stack is the key to managing all aspects
of object modification.
Example: Modifier stack
display of cylinder with two modifiers applied to it
Example: Stack display
of mesh showing its sub-object hierarchy, and Edge sub-object level
You use the stack to:
- View and manipulate the sequence of modifiers
- Find a particular modifier
- Adjust a modifier's parameters
- Select a modifier's gizmo or center
- Activate or deactivate a modifier
- Delete or disable a modifier
The effect of modifiers
is directly related to their sequence, or order, in the stack.
Where you put a modifier
in the stack is critical, because 3ds Max Design applies modifiers in
their stack order, beginning at the bottom, and carries the cumulative
By clicking any entry
in the stack, you go back to the point where you made that modification.
You can then rework your decisions or discard the modification entirely
by deleting it. You can also insert a new modifier in the stack at