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Object Mode (F5)
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| Object mode is the
most feature-rich and most used mode in MaxED. You manipulate all
objects (meshes, keypoints, triggers etc.) and dynamic content scripting
(FSMs) in F5 mode. |
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Group
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Shortcut
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Function
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More
info / tips / description
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LMB
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Select
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Select current object, drop others from selection. If the hierarchy
mode is on, all children of the object will be selected too. If
hierarchy mode is off, only current object will be selected (Use V to
toggle hierarchy on).
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Ctrl+LMB
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Select many
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Add or remove current object from selection. If the hierarchy mode is
on, all children of the object will be selected or dropped from
selection. If hierarchy mode is off, only current object will be
selected/deselected (Use V to toggle hierarchy on/off).
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Move Selection:
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LMB drag
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Move
selected object/group along grid
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Note: For animated objects MaxEd2 by default moves the whole
object. Toggle animate mode on (press N and red framing indicating
animate mode will appear) to move only current keyframe.
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RMB drag
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Move
selected object/group up/down
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UC /
DC / LC / RC
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Move
selected object/group along grid
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PgUp/PgDn
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Move
selected object/group up/down
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1
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Around X-axis
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Rotates selection around X axis in steps of current angle snap value
(use Shift+Num+ and Num- to cycle through angle snap values). By default
around the selected vertex, Use "A" to toggle to rotation
around pivot point.
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2
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Around Y-axis
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See above
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3
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Around Z-axis
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See above
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Shift+1
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Around X-axis
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Rotates around the center point of the bounding box of the selection,
in other ways functionality similar to normal rotation.
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Shift+2
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Around Y-axis
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See above
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Shift+3
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Around Z-axis
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See above
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| Rotate 90 Degrees: |
4
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Around X-axis
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Rotates selected objects 90 degrees around X axis of selected vertex
(vertex mode) or pivot point (pivot mode).
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5
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Around Y-axis
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See above
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6
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Around Z-axis
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See above
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| Hiding: |
H
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Hide Selection
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Select
the items that you want to hide and press H.
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Shift+H
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Unhide Selection
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Whether you have some hidden objects selected or you have
picked them from the hierarchy, this will unhide them
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Hide Children
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Hides the children of the topmost selected item(s).
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Unhide Children
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Unhides the children of the topmost selected item(s).
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Ctrl+H
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Inverse
hide
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Select
the items that you do not want to be hidden and press Ctrl+H to hide
all the rest.
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Ctrl+Shift+H
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Unhide
last
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Unhides the last hidden
selection |
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Grouping:
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G
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Group Selected
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Select child(ren), press G, select parent
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Ctrl+G
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Lift Children
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Select
parent and the children will be lift (ungrouped)
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Shift+G
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Lift This
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A single
child will be lift (moving up in the hierarchy)
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E
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Autogroup
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Keep mouse over room mesh, press E to auto-group all top-level objects in
its volume to the room.
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Ctrl+E
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Autogroup All
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The same
as above, but applies to every room.
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| Mesh Manipulation: |
Q
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Align Objects
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Should align pointed faces of
objects to the same plane. Current iplementation questionable, not recommended for
frequent use. |
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C
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Scale Selected Objects
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A dialog
is presented allowing you to do uniform or non-uniform scaling. The scaling reference point is the vertex
or the pivot that was active when you pressed "C".
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F
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Fix Object
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Forces a kind of "rethink" or "weld" over the selected objects, which removes redundant vertexes, builds
necessary T-vertexes and checks mesh integrity. Many operations that
affect geometry do this automatically, but sometimes bad geometry
(mainly in terms of the physics engine) is produced and applying this
function manually is needed.
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P
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Set Pivot
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Align
the grid and move it in F12 mode to get the grid center in to the correct
place. Press P to place the Pivot point of the selected object to that
place.
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T
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Texturize Objects
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Similar
to F6/T, except affects all polygons on all selected meshes.
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Ctrl+T
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Texturize Objects in Default Scale
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Similar
to F6/Ctrl+T, except affects all polygons on all selected meshes.
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Booleans:
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U
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Union
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Select
first object, press U, select second. The result is the union of the
objects (the volumes are combined) and the unneeded polygons are removed.
Note: Boolean operations work only between
meshes that are defining a volume (only closed forms with no deleted
faces). All Boolean operations require that
both of the objects have their faces pointing the same way (use F4/Ctrl+F
to flip). Unlike MaxED1, the objects are free of hierarchy
limitations.
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S
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Subtract
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Select
first object, press S, select second. If the objects overlap, the second
object volume is removed from the first object
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I
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Intersect
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Select
first object, press I, select second object. The result is the intersection
of the objects (they must overlap).
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J
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Join
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This
function joins objects to a single mesh (combine meshes, but do not
Boolean). Even if the meshes overlap, no polygon removal is done. In
most cases, you can use F4/P to separate meshes again.
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Dynamic and FSM:
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Tab
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Keyframe dialog
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After
making a mesh dynamic, it gets a single keyframe. More keyframes can
be added from the KF manager. Select the keyframe in the manager and
move/rotate the object around to get the keyframe position where you
want. NOTE:
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Shift+Tab
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Animation dialog
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After
creating keyframes, animations can be created. Select the two keyframes
that you want to animate between (can be the same keyframe too), the
name, duration of the animation, rotation and position graphs can be
adjusted. Use messages button to adjust the messages that the object
sends. Note: the object always animates in relation to its pivot
point. Use F5/P to set the pivot.
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Ctrl+F
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FSM State Manager
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TODO
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| Lighting: |
Shift+K
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Set Lightmap Resolution
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Sets the resolutions of all the lightmaps on all the
selected objects.
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Set Lightmap Resolution
by normal
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Similar
to above, but sets the resolutions by polygon normal. First asks the
desired resolution for polygons that point UP (floors) and other
general parameters. SIDE (walls) the ones pointing DOWN (ceilings) use
the same parameters, except you can give the texels per meter for each
dirrection. This is a handy
feature as often you need more resolution on the floor, a little less
on walls and the least on ceilings..
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Get Pointlight Colors from Normals.
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Redundant
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Shift-L
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Assign Default Light Source on Polygons
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Usually when assigning a light source, you get the dialog asking the
color and intensity and also a chance to make those your default values.
By selecting objects and pressing Shift-L, you can assign those default
values on all of the polygons on selected objects directly.
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L
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Assign Light Source on Polygons
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Every polygon on the selected meshes will be a assigned a
light source using the values you define in the dialog. See F6/L for more details about lights
in MaxED2 Note: Unlike MaxED1, the light sources are objects and
can not be "deleted" by making them black. Delete lights
either by removing them from the hierarchy or by pressing Ctrl-L (see
below).
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Ctrl-L
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Remove Light Source from Polygons
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Will remove all light sources from all the polygons that have them in
the selection.
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Add Light Layer on Lightmaps
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Redundant
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| Prefab: |
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Refresh This
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Refreshes the selected prefab with the latest version
saved to disk. Lightmaps on refreshed prefabs are lost.
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Refresh This Type
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Same as above but refreshes all the prefabs of the selected prefabs
type with the latest version saved to the disk.. Lightmaps on refreshed
prefabs are lost.
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Change This
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Pops up a list of all the prefabs currently in the level, asks you to
choose what prefab the selected prefab should be replaced with.
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Change This Type
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Same as above, but replaces all the prefabs of the selected prefabs
type.
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R
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Edit Master
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Refreshes the prefab from disk and opens it for editing.
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Shift-R
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Edit This
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Same as above but does not refresh the prefab from disk first. If you
use same prefabs over several level files, it is usually better to use
"Edit Master" command so that older versions of the prefab
won't keep coming back.
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Ctrl-R
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Save and Refresh
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Closes the prefab, saves it to disk, and refreshes all prefabs of
that type in the level. Lightmaps on refreshed prefabs are lost.
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Save As
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Closes the prefab and prompts for a new name and location to save in.
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Select All of This Type
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Selects all the prefabs of the selected prefabs type
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Remove Prefab
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Removes the prefab parent and makes the selected prefab become normal
geometry with no special prefab functionality. You can reach the same
goal by turning off the hierarchy mode and deleting the prefab parent of
an opened prefab manually.
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| Main: |
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Edit Pivot Only Toggle
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Redundant
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N
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Animate Toggle
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In MaxED2 by default moving/rotating any objects with keyframes moves
and rotates all keyframes. If you need to move/rotate single keyframe,
you need to enter the Animate mode which is showed with red frame over
the scene view. Be careful: remember always to go to animate mode to
animate and to come back to do ordinary editing.
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W
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Toggle Local/Grid coordinate rotation
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Rotation is by default done in
Grid space. If you want to do rotation in world space, press F12//R to
reset the grid to world origin. Local rotation is the original object
space. |
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A
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Toggle
Vertex/Pivot rotation
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Rotation
works around the selected vertex by default. If you toggle Picot
rotation on, the object is rotated around the current object's pivot
point. Dynamic objects are mostly
and keypoints only rotated around their pivot point.
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D
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Make Selection Dynamic
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When
a mesh is created, it is originally always static geometry. When the
object is toggled as dynamic, it gets a FSM (can send and receive messages
and has a state). It also can have keyframes and animations. Check the
object properties to get dynamic objects suitable for each need. Keypoints
are always dynamic in nature and can’t be turned as static.
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Ctrl+D
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Make Selection Trigger
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You can make meshes into triggers with this. See tutorials for more
information.
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Shift+D
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Make Selection Static
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Will make selection static object and lose it's FSM and all messages
from or to it.
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Del
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Delete Selection
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Only
the object that is active (under mouse cursor) gets deleted. The possible
children get lifted
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M
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Mirror Selection
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Affects
selected object or group and uses current grid plane as the mirror
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Ctrl-Shift-E |
Export Selection to the Game
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Select
a set of rooms objects and export them to framework. Note: there
has to be at least one jumppoint for player placement.
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Goto Node
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Will move the camera so that the selection is in the middle of the
screen and fit to view.
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Ctrl+A
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Select
all
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Select
all visible objects. Hidden rooms/objects are not selected.
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Esc
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Clear Selection
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Press
Esc to clear the selection
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Return
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Properties
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Object Properties. See tutorials for further information about
properties.
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Shift+C
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Copy Entity Name
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Will place the full name of the selected object to the clipboard as
text. Very handy when doing scripting and picking the objects for it.
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Z
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Show Selected Entity in Hierarchy
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Should reveal the selected entity in hierarchy. Shift-clicking to
object in scene view is recommended.
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Generate Cubic Reflection Map
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Can be used to create cubic reflection maps to metallic and similar
reflective objects.
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Y
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Split Object
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The selected object will be split into two with the grid plane. The
sliced surfaces will be textured with the current material. This functionality
is reached by "scripting" some Boolean operations to the
object. All Boolean related issues are present (see tutorials and the
actual Boolean operations for more information).
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Reset Camera
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Takes the camera to the initial starting point looking at the world
origin.
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Show Engine Statistics
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Prints some statistics to
the output window |
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B
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Edit FSM
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FSM manager
and "Finite State Machine" system is the key to create any
dynamic content. You can add new states, create custom "message
sets" and overall manage the behavior of the object. Tip:
use Tab key to "complete" hierarchy and commands in Unix-fashion.
See tutorials for more information.
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V
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Toggle auto select children
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Allows you to toggle "auto
select children" mode on and off. |
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Show selected entity
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Reveals the pointed entity in the
hierarchy. Tip: use Shift-Click on the object to do the same. |