3D MAX TUTORIALS

 

Spindle

Create panel > Geometry button > Extended Primitives > Object Type rollout > Spindle button

Create menu > Extended Primitives > Spindle

Tab panels > Objects tab > Spindle Object

Use the Spindle primitive to create a cylinder with conical caps.

Examples of spindles

Procedure

To create a spindle:

  1. From the Create menu, choose Extended Primitives > Spindle.

  2. Drag the mouse to define the radius of the base of the spindle.

  3. Release the mouse, and move it vertically to define the height of the spindle.

  4. Click and move the mouse vertically to define the height of the conical caps.

  5. Click again to finish the spindle.

Interface

Creation Method rollout

Edge—Draws the object from edge to edge. You can change the center location by moving the mouse.

Center—Draws the object from the center out.

Keyboard Entry rollout

See Creating Primitives from the Keyboard.

Parameters rollout

Radius—Sets the radius of the spindle.

Height—Sets the dimension along the central axis. Negative values create the spindle below the construction plane.

Cap Height—Sets the height of the conical caps. The minimum value is 0.1; the maximum value is ½ the absolute value of the Height setting.

Overall/Centers—Determines what the Height value specifies. Overall specifies the overall height of the object. Centers specifies the height of the midsection of the cylinder, not including its conical caps.

Blend—When greater than 0, creates a fillet where the caps meet the body of the spindle.

Sides—Sets the number of sides around the spindle. Higher numbers shade and render as true circles with Smooth on. Lower numbers create regular polygonal objects with Smooth off.

Cap Segs—Sets the number of concentric divisions along the center of the spindle's top and bottom.

Height Segs—Sets the number of divisions along the spindle's major axis.

Smooth—Blends the faces of the spindle, creating a smooth appearance in rendered views.

Slice On—Turns on the Slice function. Default=off.

When you create a slice and then turn off Slice On, the complete spindle reappears. You can therefore use this check box to switch between the two topologies.

Slice From, Slice To—Sets the number of degrees around the local Z axis from a zero point at the local X axis.

For both settings, positive values move the end of the slice counterclockwise; negative values move it clockwise. Either setting can be made first. When the ends meet, the whole spindle reappears.

Generate Mapping Coords—Sets up the required coordinates for applying mapped materials to the spindle. Default=off.


Comments

Home
Selectiong Objects
Selection Commands
Objects Properties
Programmers Forum
Birthday Gift Baskets
Creating Geometry
Transforms: Moving, Rotating, and Scaling Objects
Creating Copies and Arrays
Effects and Post-Production

Systems Animation
Character Assemblies Lights and Cameras
Advanced Lighting
Material Editor, Materials, and Maps
Rendering
3D MAX FORUM

Managing Scenes and Projects
Utilities
User Interface
Customizing the User Interface
Default Keyboards
Transforms: Moving, Rotating, and Scaling Objects
Creating Copies and Arrays
Rendering to Textures

Introduction
Glossary
Getting Started with 3ds max
Viewing and Navigation 3D Space
Modifiers
Surface Modeling
Precision and Drawing Aids
SpaceWarps and Particle
Adobe_Premiere Tutorials

Web Designer - offers freelance web design services, redesign, graphic design, content management, web development and e-commerce.
LTD