Navigating a Scene
 
 
 

In this lesson, you'll open a partially-completed scene of a battlefield and learn how to adjust the view and navigate the viewports.

Set up the lesson:

  1. On the Quick Access toolbar, click (Open File).

  2. In the \scenes\startup folder, highlight battlefield_start.max, then click Open.
    NoteIf a dialog asks whether you want to use the scene’s Gamma And LUT settings, accept the scene Gamma settings, and click OK. If a dialog asks whether to use the scene’s units, accept the scene units, and click OK.

    Perspective viewport

    The Perspective viewport should be active, indicated by a yellow border. If no border is visible, click anywhere within the viewport to activate it.

Navigating the scene:

  1. Depending on how your system is currently being used, you might have up to two navigation tools displayed in the viewport. The ViewCube™ displays in the top right corner and the SteeringWheels™ 3D navigation controls display in the lower left.

  2. You will first take a look at the ViewCube. If the SteeringWheels is visible, hide it by clicking the X at the top right of the corner of the wheel.
    NoteIf this is the first time you are using SteeringWheels, you will need to click on its icon to activate it.
  3. In the Views menu Viewport Configuration ViewCube panel Display Options group, turn on Show The ViewCube if it is not already on.

    In the When Clicking On The ViewCube group, make sure Fit-To-View On View Change and Keep Scene Upright are on, and click OK.

  4. In the Perspective viewport, right-click the ViewCube and choose Set Current View As Home.

  5. Click the Left face of the ViewCube to view the scene from the left.

    As you can see, the ViewCube lets you view the scene from alternative viewpoints with a simple click of a mouse.

    Notice how the viewport zooms in to a default scene magnification as it switches to the left perspective. The change in zoom factor is not something we want in this tutorial however, so you’ll change it.

  6. Right-click the ViewCube and choose Configure from the menu.

    The ViewCube tab is automatically selected.

  7. In the When Clicking On The ViewCube group, turn off Fit-To-View On View Change and click OK.

    It is important to keep this setting off if you want to maintain the same zoom factor when switching between viewpoints.

  8. In the Perspective viewport, click the Home icon to the upper left of the ViewCube.

    The Perspective viewport returns to its initial viewpoint.

    NoteYou can reset the Home viewpoint to the current view at any time by right-clicking the ViewCube and choosing Set Current View As Home.
  9. Click (Zoom) in the viewport navigation controls at the lower-right corner of the 3ds Max window.

    To show that this control is now active, the button is highlighted.

  10. With the mouse, drag downward in the Perspective viewport.

    Your view zooms out so you can see the scene from a distance.

    NoteYou can also zoom in or out by rotating the mouse wheel forward or backward.
  11. In the viewport navigation controls click (Orbit), which is below and to the right of the Zoom button. The button highlights when active.

    A yellow navigation circle appears in the viewport.

  12. Position the cursor inside the yellow circle. Click and hold the left mouse button and move the mouse. This action is called dragging.

    The point of view orbits around the scene.

    TipAvoid dragging outside the yellow navigation circle, unless you want to roll the entire viewport.
  13. Use a combination of the Orbit and mouse wheel to zoom in on the windmill.

  14. Orbit your view by dragging to the left or right until you can see the cannon in the opposite direction.
  15. Right-click the viewport to exit Orbit mode.
  16. Click (Pan) in the viewport navigation controls and move the mouse in the viewport.

    The viewport view now follows the movement of your mouse.

    NoteYou can also start a pan operation by holding down the mouse button or wheel as you pan.
  17. Return the viewport to its original orientation by clicking the Home icon.
  18. Press Shift+W to display the SteeringWheels controls, if they are not already visible.
    NoteIn this instruction, “Shift+W” is outlined with a rectangle to indicate that you must press this key combination on the computer keyboard. We use this style consistently in the help and tutorials for both single key presses and key combinations, so that it's always clear when an instruction involves using the physical keyboard as opposed to using the mouse with the software interface on the screen.

    The SteeringWheels controls offer an alternative way to navigate a scene.

  19. Click and drag each of the Zoom, Pan and Orbit controls in turn, and experiment with how they can be used to navigate the scene.
  20. When you’re done, click the Rewind button and drag to the left.
  21. The Rewind tool passes over a strip of thumbnails, each of which represents a previously selected navigation point. Release the mouse on any thumbnail. The viewport rewinds to that point.

  22. Experiment with the Center, Walk, Look. and Up/Down controls in the center of the SteerWheels icon. When you are done, click the arrow at the bottom right of the wheel and from the menu, choose Go Home. This repositions the viewport view to the Home viewpoint.
  23. Click the small “X” in the top right of the wheel to hide the SteeringWheels control.
    TipYou can press Shift + W to redisplay the SteeringWheels controls.

Next, you'll create a camera and a Camera viewport. The Camera viewport is similar to the Perspective viewport but with different functionality. You can animate it, and add effects to it.

Creating a camera:

  1. Right-click the Top viewport to activate it.

    The viewport is outlined in yellow.

  2. On the Create panel, click (Cameras), then click Target.
  3. In the Top viewport, click behind and slightly to the right of the cannon, then drag down to a point just left of the windmill (as shown in the following illustration). Don’t worry about the exact camera placement yet: You will adjust this later.

    To see what the camera sees, you now need to display one of the viewports as a Camera viewport.

  4. Right-click the Perspective viewport to activate it, then press C.

    Right-clicking a viewport activates it and keeps any objects in other viewports in a selected state (in this case, our camera object). Left-clicking a viewport deselects previously selected objects.

  5. On the main toolbar, click (Select And Move).

    A tripod of red, blue, and green arrows appears in the Top viewport. This is the transform gizmo. As you move your cursor over the arrows, each axis label and arrow stem turn yellow. When one is yellow, you can click and drag to move the object in a single direction. If you move your cursor over the inner corners of the transform gizmo, the plane turns yellow. This lets you move in a single plane.

  6. Right-click the Left viewport, click the camera’s Y axis manipulator, and drag it slightly upward so you can see more of the horizon in the Camera001 viewport.

  7. If the cannon is not visible in the Camera001 viewport, then in the Top viewport drag the camera until the front of the cannon comes into view in the Camera001 viewport, as shown in the next illustration.

Next, you'll create a rock and a tree, then add them to the scene.

Next

Creating a Rock and a Tree