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CHAPTER
Controlling and
Configuring the
Viewports
lthough Max consists of many different interface elements, such as pan-
els, dialog boxes, and menus, the viewports are the main areas that will IN THIS CHAPTER
Acatch your attention. The four main viewports make up the bulk of the
interface. You can think of the viewports as looking at the television screen Understanding 3D space
instead of the remote. Learning to control and use the viewports can make a Using the ViewCube and the
huge difference in your comfort level with Max. Nothing is more frustrating than SteeringWheels
not being able to rotate, pan, and zoom the view.
Using the Viewport Navigation
The viewports have numerous settings and controls that you can use to provide Control buttons
thousands of different ways to look at your scene, and beginners can feel frus-
trated at not being able to control what they see. Max includes several handy lit- Controlling the viewport
tle gizmos that make navigating the viewports much easier. This chapter includes settings with the Viewport
all the details you need to make the viewports reveal their secrets. Configuration dialog box
Loading a viewport
Understanding 3D Space background image
It seems silly to be talking about 3D space because we live and move in 3D
space. If we stop and think about it, 3D space is natural to us. For example, con-
sider trying to locate your kids at the swimming pool. If you’re standing pool-
side, the kids could be to your left or right, in front of you or behind you, or in
the water below you or on the high dive above you. Each of these sets of direc-
tions represents a dimension in 3D space.
Now imagine that you’re drawing a map that pinpoints the kid’s location at the
swimming pool. Using the drawing (which is 2D), you can describe the kid’s
position on the map as left, right, top, or bottom, but the descriptions of above
and below have been lost. By moving from a 3D reference to a 2D one, the num-
ber of dimensions has decreased.
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