stupid questions


#1

Ok
so I’m attempting my first human character and I’m already stuck…already at the leg.

Now, I’m following the Joan or Arc tutorial in wings [http://www.3dtotal.com/ffa/tutorials/max/joanofarc/body1.asp]

and I’m getting to the part where you have to slightly move the leg in the z axis. Now, whenver I try and do it, everything gets screwed up. the vertices need to be adjusted again, etc. etc.

in it simplest form, I want to select the bottom part of the leg, and rotate it around so that I don’t have to go through the pain of re-adjusting all the vertices…any ideas?

btw…the scene file is avaliable on http://www14.brinkster.com/dpvtank/joan_of_arc.zip

please copy and paste the link location. just clicking on it will not work.
try looking at it in the X axis in ortho type view and look at the toes and the foot at the bottom.


#2

can someone really clear up how to use magnets for vertices?


#3

Magnet in wings3D,if indeed this is the software you are refering to,is included in the Tweak mode(Press 1 once in it)…

Note:I use a slightly older version of Wings3D so maybe it was implemented on some other operations like position,scale rotate.

PS:Isn’t the joan of arc a poly by poly tutorial?(haven’t really checked it out I only took the refpic hehe)
Edit:sorry If I explained vaguely

Go into Tweak mode,

Push 1 on your keyboard,

  • and - will grow and shrink the sphere of influence

next…Tweak :slight_smile:


#4

indeed
it doesn’t do anything.

edit: n/m…I was pressing the 1 on the numpad…


#5

holy crap

thats amazing stuff there…why is all this stuff hidden away… :applause:

anyways…can you answer my question from the first post?

how can I change my pivot point…if the question is to be simplified.


#6

Either for an object or a selection,

Select the piece(s) you wanna rotate,

RMB to invoke the menu,

Choose Rotate(X,y or z your choice) with the RMB,

Choose an element selection filter i.e:Edges(hotkey E)

Select one or many of those Temp. Pivot elements using the LMB

Right click to start the operation and LMB to confirm


#7

dpv - It might be useful if we know what version of wings you’re using, because there’s been quite a few ‘interesting’ workflow changes relatively recently :slight_smile:

pp


#8

I have assigned another command to the “1” key, where can I assign the magnet operator to another key? <latest stable rel>


#9

<< assigned another command to the “1” key >>

Am not sure what the problem is -
Wonky (1 key - sorry, 'bout that) only accesses the magnet when in TM - I also have this key bound to (3) other commands - but still works fine in TM

What have you got assigned to ‘1’?

pp


#10

<< only accesses the magnet when in TM - I also have this key bound to (3) other commands - but still works fine in TM>>

Ah… figured it was the default for all modes. It works and boy is it cool.

<<What have you got assigned to ‘1’?>>

Load Selection

I have never really gotten around to magnets… guess its about time. How do they work in non-Tweak Mode?


#11

wings 0.98.17f

an example of what i wish to do.

http://maxrovat.sns.hu/subdiv/gifs.htm

if you look at the second one, the guy modelling the reptile, you will see it starts off with the open mouth, and then, when he is modelling, he closes it…the mouth. and nothing weird happens.

Usually, I have to setup everything back again [manually pushing vertices] to do it. I was trying to figure out an easier way.

I figured that moving the pivot point might do it. if you have a better technique, please share it…sorry for the newbiesh questions, but wings is quite cool, but there are soo many hidden things in it.


#12

JD - maybe have a quick shufties at the magnets page at aardvarks - if haven’t already?

dpv - << there are soo many hidden things >>

Several things I’d suggest:
Checkout the manual (linked on main wings page) - it’s out of date, but the basics are still true / correct
Ditto aardvarks - my load of waffle - also linked on above site (the ‘general info’ one)

But best, imo -
Open up wings and mess around with anything - to get an idea of what tools are and where - and what they do - go thro’ the menus in all 4 selection modes.

Very important - imo - really eyeball the info readout(s) main one at bottom of screen - command info etc, top left corner.

General stuff, I know - but it’ll pay dividends in the long run :slight_smile:

(Then have a go at tuts / making your own stuff etc)

As regards rotating - (around a specific axis / point) maybe have a look at a couple of examples on aardvarks (bikewheel - rotating pairs of spokes / chainwheel - first chainlink strip) and see if they help.
(Hope workflow details not to different from current :slight_smile: )

hth

pp


#13

ok

I got ahead with it.

so…I came across another obstacle.
I am extruding along but somehow, when using the smooth mode [shift + tab]. I get this.

http://www14.brinkster.com/dpvtank/smooth.jpg

copy and paste the link please

however, when I look in wireframe, everyone looks ok.

http://www14.brinkster.com/dpvtank/wire.jpg

here is the source file if anyone wants it:
http://www14.brinkster.com/dpvtank/joan_of_arc.zip

[yes. I’m following the joan of arc tut on wings]


#14

The 2 pix appear to be the same - but doesn’t matter.

If the problem you’re referring to is the ‘vertical split’ between the 2 bits of geom above the crotch - that’s (prob) been caused by using Face | Extrude, rather than Face | Extrude -> Region.

Doing a ‘trial’ smooth every now and then - and especially after complex stuff - is, imo very worthwhile - as it will show up problems / issues straight away. (a definite ‘must’ when welding complex stuff)

pp


#15

ahhh

well, I fixed the link above…sorry for by stupidity.

Anyways…can you explain what exactly extrude region does that extrude [normal] doesn’t do?

I quickly tested with a cube and saw that it does work, but why is it different? what is the difference?


#16

<< tested with a cube >>

More obvious if you mess around with a sphere or similar - and do a trial smooth after.

As the name suggests - ‘region’ option will extrude a region or group of (adjacent) faces, keeping them together during the process and no internal / intermediate walls / faces will be created.
The ‘column’ produced will just be a single one, with a cross-section linked / based on the original selection.

Standard extrude is just a collection of individual columns that might happen to look the same.

Try the 2 different ops on the same selection of geom - and eyeball / compare the info at top left (after selecting whole object)

If ever in doubt - smooth.

pp


#17

ha.
Good advice indeed.

Anyways, I did try it out with my model itself and it did work.

http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=760

that’s where I’m trying to keep track of it all.


#18

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