From the course: Learning 3ds Max 2020

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Sub-object transforms and symmetry

Sub-object transforms and symmetry - 3ds Max Tutorial

From the course: Learning 3ds Max 2020

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Sub-object transforms and symmetry

- [Instructor] So far, we've looked at manipulating and modifying entire objects. Now let's go inside the object and manipulate and modify it at the sub-object level or the component level. I've got a version of the toy drone model here in which I've duplicated some parts and I've added a chamfer box for the chassis or the body of the drone. If I select that and go over to the modify panel, we'll see that it's a chamfer box primitive with a stretch modifier applied. If I want to access the individual parts, such as the points and edges on a model, then I'll need to either convert it to editable or add an editable modifier. I'm going to choose to convert it. And you need to know that the conversion is a one-way destructive process. You can imagine that the modifier stack is kind of like a recipe, and when we convert to editable, we bake the cake and there is no way to un-bake the cake, except through the undo button. We're going to convert this object to an editable poly primitive type…

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