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Subject: Couple basic modeling questions


Tunesy ( ) posted Thu, 10 June 2004 at 9:31 PM · edited Thu, 26 December 2024 at 12:01 AM

I can't find any mention of shortcut keys for switching between ortho views in the vertex modeler. Doing it with the mouse constantly really slows me down. Are there any shortcut keys for changing views?

Is there any way to force Carrara to do some operations by default (notably 'move') within the screen plane when working in directors camera view instead of one of the three ortho planes? I know about forcing the drawing plane to verts/edges/polys, but that's just way too slow.

I'm trying hard to like this modeler, but it feels like pushing a wheel barrow through the mud from a speed/efficiency standpoint ;) Thanks in advance for any feedback.

Message edited on: 06/10/2004 21:34


falconperigot ( ) posted Fri, 11 June 2004 at 7:16 AM

I agree that keyboard shortcuts for the different views would be useful. The number of views layout can be selected with the number keys - 1 for a single window and so on - and the 'L' key will take you to the previous view (layout), but that is still clunky. The thinking behind C's modeling is all about the 'Working Box' so (as far as I know) there's no way of constraining movement to the 'screen plane'. Holding down the 'Shft' key will restrict movement to the active plane; the 'Alt' key will restrict movement to perpendicular to the active plane. To change the active plane you click on the plane you want in the working box control.


Tunesy ( ) posted Fri, 11 June 2004 at 11:17 AM · edited Fri, 11 June 2004 at 11:29 AM

I know about the shortcuts for number of views and previous view, but that's no help. Thanks for the thought, though.

Yea. Really slow way to work ( You would have to go to 2 different views and make 2 different vert movements using the default working box planes to accomplish what you could do in one view with one movement from the screen plane. Even after that you'd have to go back to your directors camera to make sure it came out the way you intended. If it didn't then you'd have to repeat the dance. (If we're making low rez background models it's not such a big deal, since keeping four small views open all the time would probably be workable, although still slower.)

This could be a nice little modeling app, but they really need to address those two points. They're so fundamental to a decent work flow. I'm really surprised they haven't done so already.

Message edited on: 06/11/2004 11:29


mdesmarais ( ) posted Fri, 11 June 2004 at 12:48 PM

What is the screen plane? Markd


nomuse ( ) posted Fri, 11 June 2004 at 12:52 PM

Hmm. I can see the advantage in constraining to screen plane, but I wouldn't use it much myself if I had it. Would take too much effort to LINE UP the camera exactly in the plane I'd want to work in. I'd prefer to align the working plane to a selection (which is already provided). That said, the way the views project through the planes in the assembly room makes for easier aligning. I'd like to see that same ghosting appear in the vertex modeller as well. (And please re-design the metaballs modeller to look like the other modellers!)


falconperigot ( ) posted Fri, 11 June 2004 at 2:11 PM

Tunesy: it's not quite as bad as you suggest in that it's possible to work in Director's View the whole time and not change the active pane. I find that using the dolly hotkey 'd' (with the 'Move' tool as default, hotkeys not sticky) and the contraining keys 'Shft' and 'Alt' I can move vertices quickly and where I want. This is moving in 3D space with the minimum of hand movement. Markd: the 'screen pane' is an imaginary plane formed by the monitor screen. Mouse movements up and down are constrain to this plane (which changes as you change your view). Amapi uses this idea.


Tunesy ( ) posted Fri, 11 June 2004 at 2:57 PM

Hehe. Well. Some of this is preference. A CAD guy probably wants to "line up the camera exactly". We artsy types like to 'eyeball' things frequently. It's just not worth three times as many mouse clicks to gain an extra 16th of an inch precision unless we're doing a project that requires it, in which case I'd use a CAD program ;) I can see your point, though.

Falcon, thanks for the suggestion. I'll give that a try for better work flow. Not sure if it'll approximate what I'm hoping for, but it's worth a shot. Carrara is a blast either way. I'll probably upgrade to the next release whether they polish up the modeling or not ;)


mdesmarais ( ) posted Fri, 11 June 2004 at 3:05 PM

Thanks falcon. I've only played with Amapi a little, never ran across the term. Markd


Tunesy ( ) posted Fri, 11 June 2004 at 3:19 PM

An important point that I probably should have mentioned before: In other apps when you're in 'front view' you're working in that plane, ditto for 'side view', 'left view', 'camera view', 'birds eye view' or whatever view name the app may use. Point is you're always working in the screen plane essentially, unless you want to constrain out of it. Carraras working box is a needless piece of clutter and redundancy to the way most of the rest of the world operates. In fact, I groaned when I first checked out Amapi and saw their "table" aid. All I could think was, "Man. Why are these guys so hell bent on creating clutter in a 3d world where we really need to strive to eliminate clutter." (See reviews by guys at some of the Apple publications. One reviewer gets almost hostile sounding about it. hehehe.)


falconperigot ( ) posted Fri, 11 June 2004 at 3:39 PM

I rather agree - in that the Carrara way is not very intuitive. But in the end it's down to what suits you. Amapi is an odd fish in that it is trying to be accessible to those new to modelling as well as be a high-end app. At least you can customize the interface pretty much how you want. And Amapi Pro's capabilities are pretty awesome. It will be interesting to see where Eovia takes it and Carrara. I wouldn't be surprised if they build on C's strengths in rendering and scene building, rather than modelling.


Tunesy ( ) posted Fri, 11 June 2004 at 3:48 PM

Yea. I think Carrara is worth it for rendering alone.


nomuse ( ) posted Fri, 11 June 2004 at 3:53 PM

heh. I happen to like the working box in the assembly room -- quick way for me to eyeball relationships between objects. But then I grew up with Ray Dream and once I adjust to having multiple views open I won't need to look at the working box any more. In the vertex modeller, I hide the box more than not. The grid can be handy for roughing in dimensions, tho.


steama ( ) posted Sat, 12 June 2004 at 9:57 AM

Tunesy, you sound like a Lightwave man to me from reading your links. I bet you would find it more to your liking. Nothing against Carrara or you. Have a great day Stan


Tunesy ( ) posted Sat, 12 June 2004 at 10:00 AM

Hehe. I'd love to buy Lightwave, but I just can't justify spending that kind of money as a hobbyist ;)


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