2D views have two basic types of controlable movement (panning and zooming) with many interactive editing features. Note a complete list of keyboard modifiers is available here.
To pan, hold down the CTRL
key and
Button1
as you drag across the view.
You can also explicitly set the exact position by entering
the value in the coordinate entry widgets next to the view in
question (press ENTER
after entering each value).
To zoom, hold down the ALT
key and
Button1
as you drag across the view.
You can also explicitly set the exact zoom by entering
the value in the zoom (aka viewable dimension) entry widget
next to the view in
question (press ENTER
after entering each value).
To position the cursor, simply click Button1
at the desired location (the cursor position on the status
bar will be updated accordingly).
To set or translate the selected primitive's vertices
click on Button2
at the desired location.
In order to set the selected vertex's new position, you must
have one vertex selected. In order to translate the selected
primitive, unselect any vertexes and click and drag the entire
primitive to its new location.
To graphically select one or more primitive's vertex press
and hold down the SHIFT
key and Button1
as you drag a rectangular area covering the area you want to select.
If more than one match is made, then a dialog will appear prompting
you if you want to select the next primitive's vertex or accept the
current selected primitive.
The grid can be set explicitly by entering
the value in the grid entry widget. A grid spacing value of 0
implies to not display grid at all.
The 3D view is primarly used for viewing purposes only, there are no interactive editing capabilies on the 3D view. The angle of the camera is described by compoents heading and pitch (note that bank is not used), heading represents turning your head left/right and pitch represents looking up/down. Note a complete list of keyboard modifiers is available here.
To rotate the camera (look up/down or left/right),
simply press and hold Button1
and move left/right
to look left/right or move up/down to look up/down. Note that the
exact angle of the camera can be set by entering
the value in the heading or pitch entry widgets
(press ENTER
after entering each value).
To "walk about" (move forwards/backwards and turn left/right)
press and hold CTRL
and Button1
as you
drag over the 3D view. Dragging up/down moves the camera
forwards/backwards while dragging left/right turns the camera
left/right (as if the camera was a person walking through the scene).
Note that the exact position of the camera can be set by
entering the value in the x, y, or z entry widgets
(press ENTER
after entering each value).
To "strafe" (move about the XY plane but no turning)
press and hold ALT
and Button1
as you
drag over the 3D view. The camera will move in the direction
that you drag the pointer in.
To rise/sink (move up/down) press and hold SHIFT
and
Button1
as you
drag over the 3D view. The camera will rise/sink when you drag
the pointer up/down. Dragging the pointer left/right will simply move
the camera left/right.
The grid can be set explicitly by entering
the value in the grid entry widget. A grid spacing value of 0
implies to not display grid at all. Each grid line will repeat 10 times
regardless of the spacing as long as it is positive.
The 3D view can render the scene using OpenGL implementation rendering.
To enable rendering, press the rendering toggle button on the 3D view in question. When rendering is enabled, the scene will be drawn solid with lighting and texturing. Otherwise if rendering is disabled, the scene will be drawn as a wire-frame.
To enable culling (draw only visible winded surfaces), press the cull toggle button on the 3D view in question. When culling is enabled, any side of a surface that is winded the wrong way will not be drawn. You can define which direction the winding is to be considered visible by going to Edit->Preferences...->Apperance->Rendering and select clockwise or counter-clockwise.
To enable performing of translation or rotation primitives, press the perform translation/rotation toggle button on the 3D view in question. When this is enabled, any primitives that perform translation or rotation will be evaluated. If this is disbaled then everything will be drawn relative to the origin.
To set the camera properties, press Button3
and go to Camera Properties... where you can specify the far clip
and near clip as well as the vertical field of view in
degrees.
A background image can also be loaded to help editing,
to load a background image press Button3
and
go to Set Background Image... where you will be prompted to select
an image file to use as a background. To clear the background image
just press Button3
and select Clear Background Image.
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