Joys and some pain
After the scary contact with trigonometry (just kidding...), i was needing to relax. So i started this thread to share with you my initial experiments with Shear command (Vertex|Deform|Shear).
I began with a very basic cube (re-scaled). I didnt use in this video Lmb Shear, but just RMB Shear (i prefer to study dealing with the command essence), so user has to (the instructions are in info line, but i simplified them to me the following way):
(a) define a plane (or a vector) which all vertices will move paralel (Glide Plane),
(b) define the direction vertices will move (Shearing Vector),
© define an stationary point,
(d) pick a point which distance from the anterior one will define a measure.
After this, during command execution, i experimented very much (there are another options, as shown at right side of info line; the [1] is yet confuse to me):
[2] key = Symmetric/Assymmetric
[3] key = Free/Anchor Origin
As Bend, after various essays, i could feel Shear taste.
Try you too and lets share here the results (and the problems).
http://www.youtube.com/watch?v=gblhsA2J1...e=youtu.be
ps: to avoid long context path (vert|deform|shear), at video, after first operation, Shear was already hotkeyed, ok?!
It is delicious, i have to confess!
Now to complicate a little the things, i used a 16 sides cylinder. But it is the same logic of anterior video: define the base plane, define the direction the vertices will move, define a stationary point and define (in relationship with anterior one) a measure.
EVER KEEP AN EYE IN INFO LINE: the fours steps are described there.
When i rotate the cylinder, my intention is to avoid the common association with XYZ tripod and show that user can (and have imo) to himself define the wanted vectors, planes and points etc
http://www.youtube.com/watch?v=UPfH7bB6d...e=youtu.be
Remembering i am ever calling Rmb Shear and ever using a hotkey, ok?!
After the scary contact with trigonometry (just kidding...), i was needing to relax. So i started this thread to share with you my initial experiments with Shear command (Vertex|Deform|Shear).
I began with a very basic cube (re-scaled). I didnt use in this video Lmb Shear, but just RMB Shear (i prefer to study dealing with the command essence), so user has to (the instructions are in info line, but i simplified them to me the following way):
(a) define a plane (or a vector) which all vertices will move paralel (Glide Plane),
(b) define the direction vertices will move (Shearing Vector),
© define an stationary point,
(d) pick a point which distance from the anterior one will define a measure.
After this, during command execution, i experimented very much (there are another options, as shown at right side of info line; the [1] is yet confuse to me):
[2] key = Symmetric/Assymmetric
[3] key = Free/Anchor Origin
As Bend, after various essays, i could feel Shear taste.
Try you too and lets share here the results (and the problems).
http://www.youtube.com/watch?v=gblhsA2J1...e=youtu.be
ps: to avoid long context path (vert|deform|shear), at video, after first operation, Shear was already hotkeyed, ok?!
It is delicious, i have to confess!
Now to complicate a little the things, i used a 16 sides cylinder. But it is the same logic of anterior video: define the base plane, define the direction the vertices will move, define a stationary point and define (in relationship with anterior one) a measure.
EVER KEEP AN EYE IN INFO LINE: the fours steps are described there.
When i rotate the cylinder, my intention is to avoid the common association with XYZ tripod and show that user can (and have imo) to himself define the wanted vectors, planes and points etc
http://www.youtube.com/watch?v=UPfH7bB6d...e=youtu.be
Remembering i am ever calling Rmb Shear and ever using a hotkey, ok?!
__________________________________
www.youtube.com/wings3dchannel
http://www.facebook.com/wings3dchannel
www.youtube.com/wings3dchannel
http://www.facebook.com/wings3dchannel