The State Sets dialog contains two main menus—States and Compositor—plus two corresponding views: State Sets and Compositor View. Each view also contains a number of right-click menus whose contents depend on the context.
The master state item, State Sets, is a root node that contains all of your scene states. You can use it to perform global operations such as rendering all states at the same time (right-click State Sets Render All States) or adding new states.
Each item at the first level below the master state is called a child state, or simply a state. These are individual objects that you work with when tracking changes in your scene. A special case is the Objects state (described below), which you can use to transfer objects such as lights to the compositing application.
You toggle recording changes into a state using the circular button next to the state name. You toggle a state, activating and deactivating its recorded changes, by clicking its arrow button.
After you record changes, the state's entry in the dialog list contains nested child items that show recorded properties. To see these changes, expand the child state item and adjust them to modify the state.
You can nest states, subjecting the child states to the parent's settings. For example, consider a scene where you have hidden an object in one state and changed render resolution in another state. If you nest the first state within the second, the first state will do both: Hide the object and change the render resolution.
To nest states within another:
To move states:
While dragging, a green highlight at the cursor location shows the destination of the moved states.
Left: Reordering states
Right: Nesting states
This section covers controls in the State Sets dialog hierarchy list. The menu-based controls are covered in the sections following this one.
The main feature of the State Sets dialog is a hierarchical list, or "tree view," of all defined states. To highlight a state, click its name in the list. To highlight multiple states, drag over the list with the mouse, or click with Ctrl or Shift held down.
In addition to the state name, each entry includes buttons for toggling various state properties. Also, if a state contains sub-states or has properties recorded, its list entry starts with a + or - icon to indicate that it can be expanded or collapsed, respectively.
To rename a state or any other entry, such as a property change, highlight the name, pause for a moment, then click it again and enter a new name from the keyboard. A standard double-click does not enable renaming.
When off, the scene uses only global properties; that is, properties applied without being recorded in a state.
Activate State acts both as a radio button control and a toggle. Only one state can be active at a time; activating a state with another state active deactivates the latter state. To deactivate all states, returning to the global scene setup, click the active toggle.
By default a state is always recording while it is active.
Typically, properties that State Sets records include render settings, object properties, lighting changes, viewport and camera settings, and material settings.
A sub-state reflects conditions set by the parent state or states in addition to its own conditions. For example, if only Light A is on in a parent state and only Light B is on in a sub-state, then rendered output from the parent state will show lighting only from Light A, while rendered output from the sub-state will show lighting from both lights.
Another way to specify objects for transferring is to make sure nothing is selected, then click the Record button for the Objects state. This hides all scene objects. Then use any standard method for unhiding the objects to be transferred. For example, right-click in a viewport choose Unhide By Name, use the Unhide Objects dialog to unhide objects to transfer, then turn off Record for the Objects state. After doing so, activating the Objects state shows only objects that will be transferred.
When using Adobe After Effects, light and camera objects are transferred as is. Geometrical objects are transferred as nulls, with one exception: Plane primitives are transferred as After Effects solids.
If you transfer a text object from 3ds Max, you can adjust the font and size in After Effects.