3ds Max 2012 Bible - Kelly L. Murdock [291]
If the Merge Transforms, Merge Materials, and Merge Manipulators options are enabled before an XRef file is added, all transforms, materials, and manipulators are automatically combined with the current scene instead of being referenced. When merged, the link between the source file is broken so that changes to the source file aren't propagated.
Using material XRefs
When a source file is loaded into the XRef Objects dialog box, both its objects and materials are loaded and included. If the Merge Materials option is selected before the source file is loaded, then the materials are included with the objects, but if the Merge Materials option isn't enabled, then the objects and the materials appear as separate entities. You can use the List Objects and the List Materials buttons to list just one type of entity.
Materials also can be referenced from directly within the Material Editor. If you used a material in a previous scene that would be perfect in your current scene, you can just select the XRef Material from the Material/Map Browser. This material type includes fields where you can browse to an external scene file and select a specific object. The selected material is added automatically to the XRef Objects dialog box.
Cross-Reference
You can learn more about applying materials and using the Material Editor in Chapter 15, “Using the Slate Material Editor.” •
Merging modifiers
If the Merge Manipulators option is enabled before loading the XRef file, then any manipulator that is part of the XRef object is merged and loaded along with the object. You also can specify how modifiers are included with XRef objects, but you must select the option from the Modifier drop-down list before the file is selected. The XRef option loads all modifiers with the XRef object, but hides them from being edited. New modifiers can be added to the object. The Merge option adds all modifiers to the XRef object and makes these modifiers accessible via the Modifier Stack. The Ignore option strips all modifiers from the XRef object.
XRef objects appear and act like any other object in the scene. You may see a slight difference if you open the Modifier Stack. The Stack displays “XRef Object” as its only entry.
Using proxies
When an XRef object is selected in the viewport, all details concerning the XRef object—including its source filename, Object Name, and status—are listed in the Modify panel. The Modify panel also includes a Proxy Object rollout, where you can select a separate object in a separate file as a proxy object. The File or Object Name buttons open a file dialog box where you can select a low-resolution proxy object in place of a more complex object. This feature saves memory by not requiring the more complex object to be kept in memory. You also can select to enable or disable the proxy or use the proxy in rendering.
Tip
The real benefit of using proxies is to replace complex referenced objects with simpler objects that update quickly. When creating a complex object, remember to also create a low-resolution version to use as a proxy. •
Controller XRefs
In addition to objects, materials, and modifiers, controllers also can be externally referenced. This means that you can borrow the controller motions of an object in a separate scene and save some animation time. To reference an external controller, select the Transform track and choose the XRef Controller option. This opens a File dialog box followed by a Select Object dialog box where you can choose with the controller the object that you want to reference. XRef controllers also appear as records in the XRef Objects dialog box.
Cross-Reference
You can learn more about applying and using controllers in Chapter 22, “Animating with Constraints and Simple Controllers.” •
Configuring