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Group lights in MAX
Posted: Mon Sep 18, 2006 11:39 am
by JTB
When using multilight for a building model it is very difficult to handle 20-30 sliders of the misc lighting options. However there are some lights that work as one.
To have only one slider in Studio for these lights, we should turn these objects to one mesh from inside MAX.
Can someone tell me how? I can't find the correct command/modifier to use. Please explain also how to undo this.
Thank you in advance.
Posted: Mon Sep 18, 2006 12:37 pm
by j_man
Hi JTB,
You want to turn multiple objects into one?
firstly, pick one object, make sure it is unique (not an intance or reference) and either an editable mesh or poly (or add a Emesh or Epoly modifier) and then choose 'attach' and pick you other objects.
You cann ot really undo this, just save it as another file.
J.
Posted: Mon Sep 18, 2006 1:21 pm
by rivoli
j_man wrote:
You cann ot really undo this, just save it as another file.
actually you can, just detaching polys or elements from an object.
Posted: Mon Sep 18, 2006 3:27 pm
by JTB
Thank you both, this is a big help
Posted: Mon Sep 18, 2006 5:01 pm
by misterasset
Or you can select all the elements that you want to be a single element, go the utilities menu, and select "Collapse."
Be sure to strengthen your emitter after you do that appropriately.
Posted: Tue Sep 19, 2006 12:19 pm
by j_man
rivoli wrote:j_man wrote:
You cann ot really undo this, just save it as another file.
actually you can, just detaching polys or elements from an object.
well of course you can but a cleverer workflow would be to keep an unattaced version of your objects rather than rebuilding them from a single mesh. If the mesh is very simple you could use the explode function with a high theshold to detach elements into objects
There is no magic undo for complex objects that have been attached together
J.
Posted: Tue Sep 19, 2006 12:55 pm
by rivoli
j_man wrote:
There is no magic undo for complex objects that have been attached together
there's no need to explode the mesh, any object attached to another one will end up being a different element in sub object mode. selecting elements and detaching them is a couple of clicks task. in this case, where all the light objects attached together are not connected between them, it's very easy to go back to each light source as a different mesh.
Posted: Tue Sep 19, 2006 4:27 pm
by j_man
file ¦ merge : select file : all : ok! - delete old
Now they're all restored in exactly the same state, with names, material, layers and even the same modifier stack as before you merged them.
Simply detaching elements is going to give you a flat Emesh named objectXX on the current layer. It's simple workflow that can make your job easier at a leter stage of a project.
misterasset wrote:Or you can select all the elements that you want to be a single element, go the utilities menu, and select "Collapse."...
Neat trick, does this overcome the memory problems that max has attaching large number of objects together?
J.
Posted: Tue Sep 19, 2006 4:37 pm
by misterasset
j_man wrote:misterasset wrote:Or you can select all the elements that you want to be a single element, go the utilities menu, and select "Collapse."...
Neat trick, does this overcome the memory problems that max has attaching large number of objects together?
I don't know if it fully overcomes it, but it helps. I use it mostly on when my meshes don't attach easily. For example, 5 different light bulbs in a fixture.
Posted: Tue Sep 19, 2006 5:17 pm
by rivoli
j_man wrote:
file ¦ merge : select file : all : ok! - delete old
lol. fair enoug, no point in arguing about workflows.. I reckon. and anyway, I also always save files incrementally, so that each stage of a project is still there if anything goes wrong.
Posted: Thu Sep 21, 2006 12:04 pm
by j_man
where would we be if we couldn't argue about workflow! <:
J.
Posted: Thu Sep 21, 2006 12:52 pm
by rivoli

guess you're right.