Create: This is the tab you use to create the model. The ‘Create Vertex’ button allows you to make a point in space, or a vertex. These vertices are what you build your model around. The ‘Build Face’ button will allow you to draw lines between vertices to create triangles, the most basic of polygons. The triangles are also called faces. The entire model will be made up of nothing but triangles attached together. The buttons that are grayed out are not implemented in this build of the Quake 2 Model Editor. They do nothing. Don't worry about them. |
Modify: Here you select, move and generally modify the model. Move, Rotate and Scale do pretty much exactly what you would think. They manipulate the parts of the model that you have selected. The X, Y and Z buttons allow you to lock down the various axes. This will prevent accidental manipulation in a direction you don’t want. Weld selected will combine selected points. Be careful with this, I have screwed up many a model this way. Remember, there is no undo feature in the modeler. Mirror will take the selected vertices or faces and mirror them. It’s usually smart to lock down the axes that you don’t want it mirrored along. Del. Selected will delete what is selected. Effect frame range will allow you to manipulate more than one frame at a time. |
Bones: Bones were planned for the program but didn’t get implemented. Bones are an easy way to animate models by attaching parts of the model to a ‘skeleton’ and then just moving the skeleton. There are many programs you can use that will allow you to animate with bones. They cost money though; we’re here because the Quake Modeler is free. Perhaps if you find you like modeling, you can pick up a professional grade modeler at some point in the future. The only thing we will be using on this tab is the Align button. The align button will align new parts of the model to existing parts as they animate. I will go into more detail on this later. It's kind of complicated. |
View: This section makes it easier to figure out what’s going on with your model. First are the usual ‘select’, ‘move’, ‘rotate’ and ‘scale’ buttons. The buttons below are the ones we’re concerned with here. Hide selected will hide the vertices or faces that are selected from view. You won’t be able to manipulate them while they are hidden. This is very useful for getting finished parts of the model out of the way. Hide unselected does the same thing with everything that isn’t selected. Unhide all will make everything you have hidden visible again. The play camera button will play through your animations, so you can see what they look like. It will play through the animation frames that you have selected in the window below at the frame rate selected. The ‘I’ button beside play cam allows you to interpolate the animations so they look smoother. It makes things look nicer, but it’s not how they’ll look in the game. I don’t recommend relying on it. |
Topic Q2MTutorial1 . { Edit | Attach | Ref-By | Printable | Diffs | r1.1 | More } |
Revision r1.1 - 25 Jan 2004 - 18:12 GMT - SpyroVII Parents: WebHome > MakingObjects > HowToMakeModels |
Copyright © 1999-2003 by the contributing authors.
All material on this collaboration platform is the property of the contributing authors. Ideas, requests, problems regarding EgoWiki? Send feedback. |