Setting Up Display Groups


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Hiding geometry can be the easiest way to speed the editing process, but it can also be tedious if you do not organize your scene properly. One of the easiest things you can do is to arrange your objects into "display groups." These groups can consist of objects that you hide or unhide collectively. Because you can instruct your 3D Program to display and hide objects by name, the "display group" technique can be very effective.

The only downside is that you cannot hide objects in Expert mode using this method, only restore them. Otherwise, this method works great for just about any high-detail scene you might be working on. Using Proxies One method for working with high-detail scenes is to use proxies-or standing objects. Instead of having every piece of the original geometry in the scene, you replace them with simple geometric primitives.

This way, you have an idea of the shape, size, orientation, and animation of an object without the complete object's overhead. Hiding or unhiding objects does not have this benefit. Once you are ready to replace a proxy mesh with the real object, you can use the Replace command, new to your 3D Program. Replace lets you work in your scene with stand-in geometry and then replace the geometry with the working model later on.

The geometry must be named the exact same thing as the proxy and must be loadable from a.your 3D Program file. The Replace dialog allows you to select geometry from a.your 3D Program file and replace the objects of the same name in your scene. A benefit of using replacement objects is that your transform animations (Move, Rotate, and Scale) are based on the object being replaced. The replacement object, however, imports all other animated parameters, such as Material and Modifier properties.

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