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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
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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
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Object > Main > Texture Guide
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Modify > Deform > Weight
Slider
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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. |
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Multiply > Sweep > Patch
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This button has been moved to the Polygon
Menu in LW[6], I moved it back. |
Multiply > Replicate > Quick Mirror
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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)
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Deletes geometry either Left or Right of
the YZ plane, along the X-Axis. |
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Polygon > Revise > Points
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This button has been moved to the Objects
Menu in LW[6], I moved it back. |
Polygon > Transform > BandSaw
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Subdivides a quad polygon band according to user defined intervals.
This tool is also used as SelectByBand
when Enable Divide is
checked Off. |
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Polygon > Transform > PB Optimizer
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Merges two adjacent quad polygon bands with one keystroke. |
Polygon > Transform > Spin Tris
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Spins the subdivison between two selected triangle polygons. |
Polygon > Transform > Poly Reduce
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Runs qemLOSS2 polygon reduction utility |
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-This Page Is Under Constuction-
VMap > Revise > Draw Skelegons
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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
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Will automatically create a skelegon or skelegon hierarchy using
the vertices of a sketched curve or polygonal edge. |
VMap > Revise > Skelegon Tree
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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
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Will simply rename a selected bone. |
VMap > Weights > Create VMap
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VMap > Weights > Set Value ( keystroke
Insert )
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VMap > Weights > Clear Value ( keystroke
Delete )
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VMap > Weights > Weight Slider
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VMap > Weights > Weight Brush
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VMap > Weights > From Bones
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VMap > Texture > Make UVs
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VMap > Texture > Lock UVs To Poly
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VMap > Texture > Quad PolyMap
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VMap > Texture > Adjust PolyMap
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VMap > Texture > Clear PolyMap
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VMap > Texture > Edit UV
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Flip, Move, Normalize, Quantize, Rotate, Scale, & Spread. |
VMap > EndoMorph > Create Morph
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VMap > EndoMorph > Apply Morph
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VMap > EndoMorph > Bkg-To-Morph
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VMap > EndoMorph > Rotate Morph
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VMap > EndoMorph > Scale Morph
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VMap > Process > Copy VMap
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VMap > Process > Clear VMap ( keystroke
Delete )
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VMap > Process > Mirror WMap
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VMap > Process > UV-To-Weight
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VMap > Process > Apply Texture
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VMap > Process > Normalize
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VMap > Select > Select By Map
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VMap > Select > Select By PolyMap
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VMap > Select > Select UV-Seam
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Tools > Points > Weld Average
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Weld a number of points to their respective
average XYZ position. |
Tools > Points > Unweld ( keystroke
End )
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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
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Select a set of Points by VMap name. |
Tools > Selection > Select By PolyMap
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Selects the Polygons associated with Polymaps. |
Tools > Selection > Select By Band
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Selects a band of Quad-Polygons across
a surface. |
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F3 > Rest On Ground
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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. |
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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 Numeric Pad 6 > Alt Quad View
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-last updated on 08.24.00-
Questions, Comments; e-mail Skip Intro |