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Patrick Elliott napsal(a):
> In article <web.484832e23e9934c97d55e4a40@news.povray.org>,
> alp### [at] zubenelgenubi34spcom says...
>> Patrick Elliott <sel### [at] rraznet> wrote:
>>> Hmm. I'll have to try that. Though, on most mice the middle button is
>>> also the "scroll", which makes it damn hard to use for anything...
>>> Thanks for the tip.
>> Not convinced you're both talking about the same thing (you can rotate the
>> camera around objects, right?), but those control settings at least are
>> configurable.
>>
>> Edit menu >> Preferences... >> Camera tab, then the Camera mode box changes
>> which buttons control rotation and how rotation behaves by offering you a
>> choice of modes taken from other packages.
>>
>> I use Blender mode (hold down middle mouse and drag to rotate), although I can't
>> remember if Blender mouse control actually does behave like that. You can see
>> how the camera responds to the mouse in a particular camera mode by checking
>> the status bar at the bottom of the display when nothing's selected. For
>> example, in Maya mode you'll see:
>>
>> L: Select [Alt]+L: Tumble [Alt]+M: Track [Alt]+R: Dolly R: Show menu
>>
>> If you want to keep the middle mouse wheel for zoom and don't want to use the
>> middle mouse button for rotation or whatever, you can set "Mouse buttons" to 2
>> in the drop-down list on the Camera preferences tab. You'll only be able to use
>> Blender and Nendo modes with two buttons (Nendo mode is quite unusual compared
>> to most other 3D apps).
>>
>> Tom
>
> Found the problem actually. I use a Logitech mouse and automatically set
> it up to use middle = double click. Never changes it back to, "just act
> as a middle button", after finding how big a pain in the ass trying to
> use the mouse wheel was. lol
>
> Sadly, I have discovered that I "hate" the sculpting tool, which is what
> I needed to use in it. For simple objects with "roughly" similar
> dimensions in all directions, or where you can add more geometry, its
> great. For cases where you need to have a "fixed" number of acceptable
> vertices, and you can't break them apart to move them around, you kind
> of run into a problem... I have "no" clue how some of these people make
> one prim fracking dragons with these sorts of tools, unless they
> manually edit every single point on the mesh. Using sculpt to just make
> a butterfly wing resulted in so many points getting "stretched" past
> their usable locations that the view in Blender showed literal holes in
> the mesh, and there was no easy way to both a) select the points you
> want to move, and b) make the other points "stretch" and "follow", to
> form the correct design. I badly wish there was some sort of, "Stretch
> object to fit closed polyline" function, or something. So, you know, you
> draw the outer edge of the object, then it "fits" the selected line
> around the sphere, etc., to the polyline. Silly sort of time savers like
> that, for those of is without infinite patience and any clue. lol
>
You can create a curve object and convert it into a mesh object to close
manually.
--
You know you've been raytracing too long when...
you ever saw a beautiful scenery and regretted not to take your 6"
reflective ball and a digital camera, thinking "this would have been a
perfect light probe"
-Johnny D
Johnny D
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