GMax
Basics
This
tutorial will show you the power and versatility of the Move, Rotate and
Scale buttons on GMax.
Stage 1 - Create an Object
Create
a simple cylinder with four or five length sections. It doesn't matter
which viewport you create this in because we will use the rotate button
to align it correctly.
Here
I have used 5 segments and set the number of sides to 18 - a reasonable
number for small structures as GMax automatically smoothes
the edges to give a rounded appearance.
If
you create the object by dragging the mouse on screen you do not
need to get the position or dimensions exactly right as you can
adjust the values in the Parameters box shown on the right of the
screenshot.
If
you untick the smooth box GMax will not attempt to smoothen the
edges and you then get a true 18 sided object.
Slice
allows to to create a partial cylinder by setting the angles. A
Nissan Hut could be created by only using half a cylinder (or slightly
less).
When
you have finished creating the shape click on the Select button
at the top to release the Cylinder creation button.
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Stage
2 - Move an Object
In
the Front viewport click on the cylinder you created to highlight it.
This will be shown in the Perspective Box by a white outline and in the
other three boxes by the object turning white and axis arrows appearing.
Now
click on the Move button. You will see the axes arrows change colour -
they become red, green and blue).
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If
you move the mouse over either axis you will see it change shape
to mimic the Move icon. This allows you to click and drag the object
along that axis.
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If you are in front view you can move the object up/down and left/right.
In top view you are restricted to left/right and fore/aft. You may
therefore need to change viewports to align the object in the position
you require.
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Stage
3 - Rotate an Object
Rotate
is similar to Move except that you have control over all three axes in
any viewport. Careful positioning of the mouse is needed to select the
right axis!
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In
the example on the left the axis facing towards the viewer is selected
(the Z axis) and the Z has changed orange to show this.
Dragging
the mouse on the Z axis will cause the object to rotate either clockwise
or anticlockwise as seen in the viewport.
Dragging
on the Y axis (Green) will cause the object to rotate around its
lengthwise axis. Dragging on the X Axis (Red) will rotate the object
towards or away from the view.
Experiment
to see what I mean!
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As
you rotate the object the amount is shown on the axis bar at the bottom
of the screen.
Note:
It can sometimes be awkward to rotate an object exactly 90 degrees because
GMax may stick on 89.5 or 90.5. If this happens rotate the object by say
60 degrees and then drag it a second time by 30 degrees.
Stage
4 - Adjust Scale
Scale
in its basic use is not axis critical and you can select any that show
on the screen. As you drag the axis the object will shrink or expand uniformly.
This is self evident if you try it out so no need for screenshots.
When
Scale is selected the axis readouts (shown above) show the relative percentage
increase/decrease from default object size.
Stage
5 - Going down one level
Although
the three buttons have a certain limited functionality as described above
they really become far more useful when applied to specific areas of your
object.
You
do this by splitting your object up into editable polygons. When you start
working at sub object level creative abilities go ballistic!
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First
let us take a look at the cylinder we have already created.
RIGHT
click on the cylinder to bring up the object menu (an alternative
option to using the toolbar).
Go
down to Convert To and select Editable Poly.
You
won't see any change in the object itself but you WILL see the menu's
on the right of the screen change quite a lot. This is because the
object is now Modified and the menu selection has jumped from the
Create tab to the Modify Tab on the menu bar.
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The
menu bar becomes a bit important now so I will take this chance
to cover the options.
The
top arrow shows the second tab of the right menu bar - called Modify.
You will spend some time in this so remember the name.
The
first tab (called Create) is always active when you start
the program as it is assumed you will want to create a shape as
the first step in any project.
The
other tabs are for Hierarchy, Motion, Display
and Utilities but you will probably only use Hierarchy in
any FS work - and that for animations only.
The
second arrow shows that the main panel for your object now calls
it an Editable Poly. This panel is the Stack and it is called
that because many modifications can be made to an object.
The
third arrow shows the Editable Poly's selection choices. You will
have already used this if you have followed the house tutorial because
you will have selected the Polygon icon to Extrude bits of the house.
I
want you to select Vertex instead.
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Vertex
selection results in blue dots appearing on every vertex of the
part.
Now
go up to the main menu and reselect the Select Object button.
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Stage
6 - Partial Selection
With the object now in Editable Poly mode and the
objects vertices highlighted we can now apply the Move, Rotate or scale
functions to a specific Vertex or group
of vertices.
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To
select the vertices we drag a box around the ones we require. Care
is needed here because the box will highlight ALL the vertices in
the area - not just the ones we see in a viewport.
In
the example here the whole top row of vertices will be selected.
If
we now select Move, Rotate or Scale we will get a very different
set of effects.
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Stage
7 - Move Partial Selection
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With
the vertices still highlighted and the Move button selected we can
alter the position of the whole top section of the cylinder.
In
the example here I have put the mouse on the X axis and offset the
top of the cylinder by dragging. Had I selected the Y axis I could
have dragged the cylinder upwards - effectively making it longer.
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Stage 8 - Rotate Partial
Selection
Rotating
a partial selection can be fun but be aware of the axis you choose for
rotation!
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In
this example I have now selected the top two rows of vertices. The
Rotate button has then been selected and I have moved the mouse
over the Y axis and dragged.
The
result is that the top two rows have rotated around the Y axis -
effectively twisting the cylinder.
If
I had chosen the X axis things would have gone a little differently..
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...as
you can now see.
The
X axis shift rotates the selected items again but rather more complex
effect.
If
we then pick the Move tool we can further adjust the selected
parts. I'll move them right a bit so you can see that we have a
more obvious application for this method..
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The
shift to the right now gives us the possible beginnings of a length
of bended pipe. A few further Move and Rotate operations to other
selections on the object and we have a fairly worthwhile result.
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Step
9 - Scale partial Selection
You
can see that with various selections of vertices and a combination of
Move and Rotate you have the beginnings of more complex modelling. Scale
is also quite powerful.
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Here
I have selected all the middle rows of vertices in the cylinder
and used the Scale button to drag them outwards.
This
is the beginning of many possible objects - from a jet engine to
a cooling tower (scaled inwards rather than outwards).
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We
need not restrict ourselves to such blocks of vertices either. We
could select one row and then, by holding down the CTRL key, drawn
a second box around any other row.
Rescaling
just the two rows of vertices on the left produces a very different
effect.
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I
need not go any further with this tutorial because to can easily see the
potential of even these basic commands. I used very few of the actual
Modifiers in GMax because many manipulations could be carried out from
these basic techniques extremely effectively.
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