Using the Cylinder object, you will create a central pole that will act as the hub for the revolving door. First you will
create a new layer for the revolving door.
Set up the lesson:
- Continue with the scene from the previous lesson, or on the Quick Access toolbar, click (Open File), navigate to the the startup folder, and open revolving_door_hub.max.
The scene revolving_door_hub.max is an empty scene with the units already set up.
If you do start with this file, make sure that snaps are set up as described in the previous lesson. (Snap settings are not
saved with a scene, though 3ds Max Design does remember them from session to session.)
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.
Create a layer:
You can use the layer-management system for display and rendering purposes. Here you will create a new layer for the revolving
door.
- By default, the Layers toolbar is hidden when you start 3ds Max Design. If it is not currently open, right-click a blank space on the main toolbar and choose Layers from the pop-up menu.
- On the Layers toolbar, click (Create New Layer).
This creates a new layer and opens the Create New Layer dialog.
- Use the Create New Layer dialog to name the Layer Revolving Door, and then click OK.
The Revolving door layer is now current and visible in the Layers toolbar. Whatever you create now will be on this layer.
Create the hub:
Before creating the hub, you will adjust your viewport so you have a better view of the objects you will make.
- In the viewport navigation controls at the lower-right corner of the 3ds Max Design window, click (Orbit). In the Perspective viewport, drag within the navigation orb to change the view of the home grid so you have a view
that is closer to ground level. When you are done, right-click the viewport to turn off Orbit.
- On the main toolbar, click (3D Snap Toggle) to turn it on.
- On the Create panel, click (Geometry). Make sure Standard Primitives is chosen in the drop-down list, then on the Object Type rollout, click Cylinder.
The Cylinder button highlights to indicate it is active and ready for use.
- Now move your cursor over the grid in the viewport.
The cursor displays a snap icon and jumps to the grid points.
- Position the cursor over the center of the grid and then click and drag.
As you move the mouse away from the center, a flat shaded circle grows from your cursor. You are defining the radius of the
cylinder as you move the mouse.
Notice that as you move away from the center of the grid the mouse will snap to grid points.
- Turn off the snap by pressing the S on the keyboard while you are still moving the cursor.
The snap has been turned off, while you are still in the middle of creating the cylinder. Now as you move your mouse, you
are free from the snap control.
- Lift the mouse button, and you have set the radius of the cylinder. The radius is displayed on the Parameters rollout.
- Now move your cursor upward in the viewport.
- The cylinder grows as you move the cursor upward. When you click again you have set the height.
Make the cylinder any size you like. You're going to change the size in the next step.
Adjust the hub:
Immediately after creating an object, you can modify its parameters such as size and shape by changing these values on the
Parameters rollout on the Create panel.
TipIf while changing these values you accidentally exit create mode (say, by right-clicking the viewport), the object remains
selected but its parameters are no longer available on the Create panel. At this (or any) point you can go to the
Modify panel and adjust the parameters there, or you can simply
undo the new object (
Ctrl+Z) and start over.
- On the Parameters rollout change the Radius value to 0' 3.0", then change the Height to 7' 0.0".
- In the Navigation controls, click (Zoom Extents).
The viewport zooms so you can see the entire cylinder.
- Click the Perspective viewport Shading menu (at present labeled "Shaded," or “Smooth + Highlights” if you are using an older
viewport driver), and choose Edged Faces.
The Edged Faces option lets you see the edges that 3ds Max Design uses to create the surfaces of your model.
- On the Parameters rollout, change Height Segments to 1, then change Sides to 4.
TipThe lowest possible Height Segments value is 1. You can minimize the value of a numeric field by right-clicking the spinner
arrows to the right of the field where you can type.
The Cylinder changes into a tall box with four sides; this will make it easier to create the door. Later you'll change the
pole back to a cylinder.
Next you'll rotate the cylinder so the four sides line up with the grid.
Rotate the hub:
- Position the cursor over the bottom of the cylinder and then press I (the letter “I”) on the keyboard to center the viewport on the cursor position.
- Click (Zoom) in the viewport navigation controls, then drag the mouse to Zoom in so you can see the bottom of the cylinder up close.
Use Orbit to rotate the view if you like.
- On the toolbar, click (Select And Rotate).
The transform gizmo appears in the viewport.
- In the coordinate display below the Perspective viewport, click in the Z entry field and enter 45. Press Enter to confirm the entry.
The cylinder rotates around the Z axis so the sides line up with the grid.
This will be the pole that revolves to turn the revolving door. You'll snap to its sides when you create an initial Pivot
door object. After the other doors are cloned, you can increase the number of sides so it will look like a cylinder again.
Next you will create a tube object to make the door enclosure.
Save your work:
- From the Application menu, choose Save As, and save your scene as my_revolving_door_hub.max.