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WINGS3D User Manual 1.6.1
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1. Windows 2000 Windows 2K uses the same convention but in a different place you right click on My Computer Click the advanced tab Then click on the variables button Here you will find two windows with various settings Look in the lower one labeled System Variables You should see a variable named path Double click it and it will open a property panel to change it Add C yafray to the end of the list of paths only use one between each path If no Path variable is there add it by clicking the New button under system Variables Variable Name is Path Value is C yafray A YafRay plug in comes with Wings3D when WingssD starts the plug in looks to see if the YafRay software is installed If Wings3D can find YafRay in the path then it will add it as a render choice as shown in the image above 112 DRAFT 1 6 WINGS3D USER MANUAL Section 8 Resources Producing an image In order for wings to render out your scenes you will need to add at least one light Although more may be needed to fill in the shadows properly The lights have additional YafRay settings that can be used such as diffuse caustics depth and power to name a few Renders are shown inside Wings3D when they are done MAC The Mac OS X version of YafRay runs from the command line so you ll have to get familiar with a few commands to get around in Linux territory Currently Wings3D cannot send files to render with YafRay YafRay installs itself in usr bin on your h
2. ASA ala A E E E eelatadu eden eatct 124 References 125 overview of Contents 126 DRAFT 1 6 131
3. Section 5 1 The Menus WINGS3D USER MANUAL VIEW SHOW SAVED BB Shows hides the bounding box set in the Tools Menu If set on a dashed wireframe outline shows the extent of the box Wings can save a single vertex or single edge as a bounding box Bounding Boxes can be very useful for proportionally scaling and moving a large imported object to a desired volume and position and can also be used as reference points with vector magnet and snap to operations VIEW SHOW EDGES In flat shaded mode toggles the edges on off This can be useful for very large models as some otherwise fast graphics cards display edges slowly VIEW SHOW NORMALS A toggle that shows hides the normals of every face edge or vertex depending on which selection mode you are in of the model as a short thick blue line Handy for planning how things will be moved as a visual aid if rotating faces around an edge and to see the normals on an imported model which may have some or all of the normals inverted VIEW SHOW WIREFRAME BACKFACES Lets you see the wireframe from both front and back in wireframe mode This can be very useful when trying to position edges to match up on the inside and outside of a wall for example prior to using Bridge to cut in a window VIEW RESET VIEW A Resets the camera to default location and zoom Great if you get lost VIEW AIM A Points camera directly at selected objects faces ed
4. View Wireframe S File Save S File Save X X axis view X X axis view Y Y axis view Z Z axis view Z Edit Z Edit Redo Undo Redo Tab View Workmode Tab View Smooth Preview Y Y axis view Z Z axis view Z Edit Undo Tab Numeric Entry if in Drag Mode 100 DRAFT 1 6 WINGS38D USER MANUAL Key Space Select Deselect Select More Increase of size sphere of influence for several commands Select Less decrease of size sphere of influence for several commands F3 Select Previous Edge Loop F4 Select Next Edge Loop FO Select By Faces with 5 or more Bksp Vertex Collapse Bksp Edge Dissolve Bksp Face Dissolve Bksp Body Delete Del Vertex Dissolve Del Edge Dissolve Del Face Dissolve Del Body Delete 2 Edge Cut 2 3 Edge Cut 3 4 Edge Cut 4 O Edge Cut 5 6 Edge Cut 6 7 Edge Cut 7 8 Edge Cut 8 9 Edge Cut 9 O Edge Cut 10 section 5 6 Reference Guide to Hot Key Assignments Ctri Key DRAFT 1 6 101 Section 8 Plug ins WINGS3D USER MANUAL SECTION 6 WINDOWS 6 1 OUTLINER The Qutliner gives a list of all objects images lights and materials used in the workspace You can quickly edit with a right click all of the items in this list Quick Tip Drag and Drop Currently you can drag a material into the Geometry window and you
5. Holding down Shift Ctrl keys constrains operations to hundredths of a wings unit While it seems the same as the readout as this is 16 DRAFT 1 6 top left hand side of the workspace The color of this text is set in the Edit Preferences menu via the Text Color parameter If you find this text string annoying you can hide it by simply changing the text color to match the background color of the workspace do not recommend this course of action since you can glean some useful information here If you select an element a vertex for example Wings will inform you of the Vertex ID and it s position in X Y and Z Furthermore if you select another vertex so that two are selected at the same time it will tell you how far apart they are If you select a single edge it will tell you how long that edge is This can be very useful especially in modeling buildings and the like lt is not uncommon for Wings units and other 3D packages units to be vastly different in size Therefore you will need to experiment with the import export sizing options to get suitably sized objects on import export Scaling by 1000 for example brings in a Poser model at a decent working scale only 2 decimal places it is possible to do unconstrained drags and get elements that are 3 decimal places when measured even though the read out only shows two Had me tearing my hair out on more than one occasion Where it matters use Shift Ctrl Quick
6. L Left mouse button Drag vertices freely R Right mouse button Exit tweak mode M Middle mouse button Tumble Shift M Shift plus the middle mouse button Track Ctri Shift M Control plus Shift plus the Middle mouse button Dolly 1 Turns the magnets on or off You can use Tweak with standard moves or with magnetic moves To turn on the magnets press the 1 the number 1 key Doing so will cause the status bar to change While in magnet mode L will drag and R will exit Tweak mode The key will increase the fall off zone while the minus key will decrease the fall off zone The 2 3 and 4 keys will change the type of magnet in use Pressing the 1 key will turn the magnets off again These controls effectively turn Tweak into an interactive magnet with the area of influence for the magnet defined by the fall off zone Tweak was originally a plug in designed by Howard TIrickey and has since been incorporated into the Wings3D core WINGS3D USER MANUAL Section 5 1 The Menus Quick Tip Additional Tools Note that some very useful tools for Wings will appear in the Tools Menu if you have installed the available plug ins These include Draw Loop Locked Slide and Tweak_s from Clacos They are available at http members lycos co uk clacos highly recommend them Apologies to any other tool makers if I m missing any Quick Tip Bounding Boxes Don t overlook the usefulness of bounding
7. of how things will look in Smooth Shaded Mode To see the results deselect the roof faces and hit the Tab key for a shaded preview You should see the new roof color Now repeat material assignments as you did for the roof until your dog is happy Figure 16 c Save the model Optionally Export the model into one of the formats your renderer can accept and render the dog house to see how it turned out Here is mine Figure 17 Figure 17 The dog house rendered in Vue dEsprit 26 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide 3 3 Creating A Hand an intrinsically organic shape Now that you have the basics down you can try to model something more challenging than a dog house Wings3D uses a modeling technique know as subdivision surfaces a technique favored by many to create organic or natural world type of models So it seems fitting that for our second model we attempt to create an organic type model in this case we will attempt a hand So do a File New to get a fresh slate and put a cube in your work area Since hands are not cubes let us begin by scaling the cube into a flatter shape more conducive to hand building Switch to Body selection mode by clicking on the Body icon on the icon bar or by hitting the B key Then click on the cube to select it Estad ES Figure 18 Cube preparation A selected object becomes highlighted in the current Selection Color as set in the user s Color Preferences Here
8. suggest you read it in it s entirety So you can see that there are edge loops and there are edge loops What mean by that is that there are the physical loops themselves composed of a series of edges all joined together at non pole intersections and there are the edge loops that define the form and nature of your model as Bay Raitt describes in his excellent treatise Learning about the former is relatively easy and is necessary in order to develop the latter But the real power and beauty of edge loops is in the latter on how they control and define the form and detail of the model Here is where the true art occurs Digital Sculpting Techniques by Bay Raitt and Greg Minter Nichimen Graphics 1998 DRAFT 1 6 am capable hope of describing the technical nature of edge loops As far as the artistic use of them well others will have to step in And most likely you just need to practice practice practice And keep an eye out on the on line forums for few words of enlightenment from master artists like Mr Raitt too As stated before physical edge loops are a series of edges joined together at non pole intersections A non pole intersection is an intersection of four edges at a given vertex This is why quads help maintain edge loops they help minimize poles The edges that encircle an arm are edge loops But if you look at the illustrations in Mr Raitt s article you will see there are other more important
9. the side of a given subject You can then arrange the image planes into an L shape and use Orthogonal views to sculpt your model to fit the images Text Adds a text string as a 3D object If you click on the box to the right of Text you will get a pop up options box Here you can enter your text string the name of any TrueType font you have on your system the directory where the font resides C windows fonts for example and the number of edge bisections to make The more bisections you make the more complex the model will be recommend you leave it set to zero at least for starters OK will create the text as a fully 3D model in your workspace Cancel will abort the operation MORE This brings up a sub menu of additional primitives available in Wings Torus Knot Originally a plug in by Anthony D Agostino scorpius it is now included as part of the standard Wings distribution This simple plug in creates a torus knot with the absolute minimum possible number of faces and vertices It is meant to be used as an input cage for the Catmull Clark subdivision algorithm The knot was created with Blender by extruding a Bezier circle along the path of a NURBS curve Spiral Loops 2 by default segments 16 by default Sections 8 by default You can change the number of Loops Segments and Sections by clicking on the Options Box on the right side of the menu Spring Loops 2 by default segments 16 by default Sectio
10. 6 Face operations Move E Normal Extrude Extrude Region Extract Region Flatten Inset Intrude Bevel Bridge Bump Mirror Dissolve Collapse Smooth Material Tesselate Basic Menu WINGS3D USER MANUAL Section 5 3 Advanced Men 5 5 1 Vertex Operations with Advanced Menus VERTEX MOVE Left Mouse Button LMB Select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu First define the vector to move along with the LMB then execute with the RMB To bring up the options menu A RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent moves can be made on the newly defined vector by choosing Last Axis from the standard Vertex Operations menu VERTEX ROTATE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to rotate about with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent rotates can be made about the newly defined vector by choosing Last Axis from the s
11. 7 www midcoast com au rgcoy hobbies wings html Installation tell them how Description The current version supports Mesh meshes to either Povray 3 5 or Megapov O 7 Fixed a few problems including a conflict with either AutoUV or Draw Loop Fixed support for textures A small bug still remains temporary images are not deleted while rendering Usage How to use tt Slide Plug in by clacos Link http membres lycos fr dong3d plugsdone Installation Place in the wings3d plugins commands directory Description Adds the Slide command to the Tools menu Usage Pick a vertex to slide and then choose an edge to slide it along Text Al Triangulate Quadrangulate Tweak Plug in by Howard Trickey howardt Link http 7 cm bell labs com cm cs who howard wplug ins html Description This plug in allows you to add 3D text via TrueType fonts import Adobe Illustrator ai files Triangulate Quadrangulate and Tweak your models Installation Extract it in your main wings directory Usage This plug in adds five major functions to Wings This functionality is accessed as follows FILE IMPORT ADOBE ILLUSTRATOR FILE Creates an object from the closed outlines in an Adobe Illustrator file The plug in asks for the file name and the number of times to bisect edges higher numbers give shapes closer to the intended shapes and also may avoid problems due to self crossing of the polygonal approximation The plug in makes its own decis
12. DRAFT 1 6 A _ _ __ _ gt 3 TABLE OF CONTENTS Section 1 Installation 1 1 Windows 1 2 Linux 1 3 Solaris 1 4 Mac Section e The Wings3D User Interface 2 1 General Overview 2 2 The Title Bar 2 3 The Menu Bar 2 4 The Icon Bar 2 5 The Status Bar 2 6 Dialog Boxes 2 Context Sensitive Menus 2 8 The Information String section 3 A Quick Start Guide 3 1 Finger exercises to get you started 3 2 Your First Real Model a Dog House 3 3 Creating A Hand an intrinsically organic shape 3 4 Adding Detail 3 5 Finishing It Off Section 4 The Nature of Subdivision Modeling 4 1 Subdivision and Such 4 2 The Nature of Edge Loops 4 3 Winged Edge Topology section 5 The Wings3D Command Reference Guide The Main Menu 1 The File Menu 2 The Edit Menu 3 The View Menu 4 The Select Menu 9 The Tools Menu 6 5 1 0 1 0 1 0 1 5 1 5 1 6 The Objects Menu The Help Menu The Context Sensitive Menus 1 The Primitives Menu 2 The Vertex Operations Menu 3 The Edge Operations Menu 4 The Face Operations Menu 2 0 The Body Operations Menu 3 Advanced Menus 4 A Little Tutorial 5 Advanced Menu Command Reference Guide 5 1 Vertex Operations with Advanced Menus 5 2 Edge Operations with Advanced Menus 0 3 Face Operations with Advanced Menus 0 4 Body Operations with Advanced Menus 6 Reference Guide to Hot Key Assignments 1 2 ac 2 e je O1 OI OI OI OI 0I
13. Dissolve Collapse Deform Figure 46 The Vertex Operations pop up menu General If one or more vertices are selected right clicking in the workspace will bring up the Vertex Operations Menu This will allow you to perform operations unique to vertex manipulations VERTEX MENU MOVE Normal moves the selected vertex vertices along their normal A normal is a vector line of direction that runs out perpendicular to the reference element Free Will move the selected vertex vertices in the direction of mouse movement This can be very useful when in Orthographic mode since it allows you to use the mouse to move vertices in two cardinal directions while locking out movement in the third X constrains movement along the x axis Y constrains movement along the y axis 72 DRAFT 1 6 Z constrains movement along the z axis VERTEX MENU ROTATE Vertices will rotate about one center of mass for the entire selected set whether or not they are adjacent Note that this works fundamentally differently than how faces or edges rotate At least two vertices must be selected for this to have any effect at all Free Will rotate the selected vertices in the direction of mouse movement X constrains rotation about the x axis Y constrains rotation about the y axis Z constrains rotation about the z axis VERTEX MENU SCALE Requires two or more vertices to have any effect Scale operat
14. Menus WINGS3D USER MANUAL VERTEX MENU DEFORM Wings3D has several deformation tools avallable as listed below Crumple moves selected vertices randomly Good for adding noise Inflate moves selected vertices along their normal out from the center of mass of the selection If you have a hollow object and select vertices on the inside as well as the outside of the object Inflate will cause the vertices on the inside and outside to move outward just as if you were inflating a balloon In other words the outside vertices move on their positive normals while the inside vertices move on their negative normals This can be a very powerful modeling tool Note however that Inflate can cause faces to collide with each other and can therefore ruin a model rather quickly Be judicious in its use especially in areas of dense geometry that may be oriented towards other parts of the model Some Examples Taper X Y Z will evenly spread the vertices apart radially along the selected axis Note that the reference point for the Taper operation is at the middle of the model Twist X Y Z This twists the selected vertices around an axis parallel to the chosen major axis The axis will be pass through the center of bounding box for the selected vertices Note that the anchor stationary end of the model always faces the negative side of any axis chosen To twist round the other way the model has to be rotated 180
15. O1 OI OI OI OI OI ON Ol Ol Section 6 Windows 6 1 Outliner 6 2 Geometry Graph 6 3 UV Mapping Mode section 7 Plugins section 7 1 YafRay Section 8 Resources 8 1 Wings3D Links 9 2 Polygon Modeling Links 9 3 UVMapping and Texturing Links 9 4 Rendering Links 8 9 Graphic Utilities 9 6 Specialty Applications 9 Books 9 8 Tips and Tricks 8 9 Step by Step Glossary References Index DRAFT 1 1 LIST OF FIGURES Figure 1 The Wings3D program window Figure 2 The Title Bar Figure 3 The Menu Bar Figure 4 The Icon Bar Figure O The Status Bar Figure 6 Contest Sensitive Menus Figure 7 A cube primitive has been added to the Workspace FigureS Basic Wings navigation Figure 9 Working with the Wings interface Figure 10 Roughing in the basic form Figure 11 More basic construction Figure 12 Building the main roof Figure 13 The side roofs Figure 14 The porch overhang Figure 15 Under the porch Figure 16 Completing the project Figure 17 The dog house rendered in Vue Figure 18 Cube preparation Figure 19 A refresher Figure 20 Working with the context sensitive menus Figure 21 A palm is born Figure 22 Cut in the finger nubs Figure 23 Cut in the thumb nub Figure 24 Extrude the fingers Figure 25 Extrude the thumb Figure 26 The Smooth operation Figure 27 Adding details Figure 28 The hand completed Figure 29 The Wings Material Editor Figure 29a An example
16. Perspective view The view as it appears when the Orthographic View option is turned off Lines not parallel to the viewing plane appear to converge towards an imaginary vanishing point thus creating the illusion of depth Pole Anything other than a 4 way intersection of edges 2 3 5 or more edges intersecting These will stop the flow of an edge loop Polygon modeling one of the two main modeling techniques wherein an object is subdivided into finer and finer polygons so as to approximate the shape of the intended model Wings3D is a polygon modeler Quadrangulate The automatic subdivision of faces with more than 4 edges into quads wherever possible and triangles when quads are not possible Quadratic A light setting that causes the light to Fall off in a quadratic manner Quads Short for Quadlateral Four sided faces Region A set of adjoining faces Segmentation Where you divide your model into one or more charts Charts can be cut along edges example if you want a spherical mapping of sphere make a cut from north pole to the south pole and continue with unfold If you cut the sphere with an edge loop you will get 2 charts Shininess A material parameter that causes highlights on the surface Smooth shaded A mode of viewing the model that shows the faces without the edges as if one degree of smoothing has been done Smooth subdivision A method of subdivision modeling that causes the model to smooth out i
17. Then Connect the vertices on the top outside edges on the sides of the gables Figure 13 The side roofs Select the two side roofs and Inset outward a and then Extrude Normal up bj Select the four edges two on each roof and Connect cj Move the new edges up e Switch to Vertex Mode and Scale the two outer most vertices in X to form the gables f DRAFT 1 6 23 Section 3 A Quick Start Guide WINGS3D USER MANUAL Connect the front side top edges Figure 14 a Then select the two lower edges of the front top and Connect them Figure 14 b Switch to Vertex Mode Figure 14 c and Scale the vertices down in Y to bring the two lines close together and then Move them down in Y to bring them closer to the door Figure 14 d Select the two edges we just positioned Figure 14 e and Cut them by 3 then do a Connect on the resultant vertices Figure 14 f Scale them apart in X by Figure 14 The porch overhang Connect the side edges of the top front face a and then Connect the lower set again bj Select the vertices and scale them down in Y to bring the edges closer together c Then Move them all down closer to the door d Cut the edges by 3 e and Connect the resulting vertices f and scale them apart gj to form a face that will become the porch roof h Then Extrude that face i 40 Figure 14 g Select the new face Figure 14 h and Extrude it Normal by 0 5 Figure 14 1 select the top back edge of the porch roof Fig
18. X Y and Z letters will float at the ends of the three axes to help keep you oriented The X Y Z and X Y Z Color boxes allows you to set the color for each axis which also helps keep you oriented while modeling These are set by the color preferences boxes for each just like in the Color options described above Background Text BB Selection Edges BB Hard Edges BN Wire Edges Grid Color BB Force Axis Aligned Grid Highlighting M Vertices e Edges w Faces P Ubjects Unselected P Selected Ww mart Highlighting vector Display Auto Rotate Length 1 0 Ang le Width 2 0 Color E Delay ms 60 Ases Miscellanous M Show Asis Letters Color BBB Color Y Color jj Y Color B f Color MB Z Color 11 0 Auto save interval min 5 M Advanced Menus Mm show Debugging Info Figure 38 The Preferences Menu 02 DRAFT 1 6 WINGS3D USER MANUAL Section 5 1 The Menus OK Cancel Miscellaneous There are several miscellaneous preferences as described below Auto save interval min saves to a temporary file with the extension wings_as lt will NOT overwrite the current file If there is a crash the next time you try to open the file with wings extension you will get a prompt asking you if you want to load the auto saved file instead It compares the date time of the files Auto save won t start before you have done a save as once If y
19. adding muscles and details Link http www 3dlinks com tutorials GENERAL Face_Modeling_1 cfm Spiraloid Digital Sculpting Forum moderated discussions What reference guide would be complete without a link to the Spiraloid Digital Sculpting Forum This is a closely moderated community so be sure to read the rules before posting to avoid being ejected Very informative discussions from a great collection of master modelers Just go read and learn And if you post be polite ask don t demand and don t forget to put in that link or image in your post if you read the rules you know what mean Link http 7 cube phlatt net forums spiraloid DRAFT 1 6 115 Section 8 Plug ins WINGS3D USER MANUAL 8 3 UVMapping and Texturing Links UVMapper You can download the free Classic version or buy the new low cost Pro version if this UV mapping mainstay Has a live link to your paint program so that you can see changes to your texture map almost in real time Pro version Link www uvmapper com UltimateUnwrap3D Another mainstay in the UV mapping software area Link http Error Hyperlink reference not valid Project Dogwaffle free natural paint program with an SDK for plug in developers Link http www geocities com SiliconValley Ridge 7251 cyberop htm The Gimp a very powerful OpenSource paint program Link http www gimp org Infinity Textures seamless texture generation software Very reasonably price
20. boxes You can use them to place an object at any given location such as putting a hat on a hat rack To do so select a vertex on the hook of the hat rack and do a Save Bounding Box Then select a vertex on the inside of the hat and do a Move To Saved BB The hat will snap right into place Image by Mentat7 www sargentgfx com Rendered in Cinema4D DRAFT 1 6 65 Section 5 1 The Menus WINGS3D USER MANUAL 5 1 6 The Objects Menu Show And Unlock ALL Hide Selected Hide Unselected Lock Unse lected cubel Figure 43 The Object Menu Objects Menu General The Objects Menu presents you with options limited specifically to whole objects OBJECTS SHOW AND UNLOCK ALL Pretty self explanatory It shows all objects in the workspace and if any of them were locked unlocks them making all objects eligible for further manipulation OBJECTS HIDE SELECTED Hides any object or multiple objects that are currently selected This is handy to hide a large easily selected object so as to be able to get to and manipulated a smaller object that his mostly or completely obscured by the larger object Once hidden the objects are locked and therefore protected from any changes OBJECTS HIDE UNSELECTED Hides any object that is not currently selected Hidden objects are automatically locked and protected from any geometry orientation changes OBJECTS LOCK UNSELECTED Locks unselected obj
21. can drag an image into the AutoUV window There will be more in a future release Tip by Bjorn Gustavsson 6 2 Geometry graph The geometry graph only list the objects including lights in the workspace Here you can lock hide duplicate and rename objects The graph becomes more important as the number of objects in your scene increases 102 DRAFT 1 6 WINGS3D USER MANUAL section 5 2 6 AutoUV Mapping Section 6 3 UV Mapping at Wings 3D Geometry Continue Segment by AuyChart1 AuvChart2 AuvChart3 AuvChart4 AuvChart5 AuwChart6 AuyChart AuyCharts AuvCharts select Cancel maon 0 D i a a O Note the Segmenting Message at the bottom of the screen Segment ing The UV Mapping Segmenting Mode window Note the new menu available in this mode Here you will divide up your model into slices called charts which will be laid out on a texture map You can hand create the charts or have wings do it for you UV MAPPING SEGMENTING MODE There is a new step in the autoUV called segmenting You use the segmenting step to create charts and cuts A chart is an area a set of connected faces of your model that will mapped to a 2d surface as a separated area You can let Wings do the work for you by clicking continue or if you want more control you can do it yourself in this window This sections explains how When you enter the segmenting step you ll have the model s materials as your
22. charts you can use them as your charts by pressing continue You can also do it by hand to have more control over how the charts are DRAFT 1 6 created Select faces and choose one of the AuvChart 1 9 charts If two or more groups of selected faces use the same AuvChartX they will treated as two or more charts if they share no edges In this way you can create more than 9 charts Continue Despite being on top of the list Continue will be the last thing you will do When your satisfied with your charts and cuts if your are going to use the unfold algorithm Press continue and choose the 3d to 2d mapper method Projection or Unfolding 103 WINGSS3SD USER MANUAL Continue Projection Projection computes the weighted normal for the chart larger faces contribute more to the normal than smaller faces and projects the 3d to chart on a 2d plane This was the method used in the old autouv Projection needs almost flat charts 2d planes to be able to create a good 2d mapping It will also use your materials as a guide to breaking up your model into smaller charts SEGMENT BY PROJECTION Continue Unfolding Unfolding computes a ed drawing by unfolding the model mathematically this method should be used when your charts isn t flat close a 2d plane If you have bad charts and cuts the unfolding algorithm may produce strange results but provided good charts and cuts in the right places the result s
23. degrees first Torque X Y Z This twists the selected vertices around the chosen major axis X Y or Z Note that as with standard Twist the anchor stationary end of the model always faces the negative side of any axis chosen To twist round the other way the model has to be rotated 180 degrees first In the image below Twist Y and TorquelY will do exactly the same thing Both will twist the cylinder around the Y axis because the cylinder is exactly centered in the middle of the workspace Figure 47 Twist and Torque A cylinder placed in the center of the workspace a exhibits exactly the same result b when subjected to either Twist Y or Torque Y 74 DRAFT 1 6 WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus In the image below Twist Y twists the off around the workspace Y axis yielding center cylinder around a vertical axis passing different results through the center of the cylinder TorquelY on the other hand will twist the cylinder Figure 48 Twist vs Torque A cylinder is moved off center in Z by 1 unit a Then a Twist Y by 180 is applied The result is exactly as in Figure 47 An Undo converts it back to a standard cylinder a and then Torque Y by 180 is applied The results are completely different You can achieve dramatically different results asymmetrical a In b we have applied a between Twist and Torque on asymmetrical Twist Y by 180 degrees You can see that ob
24. e r ae s REE CE ELA gt o A MA as before Left click to A E A E E j A A EL q a a e a A A a ma A a al ea T E A E E ee Figure 58 Magnet operations in Wings what happens After you have the feel for all this adjust the mouse until your D reads 0 50 and your R reads 1 00 again Your grid should now look like mine Figure 58 d Besides the plus minus keys you may have noticed the status bar indicates that the numeric keys 1 2 3 and 4 also do something Furthermore you may have noticed that the 2 option has lt lt braces gt gt around it The braces indicate the type of magnet you currently have implemented in this case Dome There are four types of magnets to choose from Bell Dome Straight and Spike selected by their respective number key So let s see what they look like Work in the other three sectors of our grid and set up and execute a magnet as we did before but this time when DRAFT 1 6 ie ad dragging out the distance press the number 1 on your keyboard to see the effect of a Bell magnet End with the settings D 0 50 and R 1 00 in a3 a a a complete the operation and then hit the Space Bar to clear the selection Repeat the whole works again for straight and Spike Your final grid should come out looking something like mine Figure 58 8 Finally lets combine the effect of Vector Operations and Magnets Choose the central vertex in the grid and right click to bri
25. edges or if you want a spherical or cylindrical mapping you must have cuts A spherical mapping is done by making a cut between the poles of the sphere And a cylindrical mapping is done by making three charts two discs one with a cut See the image on the right Quick Tip Using Cuts In the cube example there is only one chart selected the edges that are green and used 106 DRAFT 1 6 Cutting up a cube Z e the command Mark Edge for Cut then choose Continue Unfolding In the cylinder example there are three charts To have the middle part of the cylinder unfold properly have marked a single cut along one vertical edge In this case simply used Segment by Feature Detection which created the charts and the cut automatically can keep the layout it gave me or do some minor edits Once done click the Continue Unfolding WINGS3SD USER MANUAL SEGMENT BY FEATURE DETECTION Once you have decided on how to segment your model via Projection Feature Detection or by hand then you can use the Continue option This will bring up a new window titled AutoUV which will contain the Quick Tip Is having more charts better think the general rule is that fewer charts gives more stretching per chart but are easier to paint Both these ops gives the user an initial suggestion which they can alter but feature detection shouldn t be used tog
26. effect click the OK button To return to Wings without making any changes click on the Cancel button A brief summery of the camera mode operations follows DK Cancel Camera Mode amp Mirai o Nendo o Maya o ods mas o Blender scroll Wheel M hHheel zooms foom Factor 20 EA Camera Parameters Field OF View 45 0 Hear Clipping Plane 0 25 Far Clipping Plane 1000 0 Figure 37 Camera modes he Camera Mode sub menu has options to set the camera up to your liking It also has settings to use the scroll wheel for zooming the field of view and the depth of the near and far clipping planes 90 DRAFT 1 6 WINGS3D USER MANUAL Section 5 1 The Menus Mirai mode mmb click and release rotate mode mmb scroll wheel zoom arrow keys translate view rmb return the original view prior to tumbling Q toggle rotate translate while in rotate mode Maya mode alt Imb rotate view alt mmb translate view alt Imb mmb zoom view 3ds Max mode mmb rotate view ctrl mmb translate view Nendo mode mmb click rotate mode while in rotate mode mmb or rmb drag to zoom Imb to exit rotate mode alt ctrl mmb zoom view Blender mode mmb rotate view Shift mmb translate view arrow keys translate view In Nendo mode you may use Ctrl rmb click to enter rotate mode if you don t have a middle mouse button Ctrl mmb zoom view If you don t ha
27. enable secondary selections This does not sound all that significant at first but it is Just what a secondary selection is may need a little explanation After making your primary selection say you select an edge normally you will be given options to manipulate that edge along its normal free or along the positive or negative X Y Z axis only Sometimes you would like to use another axis or vector to work from This is what enabling secondary selections does for you It allows you to define just about any vector as the axis of operation for a given command Consider the simple example presented in Figure 354 WINGS3SD USER MANUAL FUN Figure 54 Standard vs Advanced Menus In the top two panels are screen shots taken with the standard menus on In 54 a you can see that we can move the selected vertex along its Normal Free or in the X Y or Z directions only 54 6 shows the result of moving the vertex along X by 0 5 units Now take a look at panel 54 c where Advanced Menus have been turned on and compare it to panel 34 a Notice two things DRAFT 1 6 Section 5 3 Advanced Men immediately First the arrowheads in 34 a have become small dots in 54 c Second the messages on the status bar have changed dramatically Be sure to pay attention to the status bar when modeling in Wings especially when you have Advanced Menus on for very important instructions are given there In this case the status bar is telling
28. i e camera and work environment settings VIEW GROUND PLANE Toggles the ground plane visibility on off Each grid cell of the ground plane represents one unit in Wings A unit can be whatever you want it to be DRAFT 1 6 VIEW AXES Toggles axes visibility on off VIEW WORKMODE lab Toggles the display between work mode and smoothed mode VIEW SMOOTH PREVIEW Shift Tab Sets the view mode to shaded and performs one level of smoothing on a temporary basis so that you can see what your model will look like after smoothing You cannot model in this mode VIEW WIREFRAME Sets the display mode to wireframe If you want to extrude a face into the model set your model to wireframe mode first and you will be able to see how far into the model you are going VIEW SHADE Sets the display mode to solid flat shading Toggles between smooth shaded view and solid view on your model In smooth shaded view the materials being used become visible This is sometimes referred to as a Wings render VIEW TOGGLE WIREFRAMED SHADED W Toggles between wireframe and shaded views of the model This is a handy toggle to use In conjunction with the Tab key Tab will show you a temporarily smooth shaded version of your model which you can then overlay with the wireframe by hitting the W key This wire on smoothed view can be helpful to see how edges affect the overall form of the subject while modeling 00
29. id eI USI O air rines eo PEEP ABOUT marsie debia e The Context Sensitive Men di a dada ee INE EMTS Mateo Primitives Menu General eae ne Vertex Operations IVIGMUSssaninee Witte id e Se da Vertex Operations Menu General VENTE IME NGH MOVE dera n a VENTESIMENCO SCALE aia ao oa os DRAFT 1 6 WINGS3D USER MANUAL REFERENCES VERTE MENU ae ase eed tected a dae onde A TE 73 VERTEX MENU T FLATTEN it aid dad 73 VERTE MENU CONNEC GC iinet nuns teenaged Ree nena Re aa aan 73 VERTESIMENO TIGA IEIN asta otra 73 VER TEX MENO BE VEE aa o EE a 73 VERTE MENU FCOLLAPSE BSP lisina acid 73 VERTEXIMENO DISSOLVE uvas dadas 73 VERTE MENU DEPOR Movie atada 74 o A deat iat ene Gen ane ladert eid aaah Goan denne 74 Quick Tip Experiment with Deformerss cccccceeeeeeeeeeeeeeeeeeeeeeeseaeeessneeseeneeeggs 76 9 29 The Edge Operations WM a Rae ai 76 32029 The Edge Operations MN ii 77 Deo The Edge Operations Menta a adds 78 Edge Operations Menu General 78 EDEE MENO MOVE saarka a aval 78 EDGE MENU TARDA TE panda ro icdis 78 EDGE MENO SCALE at dic cade 78 EDGE MENU EXTRUDE 20 ad 78 BOGE MEN CUT iria asado dl 79 EDGE MENU ENNNECTS 0 A A A a doi 79 EDGE MENU BEVE eoa O EE ANEA a 79 EDGE MENU DISSOLVE BKS p ati aa T a ON a 79 Quick Tip Creating round eyes from square holes oocooocccccccccconncononnnoncnnann ranas 79 EDGE MENU COLLAPSE sorna dana 79 EDGE MENG TARDINESS ense e E a ds 79 Quick Tip Replace your hard edges
30. in what Jakob Cederlund calls geometric art i e objects that are highly symmetrical lt is good for selecting faces widely apart The rules for similarity are as follows Faces Same number of edges Sum of edge lengths approximately equal Sum of angles between each pair of edges approximately equal Edges Approximate length of edge equal Angle and length of the nearest four edges approximately equal Vertices Angle and length of edges going out from the vertex approximately equal This may be the least useful of the bunch as it seldom finds many hits Note that Less does not deselect items selected via Similar i e tt does not revert to the original selection set 60 DRAFT 1 6 SELECT ADJACENT VERTICES selects vertices adjacent to the currently selected vertex vertices EDGES selects edges adjacent to the currently selected edge s FACES selects faces adjacent to the currently selected face s If you press the same key several times the selection will grow each time In vertex selection mode pressing the v will grow the selection in exactly the same way as does SELECT MORE However in edge selection mode pressing e will grow the selection by selecting the four edges nearest each edge SELECT MORE on the other hand will select all edges that share a vertex with a selected edge To see the difference select one edge on an icosahedron or a grid and try both commands In face selection mod
31. light present everywhere lt has no locational source nor direction Since ambient light is everywhere from all directions it can cause your model to look completely flat if used by itself So always use ambient lights in Conjunction with other light sources Lights in Wings are further explained in the Help Menu under Light Basics Light parameters are adjusted by selecting a light and then right clicking to bring up the Light Operations Menu Image The Image Primitive Is simply a plane that has an image pasted on it The image can be a BMP TIFF or Targa file all of which must be 24 bits deep Simply select Image then select the type of image from the sub menu then navigate to the image file you want to use Be aware that Wings works with images sized by powers of 2 1024x1024 or 64x128 for example This does not mean that Wings will not load your image if it is not so sized but it will pad it to be powers of two prior to displaying it This should be transparent to the user Once you load the image a plane will appear centered on the screen standing up vertical on the Z axis You can use this as a reference plane to assist you in your modeling You can use two Image primitives to perform a modeling technique know as Rotoscoping where one Principles of Three Dimensional Computer Animation Revised Edition Michael O Rourke W W Norton 8 Company O 1998 pp 89 92 70 DRAFT 1 6 image is from the front and the other from
32. menu As with Move first define the vector to rotate about with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent rotations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu DRAFT 1 6 Body Scale LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to scale along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent scale Operations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu Body Duplicate LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to duplicate along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be
33. more than 60 degrees However you can set the crease angle by clicking on the parameters box to the right on the menu to suite your own needs WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus OBJECT MENU DUPLICATE Creates a copy of the selected object Moving the mouse before doing another click will move the copy in the desired direction as chosen in the sub menu Free X Y or Z Free Moves the newly created object in the direction of mouse movement X The newly created object will move in X or X directions only Y The newly created object will move in Y or Y directions only Z The newly created object will move in Z or Z directions only OBJECT MENU DELETE Bksp or Del Will delete one or more selected objects They can be recalled via Undo OBJECT MENU MODE This lets you shift from Vertex Color mode to Material mode on selected objects Note that objects that have UV Texture coordinates cannot be shown with vertex colors DRAFT 1 6 OBJECT MENU STRIP TEXTURE This will strip the textures from an imported model OBJECT MENU UV MAPPING experimental This brings up the AutoUV utility a subprogram to Wings3D To execute AutoUV select the whole object you want to map and then choose UV Mapping experimental from the Object menu The Wings geometry window will change to have only three icons at the top Vertex Edge and Face selection icons Furthermore rig
34. of the given plug in for any additional documentation or guidance that may be available This section is largely of historical interest since many of these plug in have since been incorporated into the Wings core program However include them here because they are still valuable as learning examples for anyone seeking to develop their own plug ins and because the authors of have made make no effort to distinguish between historic and current plug ins because they change frequently enough to make that distinction irrelevant in this format A plug in today could easily be part of the Wings core tomorrow In this section will briefly describe the known plug ins at this time give a brief description of what they do and provide a link to where they can be found or could be found at the time of this writing apologize for any omissions on my part and will gladly include any other plug ins that am these plug ins deserve some public made aware of recognition here for the contributions they Draw Loop Plug in by clacos Link http membres lycos fr dong3d plugsdone Installation Place in the wings3d plugins commands directory Description Adds the Draw Loop command to the Tools menu When invoked Usage When invoked Extended Renderman Output Plug in Additions made by Danni Coy rgcoy midcoast com au Link http 7 www midcoast com au rgcoy hobbies wings html Installation Run the windows installer no specia
35. options sub menu As with Move first define the vector to scale along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent scale Operations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu DRAFT 1 6 FACE EXTRUDE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to extrude along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent extrusions can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu FACE EXTRUDE REGION LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to extrude along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse
36. results you want the model will be much more efficient and it will most likely look better too Remember that hand in Figure 28 was never smoothed not even once Often a model will loose desired edges and creases when it is smoothed Fortunately there are a couple of ways to keep sharp details even on a smoothed model You can use Bevel on corners to add a slight chamfer which will help preserve the detail You can also select the necessary edges and set them to Hard Be sure the model export format and the rendering engine you intend to use supports Hard edges or you may not get the results you expected Bevels on the other hand will always do the trick Another reason to use Bevel instead of hard edges is that they help show off detail It seems that sharp edges dont show specularity well making details hard to see By giving man made objects softer edges via Bevel it increases their specularity thereby drawing out the detail that would otherwise ye be lost Some on line model stores will not even accept models for sale that do not use beveled edges to maintain detail so avoid hard edges if you can a p 5 W MINAS A RINNE INTA l i Ta Ma y a And as with smoothing some people tend to Y iA Bevel too soon in the modeling process It Ly should be one of the last things you do unless you are using it to create new base geometry The reason is that it over complicates your model forcing you to 3D Mo
37. spend any further time discussing it here One of the mistakes new modelers often make is subdividing their models too soon and or too often Our hand exercise in the previous section provides an excellent example of what mean Take a look back at Figure 26 then look at Figure 28 While neither hand looks all that great you will have to admit that the hand in Figure 28 is much better than the one in Figure 26 Why is this Because the modeler me in Figure 26 tried to rely on smoothing to make his hand look organic way too soon in the modeling process Whereas the modeler me again in Figure 28 took the time and effort to add in 41 Section 4 The Nature of Subdivision Modeling WINGS3D USER MANUAL critical detail by connecting vertices and manipulate many more elements than you edges tediously moving points up down in otherwise would have had to deal with had and out until the hand looked much more you not beveled too soon natural without ever even doing a smooth When modelers smooth too soon and don t get the organic form they were hoping for they then often resort to smoothing again to make it look well smoother Some people will smooth a model three or four times to try and get it to look right This is almost always a mistake It creates very bloated models high in polygon count which devour lots of memory needlessly If you take the time to hand craft in details then one smooth is likely to give you the
38. standard Vertex Operations menu WINGS3D USER MANUAL Section 5 3 Advanced Men 5 5 3 Face Operations with Advanced Menus FACE MOVE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu First define the vector to move along with the LMIB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent moves can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu FACE ROTATE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to rotate about with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent rotations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu FACE SCALE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the
39. the cube is selected DRAFT 1 6 2 7 Section 3 A Quick Start Guide WINGS3D USER MANUAL Now that the cube is selected we can change its basic shape via some of the Body functions found in the Body Operations menu With the cube still selected right click out in the open workspace somewhere to call up the Object enu A menu will pop up with all the available functions for full body manipulation y FR z Y PRADA TA as ls a Figure refresher With the cube selected right click in the Workspace to bring up the Object Menu Only operations relevant to object manipulation are available 20 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide Hover over Scale and a sidebar menu will come up with things you can do regarding the Scale function Figure 20 Working with the context sensitive menus Menu items with side arrows have associated Side Bar Menus Selecting the menu item in this case Scale will bring up the Side Bar Menu Here we select Scale Z so that we can make the cube thinner DRAFT 1 6 29 Section 3 A Quick Start Guide WINGS3D USER MANUAL Click on Z to limit changes in scale to the Z axis and then drag your mouse to the left the Z direction to make the cube narrower Figure 21 A palm is born The cube has been adjusted to form the palm of our hand model Left click to end the Scale operation 30 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Sta
40. the local form on a given area of a model and the do a Smooth You can then continue to work the model Once you are done do a Select By Hard Edges and then apply a slight Bevel If you find that your bevels do not hold the form true after a Sample smooth it probably indicates an area of the model in need of more geometry Try adding some additional edges near the bevels and do another test smooth Now the bevels should hold the form of the model true while eliminating the hard edges from the final model EDGE MENU LOOP CUT This is one of the most important commands in Wings If you have a complete edge loop that closes on itself you can cut the model in two with Loop Cut For example if you have an edge loop that completely encircles the 80 DRAFT 1 6 arm at the shoulder you can select that edge loop and do a Loop Cut to sever the arm from the model Then you can work with both parts independent of one another or even save one part out as a separate model This can also be useful in symmetrical modeling If you create your rough model with a clean central edge loop you can develop detail on one side of the model then periodically Loop Cut the model delete the non detailed side and then Mirror the detailed side to quickly duplicate all the detail from one side to the other This can be a great time saver EDGE MENU TURN This command is intended to be used on models that have been triangulated It can easily destro
41. the model to a greater degree than is possible in Nendo for a smoother looking model while still retaining the colors Currently Wings only import textures from the OBJ format not 3DS Acceptable file formats for textures are 24 bit BMP TGA and TIFF FILE EXPORT Nendo ndo 3D Studio 3ds Hash Model mdl Wavefront obj VRML 2 0 wrl YafRay xml Optional saves all objects in workspace in Nendo ndo 3D Studio 3ds Animation Master mdl Wavefront obj or VRML 2 0 wrl format When YafRay rendering software is installed this option will appear There are option boxes for 3ds and obj exporters 48 DRAFT 1 6 which bring up sub menus for specifying parameters The option box for 3ds allows you to enter an export scale The option box for obj allows this and a check box to create One group per material YafRay uses the Options setup under the File gt Render gt Yafray panel Quick Tip Rendering with YafRay On the PC side you can send a file to render in YafRay right from wings but on the mac side you are limited to exporting the model and rendering from the command line See section 7 1 YafRay FILE EXPORT SELECTED Saves selected elements in one of the export formats see FILE EXPORT Note that the selection can be of any type e g face selection FILE RENDER Renders the workspace using either the default OpenGL render routine or YafRay if you have instal
42. the surface too harsh by tightening select areas by small amounts You can get your model into a more UV friendly paintable state by tightening a lot thus avoiding areas where there s overhang or creases Alternatively you can tighten in the opposite direction un tighten by small amounts where your surface is too smooth lt will make differences in edge length more extreme If you find a model is coming out too gooey when smoothed un tighten it a bit before smoothing it might help Tighten may work slightly differently from Nendo Wings calculates all directions once before the drag is started Nendo might recalculate all directions after every mouse move It would probably make a difference if adjacent vertices are selected which they usually are VERTEX MENU BEVEL Bevels corners at selected vertices thus creating new faces lt has no effect on isolated vertices where two edges fail to intersect with any other a single edge cut in two Such vertices should be eliminated by the way via the Collapse tool VERTEX MENU COLLAPSE Bksp Removes the vertex adjusting the faces and edges associated with it accordingly and leaves you in Face Selection Mode VERTEX MENU DISSOLVE Removes the vertex Unlike Collapse Dissolve leaves you in Vertex Selection Mode so that you can continue to select and eliminate vertices without having to switch back from Face Mode 73 Section 5 2 The Context Sensitive
43. then Move Normal to make knobs WINGS3D USER MANUAL Section 5 1 The Menus 5 1 5 The Tools Menu Align Center cave Bounding Box Scale to Saved BB scale to saved BR Proportionally Move to Saved BE Set Default Axis virtual Mirror Tweak Figure 42 The Tools Menu Tools Menu General The tools menu contains some functions that will interact with other Wings commands TOOLS ALIGN All X Y Z Radial X YZ Radial Y XZ Radial Z XY Aligns all selected objects based on the bounding box of the selection for each element This can be useful to line things up once they have gotten off center For example by using a series of Aligns you could get wheels on a model that have become misaligned back into proper positions relative to each other lt does not align vertices edges or faces to an axis on the same model DRAFT 1 6 TOOLS CENTER All X Y Z Radial X YZ Radial Y XZ Radial Z XY Centers objects in the workspace based on the bounding box of all selected items If you work on a large model that has sort of grown off in one direction you can quickly center it in the workspace again Also if you have multiple objects in a complex model and you ve lost track of one of them you can select it via the Objects Menu to be discussed latter and then Center to find it again TOOLS SAVE BOUNDING BOX Saves the bonding box of selected items from one or more obj
44. too And a Smooth will help you isolate and fix problems in your model caused by bad geometry that some times lurks in unexpected places Move Figure 26 The Smooth operation he hand in Flat Shaded Mode top left and in Smooth Shaded Mode top middle With the hand selected do one Smooth operation top right You can see the results of the Smooth in Flat Shaded Mode on the bottom image set here the left one while the hand is still selected On the far right is a smooth shaded view of the hand following the Smooth operation While it looks much more organic it still appears to be far from natural Hit the Space Bar to make sure nothing is selected Now left click on the Smooth Shaded Icon the rightmost icon on the left set of icons on the Icon Bar to see what our un smoothed hand looks like Yikes Hit the Tab key to leave Smooth Shaded Mode Note that you can enter and leave Smooth Shaded either way via the icons or via the Tab key Now select the hand again and do a Smooth Hit the Space Bar to deselect the hand and then hit the Tab key to see the smoothed hand in smooth shaded mode Not very impressive DRAFT 1 6 35 Section 3 A Quick Start Guide WINGS3D USER MANUAL Now undo the smooth by selecting the Undo function from the Edit Menu Do this as often as needed to get back to the un smoothed version of the hand We will now attempt to make it look at least a little more natural by adding some finger nails some knu
45. used to dolly the camera while working Subsequent duplications can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu 99 Section 5 6 Reference Guide to Hot Key Assignments WINGSS3D USER MANUAL 5 6 Reference Guide to Hot Key Assignments Wings allows you to make your own hot key assignments To do so select the operation you want to do then with that operation still selected hit the Insert key on your key board then hit the key or key combination command Similarly by pressing Delete on a command having a hot key that hot key will be removed Of course Wings comes with a number of hot key assignments already The following is a quick guide to the predefined you want to use as the hot key for that Wings hot keys Key Shift Key Ctrl Key Ctri Shift Key Alt Alt Ctrl Key A Aim A View Frame A Select All Verts Edges Faces or Objects B Body Mode C Vertex Connect C Edge Connect D Edit Repeat E Edge Mode F Face Mode G Select Edge Ring D Repeat Drag Select Similar Select Inverse L Select Loop L Select Region L File Merge N File New O Orthographic View O File Open Q tumble track toggle in Mirai and Nendo camera modes Q File Quit R View Reset View R Reset OpenGL S Face Smooth S Body Smooth T Edge Turn U View Auto Rotate V Vertex Mode W
46. vertex positions After Invoking the tweak command the current selection mode and selection is saved Then you may click on and drag one vertex at a time The vertex moves in the plane parallel to the view plane the same as move free You may do camera operations in between dragging vertices but nothing else A right mouse button click exits tweak mode and restores the saved selection and selection mode Torus Plug in by Anthony D Agostino scorpius Link http ourworld compuserve com homepages scorpiuS uvtorus zip Description This plug in enables Wings to generate three types of tori a standard torus and two variations like those included with LightFlow lt allows the user to specify the major and minor radius as well as the U and V resolution For the two variations a loop and loop radius can also be specified along with other parameters for finer control Installation Unzip the archive in the Wings3d directory Usage Find the new primitives in the object creation menu Hint To keep faces square make sure Ures Vres equals Major Minor Radius Turn edge plug in by Chris Osgood WingsOne Link www functionalfuture com wingsone Description Installation Unzip in your Wings folder Usage Use t hot key for normal turn T for optimized turn Virtual Mirror plug in by Chris Osgood WingsOne Link www functionalfuture com wingsone Description When completed this will enable virtual mirror modeling in Wings Insta
47. want it to You can even use a remote object for this vector definition process Once you are happy with the direction of your vector then click the Right Mouse Button Now you can move the mouse and watch the face move along the vector you just defined Notice the instructions on the status bar as you are dragging It now tells you that you can constrain the movement by holding down modifier keys while dragging Dragging with the Shift key depressed will cause movement to be constrained to whole units while the Ctrl key will cause movement to be constrained to tenths of units That s it You now know how to use Wings vector operations Just try doing this a couple of times then try a few of the other commands You ll have the routine down in no time Now let s practice a little with magnets 92 DRAFT 1 6 Delete your cube and bring up a Grid primitive right click to bring up the Primitives menu and look for Grid in the list of primitives Don t click it instead click the option box on the right to specify how big we want our grid to be A little pop up box will ask you to specify the number of Rows cols Enter 20 and click OK Grids are great for seeing the effects of magnets Select a vertex four in from the Z X corner as shown below Figure 58 a Now Right Click to bring up the Vertex Operations menu Then Left Click on Move to bring up the options sub menu Figure 58 b Click on the little magnet icon to the right of No
48. with bevels ccccccee ence eeeeeeeeeeeeeseeeesneeeeeas 80 EDGE MENG ROOP CUT avisa atada lo 80 EDGE MENU TORN tner iaoda 80 EDGE MENO OPTIMIZED TURN eria sshd dea cid iia 80 9 2 4 The Face Operations Menu ccccccecce cece e ee eee eee eee eee eeeeeeeeeeseaeeeseaeeesenneseantesenney 91 Face Operations Menu General 91 AN A weed 8 FACE MENU PROTA TE coria ebria A 81 PAGE MENU SGAL E aa a S 81 FACEMENDO ES TRUDE aaan ira ion E ana N 81 FACE MENU Extrude Red lO usina a e a EERS 82 FACE MENGE EXTRACT REGION id aa EEEE 82 FACE MENU TE LATTE N centavos ace cage pl ira pd ea 82 PACE MENU INSET ita neat a bute tent eendaen his ia OA 82 FACE IVIENED ING DE a ca 82 RAGE MENG BEVE ua tenets tinaudessGunianenmas 83 FACE MENU BRIDGE sro tinen arroan ri ik 83 FACE MIERNOM ELINI nara oir or in E E io 83 PAGE raid 83 FACKIFPFOTON sagrada 83 Ce Tip P tt Ori A 8 EEEE EEEE Aaa En 83 FACE MENU MIRROR a a 83 GUIGK Tip FiK that mirror Platea A Lalas ea TR 83 PAGE MENG DISSOLVE BSP A AAA A 83 FACE MENU COLLAPSE Sta io 84 PACOIMENO MD laa A 84 Quick Tip Smooth To Check For Anomalies ocoooccccccccccoccconnnnccnnnncnn nana nnnnr rra 94 FACE MENU SEEMATERA Lana it 84 PAGE ES LATE taaan ic aia a 84 DRAFT 1 6 129 COMPLETE SHORTCUT KEY LIST WINGSS3SD USER MANUAL 0 2 0 The Object Operations Menu cccccc cece e cece cesses eee eeeeseeeeeeeeeeeeaeeeeeaneseeneetenneegs 80 Object Operations Menu General
49. you that a Left mouse click L will allow you 89 Section 5 3 Advanced Men WINGS3SD USER MANUAL to move along the standard axis just like normal but that a Right mouse click R will allow you to select a user defined axis to move along In panel 54 c we have clicked the Right mouse button and are now presented with a new interface which will allow us to make our secondary selections meaning that you can define virtually any vector with a bit of set up It is also handy to note that if you only need one selection to define your vector you can use a single right click to select it and then drag to execute all at once Figure 55 The Wings magnets which in turn will define our new axis often referred to as a vector Notice that the icon bar has changed to indicate that you can select vertices edges or even faces to define this vector and the status bar is giving you new instructions Panel 54 d Make your selections you can use more than one element to define the vector with the Left mouse button and then Execute with the Right mouse button Panel 54 e shows the newly defined axis as a thick blue line passing through the vertex we chose as the vector Finally panel 54 f shows the result of a move along that axis also by 0 5 units As you can see you get very different results Note that you can use another object completely on which to make your secondary selections 90 DRAFT 1 6 But that is not all that
50. 85 OBJECT MENO MOVE ai a NGnmaeRGNES 85 OBIJESTPAMENO ROTA E orador inacaner ous 85 OBJECT MENU SALE aa aetink E E Rca Maes and dates TE aaah E E meneame 85 OBJECT MENA Ei 85 OBJECT MENO INVER Ds aio ines 85 Quick Tip Invert vs IMLPUCG suis gece E o atenaceeods 36 OBJECT MENO TIEFTENS ur da 86 OBJECT MENO SMOC tarot i 86 OBJECT MENO CONIBINE 000 A apine detbetila intern A tenn es 86 OBJECT MENU SEPARATE urna 86 OBJECT MENG CLEAN 02d AA A 86 OBJEC F MENU AUTE SMIDO Tr AA AS 86 Gs Fe Oy Se o 87 OBJECT MENO DELETE Bksp OF Dela rca cdas 87 OBJEC TF MENGI MODE idad 87 OBJECT MENTA STR TEX TIRE srini E EE 87 OBJECT MENU UV MAPPING experimental ccccece secs eeeeeeeneeseeteeeeeseanenenteess 87 A o A aed aT eis ale nnd re sea cia aah ea od ae ee wean baat rt ae lynne urea vie 92 5 5 Advanced Menu Command Reference Guide oocoococcccoccccnnncononnnonnnncann rca nn rn ra nnnran nn 94 9 9 1 Vertex Operations with Advanced IMenus occocccccocccconcnnconnnnconnnconnnncnrnnnnrnnnrnrnnnns 95 VERTEX MOVE Left Mouse Button LMB o oooooccoocccconccroncocnnnco rca conri 95 VERTEX ROTATE ENVIDIA 95 VERTEX SCALE CMB naaa ad 95 Vertex EXT ENVIS AA in A dit 95 Vertex Flarten HIV PR OE PS O CO OOOO e d aeae 95 9 9 2 Edge Operations with Advanced Menus cccccceeeneeeeeeeeeeeeeeeeaeeeeeneeeeeteseneees 95 O A ne ee ee ee ee ee ee er ee 96 Edge Rotate EME suda para inercia ditiabo a a a Sarerm
51. Advanced Menus do for you By enabling Advanced Menus you also get access to the magnets in Wings Remember in the example above we Right clicked on the Move command to enable secondary selections We said if we left click we would get to work on standard axis only But we also would see the magnets suddenly appear as seen in Figure 909 below With Advanced Menus enabled on many of the commands a Left click will reveal the Wings magnets as seen in Figure 59 a above If you click on the actual command Normal Free X Y or Z you will work as normal without the magnets But if you click on the little magnet icon to the right of the WINGS3D USER MANUAL Section 5 3 Advanced Men command then you will enable the magnets Also notice that important instructions are being passed to you via the status bar once again In panel 55 a we have a vertex selected that we want to move but we want the movement to affect some of the surrounding vertices as well So we left click on Move which brings up the Move menu with magnets enabled Then we hover over the magnet icon next to the X option and read the status line The status bar tells us that we must use the left mouse button to define an area of influence or fall off zone for the magnet to affect that a Middle mouse button click would allow us to enter a numeric radius as seen in Figure 96 and that a Right mouse button would use the last radius used We then use the Left mouse but
52. Button Alt RMB to bring up the options sub menu As with Move first define the vector to flatten to with the LMB then execute with the RMB To bring up the options menu AIt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent flatten operations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu 5 5 2 Edge Operations with Advanced Menus DRAFT 1 6 95 Section 5 3 Advanced Men WINGS3D USER MANUAL Edge Move LMB Select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu First define the vector to move along with the LMIB then execute with the RMB To bring up the options menu Alt RIMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent moves can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu Edge Rotate LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to rotate about with the LMB then execute with the RMB To bring up the options m
53. Button MMB can be used to dolly the camera while working Subsequent extrusions can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu FACE EXTRACT REGION LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to extract the region along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working subsequent extractions can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu 97 Section 5 3 Advanced Men WINGS3D USER MANUAL FACE FLATTEN LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to flatten to with the LMB then execute with the RMB To bring up the options menu AIt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent flatten operations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations me
54. D Mi a i i 3 Sr sn E a Ta x ra Me Models by Mike Gleason Rendered in Strata Studio 14 DRAFT 1 6 WINGS3SD USER MANUAL section 2 The Wings3D User Interface 2 7 Gontext Sensitive Menus The ease of use of the Wings3D user interface revolves around the implementation of context sensitive menus accessed via the Right Mouse Button If you are familiar with Nendo these will be intuitive to you but if you are a new user or migrating from another modeling system they bear some explanation The specific context sensitive menu that will be presented when the Right Mouse Button Is pressed over the Workspace is dependent on which Edit Mode you are currently in as determined by the central icons on the Icon Bar while some element a vertex edge face or object is selected If the Workspace is empty or if no elements are selected you will get the 4 Wings 3D Geometry 4 Primitives Menu If vertices are selected the Vertex Menu will come up edges the Edge Menu faces the Face Menu Body full objects the Object enu Each of these will be discussed in the section titled Context Sensitive Menus in Section 5 Suffice it for now to say that the Vertex Menu performs functions on vertices the Edge menu on edges etc Option boxes allow you to specify some parameters for an operation Click directly on the box to bring them up Arrowheads indicate that there is another pop up sub menu for that operati
55. GNING HOTKEYS Explains how to assign and delete hot keys in WingssD Figure 44 The Help Menu HELP ADVANCED MENUS Tells you how to turn on the advanced menus and why you would want to HELP OPENGL INFO Tells you some basic information about your graphics card and how it handles some of the OpenGL properties Could be useful information to include if you report a bug that deals with how Wings displays things on your system HELP ABOUT Displays the current revision number for WingssD WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus 5 2 The Context Sensitive Menus The key to the Wings3D user interface is the use of context sensitive pop up menus These menus are accessed by right clicking in the workspace There are a total of five context sensitive menus the Primitives Menu the Vertex Menu the Edge Menu the Face Menu and the Object Menu not to be confused with the Objects Menu on the Main Menu Depending on what is selected different menus will pop up presenting the user with operations that are applicable to the current situation only In this way the interface is kept clean and simple a joy to work with compared to many overly complex user interfaces found in some graphics and modeling packages 5 2 1 The Primitives Menu Primitives Menu General To bring up the Tetrahedron Primitives Menu Uctahedron right click on the Uctotoad empty Dodecahedron workspace or Icosahedr
56. Lemen This is not really a subdivision modeling tutorial but a drawing tutorial But it will help teach you the proper proportions and shapes needed for modeling a head Link http www anticz com heads htm 3D Animation Workshop by Robert Polevoi An excellent series of lessons on all things 3D The topics range from general 3D concepts to application specific techniques Lessons 51 52 and 53 deal with subdivision modeling with Nendo but take the time to read some of the earlier lessons 1 23 to get a grasp on 3D concepts in general The VRML lessons are very good Lessons 27 32 and 40 45 Lessons 101 104 take you through human character modeling albeit via 3D Max but they are useful Unfortunately Mr Polevoi is no longer producing this series but it Is still valuable reading Link http 7 www webreference com 3d indexa html Subdivision Modeling Resource Page by Tamas Varga It is Mirai centric but there are good discussions on topics fairly universal to subdivision modeling such as the concept of Edge Loops Link http maxrovat sns hu subdiv Subdivision Surface Modeling 101 by Erik Asorson is a 3D Max web page but many of the concepts transfer nicely to other applications as well Link http 7 www geocities com fyer_starter tut_1subd html Mastering 3D Animation by Peter Ratner professor of Art at James Madison University An excellent trilogy of tutorials that cover modeling the human head the human body and
57. Material command Editable properties include Diffuse Ambient specular Emission Shininess and Opacity Diffuse ambient specular and emissive colors are set via pop up color mixers while shininess and opacity are set via sliders The resultant overall material is shown on the ball to the left Here is a screen shot of the Material Editor Note that new materials are not created here Use the FACE CONTEXT SENSITIVE MENU SET MATERIAL NEW to create a new material Any new materials can then be edited via this EDIT MATERIAL menu EDIT CAMERA MODE Wings provides users with the ability to set their own camera options so that you can work the way you like rather than having to work in some predetermined manner There are five camera options to choose from Mirai Nendo Maya 3ds max and Blender Additionally there are options for setting up the scroll wheel for quick zooming with a user selected zoom factor You can also set the field of view and the depth of the near and far clipping planes Mouse Buttons o Une o Two Three WINGS3D USER MANUAL K Cancel This allows you to set Wings up to work the way you are used to working if you have used any of the other 3D modeling packages listed Each camera mode is briefly outlined below Note that Imb means left mouse button mmb means middle mouse button and rmb means right mouse button To make the settings take
58. ON 8 DRAFT 1 6 WINGS3D USER MANUAL SECTION 1 INSTALLATION SECTION 1 INSTALLATION 1 1 Windows This User s Manual was written to the Windows version of Wings3D however the concepts and commands discussed herein should be generally applicable to all platforms to the best of my knowledge An effort will be made to explain where operations differ via platform If you find differences that are not addressed please forward that information to the author so that the manual can be updated appropriately Send changes additions and corrections to jstro swbell net Wings3D is written in the Erlang programming language however there is no need for you to download the Erlang binaries since the ones needed for Wings are compiled right into the Wings distribution If you want to become a Wings developer you will need to download the full Erlang distribution You can download both the Erlang source and runtime libraries and Wings3D binaries for Windows from the Wings home page http www wings3d com 1 3 Solaris These binaries will work for all versions of Windows The Wings binaries are small approximately 1 6 MB The Wings download is a self extracting installer simply double click on it to install Wings When a new version of Wings becomes available simply download the new binaries for Wings and reinstall it right over the old installation You may also want to download the sample plug ins located at the same site
59. OOLS VIRTUAL MIRROR The Virtual Mirror tool puts you into a special modeling mode for creating perfectly symmetrical models To use it select a face to mirror around and then select Virtual Mirror The model will be mirrored from the selected face so that as you make changes on either side of the model they will be reflected on the other side of the model This has the potential for cutting your modeling time in half and can be used to do some things that are otherwise sometimes difficult to achieve such as rotating two surfaces in opposite directions Note that if you want your model to stay centered in the workspace it is best to loop cut the model down the middle delete half the model 64 DRAFT 1 6 select the resulting face and then start Virtual Mirror Create Creates the virtual half of the model which mirrors the real half Note that you can work with either the virtual or real half and actions will be reflected on the counterpart Break Destroys the virtual mirror so that only the real half of the model remains Freeze Makes the virtual half of the model into real geometry thus creating a perfectly symmetrical full model TOOLS TWEAK Tweak is a special modeling mode that allows you to drag vertices freely for fine movements lt is a very useful and powerful tool that warrants getting used to Most of the controls are clearly explained on the status bar at the bottom of the workspace as outlined here
60. RAMED SHADED VW ooooccocccocoonconccconnorncrccr nr rr 99 VIEW SHOVSAVED B B rota cidad a E TET EE 56 VEW SHOW EDGE S rs a a OS 56 VEW T oHOW NORMAL G aii oia 56 VIEW SHOW WIREFRAME BACKFACES c 0oooocccoccconcccnncccnnccnnncrn cnc nr 56 VIEW RESE TIE YV R Jirar are E E N E E ONENOTE AE TEAR 56 VEV A I Aca N N cado 56 VIEW FRAME SNIA Lucia A E E E E EES 56 VEW ORTROERAPRIE VMEN Osa ccoo 96 VIEW TOGENE LIGHTS uan 56 VEW TONEZ TWO DIGIT Sica ici 96 VIEW PSO VW OOS A A E Ae a 56 MEW SHOYY MATERIA ES is 57 VEW FORO TEX TUR EG eins E aa a E E E E SEE 5 7 VIEW VIEW ALONG X Y Z Shift X Shift Y Shift Z 00 cece eee e eee eee eee teen ees 97 VIEW ALIEN TOSELEGTON o a E ach tect dare Leelee decneaisangel eels 57 VEN TAUTO ROTTEN A bt 97 Quick Tip View Orthographic in Wireframe IMOdOe ooooocoooccccocccccnnncononnnonnnnnannnnoo 57 7 A Me Se IOCE V A O 59 SELECT MENU GENERAL 59 SELEO by WESELEG I SPACe ud a clado doo ca 59 SELECT LIWIGRE ltda aida und 59 E EE ole GS eaaa a ee a O 59 DRAFT 1 6 127 COMPLETE SHORTCUT KEY LIST WINGSS3SD USER MANUAL O en os a OB J REGION SMIRE ee ge aia ee ee reer SELECT EDGE ait it a tasers lar cotidianas oE LEGI EDGE RING UG cs einen cance citi di EN SELECT PREVIOUS EDEE HOUR TES rias dicta SELECT NEXT EDGE LOOP RA oia asar occ SELECT SIMIL Mirra ai ina a Rae SELECT ADJACENT its ei dai s O A SELEGA HE RTS is ass SELECT ALL Vertices Edges Face
61. REOF EVEN IF THE AUTHORS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE THE AUTHORS AND DISTRIBUTORS SPECIFICALLY DISCLAIM ANY WARRANTIES INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT THIS DOCUMENTATION IS PROVIDED ON AN AS IS BASIS AND THE AUTHORS AND DISTRIBUTORS HAVE NO OBLIGATION TO PROVIDE MAINTENANCE SUPPORT UPDATES ENHANCEMENTS OR MODIFICATIONS 3DS Max is a trademark of Autodesk Inc Adobe is a trademark of Adobe Systems Incorporated Blender is a trademark of NaN Technologies Camtasia is a trademark of TechSmith Corporation Genesis3D is a trademark of Eclipse Entertainment HyperCam is a trademark of Hyperionics Technology LLC Linux is a trademark of Linus Torvalds Mac OSX is a trademark of Apple Computer Inc Matrox is a trademark of Matrox Graphics Inc Maya is a trademark of Silicon Graphics Inc exclusively used by Alias Wavefront a division of Silicon Graphics Mirai is a trademark of Nichimen Graphics Nendo is a trademark of Nichimen Graphics OpenGL is a trademark of Silicon Graphics Inc Poser is a trademark of Curious Labs Inc Renderman is a trademark of Pixar Animation Studios Solaris is a trademark of Sun Microsystems Inc SourceForge is a trademark of VA Linux Systems Inc TGA is a trademark of Truevision Inc Vue d Esprit is a trademark of e on software Inc Wavefront is a trademark of Silicon Graphics Inc 4
62. RGE ORAC irai E soi 47 PING Save Gtr S osado enamine eioniversdenng AA ESS 47 FILE SAVE AS CPES riada a AA idas 47 FILE SAVE SEES TED a lidia EINER 47 FILE REVER TD aia iaa ir N adi sa 47 AD ago nr A E E A O ten sccit OTA E TNTE TET E OT 47 PLE VEX POR iii 48 126 DRAFT 1 6 WINGS3D USER MANUAL REFERENCES Quick Tip Rendering with YafRay cccccececee cence eee e ee eeeeeeeeeeeeeeteeeeeeeeeateneaeeeeges 48 FILE EXPORT SELECTED nia 48 REE ENDE eer Te ee oi Ga 48 A PPP LO 48 Pete Eee UCI le tick hs acai deesh ameter eon tain claus mame a abla eat aga qaniansannecanuatans A EEE 48 Ot lac Phe Edi Mii arar nue 49 Edit Menu General 49 EW i UNDOAREBO GO Z t a 49 EDIF CIC IGE Ge Eds 49 EDIF UNDO AGA piscis aia bad 49 E FIO eaten tacts E 49 EDIF REPEAT DRAG mt aos 49 EDITA TERA Lidia diia 90 ENITAGAMES AMODE nd dad 90 Mirai mode 51 Nendo mode 51 Maya mode 51 3ds Max mode 51 Blender mode 51 ESL a a Ves tales NCS rerne ii A E EER 51 E A EL 93 EOR ors UNDO TS TOC memean a and Sar a O A E aaa hates 54 Quick Tip Repeat and the Function KeyS oocoocccccocccononcconnnnononnnannnncrn nn nan r rn ra rra 94 Sl e Mew Ern cars asa 99 View Menu General 993 VIEW GROUND PLANE sosser resper eE rie ate MEJIA UA Se 55 MEV VVOSKMODE able sala E 00 VIEW T SMOOTH PREVIEW Shift Jab eieo dit dir dad 99 MIEVV VREFR AME aisanana a a A AA N E ETa ale MEW eared a sb dida ols 39 VIEW TOGGLE WIREF
63. These should be installed in your Wings plug ins directory which was created when you installed Wings They are useful for developers to examine who are considering writing their own plug ins A list of plugins avallable can be found in section 6 Plugins Quick Tip Plugins don t work with all versions of Wings3D Plugins have to be programmed to work with each version of wings Because of the speed in which Wings3D is updated you may find that a plugin only works with a particuler update Because of this check the wings version you downloaded against the versions the plugin will work with Tip by Jason McAlpin The Solaris installation instructions are the same as for Linux 1 4 Mac The Mac installation requires OS X 10 2 or higher There is no need to install Erlang since everything is already compiled into the application Download and Open the dmg DRAFT 1 6 disk image file and copy the enclosed file to your application directory It is ready to use Wings also runs under Windows emulation via Virtual PC SECTION 1 INSTALLATION WINGS3D USER MANUAL 1 2 Linux Binaries for Linux are now available for download thanks to the efforts of Kayoslll They are kindly hosted by waldomac and you can get them at http 7 www waldosworld org linux Of course you can still download the Erlang and Wings source and build your own To do so you must download the source code package for both as found at the Sourcefor
64. Tip Provided by Puzzled Paul WINGS3D USER MANUAL Section 3 A Quick Start Guide SECTION 3 A QUICK START GUIDE T Wings 3D Geometry 4 Figure 7 A cube primitive has been added to the Workspace 3 1 Finger exercises to get you started After starting Wings3D from your desktop you will be presented the Wings3D program window with an empty workspace Right click anywhere in the empty workspace and you will be presented with the Primitives context sensitive menu as illustrated in the section above Move your mouse over the Cube menu item lt will become highlighted in blue Left click on the word Cube and a cube primitive will be added to your workspace Your workspace should look like this Now we will just play around with some of the basic functions so that you can get a feel for how the interface works Once you spend just a few minutes getting the hang of the interface you will be ready to do one of the tutorials that follow Remember that when say to switch to vertex edge face or body selection mode that you can do so by either clicking on the appropriate icon on the Icon Bar the four in the middle or just by pressing the V E F or B hot keys on the keyboard Right clicking with an element selected will bring up one of the context sensitive menus whereas right clicking without anything selected will bring up the Primitives menu The Space Bar will deselect everything Let s begin by changing to Vertex Selection Mode c
65. WINGS D USERS REFERENCE MANUAL REV 1 6 1 WINGS 3D 98 10e DRAFT 1 6 WingssD User Reference Manual DRAFT 1 61 Current as of Rev 0 98 100d June 12 2003 by Jon M Strother this edition s layout by Jason McAlpin with contributions from the Wings3D user community COPYRIGHT INFORMATION This work is released under the same general guidelines as Wings3D itself as a contribution to the Open Source community This documentation 1s copyrighted by Jon M Strother The following terms apply to all files associated with the documentation unless explicitly disclaimed in individual files The author hereby grants permission to use copy modify distribute and license this documentation for any purpose provided that existing copyright notices are retained in all copies and that this notice is included verbatim in any distributions No written agreement license or royalty fee is required for any of the authorized uses Modifications to this documentation may be copyrighted by their authors and need not follow the licensing terms described here provided that the new terms are clearly indicated on the first page of each section where they apply All unmodified material remains subject to the original terms IN NO EVENT SHALL THE AUTHORS OR DISTRIBUTORS BE LIABLE TO ANY PARTY FOR DIRECT INDIRECT SPECIAL INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF THIS DOCUMENTATION OR ANY DERIVATIVES THE
66. ach option is described in its own section below File Mew Ctri N Default when starting the program giving you a clear workspace to work in When invoked later Wings will ask if you want to save your changes with the standard Yes No Cancel options If you answer No WingssD will delete all objects in a current workspace File Open Ctri 0 Will load a previously saved wings model into the workspace When invoked Wings will ask if you want to save your changes with the standard Yes No Cancel options If you answer No Wings3D will present you with a File Open dialog box You can then navigate to your file and load it by typing in the name or double clicking on it from the list of available models If you cancel at this point WINGS3D USER MANUAL Wings will keep what was in your workspace otherwise all objects in your workspace will FILE MERGE Ctr L Adds the contents of another wings file to your current scene When invoked the Windows file open dialog appears By default it is set to add a wings file but the option all files is available The All Files option will only load a native Wings file such as one with the wrong extension or no extension Therefore trying to bring in anything but a wings file returns the error message Read failed no such file or directory as this command is for loading native Wings files only One handy use for the File Merge command is to load up a previously save
67. an Hauck Link http www liquid2k com deta_nate wpc_geosphere erl Installation Save file to plugin primitives in your wings directory Description Creates an 80 sided geodesic sphere good for low polygon spheres for games creating domes and other things Try Inset and then Intrude on this then go inside Usage It will appear in the object creation menu as geosphere Ggalien plug in by Sean Hinde earlyriser original C coding by Mark Whittemore Link http www earlyriser org Description When completed this will allow complex procedural primitives to be generated Installation Does not work with the current version of Wings However the original C program can be run as a stand alone and Is available from marks url Usage The project is on hold as of this writing but the source code is available for anyone else who wants to pick up the torch Plane Plug in by Anthony D Agostino scorpius Link ourworld compuserve com homepages scorpius uvtorus zip Description This plug in enables Wings to generate four types of planes In addition to a standard plane it can create three variations wavy lumpy and a sombrero surface The user can specify the resolution and size the variations also allow one to specify the number of lumps waves wave height etc Installation Unzip the archive in the Wings3d directory Usage Find the new primitives in the object creation menu POV Ray Plug in by This Guy handle Link http
68. ard drive which is not visible except in the terminal window In the terminal window if you type yafray you will see that it can be accessed from any folder terminal normally starts in the user folder but your files to render you will have to enter the entire path Start by adding YafRay to Wings3D so that you can export xml files In Wings3D go to edit gt Plug in Preferences gt YafRay where it says Rendering Command line enter usr bin yafray YafRay will appear in the render and export menu although it won t render Now you will have the option of exporting a YafRay xml file When naming your export files don t use spaces Use an underscore if you want to space out the name You will also have to save the file to a folder that also has no spaces in the name On the Hard Drive made a folder called yafray to save all the xml files to To render on my machine go to the terminal and type in yafray followed by the entire path to the file a beginning backslash followed by the folder names separated by backslashes The entire path for my example would be yafray yafray myfile xml with myfile being the actual file name When you run a render through the terminal spaces are read as the end of the command So if you saved your file to your document folder in the user folders this yafray users john doe documents myfile xml Would become yafray users john which would result in an error The simplest solution is just to make a fo
69. are done with Advanced Menus disabled sorry for any inconsistencies this may cause Te ee MAL li eae ss aac UE Hi A Also note that the Blender camera mode is assumed throughout the text unless noted otherwise Keep this in mind while reading especially if you use one of the other camera modes Geometry Graph Pb bb eee ee PP Pb bp b Model by MrChristopher Wireframe in Wings 3D DRAFT 1 6 11 section 2 The Wings3D User Interface WINGS3D USER MANUAL azil 4 Figure 1 The Wings3D program window 2 1 General Overview Wings3D opens with an empty Geometry Workspace at lts core Above the Workspace are the Title Bar and Menu Bar Below the Workspace is the Icon Bar and the Status Bar The rest of the user interface is accessed via context sensitive menus called up via clicking the Right Mouse Button over the Workspace In the Workspace itself are the three main axes which are conveniently labeled X Y and Z lt is customary to think in terms of X as being the right and left Y the up and down and Z the front and back of a model Many of the commands are axis centric in Operation working around these global axis or around local axes parallel to them Display colors for each axis can be set to your liking 12 DRAFT 1 6 and they can be toggled on or off at will You will also find A grid which is useful for measuring the objects you create It uses Wings Un
70. as Cylinder Click on the options button the little box on the right for the Sections option A Windows dialog box will come up showing the number of sections in the cylinder 16 by default You may change this and then click OK or click Cancel If you do not click on the options button but simply click on the name Cylinder then a default cylinder will be added with 16 sides Cone Sections 16 by default Sphere Sections 16 by default and Slices 8 by default Torus Sections 16 by default and Slices 8 by default DRAFT 1 6 69 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL Grid Rows Cols 10 by default There is only one variable so you must have the same number of rows and columns in your grid After it is added you can change this by Dissolving some of the edges or by Connecting some of the edges to suite your needs The default thickness of the grid is 0 2 units Light Adds a light to the scene Wings supports four types of lights Infinite Point spot and Ambient Infinite lights act much as the sun so that the light rays are essentially parallel as they pass equally throughout the workspace in the same direction A point light is like a light bulb radiating light equally in all directions from it s source A spotlight casts light in a cone shape in a general direction but spreading out so that the rays are not parallel Finally ambient light is the general background
71. ate them 83 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL FACE MENU COLLAPSE Deletes the selected faces replacing each face with a vertex The selection mode will be changed to Vertex and the newly created vertices will be selected allowing you to apply further commands FACE MENU SMOOTH 5 Connects all the edges of a face and tightens up the vertices so as to form a smoother shape from the original face You can make round eyes from square faces with Smooth Quick Tip Smooth To Check For Anomalies To check for self colliding internal geometry smooth once and eyeball in wireframe mode as it won t usually be obvious as an unsmoothed wireframe Tip provided by puzzeled paul FACE MENU SET MATERIAL New Will prompt you for a Material Name in a pop up dialog Type in a new name of your choice and click OK This will bring up the Material Editor as pictured here Here you can custom design a material to be applied to the selected face by setting the properties Diffuse Ambient Specular Emission Shininess and Opacity The ball on the left will show a preview of your material design and starts out as a neutral gray To change any of the first four settings simply click on the box to bring up a color mixer In the color mixer you can type in the RGB values in the fields on the left or use the slider bars to Diffuse Ambient interactively mix the color Once satisfied cl
72. ces to have any effect X Flattens the selected vertices by averaging their position in the X direction This has the effect of aligning selected vertices in the X plane Y Flattens the selected vertices by averaging their position in the Y direction Z Flattens the selected vertices by averaging their position in the Z direction VERTEX MENU CONNECT C Connects selected vertices with edges if they have a common face or if the faces between vertices is contiguous More than one set of connects can be performed at a time Some applications require triangles rather than quads on import You can convert your Wings quads to triangles very simply by selecting the Body then pressing V to switch to vertex mode All vertices on the model will then be selected Then just do a Connect and all the quads will be turned into triangles VERTEX MENU TIGHTEN Tighten deserves a bit of explanation as it is not immediately obvious just what it does Tighten looks at each vertex and works out the direction they need to move in so as to create the most tension free surface It then allows you to interactively move those vertices along that direction by dragging the mouse left and right DRAFT 1 6 Another way to think of it is as a tool to get all the edges as similar in length as possible It will eventually smooth out your model into an amorphous blob You can use it to gently smooth out regions where you ve made changes in
73. ckle bumps and some tendons To save space and since you should have a pretty good feel for the basic operations by now will not take you though the process of adding these details step by step Rather will present you with a set of sample objects in Figure 27 and tell you in general what did to get the details you see there I ve made the screen shots here a little bigger so that you can see more of the detail So take a moment to study the edges as they progress in the picture below Quick Tip Overlaying the wireframe on a smooth shaded view some people find it very useful to overlay the wireframe on a smooth shaded view of their model This serves two purposes first it helps them find surface anomalies while at the same time being able to see what edges may be the culprits and second it gives new modelers a sense of how edges and edge loops affect the overall form of the model To get the wireframe on the smooth shaded view simply hit the Tab key to get the smooth shaded preview of the model then hit the W key to overlay the wireframe Note that you can change the color of the wireframe in the Edit Preferences menu 36 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide Figure 27 Adding details Detail has been added top by selecting edges or vertices as needed and Connecting them to rough in the knuckles and tendons Then more detail was added bottom adding more edges via Connects and then Moving vertices to for
74. d 69 Link http 7 www itex de 116 DRAFT 1 6 WINGS3D USER MANUAL Section 8 Resources 8 4 Rendering Links Air a RIB rendering front end The free version is limited to 4 lights Link http www sitexgraphics com index htm Aqsis an OpenSource RIB renderer Link http 7 www agsis com Art of Illusion an OpenSource 3D modeling animation and rendering package written entirely in Java download once run anywhere Now supports scripting Link http 7 www artofillusion org index Now3D a freeware rendering package Link http 7 web tiscall it GiulianoCornacchiola Eng Persistence of Vision Raytracer POV Ray a command line 3D modeler and rendering package Link http 7 www povray org Poser character rendering and animation Link http 7 www curiouslabs com Vue d Esprit a landscape and general purpose renderer Link http www e onsoftware com DRAFT 1 6 117 Section 8 Plug ins WINGS3D USER MANUAL 8 5 Graphic Utilities Camtasia desktop video capture software Link http www techsmith com HyperCam desktop video capture shareware Link http www hyperionics com hc CamStudio an OpenSource desktop video capture package Link http 7 www atomixbuttons com vsc index1 html Virtual Dub an OpenSource AVI editing software distributed under the GNU GPL Link http www virtualdub org 118 DRAFT 1 6 WINGS3D USER MANUAL Section 8 Resources 8 6 Spec
75. d in more detail in the following section Cancel Distance Foute shortest o Midpoint e surface Fallott Figure 56 The Influence Menu Numeric entry of the o bell e Dome o Straight o Spike magnetic fall off zone is accessed via the Middle mouse button DRAFT 1 6 91 Section 5 3 Advanced Men WINGS3D USER MANUAL 5 4 A little tutorial The first thing you need to do is make sure that you have Advanced Menus activated Under Edit Preferences make sure the Advanced Menus option near the bottom of the form is checked Then click OK to return to the workspace Create a cube and select the top face Then right click in the workspace to bring up the Face Operations Menu Now hover over Move Don t click anything Read the status bar and notice that a left click will use the standard axes whereas a right click will use custom vectors hope you have realized by now just how important the message passing in the status bar is Cannot emphasis it enough Click the Right Mouse Button to begin using vector Operations At the right of the status bar Wings will tell you to Select Axis for Face Move This is how you will define the vector Click on the positive Z face and notice the appearance of a blue vector Now click on the positive X face and notice that the direction of the vector changed You can continue to select and deselect faces until you get the vector going the way you
76. d may have to use the Hide function in the Object enu to hide the parent object so that you can work with the new object If you have created a new object from non abutting faces and want to work with them as separate objects then use the Separate command to break them into their component parts 82 DRAFT 1 6 FACE MENU FLATTEN Normal X Y Z Last Axis Default Axis Region Sometimes faces can become non planar as you work with your model especially if you Move vertices This can cause problems latter One way to fix a non planar face is to Flatten it i e get all of its vertices onto the same plane Smoothing the model will also create planar faces but if you do not want to smooth your model you can Flatten offending faces It is also good for setting up geometry for further manipulation so that extrusions go in the direction you want them to go for example If you have a default axis defined See Tools set Default Axis you can flatten to that axis or you can flatten to the last axis used Flatten Region will flatten the edge loop the boundary between selected and non selected faces of the selected faces Note that the vertices on the edge loop become planar not the faces contained therein FACE MENU INSET This creates a new face of the same shape inside the selected face It works on one or more faces at a time creating a new face for each of the selected faces This could be used for example to c
77. d rotating down when moved to the left Rotate the face up until it looks about like the illustration in Figure 16 Left click to stop rotating Now do a series of extrusions This time we will Extrude Normal rather than along one of the primary axis Extruding in the normal simply means to move the extrusion along a vector perpendicular to its plane Then it is simply a matter of doing two more extrusions and we have a very crude model of a hand Horna Extrude Region Free eriet Megion A Scala Eta Rag ler cr PARI Flat ten Figure 25 Extrude the thumb Extrude the base thumb face top left Then Rotate the end face about the Z axis top right Extrude in along the Normal three more times lower left to complete our rough in of a hand lower right 34 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide 3 5 Finishing It Off This hand admittedly looks very crude There is a little we can do to make it look better while introducing you to some more Wings3D tools and concepts So let s take the hand model just a little bit further before calling it quits We want to add some additional detail to make the hand look more natural But first let s see what it looks like as is in the smooth shaded mode and again with one Smooth applied to it will frequently do a Smooth operation while modeling just to get a feel for how things are going then Undo to continue modeling You may find that technique useful
78. d set of lights If you create a lighting environment you are particularly fond of delete all the non light objects from the scene and do a Save As Call it something like lights wings Then after doing a file new you can merge the lights into your current scene Note that Filellmport implicitly always merges if you want to add an non native format model to your scene File Save Ctrl S Saves the current workspace as a wings file If the model is new a Save File dialog box will come up allowing you to specify the path and file name to be saved If it is a previously existing file it will save to that file permanently incorporating any changes you have made since loading it FILE SAVE AS CtrI Shift S Allows you to save the current workspace as a wings file under a new file name A Save As File dialog box will come up allowing you to specify the path and file name to be saved This can save hours of labor being particularly useful whenever you either come to a point where undoing will become a problem if further work does not pan out or at a point that you want to come back to for expanding in a different direction altogether FILE SAVE SELECTED Allows you to save the currently selected object or objects in the workspace as a wings file under a new file name A Save DRAFT 1 6 section 5 The Wings3D Command Reference Guide be deleted before the requested file is opened dialog box will come up allowing you
79. deling and Surfacing by Bill Fleming Model by Erin McClellan 42 DRAFT 1 6 WINGS3D USER MANUAL section 4 The Nature of Subdivision Modeling 4 2 The Nature of Edge Loops Edge Loop is a term you will see used often in polygon modeling circles lt is often confusing to new users just what edge loops are and what their significance to modeling is Edge loops can be thought of in two senses really the modeling structure that is an edge loop i e the physical set of edges that connect one edge to the another in series and in the aesthetic sense the controlling elements that define the overall form of the item you are trying to model In the first sense they are important to Wings if for no other reason than if you maintain them well you can breeze up and down the edge loop chain with the F3 and F4 keys to do all sorts of tweaks and adjustments in no time Let them fall apart and youll be selecting things manually by hand constantly to make such adjustments But it s deeper than that lt has to do with how the overall form of the model will eventually turn out whether or not it flows am told that Bay Raitt first coined the term as a way to create and maintain overall aesthetic control over a model to use them to mimic the structure of the object such as muscles There is a whole section on the use of edge loops in an article written by Bay Raitt and Greg Minter located at http 7 www izware com news indexa446 h tml
80. e all faces that share an edge with a selected face will become selected SELECT MORE on the other hand will select all faces that share a vertex with a selected face Try It out on a grid to understand the difference Note that if there is no current selection set the keys v e f and b simply change selection mode to vertex edge face and body respectively Model by Mr Christopher Rendered in Strata Studio WINGS3D USER MANUAL Section 5 1 The Menus SELECT BY Hard Edges Vertices with 2 Edges 3 Edges 4 Edges o Edges Faces With 2 Edges 3 Edges 4 Edges 5 Or More F5 Material Default Hole Random 10 20 90 Short Edges Click on the box to the right to specify how short ld Select By offers a wide variety of methodology to choose selection sets These selections can be stored as discussed later and then used in conjunction with other selection sets via Union Subtract and Intersection also discussed later Hard Edges selects all Hard Edges in the selected object Vertices with 2 3 4 and 5 selects faces that have the given number of vertices as designated by the number This is helpful in trying to maintain quads select By Faces With 5 Or More has a hot key FO so that you can quickly find any non quad or tri sided polygons Such polygons can cause problems in some 3D modeling and rendering packages and should therefore be resolved Material is used t
81. e a matte surface Display mode The way a model appears on the screen solid shaded smooth shaded or wireframe Dolly Moving the camera in and out towards or away from the model i e zooming Edge The boundary between two faces having exactly two vertices the line joining two vertices together Edge loop A set of edges that connect at vertices with 4 way intersections Edge rings The lateral edges that run between two adjacent edge loops Element A graphic element in the scene that can be selected a vertex edge face body or a light are all elements of a scene Emission A color setting that affect the overall self illumination of the object Face An element of an object consisting of a set of interconnected edges Facet Subdivision Breaking down a component of two dimensions i e a face into more and more faceted surfaces faces without doing any smoothing GNU GPL GNU General Public License one of the most popular OpenSource licensing agreements GNU stands for GNU is Not Unix Ground plane Usually an imaginary plane used as the horizontal reference plane GUI Graphic User Interface Linear A light setting which causes the light to fall off in a linear manner Material The underlying surface properties of an object or faces on an object A material is different than a color or texture Color is but one component of a material and can be applied to vertices as well and textures can be appl
82. e on opposite sides of the object FACE MENU BUMP Moves selected faces out along their normals while at the same time creating new faces that meld into the existing geometry via newly beveled faces that are created This is great for building up muscle tone on a model FACE LIFT The Lift Command is only available if Advanced Menus are activated Therefore Lift will be discussed in the Advanced Menus section FACE PUT ON The Put On command allows you to drop one object onto another much like dropping a box to the ground Select the face you want to put onto another object then select Put On from the Face Menu The Icon Bar will change to show you that you can select a vertex edge or face to put the object on Select the vertex edge or face you want and then Right Click to execute The first object will jump into place right on the vertex edge or face you selected on the second object This can be very useful when you go to weld parts together with the Bridge command DRAFT 1 6 Quick Tip Put On and Bridge To perform a bridge like function at the same time select both faces prior to Put On and Store Selection Use Put On then Recall Selection Bridge Cleanup etc This is quite quick especially if on hot keys Tip provided by puzzeled paul FACE MENU MIRROR Mirrors an object around one or more selected faces By choosing multiple faces to perform Mirror multiple mirrors are performed simultaneo
83. e organic recommend you do what did for the hand found some cages finished hands in wireframe mode prior to smoothing and analyzed them to see where the artists had placed the edges and then tried to emulate their examples My thanks to Mike Rickard for providing the hand model that inspired this one His was much better but needed to do this from scratch so that could adequately describe what the steps were But there are plenty of cages posted out on the web simple screen shots of non smoothed models Use them as your guide until you develop a style of your own Model by David Benton www davidbenton net 40 DRAFT 1 6 WINGS3SD USER MANUAL section 4 The Nature of Subdivision Modeling SECTION 4 THE NATURE OF SUBDIVISION MODELING 4 1 Subdivision and Such Wings is a polygon modeling system with an implementation of subdivision surfaces as one of its core functions Because of that tt and other modeling packages that use subdivision surfaces is often referred to as a subdivision modeler and the type of modeling done with it as subdivision modeling This is often also called box modeling since most models start out as a cube primitive There are fundamentally three types of subdivision surface styles available for polygon modelers facet smooth and metaform Wings has the ability to do facet and smooth but currently does not support metaform Facet smoothing simply subdivides the model without doing any smoot
84. e will auto highlight when the mouse passes over them This makes selecting the correct vertex edge etc much easier as it gives a visual confirmation of just what is being pointed at If the item the mouse is over is unselected it will highlight in the unselected color whereas if it is selected the item will highlight in the Selected color These colors are set just like the Color options as described above The smart Highlighting check box allows Wings to automatically switch from the various selection modes vertex edge and face similar to how it works in Nendo This can speed up modeling quite a bit Vector Display Vector Display Length and Width set just that the length and width of the line used to represent the active Vector in the advanced menus operations Vector Display Color sets the color of the Vector Vertex Display Urnselected Size 14 0 Selected Size 15 0 Colors Edge Display Unselected Width E Cancel Selected Width used in the advanced menus operations Colors are assigned just as described in the Color preferences section above Auto Rotate Auto Rotate Angel is entered as a real number in degrees of rotation The Auto Rotate Delay is entered as an whole number representing milliseconds between steps of rotation The Auto Rotate function itself is accessed and will be discussed in the View menu structure Axes Show Axis Letters check box is an On Off toggle If turned on small
85. eak the position of your charts to make it easier to paint them without getting stretching You have a small selection of tools with which to edit the charts All edits affect the entire chart Currently there is no way to reposition vertices directly in this window Move Move allows free movement in the whindow Scale Scale only allows uniform scaling Rotate This gives you the following options Z Free Z 90 deg Z 90 deg Z 180 deg X 180 deg Y 180 deg Rescale all Place objects in the lower left hand corner of the texture the square Rescale then tries 108 DRAFT 1 6 Autoly Face Group operations Move scale Rotate Rescale All ReMap UY Draw Options Apply Texture to squeeze everything else back in to fit on the texture ReMap UV This has three options Project normal Projects UV from chart normal Unfold Stretch Optimization Project normal and unfold Draw Options These are the settings for texture size showing textures and colors in the background And others Apply Texture Applies the texture to the object you will need to right click on the AutoUV window to close It Quit Quits out of the AutoUV window and asks if you want to discard or keep your texture WINGS3D USER MANUAL section 5 2 6 AutoUV Mapping SECTION 7 PLUG INS It is beyond the scope of this manual to delve deeply into the operation of all the plug ins available for Wings3D Please contact the authors
86. ects but leaves them visible in the workspace as reference objects 66 DRAFT 1 6 OBJECTS OBJECT LIST object1 would be cube for the example shown above object1 Select Hide Hide Others Lock Rename object2 Select Hide Hide Others Lock Rename object3 Select Hide Hide Others Lock Rename and so on The bottom part of the Objects Menu shows a list of all the current objects in the workspace They will initially have default names based on how they were created For example when a cube primitive is added to the workspace when Wings is first started it will be named cube1 Note that if you do a File New the item numbers are not reinitialized So if you then added a cube to the new workspace it would be listed as cube2 The open eye icon to the left of the name represented in this document as brackets will show if it is currently visible and change to a closed eye icon if it is hidden Each object in the list has a sidebar menu from which you can do many handy things From this menu an object can be Selected Deselected Hidden Shown note if hidden Show is the only option in the side bar menu Locked Unlocked and Renamed WINGS3D USER MANUAL Section 5 1 The Menus Objects retain the name assigned to them upon Save and Export which is very useful in texture mapping applications later on Hide Others the middle option in the menu does not work on the selected object Rather it hides all t
87. ects for later use Use Save Bounding Box without any selection to clear the bounding box An outline of the current bounding box is displayed if so chosen in the users preferences TOOLS SCALE TO SAVED BB All X Y Z Radial X YZ Radial Y XZ Radial Z XY Scales the selected object s to the bounding box that has been previously saved This command will scale each selected object along one two or three axes The amount to scale could be different along each axis meaning that this command can distort the proportions of the objects i e a cube might no longer remain a cube The scale factor for each axis is computed by comparing the saved bounding box with the bounding box for 63 Section 5 1 The Menus WINGS3D USER MANUAL the selection To avoid distorting the objects use Scale to Saved BB Proportionally TOOLS SAVE TO SAVED BB PROPORTIONALLY All X Y Z Radial X YZ Radial Y XZ Radial Z XY Similar to Scale to Saved Bounding Box but the idea with this one is that it should preserve the proportions of the selected objects i e all axes will be scaled the same amount This command will keep the scaled objects inside the saved bounding box TOOLS MOVE TO SAVED BB All X Y Z Will move the selected object s based on the center of their aggregate bounding box to the center of the saved bounding box TOOLS SET DEFAULT AXIS Sets the default axis for vertex commands T
88. em You now have a roundish single face in the middle of the cube from which you can now extrude and scale several times to create an eye EDGE MENU COLLAPSE Collapse will eliminate an edge by snapping the vertices on each end together This is the same effect of Weld Vertices found in many modeling programs It can be used very effectively in conjunction with Select By Short Edges to remove microscopic edges that are interfering with your modeling EDGE MENU HARDNESS Hard soft Edges can be Hard or Soft They are soft by default Hard edges are not moved when a model is smoothed and therefore are handy for maintaining sharp edges where they are needed in a model to maintain overall shape To make an edge hard select it then from the Edge Menu choose Hard To set it back to soft choose Soft If you have a lot of edges you want to make Hard you can use the Object Menu Auto Smooth which sets 79 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL all edges at sharp angles to hard then use the Edge Menu Soft to set selected edges back to soft Quick Tip Replace your hard edges with bevels Not all renderers or other modeling programs can handle hard edges Therefore it is generally agreed that they should not be used especially in the final model But that does not mean that they can not be used effectively during the modeling process It is sometimes useful to set some edges as hard to hold
89. ems while automatically constraining such movement to only two directions at a time VIEW SCENE LIGHTS Turns on any lights you may have added to the scene via the Lights primitive VIEW ONE TWO LIGHTS Toggles one or two standard lights on in the scene To avoid confusion consider this menu item as a request That is if the menu reads One Light then two lights are currently on and vice versa Note that Scene lights negate the One Light Two Light option VIEW SHOW COLORS Vertex colors can be imported on pre existing models such as from Nendo To see the vertex colors use this option WINGS3D USER MANUAL Section 5 1 The Menus VIEW SHOW MATERIALS Materials can be created and assigned in Wings per face with the Face Set Material command They can also be present on models you have imported To show materials use this option VIEW SHOW TEXTURES Models with pre existing textures can be imported into Wings The textures are retained after import and can be seen via this option VIEW VIEW ALONG X Y Z Shift X Shift Y Shift Z X X Y Y Z Z X Shift X Y Shift Y Z Shift Z Sets the camera to view along the selected axis It is recommended that you look at your model from various angles as you go to get a good feel for how it is developing Using the X Y Z etc hot keys is a very quick and easy way to do this lt is also very handy to view along a major axis while scaling as y
90. en Janool and Puzzled Paul for kindly editing this manual John Moss for usability testing And all the kind folks that contributed to my UM Project and Modeling 101 threads on the Wings Board where much of this information comes from A tip of the hat to ambient whisper bjorn Bob19971 bonner3d cookepuss dgud donkey32 Earlyriser HellBorn howardt Kayoslll Mark Whittemore mestela Nathan Hauck nyugfu puzzledpaul roadtoad SheridanBoy Vagabond WingsOne and anyone else may have inadvertently overlooked am forever in your debt 1 2 document was entirely written and edited in StarOffice Rev 5 x and OpenOffice Rev 1 0 1 Screen captures were sized and edited with PaintShop Pro Rev 6 x Jon 1 6 1 Edition additions special Thanks to Jon who collected all of this work together into one edition d like to also thank all those talented artists who contributed their work to this edition Contributors include Erin McClellan Mike Gleason David Benton Scott Riding Mr Christopher and Mentat This edition was edited in MS Word Eurostile Times Roman and Courier New were used Screen shots gathered from Mac and PC using Photoshop and fireworks The PDF was collected and formatted in Acrobat 4 Screenshots were taken from Wings3D 98 10d and 98 10e Jason 124 DRAFT 1 6 WINGS3D USER MANUAL REFERENCES REFERENCES 3D Animation Workshop by Robert Robert Robert Polevol http www webreference com 3d indexa htm
91. en up a new face within the original face on the same plane Bevels interact with one another so that if you have adjacent edges selected and then Bevel them the new chamfered edges will join properly Many renderers do not work well with large flat straight edged surfaces causing artifacts to show up in textures and cast shadows These side effects can be reduced or even completely eliminated if you apply a very slight bevel to all such harsh edges Slight bevels will also help maintain DRAFT 1 6 the objects shape when you subdivide the object with the Smooth command EDGE MENU DISSOLVE Bksp Dissolve can be used to eliminate unwanted edges to refine your model or in preparation for other commands Be careful in the use of Dissolve for it can destroy the topological relationships between elements and thus the model very easily Quick Tip Creating round eyes from square holes You can create roundish eyes from the results of a Vertex Bevel by using a combination of Edge Dissolve and Face smooth commands To demonstrate this create a cube and connect the left and right edges of one of its sides Then Connect the three horizontal edges of that side to form a Square cross intersection in the middle of the face Select the vertex of the intersection and Bevel it to form a diamond shape in the middle of the face With the face selected do a Smooth Now select the four edges within the smoothed area and Dissolve th
92. enu 9 d Extrude Normal by 0 25 Figure 9 e Now Switch to Body Mode hit the B key or click the Icon The whole object becomes highlighted Right click to bring up the Body Operations menu and choose Smooth Your object should like like that in Figure 9 f Hit the Space Bar to deselect it then hit the Tab Key to see it smoothed Now hit the U key to watch it rotate Left click to stop the rotation Well quite by accident we made a fairly reasonable facsimile of a tooth But the idea here was not to build a meaningful model but to get you used to the Wings3D user interface You should be fairly comfortable with it now and ready to go on to the Dog House Tutorial Quick Tip The Nature of Mormals Assuming the reader may be new to 3D modeling as well as to Wings3D it may be useful to explain what a normal is and why they are useful in commands such as Move Normal Simply put a Normal is a vector that extends outward perpendicular to a graphic element Faces edges and vertices all have normals So when we move a face along its normal we will move it out along a line that extends from its center outward like a flag pole sticking up from the ground DRAFT 1 6 19 Section 3 A Quick Start Guide WINGS3D USER MANUAL 3 2 Your First Real Model a Dog House If you still have your finger exercise up do a File New Don t bother to save the tooth unless you really want it Now let s build a dog house Start with a primitive cube Select t
93. enu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent rotations can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu 96 DRAFT 1 6 Edge Scale LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to scale along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent scales can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu Edge Extrude LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to extrude along with the LMB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent extrusions can be made using the newly defined vector by choosing Last Axis from the
94. ether with projection parameterization Projection segmentation often gives more charts than feature detection Quick tip Updating the UV Maps after edits to the mesh Here is a tip that might not be obvious Let s assume that you have done some changes in the segmenting phase You might have recolored faces or cut edges You then do Continue Unfolding and find that the DRAFT 1 6 section 5 2 6 AutoUV Mapping layout for your texture map In the example above you can see that had done my segmenting by Projection left image and then by selecting Continue an AutoUV map comes up right image with the model nicely laid out result is not quite what you expected For Instance you might want to have chart cut or split in two Currently there is no way to go back to the segmenting phase directly But the following trick will work 1 Quit and save all changes 2 Use the UV Mapping command again 3 You will be asked whether you want to edit the current UV mapping or discard the current UV mapping and start over 4 Choose the second alternative to DISCARD the UV mapping The texture and UV coordinates will be discarded but before they are discarded AutoUV will use them pre color faces and insert cuts according to the UV coordinates 5 Do the needed changes 107 WINGS3SD USER MANUAL section 8 Plug ins AUTO UV WINDOW AA Once you have your charts in the Auto UV window you can further tw
95. f the porch d Connect the two side edges e and Move the new edge towards the front Select the three long edges g and Cut by 3 and then Connect the resulting vertices h Bevel the intersecting vertices i Then select the edges of the new boxes and Cut by 2 One one side only Scale the new vertices Uniform to form a circle j Then use Repeat Drag k to create another circle I on the other side of the porch DRAFT 1 6 25 Section 3 A Quick Start Guide WINGS3D USER MANUAL Switch to Body Mode and select the house by clicking on it Then switch to Edge Mode and all the edges will be selected Right click to bring up the Edge Operations menu and set Hardness to Hard Pick faces and set materials to your liking Select all the roof top faces Right click for the Face Operations menu and choose Set Material You will be prompted for a material name Call it Roof The Material Editor will come up Change the settings until you get a roof color you like on the preview globe on the left Then click OK Figure 16 Completing the project Select the two circles a and position your model so that you can see it from the front with all the bottom edges lined up b Then Extrude Y to create the columns After assigning materials your model should resemble the one depicted in c Hemember to hit the Tab key to see the colors in Smooth Shaded mode While you can see the materials on the shaded wireframe in Workmode you can get a better idea
96. fined with the Material Editor accessed under the Face Menu They can later be edited via the Material Editor accessed under the Edit Menu 94 DRAFT 1 6 WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus 5 2 5 The Object Operations Menu 5 operations it Move Rotate scale Flip gt Invert Tighten Smooth Combine Separate Cleanup fa Auto Smooth a Duplicate Delete Rename Mode gt Strip Texture Colors to Materials UY Mapping experimental Figure 53 The Object Menu f one or more objects are selected right clicking in the workspace will bring up the Object Operations Menu This will allow you to Object Operations Menu General OBJECT MENU MOVE Free Will move the selected object or objects in the direction of mouse movement This can be very useful when in Orthographic mode since it allows you to use the mouse to move objects in two cardinal directions while locking out movement in the third DRAFT 1 6 X constrains movement along the x axis Y constrains movement along the y axis Z constrains movement along the z axis OBJECT MENU ROTATE Free Will rotate the selected object s in the direction of mouse movement X constrains rotation about the x axis Y constrains rotation about the y axis Z constrains rotation about the z axis OBJECT MENU SCALE Uniform Scales the object uniformly
97. format plus other 3D resources Link http www bernieloehn de downloads html 3dbaseart a Wings tutorial on building a drag car Link http www 3dbasedart com Wings3D Tutorial Soccer Ball a tutorial by Anthony D Agostino on making a soccer ball with wings Anthony is a master at modeling geometric shapes and this tutorial is Wings3D specific Link http ourworld compuserve com homepages scorpius tut wings soccer htm And there are two links that may help you understand the winged edge data structure of Wings that would like to point you to The first one is The Winged Edge Data Structure by Dr Ching Kuang Shene This is the reference used by Bjorn Gustravson to develop Wings Link http 7 www cs mtu edu shene COURSES cs3621 NOTES model winged e html And you can find winged edge topology illustrated from a geographic point of view here Link http www bequia swinternet co uk edgeex html 114 DRAFT 1 6 WINGS3D USER MANUAL Section 8 Resources 8 2 Polygon Modeling Links IZware Nendo download and discussions Mirai discussions Nendo is a fantastic modeler and was the inspiration for Wings The demo is fully functional except for the ability to export to other formats and the full version is only 99 Sadly hard to get Link www izware com Amimg8or Anim8or download tutorials and discussions Link http www anim8or com main index html The Human Head a reference for 3D artists by Ron
98. ge project page and compile them http 7 www erlang org download html The system requirements in order to run Wings3D are 1 a computer and operating system that can run Erlang OTP and 2 OpenGL Mesa drivers You will need the following components to run Wings Erlang OTP SDL ESDL WingssD Download all four packages and compile them in this order Erlang OTP SDL ESDL and then Wings itself last Here are the complete build instructions for Wings from the README assuming that the OTP SDL and ESDL have been built 1 Set the environment variable ESDL_PATH to the root of your ESDL installation Example If you use bash or ksh export ESDL_PATH ldisk bjorn esd1 0 9 0906 If you use csh or tcsh setenv ESDL PATH ldisk bjorn esdl 0 9 0906 2 Run a GNU compatible make Once Wings has been installed you can start Wings like this erl pa ESDL PATH ebin MY_WINGS_PATH ebin run wings_start start_halt where you should substitute MY_WINGS_PATH with the actual path to your Wings directory Example Erl pa SESDL_PATH ebin ldisk bjorn wings ebin run wings_start start_halt 10 DRAFT 1 6 WINGS3D USER MANUAL section 2 The Wings3D User Interface SECTION 2 THE WINGSSD USER INTERFACE Please note that screen shots may vary as to exact layout based on different versions of Wings at the time of their capture Also some screen shots will be done with Advanced Menus enabled while most I hope
99. ges or vertices Then when you pan and zoom in on the selected the item it will stay centered in the work space If there is no selection the aim point will be reset to the origin O O O This is very handy when doing detailed work and for doing high aspect 56 DRAFT 1 6 ratio stuff such as a giraffe When working on the head select a face on the head and Aim Then all camera movement will be centered on the head Then when working on the feet select a face there and Aim there and the point of focus will be on the foot VIEW FRAME Shift A View Frame works similarly to Aim except that it adjusts the distance to the selection SO that the selection will be visible in the Wings window If there is no selection the distance will be chosen so that all objects will be visible VIEW ORTHOGRAPHIC VIEW 0 Toggles orthographic perspective views on off Orthographic views are the same as those traditionally used for engineering or technical drawing purposes i e front side and plan views Since there is essentially no single point of view as in perspective all lines and faces are seen in their true lengths and shapes provided they lie on a plane that is at right angles to the viewing direction This can offer an advantage when moving or editing geometry that for example bulges out towards the viewer The use of Orthographic View is well married with the use of Move Free allowing you to freely move selected it
100. ght Click Menu 106 Mark edges for Cuts 106 QUICK Tip Hsing CUES is esac tone iS 106 SEGMENT BY FEATURE DETECTION 107 Quick tip Updating the UV Maps after edits to the MeSN cccccc cece eee eeee eens 107 AUTOM YVINDOY tata donald 108 Move 108 Scale 108 Rotate 108 Rescale all 108 ReMap UV 108 Draw Options 108 Apply Texture 108 Quit 108 section 7 Plug ins 109 Draw Loop RIO Dy ClaCOS satirei ia e ads 109 Extended Renderman Output Plug in Additions made by Danni Coy rgcoy midcoast com au 109 Geodesic Dome Primitive Plug in by Nathan Hauck ccccc cece cence ee eee eee eeeeeeeneeees 110 POV Ray Fig in by This Gu Manlio 110 SIGE Plugim DY ClACO Still cisne 110 Text Al Triangulate Quadrangulate Tweak Plug in by Howard Trickey howardt 110 Torus Plug in by Anthony D Agostino scorpius cc ccc cece cece ee eee eee eee ee eeeeeeeaeeeeeanes 111 Turn edge plug in by Chris Osgood WingsOne c cece cece eee e cnet ee eeeeeeeeeeeeeeeeeaees 111 A UL O EA REEE 112 WINDOWS 112 MAC 113 section 8 Resources 114 LUIS AS O di 114 8 2 PON GON Modeling LINKS id ia 115 8 3 UVMapping and Texturing LINKS eiii a ta 116 A amtas ote E cane a riee Rar ais E oes ned eam Sagan nee A 117 SPSS ICING ie 118 0 5 Special APplicauDAS educan edita at cedasosl 119 Oy BOOKS ear e ee 120 Glossary 121 Credits 124 E eR DEE EEA E AN TONIE EINO EE A EII OO E A AEAEE 124
101. he wrong side Do an Extract Region Normal and click without moving This will Separate off that area and make it solid Switch to Body Mode 5 then do an nvert which will flip the normals to align correctly You now have a separate juice object that fits the jug exactly Tip provided by Mestela Quick Tip Invert vs Intrude With Intrude you can create a hollow object but the inside will be the same shape as the outside Invert on the other hand can be useful to create an object that has a different shape on the inside than on the outside connected via a bridged tunnel Using invert can put a totally different object inside another invert the inner object and bridge a tunnel between inner and outer objects to get different inner outer volumes Tip provided by PuzzledPaul OBJECT MENU TIGHTEN This will move all the vertices of an object towards each other or away from each other The effect is to round out or soften the model with a slight Tighten or exaggerate the angles if you un tighten OBJECT MENU SMOOTH 5 This smoothes the model by performing a Catmull Clarke subdivision on all the faces This will have the effect of smoothing out angles between faces if they have not been set to hard and eliminates poles by creating clean quad topology If you want to maintain sharp angles in your model be sure to set the necessary edges to hard either via the Edge Menu Hardness command or by first doi
102. he lines of latitude on a globe as edge loops then the lines of longitude between any two parallels would constitute an Edge Ring In Wings simply select one such strut then Select Edge Ring and the entire set of edges will become selected until the model is completely encircled or until a pole is encountered This can result in big time savings when modeling 59 Section 5 1 The Menus WINGS3D USER MANUAL SELECT PREVIOUS EDGE LOOP F3 This will step down the model from one closed edge loop to the next deselecting the originally selected loop in favor of the next one it encounters Repeated use of F3 continues on down the model until it no longer finds another loop to select then it reverses order and comes back up the model This is very powerful and when used in conjunction with other functions such as Scale Move Rotate etc and can greatly increase the efficiency of your modeling work flow SELECT NEXT EDGE LOOP F4 This will step up the model from one closed edge loop to the next deselecting the originally selected loop in favor of the next one it encounters Works just like F3 except t goes in the opposite direction so that you can use the two function keys to toggle back and forth between two edge loops or change directions at will SELECT SIMILAR selects items similar to the currently selected item Select Similar is not that useful for organic modeling lts main strength is
103. he lower and upper edge on one of the sides Then Connect them remember to right click to bring up the Edge menu Hit the Space Bar to deselect the new edge Repeat the operation on the opposite side of the cube You should have something similar to that shown in Figure 10 a Select the three vertical edges on one of the sides Connect Hit the Space Bar to deselect the new edge Repeat on the other side You should have something similar to that shown in Figure 10 b Move the horizontal mid edges up in the Y direction on both sides by 0 50 units Then Move the vertical mid edges forward in the Z direction on both sides by 0 50 units You can see the units change in the Status Bar at the bottom of the Wings window below the Icon Bar Simply stop dragging when the value reads 0 50 and left click the mouse You should have something similar to that shown in Figure 10 c Figure 10 Roughing in the basic form he top and bottom edges have been Connected in a The new edge and the two side edges were then Connected in b Do this on both sides of the model In c the edges have been Moved Do both sides of the model at the same time to ensure symmetry In d the sides have been Extruded The vertices on the front face have been Connected in e In f the new edge and the bottom edge were Cut by 3 and the resulting vertices then Connected 20 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide select the two large faces one o
104. he rest of them This is very useful when working in a multi object scene As mentioned elsewhere the Object Menu can be used to find objects you ve lost track of or to recenter around a specific object To do this simply choose Object Select and then use Tools Center All to find recenter on the elusive object Currently this is a single column non scrollable list so if your scene has a lot of objects in it they may not all be accessible via this menu IT A ll Model by Mike Gleason Rendered in DRAFT 1 6 i k E a Studio 67 Section 5 1 The Menus WINGS38D USER MANUAL 5 1 7 The Help Menu Letting Started Using a Mouse with Une or Two Buttons French And German Keyboards Light Basics Asslenine Hotkeys Advanced Menus penkL Into About Wings SD Figure 44 The Help Menu Help Menu General The Help Menu contains some general information on selected topics They are pretty self explanatory and new users would be advised to read through them They are brief so it won t take very long HELP GETTING STARTED Basics on program navigation HELP USING A MOUSE WITH ONE OR TWO BUTTONS Explains how to tell Wings what type of mouse you are using 68 DRAFT 1 6 HELP FRENCH AND GERMAN KEYBOARDS Explains how keyboard mapping differ for French and German keyboards HELP LIGHT BASICS Tells you how to create manipulate and use lights in Wings HELP ASSI
105. hing Smooth does the subdivision and smooths the model making it look much more organic Which is why subdivision modeling has become so popular for organic modeling Figure 30 illustrates the difference between facet and smooth subdivision on a simple cube Figure 30 Subdivision he cube on the left was facet subdivided while the cube on the right was smooth subdivided 3D Modeling and Surfacing by Bill Fleming DRAFT 1 6 To achieve the facet type subdivision all the edges on the left hand cube were made Hard prior to the Smooth operation This kept the cube from smoothing out as the one on the right did Smooth subdivision is one of the strong features of Wings as it lends itself quite nicely to very organic looking models Metaform subdivision is not supported by Wings Briefly stated metaforms shows the smoothed model with the un smoothed cage floating about it Wings currently does not fully support this modeling method but it is moving in that direction To get a feel for it create an object press the Shift Tab key combination to smooth preview it and then hit the W key to lay the wireframe on top of it This is similar to metaforms but with metaforms you would be able to specify the number of smooth levels and manipulating the un smoothed cage would give immediate feedback to the smoothed model so you could see how changes will affect the final form But since Wings does not yet support this feature we will not
106. hould be acceptable When the mapping 3d to ed is done you end up in the autouv window which works as before There are basically three ways you can segment or cut up your model for UV mapping Two of them are so fast and easy as to truly merit the name AutoUV The third method is not much harder once you get the feel for it and much more suited for complex models We will discuss the first two methods first and save the third for last If your model is fairly simple in nature such as my smoothed cube it is a good candidate 104 DRAFT 1 6 for using one of the truly automated methods of segmentation If you choose Segment By you will be given the choices of Projection or Feature Detection Choosing Projection will segment the model so that faces are chosen based on which of the six primary axes they most closely approximate Below you can see that my smoothed cube has been assigned six materials based on their orientation This should minimize stretching in the UV map WINGS3SD USER MANUAL SEGMENT BY FEATURE DETECTION This option will automatically segment your model into the minimum number of charts necessary often just two Below you can see that my smoothed cube has been assigned two materials breaking the model into two nearly equal sections While this is very fast and easy it could lead to layout and or AuvChart1 9 Charts should be created with care they should be used to minimize the stretching and s
107. ht clicking in the workspace will bring up a new menu the AutoUV Menu lt is not immediately apparent what you need to do to work with AutoUV so this and the next several posts will explore what the AutoUV options are and how to use them Since AutoUV is experimental all of this is of course subject to change The next section will explain the use of this complex tool 9 7 Section 5 3 Advanced Men WINGS3D USER MANUAL 5 3 Advanced Menus We have put off discussion of advanced menus because it Is generally agreed that new uses are best off leaving them alone until they have a firm grasp of basic Wings Operations However strongly recommend that you become proficient with the basic Operations quickly and turn Advanced Menus on and then leave them on forever since they offer so much additional modeling Capability Here we will discuss the Advanced Menu system explain the mechanics of their use and detail the advanced menu options avallable to you You can turn on the Advanced Menus by selecting that option in the Edit Preferences Menu After doing so you will see some changes to the Wings pop up context sensitive menus Most notably the small sub menu indicators on the right side of the menus change from small arrowheads to 85 DRAFT 1 6 small dots This is your visual clue that Advanced Menus are enabled Also the Lift command becomes available in the Face Operations menu What Advanced Menus do for you is
108. ialty Applications 3D Dictionary an on line project that you can contribute to Very handy dictionary Link http 7 oss ckk chalmers se dictionary Forester landscape generator with Arboretum a tree generator Link http 7 www dartnall f9 co uk forester main htm Terragen a landscape generator renderer Link http www planetside co uk terragen World Machine a landscape generator Beta Link http students washington edu sschmitt world Radon Labs a 3D game engine Link http www radonlabs de Genesis3D a 3D game engine Link http www genesis3d com DRAFT 1 6 119 Section 8 Plug ins WINGS3D USER MANUAL 8 Books 3D Modeling and Surfacing by Bill Fleming O 1999 by Academic Press 340 pp This is the best general introduction to 3D Modeling have found Over half the book is dedicated to principles of polygon modeling in one form or another plus he explains NURBS based modeling and the principles that deal with texturing This is not a tutorial it is a general discussion of principals and practices Well worth while Principles of Three Dimensional Computer Animation by Michael O Rourke O 1998 by Michael O Rourke 285 pp found the modeling portion of this book to be too elementary to be of much use but am finding the sections on Rendering and Animation very informative since have little background in those areas He explains the theories behind lighting texturing atmospheric effect
109. ick on OK The ball on the left will immediately change to reflect your settings Click OK again when you have finished adjusting all the settings to your liking The new material will be added to the list of materials along with Default and Hole with the name that you gave it This new material can then be applied to any face selection you choose with the Face Set Material command The materials are saved with the model In order to see it properly you will need to look at your model as Smooth shaded which you can do by pressing the Tab key Note that a File New will purge the materials list Default will set the selected faces to the Default material color Hole will set the selected faces to the Hole material color FACE TESSELATE Triangulate Will convert all the polygons in the selected faces to triangles some programs such as game engines expect models to be triangulated before Import Quadrangulate Will fix n gon faces by converting them to quads whenever possible or to triangles if necessary An n gon is a polygon with more than four edges These are generally considered bad things to have in your model This is often useful following a Face Smooth since that type of smooth operation can result in adjoining n gon faces 7 Cancel Specular Emission PB Shinines 11 0 Opacity 1 0 Figure 52 The Wings Material Editor Materials are assigned to faces and therefore initially de
110. idade cere nea ces ana AAEE ARAR PE E OARA AET EANES 14 2 7 GONE XGoeMnSILIVG Menusa OOOO ONU ESE dnd E S hl ie teed tn 14 2 2 Context sensitive Men s zerras pese ute hoaltos id oi 19 A e A sex ria eaea aa a a a aaan eana 15 d o INE Mor a ON St sd 16 A A O 16 Quick Tip Working With Wings Units ooooooccccocccoccccccnnnccnonnnonn nana nn nr rn rra 16 section 3 A Quick Start Guide 17 3 1 Finger exercises to get you Started NA es 17 Quick Tip The Nature of Normals ccccccceeeeeeeeeeeeeeeeeeeeeeeseeeessaeeeesnnetegntenennes 19 9 2 Your First Real Model a Dog House emine T EA 20 3 3 Creating A Hand an intrinsically organic Shape cece cece cece e nett cnet ee eeeeeeeeeeeenees 2 7 Es oo A oo henedwemuenteleasee out date yerdabaneuaaubeneenlanas aE 31 A o O PT PE O O O sehen E 35 Quick Tip Overlaying the wireframe on a smooth shaded view ccccce cence ee enee eens 36 section 4 The Nature of Subdivision Modeling 40 section 4 The Nature of Subdivision Modeling 41 4 SUD GIVISION ond SUC ih 4 aes ete rhea aokeeman en etic eee cena thet dot ue heme EE 41 4e MenNature Ol Edge Loops cuidadosa dido idad ibid iia 43 AS Winged Edge TOPOLOGY murcia dador Dos ia dada 44 4 3 Winged Edge Topology cseierasi eiieeii O o O nano eve ta enenee as 45 section 5 The Wings3D Command Reference Guide 46 gT TEMAN PP ARA 46 SO A A O 46 File Menu General 46 File New CEN vrs da ro id 46 plea A A OS 46 PILE ME
111. ied over a material Mesh A 3D object composed of interconnected faces usually composed of triangles quads and n gons Metaform subdivision A subdivision method which shows the smoothed model with the unsmoothed cage floating about tt N gons A face with more than 4 sides Normal A vector that extends outward perpendicular to a graphic element From the on line 3D Computer Graphics Dictionary Entry contributed by Robert Karlsson 200 by Chalmers Medialab http oss ckk chalmers se dictionary 0 Rourke p 99 DRAFT 1 6 121 Section 8 Plug ins WINGS3D USER MANUAL NURBS curve Non Uniform Rational B Splines a mathematically defined curve of infinite resolution Object A self contained solid body composed of vertices edges and faces also know as a body Opacity The level of transparency for a face as set in the Material Editor Organic model A model of a non manufactured item such as living organic things Orthogonal A view that displays a parallel projection along one of the major axis Orthographic view The view as it appears when in Orthographic View mode causing the scene to not show depth perspective Parameterization That is what continue unfold projection does It makes a 3d to 2d mapping and associates at least one 2d coordinate UV also named ST in some docs to each vertex Perspective A graphic technique that creates the illusion of depth on a two dimensional surface
112. ill pop up that allows you to set the colors interactively via RGB slider bars or by typing in individual vales for red green and blue These settings are likewise set or abandoned via clicking on the OK or Cancel buttons respectively Vertex Display sets the size of the vertices on the screen in pixels It is sometimes handy to increase vertex sizes to even as much as 12 16 pixels for doing screen grabs to help clarify a point on a discussion forum or in a tutorial Edge Display sets the size thickness of the edges on the screen in pixels Colors sets the Background Text workspace text Selection Edges Hard Edges and Wire Edges colors By clicking on one of the boxes the color dialog box will come up allowing you to enter RGB values from 0 255 Enter each number then hit Return to accept the changes You can drag and drop color patches from one box to another Grid the two options are Color which works exactly as the Color options described above and the Force Axis Aligned Grid check box which acts as a toggle If turned on whenever you jump to a primary axis view by hitting the X Y Z Shift X Shift Y Shift Z keys the Grid will automatically turn on 51 Section 5 1 The Menus WINGS3D USER MANUAL When you move out of such a view the grid will automatically turn back off Highlighting Vertex Edge Face and Object highlighting are also On Off toggles If turned on then the item of that typ
113. in all directions at once X Scales the object along the x axis Y Scales the object along the y axis Z Scales the object along the z axis Radial X YZ Scales the object radially from the x axis i e The size in y and z are effected while x remains constant Radial Y XZ Scales the object radially from the y axis so that the y dimension remains constant Radial Z XY Scales the object radially from the z axis so that the z dimension remains constant Figure 53 The Body or Object Menu OBJECT MENU FLIP X will flip the object on the X axis Y will flip the object on the X axis Z will flip the object on the X axis OBJECT MENU INVERT Invert will flip all the normals of the model in effect turning it inside out This can be useful if an imported model loads into Wings Inverted i e the normals all pointing inwards instead of outwards Invert will fix the normals so that they all point outward It can also be useful to fix model parts that are created via Extract Region on inward facing 85 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL regions though it may take some getting used to working Inverted Quick Tip A way to create the juice object inside a glass and have it line up On the inside of a glass or jug create a loop that defines the height of the liquid Then select the loop do a Shift L to select the region next to it Ctr Shift l if it selects t
114. ion based on 110 DRAFT 1 6 WINGS3D USER MANUAL section 5 2 6 AutoUV Mapping containment about which closed contours form holes within other faces The faces are extruded and then quadrangulated OBJECT MENU TEXT Creates an object formed from characters in a TrueType font The plug in asks for the font file name note this is usually different from the font name a string of characters to create the object from and a number of times to bisect the edges higher numbers will give shapes truer to their intended form The character outlines are extruded and then both sides are quadrangulated Now under Windows as an alternative to giving a font file name you can instead give a font name as it appears in a font browse dialog If you give a file name you must give the full path if you give a font name it must appear without a directory name FACE MENU TESSELATE TRIANGULATE Takes each selected face in turn and triangulates those faces that contain four or more edges The triangulation is supposed to be good in some technical sense FACE MENU TESSELATE QUADRANGULATE Takes each selected face in turn and quadrangulates those faces that contain five or more edges Quadrangulation means to divide into convex quadrilaterals sometimes this can t always be done so some triangles may remain The quadrangulation is supposed to be good in some technical sense VERTEX MENU TWEAK Puts Wings in a special mode for quickly editing
115. ions work based on the center of mass of the selected set Uniform Scales the distance between the vertices uniformly in all three directions at once X Scales the distance between the vertices along the x axis Y Scales the distance between the vertices along the y axis Z Scales the distance between the vertices along the z axis Radial X YZ Scales the distance between the vertices radially from their local geometric x axis i e The distances in y and z are effected while x remains constant Radial Y XZ Scales the distance between the vertices radially from their local geometric y axis so that the y dimension remains constant Radial Z XY Scales the distance between the vertices radially from their local geometric z axis so that the z dimension remains constant WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus VERTEX MENU EXTRUDE Can be performed on one or more vertices During the extrusion process you can use the plus and minus keys to change the size of the extruded spike s base Normal a spike type feature is extruded from each selected vertex along the vertex normals thus creating new faces Free the spikes are created in the direction of mouse movement X the spikes are created along the X axis Y the spikes are created along the Y axis Z the spikes are created along the Z axis VERTEX MENU FLATTEN Requires two or more verti
116. its which is an arbitrary size that you can use to represent any scale you want i e inches feet etc On the lower right hand side of the screen you will find a small tab This is used to resize the geometry window This is also useful for adding more geometry windows or making room for the Qutliner and Geometry Graph so they dont cover the workspace The Status bar on the bottom shows what options are available in this case what each mouse button will do and it will also act as a tool tip informing you of each items function WINGS3D USER MANUAL Figure 2 The Title Bar 2 2 The Title Bar At the top of the Wings window is the Title Bar It identifies the application by name and if there is a previously saved model open displays the name of the model At the far section 2 The Wings3D User Interface in x right of the bar are the standard GUI widgets for Minimize Restore and Close Figure 3 The Menu Bar 2 3 The Menu Bar Below the Title Bar is the Menu Bar Here you will find options common to Wings in general with a few exceptions The exception is the Objects Menu which works only on Objects an object is also know as a Body in Wings Each Menu will be discussed in full in section 5 The Wings3D Command Reference Guide Figure 4 The Icon Bar 2 4 The Icon Bar There are three sets of Icons above the workspace as illustrated here The two on the left determine what Display Mode you
117. jects In the example below we have a it caused the cylinder itself to become bent cylinder that is centered in the workspace In c we have applied a Torque Y by 180 One set faces has had an Extrude Region degrees and get an interesting screw like Normal applied to make the object object with a straight shaft q F Figure 49 Other factors If your object is asymmetrical Torque can give you better results The above examples were kindly provided by Bj rn Gustavsson DRAFT 1 6 79 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL Quick Tip Deformers Deliberately moving models off center and experimenting with Twist and Torque can give Interesting results In my opinion ensuring you have sufficient sections along the length of your model is essential for producing satisfactory results For non organic technical models careful choice and matching of the number of linear and radial sectors can result in geometry that offers considerable scope for polygon reduction after twisting is complete Experimentation and keeping away from prime numbers can pay dividends in this area if low polygon counts are needed Rotating the model off a main axis and twisting at right angles to the models main axis can often prove an entertaining and fruitful exercise If you Experiment with want to dirty up an object thats been twisted for maybe a more organic look try selecting sections of the twisted i
118. l INT Media Group Incorporated 2002 3D Computer Graphics Dictionary Various authors http oss ckk chalmers se dictionary Chalmers Medialab O 2000 3D Modeling and Surfacing Bill Fleming Academic Press O 1999 Rapid Evaluation of Catmull Clark Subdivision Surfaces Jeffrey Bolz and Peter Schroder Web3D 02 2002 The Winged Edge Data Structure Dr Ching Kuang Shenefound Michigan Technological University Principles of Three Dimensional Computer Animation Revised Edition Michael O Rourke W W Norton amp Company O 1998 Digital Sculpting Techniques by Bay Raitt and Greg Minter Nichimen Graphics 1998 DRAFT 1 6 125 COMPLETE SHORTCUT KEY LIST WINGS3SD USER MANUAL OVERVIEW OF CONTENTS Copyright information 4 Table Of Contents 9 List Of Figures 6 INTRODUCTION O section 1 Installation g Ta E AVRO S A E A EE E nema 9 Quick Tip Plugins don t work with all versions of Wings3D ooocooccccccccconnnnconnnncannnooo 9 A O A A eee ee 9 Te O nar 9 A SA A iets De hissed alan onl oe At erases Cee eae dele cle lee tala 10 section 2 The Wings3D User Interface 11 2 General UVM oni tele ial eine adecat old doth wacG ure A E 12 es TMS A tear bare E AEE wera oath A E E AE an es 13 AS SS AAA a aE aoenerenadsenes 13 IS A aden uMiacaandanaaasanindankteniahes tiewieiemonraan Ameadenheuatamee teas 13 eo MING GAGS Ba AS Wace ae bees auld Beale ore tah E Raat ate ule eae aoe 14 So Dialog A ented ne seca vn AAEE died E c
119. l requirements Description Adds 3 new menu entries to the export and export selected menus RM Subdivision Mesh rib Exports each Object to Renderman compliant Subdivision Mesh with a default lighting and material setup Materials are based on the first material found Hard edges are converted to creases Faces with the Hole material applied are converted to holes If the model has UV coordinates these are written and Texture maps if any are exported as TIFF Note that the renderer must support facevarying option for UV s to work RM Points Polygons rib Exports each object to Renderman compliant Points Polygons Mesh with a default lighting and material setup Materials are based on the first material found If the model has UV coordinates these are written and Texture maps if any are exported as TIFF Note that the renderer must support facevarying option for UV s to work RM Unoptomised Polygons rib Exports each object to Renderman compliant Points Polygons Mesh with a default lighting and material setup Materials are based on the first material found Expands vertex list so that the number of Vertex Coordinates the number of UV Coordinates If the model has UV coordinates these are written and texture maps if any are exported as TIFFs Note designed to work for Renders that do not support facevarying Usage DRAFT 1 6 109 section 8 Plug ins WINGS3D USER MANUAL Geodesic Dome Primitive Plug in by Nath
120. lder on your hard drive with no spaces in it lt also means less typing DRAFT 1 6 113 Section 8 Plug ins WINGS3D USER MANUAL SECTION 8 RESOURCES 8 1 Wings3D Links Wings3D Home Page Here you will find the latest source code and Windows binaries several tutorials and some useful links Link www wings3d com SourceForge Wings Project Page Here you can find both the current and historical source code and release notes file a bug reports or log feature requests Link http sourceforge net projects wings Erlang the Wings programming language The best reference is the PDF document Concurrent Programming in Erlang which is the first six chapters of a book by the same name Most of the people now writing plug ins for Wings got started by reading this document You will also find a Glossary an Index and a Getting Started guide at the same site Link http www erlang org Wings Warm amp Fuzzy 3D Wings discussions This is the unofficial Official Wings Board This is where most of the on line Wings discussion takes place especially oriented to helping new users and for hashing out development issues Link http pub33 ezboard com bnendowingsmiral CGChat Wings Board A Wings discussion board more centered around the art of modeling with Wings They tend to run Seminars on a given modeling topic Link http www cgchat com board forumdisplay pnp s Sforumid 69 Bernie s Downloads Many free models in wings
121. led it correctly Support for other rendering engines may be added in the future The Option Button on the right will bring up a sub menu for several parameters you can set Before you can send the file to render in YafRay make sure you have added at least one light or you wont see anything The image is rendered from the point of view of the camera FILE HISTORY If you have opened files previously you will see their filenames listed below File Export Clicking one will open that file provided it is still in the same location where you had it at the time The history list is currently limited to 4 files FILE EXIT Ctri Q Exits Wings3D If changes have been made since your last save Wings will ask you if you want to save them before shutting down WINGS3D USER MANUAL Section 5 1 The Menus 5 1 2 The Edit Menu Undo redo Ctrl 2 Reco Ctr l shittt s Undo Alt Ctr1 2 Can t repeat D Can t repeat Shift D Material Camera Mode Preferences Compatibility Purge Undo History Figure 35 The Edit Menu Edit Menu General The Edit Menu allows for operations which can directly affect your model such as Undo Redo Repeat and Repeat Drag It is also where the user can set up their operational preferences so that Wings looks and behaves they way they prefer it to work EDIT UNDO REDO Ctrl Z Reverses last action The last Undo is redone the last Redo is undone EDIT REDO Ctri Shift Z Redo u
122. lick in the workspace to bring up the Edge Menu and select Connect A new edge will be created that connects the two sides thus breaking the side face into two equal faces while leaving the new edge in the selected state While it is still selected right click for the Edge Menu again and Move in the Y direction just a bit Hit the space bar to deselect everything and then select the two lower vertical edges on the side and Connect them Slide the resultant edged down with the Move Y function so that it is just above the base of the hand We now have faces in place that can form the base of the four fingers and the thumb Figure 23 Cut in the thumb nub Select the two side edges top left and Connect them Move the resultant edge top middle down in Y via the Edge Menu Move Y function top right Then select the two lower edges bottom left and connect them Then using the Edge Menu Move Y function again bottom middle move the new edge down along Y to form the base face that will become the thumb 32 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide Next we will use the Face function Extrude to create some basic fingers Switch to Face Selection Mode by clicking on the Face Icon at the bottom of the Workspace Then click on the four faces that will form the base of the four fingers Right click for the Face Operations menu and select Extrude and then select Y Move your mouse to the right to extrude the faces up a bit
123. lick on the Vertex Icon or hit V You should now see your vertices at each corner of the cube Figure 8 a Click on the two top left vertices DRAFT 1 6 17 Section 3 A Quick Start Guide WINGS3D USER MANUAL Note that they become highlighted They are selected Figure 8 b Now right click in the workspace The Vertex Operations menu comes up Figure 8 c lt presents you with vertex specific commands only thus limiting the amount of confusion possible This context sensitive method of working is considered one of the strong points of Wings3D and leads to very short learning curve Click or hover on Move Note that a side bar menu of Move specific options comes up Figure 8 d Click on Normal and move the mouse around a little to see what happens Then move it to the right until the distance moved is 1 0 as indicated on the Status Bar at the bottom of the Wings window Left click to end the Move command Your cube should now look like figure 8 e Hit the Tab key to see a Smooth Shaded view of the modified cube Figure 8 f Hit the Tab Key again to go back to Shaded Wireframe mode If you did not hit the Space Bar the two vertices should still be selected In fact you should have noticed they were still selected even when we were in Smooth Shaded mode So now switch to Edge Selection Mode hit the E key Notice that all the edges that were adjacent to the selected vertices are now automatically selected Figure 9 a Because Wings3D uses wi
124. llation None Usage The project is on hold as of this writing but the source code is available for anyone else who wants to pick up the torch Just as an historical note many former plug ins by Sean Hinde Anthony D Agostino and Chris Osgood have been incorporated into the standard Wings3D distributions and therefore no longer need to be installed as plug ins Notable among these are VRML export torus knot advanced DRAFT 1 6 111 Section 8 Plug ins WINGS3D USER MANUAL menus virtual mirror and vector operations They also have lots of other goodies related to Wings at their web sites including the Windows installer Chris uses for his stuff and Mac OSX binaries and an Erlang Tutorial for C C and Java Programmers at Sean s site YafRay ae ou get this if YafRay is orrectly installed eae Render a 1 i FI quee You can change settings here YafRay is an external ray trace renderer you can download from http www yafray org Follow the directions to install it to your hard drive Once installed you will need to add it s location to your path The path is a list of locations that will be searched for software WINDOWS In windows 98 you edit your autoexec bat in it you will see a line that reads something like Path C C windows C windows system etc At the end of this list of locations add a semicolon a space and c yafray When you restart your machine it will be added to the paths
125. loops involved in the arm that link it to the chest and beyond But that gets more into the artistic aspect which am not well qualified to discuss So back to the physical world In Wings there are tools that let you take advantage of edge loops in your modeling You can use Loop Cut to cut off parts of the model when needed You can select by Edge Loops and by Edge Rings the lateral connecting edges between two loops and then work with that selection You can use the F3 and F4 keys to march up and down a chain of edge loops to do rapid model adjustments And of course there is the all important central edge loop The central edge loop is important if you want to use Mirror or Virtual Mirror to speed up your modeling If you maintain your central edge loop the loop that runs entirely around the long axis of your model then you will be able to model on one half of the model Loop Cut off the other half and then Mirror which will cut your modeling time in half By maintain mean to keep the edges straight as an arrow true and to not have it interrupted by poles The first point is an absolute requirement or very strange things will happen when you Mirror You can work around the second point If when you go to 43 Section 4 The Nature of Subdivision Modeling WINGS3D USER MANUAL select the loop it only partially encircles your model because of pole interruptions you can manually select other parts to get a full l
126. m knuckle bulges and round out the palm Finger nails were created by selecting faces and Extruding Region In the top portion of Figure 27 above added more details by doing a series of Connects One set of Connects was done to create a loop that separates the hand front to back Then four loops were created the same way to completely encircle the hand down the length and each finger and into and around the palm Then another another set of edges was created to run from the index finger tendon up the side of the thumb and back down the other side Then to create more of a knuckle shape the vertices at the front and back of each knuckle were Scaled in Y to spread them apart thus creating the diamond shaped areas In the bottom section of Figure 27 added yet more detail To add detail to to knuckles Dissolved the edges on the inside of the diamonds front and back and then Inset them a bit to create inner diamonds Then used Connect on vertices to create the details you see here DRAFT 1 6 37 Section 3 A Quick Start Guide WINGS3D USER MANUAL Then Moved the inner vertices out to form bumps on the backside of the fingers and in to form creases on the inside of the fingers Then selected the faces for the finger nails four per nail by the way not just two and did an Extrude Region slightly into the fingers Then scaled down the region just a bit and then did another Extrude Region to raise the nails just past the level of the
127. messages to you Keep an eye on the Status 2 6 Dialog Boxes Occasionally you will need to enter values via keyboard as input parameters to perform some action in Wings This is done via pop up dialog boxes Preferences are entered via a large form dialog while numeric inputs for modeling commands are done via small pop up dialog boxes The preferences dialog box comes up when you select Preferences found in the Edit Menu When in the Preferences dialog you can click or Tab from field to field type in your preference setting or turn on off toggles with the mouse If you do not want to make any changes after selecting an item you can dismiss the sub menu with the Cancel button Click OK button to apply t y MA i Bar as you model for it will give you context sensitive help as you go the changes lo enable all the changes to your preferences click on the OK button in the main dialog box If you want to abandon all your changes click the Cancel button in the main Preferences dialog box to abort the changes you have made Dialog boxes are also used while modeling to allow for numeric entry of parameters To bring up modeling numeric input dialogs hit the TAB key after selecting the function you want to use For example to Move a face by 1 5 units in X select the face right click for the Face Menu choose Move select X and then hit Tab The little dialog box will come up and you can type in 1 9 and hit return E
128. mically in the lower left of the workspace Another point Wings keeps your custom preferences even when you upgrade to a new version DRAFT 1 6 EDIT COMPATIBILITY The Compatibility menu allows the user to toggle on off several options in Wings These are Optimize display lists Use display lists for text Show dummy axis letter and Early back buffer clear In general you shouldn t change these options from their default values unless you have some sort of problem using Wings One button mouse The default is on To use the default Wings Blender camera mode on a Mac with a one button mouse you must first enable this option To emulate the middle mouse button hold down the Alt Option key To emulate the right mouse button hold down the Command key This option has no effect on Windows or Linux based systems Optimize display lists This is a toggle that tells Wings to optimize how it handles the internal list of drawing elements for screen refreshment It is generally recommended that this option be set to On However some combinations of drivers graphics card seems to handle it incorrectly causing Wings to crash with a General Protection Fault or similar So if you have display problems or crashes try turning this off to see if that solves the problem The default setting is on which is the fastest setting Use display lists for text The default is on If text doesn t show up in menus and other places try
129. n each side and Extrude Normal by 1 0 You should have something similar to that shown in Figure 10 d Then Select the two vertices on the front face and Connect them as shown in Figure 10 e Select the two long edges on the front face and Cut by 3 Connect the resulting vertices You should have something similar to that shown in Figure 10 f Select the front faces of the side sections and Inset some windows as seen in Figure 11 a Move the front three edges that run horizontally across the front of the main cube down in Y by 0 50 to square up the door as shown in 11 b Then select the two windows and Scale them down in Y by 0 50 units to square them up as well You should have something similar to that shown in Figure 11 c Select the door windows and the three floor faces as shown in 11 e Now Intrude to hollow out the shell of the dog house Figure 11 f shows the results of the Intrude operation The thickness of the walls is determined by how much you move the mouse while Intruding Figure 11 More basic construction New faces have been Inset in a The three edges on the front face were then Moved down in Y b to resize the door face The windows are then resized in c Select all the faces that will be used for the Intrude command in e and Intrude The results of the Intrude are shown in f DRAFT 1 6 21 Section 3 A Quick Start Guide WINGS3D USER MANUAL Select the two edges that go from the side sections to the main roof and Di
130. ncrease or decrease the base area of the extrusion WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus Normal extrudes the selected edge or edges along their normal s Free Will extrude the selected edge edges in the direction of mouse movement X constrains the extrusion along the X axis Y constrains the extrusion along the y axis Z constrains the extrusion along the Z axis When you extrude an edge new faces are created to connect the line to the main body of the object it is being extruded from That is to say the result will have thickness you cannot create a sheet that protrudes from the object EDGE MENU CUT 2 one edge is cut into two edges 3 one edge is cut into three edges 4 one edge is cut into four edges 5 one edge is cut into five edges 10 one edge is cut into ten edges Cuts the selected edge s into the number of equally sized segments as specified by the number chosen from the side bar menu Note that the number keys on the main keyboard can be used in lieu of the Cut command The keys allow for an edge to be cut into 2 10 O being 10 segments by the simple press of a key EDGE MENU CONNECT C New edges are created that connect the selected edges together Multiple edges can be connected at a time EDGE MENU BEVEL Creates a bevel or chamfer on selected edges If used on an edge in the middle of a flat face Bevel will op
131. nd Wings use winged edge data structures Import of other formats is trickier The other formats contains triangle or polygon meshes To import them Wings must combine the polygons into one or more closed objects that can be represented by the winged edge 47 Section 5 1 The Menus WINGS3D USER MANUAL structure Combining gets tricky if the mesh contains defects and many meshes do since the defects usually are not a problem in other modelers or renderers Also if you import a model that has a texture associated with it you may get a Wings message box when attempting to modify it telling you that the operation can not be performed on a textured model This is because texture support in Wings is under development In a future release of Wings the question will be if you want to convert the texture to colors just as in Nendo But currently the workaround is to use the Strip Texture command in the Body pop up menu Or you can save the model as a Wings file and reload tt One thing new users may find helpful is the knowledge that Wings and Nendo work well in tandem since Wings supports both the import and export of ndo files So you can model in Wings take the model into Nendo to do color assignments and save the model with colors Then you can use Wings File Import ndo and bring the model in with all the color assignments intact Some Wings Operations still cannot work with color assignments but you can smooth
132. ndone steps up to 32 steps EDIT UNDO Alt Ctrl Z Undo up to the last 32 steps EDIT REPEAT D Repeats the last command Note that the menu will read Cant repeat some command D if the selection mode has been changed and the command doesn t exist in the current selection mode Also if the selection has been cleared no command can be repeated There are limits on what can be repeated Interactive commands commands DRAFT 1 6 where you drag such as Extrude will only be repeated up to when the dragging phase starts You will have to do the dragging again even if you want to drag exactly the same distance EDIT REPEAT DRAG Shift D Repeat Drag repeats both the command and the interactive actions taken with the command In other words the mouse drag portion of an extrude for example is also repeated So if your did an Extrude on a face for 3 units selecting the Repeat Drag option Shift D would not only start the Extrude command but would also do the extrude the same distance 49 Section 5 1 The Menus Diffuse Ambient specu lar Emission shinine 11 0 Upacity 0 5 Figure 36 The Material Editor EDIT MATERIAL Default Hole Brings up the Material Editor This both shows the current material settings for the included colors and allows you to set their properties You can set the color for the default object and hole colors and any materials you have created via the Face Set
133. ng an Auto Smooth 86 DRAFT 1 6 OBJECT MENU COMBINE This will combine the selected objects into one object Unlike Mirror it does not actually fuse or change any geometry This can be very useful if you have a model composed of several parts and want to Scale or Rotate them as a single entity If you scale such a model without first using Combine the parts will either pull away from each other or collide with each other since they all have their own local origins Combine will allow you to scale everything together as if it were all One object because they do indeed become one object Objects need not be touching or even near each other to be combined Object names previously assigned are lost OBJECT MENU SEPARATE If two or more objects have been fused via the Combine command this will Separate them into their component parts Former names will not be reestablished Bodies that were separated by a Face Dissolve Operation can also be separated into separate bodies OBJECT MENU CLEANUP This command will find all non intersecting vertices in the model and Collapse them Good for maintaining the topological integrity of the model OBJECT MENU AUTO SMOOTH This command will find all edges formed by sharp angels and automatically set them to be hard edges Then when you Smooth the object it will retain much of the original form and detail By default the edge will be set to hard if the angle between the faces is
134. ng up the Vertex Operations menu as before This time Right Click on Move to bring up the Vector operations Left click on the initial vertex the one right in the center of the grid and on the vertex at the top of the dome we created at the beginning of this tutorial This will create a vector aiming towards the top of our dome Now Alt Right Click to bring up a small menu Notice that this menu has a magnet icon on it Click on the magnet icon Now click on a vertex to define the fall off zone again choose one about four vertices away from the initial selection point Right click to execute and drag the mouse to the old familiar settings of D 0 05 and R 1 00 Whoa It s going the wrong way into the ground So drag the mouse to D 0 50 and R 1 00 instead Press the e button to change the magnet back to a Dome the last one we did was Spike so it was still selected Left click to complete the Operation and examine the model It should look something like mine Figure 58 f 93 Section 5 3 Advanced Men WINGS3SD USER MANUAL 5 5 Advanced Menu Gommand Reference Guide Wings 3D Geometru 4 Rotate scale Extrude Extrude Region Extract Region Flatten Inset Intrude Bevel Bridge Bump itis Put On Mirror Dissolve Collapse Smooth Material Tesselate Advanced Menu 94 A Al Activates magnets Last Axis Default Axis Region Pop up Sub Menu DRAFT 1
135. nged edge topology it can keep track of what elements are associated with what So Wings can carry forward selections from mode to mode which can greatly speed up your modeling Collapse licen wa lafo Figure8 Basic Wings navigation Now right click in the workspace to bring up the Edge Operations menu Figure 9 b Choose Bevel from the menu and move the mouse to the right until the Status Bar reads 0 50 then left click to end the command Figure 9 c Note a couple of things here Bevel ended and put us into Face Selection Mode automatically See the faces are already highlighted and the active icon is now the Face Icon Wings attempts to end commands by making the elements that it just created active on the assumption that since you just made them you will want to do something with them Not always true but it s a pretty valid assumption most of the time and can help speed up your modeling 18 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide ome gt perations Mere Jctata Tala tPude SUL Jennest Bevel Dissolve ellae derdns s gt WLU oul AS tr rT dore Iptinized Turn Shift T Actats scale utrie zatre Region 2atract Region latten Irset Trtrucks Heve Brida BLmp irra Dissolve ol laose sigota set Material Tesselate Figure 9 Working with the Wings interface Since we are in Face Mode lets right click again and bring up the Face Operations m
136. ns 8 by default You can change the number of Loops by clicking on the Options Box to the right UV Torus A more sophisticated version of the torus Here you can specify the U Resolution 80 by default the V Resolution 16 by default the Major Radius 1 0 by default and the Minor Radius 0 2 by default by clicking on the box on the right of the menu Lumpy Torus A variant of the UV Torus that adds two more parameters Lumps 8 by default and Lump Amplitude 0 5 WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus Spiral Torus another variation on effect if you remember they are there You the UV Torus Here you have parameters for will need to play around with the settings to Loops and Loop Radius instead of Lumps and get a good feel for how to create them and Lump Amplitude All of these More primitives how to use them effectively are used rarely but can be used to great Figure 45a The Wings primitives Top row from left to right Tetrahedron Octahedron Octotoad Dodecahedron and Icosahedron Second row Cube Cylinder Cone Sphere and Torus Third row Grid Image Light and Text Bottom row Torus Knot Spiral Spring UV Torus Lumpy Torus and Spiral Torus DRAFT 1 6 71 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL 5 2 2 The Vertex Operations Menu Vertex Operations Menu Vertex operations Hove Rotate Scale Extrude Flatten Connect Tighten Bevel
137. ns the extrusion along the Z axis FACE MENU Extrude Region Normal extrudes the selected face s along their normal s as a unit By extruding in the negative normal direction you can create indentations into the body of the object such as a mouth or nostrils By using Extrude Region on a group of faces rather than simply using Extrude you keep the faces joined together into one coherent surface which is often preferable to having distinct stems growing out of the object Free will extrude the selected face s in the direction of mouse movement X constrains the extrusion along the X axis Y constrains the extrusion along the y axis Z constrains the extrusion along the Z axis FACE MENU EXTRACT REGION Normal extract faces and then move the faces along the regions normal Free extract faces and then move faces freely in all directions X extract faces and then move them along the X axis Y extract faces and then move them along the Y axis Z extract faces and then move them along the Z axis Extracts a region or group of faces from the parent object to create a completely new object Note that the faces do not have to be contiguous lo create a new object that abuts the original object do an Extract Region and immediately left click without moving the mouse to lock it in place You probably will not be able to successfully select the new object due to the underlying original an
138. nto a more organic form when subdivided as opposed to Facet subdivision Specular color The color of the reflected light off the surface Specularity A materials setting that controls the size of the brightest area on a surface created by reflection from the surrounding lights i e highlights Spot angle A light setting that controls the shape of the light cone generated by a spot light Spot Falloff A light setting that controls how quickly the light fades from full intensity at the center to completely dark at the edges e How fuzzy the edge of illumination will be Subdivision Creating two or more faces from a single face Subdivision modeling A method of modeling solids by dividing its faces into more faces and manipulating them to approximate the overall shape of the subject matter A method of using a low poly cage object to define a smooth object once it is subdivided Subdivision surfaces the faces that result from subdivision modeling Tessellate The division of one triangle into multiple triangles to achieve a smoother overall form Track Moving the camera up and down or back and forth in front of the model Transparency The amount of opacity of a surface Tris Short for Triangles Triangles Face made of 3 edges Triangulate The automated subdivision of faces with four or more edges into triangles Tumble Moving the camera around the model in 3D space Vector A line of directi
139. nu 98 DRAFT 1 6 FACE LIFT This is an Advanced Menu option only because it relies on a secondary selection to work To use Lift select a face you want to lift Then click on Lift in the Face menu Note the instructions on the status bar Select a point or edge to act as the pivot for the lift Operation with the Left mouse button Then click the Right mouse button to execute the command Control the amount of lift by moving the mouse to the right or left Complete the operations with a left mouse click Try it out a few times on a simple object with an Inset face It is a very useful modeling tool WINGS3D USER MANUAL Section 5 3 Advanced Men 5 5 4 Body Operations with Advanced Menus BODY MOVE LMB Select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu First define the vector to move along with the LMIB then execute with the RMB To bring up the options menu Alt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent moves can be made using the newly defined vector by choosing Last Axis from the standard Vertex Operations menu Body Rotate LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub
140. o select faces by their assigned materials Any user defined material will automatically be added to the Material sub menu and become available for selection DRAFT 1 6 Random 10 90 selects a random subset of the current selection type vertices edges faces or objects for manipulation Short Edges selects any edges that are too short as determined by the option box to the right of the command Short edges are often responsible for display anomalies and difficulties in continued modeling Often these edges will be so short and located such that you can not see them even after selecting them You can Extrude them to find them or simply Collapse them to eliminate them ld You can also select any item vertex edge or face by its ID number which can be gleaned from the Wings status bar when the item is selected So if you record an ID number you know you want to come back to you can later Select it then Aim at it to continue working in that area SELECT LIGHTS Will select all the lights in your scene SELECT ALL Vertices Edges Faces Objects Ctrl A Selects all the vertices edges faces or objects dependent on the current selection mode For objects It selects all within the scene that have not been hidden or locked via Object object name Hide or Lock to be discussed later SELECT INVERSE Ctri Shift Inverts the selected set That which was selected becomes unselected and vice ver
141. of the Material Editor sub menus Figure 30 Figure 31 Figure 32 Figure 33 Figure 34 Figure 30 Figure 36 Figure 37 Figure 38 Figure 39 Figure 40 Figure 41 Figure 42 Figure 43 Figure 44 Figure 40 Subdivision Edge loops and poles Basic topology The main menu bar The File Menu The Edit Menu The Material Editor Camera modes The Preferences Menu Compatibility The View Menu The Select Menu The Tools Menu The Object Menu The Help Menu The Primitives pop up menu Figure 45a The Wings primitives Figure 46 Figure 47 Figure 48 Figure 49 Figure 50 Figure 91 Figure 52 Figure 53 Figure 34 Figure 55 Figure 56 Figure 37 Figure 58 6 DRAFT 1 6 The Vertex Operations pop up menu Twist and Torque Twist vs Torque Other factors The Edge Menu The Face Menu The Wings Material Editor The Body or Object Menu standard vs Advanced Menus The Wings magnets The Influence Menu Vector Magnets revealed Magnet operations in Wings Dedication This book is dedicated to Bj rn Gustivson and the Wings3D development team for bringing us Wings3D to the developers of Wings3D plug ins to the OpenSource community at large and to Mike roadtoad Owen for starting and running the Wings3D web forum without which this manual and Wings3D itself would have taken much longer to develop DRAFT 1 1 SECTION 1 INSTALLATION WINGS3D USER MANUAL INTRODUCTI
142. ogy is a method that mathematically defines all elements in a model by their relationships to other elements of the model This is done by a set of tables specifically face edge and node tables In Figure 32 have selected one face Face 71 and then switched to Edge Mode to select its component edges Figure 32 Basic topology Because of the winged edge topology of the model each element knows its relationship with all adjacent elements Similarly if we had just selected Edge 2 and then done a Edge Loop selection Wings would have know to select edges 60 68 26 and the others on the back of the model that we can not see to complete the loop For a more detailed description of the winged edge data structure you can read The Winged Edge Data Structure by Dr Ching Kuang Shenefound here http www cs mtu edu shene COURSES CS3621 NOTES model wingea e html DRAFT 1 6 The Status Line of Wings tells us that Face 71 is encircled by edges 9 16 70 and 72 Note that newer versions of Wings place this information in a string at the top left of the workspace It only knows this because the winged edge topology exists to provide the information Scott Riding copyright 03 modelled in Wings 96 04 rendered in dds Max 4 0 Model by Scott Riding Rendered in 3D studio Max 4 lt is well beyond the scope of a User s Manual to get into a thorough discussion of the winged edge data structure It is enough to know tha
143. on The Square brings up a panel to customize that item before it is created Delete Rename Strip Texture Colors to Materials UY Mapping experimental Figure 6 Contest Sensitive Menus These are context sensitive menus of the main geometry window These are not to scale in order to show you all the menus These menus appear when the appropriate feature is selected and right clicked on From left to right The Primitives Menu when clicking an empty part of screen the Vertex menu edge menu the face menu and the object menu DRAFT 1 6 15 WINGSS3SD USER MANUAL section 2 The Wings3D User Interface 2 8 The Information String If you have an element of geometry selected Wings will display some basic information on that element or elements in a string at the 2 939 Wings Units A Wings Unit wu is arbitrary in size and can be thought of in terms of any real world units desired The Wings grid is composed of squares each 1x1 wu in size The standard Wings cube is cube is 2 x 2 x 2 Wings Units in size If building a model from scratch you can arbitarily decide that a wu will represent inches feet meters or miles whichever is most appropriate for the task at hand Quick Tip Working With Wings Units When working with many Wings commands dragging with the Shift key depressed will Cause movement to be constrained to whole units while the Ctrl key will cause movement to be constrained to tenths of units
144. on on a ES workspace Lube where nothing is Culinder selected You Cone will be presented Sphere with a list of Torus available primitives to add Grid to your workspace Left click on one of the primitives to Light Material Image add it It will be added to the center of the Image Plane Text scene as an ES unselected More object at it s default size Figure 45 The You may need Primitives pop up to turn other menu objects visibility off via the Objects Menu in order to find the newly added object The complete list of standard primitives is given below Notice that some primitives have a little box icon to the right of their name This is the Options Box for that primitive If you click on the primitive name you will add a default primitive whereas if you click on the options icon you will be presented with some options number of sections number of slices etc that you can change Tetrahedron a four sided object a triangular pyramid Octrahedron an eight sided object Octotoad A twenty six sided object unique to Wings Designed by Mike roadtoad the host of the Wings discussion forum and added to the Wings primitives as a tribute to the great service this board provided in the further development of Wings3D Dodecahedron a solid object with twelve faces icosahedron a solid object with twenty faces Cube Plain and simple What most models start out
145. onality From the on line 3D Computer Graphics Dictionary Entry contributed by John Woolfrey 122 DRAFT 1 6 WINGS3D USER MANUAL Glossary Vertex A point as defined in its X Y and Z position in space Widgets tools Winged edge topology A method that mathematically defines all elements in a model by their relationships to other elements of the model A requirement of winged edge topology is that each edge is adjacent to exactly two faces Another condition that Wings3D imposes not necessarily other programs that use winged edge topology is that a given face cannot contain the same edge more than once Wireframe A mode of viewing an object so that the edges are visible but the faces are not Wire shaded A mode of viewing an object so that the faces are visible as well as the edges that define them Workspace The working area of a program also called a view port DRAFT 1 6 123 Section 8 Plug ins WINGS3D USER MANUAL CREDITS 1 2 Edition Special thanks to all those that contributed to this effort Contributors include Mike Rickard of www 3dtotal com whose hand model inspired the Hand Tutorial steve Lapham for the original dog house tutorial on which the one in this manual is based puzzeledpaul for assistance with the Advanced Menu options and for the Experiment with Deformers and the Put On and Bridge Quick Tips Mestela for the Create the Juice Invert Quick Tip Nathan Ryan John Moss Mike Ow
146. oop for the Loop Cut operation Keep in mind that quads faces with four edges do not ensure the absence of poles To demonstrate this create a cube and smooth it once Now select an edge one level down from the top vertex Do a Select Edge Loop The selected loop will not run all the way around the object despite the fact that it is made entirely of quads Examine where it stopped and you will see that there is indeed a three edged pole present where it stopped Figure 31 Connect that vertex to the top most vertex thus creating two triangles and try the experiment again The edge loops now runs on longer despite the fact that there are now triangles in the model Why Because there are now four edges at that intersection you have eliminated one pole which was not necessarily a good thing to do Figure 31 Edge loops and poles On the left you can see where a pole stops an edge loop from encircling the object By inserting a new edge the loop can continue on a little further The edge loop at the center of the object does completely encircle the object because it encounters no poles On the right you can see an example of Edge Rings shown in pink 44 DRAFT 1 6 WINGSS3SD USER MANUAL section 4 3 Winged Edge Topology 4 3 Winged Edge Topology One of the reasons Wings works so well with edge loops and edge rings is the fact that it is based on a topological data structure winged edge topology Winged edge topol
147. ou can scale two vertices along a cross axis to spread them apart or move them towards each other Useful in conjunction with orthographic mode for certain tasks where precise movement alignment is required VIEW ALIGN TO SELECTION Turns the camera to point in same direction as selected elements Wings then orientates the model such that you are viewing along the selected element s normal This can be very useful if a single flat face is selected and Align to Selection is used The face is then seen in its true shape since the viewer is looking at it from a right angle Selecting geometry forming that face edges or vertices and using Move gt Free for example allows movement on the same plane as the face This keeps the face flat which is required for clean geometry This is also useful in situations where you want to maintain a reference face so that other geometry not linked to that reference DRAFT 1 6 face can easily be moved on planes parallel to the reference face To accomplish further editing of this external geometry select the reference face use Align To Selection and the model re aligns to the correct position For example Align To Selection can be used on a flat face then an edge can be Cut by 2 to create a new vertex It is then possible to slide the new vertex along the edge to a new position The edge can either be kept straight via vector moves discussed later or distorted by m
148. ou to use the mouse to move edges in two cardinal directions while locking out movement in the third X constrains movement along the x axis 78 DRAFT 1 6 Y constrains movement along the y axis Z constrains movement along the z axis EDGE MENU ROTATE Connected edges will rotate about their collective center of mass Non connected edges will rotate about their individual centers of mass Free Will rotate the selected edge edges in the direction of mouse movement X constrains rotation about the x axis Y constrains rotation about the y axis Z constrains rotation about the z axis EDGE MENU SCALE Increases or decreases the length of the selected edges Uniform Scales the selected edges uniformly in all three directions at once X Scales the distance of the edges along the x axis Y Scales the distance of the edges along the y axis Z Scales the distance of the edges along the z axis Radial X YZ Scales the length of selected edges radially from the x axis i e The distances in y and z are effected while x remains constant Radial Y XZ Scales the length of selected edges radially from the y axis so that the y dimension remains constant Radial Z XY Scales the length of selected edges radially from the z axis so that the z dimension remains constant EDGE MENU EXTRUDE As with vertex extrusions you can use the plus and minus keys to i
149. ou turn off Lompatibility W Uptimize display lists mw Use display lists for text M Show dummy axis letter Early back buffer clear Figure 39 Compatibility Use the Edit Compatibility Menu to fix display and operational problems if you have difficulties running Wings on your system auto save O and then turn it on again the auto start mechanism wont start until the next time you start wings lts not used for imported files Enabling Auto save also enables the auto backup function of Wings A backup file will be saved each time you save your work i e your previous file will be stored as FILENAME wings_bup If you want to load a backup file use Open and look for wings_bup files Advanced Menus enables Wings advanced menus operations lf advanced menus are turned on then you can use some of the advanced manipulation tools designed by Chris Osgood which have been incorporated into Wings Many of these functions operate on the premise of selecting and using a secondary vector as a reference about which the advanced functions work These vectors are visible if advanced menus are on and their appearance characteristics of width and color are user definable via the Vector Display Width and the Vector Display Color options here Show Debugging Info works as a toggle If activated the amount of memory currently being used by Wings the number of items in the display list and the number of binaries in use are displayed dyna
150. oving the vertex accordingly to form a new apex In either case by first using Align To Selection the face will remain flat Similar operations can be preformed via other methods as well such as the Slide plug in which will be discussed later VIEW AUTO ROTATE U This will fly your camera around the model so that It appears to rotate The angle and speed of rotation can be set via the Edit Preferences menu Rotating gives you a good overall view of the model and can be used in conjunction with screen capture software to create an AVI to show off your model Left click to stop the rotation You can change the aspect of the camera with the middle mouse button during rotation and the rotation will continue Quick Tip View Orthographic in Wireframe Mode sometimes it is not all that obvious what the difference between Orthographic and Perspective views do for you To see this graphically create a cube and hit the X key to look at it straight on Then hit the O key a couple of times It does not seem to do much other than change sizes right Now hit the W key to put the cube into Wireframe Mode and repeat the exercise You can definitely see the effects of perspective now even when looking dead on Now use the marquee select function drag a box to select the top left vertex of the cube while still in perspective view You get one vertex selected Clear the selection and go into Orthographic View Select the top left ver
151. r model is in They are from left to right Wire shaded on off and Perspective on off These are used to toggle on and off these features as you work Perspective off also called Orthogonal view is useful for lining an object up to a reference image plane The next four cons display what Edit Selection Mode you are in They are Vertex Edge Face and Body The red highlighting gives you a quick visual key as to just what elements are affected in each DRAFT 1 6 mode and the white outline box indicate which mode you are currently in In the above illustration we are in Face selection mode Your Edit Mode will be important when it comes to using any of the modeling tools since most tools are presented in context sensitive menus within the Workspace The context of those menus is determined by the current Edit Mode The last two are Ground Plane and Reference Axes These icons are used to quickly toggle on or off these features as needed 13 WINGS3SD USER MANUAL section 2 The Wings3D User Interface Figure 5 The Status Bar Here the status bar is telling us that a left mouse click L will select an element a right mouse click R will bring up a menu and a middle mouse click will allow you to tumble the object on screen These instructions will change based on what you are doing and what you have selected 2 5 The Status Bar At the bottom of the Wings3D Workspace is the Status Bar This is where Wings passes
152. re map will be able to pull the model apart and arrange the parts nicely in my texture mapping program of choice because did this In fact if were smart would have assigned a different texture to the front and back of the hands so that they could be easily isolated for painting So to make these color assignments simply select the faces to be assigned a color and then use the Face Set Material Operation You will be presented with a pop up box with New Default and Hole as choices Select New and you will be prompted for a material name Give the faces a short but logical name Skin and nails come to mind for me here The Material Editor will come up as shown in Figure 29 below 38 DRAFT 1 6 WINGS3SD USER MANUAL Section 3 A Quick Start Guide Figure 28 The hand completed Final detail cut in Top and with colors assigned Bottom L_ OK Cancel Specular _ ON Opacity 1 0 i Figure 29 The Wings Material Editor Click on the little boxes to bring up sub menus Figure 29a for setting the actual values for the DRAFT 1 6 3g Section 3 A Quick Start Guide WINGS3D USER MANUAL first four parameters This is done via entering a number in the numeric entry fields or by using the slider bars You can set the diffuse ambient specular R Loa OK and emissive colors as well as the _ y G 255 LoS S i oars shininess and opacity of the selected faces E Cancel The effects of yo
153. reate a picture inside a picture frame The inner face could then be extruded in the negative direction to cause the frame to stand out You can also Inset and make the new face larger than the original face See the Dog House Tutorial in section 3 of this manual for an example of this in action FACE MENU INTRUDE You can make some very cool models very quickly with the intrude function It is especially handy for making lattice work type of objects such as the Eiffel Tower or a bird cage It works by creating an inverted copy of the entire object then doing a Bridge on all pairs of selected faces The thickness of the walls is controlled by how far you move the WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus mouse during the operation The Dog House tutorial in this manual demonstrates the Intrude function quite nicely FACE MENU BEVEL Bevels all the edges of the selected face or faces simultaneously thus creating a smaller selected face and small surrounding faces FACE MENU BRIDGE Causes two co planer or nearly co planar faces to snap together thus fusing new geometry between them Only two faces can be selected at a time for Bridge The faces must have the exact same number of edges and vertices but can be shaped differently This can be used to attach one object to another one part of the same object to another part of the same object or to create holes in an object if the selected faces ar
154. rge the undo history after each Smoothing Quick Tip Repeat and the Function Keys You can do some quick and easy modifications to a model through the combination of the Repeat D and Repeat Drag Shift D operations and the F3 F4 Next Loop Previous Loop keys The Repeat and Repeat Drag operations can be performed over and over again on successive loops as you F3 and F4 your way up and down a portion of your model A simple example would be if you wanted to make a segmented body such as a worm You could start with a many segmented cylinder then choose the first loop that you wanted to adjust and do a Scale Uniform Then you would hit F3 twice to move up two loops and reapply the Scale Uniform by simply hitting Shift D Or to make the worm tapered hit D and use the mouse to adjust the amount of scaling Keep repeating the process until you have the entire cylinder done WINGS3D USER MANUAL Section 5 1 The Menus 5 1 3 The View Menu round plane e Axes e bdorkmocde Tab smoothed Prey Leu shitt Tab bhirerfrane Shae Toggle wireframec shaded H shou saved Eb show Edges show Hormal snow biretrane backfaces Reset View F Aim A Frame ShiFt A Urtographic Yiew 0 scene Lights Une light show Colors snow Materials Show Textures view Along Alien to selection Auto Rotate Figure 40 The View Menu VIEW MENU GENERAL The View Menu contains functions that set and control how you view your work
155. rmal Now read the status bar and notice the Icon bar has changed At the right of the status bar Wings is telling you what you need to do while to the left it is telling you how to do tt Right now it is telling you that you need to select the magnet influence fall off zone for the move operation and that you do this by Left Clicking some elements The Icon bar is telling you that those elements can be vertices edges or faces with vertices being the default The fall off zone is defined as a radius from the initial selection point so we only need to pick one other vertex to define it Pick one that is four vertices away from the initial selection Figure 58 c lt shows up as a big blue square on the X edge of my grid in this case Notice that the status bar is still telling us that a Right Click will execute the command So lets Right Click now and see what happens when we move the mouse around As you move the mouse around watch the status bar again It will tell you by how much the original vertex is moving but it also tells you the radius of the fall off zone But we already defined the radius so what is that for Well you can change the fall off zone radius interactively as you drag by using the plus and minus keys as indicated on the right side of the status bar Go ahead and press the Plus key a couple of times and see WINGS3SD USER MANUAL Section 5 3 Advanced Men E E E y E E E y E y E y ee A A O E e
156. rt Guide 3 4 Adding Detail Now we will add some fingers and a thumb to the basic hand block Begin by clicking on the Edge Mode Icon at the bottom of the workspace to switch to Edge Selection Mode Notice that all the edges become highlighted because they were derived from a previously selected object Hit the Space Bar to deselect everything Now select the top two edges as illustrated below Right click in the workspace to bring up the Edge Operations menu and choose Cut and then 4 from the side bar menu to cut the top edges into four equal parts Notice that upon completing the Cut operation you are automatically switched to Vertex Mode with the affected vertices pre selected as seen on the top right frame of the picture below Right click in the workspace to bring up the Vertex Operations menu and select the Connect function New edges will snap into place as seen in the bottom right frame below thus forming four new faces on the top side of the hand block These will eventually become the base faces for our fingers Figure Select the top two edges top left Right click for the Edge Menu top middle and Cut by 4 This creates new vertices top right which are pre selected Another right click brings up the Vertex Menu bottom left where we can Connect the vertices to create four new faces bottom right DRAFT 1 6 31 Section 3 A Quick Start Guide WINGS3D USER MANUAL Now select the two side edges of the hand block Right c
157. s Objects Ctri A oooooococcococoroccconnnronnoonnao SELEG EIN WEP eae CF SRI aii AA A Ai iS SELECT STOURE SELECUON oa As SE LEGT RECALL OELEC MON 000 dada SELEG PEXEARANCGE SELECTION ir aid ae daa SELECT UNION WVU coi ORE ot e abel SELES SUBITRACIWITA STORED tao tiza SELECT INTERSECTION WITH STORED ua dida To e 1 OL MEn arnee a A E Tools Menu General O D D O D 128 TOOLS TALIGA a A a wan we R E He suane nes TOOLS CENTER oaee en eA EN O ear Gen Aucoin ot TOOLS SAVE BOUNDING BUS A oes T A R ares TOBES SCALE TO SAVED BB sssrin rea apes chan a a A lp dci TOOLS SAVE TO SAVED BB PROPORTIONALLY ori TOOLS MOVE TOSA VEN DB octanos es os TOOLS SET DEFAULT AX Goeroes sarn ERE Eaa e nes TOOLS WA TIAL MIRROR asias aa a a AEE TOOLS IWEAR oe oa pais GUE Tip Additional OD Sil Quick Tip BOUNCING BOXES eysan e a a Anti ii 6 Te Objects MENU NAE Objects Menu General OBJECTS SHOW AND UNLOCK AU asi ii da OBJECTS AIDE SELECTED da OBJECTS AIDE UNSELECTED aqii o ER OBJECTS LOCK UNSELECTED percis a a tin OBJECTS OBJECT LIST object1 would be cube1 for the example shown above RZ RS OI iria is Help Menu General HELP ING STARTED recece e EE da HELP USING A MOUSE WITH ONE OR TWO BUTTONS cece ees HELP FRENCH AND GERMAN KEYBOARDS cc cccecce eee eeneereeeeeneeseanenneteennens ME A ON MEL ASSIGNING HORES id ls REL ADVANEECUMENOS is Si d MEL
158. s keyframing and inverse kinematics among other things lt reads much more like a text book than would like but it is very informative 120 DRAFT 1 6 WINGS3SD USER MANUAL Glossary GLOSSARY Ambient color The overall color of an object When rendering scene ambiance is multiplied by face ambiance Attenuation The intensity of a light through the scene as it diminishes with distance from the source Backface The interior side of a face on a solid object Bezier A mathematically defined curve formed by the placement of control points Binaries Machine readable files created by compiling source code Body A 3D object composed of vertices edges and faces Bounding box Generally the minimum volume that can contain a selection However a single vertex bounding box is O and a single edge bounding box is two dimensional Box modeling A common term for the type of polygon modeling used in Wings3D Central edge loop A set of edges that completely encircles a model on one of the primary axes usually the Z axis for example as the center line of a head Chart packing This is the last step that happens before the AutoUV window appears i e each 2d chart is placed somewhere on texture Control cage The model in shaded wireframe mode prior to any smoothing operation Crease angle The angle between two faces that share an edge Diffuse color The overall color of a surface absent any highlights lik
159. sa SELECT STORE SELECTION Stores a selection set so that it can be used in conjunction with other selection sets SELECT RECALL SELECTION Recalls a selection set so that it can be used in conjunction with other selection sets 61 Section 5 1 The Menus WINGS3D USER MANUAL SELECT EXCHANGE SELECTION Exchanges a selection set so that it can be used in conjunction with other selection sets The current selection set becomes the stored selection set while the stored selection set becomes the active one SELECT UNION WITH STORED Creates a new selection set by combining the current selection set with one that has been stored SELECT STORED SUBTRACT WITH Creates a new selection set by subtracting the stored selection set from the current selection set That is all items in common Model by Mr Christopher 62 DRAFT 1 6 between the two sets are deselected from the current selection set SELECT INTERSECTION WITH STORED Creates a new selection set intersecting the current and stored selection sets That is only those items that are common to both sets remain selected This can be used very effectively to add noise to an organic model You can store all the vertices on a tree trunk for example then Select By Random 30 which will select vertices on trunk branches and leaves Then do a Intersection With Stored and only random vertices on the trunk will remain selected which you can
160. selection set to include all the adjacent items vertices edges or faces of DRAFT 1 6 the same type on a given object For example if a face is selected all adjacent faces will become selected as well If there are multiple objects in a scene it will not cause more objects to be selected however each object with a selection set active will have it s selection set grow SELECT LESS Shrinks the selection set in reverse order of it s growth If working with an initial selection set this will cause nothing to be selected As with More selection sets on multiple objects can be manipulated at the same time SELECT REGION Shift L Select Region works in conjunction with a properly selected closed edge loop Given a properly selected edge loop Select Region will then select all the faces contained by that loop If a single edge is selected or if the loop is not closed then all the faces become selected SelectiRegion will also handle multiple loops For instance you can select both hands or both legs Select Region and select Edge Loop are the inverse of each other SELECT EDGE LOOP L selects edges that flow in a line until a pole is encountered A pole is a non 4way intersection i e it has 3 edges or 5 or more edges joining at a single vertex SELECT EDGE RING 6 selects a set of edges that run between two edge loops These cross edges are sometimes referred to as struts If you think of t
161. skin Of course did all this stuff for the thumb too Now my attention turned to the hand itself added four more edge loops that surrounded the hand Then added edges to form the V shape around each of the tendons This allowed me to Move the edges for the tendons out so that they bump up a little Of course on the palm of the hand Moved them into the hand a bit to form creases Then went about the outside of the hand and in between the knuckles and tried to round things up a bit by moving vertices It s not looking too bad at this point in fact the hand is almost complete Figure 28 below shows some final detail have cut into the palm of the hand the life lines as used in palm readings They were created by doing some Connects on the edges to include the curve of the lines Then the lines were Beveled to turn them into double lines and then the vertices were Moved into the hand to create the necessary creases This completed the modeling portion of the hand Be we are not done In the bottom half of Figure 28 you can see that have assigned colors to the hand It is important for you to assign colors to your models before you consider your task complete because each different color assignment can be used to great effect In subsequent paint and rendering programs In the bottom half of Figure 28 you can see that have made two distinct color assignments one for the skin of the hand and one for the nails later when create a textu
162. ssolve them Figure 12 a Switch to Vertex Mode Select the two left over vertices on the roof lines and Collapse them Figure 12 b Then select the top face and Inset by 75 Figure 12 c Now Move the inset roof face up in the Y direction for 0 50 units Figure 12 d Now Inset the top face outward by 30 then Extrude it up in Y by 0 25 units Figure 12 e and then Scale it down Uniform by 90 to form a little roof cap The house should resemble that shown in Figure 12 f Figure 12 Building the main roof Dissolve the edges a and Collapse the vertices b that disrupt the roof face Then Inset the roof c Move the center face up in Y d then Inset outward and Extrude Y to form the roof cap e Then Scale the top of the cap f 22 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide Select the top faces of the side sections and Inset outward by 40 Figure 13 a Then Extrude Normal up by 0 10 units Figure 13 b Switch to Edge Mode Deselect the front and back edges with the mouse This will leave the inside and outside edges still selected as in Figure 13 c I just rotated the house so you can see the back side and see that four edges remain selected Connect the side edges Figure 13 d Move the new edges up in Y 0 53 units to form gables Hit the Space Bar to deselect everything and switch to Vertex Mode Then select the vertices on the outside of the two gables and Scale X by 25 to bring them in as seen in Figure 13 e
163. t Wings is based on this data structure and it is used to make and manipulate selection sets very rapidly You can also find winged edge topology illustrated from a geographic point of view here http www bequia swinternet co uk edgeex html 49 WINGS3D USER MANUAL section 5 The Wings3D Command Reference Guide SECTION 5 THE WINGSSD COMMAND REFERENCE GUIDE 5 1 The Main Menu E Y LF a m oe ee bei ott ae eee Lui a A a e Figur 3 The main menu bar The Main Menu consists of logically organized functions that are generally global in nature throughout Wings3D that is they apply to vertices edges faces and objects or general environmental settings such as user preferences and camera manipulation The 5 1 1 The File Menu Hew Ctrl H pen Ctrl 0 Merge ECErI L SAVE Ctrl s have AS Ctr l Shift s save Selected Import Esport Esport selected Render 1am inchain tines aty uings zomeple uings 15m inc lock wines Exit Ctrl Figure 34 The File Menu 46 DRAFT 1 6 exception to this general rule is the Objects Menu which contains functions relevant to objects only The Main Menu items include File Edit View Select Tools Objects and Help Each of these will be covered in this section individually File Menu General The File Menu contains file handling options most of which are common to almost all applications but some warrant a little discussion E
164. tandard Vertex Operations menu VERTEX SCALE LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to scale on with the LMB then execute with the RMB To bring up the options menu AIt RMB This is where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent scales can be made about the newly defined vector by choosing Last Axis from the standard Vertex Operations menu As with standard scaling you must have at least two vertices in your initial selection to have any effect Vertex Extrude LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse Button Alt RMB to bring up the options sub menu As with Move first define the vector to extrude on with the LMB then execute with the RMB To bring up the options menu AIlt RMB This ls where you can access magnets while working with vectors Note that the Middle Mouse Button MMB can be used to dolly the camera while working Subsequent extrusions can be made about the newly defined vector by choosing Last Axis from the standard Vertex Operations menu Vertex Flatten LMB select elements to define the vector Right Mouse Button RMB Execute the operation and Alt Right Mouse
165. tem rather than the whole and re applying a bit more twist Taper operates from the center of the selection set along the axis chosen One end will Taper up while the other end Tapers down Like twist experiment with selecting parts rather than the whole of the model it is quite easy to get useful shapes this way Successive applications of taper should also be tried e g tapering a multi sectioned cylinder 100 in Y and then repeating the op will produce a concave spike like a Chinese hat whereas if you perform the second taper by 100 you get a beer barrel shape Tip provided by Puzzled Paul 76 DRAFT 1 6 WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus Both Models by Erin McClellan DRAFT 1 6 17 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL 5 2 3 The Edge Operations Menu Edge Operations Menu General If one or more edges are selected right Edee operations Hove Rotate Scale Extrude Cut Connect Bevel Dissolve Collapse Hardness Loop Cut Turn Figure 50 The Edge Menu clicking in the workspace will bring up the Edge Context Sensitive Menu This will allow you to perform operations unique to edge manipulations EDGE MENU MOVE Normal moves the selected edge edges along their normal Fee Will move the selected edge edges in the direction of mouse movement This can be very useful when in Orthographic mode since it allows y
166. tex via marquee drag Rotate the camera a little and you will see that you got both the front and back vertices because you were in Orthographic view This can be very useful O Section 5 1 The Menus WINGS3D USER MANUAL when you are working on a complex but thumb as an example you can go into symmetrical or nearly symmetrical model Orthographic view and use a marquee select To get the vertices of the left and right to get both sets at once a 200 a A gt K i 1 1 AD ESTELA e Image by Mentat7 www sargentgfx com Rendered in Cinema4D 08 DRAFT 1 6 WINGS3D USER MANUAL Section 5 1 The Menus 5 1 4 The Select Menu Deselect Space More Less Ree ion ShiFt L Edee Loop L Edee Ring E Prey ious Edge Loop Fa Next Edge Loop Fa similar I Adjacent Ey Lights All objects Ctrl A Inverse Ltrl shitt I Store selection Recall selection Exchange selection Union with stored Subtract with stored Intersection with stored Figure 41 The Select Menu SELECT MENU GENERAL The Select Menu is one of the most important items in Wings3D as it contains many Operations that lead to fast and efficient modeling By being able to quickly select the elements you need to work with and even combine or subtract that selection with another selection set you can quickly achieve the results you desire SELECT DESELECT Space Deselect all selected items SELECT MORE Grows the
167. the y axis Z constrains movement along the z axis FACE MENU ROTATE Connected faces Regions will rotate about their collective center of mass Non connected faces will rotate about their individual centers of mass Free Will rotate the selected faces in the direction of mouse movement X constrains rotation about the x axis Y constrains rotation about the y axis Z constrains rotation about the z axis FACE MENU SCALE Uniform Scales the face uniformly in all directions at once X Scales the face in the x axis Y Scales the face in the y axis Z Scales the face in the z axis Radial X YZ Scales the face radially from the x axis i e The distances in y and z are effected while x remains constant Radial Y XZ Scales the face radially from the y axis so that the y dimension remains constant Radial Z XY Scales the face radially from the z axis so that the z dimension remains constant FACE MENU EXTRUDE Normal extrudes the selected face s along their normal s By extruding in the negative normal direction you can create indentations into the body of the object such as a mouth or nostrils Free will extrude the selected face s in the direction of mouse movement X constrains the extrusion along the X axis 31 Section 5 2 The Context Sensitive Menus WINGS3D USER MANUAL Y constrains the extrusion along the y axis Z constrai
168. then left click to end the extrusion Notice that the end faces remain selected facilitating another extrude So do another shorter extrusion This will later form knuckles Then carry on with the extrusions as illustrated in Figure 24 You do not have to constantly right click to bring up the context sensitive menu however Wings has a Repeat command accessed by simply hitting the D key on your keyboard lt can save you quite a bit of time if you are doing many of the same types of functions over and over as here with the finger extrusions Figure 24 Extrude the fingers Select the finger base faces top right and Extrude in Y a little top center Do a shorter Extrude for some knuckles top left Then carry on as shown in the lower frames DRAFT 1 6 33 Section 3 A Quick Start Guide WINGS3D USER MANUAL To add a thumb we will do another set of extrusions but we don t want the thumb to stick straight out from the side of the palm so we will also use the Rotate function Select the face we created earlier for the base of the thumb and do a Extrude in X By now you should have gotten the knack of the context sensitive menus so will stop telling you to right click in the Workspace to bring up the Face Operations menu to help speed things along The extruded face will still be selected so now do a Rotate in Z Move your mouse back and forth to see how the face will rotate about the Z axis rotating up when moved to the right an
169. till contain something that you are able to paint Fewer charts is better from a user perspective because they are easier to paint on but more charts will lay flatter so they will have less texture stretching You will have to deside how best to divide the surface so that it is as flat as possible DRAFT 1 6 section 5 2 6 AutoUV Mapping stretching problems later when trying to paint the texture on the resulting map Note that picked up where left off that the smoothed cube starts out here projected You can switch back and forth between the two as long as you do not choose Continue 105 WINGS3SD USER MANUAL Creating Cuts Continue Segment by Mark Edges For Cut Unmark Edges Select Marked Edges Cancel The Segmenting Right Click Menu The third option is to segment your model by hand The task is to break up your model into as many charts as you need in order to make your model lay flat A flat model will not have texture stretching but if you make too many charts you will not be able to easily paint your textures The art of proper chart number to ease of painting is a skill learned with practice Once you have finished making your charts and appropriate cuts you click Continue Unfolding Mark edges for Cuts A Cut is used to simplify a chart for the UV Mapper to correctly spread out your charts on the texture If you want to unfold a cube in One chart you can do that by cutting the correct
170. to specify the path and file name to be saved FILE REVERT Clears all work done since last save and restores last saved lt does not clear the Undo history The idea is that you should be able to undo a Revert if did it by mistake Thus there is no question asking for confirmation File Import Nendo ndo 3D Studio 3ds import scale export scale ok cancel Adobe Illustrator ai Wavefront obj import scale export scale ok cancel Import files of selected format in current project Wings supports the importation of Nendo ndo 3DS Max 3ds Adobe Illustrator ai and Wavefront 0bj format files Import has no limits on file size other than system resources Import implicitly always merges therefore you can add non native format models to your scene without loosing your current work The SDS Max and Wavefront import commands both have option boxes on the right of the menu item The option boxes allow you to specify an Import Scale This is useful since many models will be very small or absolutely huge when imported into Wings By experimentation you can find the right scaling factor and then apply it each time you import models from another program Simply apply the inverse scale upon export if you wish to take the model back to the originating program The Nendo import works much better than the others because it Is a one to one translation This is because both Nendo a
171. ton and select a set of vertices not too far from the initial selection in this case three one hidden from our current view which results in a big blue dot as seen in panel 59 c This dot indicates the center of the extent of our fall off zone Now the status bar is giving new instructions specifically that you can begin the magnetic move with the Right click of the mouse Panel 55 d shows the result of doing a magnetic Move Keep in mind that you can use of the Middle mouse button to dolly around during this operation to get a good look at things as you go Influence Radius 11 0 Further more you can combine these two types of operations You can define a vector and then Alt Right Click to bring up a Vector Magnet operation Doing so bring up this little gem Vertex Move Abort Command Figure 57 Vector Magnets revealed Just click on the little magnet icon and set up magnets as described before You get the power of both vectors and magnets combined Note that for users of Maya camera mode Hold Ctrl instead of Alt while right clicking This is shown in the help prompt in the status line Finally there is the new Face command Lift that becomes available when Advanced Menus are activated The reasons Lift is only available with Advanced Menus is that it requires a secondary selection to use as the pivot for performing the lift And secondary selections is what Advanced Menus are all about Lift is explaine
172. turning off this option Known to be an issue on some Matrox cards 03 Section 5 1 The Menus WINGS38D USER MANUAL Show dummy axis letter The default is off If Wings crashes when trying to open menus when the axes and or axis letters are turned off try turning on this option Known to be an issue on some Matrox cards Early back buffer clear he default is off on Mac OS X and default on on all other platforms There is probably no reason to change this option There are two screen buffers a front buffer and a back buffer The front buffer is what you currently see on screen The back buffer is used for drawing what you will see next When everything is drawn the buffers are swapped On all platforms but Mac OS X Wings clears the back buffer immediately after swapping because that is somewhat faster That is what Bj rn calls early clear Qn Mac OS X it seems that the back buffer can be used by the OS which resulted in a blank Wings window When the option is turned off Wings does a late clear i e it will clear the back buffer immediately before starting to draw in it EDIT PURGE UNDO HISTORY This will purge the undo history as stated If you purge the history you will not be able to 04 DRAFT 1 6 UNDO changes to your model The function is intended to reclaim memory It is especially useful in one situation when smoothing large models If you find that you are running out of memory pu
173. ur changes will show up i 23 XA interactively in the color box to the left When you click OK the effects will be reflected on the ball on the left side of the material editor window Once you are happy with your settings click the OK button on the material editor window You don t really need to get too fancy here especially at first so just make a color you like for skin and click OK Figure 29a An example of the Material Editor sub menus The fastest way to do this is to set up the largest material first by selecting the object then switching to Face Mode so that all faces are selected Then assign all the faces that color in this case skin After hitting OK in the Material Editor you can then select the nails and do another Set Material and then dream up you nail color Say OK again Then hit the Space Bar to deselect everything so you see your creation in full color Don t forget to Save your model before quitting and you may also want to Export it into a format that your rendering program can read That should give you the basics for organic modeling in Wings since a hand is definitely an organic subject Not to say my model is a particularly good example of if It is not a lifelike hand at all But considering it is the first Human hand ever modeled it did not turn out too badly And since subdivision surface modeling is known to be particularly good for organic type models this was a good exercise Now you can try something els
174. ure 15 a and Cut it by 2 Connect the resulting vertex with the two front top corner vertices as show in Figure 15 6 Move the back center vertex up in Y by 0 5 Figure 15 c Now dolly the camera so that you can see the underside of the porch as in Figure 15 d Connect the bottom side edges of the porch roof 15 e Move it forward in Z by 0 15 units 15 f Select the front and back bottom edges of the porch roof too Cut all three edges by 3 15 g Connect the vertices 15 h Scale them apart in X 130 to form small square shaped faces at the front bottom corners of the porch roof 15 1 Now select the two intersecting vertices and Bevel to 0 07 units 15 j 24 DRAFT 1 6 WINGS3D USER MANUAL Section 3 A Quick Start Guide select the resulting edges and Cut by 2 15 k Scale the resulting vertices from one side Uniform by 40 to form a roundish face 15 1 Now select the four vertices on the other side and do an Edit Repeat Drag to form an exact copy of the rounded face on the other side of the porch Select the two round faces and Extrude Y by 1 10 units which will make them even with the bottom of the house hp t i l ee T E E Fapsat Orig Seale Unitra ALFE a af ki a 4 Figure 15 Under the porch Cut the back edge of the porch roof by 2 a and connect that vertex up with the two at the top front corners b Then Move the center vertex up in Y c Now roll the house over so that you can see the underside o
175. usly in the direction each face points Thus care must be exercised on complex models least self colliding geometry be created The Mirror command is most effective for doing symmetrical modeling wherein only half of a model is built then a mid model face is selected and Mirror used to create the other half of the model If you maintain a clean central edge loop while modeling you can model Mirror continue to model select the middle edge loop and do a Loop Cut Delete the half of the model that needs to be updated and then Mirror again Quick Tip Fix that mirror plane If you use the Loop Cut model and Mirror method described above you will sometimes find that the object does not Mirror back together properly This is often caused by the mirror face getting out of kilter i e non planar while modeling Mirroring in such cases will cause a real mess To fix it up select the mirror face and do a Flatten on the appropriate axis to make it planar again Then do the Mirror to make a whole object from the half Finally select Tools Center All to get the whole thing re centered in the workspace FACE MENU DISSOLVE Bksp Deletes inner faces in a region of faces You can also slice an object into several parts with the Dissolve command by selecting the faces that would separate the parts and doing a Dissolve The parts will still be grouped as one object until you use the Separate command in Object selection mode to separ
176. uu a seted ea 96 leo AS era ME ae dete ea cee ae ate ean teat et ag iced ee tune OP eee 96 Edge EU EMB eee ee ener ee eee eee ee eee 96 0 0 3 Face Operations with Advanced Menus cccceeeceeeeeeeeeeeeeeeeeeeeaeeeeeaeeeenateeeneee es 97 PAGE MOVE PM Biosca did 97 FACE eI VIE ran adi dada 97 CAGE SCAR at IN ice isireanta acia pta nio d n 97 FAGE EXTRUBDE LIMBO a ao bas tees ee ee mecca aia ee ee 97 PAGE EXTRUBE REGION CMB csi ica aaa 97 FAGE EXTRACT REGION LMB acuarios 97 FAGE EEA TTEN EMB DE NEA OEN g8 PAGE Ur A EE g8 5 5 4 Body Operations with Advanced Menus ooooocccoccccccnnnccconnnonnnnno nn nnc nn rn rr nr rra rr 99 BODY MOVED aii reia opino io Dd ria eye Mach Rein Nata as 99 a A Mee ueie wed a uence Dada aet 99 Body Perce Or a EMB nner eee rere eer T eee era ie ee iia 99 BOO MIUPICALG MIDA Ata 99 5 6 Reference Guide to Hot Key ASSIGNMENES ccceecce cence eeeeeeeeeeeeseeeeeesueeseneesennes 100 section 6 windows 102 O A O EREA 102 Quick ip Drag andi DP eo 102 AE a A A A 102 SECTION O 9 UV Mapping ti dd didas 103 UY MAPPING SEGMENTING MODE i asrianiasr r E A AA OARE 103 Continue 103 130 DRAFT 1 6 WINGS3D USER MANUAL REFERENCES Continue Projection 104 Continue Unfolding 104 SEGMENT BY PROJECTION 104 SEGMENT BY FEATURE DETECTION 105 AuvChart1 9 105 CET ACME CF A arate race ashe gatas stipe hens O Seria aia ese nancies eet ee mast ame mans ae ese 106 The Segmenting Ri
177. ve a middle mouse button use Alt Imb instead Note that both the Max and Maya modes require a three button mouse Perhaps a quick word on clipping planes is in order here The near and far clipping planes are simply the area in your workspace between which objects or parts of objects remain visible So with a near clipping plane setting of 0 25 any portion of the object that is closer to the camera than 0 25 Wings units will vanish With a setting of 1000 for the far clipping plane any portion of an object greater than 1000 units from the camera will likewise become invisible The most practical implication here is if you want to zoom in very close for detail work you may find the area of interest suddenly disappears To solve this either zoom out slightly or reduce the near clipping plane setting to something smaller like 0 01 units EDIT PREFRENCES Wings allows the user to set numerous user interface preferences This is accomplished va a preference dialog sheet which is accessed by selecting Preferences from the Edit Menu When the dialog sheet comes up set each preference as desired then click OK to apply them and dismiss the sheet If you change your mind or don t want to set any preferences click the Cancel button to dismiss the dialog sheet without applying them Above is a picture of the dialog sheet DRAFT 1 6 as it is set in my working version of Wings Note that by clicking on any of the color boxes a sub menu w
178. y models made of quads so be careful when and how you use it Some programs such as game engines expect models to be composed entirely of triangles But the overall shape of a model can be determined by how those triangles are laid out Turn lets you create a better flow for the edges so that you can fine tune triangulated models EDGE MENU OPTIMIZED TURN Optimized Turn will triangulate your model by finding the shortest edges possible to create the triangles WINGS3D USER MANUAL Section 5 2 6The Context Sensitive Menus 5 2 4 The Face Operations Menu Face operations oye Rotate scale Extrude Extrude Region Extract Region Flatten Inzet Intrude Pewel Eridee Bump Lift Put On Mirror Dissolve Collapse Smooth set Material Tesselate Figure 51 The Face Menu Face Operations Menu General If one or more faces are selected right clicking in the workspace will bring up the Face Operations Menu This will allow you to perform functions unique to face manipulations FACE MENU MOVE Normal moves the selected face or faces along their normal s Free Will move the selected faces in the direction of mouse movement This can be very useful when in Orthographic mode since it allows you to use the mouse DRAFT 1 6 to move faces in two cardinal directions while locking out movement in the third X constrains movement along the x axis Y constrains movement along
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