This topic provides useful information, tips, best practices, and methods for working with the Container feature.
A container definition is a MAXC file that stores the content of the container. You can use a definition file in either of two ways:
When you save a container in your scene, you save a Local Definition. If others reference your content, then their Source Definition is the same as your Local Definition. If they make changes to your content, they save those changes to a unique Local Definition of their own. The exception is Edit in Place, which saves changes back to the Source Definition, overwriting it.
You can open a definition file to troubleshoot its contents the same way you would a regular MAX scene file: Simply rename the container file's MAXC extension to MAX.
When the same local definition is shared by multiple containers, you can access only one of the containers at a time. When the status is Locked, this means that this container's definition is being accessed elsewhere. This can occur when:
As long as a local definition exists, when the container is open or edited, a temporary file is created to identify the status to others who try to access it. This file is deleted when you exit Edit In Place mode or close the container. However, if you exit or reset 3ds Max while editing in place, this lock file might remain, causing the container to be inaccessible subsequently. To restore accessibility, open the folder in which the container file resides and delete the file with the same name as the container file, appended with .lock . For example, if the container file is named dining_room.maxc, the lock file would be named dining_room.maxc.lock.
To avoid conflicts, make it a practice to close a container when you are ready for it to be accessible locally by another user.
For example, if a sphere’s motion influences deformation of a cylinder with the Linked XForm modifier, you might place the cylinder and any related objects inside one container, and then place that container and the sphere inside a second container.
If you clone a saved or closed container, you cannot undo the action.
To transform a container without affecting its contents, select an open container and, on the Hierarchy panel
Adjust Transform rollout, turn on Dont Affect Children. This setting applies only when the Hierarchy panel is active.
Unlinking content from the container also removes it.
Similarly, if you link an object outside a container as parent of an object inside a container, the latter is removed from the container without prompting. However, if you link an object outside a container as a child of an object inside a container, you’re prompted to add the former to the container.
In such cases, you can use the Missing Map Files dialog that opens to locate the files.
To create a container:
When first created, the container is open, and thus is editable.
To create a container from selected objects:
After selecting objects to place in a container, do one of the following:
Create Container From Selection.
Toolbars
Container on, or the standalone
Containers toolbar. On the toolbar, click
A container is added to the scene with the selected objects placed inside.
To add objects to a container:
Do one of the following:
Local Content rollout, click Add. Use the Add Container Node dialog that opens to highlight the objects to add, and click Add.
Local Content
Add Selected To Container. Use the Select Container To Add To dialog that opens to select an open container to add the objects to.
Toolbars
Container on, or the standalone
Containers toolbar. Select the objects to add, then on the toolbar click
The added objects remain visible in the viewports, but when the container is closed they are removed from the scene and referenced from the container’s MAXC file.
To remove objects from a container:
Do one of the following:
Local Content rollout, click Remove. Highlight objects to remove in the Remove Container Node dialog list and then click Remove.
Local Content
Remove Selected From Container.
Toolbars
Container on, or the standalone
Containers toolbar. Highlight the objects to remove, then on the toolbar click
The objects are removed from the container and added to the scene.
To identify which container an object belongs to:
Select Contents Container.
The object’s container is selected in the scene.
To close and save a container:
Manage Container rollout, click Close.
Close Container.
Toolbars
Container on, or the standalone
Containers toolbar. Highlight the container to close, then on the toolbar click
The Container helper changes from an open to closed state. After you close the container, it can be edited by someone else.
Objects in closed containers are removed from the scene but remain visible. They are now referenced by the scene from the saved container’s file. Closing containers can be an effective way to improve scene performance.
To save a container:
Do one of the following:
Local Content rollout, click Save or Save As.
Containers
Local Content
Save Container.
Toolbars
Container on, or the standalone
Containers toolbar. Select the container to save, then on the toolbar click
If this is the first time you are saving the container, a file dialog prompts you for the name and location of the MAXC file to save.
To reload a container:
Do one of the following:
Local Content rollout, click Reload.
Local Content
Reload Container.
Toolbars
Container on, or the standalone
Containers toolbar. Select an open container to reload, then on the toolbar click
This refreshes the open container to its most recently saved version. You can use this feature to abandon changes to your container without saving them, or to refresh copies of containers.
To update a container:
Only containers with inherited content can be updated. To update an inherited container, do one of the following:
Local Content rollout, click Update.
Update.
Toolbars
Container on, or the standalone
Containers toolbar. Select the container to update, then on the toolbar click
This updates the container to its most recently saved version.
To inherit a container:
This procedure shows how to bring a container into a scene as a new entity. Alternatively, you can inherit a container into an existing container; see the following procedure.
Inherit Container.
Toolbars
Container on, or the standalone
Containers toolbar. On the toolbar, click
If the author of the container has provided edit permission and you click Edit In Place, you can edit its contents.
To inherit the contents of a saved container into an existing container:
Manage Container rollout, click Inherit Content.
Any contents in the current container are deleted and replaced with the contents of the container you chose to inherit.
If the author of the container has provided permission and you click Edit In Place, you can edit its contents.
To edit an inherited container:
You can edit an inherited container only if the author has provided edit permission.
If edit permission has been granted, do one of the following:
Manage Container rollout, click Edit In Place. Make your changes, then click Edit In Place again to save your work and close the container.
Edit Container. Make your changes, then choose Edit Container again to save your work and close the container.
Toolbars
Container on, or the standalone
Containers toolbar. Highlight the container to edit, then on the toolbar click
Anyone who subsequently references the container will inherit the changes.
To allow edits to a container:
Rules rollout, choose Only Edit In Place, Only Add New Objects, or Anything Unlocked (and set attributes to lock), then save the container. For explanations of these options, see
Rules rollout.
The container file can now be edited by someone else. Anyone who subsequently references the container will inherit the changes.
To change inherited content to local content:
Inherited content is referenced into the scene from the container file, so that changing that content also changes the file. You can de-reference the content, thus making it unique, by following this procedure.
Do one of the following:
Manage Container rollout, click Make All Content Unique.
Make All Content Unique.
Toolbars
Container on, or the standalone
Containers toolbar. Select the closed container in your scene whose referenced contents you want to make unique, then on the toolbar click
The container status changes from Closed to Open and all its contents are loaded into the scene. The contents are no longer referenced from the MAXC file; any changes you now make to the container contents are done locally.
To merge a container into your scene:
Select a closed container that is inheriting contents from an externally referenced source container and do one of the following:
Inherited Content rollout, click Merge Source Definition.
Inherited Content
Merge Container Source.
Toolbars
Container on, or the standalone
Containers toolbar. On the toolbar, click
The container is loaded with the most recent version of the source container and changes from closed to open. The container is now local and any changes you make to the container no longer affect the source.
To override content display settings:
Select the container whose object display properties you want to override and do one of the following:
Display rollout, click Override Obj Properties.
Override Object Properties.
The individual display properties of all objects in the selected container, including display color, show/hide, and renderability, are overridden and replaced by the display properties set for the container.
To delete a container:
Delete.
When you delete a container, its content is deleted as well.