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Scaling Faces in 7.5 Workspace - Problem
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Scaling Faces in 7.5 Workspace - Problem // Archive: Tech Forum
Post by ed_baker // May 12, 2007, 6:47pm
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ed_baker
Total Posts: 355
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I find I have a problem in the new Workspace.
I am going through the tutorials to get familiar with the new tools and have a complaint.
The scaling of multiple selections in poly-edit mode doesn't work the way it does in the modeler view.
For example:
Doing the first Intrioductory Tutorial: Polygon modeling in the workspace.
Swept out the two sides: fine
I swept out the top two faces and scaled down as mentioned in step 3, and here's where I ran into the problem which I think is a very significant one. When I scaled the faces down, I noticed that they scaled down towards the center where the widget is.
This is fine if that's what you want, but how about if you want to scale the faces down toward the center of each face?
In the Modeler (and TS 6.6 and below), all you had to do was select the scale faces tool from the polygon edit toolbar and scale the faces down. It appears that there is no way to do this in the workspace window, or am I just missing something? If you use the widget, the faces scale towards the widget, if you use the tool, they scale towards the widget.
Is there a way to do this in the workspace view?
See Example: |
Post by Jack Edwards // May 13, 2007, 12:15am
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Jack Edwards
Total Posts: 4062
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I have the same problem with rotate and translation as well. It's not a bug, but a choice that they made.
Personally I think the ability to scale, rotate, and translate relative to the local axis at the center of each individual (or selected grouping) of faces is very important and I would like to see a way to accomplish that implemented. Maybe a check box in the tool's panel?
With the current implementation, working on radially symetrical objects (like gears) is a nightmare... :(
Edit: also useful would be the ability to reposition the axis/widget while manipulating an extrude.
-Jack. |
Post by TheWickedWitchOfTheWeb // May 13, 2007, 3:44am
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TheWickedWitchOfTheWeb
Total Posts: 858
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I haven't found the PE scale/rotate/move tools in Modeller yet. Am I correct in asuming we're now being forced to use the horrible, forever in the way clogging up the view, widgets as there is no other option? I'm guessing so as I haven't found a way to be able to turn them off yet like in all previous versions. |
Post by ed_baker // May 13, 2007, 3:55am
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ed_baker
Total Posts: 355
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Hey WWW,
You can find them here: |
Post by ed_baker // May 13, 2007, 4:00am
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ed_baker
Total Posts: 355
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I have the same problem with rotate and translation as well. It's not a bug, but a choice that they made.
Personally I think the ability to scale, rotate, and translate relative to the local axis at the center of each individual (or selected grouping) of faces is very important and I would like to see a way to accomplish that implemented. Maybe a check box in the tool's panel?
With the current implementation, working on radially symetrical objects (like gears) is a nightmare... :(
Edit: also useful would be the ability to reposition the axis/widget while manipulating an extrude.
-Jack.
Why would you choose to NOT have this tool? That makes absolutely no sense whatsoever! I don't understand this at all. Or is there just another way of doing it? If the modeler wasn't eventually being phased out, it wouldn't be that big of a deal, but as it is, I think this is something to be seriuosly reconsidered.
Speaking of the modeler, are NURBS going to be ported over to the workspace? Not a big NURBS user, but for some things they just can't be beat!
Roman? Norm? |
Post by TheWickedWitchOfTheWeb // May 13, 2007, 4:01am
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TheWickedWitchOfTheWeb
Total Posts: 858
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The object tools double up as the PE tools too? Result! Thanks for the super speedy reply Ed. That's made me happier.
Now I just got to work out how to turn those damn widgets off...... |
Post by ed_baker // May 13, 2007, 4:21am
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ed_baker
Total Posts: 355
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The object tools double up as the PE tools too? Result! Thanks for the super speedy reply Ed. That's made me happier.
Now I just got to work out how to turn those damn widgets off......
Glad I could help.
Still doesn't solve the problem about scaling multiple faces :)
Ed |
Post by Jack Edwards // May 13, 2007, 4:29am
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Jack Edwards
Total Posts: 4062
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This what you're looking for WWotW?
5944
5945
;)
-Jack. |
Post by Jack Edwards // May 13, 2007, 4:37am
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Jack Edwards
Total Posts: 4062
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@Ed,
I totally agree. It's possible that it's an oversight.
With extrusion modeling I think it's VERY important to be able to scale, rotate, and translate relative to the local normal of each particular face even if many are selected.
BTW CTRL-dragging allows a selection of faces to be extruded simulatneously. The settings for whether adjacent polys are welded or not is on the panel for the tool.
-Jack. |
Post by MadMouse // May 13, 2007, 5:08am
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MadMouse
Total Posts: 1069
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Ahhhh!!! Nice one Jack I've been wondering if it was possible to turn off the widgets. Like WWotW I find they just get in the way. Now if you really want to make me happy then how you you make lights invisible in the workspace? The pannel you showed Kate works with spots only. Any idea? Anyone? |
Post by trueBlue // May 13, 2007, 5:37am
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trueBlue
Total Posts: 1761
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First select the Light or Camera and run this script from within the Link Editor.
Or you can first select the Light.
In the Stack/Settings/Scene panel select Show Objects Attribs button. May have to select D3D View so it has focus.
You'll see a Object Render Attributes panel popup.
In that panel select the Advanced aspect under Default and then check Invisible. |
Post by Cthulhu // May 13, 2007, 6:52am
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Cthulhu
Total Posts: 48
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Here's where you can turn off widgets on the Model side. Right-click on the "Global Panel".
5949 |
Post by TheWickedWitchOfTheWeb // May 13, 2007, 7:39am
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TheWickedWitchOfTheWeb
Total Posts: 858
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Woo! Thanks Jack. Much appreciated. Now the PE in workSpace is how I like it.
Now I can go make me something! Thanks again Ed and Jack. |
Post by MadMouse // May 13, 2007, 8:24am
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MadMouse
Total Posts: 1069
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Thanks guys, that works a treat :banana: |
Post by roman // May 13, 2007, 9:20am
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roman
Total Posts: 320
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Jack, trueBlue, CThulhu, thanks for the help here, you guys should be on our payroll:) I will look into the loacl scaling issue, it may be and easy fix. |
Post by Jack Edwards // May 13, 2007, 9:47am
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Jack Edwards
Total Posts: 4062
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LOL well I wouldn't turn down a salary if you're offering, Roman! :D
Very cool that you guys are going to work a solution for local transforms. I wonder if this could be solved simply by adding a local coordinate system icon to the coordinate flyout:
5954
-Jack. |
Post by ed_baker // May 13, 2007, 12:24pm
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ed_baker
Total Posts: 355
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Jack, trueBlue, CThulhu, thanks for the help here, you guys should be on our payroll:) I will look into the loacl scaling issue, it may be and easy fix.
That would be great Roman.
Thanks,
Ed |
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