Author Topic: Materail bar is full  (Read 1331 times)

mischa

    Reputation: 23
Materail bar is full
« on: December 02, 2010, 06:03:29 pm »
December 02, 2010, 06:03:29 pm
What do I do when the material bar at the buttom is full? The only trick I found is to extend the software on my second screen, but that is only a bad workaround and fter a while maybe even that screen will be full. Is there another trick? A sort of scroll abr or buttons to scroll to the right or the left would be helpfull. Like that I can t reach the plus anymore and can t add any materials.

Materail bar is full
« Reply #1 on: December 02, 2010, 06:33:04 pm »
December 02, 2010, 06:33:04 pm
We will make the bar extend in the next update. For now maybe devide your model into 2 objects?

mischa

    Reputation: 23
Materail bar is full
« Reply #2 on: December 02, 2010, 09:58:47 pm »
December 02, 2010, 09:58:47 pm
Yes I can devide the building into two parts, but how can I position them correctly at the same posotion. That brings me to a point I am missing sometimes. The possibility to do translations not by dragging, but by typing in an amout. Is that possible? If that is not possible I don t know how to position the two or more models correctly together. If you gave several buildings, ok np. But one building with furniture and stuff like that.... impossible.

Materail bar is full
« Reply #3 on: December 02, 2010, 10:09:11 pm »
December 02, 2010, 10:09:11 pm
You can select models and then you can choose the align option in the menu. That places the pivot of the models at the same position. To edit the materials of an object you don't need to click the palette icon but you can also just click on the model you want to edit!

 

Multi select is CTRL + DRAG BOX or CTRL + Click on model icon

See3D.be

    Reputation: 16
Materail bar is full
« Reply #4 on: December 02, 2010, 10:09:32 pm »
December 02, 2010, 10:09:32 pm
Its possible.

in import mode, hold crtl and drag a box to select the objects.

Use Modify Object, Position, Align

mischa

    Reputation: 23
Materail bar is full
« Reply #5 on: December 02, 2010, 10:32:32 pm »
December 02, 2010, 10:32:32 pm
That with the pivot point is a great thing. What pivot point does Lumion take for a whole scene exported from max as collada file and impoted into lumion? Normally each Object has its own pivot point in 3ds max. That would mean that suddenly all objects would it on another if Luminion takes these pivot points.

Materail bar is full
« Reply #6 on: December 02, 2010, 11:15:47 pm »
December 02, 2010, 11:15:47 pm
I guess it depends on the export but generaly I think the world 0,0,0 of your scene.