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. At first
you may need to spend some time looking up the hotkey (see
printer-friendly version of this tutorial here), but once you memorize
them through using them, they will allow you to produce results at least
twice as fast. When you 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.
Let’s start with several of the main hotkeys you just can’t ignore:
F1 – Opens 3D Max Reference (Help)
Depending on the feature you are currently working with, it may take you directly to the main help page regarding that feature.
F2 – Shade selected faces toggle
When you are in polygon sub-object level
and select one or more polygons, they will be shaded entirely (red) by
default, like this:
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.
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.
F3 – Toggle between Wireframe and Smooth + Highlights
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.
F4 – View Edged Faces
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:
The following two are usually the first two keys I press when starting with a default empty scene:
G – Hide/Show Grid
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.
J – Show Selection Bracket Toggle
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.
The following four keys are amongst the first I suggest you start using:
Q – Select
Enables the Select tool:
W – Select and Move
Enables the Select and Move tool:
E – Select and Rotate
Enables the Select and Rotate tool:
R – Select and Scale
Enables the Select and Scale tool:
H – Select by Name
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.
CTRL-A – Select all
CTRL-D – Deselect all
Spacebar – Selection Lock toggle
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’.
1 to 5 – Sub-object level X
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.
1 – Vertex
2 – Edge
3 – Border
4 – Polygon
5 – Element
These allows you to quickly change
between the sub-object levels, e.g. move a vertex, than scale a
polygons, chamfer a line, etc.
7 – Polygon counter
The 7 key allows you to display a polygon counter in the upper left of the upper left viewport:
8 – Open Environment and Effects Dialog
Viewport Hotkeys
F – Switch to the Front viewport
T – Switch to the Top viewport
L – Switch to the Left viewport
R – Switch to the Right viewport
P – Switch to the Perspective viewport
B – Switch to the Bottom viewport
C – Switch to a Camera viewport
CTRL-C – Create camera from viewport
Creates a new Camera, work only on Perspective viewports.
V – Open view shortcut menu
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 Back view.
Z – Zooms in on the current selection
CTRL-X – Toggle Expert mode
Removes command panels, toolbars, etc.
and leaves you only with viewports. Don’t even think about using this
unless you know your hotkeys.
ALT-Q – Isolate Object
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.
O – Adaptive Degradation Toggle
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.
X – Transform Gizmo Toggle
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:
D – Disables the viewport
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.
Shift-Z / Shift-Y – Undo /Redo viewport operation
Undo operations such as switching to a different view, rotating, zooming or moving through viewport.
+ and – – Increase/decrease Gizmo size
The following are three rendering related hotkeys I used the most:
F9 – Render last rendered viewport, or, in case of the first render, render selected viewport.
Shift-Q – Quick render, renders selected viewport.
F10 – Opens the Render Scene window allowing you to set rendering options.
M – Opens the Material Editor
CTRL-V – Clone object
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.
Alt-X – Display As See-Through Toggle
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.
The following three are useful for while working with an Editable Poly:
Alt-L – Select Edge Loop
This is the same as pressing the Loop button in the Editable Poly section when you are in Edge sub-object level.
ALT-C – Cut
Enables the Cut tool, which you can use to draw edges on polygons.
SHIFT -E / ALT-E – Extrude poly
Enable the Extrude tool.
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.
In addition to the default keyboard shortcuts, you can use the following procedure to create a custom keyboard shortcut:
Using the Mouse Efficiently
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.
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:
Some of the options on this menu I use frequently are:
- Unhide/Hide selected/unselected, by name, all
- 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.
- Save and manage Scene States (very useful!)
Another common task for the right mouse button is to open the shortcut menu of a selected object, e.g. to manage its Properties.
Some less common use of the right-mouse button:
- Right-click the Undo or Redo to see and select a list of undo/redo actions.
- Right-click a spinner to reset it to zero.
- Right-click a color or map slot to cut/clear/copy/paste it.
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:
- 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.
- 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).
- 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.
If you merely read this article/tutorial, I suggest reading it again and 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!
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