|
Camera
The camera in I3D is activated via keyboard shortcuts, and is available at any time, in
any mode. To activate the camera, hold the key down, and drag the mouse in a view.
Shortcuts:
- z - Zoom in/out
- x - Pan the camera parallel to the current view
- c - orbit the camera about 0, 0, 0
Index
|
|
Mouse Modes
Most editing in I3D is done via the mouse. The action that takes place is dependent on the
current Mouse Mode. Modes can be changed via a toolbar menu, or via keyboard shortcuts. After
selecting the appropriate Mouse Mode, click the mouse in the view port and drag it to perform the
selected action.
Mouse Modes and Short Cuts
- Select - Clicking and dragging the mouse will draw a rectangle over the view. When the
mouse button is released, the objects within the rectangle will be selected.
- Rotate - Clicking and dragging the mouse will rotate the selected objects.
- Move - Clicking and dragging the mouse will move the selected objects.
- Scale Free - Clicking and draggin the mouse will scale the selected objects.
- Scale Uniform - Clicking and dragging the mouse will uniformly scale the selected objects.
Transformations can be limited to particular axis's by selecting or deselecting the 'X', 'Y', and 'Z' toolbar
buttons.
Index
|
|
Selecting
Selecting in I3D is dependent upon what Modify mode you are in. You can change modes
by selecting what you want to edit from the Modify menu. By default,I3D is in single select
mode, meaning that for each selection action, only the closest selectable object is selected. You
can change this by choosing 'Multi Select' from the toolbar. When in multi select mode, every selectable
object will be selected.
Adding to a selection
Hold done the CTRL key and select currently unselected objects.
Removing from a selection
Hold done the CTRL key and reselect objects in the selection.
Selecting Order
Quite a few modifying operations, such as skinning, creating edges, etc, rely on specific ordering
in their algorithms. This means that the order that the objects are selected in will affect
the outcome of the operation. A specific order is attained by first selecting a base object, and then
adding to the selection, one element at a time. Multi select mode doesn't work well for this, as it doesn't
guarantee any order. Some examples:
To Revolve - First select the axis spline, then add the profile spline to the selection. Then use the
revolve tool.
To Create Edges - Select the beginning vertex, then add successive vertices to the selection following the
path you wish edges to be created along. Then use the Edge tool.
Index
|
|
Creating
In order to create objects in I3D, select the desire type in the Create menu. This
will put you in the appropriate create mode.
Meshes, Surfaces, Bones
Select the appropriate type from the Create menu, and click in the scene where you
wish to insert the object. After inserting the object, the mode will automatically be
switched to the appropriate modify mode.
Splines, Primitives
Select the appropriate type from the Create menu. Begin specifying points by clicking in
a view. Each successive click will add a vertex/control point to the object. The object will
be 'finished' when you press the space bar, or switch to a Modify mode. Pressing space bar will
automatically change the mode to the appropriate Modify mode.
Custom
Adding a custom object (such as meshes, or surfaces) allows you to have more control over the
parameters used to create the object. (Such as subdivision.). Choose your options from the
dialog, and click in a View to insert the object.
Index
|
|
Modifying
To Modify something in I3D, select the aspect you would like to modify from the Modify
menu. Note that modify modes are exclusive. I.e, if you are in Vertex mode, you cannot
select and modify faces, or edges.
Modifying tools are available via the right mouse button menu. To use a tool, select
something, and right click in the view. A menu will popup with the available options, as
well as some shortcuts to other things, (mouse mode, modify mode, etc.)
Index
Vertices
- Snap - Snaps the selected vertices together.
- Gridsnap - Snaps the selected vertices to the closest grid point.
- Weld - Fuses the selected vertices together into a single vertex.
- Connect - Creates edges between the vertices. This is dependent on the ordering of
the vertices. Edges are created as : V1->V2, V2->V3, V3->V4, etc.
- Loop - Same as connect, only it tries to create a final edge from the last to the
first vertex.
- Bevel - Bevels the corner containing the selected vertex.
- Extrude - Extrudes the vertex along it's normal.
- New Face - Creates a new face from the selected vertices. The winding of the face
corresponds to the selecting order of the vertices.
- Delete - Deletes the vertex and all faces/edges attached to it.
Index
Edges
- Divide - Divide the edge in half
- Connect - Creates edges between the midpoints of the selected edges. This is dependent on the ordering of
the edges. Edges are created as : E1->E2, E2->E3, E3->E4, etc.
- Loop - Same as connect, only it tries to create a final edge from the last to the
first Edge..
- Delete - Deletes all the vertices and faces that are contained in the edge.
- Bevel - Bevels the edge.
- Extrude - Extrudes the edge along it's normal.
- Toggle Hardness - Toggles the edge as hard or soft for smoothing. Not used yet.
- Delete - Deletes the vertex and all faces/edges attached to it.
Index
Faces
- Bevel - Bevels the face
- Extrude - Extrudes the face.
- Triangulate - Triangulates polygon faces/
- Reverse - Reverses the normal of the face.
- Delete - Deletes the face.
- Texture Mapping - See texture mapping
Index
Splines
For most spline operations, if all selected splines are NurbsCurves, then the result will
be a NurbsSurface, otherwise it will be a mesh.
- Reverse - Reverses the direction of the spline
- Revolve - Revolves the second selected spline, using the first segment of the first
spline as an axis.
- Sweep - Creates surface or mesh by sweeping the first selected spline along the
second. Best results are obtained if the profile spline is roughly orthogonal to the
first segment of the path.
- Skin - Creates skin around the selected splines. The Skin is
created in the order of the selected splines, and depends on the ordering of the
ctrl pts in each spline. Best results are obtained if the ordering of the ctrl pts are
roughly aligned.
Index
Meshes
- Merge - Merges the selected meshes into a single mesh.
- Explode - Divides the mesh into many meshes, one for each face.
- Triangulate - Converts all faces in the mesh into triangles.
- Subdivide - Subdivides each face in the mesh.
- Smooth - Subdivies all faces in the mesh, then adjusts all the vertices to
give it a smoother appearance. Uses the Catmull-Clark subdivision algorithm.
- Tighten - Adjusts the vertices in the mesh by replacing each vertex's position with
the average of it's neighbors.
- Reverse - Reverses all the faces in the mesh.
- Mirror - Mirrors the mesh along an axis.
Index
|
|