3Ds max controls for Blender 4

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this is my updated key binds that mimic 3d studio max controls for blender 4.0.2 This keybind will help ya transition to blender with ease.

Some of the binds that are not 3ds max style like the camera controls.. are not change due to other blender keybind that conflicts other default controls.

Download link for the controls:

easy UV map tutorial for blender coming soon~

update: 3/3/2024
- Added Ring selection - Ctrl Alt Left Click

Follow me for fox sake.🦊

music:
♪ Imagine (Prod. by Lukrembo)
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Thanks a lot for all the work and detailed explanation. I still prefer 3DS Max's non-destructive modifier stack workflow. Where you can edit extrusions, bevels etc at any time. here they get backed in an that's that which is a step backwards.

SomeCrazyVids
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Hah, this is a godsend! I just installed blender yesterday to give it another try and was struggling alot with the hotkeys. Even with the so named industry standart layout.

Thanks alot! I'll give this a try in the next few days :)

Bobzorooney
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Been playing around with this quite a bit.

What I did find missing was the object "Apply" popup menu. This is by default "CTRL+A" or can be found in the "Object>Apply" drop down, while in Object mode.

I'm still figuring out all of its uses, but one i found was that if you create a a cube and set it exact dimensions, such a s say 6x4x3m in object mode, then go into Edit mode and try to inset a face, it doesn't inset equally along the edges, as it now sees the mesh as "stretched" which coming from Max is very silly.

So to get around this, you have 2 options:

1. You can create the perfecting equal default cube in Object mode, then pull the verts/edges/faces in edit mode, in which case it wont see it as stretched anymore, but instead as "edited". In this case the inset will equally run along all borders. However, you loose your ability to set exact dimensions when creating the mesh, as you are now roughly pulling verts, which I don't like, as I like exact meters when I create my meshes (especially for architecture), as in the case of Max.

2. The second (and better way) to get around this is where the "Apply scale" comes in. So once you create your desired 6x4x3m mesh in object mode, you then HAVE TO FIRST apply a scale transform to it, using this Apply menu. This tells Blender that its not actually a "stretched" mesh, and therefore sees it as its native size. Then once in edit mode, the insets will run equally along the borders. This is the closest to Max that I could find, although a longer process, as max by default runs all inset edges equally using the poly edit modifier or when the mesh is a poly.


However, as your shortcuts didn't have it in, I added it under "3D View>Object Mode>Apply" in the keymaps. This is the default location for Blender too. I made my shortcut "ALT+Mouse4", but obviously make it whatever you like.

My code looks like this:
("wm.call_menu",
{"type": 'BUTTON4MOUSE', "value": 'PRESS', "alt": True},
{"properties":
[("name", 'VIEW3D_MT_object_apply'),
],
},
),


Bonus tips: Unlike Max, where you create object in units (CM, M etc) in Blender it wants to create it based on scale, which I also find stupid. So to get around this you have to open the "Item" menu tab (shortcut N), then edit the dimensions in units there when creating it.
You can set the desired unit the "Scene View" tab, which is the small icon of a cone, and two spheres on the right of the interface, where you also get modifications, render tabs etc.

SomeCrazyVids
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Doing the God's work, keep it up!

papaboris
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Thanks for the file. 👍This helps me a lot when modeling. Unfortunately, this renders the sculpting unusable, so I'm forced to load the default set again.

hirkdeknirk
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Also find the symmetry or "Mirror" modification very bad compared to Max's Symmetry modifier. In Max you can simply move the modifier gizmo, anywhere you want the symmetry to occur, as well as add 1, 2 or all 3 axis. In Blender it straight out just apply the Symmetry and you have to use the 3D Cursor to choose the location which i find very convoluted, slow and unnecessary.

However to get this working (almost like Max) you need to click “Options > Affect Only > Origins”. NOTE: Must be in Object Mode (1) for this to work.


Only thing missing is the very nice yellow Symmetry Gizmo from Max, which clearly shows you the exact location of the symmetry and its axis. In Blender, you have to base it only the 3D cursor location, which again isn't great.

SomeCrazyVids