This is very handy when doing detailed work and for doing high aspect ratio stuff, such as a giraffe. If there is no selection, the aim point will be reset to the origin (0, 0, 0). Then when you pan and zoom in on the selected the item, it will stay centered in the work space. VIEW | AIM (A) Points camera directly at selected objects, faces, edges or vertices. VIEW | RESET VIEW (R) Resets the camera to default location and zoom. This can be very useful when trying to position edges to match up on the inside and outside of a wall, for example, prior to using Bridge to cut in a window. Lets you see the wireframe from both front and back in wireframe mode. Handy for planning how things will be moved, as a visual aid if rotating faces around an edge, and to see the normals on an imported model which may have some or all of the normals inverted. This can be useful for very large models, as some otherwise fast graphics cards display edges slowly.Ī toggle that shows/hides the normals of every face, edge or vertex (depending on which selection mode you are in) of the model, as a short thick blue line. In flat shaded mode, toggles the edges on/off. Bounding Boxes can be very useful for proportionally scaling and moving a large imported object to a desired volume and position, and can also be used as reference points with vector, magnet, and “snap-to” operations. Wings can save a single vertex or single edge as a bounding box. If set on, a dashed wireframe outline shows the extent of the box. Shows/hides the bounding box set in the Tools Menu. � Section 5.1 The Menus WINGS3D USER MANUAL VIEW | SHOW SAVED BB This wire on smoothed view can be helpful to see how edges affect the overall form of the subject while modeling. Tab will show you a temporarily smooth-shaded version of your model which you can then overlay with the wireframe by hitting the W key. This is a handy toggle to use in conjunction with the Tab key. VIEW | TOGGLE WIREFRAMED/SHADED (W) Toggles between wireframe and shaded This is sometimes referred to as a Wings render. In smooth shaded view the materials being used become visible. Toggles between smooth shaded view and solid view on your model. Sets the display mode to solid flat shading. If you want to extrude a face into the model, set your model to wireframe mode first and you will be able to see how far into the model you are going. Sets the view mode to shaded and performs one level of smoothing on a temporary basis so that you can see what your model will look like after smoothing. VIEW | WORKMODE (Tab) Toggles the display between work mode and smoothed mode. A unit can be whatever you want it to be. Each grid cell of the ground plane represents one "unit" in Wings. Toggles the ground plane visibility on/off. The View Menu contains functions that set and control how you view your work i.e. I am kind of a Blender newb, so please, if this op already exists, LET ME KNOW!!! It will make my life a lot easier.� WINGS3D USER MANUAL Section 5.1 The Menus 5.1.3 The View Menu Figure 40: The View Menu. Highlight some edges and then call “split” or something, and have it separate the mesh so us game modelers can have something akin to hard edges. Also, it would be nice to incorporate this operation in the blender edge edit menu I think. So, from the Py script, I need to just build the mesh normally, then mark the hard edges, and do something similar to the way the unwrap works. I just need to use that same process to correctly dupe my verts and assign the faces correctly afterward. If you mark seams in Blender, and then do an auto-unwrap, it appropriately doubles all the vertices along the correct edges already (in the UV map). I’ve made some more progress on the hard edges, sort of, but I’ve realized that Blender already HAS the algorithm and effect that I need for the hard edges to work properly. I found out what verse was, it sounds neat! i don’t have any plans to add this support to it right now, though, just don’t have time for that yet!
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