XForm modifier & Reset XForm utility in 3ds Max

๐Ÿค–
10 Jul, 2011 mOPs
10 Jul, 2011 # Re: XForm modifier & Reset XForm utility in 3ds Max
Good time of day. What is the utility Reset XForm, where and how to apply it? And XForm modifier - what is the difference from the above utilities how to apply (up to modifications after, etc ...).


10 Jul, 2011 RenderStuff (Staff Author)
10 Jul, 2011 # Re: XForm modifier & Reset XForm utility in 3ds Max

Hello! Let's start with the fact that the English letter X is used to abbreviate words cross and trans. In this case, it reduces the portion of the word "trans", ie this utility and fully modifier called the Reset Transrofm and Transform, respectively. Since then, as you know, it is becoming increasingly clear in what areas are these tools๐Ÿ™‚ Just want to note that this is an advanced-level tools, and their use requires understanding of the transformations in the coordinate system World, stack modifiers and even the basics of animation .Itak start with XForm modifier. It allows you to apply transformation to objects at the level of the stack modifiers . This transformation, such as the Move, Rotate and Scale. In other words, you can change the scale of the object, rotate it, and even move the IN modifier stack. The main advantages of this approach, it would seem, and without it available actions, feasible all the usual tools Select and Move, Rotate, Scale, that this modifier lets you apply a transformation to the sub-units, not breaking it, to apply animation to the sub-objects and apply the transformation to an object at any level, and the right amount of time in the stack modifikatorov.Utilita Reset XForm, in turn, allows you to transfer have applied the transformation of the global coordinate system Scale and Rotate the stack can modifikatorov.Kakaya be of practical benefit of this? For beginners - no ๐Ÿ™„ As already mentioned, it will be useful if you need to animate not the entire object, but only the sub-object. At the gathering of complex models, especially the "solid", such as machine parts, smallest percentage Scale scaling in the global coordinate system, may distort the object by changing the position of its Pivot Point. For example, when the hydraulic cylinder must rotate with rotation center in the point of attachment. In the application of an "external» Scale, change the position of the center, it will entail a distortion of objects, as change the actual position of the axes and, respectively, the former zooming along the cylinder (used strictly according to the X axis) becomes nightmarish distortion obliquely (now average between X and Z). If you use the XForm, then it will keep the transformation on the level of modifier that does not affect the change Pivot Point.XRorm useful when it is more convenient to make changes to the grid in the initial position and at the same time to watch sopryagaemost parts of this network with other models in a transformed state. If we model the front motorcycle fork, the more convenient it would be her turn with respect to the steering wheel and the front wheel of the bike using the XForm and turning off its visibility as a modifier, to make any changes to the flat starting position, than to do the same in the already tapped plug .Also Reset XForm becomes useful when exporting models. After a number of turns to be installed in a level position, scaling to fit the model of a real size, it would not be the best idea to export all this information. Especially if this model will open in an unknown "exotic" software, transforming the data can not be taken into account and the model will somehow turn around and in the original (not fitted) dimensions. To avoid this, prior to export, it is desirable to use the Reset XForm, which will transfer the transformation applied to the XForm modifier and then merge modifiers Collaps-th. The model will be exactly in size and with a smooth Bounding Box.Kak in 3d models Rendersuff ๐Ÿ˜‰



10 Jul, 2011 mOPs
11 Jul, 2011 # Re: XForm modifier & Reset XForm utility in 3ds Max
Br-rr-rr-rr .... Many people do not understand about the animation and picking up of complex models, well, that is, but that's about exports we would like more. Many there are cases where the object model, and then insert it into another scene turns discrepancy size, position, and so on. And "experienced 3deshkniki" advise - do Reset XForm. And how it works and where it should be used, and where not, and how, it is not clear. I would also like to clarify a point (perhaps these events are interrelated) - I drew a cube 10 * 10 * 10, then use the Select and Scale made -50% on all axes. That is reduced by 2 times. But if you look at the parameters of the cube, the size of some stayed 10 * 10 * 10. That is the Select and Scale does not change the parametric model dimensions. Would not it be glitches when inserting such models in other scenes? Maybe in this case, and should be applied XForm?


10 Jul, 2011 RenderStuff (Staff Author)
11 Jul, 2011 # Re: XForm modifier & Reset XForm utility in 3ds Max
The last paragraph of the previous posts just explains the meaning of the use XForm for export models. With regard to a literal application, then just before the export model, it 1) needs to be done first Reset XForm, 2) then Collapse. 3) Only then exported. Select and Scale model itself does not change, it just gives it a numerical transformation parameters - namely, scale. In other words, the pattern remains the same and its global properties added as a percent scale on X-axis as a Y axis and by so much by Z. The initial parameters, the same Box remain unchanged. If we talk about exporting from 3ds Max and imported into 3ds Max, you can, in general, do not care about such things, but rather a "preventive" measure. However, as mentioned above, if the model will be imported into other programs, there may be problems. On the example of the cube. If prior to export not to shoot down any chance of transformation and import program does not accept the information that the object is scaled to 50% on all axes, its actual dimensions are 10 * 10 * 10 rather than the expected 5 * 5 * 5. However, if prior to export to knock transformation Reset XForm utility, the original size of the object will be 5 * 5 * 5, and information about the scale will be 100% (ie, standard) - this will allow for import to get the guaranteed 5 * 5 * 5 , regardless of the features of the program, in which the model will be imported.


10 Jul, 2011 RenderStuff (Staff Author)
12 Jul, 2011 # Re: XForm modifier & Reset XForm utility in 3ds Max
If we talk specifically about the use of primitive ResetXForm, its essence about sleduyuschaya.Naprimer, you made a model of fruit baskets. Suppose oval. I started to use it in their scenes and realized that the best thing she overcame in the rotated polozhenii.Esli you take, and you turn the oval basket at 45 degrees on the Z axis, then you will see that with her and turns its bounding box, which is always visible on the all models in their allocation. That is, it shows the initial, zero, or a starting position of the object in the scene. Rotated 45 degrees bounding box will explicitly grant that your model is not in the initial position, which sometimes may not be convenient or easy razdrazhat.Dlya to bounding box has leveled off and began in a normal position relative to the scene coordinate axes, that is, so to speak became equal, you have to knock down all the turning and transformational information. It is here that come to the aid utility ResetXForm.Vydelyaesh desired object (in our example, a basket) used ResetXForm and you press a single button on her Reset Selected, in the drop-down rollout parameters of this utility Reset Transform. Then apply the same name utilitoy.Posle Collapse this, all the information about the transformation of the object, information about Scale and Rotate tools applications, will be deleted and the current position with the size of the object shall be deemed original. Of course, and bounding box, even in the rotated 45 degrees to the model will be located parallel to the coordinate axes stseny.Est more prosaic need for ResetXForm.Naprimer. We have an object that has dimensions in the scene, meter by meter. But we scale the it to, for example, 10 cm. By 10 cm .. That is, reduce 100 raz.Posle then use it with any modifier, which is tied to the size in units of measurement, such as millimeters. Then we get is not the result that ozhidaem.Pochemu so? Yes, all simply because for 3ds max object is still one meter on, that is 100 by 100 cm, and not 10 to 10, we have received after transformation. After all, this transformation only visually, but in the system object has exactly their initial gabarity.Dumaem you already guessed that, in order to tell the system that the object dimensions are not meter on the meter, and 10 to 10 cm., It is necessary to bring down the entire information about its transformation and to indicate that the current size of it is true or it is iskhodnymi.Imenno and make Reset XForm utility. After that you can safely use this object with any modifier and you will get your desired result๐Ÿ˜‰


9 Jan, 2012 Ilya
9 Jan, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
Good afternoon! I came here such problem: When you create a primitive, it has a bounding box. If during operation of the primitive is removed, the container remains the same size. And lozhatsja modifiers to the model based on the size and position of the container, even if the modifier is then manually adjust to the size of the model, it works like a model still occupies the size of the container. Prompt pozhalsta how to deal with it?


9 Jan, 2012 Anton (Staff Author)
9 Jan, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
In order to "shoot down" bounding box and align its not the original object, but in world coordinates (XYZ), just need to use the above utility Reset XForm๐Ÿ˜‰


9 Jan, 2012 Ilya
10 Jan, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
Yeah, okay, that's just it, I can not find, found at the bottom of the XForm modifier and can not reset ๐Ÿ™„


10 Jan, 2012 Maks (Staff Author)
10 Jan, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
Ilya, Reset XForm is a utility, so it is the last tab of the Utilities command panel.


9 Jan, 2012 Ilya
10 Jan, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
All found, thank you very much ๐Ÿ‘


10 May, 2012 Alexei
10 May, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
And if I made a model of 1m by 1m, then scaled up to 1cm 1cm, or will be correctly rendered VRay'em? He is fastidious to the scale ...


10 Jan, 2012 Maks (Staff Author)
10 May, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
Alexei, when talking about Fog Color, the scaled object will be rendered normally, the main thing is the actual size of the scene. Shoot down the transforms do not need. But if we are talking about initially incorrect units, then there will already be a problem, look at the example of creating the beer glasses in the Max 3ds .


13 May, 2012 Aleksey
13 May, 2012 # Re: XForm modifier & Reset XForm utility in 3ds Max
It is possible to ask you to help me understand the processes itself, so to speak, workflow. For example, I make a model for photography. Uploaded, so photos in bekgraund, modeled, look in the Measure, there are 10x10 cm. I know that the model should be 50h50sm. Beru, scaled to 5 times, then apply Reset XForm and do kolaps. Everything is now possible to insert it into any scene. Correctly? Only, as I understand it, that before kolapsom TurboSmooth desirable to remove, and add it again after the Reset XForm. Correctly? And if I do not want kolapsit entire stack (for example, I have there Bevel Profile involved and I was not able to contribute to change in the future), then what? I would be very happy to help, because somehow I can not structure it in my head, and I want to do correctly. Thanks in advance zo answer.


14 Apr, 2013 V-Zimin
14 Apr, 2013 # Re: XForm modifier & Reset XForm utility in 3ds Max
There's such a problem in the modeling of the object bounding box was "not at all" to display the correct size and position of the object, which is why the movement and the imposition of modifiers also changed, ie, they are superimposed correctly relative to the container, rather than an object. How to fix it?


Add a comment

Name:  


Anti-spam challenge (please check if you agree with this and uncheck if not)
Yes, I am a spam-bot.
Yes, I am a human.
Terms of Service

RenderStuff ยฉ 2008