3ds Max 2012 Bible - Kelly L. Murdock [68]
Using the Color Clipboard
The object color is one of the first places where colors are encountered, but it certainly won't be the last. If you find a specific color that you like and want to use elsewhere, you can use the Color Clipboard utility to carry colors to other interfaces. You can access this utility using the Tools⇒Color Clipboard menu command, which opens the Utilities panel, as shown in Figure 5.6.
FIGURE 5.6
The Color Clipboard utility offers a way to transport colors.
When selected, the Color Clipboard appears as a rollout in the Utilities panel and includes four color swatches. These color swatches can be dragged to other interfaces such as the Material Editor. Clicking on any of these swatches launches the Color Selector. The New Floater button opens a floatable Color Clipboard that holds 12 colors, shown in Figure 5.7. Right-clicking the color swatches opens a pop-up menu with Copy and Paste options. Using this clipboard, you can open and save color configurations. The files are saved as Color Clipboard files with the .ccb extension.
FIGURE 5.7
The Color Clipboard floating palette can hold 12 colors.
Using different creation methods
You actually have a couple of ways to create primitive objects by dragging in a viewport. With the first method, the first place you click sets the object's initial position. You then need to drag the mouse to define the object's first dimension and then click again to set each additional dimension, if needed. Primitive objects with a different number of dimensions require a different number of clicks and drags.
For example, a sphere is one of the simplest objects to create. To create a sphere, click in a viewport to set the location of the sphere's center, drag the mouse to the desired radius, and release the mouse button to complete. A Box object, on the other hand, requires a click-and-drag move to define the base (width and depth), and another drag-and-click move to set the height. If you ever get lost when defining these dimensions, check the Prompt Line to see what dimension the interface expects next.
When you click a primitive object button, the Creation Method rollout appears and offers different methods for creating the primitives. For example, click the Sphere button, and the Creation Method rollout displays two options: Edge and Center. When you choose the Edge method, the first viewport click sets one edge of the sphere, and dragging and clicking again sets the diameter of the sphere. The default Center creation method defines the sphere's center location; dragging sets the sphere's radius. The creation method for each primitive can be different. For example, the Box primitive object has a creation method for creating perfect cubes, which require only a single click and drag. Table 5.1 shows the number of clicks required to create an object and the creation methods for each primitive object.
Tip
If you're dragging to create a primitive object and halfway through its creation you change your mind, you can right-click to eliminate the creation of the object. •
Note
Some primitive objects, such as the Hedra, RingWave, and Hose, don't have any creation methods. •
Using the Keyboard Entry rollout for precise dimensions
When creating a primitive object, you can define its location and dimensions by clicking in a viewport and dragging, or you can enter precise values in the Keyboard Entry rollout, located in the Create panel. Within this rollout, you can enter the offset XYZ values for positioning the origin of the primitive and the dimensions of the object. The offset values are defined relative to the active construction plane that is usually the Home Grid.
When all the dimension fields are set, click the Create button to create the actual primitive. You can create multiple objects by clicking the Create button several times. After a primitive is created, altering the fields in the Keyboard Entry rollout has no effect on the current object, but you can always use the Undo feature to try again.
Altering object parameters
The final