/home
/jhiemstraxartec
/public_html
/test
/user
/themes
/minimaxing
/templates
/partials
/sections
/bios.html.twig
<section>
{% set creators = page.find('/components/creators') %}
{{ creators.content }}
<ul class="small-image-list">
{% for module in creators.collection %}
{{ module.content }}
{% endfor %}
</ul>
</section>
Arguments
"An exception has been thrown during the rendering of a template ("Template "modular/bio.txt.twig" is not defined.")."
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Twig
/Twig.php
$output = '';
try {
// Process Modular Twig
if ($item->modularTwig()) {
$twig_vars['content'] = $content;
$extension = $item->templateFormat();
$extension = $extension ? ".{$extension}.twig" : TEMPLATE_EXT;
$template = $item->template() . $extension;
$output = $content = $local_twig->render($template, $twig_vars);
}
// Process in-page Twig
if ($item->shouldProcess('twig')) {
$name = '@Page:' . $item->path();
$this->setTemplate($name, $content);
$output = $local_twig->render($name, $twig_vars);
}
} catch (\Twig_Error_Loader $e) {
throw new \RuntimeException($e->getRawMessage(), 404, $e);
}
return $output;
}
/**
* Process a Twig template directly by using a template name
* and optional array of variables
*
* @param string $template template to render with
* @param array $vars Optional variables
*
* @return string
*/
public function processTemplate($template, $vars = [])
{
// override the twig header vars for local resolution
$this->grav->fireEvent('onTwigTemplateVariables');
$vars += $this->twig_vars;
Arguments
"Template "modular/bio.txt.twig" is not defined."
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Loader
/ChainLoader.php
return $this->hasSourceCache[$name] = false;
}
public function getCacheKey($name)
{
$exceptions = [];
foreach ($this->loaders as $loader) {
if ($loader instanceof ExistsLoaderInterface && !$loader->exists($name)) {
continue;
}
try {
return $loader->getCacheKey($name);
} catch (LoaderError $e) {
$exceptions[] = \get_class($loader).': '.$e->getMessage();
}
}
throw new LoaderError(sprintf('Template "%s" is not defined%s.', $name, $exceptions ? ' ('.implode(', ', $exceptions).')' : ''));
}
public function isFresh($name, $time)
{
$exceptions = [];
foreach ($this->loaders as $loader) {
if ($loader instanceof ExistsLoaderInterface && !$loader->exists($name)) {
continue;
}
try {
return $loader->isFresh($name, $time);
} catch (LoaderError $e) {
$exceptions[] = \get_class($loader).': '.$e->getMessage();
}
}
throw new LoaderError(sprintf('Template "%s" is not defined%s.', $name, $exceptions ? ' ('.implode(', ', $exceptions).')' : ''));
}
}
Arguments
"Template "modular/bio.txt.twig" is not defined."
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Environment.php
/**
* Gets the template class associated with the given string.
*
* The generated template class is based on the following parameters:
*
* * The cache key for the given template;
* * The currently enabled extensions;
* * Whether the Twig C extension is available or not;
* * PHP version;
* * Twig version;
* * Options with what environment was created.
*
* @param string $name The name for which to calculate the template class name
* @param int|null $index The index if it is an embedded template
*
* @return string The template class name
*/
public function getTemplateClass($name, $index = null)
{
$key = $this->getLoader()->getCacheKey($name).$this->optionsHash;
return $this->templateClassPrefix.hash('sha256', $key).(null === $index ? '' : '___'.$index);
}
/**
* Gets the template class prefix.
*
* @return string The template class prefix
*
* @deprecated since 1.22 (to be removed in 2.0)
*/
public function getTemplateClassPrefix()
{
@trigger_error(sprintf('The %s method is deprecated since version 1.22 and will be removed in Twig 2.0.', __METHOD__), E_USER_DEPRECATED);
return $this->templateClassPrefix;
}
/**
* Renders a template.
Arguments
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Environment.php
/**
* Loads a template internal representation.
*
* This method is for internal use only and should never be called
* directly.
*
* @param string $name The template name
* @param int $index The index if it is an embedded template
*
* @return \Twig_TemplateInterface A template instance representing the given template name
*
* @throws LoaderError When the template cannot be found
* @throws RuntimeError When a previously generated cache is corrupted
* @throws SyntaxError When an error occurred during compilation
*
* @internal
*/
public function loadTemplate($name, $index = null)
{
return $this->loadClass($this->getTemplateClass($name), $name, $index);
}
/**
* @internal
*/
public function loadClass($cls, $name, $index = null)
{
$mainCls = $cls;
if (null !== $index) {
$cls .= '___'.$index;
}
if (isset($this->loadedTemplates[$cls])) {
return $this->loadedTemplates[$cls];
}
if (!class_exists($cls, false)) {
if ($this->bcGetCacheFilename) {
$key = $this->getCacheFilename($name);
} else {
Arguments
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Environment.php
*
* @param string|TemplateWrapper|\Twig\Template $name The template name
*
* @throws LoaderError When the template cannot be found
* @throws RuntimeError When a previously generated cache is corrupted
* @throws SyntaxError When an error occurred during compilation
*
* @return TemplateWrapper
*/
public function load($name)
{
if ($name instanceof TemplateWrapper) {
return $name;
}
if ($name instanceof Template) {
return new TemplateWrapper($this, $name);
}
return new TemplateWrapper($this, $this->loadTemplate($name));
}
/**
* Loads a template internal representation.
*
* This method is for internal use only and should never be called
* directly.
*
* @param string $name The template name
* @param int $index The index if it is an embedded template
*
* @return \Twig_TemplateInterface A template instance representing the given template name
*
* @throws LoaderError When the template cannot be found
* @throws RuntimeError When a previously generated cache is corrupted
* @throws SyntaxError When an error occurred during compilation
*
* @internal
*/
public function loadTemplate($name, $index = null)
Arguments
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Environment.php
@trigger_error(sprintf('The %s method is deprecated since version 1.22 and will be removed in Twig 2.0.', __METHOD__), E_USER_DEPRECATED);
return $this->templateClassPrefix;
}
/**
* Renders a template.
*
* @param string|TemplateWrapper $name The template name
* @param array $context An array of parameters to pass to the template
*
* @return string The rendered template
*
* @throws LoaderError When the template cannot be found
* @throws SyntaxError When an error occurred during compilation
* @throws RuntimeError When an error occurred during rendering
*/
public function render($name, array $context = [])
{
return $this->load($name)->render($context);
}
/**
* Displays a template.
*
* @param string|TemplateWrapper $name The template name
* @param array $context An array of parameters to pass to the template
*
* @throws LoaderError When the template cannot be found
* @throws SyntaxError When an error occurred during compilation
* @throws RuntimeError When an error occurred during rendering
*/
public function display($name, array $context = [])
{
$this->load($name)->display($context);
}
/**
* Loads a template.
*
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Twig
/Twig.php
// override the twig header vars for local resolution
$this->grav->fireEvent('onTwigPageVariables', new Event(['page' => $item]));
$twig_vars = $this->twig_vars;
$twig_vars['page'] = $item;
$twig_vars['media'] = $item->media();
$twig_vars['header'] = $item->header();
$local_twig = clone $this->twig;
$output = '';
try {
// Process Modular Twig
if ($item->modularTwig()) {
$twig_vars['content'] = $content;
$extension = $item->templateFormat();
$extension = $extension ? ".{$extension}.twig" : TEMPLATE_EXT;
$template = $item->template() . $extension;
$output = $content = $local_twig->render($template, $twig_vars);
}
// Process in-page Twig
if ($item->shouldProcess('twig')) {
$name = '@Page:' . $item->path();
$this->setTemplate($name, $content);
$output = $local_twig->render($name, $twig_vars);
}
} catch (\Twig_Error_Loader $e) {
throw new \RuntimeException($e->getRawMessage(), 404, $e);
}
return $output;
}
/**
* Process a Twig template directly by using a template name
* and optional array of variables
*
Arguments
"modular/bio.txt.twig"
array:27 [
"config" => Config {}
"system" => array:27 [
"absolute_urls" => false
"timezone" => ""
"default_locale" => null
"param_sep" => ":"
"wrapped_site" => false
"reverse_proxy_setup" => false
"force_ssl" => false
"force_lowercase_urls" => true
"custom_base_url" => "http://www.3dvalley.com"
"username_regex" => "^[a-z0-9_-]{3,16}$"
"pwd_regex" => "(?=.*\d)(?=.*[a-z])(?=.*[A-Z]).{8,}"
"intl_enabled" => true
"languages" => array:9 [
"supported" => []
"default_lang" => null
"include_default_lang" => true
"pages_fallback_only" => false
"translations" => true
"translations_fallback" => true
"session_store_active" => false
"http_accept_language" => false
"override_locale" => false
]
"home" => array:2 [
"alias" => "/home"
"hide_in_urls" => false
]
"pages" => array:26 [
"theme" => "minimaxing"
"order" => array:2 [
"by" => "default"
"dir" => "asc"
]
"list" => array:1 [
"count" => 20
]
"dateformat" => array:3 [
"default" => null
"short" => "jS M Y"
"long" => "F jS \a\t g:ia"
]
"publish_dates" => true
"process" => array:2 [
"markdown" => true
"twig" => false
]
"twig_first" => false
"never_cache_twig" => false
"events" => array:2 [
"page" => true
"twig" => true
]
"markdown" => array:5 [
"extra" => true
"auto_line_breaks" => false
"auto_url_links" => false
"escape_markup" => false
"special_chars" => array:2 [
">" => "gt"
"<" => "lt"
]
]
"types" => array:7 [
0 => "txt"
1 => "xml"
2 => "html"
3 => "htm"
4 => "json"
5 => "rss"
6 => "atom"
]
"append_url_extension" => ""
"expires" => 604800
"cache_control" => null
"last_modified" => false
"etag" => true
"vary_accept_encoding" => false
"redirect_default_route" => false
"redirect_default_code" => "301"
"redirect_trailing_slash" => true
"ignore_files" => array:1 [
0 => ".DS_Store"
]
"ignore_folders" => array:2 [
0 => ".git"
1 => ".idea"
]
"ignore_hidden" => true
"hide_empty_folders" => false
"url_taxonomy_filters" => true
"frontmatter" => array:2 [
"process_twig" => false
"ignore_fields" => array:2 [
0 => "form"
1 => "forms"
]
]
]
"cache" => array:13 [
"enabled" => true
"check" => array:1 [
"method" => "file"
]
"driver" => "apcu"
"prefix" => "g"
"purge_at" => "0 4 * * *"
"clear_at" => "0 3 * * *"
"clear_job_type" => "standard"
"clear_images_by_default" => true
"cli_compatibility" => false
"lifetime" => 604800
"gzip" => true
"allow_webserver_gzip" => false
"redis" => array:1 [
"socket" => false
]
]
"twig" => array:7 [
"cache" => true
"debug" => true
"auto_reload" => true
"autoescape" => false
"undefined_functions" => true
"undefined_filters" => true
"umask_fix" => false
]
"assets" => array:12 [
"css_pipeline" => true
"css_pipeline_include_externals" => true
"css_pipeline_before_excludes" => true
"css_minify" => true
"css_minify_windows" => false
"css_rewrite" => true
"js_pipeline" => true
"js_pipeline_include_externals" => true
"js_pipeline_before_excludes" => true
"js_minify" => true
"enable_asset_timestamp" => false
"collections" => array:1 [
"jquery" => "system://assets/jquery/jquery-2.x.min.js"
]
]
"errors" => array:2 [
"display" => 1
"log" => true
]
"log" => array:2 [
"handler" => "file"
"syslog" => array:1 [
"facility" => "local6"
]
]
"debugger" => array:3 [
"enabled" => false
"shutdown" => array:1 [
"close_connection" => true
]
"twig" => true
]
"images" => array:6 [
"default_image_quality" => 85
"cache_all" => false
"cache_perms" => "0755"
"debug" => false
"auto_fix_orientation" => false
"seofriendly" => false
]
"media" => array:5 [
"enable_media_timestamp" => false
"unsupported_inline_types" => []
"allowed_fallback_types" => []
"auto_metadata_exif" => false
"upload_limit" => 33554432
]
"session" => array:9 [
"enabled" => true
"initialize" => true
"timeout" => 1800
"name" => "grav-site"
"uniqueness" => "path"
"secure" => false
"httponly" => true
"split" => true
"path" => "/"
]
"gpm" => array:5 [
"releases" => "stable"
"proxy_url" => null
"method" => "auto"
"verify_peer" => true
"official_gpm_only" => true
]
"accounts" => array:2 [
"type" => "data"
"storage" => "file"
]
"strict_mode" => array:2 [
"yaml_compat" => true
"twig_compat" => true
]
]
"theme" => array:2 [
"enabled" => true
"dropdown" => array:1 [
"enabled" => false
]
]
"site" => array:14 [
"title" => "3Dvalley"
"default_lang" => "en"
"author" => array:2 [
"name" => "Admin"
"email" => "webmaster@3dvalley.com"
]
"taxonomies" => array:2 [
0 => "category"
1 => "tag"
]
"metadata" => array:1 [
"description" => "Free 3D models and textures"
]
"summary" => array:4 [
"enabled" => true
"format" => "short"
"size" => 300
"delimiter" => "==="
]
"redirects" => array:12 [
"/tutorials/3d-studio-max-hotkeys-and-mouse-essentials" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials "
"/tutorials/3d-studio-max-tutorial-modeling-a-plunger" => "/tutorials/modeling-a-plunger-in-3d-studio-max"
"/tutorials/modeling-a-brake-rotor" => "/tutorials/modeling-brake-rotor-in-3d-studio-max"
"/models" => "/3d-models"
"/free-textures" => "/textures"
"/textures.shtml" => "/textures"
"/tutorials/rendering-objects-in-a-solidwire-mix" => "/tutorials/rendering-wip-images-in-3d-studio-max"
"/tutorials/modeling-a-highly-detailed-basketball-in-3d-studio-max" => "/tutorials/modeling-a-highly-detailed-basketball-in-3ds-max/"
"/models.shtml" => "/3d-models"
"/c/tutorials" => "/tutorials"
"/models/models_household.shtml" => "/3d-models/household"
"/downloadables/3DStudioMAX-hotkeys.pdf" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials"
]
"routes" => null
"blog" => array:1 [
"route" => "/blog"
]
"header" => array:2 [
"title" => "I'm Jonathan Doe."
"description" => "I'm a Manila based <span>graphic designer</span>, <span>illustrator</span> and <span>webdesigner</span> creating awesome and effective visual identities for companies of all sizes around the globe. Let's <a class="smoothscroll" href="#about">start scrolling</a> and learn more <a class="smoothscroll" href="#about">about me</a>."
]
"copyright" => array:2 [
0 => array:1 [
"line" => "Copyright 2014 CeeVee"
]
1 => array:1 [
"line" => "Design by <a title="Styleshout" href="http://www.styleshout.com/">Styleshout</a>"
]
]
"social" => array:7 [
0 => array:2 [
"url" => "#"
"icon" => "facebook"
]
1 => array:2 [
"url" => "#"
"icon" => "twitter"
]
2 => array:2 [
"url" => "#"
"icon" => "google-plus"
]
3 => array:2 [
"url" => "#"
"icon" => "linkedin"
]
4 => array:2 [
"url" => "#"
"icon" => "instagram"
]
5 => array:2 [
"url" => "#"
"icon" => "dribbble"
]
6 => array:2 [
"url" => "#"
"icon" => "skype"
]
]
"twitter" => array:7 [
"id" => "657554810648948736"
"domId" => "tw-widget1"
"maxTweets" => 3
"enableLinks" => "true"
"showInteraction" => "false"
"showImages" => "false"
"showUser" => "false"
]
"acxtest" => "TEST"
]
"uri" => Uri {}
"assets" => Assets {}
"taxonomy" => Taxonomy {}
"browser" => Browser {}
"base_dir" => "/home/jhiemstraxartec/public_html/test"
"home_url" => "/"
"base_url" => ""
"base_url_absolute" => "http://www.3dvalley.com"
"base_url_relative" => ""
"base_url_simple" => ""
"theme_dir" => "/home/jhiemstraxartec/public_html/test/user/themes/minimaxing"
"theme_url" => "/user/themes/minimaxing"
"html_lang" => "en"
"language_codes" => LanguageCodes {}
"json" => "</script><script>"
"myvar" => "</script><script>"
"form" => null
"form_max_filesize" => 32
"form_json_response" => []
"page" => Page {}
"media" => Media {}
"header" => {}
"content" => "<p>.3DS & .MAX</p>"
]
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Page
/Page.php
$excerpts = new Excerpts($this, $defaults);
// Initialize the preferred variant of Parsedown
if ($extra) {
$parsedown = new ParsedownExtra($excerpts);
} else {
$parsedown = new Parsedown($excerpts);
}
$this->content = $parsedown->text($this->content);
}
/**
* Process the Twig page content.
*/
private function processTwig()
{
$twig = Grav::instance()['twig'];
$this->content = $twig->processPage($this, $this->content);
}
/**
* Fires the onPageContentProcessed event, and caches the page content using a unique ID for the page
*/
public function cachePageContent()
{
$cache = Grav::instance()['cache'];
$cache_id = md5('page' . $this->id());
$cache->save($cache_id, ['content' => $this->content, 'content_meta' => $this->content_meta]);
}
/**
* Needed by the onPageContentProcessed event to get the raw page content
*
* @return string the current page content
*/
public function getRawContent()
{
return $this->content;
Arguments
Page {}
"<p>.3DS & .MAX</p>"
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Page
/Page.php
if ($process_twig) {
$this->processTwig();
}
if ($process_markdown) {
$this->processMarkdown();
}
// Content Processed but not cached yet
Grav::instance()->fireEvent('onPageContentProcessed', new Event(['page' => $this]));
} else {
if ($process_markdown) {
$this->processMarkdown();
}
// Content Processed but not cached yet
Grav::instance()->fireEvent('onPageContentProcessed', new Event(['page' => $this]));
if ($process_twig) {
$this->processTwig();
}
}
if ($cache_enable) {
$this->cachePageContent();
}
}
}
// Handle summary divider
$delimiter = $config->get('site.summary.delimiter', '===');
$divider_pos = mb_strpos($this->content, "<p>{$delimiter}</p>");
if ($divider_pos !== false) {
$this->summary_size = $divider_pos;
$this->content = str_replace("<p>{$delimiter}</p>", '', $this->content);
}
// Fire event when Page::content() is called
Grav::instance()->fireEvent('onPageContent', new Event(['page' => $this]));
}
/home
/jhiemstraxartec
/public_html
/test
/vendor
/twig
/twig
/src
/Template.php
if ($ignoreStrictCheck || !$this->env->isStrictVariables()) {
return;
}
throw new RuntimeError(sprintf('Neither the property "%1$s" nor one of the methods "%1$s()", "get%1$s()"/"is%1$s()" or "__call()" exist and have public access in class "%2$s".', $item, $class), -1, $this->getSourceContext());
}
if ($isDefinedTest) {
return true;
}
if ($this->env->hasExtension('\Twig\Extension\SandboxExtension')) {
$this->env->getExtension('\Twig\Extension\SandboxExtension')->checkMethodAllowed($object, $method);
}
// Some objects throw exceptions when they have __call, and the method we try
// to call is not supported. If ignoreStrictCheck is true, we should return null.
try {
if (!$arguments) {
$ret = $object->$method();
} else {
$ret = \call_user_func_array([$object, $method], $arguments);
}
} catch (\BadMethodCallException $e) {
if ($call && ($ignoreStrictCheck || !$this->env->isStrictVariables())) {
return;
}
throw $e;
}
// @deprecated in 1.28
if ($object instanceof \Twig_TemplateInterface) {
$self = $object->getTemplateName() === $this->getTemplateName();
$message = sprintf('Calling "%s" on template "%s" from template "%s" is deprecated since version 1.28 and won\'t be supported anymore in 2.0.', $item, $object->getTemplateName(), $this->getTemplateName());
if ('renderBlock' === $method || 'displayBlock' === $method) {
$message .= sprintf(' Use block("%s"%s) instead).', $arguments[0], $self ? '' : ', template');
} elseif ('hasBlock' === $method) {
$message .= sprintf(' Use "block("%s"%s) is defined" instead).', $arguments[0], $self ? '' : ', template');
} elseif ('render' === $method || 'display' === $method) {
$message .= sprintf(' Use include("%s") instead).', $object->getTemplateName());
/home
/jhiemstraxartec
/public_html
/test
/cache
/twig
/a6
/a6e71229c07c4ac03d31c4ed1a3b887e66b4114333548c3d78e7922329d932c3.php
protected function doDisplay(array $context, array $blocks = [])
{
// line 1
echo "<section>
\t";
// line 2
$context["creators"] = $this->getAttribute(($context["page"] ?? null), "find", [0 => "/components/creators"], "method");
// line 3
echo "\t";
echo $this->getAttribute(($context["creators"] ?? null), "content", []);
echo "
\t<ul class=\"small-image-list\">
\t\t";
// line 5
$context['_parent'] = $context;
$context['_seq'] = twig_ensure_traversable($this->getAttribute(($context["creators"] ?? null), "collection", []));
foreach ($context['_seq'] as $context["_key"] => $context["module"]) {
// line 6
echo "\t\t\t";
echo $this->getAttribute($context["module"], "content", []);
echo "
\t\t";
}
$_parent = $context['_parent'];
unset($context['_seq'], $context['_iterated'], $context['_key'], $context['module'], $context['_parent'], $context['loop']);
$context = array_intersect_key($context, $_parent) + $_parent;
// line 8
echo "\t</ul>
</section>
";
}
public function getTemplateName()
{
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// see \Twig\Error\LoaderError
if (-1 === $e->getTemplateLine()) {
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throw $e;
} catch (\Exception $e) {
$e = new RuntimeError(sprintf('An exception has been thrown during the rendering of a template ("%s").', $e->getMessage()), -1, $this->getSourceContext(), $e);
$e->guess();
throw $e;
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
"""
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
"""
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
"""
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<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
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$this->loader->addPath($template_path, $namespace);
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"content" => """
<p>When you start out with 3D Studio MAX you will likely start with trying out different tools and features and the basics. Something that should be included in those basics, but is often left out, is using hotkeys. As you already know, or will certainly find out soon, creating 3D art is a time-consuming activity. Using hotkeys and the mouse efficiently can save you tons of time.</p>\n
\n
<p>At first you may need to spend some time looking up the hotkey, but once you memorize them through using them, they will allow you to produce results at least twice as fast. When you're modeling for example (moving, scaling, rotating, etc.), with one hand on the mouse, you will have your other hand free to press one of the hotkeys.</p>\n
<p>Let’s start with several of the main hotkeys you just can’t ignore:</p>\n
<h3>Step 1</h3>\n
<p>We are going to start with modeling a single link from the chain. Click the Shapes button on the Command Panel, click the Rectangle button, and then draw a rectangle as shown in the picture below. Don’t worry about the exact size yet.</p>\n
<h4>F1 – Opens 3D Max Reference (Help)</h4>\n
<p>Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.</p>\n
<h4>F2 – Shade selected faces toggle</h4>\n
<p>When you are in polygon sub-object level and select one or more polygons, they will be shaded entirely (red) by default, like this:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001.gif" /></p>\n
<p>When you press the F2 key you can toggle between the default setting and having only the edges turn red for select faces/polygons, as shown below. This can be very useful when you have complex models.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002.gif" /></p>\n
<h4>F3– Toggle between Wireframe and Smooth + Highlights</h4>\n
<p>By default, a viewport in 3D Studio MAX will show objects as wireframes. Instead of right-clicking the viewport and choosing Smooth + Highlights to show the shaded object, you can simply press the F3 key to set a viewport to Smooth + Highlights as shown below, or back to Wireframe.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003.gif" /></p>\n
<h4>F4 – View Edged Faces</h4>\n
<p>As you can see in the picture above, when you switch to Smooth + Highlights, 3D Studio MAX will not show the edges of the faces. By pressing the F4 key, you can have the object display the edges of all faces, regardless of whether they are selected:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image004.gif" /></p>\n
<p>The following two are usually the first two keys I press when starting with a default empty scene:</p>\n
<h6>G – Hide/Show Grid</h6>\n
<p>Unless you actually need the grid (e.g. to snap to), it can get in the way. The G key allows you to hide or show it.</p>\n
<h4>J – Show Selection Bracket Toggle</h4>\n
<p>The reason for using this key is similar to using the G key. By default, 3D Studio MAX shows a selection bracket around each select object (unless the viewport is in Wireframe mode). This can become very annoying, but can easily be removed by pressing the J key.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image005.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image006.gif" /></p>\n
<p>The following four keys are amongst the first I suggest you start using:</p>\n
<h4>Q – Select</h4>\n
<p>Enables the Select tool:</p>\n
<h4>W – Select and Move</h4>\n
<p>Enables the Select and Move tool:</p>\n
<h4>E – Select and Rotate</h4>\n
<p>Enables the Select and Rotate tool:</p>\n
<h4>R – Select and Scale</h4>\n
<p>Enables the Select and Scale tool:</p>\n
<h4>H – Select by Name</h4>\n
<p>Opens the Select by name dialog. This dialog shows a list with all visible objects in the scene. When you need to attach or link objects for example, and there are many objects in the scene, selecting by name can make things a lot easier.</p>\n
<h4>CTRL-A – Select all</h4>\n
<h4>CTRL-D – Deselect all</h4>\n
<h4>Spacebar – Selection Lock toggle</h4>\n
<p>This key can be useful sometimes, but annoying more often. When you try to select a certain object and a different object remains selected, press the Spacebar key because you probably already hit it by accident and ‘locked your selection’.</p>\n
<h4>1 to 5 – Sub-object level X</h4>\n
<p>This is another good example of a real timesaver. Instead of using the mouse button to select a sub-object level of an Editable Poly for example, you can press one of the following keys.</p>\n
<h4>1 - Vertex</h4>\n
<h4>2 - Edge</h4>\n
<h4>3 - Border</h4>\n
<h4>4 - Polygon</h4>\n
<h4>5 - Element</h4>\n
<p>These allows you to quickly change between the sub-object levels, e.g. move a vertex, than scale a polygons, chamfer a line, etc.</p>\n
<h4>7 – Polygon counter</h4>\n
<p>The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0000.gif" /></p>\n
<h4>8 – Open Environment and Effects Dialog</h4>\n
<p>Viewport Hotkeys</p>\n
<h4>F – Switch to the Front viewport</h4>\n
<h4>T – Switch to the Top viewport</h4>\n
<h4>L – Switch to the Left viewport</h4>\n
<h4>R – Switch to the Right viewport</h4>\n
<h4>P – Switch to the Perspective viewport</h4>\n
<h4>B – Switch to the Bottom viewport</h4>\n
<h4>C – Switch to a Camera viewport</h4>\n
<h4>CTRL-C – Create camera from viewport</h4>\n
<p>Creates a new Camera, work only on Perspective viewports.</p>\n
<h4>V – Open view shortcut menu</h4>\n
<p>Allows you to pick a view from a list (using another key again of course). For example, press the V key and then the K key for Bac k view.</p>\n
<h4>Z – Zooms in on the current selection</h4>\n
<h4>CTRL-X – Toggle Expert mode</h4>\n
<p>Removes command panels, toolbars, etc. and leaves you only with viewports. Don’t even think about using this unless you know your hotkeys. ;)</p>\n
<h4>ALT-Q – Isolate Object</h4>\n
<p>Isolates the object you selected and hides all others. This is a great feature for when you work with a scene or object consisting of many individual objects. Unfortunately, it does not work for sub-object selections such as a group of polygons. If you got used to hiding and unhiding objects, this option will definitely save you a lot of time.</p>\n
<h4>O – Adaptive Degradation Toggle</h4>\n
<p>Shows objects as boxes while moving, rotating, zooming on viewport to increase viewport performance. I hardly ever use this one, but it’s one of those darn keys you may hit by accident and wonder what the heck is going on with your objects.</p>\n
<h4>X – Transform Gizmo Toggle</h4>\n
<p>Another good example of a key you may hit by accident and wonder why you cannot move, scale, rotate, etc. anymore. Pressing X will change the gizmo from to:</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0001.gif" /> <img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image002_0000.gif" /></p>\n
<h4>D – Disables the viewport</h4>\n
<p>Although this one can be useful, it is also one I occasionally press by accident. Press the D key again to disable/enable the viewport.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image003_0000.gif" /></p>\n
<h4>Shift-Z / Shift-Y – Undo /Redo viewport operation</h4>\n
<p>Undo operations such as switching to a different view, rotating, zooming or moving through viewport.</p>\n
<h4>+ and - – Increase/decrease Gizmo size</h4>\n
<p>The following three are common rendering related hotkeys</p>\n
<h4>F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.</h4>\n
<h4>Shift-Q – Quick render, renders selected viewport.</h4>\n
<h4>F10 – Opens the Render Scene window allowing you to set rendering options.</h4>\n
<h4>M – Opens the Material Editor</h4>\n
<h4>CTRL-V – Clone object</h4>\n
<p>Although holding down the Shift key and moving, rotating, or scaling an object also allows you to create a clone, by using CTRL-V you can create a clone on the exact same location and of the same size as the original.</p>\n
<h4>Alt-X – Display As See-Through Toggle</h4>\n
<p>By pressing the ALT-X keys you can display an object as see-through, partly transparent. This is useful for when you need to see the model sheet/reference/blueprint or other models/geometry through it.</p>\n
<p><img alt="" src="/user/pages/04.tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3dstudiomax-hotkeys_clip_image001_0002.gif" /></p>\n
<p>The following three are useful for while working with an Editable Poly:</p>\n
<h4>Alt-L – Select Edge Loop</h4>\n
<p>This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.</p>\n
<h4>ALT-C – Cut</h4>\n
<p>Enables the Cut tool, which you can use to draw edges on polygons.</p>\n
<h4>SHIFT -E / ALT-E – Extrude poly</h4>\n
<p>Enable the Extrude tool.</p>\n
<p>The hotkeys mentioned in this tutorial are just a small subset of the available hotkeys in 3D Studio MAX. And additional or different hotkeys can be available depending on what features you are using. If you search for Default Keyboard Shortcuts in the 3D Studio MAX user reference, you should be able to find a complete overview.</p>\n
<p>In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:</p>\n
<p>Choose Customize menu > Customize User Interface > Keyboard panel.\n
Use the Group and Category lists to find the action for which you want to create a shortcut.\n
Click action in the Action list to highlight it.\n
In the Hotkey field, enter the keyboard shortcut you want to assign to the action.\n
Click Assign.</p>\n
<h4>Step 2</h4>\n
<h4>Using the Mouse Efficiently</h4>\n
<p>Just as important as using hotkeys is for working efficiently, using the mouse properly can be a huge timesaver as well. Using the primary mouse button frequently (that’s the left button for the most of us) is mandatory when you use 3D Studio MAX but the others (middle, and right for example) are just as useful.</p>\n
<p>Let’s start with the secondary mouse button (usually the right-mouse button). The most common purpose of this button is opening the shortcut menu. For example, if you right click on the name of the viewport (e.g. Front, Left, and Perspective) a popup menu appears allowing you to perform several tasks related to the viewport. For many of these options, you should use hotkeys such as mentioned above, but for other options, such as the Properties of the viewports, it’s still an useful menu. More useful though, is the main shortcut menu that opens when you right-click on the viewport:</p>\n
<p>Some of the options on this menu I use frequently are:</p>\n
<p>Unhide/Hide selected/unselected, by name, all\n
Convert to Face/Vertex/Edge - This converts, for example, a selection of vertexes to a selection of edges. It does not actually change the geometry of your model; it merely changes the sub-object level and remembers the selection.\n
Save and manage Scene States (very useful!)</p>\n
<p>Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.</p>\n
<p>Some less common use of the right-mouse button:</p>\n
<p>Right-click the Undo or Redo to see and select a list of undo/redo actions.\n
Right-click a spinner to reset it to zero.\n
Right-click a color or map slot to cut/clear/copy/paste it.</p>\n
<p>The middle mouse button I use more often than the right mouse button, especially during the modeling process, and saves me a huge amount of time. The following are the most common tasks I perform with the middle mouse button:</p>\n
<p>Hold it to drag/move through viewport. This saves time because you don’t have to switch your current tool to the Pan View tool (little hand) at the right bottom of the interface and switch it back to the tool you were using.\n
Hold it while also holding the ALT key to rotate the viewport, this saves time because you don’t have to switch your current tool to the Arc Rotate tool at the right bottom of the interface (which you could do with CTRL-R if you don’t have a middle mouse button).\n
Since my middle button is also a scroll wheel, I use it to zoom in and out on the viewport. If you hold the ALT key, you can zoom in more gradually.</p>\n
<p>If you merely read this article/tutorial, I suggest reading it again and actually trying the different hotkeys and mouse operation. It will change the way you work with 3D Studio Max and you will be able to produce a lot more results in the same amount of time. Below is a link to a printer-friendly PDF version of this tutorial. Have fun!</p>\n
<p><a href="/tutorials/threed-studio-max-hotkeys-and-mouse-essentials/3DStudioMAX-hotkeys.pdf">Printer-friendly PDF version of this tutorial</a></p>
"""
]
/home
/jhiemstraxartec
/public_html
/test
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/src
/Grav
/Common
/Service
/OutputServiceProvider.php
namespace Grav\Common\Service;
use Grav\Common\Page\Interfaces\PageInterface;
use Grav\Common\Twig\Twig;
use Pimple\Container;
use Pimple\ServiceProviderInterface;
class OutputServiceProvider implements ServiceProviderInterface
{
public function register(Container $container)
{
$container['output'] = function ($c) {
/** @var Twig $twig */
$twig = $c['twig'];
/** @var PageInterface $page */
$page = $c['page'];
return $twig->processSite($page->templateFormat());
};
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/vendor
/pimple
/pimple
/src
/Pimple
/Container.php
{
if (!isset($this->keys[$id])) {
throw new UnknownIdentifierException($id);
}
if (
isset($this->raw[$id])
|| !\is_object($this->values[$id])
|| isset($this->protected[$this->values[$id]])
|| !\method_exists($this->values[$id], '__invoke')
) {
return $this->values[$id];
}
if (isset($this->factories[$this->values[$id]])) {
return $this->values[$id]($this);
}
$raw = $this->values[$id];
$val = $this->values[$id] = $raw($this);
$this->raw[$id] = $raw;
$this->frozen[$id] = true;
return $val;
}
/**
* Checks if a parameter or an object is set.
*
* @param string $id The unique identifier for the parameter or object
*
* @return bool
*/
public function offsetExists($id)
{
return isset($this->keys[$id]);
}
/**
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/RenderProcessor.php
namespace Grav\Common\Processors;
use Grav\Common\Page\Interfaces\PageInterface;
use Grav\Framework\Psr7\Response;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class RenderProcessor extends ProcessorBase
{
public $id = 'render';
public $title = 'Render';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$container = $this->container;
$output = $container['output'];
if ($output instanceof ResponseInterface) {
return $output;
}
ob_start();
// Use internal Grav output.
$container->output = $output;
$container->fireEvent('onOutputGenerated');
echo $container->output;
// remove any output
$container->output = '';
$this->container->fireEvent('onOutputRendered');
$html = ob_get_clean();
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/DebuggerAssetsProcessor.php
namespace Grav\Common\Processors;
use Grav\Framework\Psr7\Response;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class DebuggerAssetsProcessor extends ProcessorBase
{
public $id = 'debugger_assets';
public $title = 'Debugger Assets';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['debugger']->addAssets();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/PagesProcessor.php
$this->addMessage("Routed to page {$page->rawRoute()} (type: {$page->template()}) [Not Found fallback]");
} else {
$this->addMessage("Routed to page {$page->rawRoute()} (type: {$page->template()})");
$task = $this->container['task'];
$action = $this->container['action'];
if ($task) {
$event = new Event(['task' => $task, 'page' => $page]);
$this->container->fireEvent('onPageTask', $event);
$this->container->fireEvent('onPageTask.' . $task, $event);
} elseif ($action) {
$event = new Event(['action' => $action, 'page' => $page]);
$this->container->fireEvent('onPageAction', $event);
$this->container->fireEvent('onPageAction.' . $action, $event);
}
}
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/TwigProcessor.php
*/
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class TwigProcessor extends ProcessorBase
{
public $id = 'twig';
public $title = 'Twig';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['twig']->init();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/AssetsProcessor.php
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class AssetsProcessor extends ProcessorBase
{
public $id = '_assets';
public $title = 'Assets';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['assets']->init();
$this->container->fireEvent('onAssetsInitialized');
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/SchedulerProcessor.php
namespace Grav\Common\Processors;
use RocketTheme\Toolbox\Event\Event;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class SchedulerProcessor extends ProcessorBase
{
public $id = '_scheduler';
public $title = 'Scheduler';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$scheduler = $this->container['scheduler'];
$this->container->fireEvent('onSchedulerInitialized', new Event(['scheduler' => $scheduler]));
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/BackupsProcessor.php
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class BackupsProcessor extends ProcessorBase
{
public $id = '_backups';
public $title = 'Backups';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$backups = $this->container['backups'];
$backups->init();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/TasksProcessor.php
}
$this->stopTimer();
return $response;
} catch (NotFoundException $e) {
// Task not found: Let it pass through.
}
}
if ($task) {
$this->container->fireEvent('onTask.' . $task);
} elseif ($action) {
$this->container->fireEvent('onAction.' . $action);
}
}
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/RequestProcessor.php
$uri = $request->getUri();
$ext = mb_strtolower(pathinfo($uri->getPath(), PATHINFO_EXTENSION));
$request = $request
->withAttribute('grav', $this->container)
->withAttribute('time', $_SERVER['REQUEST_TIME_FLOAT'] ?? GRAV_REQUEST_TIME)
->withAttribute('route', Uri::getCurrentRoute()->withExtension($ext))
->withAttribute('referrer', $this->container['uri']->referrer());
$event = new RequestHandlerEvent(['request' => $request, 'handler' => $handler]);
/** @var RequestHandlerEvent $event */
$event = $this->container->fireEvent('onRequestHandlerInit', $event);
$response = $event->getResponse();
$this->stopTimer();
if ($response) {
return $response;
}
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/ThemesProcessor.php
*/
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class ThemesProcessor extends ProcessorBase
{
public $id = 'themes';
public $title = 'Themes';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['themes']->init();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/PluginsProcessor.php
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class PluginsProcessor extends ProcessorBase
{
public $id = 'plugins';
public $title = 'Plugins';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
// TODO: remove in 2.0.
$this->container['accounts'];
$this->container['plugins']->init();
$this->container->fireEvent('onPluginsInitialized');
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/InitializeProcessor.php
}
/** @var Uri $uri */
$uri = $this->container['uri'];
$uri->init();
// Redirect pages with trailing slash if configured to do so.
$path = $uri->path() ?: '/';
if ($path !== '/'
&& $config->get('system.pages.redirect_trailing_slash', false)
&& Utils::endsWith($path, '/')) {
$redirect = (string) $uri::getCurrentRoute()->toString();
$this->container->redirect($redirect);
}
$this->container->setLocale();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/DebuggerProcessor.php
*/
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class DebuggerProcessor extends ProcessorBase
{
public $id = '_debugger';
public $title = 'Init Debugger';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['debugger']->init();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/ErrorsProcessor.php
*/
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class ErrorsProcessor extends ProcessorBase
{
public $id = '_errors';
public $title = 'Error Handlers Reset';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['errors']->resetHandlers();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/LoggerProcessor.php
/** @var Config $config */
$config = $grav['config'];
switch ($config->get('system.log.handler', 'file')) {
case 'syslog':
$log = $grav['log'];
$log->popHandler();
$facility = $config->get('system.log.syslog.facility', 'local6');
$logHandler = new SyslogHandler('grav', $facility);
$formatter = new LineFormatter("%channel%.%level_name%: %message% %extra%");
$logHandler->setFormatter($formatter);
$log->pushHandler($logHandler);
break;
}
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Processors
/ConfigurationProcessor.php
namespace Grav\Common\Processors;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
class ConfigurationProcessor extends ProcessorBase
{
public $id = '_config';
public $title = 'Configuration';
public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
{
$this->startTimer();
$this->container['config']->init();
$this->container['plugins']->setup();
$this->stopTimer();
return $handler->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
private $handler;
/** @var ContainerInterface|null */
private $container;
/**
* {@inheritdoc}
* @throws InvalidArgumentException
*/
public function handle(ServerRequestInterface $request): ResponseInterface
{
$middleware = array_shift($this->middleware);
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
ServerRequest {}
RequestHandler {}
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Framework
/RequestHandler
/Traits
/RequestHandlerTrait.php
// Use default callable if there is no middleware.
if ($middleware === null) {
return \call_user_func($this->handler, $request);
}
if ($middleware instanceof MiddlewareInterface) {
return $middleware->process($request, clone $this);
}
if (null === $this->container || !$this->container->has($middleware)) {
throw new InvalidArgumentException(
sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
$middleware
);
}
array_unshift($this->middleware, $this->container->get($middleware));
return $this->handle($request);
}
}
Arguments
/home
/jhiemstraxartec
/public_html
/test
/system
/src
/Grav
/Common
/Grav.php
},
'debuggerAssetsProcessor' => function () {
return new DebuggerAssetsProcessor($this);
},
'renderProcessor' => function () {
return new RenderProcessor($this);
},
]
);
$default = function (ServerRequestInterface $request) {
return new Response(404);
};
/** @var Debugger $debugger */
$debugger = $this['debugger'];
$collection = new RequestHandler($this->middleware, $default, $container);
$response = $collection->handle($this['request']);
$this->header($response);
echo $response->getBody();
$debugger->render();
register_shutdown_function([$this, 'shutdown']);
}
/**
* Set the system locale based on the language and configuration
*/
public function setLocale()
{
// Initialize Locale if set and configured.
if ($this['language']->enabled() && $this['config']->get('system.languages.override_locale')) {
$language = $this['language']->getLanguage();
setlocale(LC_ALL, \strlen($language) < 3 ? ($language . '_' . strtoupper($language)) : $language);
} elseif ($this['config']->get('system.default_locale')) {
setlocale(LC_ALL, $this['config']->get('system.default_locale'));
Arguments
/home
/jhiemstraxartec
/public_html
/test
/index.php
// Set timezone to default, falls back to system if php.ini not set
date_default_timezone_set(@date_default_timezone_get());
// Set internal encoding if mbstring loaded
if (!\extension_loaded('mbstring')) {
die("'mbstring' extension is not loaded. This is required for Grav to run correctly");
}
mb_internal_encoding('UTF-8');
// Get the Grav instance
$grav = Grav::instance(
array(
'loader' => $loader
)
);
// Process the page
try {
$grav->process();
} catch (\Error $e) {
$grav->fireEvent('onFatalException', new Event(array('exception' => $e)));
throw $e;
} catch (\Exception $e) {
$grav->fireEvent('onFatalException', new Event(array('exception' => $e)));
throw $e;
}