Community
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Easier Multi-Editing of non-Instanced Objects

Easier Multi-Editing of non-Instanced Objects

Unity3D game engine has a useful workflow for editing objects of similar type simultaneously. Basically the editor exposes the parameters shared by the selected objects in the UI despite them all being individual objects instead of 3ds Max like "instances". If the start values are different, they get overriden. That way you can multi-edit these parameters for all of the selected objects.

 

Say I have a hundred lights in a scene, and I want to edit something, I can just select them all and the parameters I set are given to each light. In 3ds Max, unless the objects are already instances, this is not possible, and sometimes keeping the objects individual has its benefits, and going back and forth between instances/non-instances is tedious.

 

Regarding lights specifically I know of Light Lister, but it's still not the same as this functionality which is global in Unity among all objects that share any parameters. I also know in Max you can already do a lot by copy/pasting modifiers. This is also not as universal as some parameters/objects are not directly editable by modifiers. For example, if I have created a 100 individual cylinders/splines/whatever in a scene and I want to quickly give them the same primitive radius/segments/interpolation/whatever settings, I can't.

 

Those who have used Unity might realise how it has clearly taken inspiration from the existing workflows of Max/Maya. For example, translation/rotation/scale hotkeys are the same by default. This inspiration could go vice versa too, as it is one of the most common tools nowadays used in conjunction with Max.

7 Comments
Anonymous
Not applicable

Interestingly, you can do something like what you describe but it needs a bit of script - a snippet.  I agree that it is a fairly ubiquitous UI/UX convention now to have shared properties visible and editable, and also show whether the values are identical or different by showing or hiding the value in these cases etc.

 

Back to snippets.  If you wanted to set the radius for a bunch of cylinders (non instanced) you can select them then type $.radius = 10.0 into little maxscript listener in the bottom left of the main screen.

 

If your selection also includes modifiers on some or all of the objects, you'd need the little bit wordier $.baseobject.radius = 10.0

 

Maybe this can help you in the meantime until this idea maybe gains some traction.  It seems AD are working through the UI in recent versions, switching to qt based UI etc. so maybe it could be sooner than we think.

MI66
Contributor

Hey, thanks for the reply & useful snippets! Aye I was pretty sure this is already doable by scripts. Hopefully exposing the shared parameters of selected objects to the UI is only a matter of time therefore. 🙂

Anonymous
Not applicable

Hopefully.  🙂

 

I have been using modo a little, and it has a neat UI.  It has these kind of conventions, showing and allowing edits to shared parameters.  Additionally, for number values you can choose for your input to replace the existing value, or add to it, or scale it, by entering arithmetic operators - it means you can do more intelligent edits to many objects while retaining (relatively) their individual variance.  It's neat.

Anonymous
Not applicable

Meanwhile, Modifier Modifier Zorb is the way to go: http://www.scriptspot.com/3ds-max/scripts/modifier-modifier-zorb

brentscannell
Alumni
Status changed to: Future Consideration
 

Ive included this great idea in a larger compilation of Lighting concern ideas. Pls support it here !

 

[Lights] Editing and Renderer feature support improvement ideas

gandhics
Advocate

There is also Light Explorer.

and this is probably what you want.
https://paulneale.com/track-editor/

 

I also would like to see this being built in.

Can't find what you're looking for? Ask the community or share your knowledge.

Submit Idea  

Autodesk Design & Make Report