The Connect compound object lets you connect two or more objects between "holes" in their surfaces. To do this, you delete faces in each object to create one or more holes in their surfaces, position them so that the holes face one another, and then apply Connect.
Left: Before connect
Right: After connect
Connect generates the best mapping coordinates it can for the bridges between the various holes in the meshes. While some ideal cases, such as a cylinder above another cylinder, can generate good UVW map interpolations, most cases cannot. You'll need to apply mapping to the bridge faces with a UVW Map modifier.
Vertex colors, on the other hand, interpolate smoothly.
Notes:
To create a Connect object:
Position the objects so that the normals of the deleted faces of one object point toward the normals of the deleted faces of the other object (assuming that deleted faces could have normals).
Example: To connect two cylinders:
New faces are created that span the openings in the two cylinders.
Example continued: To try out some options and create animation:
As the number of segments increases, the connection becomes curved.
Click this button to connect an additional operand to the original object.
For example, you might begin with a single object with two holes, and arrange two additional objects, each with one hole, outside of those holes. Click the Pick Operand button and select one of the objects, which is connected, and then click Pick Operand again and select the other object, which is connected. Both connected objects are added to the Operands list.
Lets you specify how the operand is transferred to the compound object. It can be transferred either as a reference, a copy, an instance, or moved, in which case the original is not left behind.
Displays the current operands. Select an operand to rename, delete or extract by clicking it in this list.
Renames a selected operand. Type in a new name, and then press or .
Deletes a selected operand from the list.
Extracts a copy or an instance of the selected operand. Choose an operand in the list to enable this button.
Lets you specify how the operand is extracted: as either an instance or a copy.
Sets the number of segments in the connecting bridge.
Controls the curvature in the connecting bridge. A value of 0 provides no curvature, while higher values create curves that attempt to more smoothly match the surface normals on either end of the connecting bridge. This spinner has no apparent effect when Segments is set to 0.
Applies smoothing between the faces in the connecting bridge.
Applies smoothing between the faces that border the old and new surfaces of the connecting bridge and the original objects. When turned off, 3ds Max assigns a new material ID number to the bridge. The new number is one higher than the highest ID number assigned to either of the original objects. When on, the ID number is taken from one of the original objects.
Determines whether the shape operands are displayed.
These options determine when the projection for the compound object is recalculated. Because complex compound objects can slow performance, you can use these options to avoid constant calculation.
Recalculates the projection.