

If your view moved away from any objects, press Z to re-center. I - pans the view to center on the cursor location. In this mode any move/rotate/scale actions are applied to the pivot and not the object as a whole. They are also represented by the highlighted icons in the top ribbon. If your objects and subobjects start moving,rotating, or scaling in weird and jumpy ways, this is a sign of active snaps. Press it if all the objects in the viewport have turned black.Ī, S - activate Snap and Angle Snap tools. If there is no object selected, it centers the whole scene at the start of the coordinates.Ĭtrl+L - toggles between using the scene or default lights. Z - set the view to center and zoom in on the currently selected object. To exit the camera view in 3DS MAX, press P. Shift+W - shows/hides the SteeringWheels this is a handy tool for viewport navigation using only a mouse.Ĭtrl+C - creates a camera and sets the active viewport to it. G - shows/hides the grid in the selected viewport. If pressed when the viewport is already maximized, it switches to quad view instead. Here is a list of hotkeys that can cause that:Īlt+W - maximizes the selected viewport. When you haven't gained enough experience yet, you may accidentally click a button and see your viewport or tool's behavior change. Using 3DS MAX keyboard shortcuts boosts the productivity of work in any software. Eventually, you will assemble a shelf of modifiers most suitable for your workflow. For a start, create buttons for Edit Poly, FFD 4x4x4, Symmetry, TurboSmooth. Now you can set up the total number of buttons and drag the modifiers you need into them. Right-click the Modifier List scroll and choose Configure Modifier Sets.

Instead of searching for them in the long list, creating dedicated buttons for modifiers is better. Otherwise, the active viewport will render instead.ĭuring 3D modeling, you will often use the same modifiers again and again. The selected view must be present in your viewport when you hit render (maximized or as one of the quads). Open the Render Setup menu ( F10) and choose the needed camera or viewport in the View to Render list, then click the lock icon next to it. This camera/viewport can be locked as the primary rendering source. However, rendering usually needs to be done from a single camera or viewport. When working on a scene, you have to switch between several views and projections constantly. Rendering a fixed camera instead of a current viewport To move/rotate/scale an object on a single axis using snapping in 3DS MAX, right-click the Snaps Toggle icon, and check the Enable Axis Constraints box in the Options tab. By default, the object moves across all the axes simultaneously, locking the individual choice. If you need to move an object to a particular point in the scene, activate snaps by pressing S. Choosing axis unavailable when using snapsģDS MAX lets you apply transformations on any single axis or a pair of axes.
