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MilkShape Basics
10)
Setting up your Workspace
Setting Up Your Workspace As with most 3D modelling
packages, Milkshape has several ways of viewing
your model in progress. It is possible not only
to customise each viewport by setting it's point
of view and it's render state, but also the size
of the viewport. Arrange your screen as you feel
you work best.
Select
Windows/Viewports and then the setup that you
prefer:

3 Window (2 Left, 1 Right)

3 Window (1 Left, 2 Right)

4 Window

It is also possible to have the editing tabs column
on the left or right. When the program starts
up, they are on the right as a default. If you
select Window/Control Panel/Left, then it will
switch sides. Naturally selecting Window/Control
Panel/Right will switch it back again:

The text window at the bottom of the screen is
also optional. Select Window/Show Message Window
to deactivate it and again to re-activate it.

Finally, it is possible to activate Window captions
that have coordinate dialogues and a drop-down
menu for each viewport allowing you to quite quickly
change the viewpoint of the port. Select Window/Show
Viewport Caption

Your viewports will now look like this: With the
boxes at the top.

Once you have set up your desired layout, you
can then customise individual viewports.
It
is possible to switch between viepoints in the
viewports. If you have the Viewport caption activated
then simply click the drop-arrow on the menu in
the top-left corner of the viewport:

By selecting any of the viewpoints in the list,
your viewport will change to that viewpoint. Clicking
'Front' will present you with an elevation of
your model from the front. 3D shows your model
in 3D view. If you don't have the Viewport dialogue
activated, then you can simply right-click in
the viewport and from the menu that appears, select
'Projection', and you will then get the same list
to choose from:

Aside from Projection, there are other options
on the menu to choose from: The first batch are
rendering options: WIREFRAME - this sets the viewport
to render all objects in it as a wireframe mesh.
FLAT SHADED - This will render the object as solid
and with it's facets clearly visible. SMOOTH SHADED
- Similar to FLAT SHADED but the edges of the
facets are blended in so that the whole model
appears to have one continuous smooth surface.
TEXTURED - If your model has a texture applied
then the model will be drawn as a solid object
with the skin texture drawn on it. Before it has
been skinmapped, your model will simply change
colour. If no texture is applied then it will
appear similar to SMOOTH SHADED.
NOTE:
The above options are only available in 3D view.
Non-3D views can only be viewed as wireframe.
The
next two options are gizmo commands. SHOW AXIS
- switches the xyz gizmo in the centre of the
screen on and off. SHOW GRID - switches the grid
on and off.
The
final two options are viewport settings. CENTER
VIEW - will centre the viewport if you have dragged
it off-centre. MAXIMISE - draws the selected viewport
at full screen size.
VIEWPORT
CONTROLS
The view can be zoomed by holding down the shift
key and the left mouse button and dragging the
mouse vertically. This will not work if the 'Select'
button under the 'Model' tab is activated.
The
view can be 'panned' or 'dragged' by holding down
the CTRL key and the left mouse button and moving
the mouse. In 3D views, holding down the shift
key and the left mouse button will rotate the
view in a 360 degree arc in all directions. This
cannot be done in non-3D views.
LOADING
MODELS
There
is at present only five ways of importing model
meshes into Milkshape:
MS3D - Milkshape's native format
Half-Life SMD - The files that are exported from
MAX and used to create MDLs MDL - the final form
of file that Half-Life uses in the game. MD2 -
Quake2's model format. Wavefront OBJ - Actually
not sure about this one. Lightwave?
I
understand that 3DS (not MAX) and ASC (ascii)
importing may be implemented in later versions.
To
load in a model, simply go to File and select
either 'Open' or 'Import'. 'Open' only allows
you to access 'MS3D' files. 'Import' allows you
to open files of the other kind listed. The model
should appear on the screen in your viewport.
The 'Merge' option under Files allows you to import
another MS3D file into your current project. This
is handy for importing skeletons or seperate model
parts.
CREATING
A PRIMATIVE OBJECT
Usually
the first port of call for making models from
scratch. It is possible to generate primative
objects as a starting point in Milkshape. Using
the tools under the 'Model' tab:

Sphere
A
basic sphere made up of grided squares (two triangular
faces). The ammount of vertical segments ('stacks')
and horizontal divisions ('slices') can be adjusted
by altering the 'Stacks' and 'Segments' values
before drawing the sphere:

For example, The default value is set to 6 'stacks'
and 12 'slices'. Here we see an example of such
a sphere:

Now if I set the stacks to 12 aswell, we can see
that there are still the same ammount of segments
around the sphere but from bottom to top, there
are now twelve segments instead of 6.

To draw the Sphere, place the pointer on the screen
where you want the Sphere's centre point to be,
then click and hold down the left mouse button.
Drag the mouse pointer to where you want the Circle's
outer edge or 'radius' to be and release the left
mouse button. You will see the sphere grow from
the initial click point to your current pointer
position as you drag.
Box
A six-sided cube of variable dimensions Box has
no parameters, simply click and hold down the
left mouse button in the viewport where you want
the initial corner of the box to be. Drag the
pointer to where you want the diametrically opposite
corner to be and release the left mouse button.
You will see the box grow as you drag the mouse.
Geo-Sphere
Another form of sphere, but this time made up
of triangular faces that interlock to give the
surface of the sphere a much less faceted look,
resulting in a smoother looking sphere. Here we
see only one parameter: 'Depth' This determines
the ammount of triangles in the sphere. Setting
the parameter to 1 gives us a fairly simple geosphere:

However, setting it to it's maximum level of 3,
gives us a highly complex geosphere:

NOTE:It is possible to input a value up to 9 but
only values 1 to 3 will have an effect. Drawing
is done the same as the standard sphere, by clicking
and holding the left mouse button at the desired
centrepoint and then dragging to the desired radius
of the sphere. The sphere will grow as you drag.
Cylinder
The cylinder is a peculiar beast. Like the sphere,
it also has 'stacks' and 'slices' and the values
work the same way. However, drawing the sphere
can be done two different ways. Either way the
cylinder will always draw with it's ends facing
up and down. In a vertical view (front, back,
left, right), you position the pointer where you
want the one corner of the cylinder to be (I say
corner because obviously it looks like a rectangle
on the screen), and then holding down the left
mouse button drag the pointer. The Cylinder will
grow as you drag. The diameter of the cylinder
is scaled uniformly as you drag left or right
and the height is set by the distance you drag
vertically. In top or bottom view, the cylinder
is drawn as a circle that scales uniformly as
you drag the mouse pointer left or right and the
height is set automatically.
MESH
EDITING TOOLS
There
are several tools for moving,scaling and rotating
your selected vertexes or faces. They are also
under the 'Model' tab:

The key thing to remember about these tools is
that they will ONLY work on selected vertexes
or faces. IF you wish to affect your whole model
then the whole model must be selected. ALSO these
tools will only work in non-3D viewports.
SELECT
This
is the tool you use to literally select the vertexes,
faces or groups. You use it by drawing a selection
box around the vertexes or faces that you want
to affect. To draw a selection box, click on the
screen to set your initial corner and, holding
down the left mouse button, drag the mouse and
a box will appear and grow as you drag. Any vertexes
or faces inside the box when you release the mouse
button will be selected and light up red. NOTE:
faces will only be selected if at least one of
their corners is inside the box. An alternative
way to select faces is individually: If you set
the select option to 'Face' and uncheck 'By Vertex'
then you can select individual triangles by clicking
in them.
Now
it's possible that you selected a few vertexes
or faces that you did not want. If that is the
case, hold down the SHIFT key and the RIGHT mouse
button and drag a smaller box around only the
unwanted faces. They will deselect, leaving the
others still selected. It is possible you didn't
get all of the vertexes/faces that you wanted.
If tis is the case, hold down the SHIFT key and
the LEFT mouse button and drag a box around the
extra vertexes/faces that you want. It might take
a few goes to get it exactly right. How do you
set it to select faces or vertexes? Well when
the Select button is active, you will notice a
parameters box lower down:

Where it says 'Vertex' ringed in red, if you drop
the menu down by using the arrow on the end, you
will see three options: Vertex, Face and Group.
Set to vertex, only vertexes will be selected
on your mesh. Set to Face, only Faces will be
selected on your mesh. When set to group, then
a whole mesh sub-group will be selected if at
least one of it's faces is included in the selection
box. You needn't concern yourself with this right
now. Groups come into it much later on during
the skinmeshing tutorial.
Okay,
so it's time to do unspeakable things to our selected
vertexes. The three tools that will allow you
to do this are the Move, Scale and Rotate tools.
MOVE
Quite
simply, you click in the desired viewport and
drag the mouse. The selected Faces/Vertexes will
move in that direction corresponding with the
mouse pointer. It is possible to restrict the
movement and also manually type in movement parameters
for exact repositioning. At the bottom of the
Tools rollout panel when the Move button is active,
you will see three X,Y and Z buttons accompanied
by corresponding type-in fields.

In the image shown, all three X,Y and Z buttons
are activated. If you deactivate any of them,
movement in those directions will be restricted.
For example if I deactivate the Y button then
I will not be able to move my selected vertexes/faces
vertically in the front or side views. It's worth
mentioning at this point that the three directions
are as follows: X is left to right, horizontally
Y is vertical Z is back and forth horizontally.
This is constant in every view, for example, in
'Front' view X would be horizontal movement whereas
in 'Left' or 'Right' view Z is horizontal movement.
This might take some getting used to so experiment
a bit. Above each button is a field that will
allow you to manually type in the ammount by which
you wish the model to move. Positive numbers will
move the model in one direction and negative numbers
will move the model the opposite direction. In
X positive numbers move the model to the right
('front' view) and negative numbers will move
the model to the left ('front' view). In Y positive
numbers move the model upwards ('front' or 'side'
view) and negative numbers move the model down
(front and side views) In Z positive numbers move
the model forwards (down in 'top' view) and negative
numbers move it backwards (up in 'top' view).
Confused
yet? Well, I've made this little illustration
to help a bit...

NOTE: any manual type-in adjustments will not
take effect until the button alongside the fields
is clicked.
SCALE
It
is possible to resize your mesh not just universally
but in different directions. Using the 'Scale'
tool as it is, you can scale selected vertexes/faces
in two directions: Holding down the left mouse
button and dragging left and right will scale
the selected vertexes/faces horizontally. Dragging
up and down will scale them vertically. The effects
will vary depending on which view you are using.
As with movement it is also possible to restrict
the direction that you scale in by deactivating
the X,Y and Z buttons at the bottom of the tools
rollout.

The same rules apply to the buttons and the manual
type-in fields that do to the MOVE tool (see above).
However, in the manual type-in fields the values
are different. Here we see that the default values
are 1.0 instead of in move where they are 0.0.
1.0 represents the actual scale of the selected
vertexes/faces. If you were to set the values
to 0.5 then they would scale in the relevant direction
to half their current size. On the other hand
If the fields were set to 2.0 then they would
become twice their current size. NOTE As with
Movement, the manual type-in fields will not have
any effect until you have clicked the button alongside.
What we also have here which is new is the ability
to set the centrepoint from which the selected
objects are scaled. You will notice above the
X,Y and Z buttons, three radio boxes entitled:
'Center Of Mass', 'Origin' and 'User Point'. Depending
on which is checked, will depend on the effects
of your scale. 'Center of Mass' means that the
scale will radiate out from a common centre to
your selected vertexes and faces. 'Origin' is
the pink,yellow and blue gizmo at the centre of
the screen. where the three coloured lines converge
is the absolute centre of your workspace. This
is known as the, 'Origin'. If the 'Origin' box
is checked, then the scale will radiate from the
Origin point. 'User Point' means that the scale
will radiate from the point at which the mouse
pointer was when you clicked the mouse button
down. This point is set regardless of where you
drag the mouse to.
ROTATE
It
is possible to rotate selected vertexes/faces.
Hold down the left mouse button and drag vertically.
The actual direction of rotation depends on the
view that you are currently using. As with all
of the above tools, it is possible to restrict
the direction of a rotation and it is also possible
to manually type-in rotational data for absolute
accuracy. This time, however, the data in the
fields is in degrees of rotation so the values
go up to 360 before the selected vertexes/faces
perform a full rotation. Once again the Rotate
tool has three centre point options: 'Center of
Mass', 'Origin' and 'User Point'. They dictate
the point around which the selected vertexes/faces
will rotate and they have the same properties
as those listed under the Scale tool.
TIP: If you have 'Auto Tool' checked then the
tools buttons will automatically switch between
Select and the tool you are using every time you
click the left mouse button.
Well,
that's it. I haven't mentioned the 'Vertex', 'Face'
and 'Extrude' buttons because they will be used
extensively in the modelling tutorial.
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