Description
Course info
Level
Advanced
Updated
Oct 3, 2011
Duration
4h 33m
Description

In this series of 3ds max tutorials, we will take an in depth look at the object space modifiers in 3ds Max. Each video in this collection of tutorials is a self-contained lesson centering on one of 3ds Max's object space modifiers. This means that these tutorials can be viewed in any order you wish, allowing you to jump straight to the content that is most beneficial to you. Over the course of these lessons, we will discuss all of the parameters and options found in 3ds Max's object space modifiers. Software required: 3ds Max 2012.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
The effect region modifier allows us to form a bubble or and indention across the surface of an object. So we have a plane in our scene here and we're just going to go ahead and apply the effect region modifier to this. So make sure you're under the modify panel and then just apply the effect region. Now once this is applied you'll see that we get a little bit of a change in our object here. We get a little bit of a bubble going on. Now I just want to go ahead and discuss the parameters and then we'll kind of get into how we can actually control this a little bit better. The first parameter that we have is called fall off and this will actually control how much of the region we can actually effect. So as we take this up higher you'll notice that we're effecting more and more of the surface. Okay, so let me take this all the way out to 100. And let's go ahead and talk about ignore backfacing. Now ignore backfacing whenever it's checked will actually ignore the polygons that are on the backside of this gizmo here. We see this orange line and this is our effect region gizmo. So anything on the other side of this will not be effected. Now seeing how we're using a plane this really isn't going to help us. Now if we were using this on a box or maybe a cylinder or something like that then this ignore backfacing would be really helpful. Okay, so let's go ahead and uncheck that seeing as how it's not being used. And the next section that we have is called curve and this is where we can actually change the shape of our effect region here. So we have our pinch which will basically deform our object or deform our surface from the center outward. We get kind of like this tent or pinch-like behavior here. So if we take this down we get a very sharp pinch here. And if we take it up it begins to kind of bubble but it's very sharp at this point right here. Okay, so let's go ahead and take this back to zero. And let's take a look at our bubble and this will actually move or deform our surface from the outside inward. So we see our outsides are really being effected whereas the inside is not as effected as much. Okay, so we take this down we can get a really neat looking bubble here. It looks like we kind of have a sheet over some sort of piece of geometry here. So you can see how we could really use this. Now we also have a couple of other things. We have these points that we can actually control on our gizmo here. And we have a point down here at the bottom and then we have one at the top of this gizmo toward the arrow end of this. And if we expand this effect region we can actually grab those two points and move them around. So let me go ahead and grab the top point and let me actually move this upward. And you'll see how this changes your geometry. This allows my bubble to get a little bit taller. Now I could also bubble this out even more and you'll notice that this begins to catch up with it. Now we could also grab this point down here and move it and you'll see how this effects our geometry here as well. So if we take in the bottom here this gives us a whole new different type of result here. So this is a really neat tool to kind of play around with. Now you can also animate these objects as well. So if you want to turn on auto key, go to 30 and if we just move this down we now have some sort of animation going on with this as if it was a piece of cloth or something like that. And that is our effect region modifier.