looking for a remedial magnets tut


#1

i’m brand spanking new to 3d modeling and wings3d, and i’m having some issues with the magnet function.

i’ve tried looking thru puzzledpaul’s wonderful site, but i must be missing some basic knowledge about how things work, as i’m not having the greatest luck figuring magnets out that way…

so i was wondering if there was a remedial magnets tut, sorta like the hand and the doghouse project in the user’s manual.

i learn more and more everytime i start playing with wings, but i guess i’m looking for some specifics that i’m not finding much help on.

sorry if this is a redundant request, i’ll gladly take getting pointed in the right direction.

thanks a lot,
Skippy


#2

PuzzledPaul is the only person I seen put tutorials on magnets, but they might be set up for the old way (haven’t looked at them in a while)

  • But basicly you have to have “Advanced Menus” turned on.
  • Make your selection > Right click AND hold down alt key
  • Then with the left mouse button select the distance to be effected (giving a blue vert) then Right click to begin the operation.

To adjust how the magnets are effected, you can choose 1-4 for types of influence (as listed in the bottom of the screen).

I swear the old way was easier! And faster!

It is quite easier in Tweak mode, just press “1” to enable magnets and the =/- keys to adjust influence - you’ll get a visual clue of the area.

I probally confused you more.

The manual has the old way, so no help there either. I know it soulds like a pain, but after every click Before you make the next click read the bottom of the screen, it will tell you what operations you can do and how to invoke them.

//negative9//


#3

that actually helps a lot. knowing the instructions in various places i’ve found are for an earlier iteration of the program does my peace of mind a lot of good.

i’m not sure when i’ll figure out the clicking/menu method, but people had mentioned tweak mode…

i knew how to get there, but i didn’t know that magnets were an option there. that should do me great for now.

as far as the menu method, ya, it’s a bit vague feeling when it comes to “what to do when.” i find myself sitting there a lot just guessing what i’m actually clicking for, and then hoping it works.

it might make more sense once i become more familiar with the way to create my own vectors of manipulation.

it would be great if there was some way to numerically input a vector, rather than trying to create it with points i have existing on the model. (maybe it’s there, and i just don’t know about it.)

thanks for the help,
Skip


#4

Quite a few points here :slight_smile:

<< set up for the old way >>

Yes – the current implementation (of accessing magnets) was first seen in 0.98.12. One suggestion that might be worthwhile considering is to install the last version prior to /12 – and get used to ‘how magnets work’ – possibly using my tut page?

All previous versions can be found here. Since the latest release (9816) allows for the installation of one ‘old style’ version, as well as many new style – you’ll be able to try both the new and old.

http://sourceforge.net/project/showfiles.php?group_id=33028

<< Make your selection > Right click AND hold down alt key >>

Not quite – Holding / pressing the Alt key can be done at any valid stage of the procedure. If this is done right of the beginning of a radial scale op, for instance (with all three of L,R and M mouse options being available) – then it could just as easily be L+Alt or M+Alt.

Try to consider the Alt key as a ‘Global switch’ to access magnet ops.

<< To adjust how the magnets are effected >>

There is also another (magnet) parameter that can be changed by the user – the way the magnet op interacts with the geometry – by choosing one of the ‘Shortest / Midpoint / Surface options’

Whilst the first 2 are fairly straightforward (based on distance between original selected geometry and fall-off point) – the last restricts magnet ops to a surface route (over geom) which has considerable benefits when you want to modify something – but not affect surrounding geometry.

<< read the bottom of the screen >>

Whole-heartedly agree – whilst this info is continually being checked / revised (to get it as clear as poss.) – it will provide you with ‘essential’ information about what’s happening etc.
As with other ops – reading it, rather than just glancing at it – and maybe experimenting with the various options contained therein? – will ultimately pay dividends re your use of wings – imo.

<< didn’t know that magnets were an option there >>

Yes, magnet Tweak mode is very useful – but it only works with single selected elements and (fairly obviously) you can only ‘move’ stuff.

Full magnet ops will, of course work with all supported commands – as evidenced by the presence of the Alt (magnet) option on the info line.

<< old way was easier! And faster! >>

If you try the ‘old’ way, you’ll be able to judge for yourself – much discussion re a ‘global switch’’ took place prior to Bj implementing the current method – it wasn’t done on a whim. (Personally, I prefer it, if you’re wondering)

The way that magnets actually ‘work’ hasn’t changed – only the way of accessing them.

<< some way to numerically input a vector >>

No, there isn’t – but it doesn’t mean that you can’t do it.
If you have a need for a specific axis / vector – which cannot be obtained from the existing geometry, just create a cube (say) and rotate it using the Tab (precise) input option.

You can then use this to define a default axis for your operations (which can be accessed via menus) – or just leave the cube in scene and click on relevant element when required.

A default axis defined in this way will remain – even if you hide/remove the object used for definition purposes. (although, since hiding same is easy via Geom. Graph – maybe better to hide, as object might offer other vector possibilities?)

Ie – set up a reference block.

If you’ve not already seen it, the ‘vector’ page at aardvarks might be of some use re info about vector behaviour.

Good luck.

pp


#5

thanks for the great reply, puzzledpaul.

i never really made the logical step to realize just how many uses a reference object can have, in the 3d environment you’re modeling in. along with that, your explanation of the steps in the process have helped a lot.

i’ve only started using wings/doing any modeling in the last 3 days, and i’m running up the learning curve as fast as i can. i have missed some things along the way, and that’s my own fault, but without your tuts, the couple forums i’ve found, and input from a few people, i wouldn’t be anywhere. so, thanks!

Skippy


#6

SMH - just updated magnets page for 9816 if of use/interest.

pp


#7

thanks, pp!


#8

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.