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Hide group nounding box??


YOHKOH
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Hi Does anyone know how to turn off the display of the group bounding box in viewports, when the group is open.

 

I know you can just select and hide the group, but i was hoping for a quick shortcut, to turn them all off in the viewport

I saw a script a couple of years ago but can't find it any more

 

Ta

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I used to hate this as well, but then found out how bad of a practice grouping is. It's hell on layer management, can cause issues sometimes when scaling objects, and eats up more memory than a collapsed mesh.

 

I realize this isn't a solution to your problem, but rather just a comment that you really should get used to collapsing objects down into single meshes with multisub materials as opposed to groups.

 

I used to HATE multisub materials, wanted to punch my first coworker who collapsed my models all the time, but once you get into the workflow you'll appreciate it, and never use groups again.

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I'd like to work like this but I can see management of the file becoming a major issue.

 

Doing multiple options on a building means I need to use groups a lot to change groups of elements and easily select them to alter materials and geometry.

 

If I collapse a facade down to a mesh. Easily changing the size of the glazing or selecting just the glass objects wouldn't work.

 

or would it??

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If you collapse it properly then it will be assigned material ID's. thus scroll down in the mesh/poly element mode and you'll see an option to select by element ID's.

 

select by the correct ID - detach and bob's your uncle ;)

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its horrible to have tooooo many objects in the scene.

 

that's what layers are for.

 

Doing multiple options on a building means I need to use groups a lot to change groups of elements and easily select them to alter materials and geometry.

 

If I collapse a facade down to a mesh. Easily changing the size of the glazing or selecting just the glass objects wouldn't work.

 

or would it??

 

options are much easier managed by placing them on, yup you guessed it layers. then you can easily turn them on and off back and forth between multiple options. Makes it real easy to see what options you have on, and if you have accidentally unhidden multiple options at once.

 

You don't always have to collapse things down, if I have a giant wall of parts I won't collapse it in to one object, then you can do a select by material (or IDs) to grab the objects you need to work on isolate selection and edit away.

 

and bob's your uncle ;)

 

ummm...what?? must be a european thing.... did you hit the coffee house at lunch adriaan?

Edited by BrianKitts
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As long as we're on the subject of scene managment, let's not forget Selection Sets. They can come in handy, but its a good idea to make sure everything in a particular set is also within the same layer.

I agree with the above and try and avoid grouping whenever possible.

But once you get into other ways of managing a scene, you don't miss grouping.

The Onion layer manager is really handy as well.

And above all else, follow proper naming conventions for all objects, shapes, materials, maps, and even modifiers when there are several of the same kind.

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Hi Does anyone know how to turn off the display of the group bounding box in viewports, when the group is open.

 

I know you can just select and hide the group, but i was hoping for a quick shortcut, to turn them all off in the viewport

I saw a script a couple of years ago but can't find it any more

 

Ta

 

Well, if you are up for some maxscript you can try:

 

FOR theGroup in helpers WHERE isOpenGroupHead theGroup DO hide theGroup

 

And of course to unhide:

 

FOR theGroup in helpers WHERE isOpenGroupHead theGroup DO unhide theGroup

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Thanks

for the replies guys.

 

Already runninginto a couple of snags however.

 

I have a group of tables and chairs.

 

The chair object has been collapsed to an editable poly and is made up of multiple elements. Chair back is one element and seat is another. Very nice.

 

My problem is that I can't rotate all of the elements as one. When i select all the element within edit poly and rotate, they spin off on thier own axis.

 

I was hoping to merge a whole table and chair set down to one object and then be able to rotate and move the chairs around as needed.

 

Is there any way to reset the pivots of elements within the edit poly.

 

Ta

 

Bob isn't my Uncle.. Yet

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