| View Selection tool-palette Updated 01 Mar 2011 | Upper levels: - QuArK Information Base - 1. Introduction to QuArK - 1.6. Model-editor in QuArK - 1.6.6. Tool-palettes

1.6.6.7. View Selection tool-palette | [ Prev - Up - Next ]

Index

- - X Y Z Axis locks (04 Apr 2007)
- - View Options (17 Jul 2007)
- - Color Options (05 Apr 2007)
- - Bbox Maker (01 Mar 2011)

X Y Z Axis locks | cdunde - 04 Apr 2007 | [ Top ]

There tree icon buttons lock each axis independently in all of the 2D and 3D views for added control when moving vertexes of the model's mesh. They are also interactive with the same items listed on the Commands menu.

View Options | cdunde - 17 Jul 2007 | [ Top ]

This button opens the View Options Dialog which has a number of different selections and combinations that you can choose from for each of the editor and floating window views. These are used as visual aids when working with a model. No drag handles: This will stop the creation of any vertex drag handles for the model's mesh which will speed up the redrawing of a view when a zoom, pan or rotation in the view is being performed. However, no actual vertex work can be done in that view when this option it active (checked).
Draw no handles: This will allow the creation of any vertex drag handles for the model's mesh but it will not draw them in the view. This will also speed up the redrawing of a view when a zoom, pan or rotation in the view is being performed. In addition, vertex work can be done in that view when this option it active (checked). Mesh in Frames: and Model mesh color: These two items work in conjunction with one another. When the Mesh in Frames item is checked it will draw the selected model component mesh when one of its animation frames is selected. When it is inactive (unchecked) none of these lines of the mesh will be displayed, only the models skin texture if the view is in Texture mode. The mesh color can be changed for each particular view by clicking on the Fill in color button, which will open a color selection window, and the active color will be shown as the button color as well. Fill in Mesh: and Fill in color: These two items also work in conjunction with one another. When the Fill in Mesh item is checked it will give a solid color painting of the selected model component mesh. When it is inactive (unchecked) only the lines of the mesh will be displayed along with the models skin texture if the view is in Texture mode. The fill color can be changed for each particular view by clicking on the Fill in color button, which will open a color selection window, and the active color will be shown as the button color as well.
Special Notes: If a model's component or animation frame is selected the mesh handles will be drawn in each active view to draw them. If, after a zoom, pan or rotation has been made, the handles should not redraw simply perform another very small zoom and they should reappear. If the fill colors are not correct for the views, briefly hold down the RMB to reset all of the active fill color views. Once a color has been selected, you should see all of the view colors updated.

Color Options | cdunde - 05 Apr 2007 | [ Top ]

This button directly opens the Model Editors Colors Configuration dialog to allow quick access for changing the color of a variety of different items used in the Model Editor and the Skin-view page.

Bbox Maker | cdunde - 01 Mar 2011 | [ Top ]

When this button is active, it allows the LMB drag creation of a bounding box in any 2D view. Normally it would be used when a single bone is selected for the bbox to be linked to. However, they can also be used with models that may or may not have bones for different elements that a particular model format specifies. Bboxes are polyhedrons just like in the map editor. Bbox stands for bounding box which can also be used for a collision box depending on the model format's needs. If a bbox is associated with a bone then its name should match that bone's name, for example
    upperleg:bone -> upperleg:p
They can be placed in the tree-view individually or in a BboxGroupFolder:bbg, which is usually done to keep them identified with one particular imported model. The technical part of how they are handled in the editor is covered in the section entitled Adding Bones & Their Structure. Look under its sub-section for What's in ModelComponentList .

Copyright (c) 2009, GNU General Public License by The QuArK (Quake Army Knife) Community - http://quark.sourceforge.net/ | [ Prev - Top - Next ]