MilkShape Basics
5) MilkShape Basics

AXIS EXPLANATION
This is just a brief exlpantion of the different
AXISsses :) OK, X is across(horizontal) and
Y is up (vertical) like on a graph, Z is into/out
of the screen in the front view, its forward
and backwards relative to your model. When you
move things you can restrict which axis are
affected, like I disable Y (vertical movement)
so when I move stuff it doesn't move up/down.

HIDING STUFF
CTL H hides whatever is selected, CTRL U unhides
all. When first using milkshape I found that
when I selected vertices/faces I always selected
the ones I wanted plus a load on the other side
I didn't :) NOW I simply hide what I dont want
affected, select the vertices that you dont
want, CTRL H to hide em, now just work on the
ones that are visible.

SELECTING THINGS
SHIFT LEFT CLICK adds to your selection, SHIFT
RIGHT CLICK remove from your selection. OK when
selecting stuff I also select too much, then
remove the things I dont want by SHIFT RIGHTCLICKING
and dragging a box around the stuff I dont want
selected. In this example I select a load of
verts, as you can see the front and back ones
are selected. SHIFT RIGHTCLICK DRAG a box around
the ones I dont want and that leaves the ones
I do!

MOVING THINGS
Select whatever you want to move, in this example
I wanted to move the verts horizontally and
definately not vertically, so in the move options
I de-click Y and Z, leaving X restricting movement
to that axis, easy eh? Wanna move something
vertical only, declick X and Z and click Y,
now you can only move up an down, useful for
keeping things in line accurately.
ROTATING
Select a load of verts, now Rotate but click
USER POINT first, they will rotate around where
you click and hold the mouse, extremely useful,
otherwise you end rotating, then moving, rotating,
then moving etc. In the example I created a
cylinder, rotated the points, deselected some
points rotate a bit more, deselect more points
and rotate some more.

CREATING VERTICES AND FACES
One thing to remember when vertex modeling is
to try and plan what your going to need, this
is why its best to sketch your concept first
and give it plenty of thought. OK now, in the
example I have plotted a square with a circle
within with the vertex tool, now I build the
faces 1,2,3 clockwise or anticlockwise depending
on which way you want the faces to face, check
the 3d view to see your progress. Select the
vertices on the circle and in the side view
move them, giving the flat plane depth and as
you can see you get a square changing to a circle.

EXTRUDING
Select some faces as I have coloured in the
example, the click the extrude tool, now in
the side view drag the faces out, each time
you do a new extrusion is created, now you can
scale as you go along or simply select the vertices
later and scale,rotate or move them accordingly.

TURN EDGE
As you can see the selected TWO triangles are
joined by a line from one vertex to the other
as shown, if we use CTRL E or click Turn Edge
they will be connected by the other two vertices
as shown in the second pic, a practical example
is shown in the next pic.

DIVIDE EDGE
Select two vertices and press CTRL P or click
divide edge and it will create a new vertex
inbetween them allowing you to add more detail
where you need it. Also as you can see I drag
the new verts upwards and we should have a house
shape, but the faces are connected across the
lower verts, select the two faces and CTRL E
to turn edge now they are connected across the
point of the roof.

REVERSE
VERTEX ORDER
I created some verts and also some faces but some
are facing the wrong way as you can see the black
faces are invisible in a model (holes) but there
is a face there its just facing away from you
:) So select the faces that are black and click
FACE-REVERSE VERTEX ORDER in the menu up top,
this will flip em round to the face the opposite
way, very useful.

JOINING TWO SIDES
When modelling its more efficient to build one
side of say a humanoid, then flip it for the other
side :) So move your half right up to the center
line of the vertical axis, (I didn't quite here,
but that was for the example only) now select
the group or all the faces and click CTLR D or
EDIT-DUPLICATE SELECTION, you get a duplicate
that is directly over the old one so you cant
see it :) now click VERTEX-MIRROR LEFT>RIGHT and
you get a mirrored copy. If it was slightly away
from the centre line you will get a gap like mine,
so move the other side inwards until the centre
vertexs of each side are directly over each other,
now select all the centre verts (from the front
view) and click CTRL W or click VERTEX-WELD TOGETHER
and all the centre verts will be welded. Check
TOOLS-SHOW MODEL STATISTICS (before and after)
and the vertex amount has gone from 74 to 62.
Now select both groups and click regroup in the
groups tab to make them an item.

FILLING IN A HOLEAs
you can see we have a hole to fill, select all
the vertices that are nothing to do with the hole
and CTRL H to hide em, so they dont get in the
way. from the front view, I added an extra vert
in the centre and moved it into position. Now
simply build the faces as before, if you build
a face and its black then you went round the wrong
way and its facing inwards, go click FACE-REVERSE
VERTEX ORDER to flip it and build all the following
faces in the opposite direction, ie if clockwise
was wrong, build them all anticlockwise from now
on. Sorted!

SNAP 'N' WELD
Lets give this ball some horns :) I select some
faces and extrud em upwards, now select all the
verts at the top of one of the horns in tyhe front
view, now click CTRL N and then CTRL W (just hold
CTRL and press N,W) SNAP and WELD, select the
verts in the top of the other and SNAP N WELD
again. Snap brings all the selected verts together
into one place, they all still exist so you weld
them to create just a single vert at that point!
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