3Ds Max - Scale
The SCALE command in 3Ds Max is an essential transformation tool used to resize objects within the 3D space. It allows users to adjust the dimensions of selected objects along the X, Y, and Z axes, either uniformly or non-uniformly. Here’s a comprehensive overview of the SCALE command:
Activation and Usage
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Selecting the Tool: The SCALE tool can be activated in several ways:
- By clicking the SCALE button on the main toolbar, represented by a cube with arrows pointing outwards.
- By pressing the shortcut key
R
. - By accessing it through the Transform panel or the quad menu (right-click menu).
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Transform Gizmo: Once activated, a scaling gizmo appears on the selected object(s), displaying lines or handles corresponding to the three axes:
- Red Handle: X-axis
- Green Handle: Y-axis
- Blue Handle: Z-axis
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Manipulating Objects:
- Uniform Scaling: Click and drag the center of the gizmo (where all three axes intersect) to scale the object uniformly along all axes.
- Non-Uniform Scaling: Click and drag one of the axis handles to scale the object along a single axis.
- Plane Scaling: Click and drag the squares at the intersection of any two axes to scale the object along those two axes simultaneously, while keeping the third axis unchanged.
Numerical Input
- Coordinate Entry: For precise control, the SCALE Transform Type-In dialog can be used. This dialog allows users to input exact numerical values for the scaling factors along each axis.
- Relative Scaling: Users can also enter relative scaling values to resize the object by a specific factor from its current size.
Additional Features
- Scale Snap: The SCALE command can be combined with the Scale Snap tool to ensure scaling occurs in predefined increments. This is useful for achieving consistent resizing.
- Constraints: Scaling can be constrained to specific axes or planes using the Axis Constraints toolbar or by holding down specific keyboard shortcuts.
- Reference Coordinate Systems: Users can choose different coordinate systems (such as World, Local, View, or Parent) to define how the object's scaling is interpreted relative to the 3D space or other objects.
- Reset Scale: It's sometimes necessary to reset the scale of an object to its default state, especially after non-uniform scaling, to prevent deformation issues in further transformations or animations.
Practical Applications
- Proportion Adjustments: Essential for adjusting the size of models, such as making a chair smaller to fit under a table or enlarging a character's features.
- Scene Composition: Scaling objects to ensure they fit correctly within a scene, such as resizing buildings or landscape elements.
- Animation: Keyframing scaling changes to create effects like growing or shrinking objects, adding dynamism to animations.
- Detailing: Scaling parts of a model for finer detailing, such as resizing a specific component of a machine.