05-29-2017, 11:51 PM
4. STRAIGHTENING A LINE.
I think the steps used to answer your question 2 is applicable to this situation too.
5. FLATTENING FACES/VERTEXES YET NOT DEFORMING OUTER EDGES/VERTEXES. * Question #5: How do I do this?
As commented before... yes, Flatten command will use as centre of the "virtual" plane the average of all edges related to the plane normal you define.
To do that, you will again use the Absolute Command->Move [RMB]:
- select the vertex you want to move;
- choose Absolute Command->Move [RMB];
- select the same vertex as reference point for snap;
- select axis for orientation - use the three vertex that define the plane (2,3,4);
- select the axis perpendicular to the plane (again 2,3,4);
Done!
If you need to move more than one vertex, then after select them use the Flatten [RMB] and set the axis for the plane defined by those vertex (2,3,4). After this you can move all of them using and vertex as reference.
6. SAVE XYZ, THEN USE X, Y, OR Z: *Question #6: How do I use absolute values for a vertex move while keeping notepad out of the process.
There is no copy and past for this information. But you have the:
- Absolute Command->Snap [LMB] that will move a vertex from its location to another (relative or absolute-if you use it as reference too)
- Absolute Command->Snap [RMB] that will ask you for a reference and target and then will prompt a dialog which you can change any x,y,z values.
I just found a small bug on it.
In order to enter a new values you need to check the Lock box (it seems to be working inverted), so you can edit the value. But, because the check box is inverted, to preview the new location you need to uncheck it.
Something else you may need to know. In the input dialogs you can use arithmetic operators to get values, like: *, /, +, - and mathematical functions like sin, cos, tan,...
I also forget to point you another excellent reference that you find in Collection of Tutorials:
Wings3D tutorials, notes and general information - A classic Wings3D tutorial by the legendary puzzledpaul.
I think the steps used to answer your question 2 is applicable to this situation too.
5. FLATTENING FACES/VERTEXES YET NOT DEFORMING OUTER EDGES/VERTEXES. * Question #5: How do I do this?
As commented before... yes, Flatten command will use as centre of the "virtual" plane the average of all edges related to the plane normal you define.
To do that, you will again use the Absolute Command->Move [RMB]:
- select the vertex you want to move;
- choose Absolute Command->Move [RMB];
- select the same vertex as reference point for snap;
- select axis for orientation - use the three vertex that define the plane (2,3,4);
- select the axis perpendicular to the plane (again 2,3,4);
Done!
If you need to move more than one vertex, then after select them use the Flatten [RMB] and set the axis for the plane defined by those vertex (2,3,4). After this you can move all of them using and vertex as reference.
6. SAVE XYZ, THEN USE X, Y, OR Z: *Question #6: How do I use absolute values for a vertex move while keeping notepad out of the process.
There is no copy and past for this information. But you have the:
- Absolute Command->Snap [LMB] that will move a vertex from its location to another (relative or absolute-if you use it as reference too)
- Absolute Command->Snap [RMB] that will ask you for a reference and target and then will prompt a dialog which you can change any x,y,z values.
I just found a small bug on it.
In order to enter a new values you need to check the Lock box (it seems to be working inverted), so you can edit the value. But, because the check box is inverted, to preview the new location you need to uncheck it.
Something else you may need to know. In the input dialogs you can use arithmetic operators to get values, like: *, /, +, - and mathematical functions like sin, cos, tan,...
I also forget to point you another excellent reference that you find in Collection of Tutorials:
Wings3D tutorials, notes and general information - A classic Wings3D tutorial by the legendary puzzledpaul.