there by moving it,
00:53:36
now I’ll get this clone and the
00:53:40
scaling tool
00:53:42
works in exactly the same way, and if we let’s say make
00:53:45
it smaller, then you can actually
00:53:47
get the effect here such nesting dolls are Danes in
00:53:49
a teapot, but again, when I pull it out,
00:53:52
I see that I really
00:53:55
have created a clone, that is, all three tools with
00:53:58
this shift key allow you
00:54:00
to get clones, what’s most interesting is that
00:54:03
this is the window that pops up when we
00:54:06
use the transformation tools,
00:54:08
once again I do cloning with the
00:54:09
shift key, in addition to the parameters of the general types of
00:54:13
clones that we will now talk about, it
00:54:15
contains another interesting field
00:54:16
called number of copies number of
00:54:18
copies number of clones before this, the
00:54:22
clone command that we looked at did not have this field
00:54:24
that this field allows us to
00:54:28
make this field allows us to create
00:54:32
we have more than one clone,
00:54:34
that is, by increasing the number of
00:54:36
copies here we can create not a single clone, but
00:54:39
several clones, the question may arise
00:54:44
as to where they will appear given
00:54:46
they appear as follows,
00:54:48
the program
00:54:49
looks at how much the
00:54:51
coordinates of the original object differ from the
00:54:54
clone object, remembers this offset and the
00:54:57
next clone will have exactly the same
00:54:59
offset, that is, each of the new clones
00:55:01
will be located at the same
00:55:03
distance as the first clone
00:55:05
relative to this object from
00:55:07
which it appeared, let’s say I
00:55:09
press the number q3, then I will create three clones,
00:55:11
three copies, press ok and I have
00:55:14
three objects appear, look, that is, the number 3
00:55:17
determines exactly the number of clones, they are the
00:55:19
total number of objects, that is, three
00:55:23
means here are three clones
00:55:24
if you pay attention to the distance between the
00:55:26
first and second to the second third
00:55:28
third and fourth and the
00:55:29
same, that is, the program remembers
00:55:31
the offset and, accordingly, further on the
00:55:33
remaining clones in in the same direction of the
00:55:34
building, that is, by performing the
00:55:37
displacement procedure, we can not only along one axis
00:55:39
there, for example, diagonally and they are
00:55:43
all accordingly in this way,
00:55:45
we will have
00:55:50
exactly the same thing lined up and when rotating it will
00:55:54
work for us, here is one object, here is the
00:56:06
third one, it turns out here this is the second
00:56:08
object and this command will work in exactly the same way
00:56:13
when scaling, and here is the
00:56:18
real matryoshka effect in this
00:56:29
way, that is, the friction is the
00:56:31
same, that is, the
00:56:33
cloning procedure with an increase in the
00:56:35
number of clones parameter allows us to get such
00:56:37
interesting points here this is something that you and I
00:56:41
can do
00:56:44
easily, just without any special problems,
00:56:46
let’s now try to do it
00:56:48
yourself and after that we will come back and
00:56:51
talk about the types of clones, this is a
00:56:53
very interesting thing
00:56:57
and just the usual creation of a clone is
00:57:01
actually not such a difficult thing and it’s not
00:57:04
so interesting and the whole beauty of the
00:57:06
cloning procedure in the 3d
00:57:08
studio max program lies precisely in the fact that
00:57:11
we have the opportunity to establish
00:57:13
connections between objects between these
00:57:16
clones, now look, I
00:57:18
’ll use the cloning procedure that is already familiar to us
00:57:20
in order to get
00:57:22
three objects here from this
00:57:26
original object I will get a clone by holding shift
00:57:29
in one direction, this is the
00:57:30
type of clone it will have: copy, I’m
00:57:35
here in the name so that we don’t get confused later, I’ll
00:57:37
also write copy, we’ll change the color
00:57:40
so that they are a little
00:57:42
different, so this is a clone of the copy type, I
00:57:46
make another clone in the other side and
00:57:49
give him a different type of cloning
00:57:51
second type of instance instance translation
00:57:54
found a copy everything is clear copy and here
00:57:57
Stas is translated as an instance
00:58:00
now we will talk to you about this in detail
00:58:02
and analyze it, so I’m
00:58:04
doing the following correspondence to his name so that you
00:58:06
too later we knew that this is a clone of this
00:58:10
type of instance
00:58:11
and the third object, I clone it in this
00:58:16
direction, I make it a
00:58:19
third type of clone, reference, which
00:58:23
is translated as a sample,
00:58:30
and so we have three types of clone, the
00:58:32
original object is the object that
00:58:35
allowed us to get these three clones,
00:58:37
this is a clone of the type copy of the next one column by
00:58:41
authority, an instance
00:58:42
and the third last clone keep a reference
00:58:45
sample, so this is the difference between them,
00:58:48
in principle there is no difference in appearance, well, except for
00:58:50
the colors that I changed, in
00:58:52
everything else they are basically the same, the
00:58:54
difference between them is what
00:58:57
connections are established between them these are the
00:59:00
three types of cloning places that
00:59:02
are shown in this window
00:59:04
copy instance reference copy instance
00:59:08
and sample they define the
00:59:10
relationships between objects before
00:59:13
we begin to analyze them in detail I would
00:59:15
like to introduce two terms that
00:59:17
I will use in the future so that you
00:59:19
understand what am I talking about and so
00:59:21
this is the original object that made it
00:59:23
possible to get the rest of the clones, we
00:59:25
will call the parent object the
00:59:30
parent object, that is, this is the object
00:59:32
from which the rest of all the clones were obtained
00:59:36
parent the
00:59:48
word parent parent is
00:59:50
probably familiar to you after the word buzz language
00:59:54
capital of ukraine
00:59:55
you should have learned in the
00:59:58
English course and the words parent parent
01:00:01
means just under this term
01:00:03
prn, just if suddenly you are somewhere in the
01:00:05
future in the program, we will
01:00:07
meet you more than once, and in general,
01:00:09
let’s say if you come across it over time
01:00:11
English-language literature on three-dimensional
01:00:15
computer graphics using this program, then the
01:00:16
term prn just
01:00:17
means the parent object, that is, the
01:00:19
main object, let’s say the object, all the
01:00:23
other clones
01:00:24
that we have created, we will
01:00:25
call child objects child
01:00:29
objects,
01:00:34
or very often such a term as child
01:00:36
or children's that is, there is a child or a
01:00:38
child object, these are two children treated
01:00:41
green, another term will be used
01:00:43
that means
01:00:45
objects received from the parent, that is,
01:00:48
either objects very often
01:00:50
subordinate to it, that’s how life has come
01:00:55
from here, in principle, this is the logic and so
01:00:59
they found for the parent object and its
01:01:02
three child objects
01:01:03
have connections with each other and each of these
01:01:06
connections is established in its own way
01:01:09
depending on the type that we have
01:01:11
chosen, so the first type of clone
01:01:16
clone type copy means clone type copy
01:01:19
creates an object that is
01:01:24
not connected with the parent object in any way object copy
01:01:28
clone type copy creates an object that with
01:01:32
the object is not connected to the parents in any way, that
01:01:36
is, there is no connection between them,
01:01:44
what does this mean, I will now select objects 1 and 2
01:01:46
and isolate them for a while, I will
01:01:48
remind you of the key combination that
01:01:50
turns on the isolation mode, which allows you to
01:01:52
temporarily select only these objects,
01:01:54
hide everything else, so I select
01:01:56
the object parent and for example, starting to
01:01:58
change something from it, these are its parameters,
01:02:00
segments, let’s say I change you see, one
01:02:03
changes, the other nothing happens,
01:02:05
that is, if I select the
01:02:08
child object, this copy before I start
01:02:10
to change something from it, transform the
01:02:12
same thing, this is in no way affects
01:02:14
no other object, that is,
01:02:16
these two objects have no connections,
01:02:21
okay, let's get out of isolation mode, the
01:02:24
second type of clone, the type of clone, instance
01:02:30
instance, we are here if you can see anything with them
01:02:32
instance, that's what is translated
01:02:35
as instance instance establishes between
01:02:43
objects mutual feedback
01:02:49
establishes between objects have mutual
01:02:52
feedback,
01:02:58
that is, a connection that works in two
01:03:00
directions. Now I’ll select these two
01:03:07
objects, isolate them, and we’ll
01:03:09
look at it. After all, I select the
01:03:11
parent object and starting to change something on it,
01:03:13
for example, its segments parameter, the
01:03:17
same changes occur with its with a
01:03:19
child object
01:03:20
I change the radius, its radius changes, that is,
01:03:26
in one direction it works from parent
01:03:29
to child, this thing works,
01:03:31
we check the feedback before selecting
01:03:33
the child, we begin to work with it, the same thing,
01:03:35
that is, the child object is exactly the
01:03:37
same, changing its parameters
01:03:39
affects the parent, that is,
01:03:40
two-way communication I have one
01:03:42
changing the second and third type of clone clone
01:03:50
type refresh sample
01:03:59
column paris france sample
01:04:01
establishes a
01:04:03
one-way connection between objects establishes a one-way
01:04:09
connection between objects there is it
01:04:12
works only in one direction and
01:04:14
this direction is from parent to child it
01:04:26
becomes a one-way connection
01:04:27
working in the direction from the parent for
01:04:30
the child, we isolate the same thing, only
01:04:34
these two objects and look, it means we change
01:04:37
something in the parent object, this
01:04:40
affects its child object,
01:04:43
but as soon as I change something in the
01:04:46
child object, I’ll run ahead a little now, let’s say there’s
01:04:49
one modifier
01:04:51
that we’ll soon time we will talk to you about
01:04:55
transforming it a little,
01:04:59
look, that is, here is the change that I
01:05:02
applied to it uniquely; its changes are
01:05:05
not transmitted in the opposite direction, but
01:05:09
at the same time, the connection at the level
01:05:11
when they are at the level, let’s say, from the
01:05:14
parent to it works if, let’s say, I
01:05:16
start changing segments or let’s say
01:05:20
the radius, it will be transmitted again, but
01:05:21
its unique changes no longer
01:05:23
affect the parent object, that
01:05:25
is, the change is only in one
01:05:27
direction in this way,
01:05:30
so these are the three types of clone copy
01:05:33
absolutely independent object instance
01:05:36
two-way communication instance
01:05:38
Here is a reference example: one-way
01:05:41
communication only from parent to child very
01:05:43
often allows you to easily and simply solve
01:05:45
different problems, for example, when you need to
01:05:49
get, for example, you
01:05:52
have two almost identical
01:05:54
objects in your scene, but one of them is slightly
01:05:57
different, for example, there are two identical
01:05:59
columns whose upper parts
01:06:01
are different to the types there are different, so we, for
01:06:07
example, can model the main part of the column,
01:06:09
and now when we need to change its
01:06:12
upper part to make it
01:06:13
different, we are looking for a different one, we can
01:06:16
make a clone like a copy and easily
01:06:18
change the top for ourselves, that is, we will
01:06:20
already get the lower part from this object, we can then
01:06:22
easily exchange the beaver without any problems.
01:06:25
If, for example, we have the same lamps in the room,
01:06:27
let’s say, then it’s
01:06:30
best for us to make them of the instance type.
01:06:33
Well, what if then the customers come and
01:06:35
say, let’s slightly
01:06:36
lengthen some elements of this
01:06:38
chandelier, and for example, a lamp, we can easily
01:06:40
we’ll just make these changes in one
01:06:42
object; all the rest will
01:06:44
change automatically, that is, we’ll just save ourselves the
01:06:48
work; all the changes we’ll
01:06:50
make to objects will be inherited
01:06:51
by all its children, and at the same time, the
01:06:54
opposite situation is when we need to
01:06:57
get almost the
01:06:59
same there, for example, a lamp like me is an
01:07:02
original object, but at the same time it
01:07:04
will make some changes in it, but at the
01:07:06
same time we want that if
01:07:08
the size or something else of
01:07:10
the lamp changes, it should be better to
01:07:12
make a reference then we can
01:07:13
add some to it - then the details, but if
01:07:16
suddenly he is, for example, there the customer
01:07:21
wants to change the size of the lamps, we
01:07:23
can do this with the object’s parents and
01:07:25
these, despite the fact that they already have
01:07:26
some of their own changes to the size that
01:07:29
they had in common, they will still
01:07:30
inherit, so this is sometimes many
01:07:32
tasks are easy and simple to perform in this
01:07:35
way instance is very often
01:07:37
useful, for example, for animation, yes, that
01:07:39
is, let’s say we need to
01:07:40
number there,
01:07:42
let’s say I don’t know, swaying in the wind,
01:07:46
for example, some bushes in the park,
01:07:48
yes, we have a model of this bush,
01:07:50
we can apply it to create an
01:07:52
animation, let's say in the future we will
01:07:53
analyze modifiers, the band modifier is a
01:07:56
modifier that creates a tilt of
01:07:58
the object, so with the help of the modifier we
01:07:59
can create the effect of these bushes swinging so
01:08:02
they will sway there in the wind
01:08:04
and then clone these bushes like a
01:08:06
mine stand and then let's say one of them
01:08:08
so the rest were animated in exactly the same way,
01:08:10
work with him if there are
01:08:12
some bushes there we would like to uniquely
01:08:14
animate to create a unique effect for them,
01:08:16
but we’d better make them of the
01:08:18
reference type then we’ll apply
01:08:20
our modifier there, give it our own
01:08:22
animation a certain course, it won’t be
01:08:24
like the rest of ourselves to guide you on this,
01:08:27
these are the types of clones and
01:08:29
we will use them very often in our work in order to
01:08:31
be able to
01:08:33
simplify our work very often and in
01:08:36
homework, for example,
01:08:38
you can also do some elements
01:08:40
using these types of clones,
01:08:42
but in order to make it painful
01:08:44
painless without any problems, to
01:08:47
solve many problems in
01:08:49
this way, this is what, in
01:08:52
principle, gives us the opportunity to obtain
01:08:54
cloning, different motives, types of communication,
01:08:57
which means that cloning does not inherit, what is
01:09:00
not transmitted, is not transmitted, changing
01:09:02
the color of an object if we change the color and this is a
01:09:05
unique parameter it is attached to the
01:09:07
object in no way affects the
01:09:09
transfer of data there;
01:09:13
the coordinates are not inherited; they are unique for each
01:09:15
object; the scale is not inherited; they are also
01:09:19
unique; only the parameters are inherited; the
01:09:22
physical parameters of the object are height,
01:09:24
width, radius, and so on; and
01:09:28
rotation angles are not inherited, that’s all
01:09:30
As for transformation tools, it is
01:09:32
unique to each object but is not
01:09:34
transferred to others in any way, but as for
01:09:37
parameters in the future, we will
01:09:39
analyze more modifiers, all of this
01:09:41
can be transferred and inherited;
01:09:43
we will often use this to
01:09:45
obtain objects of the same type in
01:09:51
this way, good again -
01:09:54
literally two minutes, what are you looking for,
01:09:56
we tried to create objects of different types, we
01:09:58
saw how changing one will change the
01:10:01
others, also try to make
01:10:04
three more clones, and after that we will
01:10:07
talk about another topic,
01:10:17
which means another useful point that
01:10:20
you also need to know regarding clones
01:10:22
is how objects that are created
01:10:27
load computer resources, I mean that
01:10:29
when you create an object of type copy
01:10:33
clone type copy, it is an actual
01:10:35
independent object, so in order to
01:10:36
store information about all the changes
01:10:38
that happen to it in the
01:10:40
computer memory, a corresponding
01:10:42
section in memory is allocated, that is, it fully
01:10:44
consumes resources which object,
01:10:47
when you create an object of the
01:10:49
instance type, it is simply a reference to the
01:10:52
parent object, that is, it physically
01:10:54
practically does not take up resources
01:10:56
because the program simply refers
01:10:59
to this object in order to display
01:11:00
it, it will display all changes and the third type,
01:11:04
accordingly, takes up a little more than
01:11:07
an instance but significantly less than a copy
01:11:09
because in addition to the fact that it is a link at
01:11:11
some stage from time to time it
01:11:13
still has to keep some
01:11:14
information unique to this object in
01:11:17
this regard, this is another way to
01:11:19
optimize work, that is, work so
01:11:22
as not to load your scene, if you have
01:11:25
objects of the same type, then, if possible,
01:11:27
make them instances because,
01:11:29
firstly, not only can you easily
01:11:31
and simply adjust them and change their
01:11:33
parameters, making changes with one
01:11:36
object, and secondly, the advantage is
01:11:38
that they are practically do not
01:11:40
consume computer resources, that is, for
01:11:42
example, by making a forest of trees of the
01:11:44
instance type, the projection window will
01:11:47
feel more comfortable and memory
01:11:49
will not be consumed as much if you
01:11:51
made the same number of clones of the
01:11:54
copy type, so from this point
01:11:58
of view, it is also a very convenient moment,
01:11:59
good last thing What we
01:12:02
will tell you today is that it will concern our theories,
01:12:06
so this is another command,
01:12:08
please write down the commands for
01:12:10
mirroring objects, the command for
01:12:14
mirroring objects,
01:12:25
it means in the tools menu, if I'm not mistaken, there is a
01:12:29
tool menu, there is a command
01:12:31
with the name of the world mirror, this command
01:12:35
that allows you perform the same
01:12:37
procedure of copying cloning, but
01:12:40
the difference is that this cloning can be
01:12:43
performed in a mirror manner relative to
01:12:46
this ointment being selected and either plane this same
01:12:50
command is available on the toolbar
01:12:52
because it is something
01:12:54
that you often access, here it is
01:12:57
next to the alignment tool
01:12:59
is the world command
01:13:01
creation command mirror mirror
01:13:04
clones sounds beautiful just like a book, you can
01:13:08
write mirror clones again don’t
01:13:15
forget the object must be selected without
01:13:17
selected objects
01:13:18
to mirror there is simply nothing to do click on
01:13:21
this command the result is a
01:13:23
dialog box appears and as a rule
01:13:26
there are also some settings so we are in the
01:13:27
projection window we can already see some
01:13:29
changes, which means
01:13:31
below is the familiar parameter clone types,
01:13:33
yes there are three familiar parameters
01:13:36
copy instance or reference and there is a
01:13:39
parameter for slope; the parameter for slope does not
01:13:42
create a clone but applies the
01:13:44
mirroring procedure to the current object if, for
01:13:47
example, you need the right side there
01:13:48
of an object, the period is strikingly left,
01:13:50
flip the object, for example, let's say
01:13:52
mirrored relative to the plane, it is convenient to
01:13:54
use this command, that is, without the
01:13:56
cloning mode, if we create a
01:13:58
copy of some axis, we will make a machine
01:14:00
for convenience, then we select the desired type of
01:14:02
clone at the top, we must select an axis or
01:14:05
plane mirroring in In this case, the
01:14:08
axis is the x axis,
01:14:09
this is our x axis, so relative to
01:14:11
this axis, here are our two clones, you see, they
01:14:13
are layered one-on-one,
01:14:14
and the mirror does not occur relative to the
01:14:17
reference point of the object, that is, the countdown comes from it;
01:14:22
in addition to this, there is another parameter, well,
01:14:25
let’s take a look here if you switch the axes
01:14:27
you can see how our object will
01:14:29
move
01:14:32
1 2 3 plus you can connect the planes here
01:14:37
x y y z z and x
01:14:40
there are different ways to re-reflect the object,
01:14:44
in addition to this there is an offset parameter that
01:14:46
determines the offset, that is, we
01:14:48
additionally here in this window,
01:14:49
bypassing the transformation there, we can perform the
01:14:52
procedure for shifting this clone
01:14:55
relative to the selected
01:14:56
mirroring axis there in one or the
01:14:58
other direction in positive or
01:15:00
negative when we have done everything
01:15:03
then we press ok
01:15:04
lower this parameter mirar and kalamies we do
01:15:06
n’t touch yet we don’t know what the
01:15:08
ethics limit is so there is no point in disassembling it
01:15:11
now we press ok and we get a
01:15:14
clone of the selected date if in this case
01:15:17
I selected instance so they are connected by
01:15:19
changing the parameters here they
01:15:21
will automatically change for me and at the top this is
01:15:24
another one of the cloning methods
01:15:26
that
01:15:28
will also be interesting to us and which we will
01:15:30
use means in the next lesson
01:15:32
They and I
01:15:33
will continue to talk about the latest
01:15:35
things related to working from our scene,
01:15:38
we will talk about commands such as array,
01:15:41
which very conveniently allows you to get a
01:15:43
large number of clones,
01:15:44
using the transformation tools,
01:15:47
we will talk to you about what
01:15:50
layers are, how layers work in the program 3d
01:15:52
studio max why you don’t need it, how to work with them, let
01:15:55
’s get acquainted with additional
01:15:57
extended primitives, and and and and and,
01:16:02
accordingly, we will also touch on
01:16:05
some commands for importing and
01:16:06
exporting objects, here’s how to load an
01:16:10
object from different scenes, which is basically
01:16:12
what we are also dealing with you will soon
01:16:14
intersect and collide, here
01:16:18
we will make a stop for now regarding
01:16:20
the theory and the last point that I
01:16:23
wanted to tell you is regarding the
01:16:25
homework that you will need to do
01:16:27
means in the seventh to the
01:16:34
seventh lessons the seventh lessons from daddy
01:16:37
hum god homework
01:16:39
accordingly, we will have the material for
01:16:41
our homework, you will need to
01:16:44
build from simple objects only from primitives
01:16:48
that a tropical island
01:16:54
it will be in such a cartoon style,
01:16:57
yes you see, but nevertheless, that is, from
01:17:01
primitives to simple objects, but now
01:17:03
on the basis of those simple ones objects, you can
01:17:04
build more complex compositions,
01:17:06
now you can do this in a more
01:17:08
advanced way because you know many things, well,
01:17:10
firstly,
01:17:12
you know the cloning procedures that
01:17:15
will allow you to obtain objects of the same type
01:17:17
easily and simply without
01:17:19
the need to create them again,
01:17:21
once you know the groupings that
01:17:24
will allow you solve many complex
01:17:26
problems in this case, here are the
01:17:29
transformation tools, these are
01:17:31
basically the things that you will need
01:17:33
in addition to this picture, there is also a set of
01:17:35
pictures that are simply made from a
01:17:37
projection window in order to show you
01:17:40
is a guide to what kind of
01:17:43
model it is, that is, from what elements it’s
01:17:46
made, which means basically most of
01:17:48
the object, you only know that
01:17:51
these cubes, if you paid attention,
01:17:53
and not unlike boxing, you have
01:17:55
some kind of more rounded structure,
01:17:57
these are charter boxes, but if you want, you can
01:18:00
look at nothing heavy in the
01:18:02
geometry category here where we
01:18:06
chose standard primitives there is a
01:18:08
category extended primitives extender
01:18:10
primitive but we will talk about them in more detail
01:18:12
in the next lesson but here
01:18:15
there is an object called its fer box this is
01:18:17
an object that is very similar to the god object the
01:18:19
only difference is that it can
01:18:20
have rounded edges
01:18:22
you can look of all the
01:18:25
others, we’ll focus on them in more detail
01:18:27
when we talk to you
01:18:28
about these primitives themselves, so everything
01:18:31
else is done with ordinary primitives,
01:18:33
how is this done in principle, that
01:18:35
is, look at your task, let’s switch
01:18:39
somewhere to a grid,
01:18:41
which means that the object, despite its complexity,
01:18:44
consists of a set simple objects,
01:18:45
for example a leaf and ordinary boxes,
01:18:48
they differ in that they are shaped like a
01:18:51
leaf, the
01:18:53
first leaves are smaller and then more are
01:18:55
larger, and so on, you can do this
01:18:57
using the cloning procedure and then, for
01:19:00
example, by changing the parameters, if you
01:19:03
change the parameters, then do they are a copy
01:19:06
of the instance because changing parameters 1
01:19:08
will change the rest, or if
01:19:10
you make an instance, then you can change
01:19:12
their size and scale, for example, get
01:19:15
this shape and then use the
01:19:17
rotation tool to rotate them so as to get a
01:19:19
curved
01:19:20
leaf shape. Further for convenience, it is
01:19:22
more convenient, of course, to group it to
01:19:24
work with it as one whole
01:19:26
they are with a set of objects and as you can see they are
01:19:29
all focused at one point, that
01:19:31
is, the place from where more than once there from the tops of the
01:19:33
top of the palm tree, it would be convenient for you
01:19:36
to copy and clone these sheets
01:19:38
if you are the reference point of this group
01:19:40
shifted at the base of the leaf, then they would
01:19:43
rotate relative to one point, you
01:19:45
put the st one time further, performing
01:19:47
rotation, you would forgive them all the time
01:19:49
relative to one point when creating
01:19:52
primitive objects, take into account the segments,
01:19:54
look here on the cylinders there is not a
01:19:56
single segment in height, it is not
01:19:59
needed here the object does not change it somehow doesn’t
01:20:01
bend here, for example, so this is another
01:20:03
one of the moments that I also ask
01:20:05
you to definitely control now, we
01:20:07
will pay attention to this, there is nothing to
01:20:09
do, extra polygons, extra segments,
01:20:12
they will only load your scene, that is,
01:20:14
where they are not needed, remove them, well,
01:20:16
for example, here on these coconuts and
01:20:18
ordinary spheres they are needed, of course, so that
01:20:20
they are round, but on cylinders they are
01:20:22
completely useless, for example,
01:20:24
it makes sense for the
01:20:25
authorities to make a cylinder, because then if
01:20:27
something happens, it’s easy for me to make adjustments and
01:20:29
again, for example, the scale can be
01:20:31
changed their size by making leaves,
01:20:35
grouping, duplicated, leaving
01:20:37
coconuts there, you get palm trees, and
01:20:40
again, you can group the
01:20:41
reference point, put beer at the base of this
01:20:44
palm tree, and continue to clone it,
01:20:46
get two additional palm trees,
01:20:49
then use the scaling tool
01:20:50
to create an effect, one larger, the other
01:20:53
smaller, and then this demolish some
01:20:55
uniqueness the island is made of spheres
01:20:57
and if you look it’s
01:21:00
actually here I don’t think I made such views
01:21:03
yes it’s not completely round because the
01:21:05
sea level in this plane is
01:21:08
actually not large if your sphere
01:21:10
is a full-fledged sphere and this sphere
01:21:12
will crawl out beyond the seas, simply
01:21:14
knowledge here will help you in the settings of the
01:21:15
primitive sphere
01:21:17
parameter, it seems like a slice,
01:21:19
which can cut it, so you can
01:21:23
cut it, leaving only the top, the mound
01:21:25
on top is made in exactly the same way, these are
01:21:27
the author of the tetra, you are ordinary spheres here, as it were,
01:21:29
these cameras chamfer box pebbles can be used in a
01:21:31
regular box, as long as it’s not critical, and
01:21:34
after that your task is to
01:21:36
separate everything by color so that there is
01:21:38
a feeling that these are like materials,
01:21:41
we don’t know the materials yet, but even
01:21:44
the colors we can already separate the object and
01:21:45
make them unique. your task
01:21:48
will be to make an island like this, not
01:21:50
necessarily one to one, that is, do not take
01:21:52
ours here exactly 15 centimeters from
01:21:53
these stones lay these coconuts, that is,
01:21:56
you can make your changes, this is an
01:21:57
approximate guideline, that is, three
01:21:59
palm trees the island is towards me and so further,
01:22:01
all sorts of innovations are welcome,
01:22:03
you can model a monkey here from
01:22:05
primitives, hang it up, that means your
01:22:08
task will be to
01:22:10
bring a max
01:22:11
file for the next lesson in which there will be something like this, such an
01:22:15
island, from this what will be required of you,
01:22:16
okay, okay, then that’s it for
01:22:19
you and me stop at today's
01:22:21
lesson

Description:

Видео-курс "Профессионал в 3dsMax за 2 месяца" поможет Вам 100%-но стать уверенным пользователем 3dsMax всего лишь за 2 месяца, при условии, что каждый день Вы будете выделять 2 часа времени на изучение нового урока. По мимо теоретической части, Вы будете регулярно выполнять практические задачи в программе, которые дадут Вам возможность прокачивать Ваши навыки владения 3dsMax в различных областях: архитектурная визуализация, игровой моделинг, визуальные эффекты и анимация. Этот видео-курс рассчитан на новичков и не привязывается к какой-то конкретной индустрии 3-х мерной графики, поэтому он будет интересен всем: 3d дизайнерам, web дизайнерам, видео дизайнерам и просто любителям делать цифровой 3d арт своими руками. Все практические и домашние задания к этому видео-курсу Вы можете скачать совершенно БЕСПЛАТНО на этой странице: https://accounts.google.com/v3/signin/identifier?continue=https%3A%2F%2Fdrive.google.com%2Fopen%3Fid%3D0B8yd5wtIeTLZTkF6QTAwY254R00&followup=https%3A%2F%2Fdrive.google.com%2Fopen%3Fid%3D0B8yd5wtIeTLZTkF6QTAwY254R00&ifkv=AS5LTARsePQ9VUhRMIfrTVT5NjzZejTcKV8MBvG9WpfNGee6l6s8IGWFqtoQIM7bli4QpKuBet_X&osid=1&passive=1209600&service=wise&flowName=WebLiteSignIn&flowEntry=ServiceLogin&dsh=S1799135842%3A1717247481234506 Если Вы желаете поддержать нашу работу по выпуску новых и бесплатных уроков вашими добровольными пожертвованиями, то вы можете это сделать по ссылке: https://api.fondy.eu/api/checkout?button=%7B%22merchant_id%22:1412846,%22currency%22:%22USD%22,%22fields%22:%5B%5D,%22params%22:%7B%22response_url%22:%22%7Bresponse_url%7D%22,%22lang%22:%22ru%22,%22order_desc%22:%22%D0%94%D0%BE%D0%B1%D1%80%D0%BE%D0%B2%D0%BE%D0%BB%D1%8C%D0%BD%D0%BE%D0%B5%20%D0%BF%D0%BE%D0%B6%D0%B5%D1%80%D1%82%D0%B2%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5%20%D0%BD%D0%B0%20%D1%80%D0%B0%D0%B7%D0%B2%D0%B8%D1%82%D0%B8%D0%B5%20%D0%BF%D0%BE%D1%80%D1%82%D0%B0%D0%BB%D0%B0%20CGScope.com%20%D0%B8%20%D0%B4%D0%B0%D0%BB%D1%8C%D0%BD%D0%B5%D0%B9%D1%88%D0%B8%D0%B9%20%D0%B2%D1%8B%D0%BF%D1%83%D1%81%D0%BA%20%D0%B1%D0%B5%D1%81%D0%BF%D0%BB%D0%B0%D1%82%D0%BD%D1%8B%D1%85%20%D1%83%D1%80%D0%BE%D0%BA%D0%BE%D0%B2%20%D0%BF%D0%BE%203D%20%D0%B3%D1%80%D0%B0%D1%84%D0%B8%D0%BA%D0%B5,%20%D0%B0%D0%BD%D0%B8%D0%BC%D0%B0%D1%86%D0%B8%D0%B8%20%D0%B8%20%D1%8D%D1%84%D1%84%D0%B5%D0%BA%D1%82%D0%B0%D0%BC%22%7D,%22amount%22:%22%22%7D или же на странице: http://www.cgscope.com//support-us/ Вот, вкратце то, что мы изучим в этом видео-курсе за следующих 2 месяца: 1) Базовый блок: Введение в 3d графику, интерфейс 3dsMax, навигация в окнах проекции. 2) Формирование сцены: Примитивы, выделение объектов, опорные точки, группы, иерархия. 3) Основы моделирования: Сплайны, полигональное моделирование, модификаторы. 4) Работа с материалами: Создание и редактирование материалов, текстуры, UV-координаты. 5) Камеры и освещение: Работа с камерами, источники освещения, глобальное освещение. 6) Визуализация: Рендеринг и его настройка, рендер элементы и пост-обработка, эффекты. 7) Анимация: Основы анимации, анимационные редакторы, анимация контролерами. 8) Динамика: Системы частиц, силы и дефлекторы, ткань и другие динамические системы. Уже через 2 месяца регулярных занятий по этому видео-курсу Вы будете знать и уметь все необходимое, чтобы стать начинающим 3d дизайнером! http://www.cgscope.com

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