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Transparency ChannelDe- /Activates the display of textures in the Transparency Channel ifMulti-texturing is on.Luminosity ChannelChapter 2: Introduction to Modeling 45Viewports TabViewport options let you change how objects are displayed ineach viewport. To change the settings for a viewport, first select itusing the Viewport buttons.De- /Activates the display of textures in the Luminosity Channel ifMulti-texturing is on.Use the Presets pop-up menu to quickly set the options on thistab for the selected viewport region. The selections are listed byview types, but will affect all of the settings on this tab.The View Type pop-up menu determines the editing axes youwant to use for the selected region. For the Orthogonal settings,the names generally indicate the viewing perspective. Back (XY),for example, lets you edit along the X and Y axes. This meansyou are looking along the Z axis. Since it is called Back, thatmeans your perspective is from the back (i.e., negative side) ofthe Z axis, looking toward the positive side. UV Texture is entirelydifferent — it is not used as a Modeling viewport but for adjustingUV texture maps.NOTE: There are four Display (group) commandsassigned by default to certain keyboard shortcutswhich affect the viewport beneath your mousepointer. Shift F1 toggles the view between Back and Front,Shift F2 toggles between Top and Bottom, Shift F3 togglesbetween Right and Left, and Shift F4 toggles betweenPerspective and UV.PerspectiveYou may edit in a Perspective viewport, just as you would in anyother, but you may also rotate your view perspective. This is<strong>Modeler</strong>’s virtual trackball, which enables you to rotate the objectwithout affecting its orientation in the other three edit windows. Iteffectively provides you with three axes of rotation. While holdingdown the Alt key, you can perform these actions:• Rotate around the X axis (pitch) by dragging up or downdirectly across the verticle center of the viewport• Rotate around the Y axis (heading) by dragging left or rightdirectly across the horizontal center of the viewport.• Rotate around the Z axis (bank) by dragging to the left orright around the perimeterIf the title bars are visible, you can drag the rotate drag buttonwith your LMB to rotate. If you use the RMB, the viewport willrotate around its perpendicular axis. Holding the CTRL key(or using your MMB) will cause rotations to snap to 15-degreeincrements.

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