Selection filter

Selection filter

jfjacques
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Message 1 of 10

Selection filter

jfjacques
Collaborator
Collaborator

I've never understood why the selection filter was a substitute for click to select. 

I get it, sometimes scenes get crowded and it would makes sense to use a filter. 

yet, why is it that if I set the selection filter to "all", it's a massive pain to select lights, and forget about cameras...

 

Is there a way for me to happily select what I want to select without to think about and change the selection filter?  I go into rhino3d, the scene is just as crowded but I can select exactly what I want by simply clicking on it or it's outline or it's isocurve. Can max do this,am I missing something? 

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2,217 Views
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Replies (9)
Message 2 of 10

Daf
Advisor
Advisor

@jfjacques wrote:

yet, why is it that if I set the selection filter to "all", it's a massive pain to select lights, and forget about cameras...

 

 

This is exactly the time to use the filter - set the filter to lights - then only lights will be selected. Unless the lights are very, very close to each other it should be very easy to select them without also selecting any cameras, etc....

 

I usually use the scene explorer if I can't easily select something from the screen.

 

Daf

3DS Max 2020.3
i7-4790 @4GHz • 32GB • GTX 1080/8GB • Windows 7 Pro
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Message 3 of 10

jfjacques
Collaborator
Collaborator

The point is, the selection filter is a pain, scene selector is also workflow pain. Neither would be as required if Max was able to select it's objects using a click like in rhino sketchup and likely a bunch of other software. 

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Message 4 of 10

Anonymous
Not applicable

So what you expect is an 'override' function that always selects all object types by clicking it no matter what the selection filter is set to?

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Message 5 of 10

jfjacques
Collaborator
Collaborator

Not at all, I want to be able to simply select any object with a click. In other words, I would want the "all" selection filter to actually allow you to select everything. As things stand, it's difficult to select lights and a huge pain to select cameras without changing to their respective filters. This isn't because the scene is crowded, it's just the way max seems to select things. 

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Message 6 of 10

Alfred.DeFlaminis
Alumni
Alumni
Accepted solution

Hello @jfjacques,

 

There are a couple ways around this problem, but I'm not sure it's ever going to match your favorite other software, whatever it is.  I don't like the scene explorer as much as the old list view, and I disable it.  The selection floater is the same as list view though (but always active), so I mentioned it below.  

1) First, selection sets are a great way to go, I use them so much it's almost second nature now.  

2) Second, the Selection Floater UI is a fast way to filter objects, I have a post about it here.  You can hide various objects very quickly and then unhide them.  At first it may seem clunky, but after a bit of usage it's amazing.  (To me.)  

3) Some practice with the hit targeting might be needed.  Let's say you're in the top view and you have a sphere nearest the camera with a light underneath it.  As long as your mouse is actually over the light (but the sphere is in the way) you have 1 click to go down 1 level.  The first click selects the sphere, the 2nd click selects the light.  (Don't move the mouse during this time.)  Takes a bit of getting used to, but it's great imho once you are used to it.  I think a lot of people don't get how this works, so the move the mouse a bit which resets the list and get all frustrated.  I've been there. 

 

4) Last, you can use Window Crossing for small things like cams and lights.  There is a bug or two in there, but it works overall.  

 

Please try some of these things and see if any helps for you.  I get it, at first Max seems weird and foreign but after a while you get into a groove and it's really nice. 

 

EDIT: Formatting.


Best Regards,

Message 8 of 10

jfjacques
Collaborator
Collaborator

Thanks so much for that detailed explanation!  

 

 

The bit about hit targeting is what I was looking for -that explains a lot.  

I also never use scene explorer, preferring the layer explorer. UI Floater looks like it would be useful to create selection sets. Which I currently under-utilize. 

 

 

 

 

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Message 9 of 10

jfjacques
Collaborator
Collaborator

Thanks, yes!!! Hit targeting would be a pain at times. This is exactly the function I wanted. 

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Message 10 of 10

Alfred.DeFlaminis
Alumni
Alumni

I'm glad this is helpful for you @jfjacques!  Thanks for the update and happy holidays.

 

Best Regards,

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