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How do you configure 3DS Max's perspective camera to match Maya's?

I recently jumped from Maya to 3DS Max...

Maya's camera locks its rotational axis pivot point around the current selection (whether it be a face, vert etc) but also retains the camera pivot point for previous selections /even after/ they are deselected, which makes working on assets much easier.

Max on the other hand... the moment you deselect something the rotational axis of the the perspective camera defaults back to either the center of the scene or the center of the entire asset (I'm not sure), which makes navigating meshes particularly difficult!

It's not good, it's bad for you. There's got to be a way to fix it...

Replies

  • monster
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    monster polycounter
    I don't really have any solutions for you, just a couple of workarounds.

    (1) I have a habit of keeping something selected when I'm orbiting.

    or

    (2) You can change Orbit SubObject to Orbit in the bottom right. But you'll need to tap Z (Zoom Extents) to update the camera's pivot. But it will keep the pivot after selection has changed.
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