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.
If you do start with this file, be sure to set up the snaps as described
in the previous lesson.
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
blue 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 its 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. If that
happens during this tutorial, we recommend the latter.
- On the Parameters rollout change the
Radius value to 0' 3.0".
- 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 “Smooth + Highlights”), 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.
- Change Sides to 4.
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:
- Click (Zoom) in the viewport navigation
controls. 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.
- 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.