XSI TO SINS: COMMANDS & SHORTCUTS

Similar documents
Week 1 The Blender Interface and Basic Shapes

2nd Set of Gollum s Hotkeys

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

A Guide to Autodesk Maya 2015

This is the opening view of blender.

solidthinking Environment...1 Modeling Views...5 Console...13 Selecting Objects...15 Working Modes...19 World Browser...25 Construction Tree...

To familiarize of 3ds Max user interface and adapt a workflow based on preferences of navigating Autodesk 3D Max.

User Interface Software Projects

Transforming Objects and Components

Course: 3D Design Title: Mesh Modeling Hand Dropbox File: Hand.zip Blender: Version 2.41 Level: Beginning Author; Neal Hirsig

Blender: Introduction, Modelling and Exporting

Character Modeling COPYRIGHTED MATERIAL

Introducing Autodesk Maya Chapter 2: Jumping in Headfirst, with Both Feet!

Notes on Blender: By Matthew Evett

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get

Detailed Table of content. 3D View by tools - Header. 3D View by tools - Header detailed

Flair Geometry Editor Part I. Beginners FLUKA Course

LOOSE FITTING CLOTHES

Dave s Phenomenal Maya Cheat Sheet The 7 Default Menus By Dave

solidthinking User Interface

Tutorial: Understanding the Lumberyard Interface

Using Blender to Create a Trainz Asset - Preparation

Introduction to Maya

1st Point. 2nd Point. hold shift & drag along Y. Splines

3 Polygonal Modeling. Getting Started with Maya 103

3ds Max Cottage Step 1. Always start out by setting up units: We re going with this setup as we will round everything off to one inch.

Getting Started with ShowcaseChapter1:

CGS 3220 Lecture 13 Polygonal Character Modeling

Chapter 3- Creating & Editing Objects

Maya 2014 Introduction to Maya

ARCHITECTURE & GAMES. A is for Architect Simple Mass Modeling FORM & SPACE. Industry Careers Framework. Applied. Getting Started.

Basic Blender Commands This is just a partial list of Blender commands. Please visit the Blender.org website for more details.


3D Design with 123D Design

User InterfaceChapter1:

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

The Blender Quick Start Guide

Basic Blender Commands This is just a partial list of Blender commands. Please visit the Blender.org website for more details.

Graphical Editors used at CSC/Nada earlier. Main competitors. What is Maya? What is Maya? An Introduction to Maya. Maya

Beaumont Middle School Design Project April May 2014 Carl Lee and Craig Schroeder

Chapter 3- Creating & Editing Objects

User Guide. for. JewelCAD Professional Version 2.0

By Roland Hess -- Based on the Blender Summer of Code tutorial by Michael Worcester

FLUID DESIGNER FOR 3D PRINTING Installing & Configuring Startup Screen

FormZ Tips created by Phil Jones, edited by Nancy Cheng, University of Oregon 11/16/05

CGS 3220 Lecture 17 Subdivision Surfaces

GraphWorX64 Productivity Tips

Introduction And Overview ANSYS, Inc. All rights reserved. 1 ANSYS, Inc. Proprietary

3D Modeling Course Outline

Open Blender and click anywhere to remove the Splash Screen.

booklet_new 11/7/02 2:39 PM Page 1 Learning Maya R

CS148: Maya Lecture. October 9th, 2017 David Hyde

Blender Character Modeling A companion book to the Blender Character Creation Series on Youtube

Dave s Phenomenal Maya Cheat Sheet Polygon Modeling Menu Set By David Schneider

LAB_3: Main Toolbar buttons PART 2

Hard Surface Modeling - Snowspeeder

First Animated Model Yellow Submarine

1.1: Introduction to Fusion 360

Exercise Guide. Published: August MecSoft Corpotation

To build shapes from scratch, use the tools are the far right of the top tool bar. These

Quick Shader 0.1 Beta

COPYRIGHTED MATERIAL. The Maya Interface. The Maya interface can be a bit intimidating, and it s not fair to expect

Autodesk Navisworks Freedom Quick Reference Guide

CS 465 Program 4: Modeller

Computer graphics Labs: Blender (1/3) Modelling, transparency and reflection

Animated Modifiers (Morphing Teapot) Richard J Lapidus

Solid surface modeling in AutoCAD

Undo Button Clicking this tool will undo the last action. Clicking on this tool multiple times will undo all subsequent changes that were made.

Lesson 11. Polygonal Spaceship

REU Modeling Course Day 1. AutoDesk Maya - Program Introduction + Getting Started

StickFont Editor v1.01 User Manual. Copyright 2012 NCPlot Software LLC

Solid Edge ST4 Update Training (Display)

It is a good idea to practice View Control tools for 5 minutes at the start of every 3D session, before doing any other work.

The Vizard IDE: Inspector

SketchUp Tool Basics

Modeling. Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter

SWITCHING FROM SKETCHUP TO VECTORWORKS

Getting Started with Silo

Using Blender to Produce a Trainz Asset - Step 2-2 Add Materials and Texture (Continued)

K e y b o a r d s h o rt c ut s

AGi32 version 2.3. Keyboard Shortcuts (cntd.) General. Function Keys. Mouse Functions. Keyboard Shortcuts F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12

Maya Lesson 3 Temple Base & Columns

Autodesk Fusion 360 Training: The Future of Making Things Attendee Guide

COPYRIGHTED MATERIAL. The Maya Interface. The Maya interface can be a bit intimidating, and it s not fair to expect yourself

Split the 3D Editor Viewport

SketchUp. SketchUp. Google SketchUp. Using SketchUp. The Tool Set

LAB # 2 3D Modeling, Properties Commands & Attributes

Lesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117

DMA-04. 3D Animation. Block I : 3D Modeling. Odisha State Open University

Table of Contents. Blender...1. Blender's Unique Interface...2 Conventions Used in this Document...2

SCENE FILE MANIPULATION SCENE FILE MANIPULATION GETTING STARTED MODELING ANIMATION MATERIALS + MAPPING RENDERING. Saving Files. Save.

3D Modeling. Computer Science

Editors - UV Image Editor by tools. Detailed table of content

Step 2: Add Material and Texture

Chapter 3- Creating & Editing Objects

Autodesk Fusion 360: Model. Overview. Modeling techniques in Fusion 360

The Wireframe Update Buttons. The Frontface and Backface Buttons. The Project Designer 265

Editing Polygons. Adding material/volume: Extrude. Learning objectives

Modifier Keys. Option Key. Command Key. Shift Key. Control Key. Return Key. Tab

Transcription:

XSI TO SINS: COMMANDS & SHORTCUTS

I. Commonly Used Basic Modeling Commands and Shortcuts in XSI: Section A: The Main Control Panel Select Menu Group/Cluster Selection (See Fig. 1.1 for a quick visual overview) Center manipulation Select Panel Tr a n s f o r m P a n e l Snap Panel C o n s t r a i n P a n e l Edit Panel Fig. 1.1: The Main Control Panel Selection filters Object Selection box Hierarchy Navigation box Explore menu and Explorer filter buttons Transform Menu Scale Tool all axes selection control Rotate Tool XYZ axis-isolation controls Translate Tool Transform axis text boxes (can also perform basic arithmetic calculations) Manipulation modes Manipulation modifiers Snap Menu Snap Filters Constrain Menu Parent/Cut hierarchy Constraint options Edit Menu Freeze buttons Group/Cluster +/- buttons Immediate Mode Freeze button Section B: Object Creation Basic objects in xsi are called primitives. To start off a polymesh model, under the Get section of the Model Menu, go Primitive > Polygon Mesh > (then pick the appropriate geometry). Section C: The Middle Mouse Button Previous commands can be repeated by middle-clicking on that command s top-level menu (e.g. if you had previously issued the command Model > Get > Primitive > Polygon Mesh > Cube, you can build another cube by simply middle-clicking on the Model menu header instead of navigating all the way to the Cube command). Section D: Selection Note: Softimage XSI uses several Selection Models, meaning there are different set-ups by which you can select/deselect objects and components. This guide assumes that you are using the Softimage XSI Selection Model. For additional info on this, go Help > XSI Guides > Scene Elements > Selecting Objects.

Object Selection Mode: Space Bar - activate Object Selection mode (then click or marquee/bandbox object to select it). Component Selection Modes: t - Rectangle Point mode (select points using mouse-clicks or rectangular marquee/bandbox selection). e - Rectangle Edge mode (select edges using a rectangular marquee/ bandbox selection). i - Raycast Edge mode (select edges using mouse-clicks, or painting a selection). y - Rectangle Polygon mode (select polygons using a rectangular marquee/bandbox selection). u - Raycast Polygon mode (select polygons using mouse-clicks or painting a selection). Component Selection Mode modifier keys: Shift - add to the selection Ctrl - subtract from the selection Alt+LMB - select range of components. (LMB first component, then Alt+LMB last component). Alt+MMB - select loops of components. (Alt+MMB first component then drag over to second component. For edges, Alt+MMB on first edge only, as direction of loop is already implied, unless you mean to select a loop of parallel edges). Misc Auto-selection commands: Ctrl+A - select all objects or select all components Shift+Ctrl + A - deselect all Shift+ + - grow selection Shift+ - - shrink selection

Section E: Camera Manipulation (See Fig. 1.2 for a quick overview of the Viewport tool bar.) Note: Of the Main Camera Manipulation Tools, the Navigation Tool is the most commonly used. It is the equivalent of Maya s Alt key. Main Camera Manipulation Tools: a b c d e f g h Fig. 1.2: Viewport tool bar Legend: a - Hide/solo/show all b - Views menu (display specialized windows in viewport) c - Memo Cams buttons (save and recall camera positions) d - Camera icon Menu (commands for navigations/selection) e - Eye icon Menu (hide/show scene elements) f - XYZ Buttons (view standard plane views in 3D) g - Display Type Menu (control how items are displayed) h - Resize Viewport icon s - toggle the Navigation Tool +LMB -pan +MMB -dolly +RMB -orbit o - toggle the Orbit Tool +LMB -orbit +MMB -orbit around y-axis of current camera focus +RMB -orbit around x-axis of current camera focus z - toggle the Pan and Zoom Tool +LMB +MMB +RMB -pan -zoom in -zoom out p - toggle the Dolly Tool +LMB +MMB +RMB -dolly -dolly in smaller increments -dolly in larger increments Auto-adjust based on selection: a - frame all objects f - frame selected objects/components Shift+a - frame visible objects Alt+C - center selection Camera History: Alt+z - undo last camera navigation command Alt+y - recall last camera navigation command r - resets current viewport to default camera position

Section F: Transform Tools Note: Be mindful of the Manipulation Modes and Manipulation Modifier Buttons (see Fig. 1.1 under Transform Panel). If a transform does not work predictably, try turning these buttons on/off until you get the desired effect. Main Transform Tools: x - toggle the Scale Tool c - toggle the Rotate Tool (+Shift rotates in 15-degree increments) v - toggle the Translate Tool Note: Hover and click on the colored axis controls on the manipulator itself to isolate transforms along a certain axis. For Scale and Translation, Hover and click in-between two axes controls on the manipulator to isolate along a certain plane. The active axis or plane will turn yellow. Section G: Modify Component Tools Note: (See Note for Section F). Main Poly-modeling Tools: Ctrl+D - duplicates the selected component for extrusion (transform via x,c,v to extrude) m - toggles the Tweak Component Tool (press l to toggle weld-topoint tool; press j to toggle sliding) n - add polygon tool \ - add edge tool (modifier: Ctrl snaps to center of edge) ] - split edge tool (modifier: Ctrl snaps to center of edge) +LMB splits selected edge by adding a vertex; +MMB splits applicable edges in a loop or in a row

Deletion: Delete - delete components (does not work on components along boundary edge) Alt + Delete - delete components along boundary edge Ctrl + Delete - collapse components Proportional Modelling: also called soft-selection modeling or magnet modeling activated by the button labelled Prop on the bottom of the Transform Panel, right above the Snap Panel use the mouse wheel to adjust the radius of this tool RMB-click the button to edit options for this tool for additional info: Help > XSI Guides > Modeling and Deformation Basics > Manipulating Components > Using Proportional Modeling. Model > Create > Poly. Mesh Menu: Issuing commands from this menu CREATES a new object. In most cases, the object(s) from which the new object is based on still exists. The new object is still dependent on the original object(s) and will remain so until the new object is frozen. For example applying the command Model > Create > Poly. Mesh > Merge on objects A and B will create a new object C. Changing either A or B will thereby change object C until the time C is frozen (See Section H The Freeze Button ). Model > Modify > Poly. Mesh Menu: Issuing commands from this menu does not create a new object but instead merely edits the existing object. Contrast this with the Model > Create > Poly. Mesh menu which actually creates a new object.

Section H: The Freeze Button The Freeze button, located on the Edit Panel, deletes all construction history on polymeshes and other objects. As a result, it severs dependencies as well as frees up system resources. Section I: Floating Views 7 - Render Tree 8 - Explorer Alt + 7 - Texture Editor Section J: The Model and Render Tool Bars 1 - Model 3 - Render Section K: Triangle Counter To turn on the triangle counter, access the Eye icon Menu (see Fig. 1.2-e, page 3) located on the bar at the top of the viewport. Click on Selection Info. Section L: The Texture Editor Note: Basic navigation, transform, and selection command shortcut keys merely mirror the shortcut keys for their modeling counterparts, with the exception of the i key.

Navigation: s - toggle the Navigation Tool +LMB +MMB -pan -dolly/zoom Transform: x - scale (LMB: normal; MMB: isolate Y; RMB: isolate X) c - rotate (LMB: normal; MMB: 2x iterations; RMB: 4x iterations) v - translate (LMB: normal; MMB: isolate Y; : isolate X) Note: the Proportional Tool functionality also extends onto the UV Editor so be careful when turning it on. Selection: t - point selection mode e - edge selection mode y or u - polygon selection mode Ctrl+a - select all Shift+Ctrl+a - deselect all i - toggles island selection mode Ctrl + T - tearing mode (allows you to separate vertices from each other) Misc: Ctrl - hold down to snap to points and simultaneously weld (be careful of using this too fast, can sometimes cause XSI to crash) Ctrl+. - toggles pivot. - moves the pivot (hold Ctrl while dragging to snap to points or grid)

Half-Maps: The Texture Editor s Edit > Transform UVs command creates a mesh operator that allows for precise scaling of the UVs along the U and V axes. This is useful for when texture space is optimized for 1:2 (U:V) proportions (e.g. 512x1024, 1024x2048, etc). Section M: Reminders Ctrl+S is your friend. Freeze constantly. When in doubt, press F1. =)