The Modify Menu Part 2

To use the rotate tool, choose and drag a ring on the manipulator to rotate approximately a specific axis. To rotate freely, choose and drag the imaginary sphere centered in the rotate manipulator. Click and drag the furthest ring to rotate your object around the view axis. To rotate an object on its restricted coordinates, select the Local radial key. If you choose the Global swatch, objects will rotate around the globe space. The Gimbal option will just allow one channel to be rotated at a time.
To level an object, choose and drag a box on the manipulator to scale along an exact axis. To consistently scale your object, click the yellow cube at the middle of the manipulator and drag across the vision plane.

Freezing the transformations sets the current transform information on the chosen objects as the new 0. To freeze transformations on the chosen

1 Click on Create _ NURBS Primitives _ Sphere.

2 Select the plane and go to Modify _ Make Live.

3 Select Create _ Pencil Curve Tool and draw over the sphere.

Notice how the curve draws straight onto the live sphere. Creation an object
Live allows you to with no trouble trim surfaces or paint straight onto an object using
Paint Effects.
To middle the pivot of an object go to modify _ Center Pivot. To freely move an object’s pivot point, press the put in key to go into pivot point edit mode. Now the pivot point is unlocked and can be moved to the preferred spot without affecting the object itself. When done, press the put in key a next time to return to standard mode.
The Convert sub-menu allows you to change from one modeling format to another.
For instance, if you shaped a character using NURBS and later decided it wanted to be polygonal, you would go to Modify _ Convert _ NURBS to Polygons. Being able to convert an object can be actually handy for game construction. You can use SubD or NURBS models for your hi-res cut scenes and later change these to polygons for the in-game work. In the options window for the tools, you can even set the utmost quantity of polygons that can be used through the conversion, thus ensuring you won’t go more than your limits of your game engine.

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