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Target weld in wings 3d
Target weld in wings 3d











I'm still having surfaces balloon out though. (Having a lot of "whaaa?" moments with sweep until I figured out I was doing it in backwards order. Some seem simple enough to figure out such as booleans or lofting, but others such as sweep or blend might need more explanation to newbs. Not everyone comes from a nurbs background with an understanding of how the tools should behave. Not much in the way of simple documentation beyond a descriptor. As it is now, it's only seems good for straight to render with no other tweaking. (Wings will produce "temporary" edges, which suggests something weird going on with vertice order.) If this can be figured out, the program would work better alongside subdiv modelers. Considering the way some objects behave, it's suprising they can import to Wings. obj where edges match on joining surfaces and vertices are welded? This also explains why Wings3D has strange stuff happen upon import. This means that in some sections vertices don't match, etc. Seems that each surface is a separate part which is grouped/combined to create the mesh.

target weld in wings 3d

Perhaps clicking on the front/right/top views a second time to get the opposite side?ģD could probably have a corresponding ortho mode, for doing planar stuff that doesn't align with other standard views.Įxport of. I'm new here, but I found a few things as well. Well, I'm certainly hoping that it will not be too substantial, I'm targeting something like 4 or 5 months down the road from now. > development period before it's ready to ship. > With MoI 3D, it appears that you may still be looking at a fairly substantial If the icons seem too large for you, you can shrink them to your taste using Options / UI size, that will allow you to shrink or enlarge the entire UI including those view control buttons. MoI is designed to solve some of these common problems. Also, having them on the top like that means that your hand may be covering up part of the view you are manipulating if you are using something like a TabletPC. Being tiny and close together, you have to concentrate more just to pick out the one you want, and then you have to move with great precision to hit it. I have to really concentrate when I want to use those types of controls, it becomes a disruption in workflow. Personally I find that's exactly the problem - they are so far out of the way and so tiny it is difficult to hit them. > tucked into a title bar that GETS THEM OUT OF THE WAY OF THE USER. > I've also included a screencap of a Lightwave 3D viewport. If you are having problems running into the view controls while you are modeling, you might want to switch to the single-view mode instead of working in the split view too much. It's an interesting idea, but it creates a new problem where the view controls are not clustered together anymore. > It maximizes the most useful area of the viewport, which is the center. > The attached image shows one possible way the MoI icons could be modified. So the combination of both delivers particular things that each one on its own does not. So being square and having greater differentiation are pros for the icons.īut just differentiating is not quite enough, you not only want to be able to differentiate between buttons, you also want to know what each individual button does as well - text is best for this particular area. Text also requires a bit more effort to read, text by its nature is similar to other text, and when you have a bunch of text together individual words do not stand out as much as icons do. When one dimension becomes smaller (in the case of text, the height) it increases the difficulty of acquiring it. It is easier to hit a target with the mouse if it is square. A Text only button has a problem that it is short. They each serve a slightly different function.

target weld in wings 3d

I really don't see the point in having an icon AND text.













Target weld in wings 3d