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MilkShape Basics
7) General MilkShape Tutorial
NOTE:
This tutorial explains the basic functions of
MilkShape. I recommend to all inexperienced in
Milkshape with questions to check this tutorial.
On
start-up of MilkShape, this is what you should
see:

The program is divided into four windows, which
all have different viewpoints(left, back, front,
etc...). The existing views are top, bottom, left,
right, front, back, and 3D. The first six are
where you will do all of your modelling. The 3D
view just enables you to see what you are modelling
in a 3D form.

When you press the SHIFT key then left mouse click,
you can zoom in and out of each of the windows..(NOTE:
You cannot do this while in Select mode because
SHIFT has a special meaning there. SHIFT+Leftclick
allows you to add vetices or faces, where as SHIFT+rightclick
allows you to deselect vertices or faces, without
losing the other selections.)CTRL+leftclick allows
you to move within the viewports. In the menu
on the right upper half of MilkShape one sees
four window tabs named: Model, Groups, material,
joints:

Model:
This is the most important area, where all of
your tools are located. When you click on the
button "Select", notice how to toolbar changes?
You have 4 other buttons(Vertex, Face, Group,
Joint) and two checkboxes.

Okay,
so we'll break it down:
Vertex: Three vertices make up a face. Vertices
are those little dots you see on the screen. Individual
vertices are connected together to form a polygon,
or, a face. So, when you have The Select tool,
with the Vertex box selected, you will be able
to select those dots.
Face:
A face, as said before, is made of 3 verts joined
together. With the Select tool on, click on the
Face button(not the main toolbar face tool, the
selection face in the selection toolbox) Now,
select some faces, see how that works? I will
get into the group and vertex select later on.
Rotate: This is used to, you guessed it, rotate
the model.
Scale: This is used to scale the model down or
up.
Now
we come to the modelling tools:
As
you can see, I first created a cylinder.....

And
after playing with it for only a couple of seconds.....

I made something pretty cool with very little
effort. An important note here, a lot of models
start off as primitives, and after playing with
the vertices and faces by pulling them out etc...
you can create a complex model from a basic shape.
Milkshape offers the possibilty of creating a
model from scratch with vertices and faces, but,
since this is quite complicated and hard to explain,
I will only work with primitives. We dedicate
ourselves now to the other instructions: Sphere,
Geosphere, Box, and Cylinder. These are very self-explanatory.
The only one that I will touch on is the cylinder.
When you select the Cylinder tool, two buttons
and one checkbox appear on the second toolbox
window. One button "stacks", one "slices" and
the checkbox "closed cylinder."

The "Slices" are how many different slices the polygon
is seperated into, thus how smooth it is. The
"Stacks" detemine how many rows of vertices the
cylinder will have. Below is a good example. The
left cylinder has 6 slices and 20 stacks. The
right cylinder has more slices, but only 2 stacks.

A further important tool in the Model tab is the "Extrude" tool. You select faces(NOTE: the selection
must be of faces, the extrude too will not work
with vertices)then click the extrude tool, and
drag out in the diretion you choose.


I note again: You cannot extrude vertices, only
faces. If you extrude vertices, it will do something
strange, or it won't do anything at all.
Groups
Tab: Fist, I must explain this term. If you are
modelling an object independently, and want to
rename it to "Ball" or something, go to the groups
tab, click on the model that is the one you want
to rename, then type your new name into the texbox,
then click on "Rename":

A
very important button on the Groups Tab is the "Regroup" button. If you have two groups, say
"lowerarm" and "upperarm", that you want to be
in one group, simply select those two groups and
then click on "Regroup". This creates a new group
with "lowerarm" and "upperarm" together as one
group.
Materials
Tab: In this area you can assign a texture for
a model. But, since the model is so important
in this tutorial, I'll leave the skinning alone
until another time.
Joints
Tab: In this area, you can create a skeleton for
your model so that it may be animated. I will
explain joints and animating in a future tutorial.
Now
the only thing that's left to explain is the menu.
If when you first looked at MilkShape you thought
it was small, esspecially if you have a background
in programs like 3D Studio MAX. But, for beginners
to the 3D modelling field MilkShape is very suitale.
It doesn't have alot of complicated systems or
buttons you'll only use once in your life. It
doesn't scare the beginning modeller away from
ever trying the program again. Though it looks
simple, it has very advanced features. MilkSHape
doesn't need to hide itself from the large companies,
because it has many useful functions and tools.
The
necessary functions that I mentioned above are
in this menu bar. The first is "File" This doesn't
seem very great at first sight, but, MilkShape
has MANY files which you can import and export.
Preferences allows you to change the color scheme,
FPS, and other miscellaneous things.

In the preferences, scroll through the list till
you get to Persp Background. Then click on choose.
You will be able to change the color of the 3D
background, and, if you go through that list,
almost everything's color can be changed in the
preferences.
Next
I will discuss the Edit window briefly:
Undo,
Redo: you can undo an uh-oh, or re-do it if you
made a mistake.
Duplicate
selection: Select the face(it has to be a face/faces)
that you want to make a duplicate of, then hit
CTRL+D or, edit Duplicate selection.
DELETE selection / This deletes everything that
is selected.
SELECT ALL / None: Select all selects everything,
including joints. Select none deselects everything,
including joints.
Hide
Selection / Unhide ALL: If some faces are getting
in your way, you can select them and hide them..if
you want to see them again, just click on unhide
all.

The
next window is Vertex . Since I found still no
special use of these options, I will deal only
briefly with it.

Snap Together: If you need to join two vertices
together, this'll do it.


Like I said, I don't know all these windows too
well as of yet, I do recommend you play it to
try and figure it out and find advantages within
them.
Like
I already mentioned in the start, I deal with
other tutorials that animate, and thus omitted
the next window.
Probably the most important window for the menus
is tools:

With him one can execute primarily conversions
for other formats such as HalfLife or Quake etc.,
but there are further functions for Modelling
that are much more important.
The
first of the tools would be Show model Statistics:

Here, it shows a complete breakdown of vertices,
faces, smoothing groups..This tool is valuble.
You need to pay special attention to the Face
count if you are into the game modelling business,
too many faces cause the FPS(frames per second)
to slow down.
If
you didn't create a model within your "polycount"
range, there is a special tool called "Progressive
Mesh"(mesh is your collection of verts and faces,
basically your model). This attempts to cut down
on your face count while retaining the same basic
form of your model. Now, the following should
appear:

Now, choose a suitable percentage(preferably not
under 50&), move the bar until you get the percentage
you would like, then click "OK". The number has
now been reduced. There is a tool also in the
tools menu which works exactly opposite of "Proggresive
Mesh" named "Smooth Edges":
The last tool in the tools windo is "Mirror All",
which mirrors your selection in whichever way
you want.

This is the next menu, named "Window"

Here, we can adjust many of the windows that we
use most often. How the Control panel is displayed,
where the tools are. The Texture Coordinate Editor
is the means of tweaking the textures to fit the
model. I will not get into it here, it is of little
importance to us right now. Show Viewport caption,
which, if you want more room in the Milkshape
window, you can rid yourself of this for awhile.
It shows what type of "view"(front, 3D, back,
etc...) you are in. The Keyframer are the animation
tools, so, if you are just modelling, you wouldn't
need that. The Message window just lets you know
of any errors that may occur during the writing
process of file saving.

It's purpose consists of the co-ordination of
the frames in the animation mode(if you want your
models to move> and right now, it's of little
concern.
The
Last Window I will talk about is this:

If you right-click on of the viewport windows,
you will come upon a menu. The first four choices
are render based. Wireframe; to see verts and
face lines only. Flatshaded; low rendered model,
no shading or texturing. Smoothshaded; medium
rendered model with shading and lighting. Textured;
if you have a skin and you applied it, select
this to see your texture on your model.
Projection: this is so you can choose which perspective
you would like(front, 3D, left, etc....)
Show axis: This is for when the axis gets in the
way of seeing your model Show grid: This is the
same as show axis, only for the grid.
Draw Backfaces: If this is unchecked, it helps
to speed up the program, however, if you have
open ended objects while draw backfaces is unchecked,
you will have a hard time looking at them.
Reset view: Resets the viewport back to the original
zoom factor
Frame all: Frames all of your objects so that
you can see them all in the window Frame Selected:
Same as frame all, only, it works for selctions
only Choose Background Image: Use this if you
want to trace over a model. It allows you to load
.jpg, .bmp and .pcx files into the BG(doesn't
work on 3D view)
Maximize: Maximizes the window.
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