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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 13th April 2006, 14:12   #1 (permalink)
Vertex
 
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Puke HOWTO : Configure viewports as I have them in LW 3D Modeler ?

I've today downloaded the Hexagon trial and I'm trying to simulate the viewport configuration I use in lightwave, but currently without too much great results, examples :

- How can I change viewport positions ? The Perspective view is on the Top Left and I want it on the Top Right, cause having in the top right is almost distracting i usually don't look too much at the top view in lightwave so having the view that i look most in that position is almost distracting and gives me big headaches. How can I resolve this ??

- Actually the grids are useful but how can I enable/disable them Locally in a viewport.
Example I would like to disable all grids except floor grid on the Top and Persp view.
Enable the left in the Right ViewPort only.
Enable the right one in the Front Viewport only.
And at opportunity enable mixed configuration in the Perspective Viewport.

Edit:
-And how can I change Keyboard shortcuts ?
-How can I set render level (wireframe/faceted/smooth) indipendently in viewports ?
-How can I change wireframe color ?
-How can I change edges/polygon/point color when highlighted/selected ?

Those are the most important things I've to currently optimize to get myself ready

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Old 13th April 2006, 14:35   #2 (permalink)
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First, activate the viewport where you want the grid to dis/appear, then go to the SCENE panel on the right side of the screen (Properties tab). Or pick the appropriate toggle on the DISPLAY pull down menu.

I suggest that you try getting accustomed to a ONE VIEW config and take advantage of the Universal manipulator in combination with TOP, LEFT, RIGHT, PERSP, ORTHO, etc shortcut keys as well as the navigation icons and modifiers. These multiple viewport feature of Hexagon 1.21 may not work the way you want them to, anyway. I never use them. Nobody does, I guess. They have bugs or something.

Or wait for Hexagon 2. They are much improved from what I've seen in the previews.
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Old 13th April 2006, 14:46   #3 (permalink)
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I've updated my questions.

Actually, I perfectly understand that working in one viewport only most of the problems would go away, but mentally I'm attached to my old method, moreover for architectural modeling.

Even if for character modeling the one viewport config it's good, I just want to get accustomed to that workflow gradually, cause I use mainly lightwave for work and changes should be a little gradual to me.

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Old 13th April 2006, 14:54   #4 (permalink)
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Pull down menu EDIT>SHORTCUT EDITOR or Alt+K
Changing colors: EDIT>PREFERENCE EDITOR or Alt+P

As for changing viewports display mode (ie, wireframe, solid, etc.) INDEPENDENTLY, forget it. ;-) Don't waste your time. Wait for Hex 2.

BTW, not really sure if the INDEPENDENT display mode on multiple viewports was added. I hope so. I need it too, man.
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Old 13th April 2006, 15:00   #5 (permalink)
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Thanks man

Actually I'm waiting for Hexagon 2 only I just wanted to try 1.21 version to get accustomed to that so when H2 comes out I can go straight and produce something as soon as I install it

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Old 13th April 2006, 18:57   #6 (permalink)
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Hi Sanxer,
I'm a little like you. I'm working with Lightwave Modeler but have been looking at Hexagon. From your experience, are you enjoying Hexagon more than Lightwave Modeler? I'm trying to decide if I want to plunk down the money for Hexagon. I do like how Hexagon is straightforeward in it's workflow and tools, but I would still like a second opinion. Thanks!
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Old 13th April 2006, 19:20   #7 (permalink)
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I'm a LW'er myself and I bought Hex (with the free 2.0 upgrade) primarily for the features that H2 will have. Compared to ZBrush ($500 USD) and Bodypaint ($800 USD), it's a steal. Yes, those other packages have more features overall, but I don't need them. H2 offers advanced UV tools, multi-channel 3d painting and normal map generation.
I will still do most (if not all) my modeling in Modeler. I haven't found anything yet that can match the tool set.
That's my $.02

/m
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Old 13th April 2006, 19:55   #8 (permalink)
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Thanks MCW,
That helps a lot. I'm still getting up to speed on Modeler. But like you, I'm thining that Hex 2 will introduce some great possibilites with textureing, etc. Have you found any major problems bringing Hex 1 models into Lightwave Layout or Modeler and rigging them for animation, or continuing to manipulate them?
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Old 13th April 2006, 21:15   #9 (permalink)
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I personally agree with mcw, I like modelling in lightwave, H2 seem a good painting tool and I like estrusion modeling workflow in general, all I need it's a more customizable interface, cause guys we are not all the same.

I didn't start 3d in Hexagon 2, it was Lightwave 5.0 so it's a big while I'm accustomed to that and I tried different software in the meanwhile, 3dsmax was horrible for most things, I only liked it's material editor, the possibility to have different renderers, and Character Studio for the rest I think LW is far better.

Now I use even maya, but that's because in our studio most of the guys are Maya dependent.
I'm not really dependent on a particular software just stick with what I find the best for me, and currently for modeling/rendering purposes that's Lightwave for Rigging/Skinning and animating that's Maya.

Now I want to learn a bit more of Hexagon cause I've seen many features on the coming version that looks very good for what I need and those are mostly Painting and Sculpting features.

I use Zbrush sometimes, we have that in our studio but I still prefer one integrated package as Hexagon seems to be.
For the coming Modo 202, it costs too much from my point of view even if it's seems lightwave modeler on steroids.
Anyway Lightwave has the most big pack of plugins available for a 3d package, and most of them are free.
Modo has a really nice open architecture but then why all plugin developers stick with creating plugins for LW instead, that has an old one, instead of creating them for Modo ?? It's cause Modo doesn't need them ?....I don't think so.

So why should I investigate Hexagon cause it seems to have features I need and it will work better with my personal workflow and look at the price is way more affordable and that's good for starting users too.

That's it,
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Old 13th April 2006, 21:32   #10 (permalink)
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Quote:
Originally Posted by tuffmac
Thanks MCW,
That helps a lot. I'm still getting up to speed on Modeler. But like you, I'm thining that Hex 2 will introduce some great possibilites with textureing, etc. Have you found any major problems bringing Hex 1 models into Lightwave Layout or Modeler and rigging them for animation, or continuing to manipulate them?
Just export out of Hex as an .obj. Then open in Modeler or Layout. There was another thread on this not too long ago. There's no native .lwo support, but LW handles .obj's really well, so you don't really need it.

/m
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Old 13th April 2006, 21:44   #11 (permalink)
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LW is still one of the industry standards. So you guys are still lucky to have learned LW, of which UI a lot users like me find counter intuitive. Obviousy, LW as one of the pioneers in the 3D industry, it's gotten its fair share of revamps and modifications for the better. In contrast, Hexagon is still an infant. To make my blah blah short, stick with what you've got and be proud of it, and learn Hex's workflow gradually. Hexagon 1 will not give you everything you want the same way older applications do, it just got features more superior than, and can't be found, in other apps. But it's got its own weaknesses. Let's see what Hex 2 got...
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Old 13th April 2006, 21:53   #12 (permalink)
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U're just right I'm getting better at usign Hexagon, I'm pretty fast at learning but I keep using for example key combos used in lightwave then again I notice It uses different keys, probably this evening I'm gonna change most of them to get things much smoother.
Anyway I don't know why I tried what you said about selecting the viewport and disable grid for that view only and it does continue to do that to all viewports, and then tried to change points and edges color in the setup but it didn't work either...as you said, interface it's a little bugged...I'll try to avoid the obstacles...and let's see what Hex 2 got...

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Old 13th April 2006, 23:48   #13 (permalink)
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Great convo guys, yes, I still love my Lightwave and like I had said elsewhere, that LWCAD bone that Newtek threw out just really made modeler hott again in my book! (And those LWCAD2 previews look really sweet too!)

I still find modeler is the BEST when it comes to working with accurately sized and positioned entities, IMO it beats out Hex, Silo, XSI and ZBrush.

I'm not talking about decimal place precision I'm talking about being able to measure/place entities at accurate (desired) positions.

Imagine Hex2 with the snapping toolsets of Rhino3D or what LWCAD brings to LW Modeler - it would rule!

But until then, I still see myself doing hardbody in modeler and organics in Hex or the other packages.

-Will
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Old 14th April 2006, 02:19   #14 (permalink)
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So true

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Old 15th April 2006, 22:26   #15 (permalink)
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AlainK is spot on - this feature or lack of it in Hexegon 1 was a glaring omission.
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Old 15th April 2006, 23:38   #16 (permalink)
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Thanks, Aunty Betty...

I realized I may have sounded like I was putting Hexagon 1.21 down. No, no, no... Far from it! I was saying, if you can do almost any figure, shape or form in your old application with relative ease, I see no reason why you have to use another one just because everyone does. I have tried most of these apps myself, unfortunately I didn't even get close enough to being able to follow tutorials. Not because they suck, but because I just didn't like their UI's. I tried very hard liking them, but deep down I fiercely resisted the workflow and all thinking, "This is not supposed to be how it's done..." Right now, I'm very, very comfortable using Hexagon 1.21. I can say with confidence that I can almost do any shape I want with it. (Right now, I'm mired deep studying the human head, hehehe <eyes, ears, nose>... this is not easy for me. It's a self-training I have imposed on myself. Once I get past the human form, everything is a breeze, for me, anyway... but I'm getting close...> Hex 1.21 may not be perfect when it comes to things like viewports, etc. But there are always alternatives like what I described earlier in this thread. Sometimes it's even better. Many of us come from ole school like me, ie, having four viewports and all and can't live without it. But, I think, Hexagon is telling us to work in 3d a little differently. The universal manipulator, for example, was designed to make users work in ONE VIEWPORT. Sorry, for this yet another blah of mine, which is hastily written... I'll come back later...
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