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510 Chapter 8: Modifiers
Original objects
Single modifier applie d to all objects
Single modi fier appl ied with Use Pivot Points turned on
The Pr inciple of Commonality
When you select multiple objects, 3ds Max
determines w hat the particular selected set of
geometry has in common, if anything.
Given any "commonality" among objects, 3ds Max
presents the options as available modifie rs.
U navailable modifiers represent areas where
commonality does not hold.
You can apply modifiers to different categories of
objects, depending on the modifier. For example,
you might apply a Bend to both a 3D object and a
2D shape. You can apply Mesh Sele ct to a spline
primitive and convert it to a mesh, but the reverse
is not true: Spline Select is restricted to objects of
the spline category.
To modify multiple objects:
1.
Select two or more objects.
For selection sets, the name at the top of
the Modify panel changes to read "Multiple
Selected." If the objects are g rouped, the group
name appears.
2. Choose the kind of pivot point you want to use.
See Using Pivot Poi nts, (below).
3. Apply a modifier and adjust its parameters.
If you apply a Mesh Select modifier, you can
select geometry on one or more of the objects
to use as a sub-object selection set.
Using Pivot Points
The first item in the Modifier List is a toggle called
UsePivotPoints.Thistoggleisunavailableunless
multiple objects are selected.
When turned on, the program uses the pivot
point of each object as the center of a modifier’s
operation. If you bend a line of trees around the
Z axis, they all bend along their trunks.
When turned off, the program calculates a
cent ra l pivot point for the entire selection set,