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Wings 3D/User Manual/Index

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� COMPLETE SHORTCUT KEY LIST WINGS3D USER MANUAL OVERVIEW OF CONTENTS

Copyright information: 4 Table Of Contents 5 List Of Figures 6 INTRODUCTION 8 Section 1: Installation 9

1.1 Windows ..............................................................................................................9 Quick Tip: Plugins don’t work with all versions of Wings3D..........................................9 1.3 Solaris®................................................................................................................9 1.4 Mac.....................................................................................................................9 1.2 Linux®................................................................................................................10 Section 2: The Wings3D User Interface 11 2.1 General Overview..................................................................................................12 2.2 The Title Bar........................................................................................................13 2.3 The Menu Bar .....................................................................................................13 2.4 The Icon Bar........................................................................................................13 2.5 The Status Bar ....................................................................................................14 2.6 Dialog Boxes........................................................................................................14 2.7 Context Sensitive Menus........................................................................................14 2.7 Context Sensitive Menus........................................................................................15 2.8 The Information String...........................................................................................15 2.8 The Information String...........................................................................................16 2.9 Wings Units ........................................................................................................16 Quick Tip: Working With Wings Units ...................................................................16 Section 3: A Quick Start Guide 17

3.1 Finger exercises to get you started..........................................................................17 Quick Tip: The Nature of Normals ...........................................................................19 3.2 Your First Real Model; a Dog House........................................................................20 3.3 Creating A Hand (an intrinsically organic shape) .......................................................27 3.4 Adding Detail.......................................................................................................31 3.5 Finishing It Off......................................................................................................35 Quick Tip: Overlaying the wireframe on a smooth shaded view...................................36 Section 4: The Nature of Subdivision Modeling 40 Section 4: The Nature of Subdivision Modeling 41

4.1 Subdivision and Such.............................................................................................41 4.2 The Nature of Edge Loops .....................................................................................43 4.3 Winged Edge Topology..........................................................................................44 4.3 Winged Edge Topology..........................................................................................45 Section 5: The Wings3D Command Reference Guide 46 5.1 The Main Menu....................................................................................................46 5.1.1 The File Menu...................................................................................................46 File Menu – General 46 File | New (Ctrl-N).................................................................................................46 File | Open (Ctrl-O).................................................................................................46 FILE | MERGE (Ctrl-L).............................................................................................47 File | Save (Ctrl-S) .................................................................................................47 FILE | SAVE AS (Ctrl-Shift-S)....................................................................................47 FILE | SAVE SELECTED...........................................................................................47 FILE | REVERT......................................................................................................47 File | Import.........................................................................................................47 FILE | EXPORT......................................................................................................48

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� WINGS3D USER MANUAL REFERENCES Quick Tip: Rendering with YafRay......................................................................... 48 FILE | EXPORT SELECTED .......................................................................................48 FILE | RENDER......................................................................................................48 FILE | HISTORY .....................................................................................................48 FILE | EXIT (Ctrl-Q).................................................................................................48

5.1.2 The Edit Menu...................................................................................................49 Edit Menu – General 49 EDIT | UNDO/REDO (Ctrl-Z) ....................................................................................49 EDIT | REDO (Ctrl-Shift-Z) ........................................................................................49 EDIT | UNDO (Alt-Ctrl-Z)..........................................................................................49 EDIT | REPEAT (D) .................................................................................................49 EDIT | REPEAT DRAG (Shift-D) .................................................................................49 EDIT | MATERIAL ..................................................................................................50 EDIT |CAMERA MODE............................................................................................50 Mirai® mode: 51 Nendo® mode: 51 Maya® mode: 51 3ds Max® mode: 51 Blender mode: 51 EDIT | PREFRENCES ..............................................................................................51 EDIT | COMPATIBILITY ...........................................................................................53 EDIT | PURGE UNDO HISTORY.................................................................................54 Quick Tip: Repeat and the Function Keys............................................................... 54 5.1.3 The View Menu .................................................................................................55 View Menu – General 55 VIEW | GROUND PLANE.........................................................................................55 VIEW | AXES ........................................................................................................55 VIEW | WORKMODE (Tab) ......................................................................................55 VIEW | SMOOTH PREVIEW (Shift-Tab).......................................................................55 VIEW | WIREFRAME..............................................................................................55 VIEW | SHADE......................................................................................................55 VIEW | TOGGLE WIREFRAMED/SHADED (W) ............................................................55 VIEW | SHOW SAVED BB.......................................................................................56 VIEW | SHOW EDGES ............................................................................................56 VIEW | SHOW NORMALS.......................................................................................56 VIEW | SHOW WIREFRAME BACKFACES ..................................................................56 VIEW | RESET VIEW (R)..........................................................................................56 VIEW | AIM (A) .....................................................................................................56 VIEW | FRAME (Shift+A) .........................................................................................56 VIEW | ORTHOGRAPHIC VIEW (O) ............................................................................56 VIEW | SCENE LIGHTS ...........................................................................................56 VIEW | ONE/TWO LIGHTS......................................................................................56 VIEW | SHOW COLORS ..........................................................................................56 VIEW | SHOW MATERIALS .....................................................................................57 VIEW | SHOW TEXTURES.......................................................................................57 VIEW | VIEW ALONG (X, Y, Z, Shift-X, Shift-Y, Shift-Z) .................................................57 VIEW | ALIGN TO SELECTION ..................................................................................57 VIEW | AUTO ROTATE (U).......................................................................................57

Quick Tip: View Orthographic in Wireframe Mode................................................... 57

5.1.4 The Select Menu ...............................................................................................59 SELECT MENU – GENERAL 59 SELECT | DESELECT (Space)....................................................................................59 SELECT | MORE (+)................................................................................................59 SELECT | LESS (-) ..................................................................................................59

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� COMPLETE SHORTCUT KEY LIST WINGS3D USER MANUAL SELECT | REGION (Shift-L).......................................................................................59 SELECT | EDGE LOOP (L)........................................................................................59 SELECT | EDGE RING (G)........................................................................................59 SELECT | PREVIOUS EDGE LOOP (F3) .......................................................................60 SELECT | NEXT EDGE LOOP (F4)..............................................................................60 SELECT | SIMILAR (I) .............................................................................................60 SELECT | ADJACENT.............................................................................................60 SELECT | BY ........................................................................................................61 SELECT | LIGHTS ..................................................................................................61 SELECT | ALL [Vertices, Edges, Faces, Objects] (Ctrl+A)..............................................61 SELECT | INVERSE (Ctrl-Shift-I).................................................................................61 SELECT | STORE SELECTION...................................................................................61 SELECT | RECALL SELECTION .................................................................................61 SELECT | EXCHANGE SELECTION.............................................................................62 SELECT | UNION WITH STORED..............................................................................62 SELECT | SUBTRACT WITH STORED ........................................................................62 SELECT | INTERSECTION WITH STORED ...................................................................62 5.1.5 The Tools Menu................................................................................................63 Tools Menu – General 63 TOOLS | ALIGN.....................................................................................................63 TOOLS | CENTER ..................................................................................................63 TOOLS | SAVE BOUNDING BOX...............................................................................63 TOOLS | SCALE TO SAVED BB.................................................................................63 TOOLS | SAVE TO SAVED BB PROPORTIONALLY........................................................64 TOOLS | MOVE TO SAVED BB .................................................................................64 TOOLS | SET DEFAULT AXIS ...................................................................................64 TOOLS | VIRTUAL MIRROR.....................................................................................64 TOOLS | TWEAK...................................................................................................64

Quick Tip: Additional Tools...................................................................................65 Quick Tip: Bounding Boxes ..................................................................................65

5.1.6 The Objects Menu .............................................................................................66 Objects Menu – General 66 OBJECTS | SHOW AND UNLOCK ALL.......................................................................66 OBJECTS | HIDE SELECTED ....................................................................................66 OBJECTS | HIDE UNSELECTED................................................................................66 OBJECTS | LOCK UNSELECTED...............................................................................66 OBJECTS | {OBJECT LIST} (object1 would be cube1 for the example shown above.) .........66

5.1.7 The Help Menu .................................................................................................68 Help Menu – General 68 HELP | GETTING STARTED .....................................................................................68 HELP | USING A MOUSE WITH ONE OR TWO BUTTONS .............................................68 HELP | FRENCH AND GERMAN KEYBOARDS ............................................................68 HELP | LIGHT BASICS............................................................................................68 HELP | ASSIGNING HOTKEYS..................................................................................68 HELP | ADVANCED MENUS....................................................................................68 HELP | OPENGL INFO ............................................................................................68 HELP | ABOUT .....................................................................................................68

5.2 The Context Sensitive Menus..................................................................................69 5.2.1 The Primitives Menu..........................................................................................69 Primitives Menu – General 69 5.2.2 The Vertex Operations Menu...............................................................................72 Vertex Operations Menu – General 72 VERTEX MENU | MOVE..........................................................................................72 VERTEX MENU | SCALE.........................................................................................72

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� WINGS3D USER MANUAL REFERENCES VERTEX MENU | EXTRUDE .....................................................................................73 VERTEX MENU | FLATTEN ......................................................................................73 VERTEX MENU | CONNECT (C) ................................................................................73 VERTEX MENU | TIGHTEN .....................................................................................73 VERTEX MENU | BEVEL..........................................................................................73 VERTEX MENU | COLLAPSE (Bksp)...........................................................................73 VERTEX MENU | DISSOLVE.....................................................................................73 VERTEX MENU | DEFORM ......................................................................................74 Some Examples: ............................................................................................... 74 Quick Tip: Experiment with Deformers .................................................................. 76

5.2.3 The Edge Operations Menu..................................................................................76 5.2.3 The Edge Operations Menu..................................................................................77 5.2.3 The Edge Operations Menu..................................................................................78 Edge Operations Menu – General 78 EDGE MENU | MOVE .............................................................................................78 EDGE MENU | ROTATE...........................................................................................78 EDGE MENU | SCALE.............................................................................................78 EDGE MENU | EXTRUDE.........................................................................................78 EDGE MENU | CUT................................................................................................79 EDGE MENU | CONNECT C .....................................................................................79 EDGE MENU | BEVEL.............................................................................................79 EDGE MENU | DISSOLVE (Bksp)...............................................................................79 Quick Tip: Creating round eyes from square holes. ................................................. 79 EDGE MENU | COLLAPSE .......................................................................................79 EDGE MENU | HARDNESS......................................................................................79 Quick Tip: Replace your hard edges with bevels...................................................... 80 EDGE MENU | LOOP CUT........................................................................................80 EDGE MENU | TURN..............................................................................................80 EDGE MENU | OPTIMIZED TURN .............................................................................80

5.2.4 The Face Operations Menu..................................................................................81 Face Operations Menu – General 81 FACE MENU | MOVE..............................................................................................81 FACE MENU | ROTATE ...........................................................................................81 FACE MENU | SCALE.............................................................................................81 FACE MENU | EXTRUDE.........................................................................................81 FACE MENU | Extrude Region..................................................................................82 FACE MENU | EXTRACT REGION..............................................................................82 FACE MENU | FLATTEN..........................................................................................82 FACE MENU | INSET..............................................................................................82 FACE MENU | INTRUDE .........................................................................................82 FACE MENU | BEVEL .............................................................................................83 FACE MENU | BRIDGE............................................................................................83 FACE MENU | BUMP .............................................................................................83 FACE | LIFT ..........................................................................................................83 FACE | PUT ON.....................................................................................................83 Quick Tip – Put On and Bridge............................................................................. 83 FACE MENU | MIRROR...........................................................................................83 Quick Tip: Fix that mirror plane............................................................................ 83 FACE MENU | DISSOLVE (Bksp) ...............................................................................83 FACE MENU | COLLAPSE........................................................................................84 FACE MENU | SMOOTH (S) .....................................................................................84 Quick Tip: Smooth To Check For Anomalies. .......................................................... 84 FACE MENU | SET MATERIAL..................................................................................84 FACE | TESSELATE ................................................................................................84

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� COMPLETE SHORTCUT KEY LIST WINGS3D USER MANUAL 5.2.5 The Object Operations Menu ...............................................................................85 Object Operations Menu – General 85 OBJECT MENU | MOVE..........................................................................................85 OBJECT MENU | ROTATE.......................................................................................85 OBJECT MENU | SCALE.........................................................................................85 OBJECT MENU | FLIP............................................................................................85 OBJECT MENU | INVERT........................................................................................85

Quick Tip: Invert vs. Intrude. ................................................................................86 OBJECT MENU | TIGHTEN......................................................................................86 OBJECT MENU | SMOOTH (S).................................................................................86 OBJECT MENU | COMBINE.....................................................................................86 OBJECT MENU | SEPARATE ...................................................................................86 OBJECT MENU | CLEANUP.....................................................................................86 OBJECT MENU | AUTO-SMOOTH .............................................................................86 OBJECT MENU | DUPLICATE ..................................................................................87 OBJECT MENU | DELETE (Bksp or Del).....................................................................87 OBJECT MENU | MODE..........................................................................................87 OBJECT MENU | STRIP TEXTURE ............................................................................87 OBJECT MENU | UV MAPPING (experimental) ...........................................................87

5.4 A little tutorial......................................................................................................92 5.5 Advanced Menu Command Reference Guide.............................................................94 5.5.1 Vertex Operations with Advanced Menus...............................................................95 VERTEX | MOVE: Left Mouse Button (LMB)...............................................................95 VERTEX | ROTATE: LMB.........................................................................................95 VERTEX | SCALE: LMB...........................................................................................95 Vertex | Extrude: LMB...........................................................................................95 Vertex | Flatten: LMB............................................................................................95 5.5.2 Edge Operations with Advanced Menus.................................................................95 Edge | Move: LMB................................................................................................96 Edge | Rotate: LMB...............................................................................................96 Edge | Scale: LMB ................................................................................................96 Edge | Extrude: LMB .............................................................................................96 5.5.3 Face Operations with Advanced Menus.................................................................97 FACE | MOVE: LMB...............................................................................................97 FACE | ROTATE: LMB............................................................................................97 FACE | SCALE: LMB..............................................................................................97 FACE | EXTRUDE: LMB..........................................................................................97 FACE | EXTRUDE REGION: LMB...............................................................................97 FACE | EXTRACT REGION: LMB...............................................................................97 FACE | FLATTEN: LMB...........................................................................................98 FACE | LIFT:.........................................................................................................98 5.5.4 Body Operations with Advanced Menus.................................................................99 BODY | MOVE: LMB..............................................................................................99 Body | Rotate: LMB ..............................................................................................99 Body | Scale: LMB ................................................................................................99 Body | Duplicate: LMB...........................................................................................99 5.6 Reference Guide to Hot Key Assignments...............................................................100 Section 6: windows 102 6.1 OUTLINER.........................................................................................................102 Quick Tip: Drag and Drop..................................................................................102 6.2 Geometry graph.................................................................................................102 Section 6.3 UV Mapping ...........................................................................................103 UV MAPPING | SEGMENTING MODE......................................................................103 Continue 103

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� WINGS3D USER MANUAL REFERENCES Continue | Projection 104 Continue | Unfolding 104 SEGMENT BY | PROJECTION 104 SEGMENT BY | FEATURE DETECTION 105 AuvChart1~9 105 Creating Cuts...........................................................................................................106 The Segmenting Right Click Menu 106 Mark edges for Cuts 106 Quick Tip: Using Cuts....................................................................................... 106 SEGMENT BY | FEATURE DETECTION 107 Quick tip: Updating the UV Maps after edits to the mesh....................................... 107 AUTO UV WINDOW ..................................................................................................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 Plug-in by clacos .................................................................................109 Extended Renderman Output Plug-in Additions made by Danni Coy (rgcoy@midcoast.com.au)109 Geodesic Dome Primitive Plug-in by Nathan Hauck....................................................110 POV-Ray Plug-in by This Guy (handle) ......................................................................110 Slide Plug-in by clacos..........................................................................................110 Text, AI, Triangulate, Quadrangulate, Tweak Plug-in by Howard Trickey (howardt) ..........110 Torus Plug-in by Anthony D'Agostino (scorpius) ........................................................111 Turn-edge plug-in by Chris Osgood (WingsOne).........................................................111 YafRay....................................................................................................................112 WINDOWS 112 MAC 113

Section 8: Resources 114

8.1 Wings3D Links...................................................................................................114 8.2 Polygon Modeling Links........................................................................................115 8.3 UVMapping and Texturing Links ............................................................................116 8.4 Rendering Links..................................................................................................117 8.5 Graphic Utilities ..................................................................................................118 8.6 Specialty Applications ..........................................................................................119 8.7 Books ...............................................................................................................120 Glossary 121 Credits: 124 1.2 Edition ..............................................................................................................124 1.6.1 Edition additions ..............................................................................................124 References 125 overview of Contents 126 DRAFT 1.6 131

title: Wings 3D/User Manual/Index


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Wings 3D/User Manual/YafRay

YafRay is an external ray-trace renderer you can download from;

http://www.yafray.org

There is an article about Wings/YafRay integration on the YafRay wiki which you can access here:

http://wiki.yafray.org/bin/view.pl/UserDoc/Wings3DMihnea

Follow the directions to install it to your hard drive. Once installed you will need to add its 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.

Windows 2000/Windows XP 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 Wings3D 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.

Also, if Wings3D finds YafRay as noted above, you can go to the Wings Edit menu -> Plug-in Preferences and YafRay will appear as an option.

Selecting the YafRay Plug-in Preferences menu results in the following dialogue box:

Dialogue dropdown list: later

Executable: This should be where YafRay is installed on your system. If it is not correct, use the Browse button to navigate to it's actual location.

Options: This is where you can enter additional command line options for Wings3D to feed the YafRay command line renderer. They are as follows: -s Render using the specified strategy. Valid values are "threaded": Multi-threaded (default) "mono": Single process "fork": Multi-process

-c N   Number of threads/processes to use -z     Use Net optimized

-p PATH YafRay's installation path

-r min_x:max_x:min_y:max_y     Render region, values between -1 and 1 whole image is -r -1:1:-1:1

-v     YafRay Version

In the above image you can see the -c option is set to the value of 2 This will cause the YafRay renderer to use both processors of a dual CPU system or both "sides" of an Intel HyperThreaded (HT) processor.

Be warned, however. Do NOT use this option unless you want to surrender any further use of the computer while it's rendering. Using this option will peg both processes to 100% CPU utilization while rendering, so forget about doing anything else while rendering. It's useful for speeding up quick previews, or for speeding up those long "set it & forget it" renders, but if you want to get caught up on your e-mail or surf the 'net while rendering, stick with the default setting (put nothing in the "Options" field or the YafRay Options dialogue box).

The -p, and -r options are set by Wings3D's YafRay render dialogue.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Wings 3D/User Manual/YafRay


text:
User talk:82.35.238.195

Derenged muslims is npt an acceptable phrase. You do your argument no good by using such an offensive and stupid phrase. Dolive35 15:33, 22 January 2006 (UTC)

title: User talk:82.35.238.195


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Wings 3D/User Manual/The Context Sensitive Menus

� 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.


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Wings 3D/User Manual/The Primitives Menu

5.2.1 The Primitives Menu Primitives Menu – General

Figure 45: The Primitives pop-up menu. To bring up the Primitives Menu, right click on the empty workspace, or on a workspace where nothing is selected. You will be presented with a list of available primitives to add to your workspace. Left click on one of the primitives to add it. It will be added to the center of the scene as an unselected object at it's default size. You may need to turn other 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 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).

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� 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 light present everywhere. It 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.4 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 4Principles of Three-Dimensional Computer Animation, Revised Edition; Michael O'Rourke; W.W. Norton & Company, © 1998; pp. 89-92.

image is from the front and the other from 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. I 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), Sections (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).

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� 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.


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Wings 3D/User Manual/Edge Operations with Advanced Menus

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� 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

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.

Free – Will move the selected edge/edges 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 edges 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.

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 increase or decrease the base area of the extrusion.

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� 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 (0 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 open 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

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 them. 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

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� 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 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

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 destroy 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.


text:
User talk:Asterypsy

Sorry cause we're late with the welcome message, but the School didn't work from January 19th to January 22nd. :) --George D. Bozovic talk 15:55, 22 January 2006 (UTC)

authors: Ђорђе Д. Божовић~enwikibooks

title: User talk:Asterypsy


text:
Wings 3D/User Manual/Face Operations with Advanced Menus

80 DRAFT 1.6

� WINGS3D USER MANUAL Section 5.2 6The Context Sensitive Menus 5.2.4 The Face Operations Menu 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

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 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.

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� Section 5.2 The Context Sensitive Menus WINGS3D USER MANUAL Y – constrains the extrusion along the y axis.

Z – constrains 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. To 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 and 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.

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 create 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

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� 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 are 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.

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 puzzled paul.

FACE MENU | MIRROR

Mirrors an object around one or more selected faces. By choosing multiple faces to perform Mirror multiple mirrors are performed simultaneously 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 separate them.

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� 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 (S) 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 puzzled 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

interactively mix the color. Once satisfied, click 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 ngon 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 ngon faces.

Figure 52: The Wings Material Editor. Materials are assigned to faces, and therefore initially defined with the Material Editor accessed under the Face Menu. They can later be edited via the Material Editor accessed under the Edit Menu. 84 DRAFT 1.6


text:
Wings 3D/User Manual/Vertex Operations with Advanced Menus

NB - If you're reading this, it's still a WIP!

Section 5.2 The Context Sensitive Menus 5.2.2 The Vertex Operations Menu –

Figure 46: The Vertex Operations pop-up menu.

General

If one or more vertices are selected, right clicking in the workspace will display the Vertex Operations Menu. Some of these operations are unique to Vertex selection mode and all operations are referenced to a single common datum. (Compare rotating several isolated faces with rotating any type of vert selection.)

Enabling Advanced Mode (via Edit | Prefs.) provides the following additional features over the basic menu.

Magnet operations for supported commands (use Alt (+ any mouse button) to access magnets in the default Mirai camera mode) Greater functionality (specifying custom vectors / axes and origins) for all major commands. 3 completely new commands: Bend Bend Clamped Shift

The underlying common feature which provides the extra functionality is that of 'secondary selections' - which allows the user to specify many 'custom actions' similar to the following examples:

Modify geometry as if with a 'magnet', to obtain smooth transformations. Moving in a direction that isn't parallel to the XYZ axes. Rotating around an axis that isn't parallel to the XYZ axes - and also to have that rotate axis pass through a particular point. (eg Having a door rotate around its correct hinge axis, rather than through the middle of the door) Scaling from a specified point (origin) rather than the default one that wings works out, based on the selected geometry. Specifying a particular location for a Flatten plane to pass through

A typical workflow using secondary selections for a basic vector move might be -

Select geometry to be altered (some verts on a sphere, say) R - Clk to display menu (note new options on the lower info line, which weren't present for 'basic' menu mode). R - Clk to choose the 'Pick axis to move along' option. L - Clk on any edge to specify the move direction - note how wings displays a blue arrow, confirming this. R - Clk to execute the operation, drag as required. L - Clk to complete the move, once the object is where you want it to be.

In the above example, the 'secondary' selection is the one done to specify the direction of movement, ie selecting the edge, whilst the 'primary' selection is that of choosing the geometry to be modified.

Wings will also let you use very complex selections when defining / specifying parameters for secondary purposes.

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 (applying View | Show Normals will display them if needed)

Free – Will move the selected vertex(es) in the direction of mouse movement. Since all movement takes place on planes that are parallel to the monitor screen, some care is needed to avoid problems when used in a general 'tumbled' view. This command is especially useful when used in conjunction with View | X,Y or Z, as it allows the user to keep moved vertexes on the 2D axial planes associated with the relevant viewing direction. If working with background reference images, Ortho should also be used (with View | XYZ) to eliminate perspective distortion issues.

X – Movement is parallel to the X axis.

Y – Movement is parallel to the Y axis.

Z – Movement is parallel to the Z axis.

VERTEX MENU | ROTATE – Vertices will rotate about a single center 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 – Rotation is around an axis parallel to the X axis.

Y – Rotation is around an axis parallel to the Y axis.

Z – Rotation is around an axis parallel to the Z axis.

VERTEX MENU | SCALE - Scales the dimension between each vertex and a common reference in accordance with the chosen option. The nature of the common reference used depends on the scale option chosen but is always located where Scale = 0%. Uniform - is a single point (selection center) Axis - is a plane (perpendicular to chosen axis) passing through the selection center. Radial - is a line (parallel to chosen axis) passing through the selection center.

Requires two or more vertices to have any effect.

Uniform – Scales the distance between each vertex and the selection center.

X – Scales the distance along the X axis between each vertex and the reference plane.

Y – Scales the distance along the Y axis between each vertex and the reference plane.

Z – Scales the distance along the Z axis between each vertex and the reference plane.

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 affected 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.

Section 5.2 6 The 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 vertices to have any effect. All selected verticies are moved parallel to the specified axis until they all lie on a single common axial plane, appropriate to the axis option chosen. By default, wings computes the position of this common plane but using advanced menus allows the user to specify a particular location for this plane to pass through (use RMB option).

Flatten and Scale | Axis > 0% produce the same results.

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.

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 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. It 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. It 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.

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� Section 5.2 The Context Sensitive Menus WINGS3D USER MANUAL VERTEX MENU | DEFORM

Wings3D has several deformation tools available, 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.

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 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.

Some Examples:

In the image below, Twist|Y and Torque|Y 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.

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� 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. Torque|Y 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 objects. 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.

Figure 49: Other factors. If your object is asymmetrical, Torque can give you better results.

The above examples were kindly provided by Björn Gustavsson.

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� Section 5.2 The Context Sensitive Menus WINGS3D USER MANUAL Quick Tip: Experiment with 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

want to 'dirty up' an object that's been twisted (for maybe a more 'organic' look) try selecting sections of the twisted item (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

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� WINGS3D USER MANUAL Section 5.2 6The Context Sensitive Menus Both Models by Erin McClellan.


text:
Applied Ecology/Wetland Engineering

Examples of engineered wetlands are those currently constructed for remediation applications: as surface flow systems for the removal of pollutants from liquid effluents such as sewage and petroleum wastes. The systems rely primarily on microbial communities, which grow as biofilms in the plant root zone. Their construction relies on an understanding of the relationship between the selection of vegetative species and soil, hydrology, grading/site preparation, and installation methods. Construction of wetlands involves an understanding of the various scientific, legal, and technical components of wetland ecology.

An engineered wetland with areas of open water is similar to that of a natural marsh. These systems are typically designed to support the growth of emergent wetland plants, interspersed with lagoons. These surface flow systems are more tolerant of wastewaters with high suspended solid concentrations than gravel-bed systems, and they support a higher biodiversity than subsurface flow water treatment systems. They model the ecology of natural habitats such as salt scrub, pine savannahs, estuarine tidal marshes, forested wetlands, shrub-scrub wetlands, emergent wetlands, freshwater tidal wetlands, brackish tidal wetlands, and open marshes. Construction requires an understanding of the relationship between the selection of vegetative species and soil, hydrology, grading/site preparation, and installation methods. The management system involves an ecological rationale for maintaining a high clearance rate of pollutants.

title: Applied Ecology/Wetland Engineering


text:
Canadian Criminal Evidence/Credibility

Introduction
Credibility refers to the trustworthiness of a witness. Credibility evidence comprises evidence admitted for the purposes of strengthening or weakening the testimony of a witness or an accused. Credibility evidence that is used to impeach a witness can be submitted at any point from the time the witness takes the stand. The rule is that a witness always puts their credibility at issue whenever they testify and so it is open to attack. Evidence that bolsters a witness's credibility, however, is not admittable until the credibility of that witness has been impeached.

Whenever testimony is given the trier of fact must determine whether the testimony is to be believed. There is no presumption of honesty among witnesses in a criminal trial

There are several approaches to determining credibility. One school of thought believes that credibility is determined primarily by demeanour and conduct in trial. Another approach says that demeanour and conduct are too subjective, and so the best approach is to consider the consistency of testimony when compared to reliable facts.

Oath-helping
It is generally prohibited to adduce any evidence for the sole purpose of bolstering or increasing a witnesses credibility, suggesting they are more likely to be telling truth. Evidence that is adduced for another reason and also has the effect of bolstering credibility can be permitted. The judge must balance the probative value of the evidence against the prejudicial effect. Reasons for adducing oath-helping evidence includes showing corroboration with other extrinsic evidence and narrative.

The Crown cannot introduce evidence showing that their witness has testified in court previously resulting in convictions.

The Defence cannot adduce evidence establishing that the accused passed a polygraph test.

Failure to Call Witnesses
It is dangerous to draw an adverse inference from the failure of the accused to call evidence. A judge should only draw an adverse inference be done "with the greatest of caution".

Topics

 * Collateral Fact Rule
 * Bias, Interest and Corruption
 * Prior Consistent Statements
 * Prior Inconsistent Statements
 * Adverse and Hostile Witnesses
 * Post-Offence Conduct
 * Criminal Record
 * Complainant's Sexual History
 * Disreputable and Unsavoury Witnesses
 * Evaluating Credibility

Digests

 * Canadian Criminal Evidence/Cases/Credibility

title: Canadian Criminal Evidence/Credibility


text:
Canadian Criminal Evidence/Privilege

Introduction
Privilege protects certain information from being revealed by a witness on the stand.

Solicitor Client Privilege
Solicitor-client privilege is a class privilege and are presumed inadmissible.

This privilege is the "highest privilege recognized by the courts" which is "fundamental to the administration of justice" Violation of this privilege can "erode the public's confidence in fairness of the criminal justice system." As accused persons must have confidential access to advice to make properly informed decisions.

The privilege exists where a written or oral communication is :
 * 1) made in confidence or be of a confidential in nature;
 * 2) made to a professional legal advisor;
 * 3) for the purpose of giving and receiving legal advice.

This privilege applies not only between a lawyer and their retained client, but can also apply between a Crown attorney and a police officer seeking legal advice.

Statements taken by an investigator on behalf of the defence is privileged and cannot be subject of disclosure to the crown.

The following have been considered privileged information:
 * Emails between counsel and clients
 * conversations between counsel and client in the courtroom even if caught on recording device.
 * phone wiretap between counsel and client
 * identity of person paying legal fees
 * lawyer bills and statement of accounts regarding clients

Exemptions from Solicitor-Client Privilege
There are three occasions when solicitor‑client privilege may be overruled, namely when innocence at stake is engaged, the client's communications are themselves criminal, or it is necessary to protect public safety.

Innocence at Stake
The threshold test for innocence at stake exemption from privilege was set out in R v McClure 2001 SCC 445 and summarized in R. v. Brown, 2002 SCC 32 as a two-step process. The accused must establish that:
 * the information he seeks from the solicitor-client communication is not available from any other source; and
 * he is otherwise unable to raise a reasonable doubt.
 * If the threshold has been satisfied, the judge should proceed to the innocence at stake test, which has two stages.
 * Stage #1: The accused seeking production of the solicitor-client communication has to demonstrate an evidentiary basis to conclude that a communication exists that could raise a reasonable doubt as to his guilt.
 * Stage #2: If such an evidentiary basis exists, the trial judge should examine the communication to determine whether, in fact, it is likely to raise a reasonable doubt as to the guilt of the accused.
 * It is important to distinguish that the burden in the second stage of the innocence at stake test (likely to raise a reasonable doubt) is stricter than that in the first stage (could raise a reasonable doubt).
 * If the innocence at stake test is satisfied, the judge should order disclosure of the communications that are likely to raise a reasonable doubt, in accordance with the guiding principles discussed.

Litigation Privilege
The purpose of litigation privilege is to create a "zone of privacy" around documents that were made in "relation to pending or apprehended litigation".

Litigation privilege protects documents that were should be created in the following circumstances:
 * 1) where the dominant purpose of the document is for existing, contemplated or anticipated litigation; and
 * 2) was created in answer to inquiries made by an agent for the party's solicitor; or
 * 3) was created at the request or suggestion of the party's solicitor; or
 * 4) was created for the purpose of giving them to counsel in order to obtain advice; or
 * 5) was created to enable counsel to prosecute or defence an action or prepare a brief.

Settlement/Negotiation Privilege
The parties need the ability to have "full and frank discourse" in order for agreements to take place. Without protection these discussions may not take place.

The privilege protects the public interest in favouring settlement. It "promotes the interests of litigants generally by saving them the expense of trial". The disclosure of "without prejudice" communications has a tendency to promote litigation.

The privilege applies where the following criteria are established:
 * 1) A litigious dispute must be in existence or within contemplation.
 * 2) The communication must be made with the express or implied intention that it would not be disclosed to the court in the event negotiations failed.
 * 3) The purpose of the communication must be to attempt to effect a settlement.

Where settlement fails the privilege is invoked and the communications cannot be used in the course of litigation. However, if settlement is successful, the communications may be used to prove the existence of a settlement contract.

The privilege is possessed by both parties to the litigation and cannot be unilaterally waived by one party.

The use of the term "without prejudice" alone is not determinative of whether settlement privilege applies.

Plea Negotiations
Communications regarding plea negotiations fall under the category of "public interest privilege" and so cannot be used in court. This includes negotiations regarding bail hearing as well as sentencing hearings.

This privilege exists to permit "frank and full discussions between counsel for the accused and counsel for the Crown."

This kind of privilege cannot be waived by one party alone.

Informer Privilege
Informer privilege is intended to protect informants and "promote the giving of assistance to the police by citizens in the investigation and prevention of crime". It further encourages "other persons to provide assistance which would not likely otherwise be provided because of the extreme risks associated with disclosure of the identity of the source of the information."

It is generally said that the prosecution does not need to disclose the identity of the police informer or provide information that may disclose the identity. This is especially the case in drug trafficking cases.

The court will only order the disclosure of the identity if it is needed to show the innocence of an accused person, known as the "innocence at stake" exception. This can apply where the informer is a material witness to the offence. The determination requires balancing of the relevance of the identity of the informer and the prejudice to the informer and public interest in law enforcement.

Courts have permitted defence counsel to ask a witness whether they have been an informer in the past and details about any history as an informer to support the theory that the witness invented the allegation of a drug rip off against the accused in expectation of receiving money.

Public Interest Privilege and Investigative Techniques
The following have been recognized as privileged as an investigative technique:
 * simulated ingestion of controlled substances
 * location of a surveillance or observation post
 * the location of tracking devices
 * the location and methods of examining of secondary VINs

Spousal Privilege

 * See also Canadian Criminal Evidence/Testimonial Evidence/Competence and Compellability

Spousal privilege is a class protection of certain communications between husband and wife. It is a protection that is separate and apart from spousal competency.

A spouse who is found to be competent and compellable may still invoke privilege to protect their communications.

This class of privilege does not exist at common law, but rather was created by way of s. 4(3) of the Evidence Act, which states:

Third parties may "testify to communications between husband and wife that were overheard, intercepted, or otherwise discovered".

Case-by-Case Privilege
A communication that does not fit into one of the class privileges may nonetheless be protected under the "case-by-case privilege" that can be applied to communications on an ad-hoc basis where the requisite criteria are met.

Case-by-case privilege can be invoked where:
 * 1) The communications must originate in a confidence that they will not be disclosed.
 * 2) This element of confidentiality must be essential to the full and satisfactory maintenance of the relation between the parties.
 * 3) The relation must be one which in the opinion of the community ought to be sedulously fostered.
 * 4) The injury that would inure to the relation by the disclosure of the communications must be greater than the benefit thereby gained for the correct disposal of litigation.

Journalist Sources
Where appropriate, "the courts will respect a promise of confidentiality given to a secret source by a journalist or an editor."However, where the public's interest in protecting sources is outweighed by other interests promises of secrecy cannot be maintained.

Confidentiality of journalistic sources can be measured on a case-by-case basis based on the "Wigmore criteria". Confidentiality will be upheld if: In R v National Post 2010 SCC 16, the Court found that the fourth criteria was not made out where a journalist would not reveal a source who had potentially forged documents implicating a former prime minister in an illegal transaction.
 * 1) the communication originates in a confidence that the identity of the informant will not be disclosed;
 * 2) the confidence is essential to the relationship in which the communication arises;
 * 3) the relationship is one which should be sedulously fostered in the public good; and
 * 4) the public interest in protecting the identity of the informant from disclosure outweighs the public interest in getting at the truth.

Waiver of Privilege
Inadvertently disclosing privileged information does not automatically result in a waiver of privilege. Implied waiver could be established by knowledge of disclosure of the information and silence in response to disclosing the documents. The court must look at all the circumstances.

Solicitor-Client Privilege
Only the client can waive solicitor-client privilege. It must be waived intentionally.

The client cannot be compelled to waive privilege by answering questions in the course of litigation.

A waiver of privilege can arise from an accused making allegations attacking competency of counsel using what would otherwise be privileged information. The waiver of privilege only covers evidence concerning the issue alleged.

title: Canadian Criminal Evidence/Privilege


text:
Talk:Indonesian/Lessons/Formal speech

Untitled
Saya is not very formal everywhere, in Makassar we always used 'saya' as a child.

Unfortunately I'm not intimately familiar versions of Indonesian spoken outside Jakarta so I only put the variations I'm familiar with, feel free to add to the lesson if you have any corrections/additions. Mr john 13:30, 2 April 2006 (UTC)

title: Talk:Indonesian/Lessons/Formal speech


text:
Special Relativity/Print version

Note: current version of this book can be found at http://en.wikibooks.org/wiki/Special_relativity

Remember to click "refresh" to view this version.

= Table of contents =

The principle of relativity
 * Introduction
 * The Principle of Relativity
 * Frames of reference, events and transformations
 * Special relativity
 * The postulates of special relativity

Spacetime
 * The spacetime interpretation of special relativity
 * Spacetime
 * The lightcone
 * The Lorentz transformation equations
 * The relativity of simultaneity and the Andromeda paradox
 * The twin paradox
 * Addition of velocities

Relativistic dynamics
 * Introduction
 * Momentum
 * Force
 * Mass and energy

Light propagation and the aether
 * Introduction
 * The aether drag hypothesis
 * The Michelson-Morley experiment

Mathematical approach to special relativity
 * Introduction
 * Mathematical techniques
 * Vectors
 * Matrices
 * Linear Transformations
 * Indicial Notation
 * Analysis of curved surfaces and transformations
 * Four vectors
 * The Lorentz transformation
 * The linearity and homogeneity of spacetime
 * The Lorentz transformation
 * Length contraction, time dilation and phase
 * Hyperbolic geometry
 * Addition of velocities
 * Acceleration transformation
 * Relativistic dynamics
 * Introduction
 * Momentum
 * Relativistic Mass

Appendices
 * Mathematics of the Lorentz Transformation Equations

Retrieved from "http://en.wikibooks.org/wiki/Special_relativity"

=Introduction=

=The principle of relativity =

=Spacetime=

=Simultaneity, time dilation and length contraction=

Simultaneity, time dilation and length contraction

=Dynamics=

=aether=

=mathematical approach=

=Waves=

=Mathematical Transformations=

=Mathematical Appendix=

= License =

title: Special Relativity/Print version


text:
Muggles' Guide to Harry Potter/Magic/Deluminator

Overview
The Deluminator, also referred to as a "Put-Outer", is a small magical device that looks like a cigarette lighter. It captures and stores a light source, like a streetlight, and can later be used to restore the light to its original place.

Extended Description
The Deluminator was used by Professor Dumbledore in Harry Potter and the Philosopher's Stone to "put out" the surrounding streetlights to make it harder to see the proceedings while Harry Potter was being delivered to the Dursleys. Once the wizards had left Privet Drive, Dumbledore released the lights from the Deluminator to restore the street to its normal night-time illumination. We note that the author refers to it three times as a Put-Outer; Dumbledore does not name it while he is using it.

It was later used in Harry Potter and the Order of the Phoenix by Alastor Moody to darken Grimmauld Place while the Advance Guard was landing in the square. Moody again restored the streetlights once all the wizards were inside the house, before closing the front door. The author here twice refers to it as a "Put-Outer", though neither Harry nor Moody uses that term.

Again, the Deluminator appears in Harry Potter and The Deathly Hallows. First named in Dumbledore's will, it is given by the Minister of Magic to Ron once the Ministry has duly examined it. Ron later discovers that, as well as being able to remove and replace light, the Deluminator has the ability to track Harry and Hermione, despite their magical shields. It seems to key on the use of his name, picking up their conversation from the point at which they mention Ron. Having started tracking their conversation, it seems to be able to provide some sort of transport to their vicinity; it is never entirely clear how this is managed, exactly, but it produces a ball of light which, when it contacts Ron's chest, allows him to Apparate to Harry and Hermione's vicinity. Finally, in the basement of Malfoy Manor, Ron discovers that captured lights will simply float in the air, if they are released in a place distant from their original sources.

Analysis
Dumbledore, as we can see by even a casual inspection of his office, is very fond of creating magical / mechanical hybrid devices. Given that Moody says he "borrowed" the Deluminator from Dumbledore, we can assume that it is a rare device in the Wizarding world; it is entirely possible that it is, in fact, a unique artifact, an invention of Dumbledore's.

In the real world the closest analogue to the Deluminator is a device called the TV-B-Gone, which works on most, if not all, TV sets by generating a sequence of "Off" codes. This has been documented to also jam the light sensors on some street lamps. A hypothetical variant of this which has yet to be further developed uses a hybrid frequency detector to resonate with the 30-80 kHz ballasts used on many CCFLs and high pressure sodium street lights, and generates an inverse signal that causes a false event in the controller causing the light to go out as if the tube had quenched. Such a device would need to generate field strengths of several tens of kV per metre to travel up the (typically iron) pole and interfere with the ballast. Neither of these devices, however, has the ability to recreate the captured light source in a separate location, as the Deluminator does in the cellars of Malfoy Manor.

Greater Picture
Magic is of course keyed to words; an incantation will not work, even with the correct wand motion and mental preparation, unless the key word is spoken or thought. A more specialized instance of this is the "taboo" placed on his own name by Voldemort; first mentioned in Harry Potter and the Deathly Hallows, this spell alerts Voldemort whenever anyone speaks his name, breaks many defensive spells, and summons Voldemort's minions to the place the name was spoken. If this spell was in use during Voldemort's first ascension to power, it would explain the widespread reluctance to speak his name. Clearly the conversation tracking ability of the Deluminator is very similar to this taboo, as the available effects are very similar, though benign.