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 Skip Intro's LW[6] website

  Customizing LW 6.0 Workflow : Page 2


 I've added menu buttons here and there to improve my own personal work flow. Although they are customized for myself, you'll probably enjoy having them around.

They are ...

Object > Main > Additional

Ah, the Additional super fast scroll problem is No Longer! I've organized all the plugins into smaller more manageable sub-menus. It took a while, but now its done. Now, I'll actually want to use some of these things.
Object > Main > Layer Browser
Object > Main > Texture Guide
Modify > Deform > Weight Slider

 

When Activated on selected vertices, a simple mouse pan to the right will turn up the CV tension on your subpatch. Pan to the left to loosen or turn down the CV tension of your subpatch.

Multiply > Sweep > Patch
This button has been moved to the Polygon Menu in LW[6], I moved it back.

Multiply > Replicate > Quick Mirror
Mirrors geometry across the YZ plane, along the X-Axis. All zero X points on the YZ plane will be auto-merged, welded with their mirroring counter-part.

Multiply > Replicate > Quick Delete (Left : Right)
Deletes geometry either Left or Right of the YZ plane, along the X-Axis.

Polygon > Revise > Points
This button has been moved to the Objects Menu in LW[6], I moved it back.
Polygon > Transform > BandSaw

Subdivides a quad polygon band according to user defined intervals.

This tool is also used as SelectByBand when Enable Divide is checked Off.

Polygon > Transform > PB Optimizer
Merges two adjacent quad polygon bands with one keystroke.

Polygon > Transform > Spin Tris

Spins the subdivison between two selected triangle polygons.

Polygon > Transform > Poly Reduce
Runs qemLOSS2 polygon reduction utility

-This Page Is Under Constuction-

VMap > Revise > Draw Skelegons
When activated, will enable you to draw a skelegon hierarchy. Start by creating a root bone by holding down the mouse button and dragging to set its length, then release the mouse button. You can edit the rest length and bone direction in any window port by clicking down and dragging that bones tail end (anywhere within the sphere at end of the bone). To create a child bone, just repeat step by pressing the mouse button down anywhere outside the parent bone's tail sphere. Remember, you can also use the CTRL key to constrain axis placement.
VMap > Revise > Skelegon-ize
Will automatically create a skelegon or skelegon hierarchy using the vertices of a sketched curve or polygonal edge.
VMap > Revise > Skelegon Tree
Will display the current hierarchy of a skelegon tree to edit. You can double click and rename any bone. You can even drag-and-drop an entire chain from one parent to another.
VMap > Revise > Rename
Will simply rename a selected bone.

VMap > Weights > Create VMap
VMap > Weights > Set Value ( keystroke Insert )
VMap > Weights > Clear Value ( keystroke Delete )
VMap > Weights > Weight Slider
VMap > Weights > Weight Brush
VMap > Weights > From Bones

VMap > Texture > Make UVs
VMap > Texture > Lock UVs To Poly
VMap > Texture > Quad PolyMap
VMap > Texture > Adjust PolyMap
VMap > Texture > Clear PolyMap
VMap > Texture > Edit UV
Flip, Move, Normalize, Quantize, Rotate, Scale, & Spread.

VMap > EndoMorph > Create Morph
VMap > EndoMorph > Apply Morph
VMap > EndoMorph > Bkg-To-Morph
VMap > EndoMorph > Rotate Morph
VMap > EndoMorph > Scale Morph

VMap > Process > Copy VMap
VMap > Process > Clear VMap ( keystroke Delete )
VMap > Process > Mirror WMap
VMap > Process > UV-To-Weight
VMap > Process > Apply Texture
VMap > Process > Normalize

VMap > Select > Select By Map
VMap > Select > Select By PolyMap
VMap > Select > Select UV-Seam
VMap > Select > Info

Tools > Points > Weld Average
Weld a number of points to their respective average XYZ position.

Tools > Points > Unweld ( keystroke End )
Unweld a shared vertex so that each polygon has its own separate unshared point. When used in the UV Texture editing window, this command is handy for laying out polygons to create UV PolyMaps. I bound the End Key to this command.

Tools > Selection > Select By Map
Select a set of Points by VMap name.

Tools > Selection > Select By PolyMap
Selects the Polygons associated with Polymaps.

Tools > Selection > Select By Band
Selects a band of Quad-Polygons across a surface.

F3 > Rest On Ground
A Centering Tool commonly used to rest the bottom of an object on the zero XZ plane. This tool has many more alignment options packed into it besides its general use.

 

Note: Numeric Pad 0 key is set by default & is extremely handy... position your mouse pointer over any window port, then hit NP0. You'll switch to full-screen for that window. Hit NP0 again, and you'll toggle back.

Numeric Pad 1 > Quad View : WireShade Perspective

Numeric Pad 4 > Quad View : FlatShade Perspective

Numeric Pad 7 > Quad View : SmoothShade Perspective

Numeric Pad 2 > Quad View : WeightShade Perspective

Numeric Pad 5 > Quad View : Wireframe Perspective

Numeric Pad 8 > Quad View : Texture Perspective

Numeric Pad 3 > Dual View : UV Editor

UV Editor
Numeric Pad 6 > Alt Quad View

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-last updated on 08.24.00-

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