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Make Unique

Make Unique: Converts an instanced modifier to a copy that’s unique to the current object.

What's New in Max 2.0

Making Objects Unique: You can now use the Make Unique button in the Modify command panel to make objects unique as well as modifiers. Go to the object level in the Stack for an instanced or referenced object, and click the Make Unique button.

Disabling the Make Unique Button: When a selected object is not an instance or reference, or it does not contain an instanced modifier, or when all objects in the selection don’t have an instanced modifier in common, the Make Unique button is disabled.

Reference

Making New Instances: When you click the Make Unique button for a selection of two or more objects, a dialog first appears that gives you a choice of how you want the objects made unique. The dialog first reports: Do you want to make the selected items unique with respect to each other?

Yes: Select this (the default) to achieve the same result as in 3DS Max 1.x. That is, the instanced modifiers assigned to the objects in the selection become unique for each object in the selection.

No: Select this and all instanced modifiers assigned to the objects in the selection remain instanced across the selected object, but become unique from other objects not in the selection.

How To

Example: Choosing Between the Two Make Unique Options

  1. Create a cylinder with some height segments, and then use SHIFT-Move to create an addition three copies, resulting in four identical cylinders.
  2. Select all four cylinders, apply a Bend modifiers, and adjust the Angle just enough to see the results of the bend.
  3. Choose Hold from the Edit menu.
  4. You now have four cylinders with a single instance of a Bend modifier applied to all.

  5. Select two of the cylinders, and click the Make Unique button.
  6. Choose Yes in the resulting dialog.
  7. The two selected cylinders now each have unique Bend modifiers, while the remaining two cylinders share the original Bend. You can see this by selecting each cylinder and tweaking the Bend Angle.

  8. Choose Fetch from the Edit menu, and answer Yes.
  9. Select two cylinders again, and click Make Unique.
  10. Choose No in the resulting dialog.
  11. The two selected cylinders now share an instance of a Bend, but it’s a different instance than that shared by the other two cylinders. Again, you can see this by selecting each of the cylinders and tweaking the Bend Angle spinner. You can also turn on Show Dependencies in the Views menu to see the relationship between the four cylinders and the Bend modifiers.

    Note: The Make Unique function in the Track View also provides these two options.