My work so far still a couple of things I am struggling with, slowly getting there..
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Thanks guys.Steinie wrote:Not bad at all.
Keep posting updates and ask away.
I haven't used truespace in quite some time, but if I remember correctly then this is how you do it.foff44 wrote:PS: How do I lock an action into one direction (now I know that makes no sense:)
I created a cylinder for the engine, I rotated it to match the image, I then highlighted the face on one end and I moved it to stretch the cylinder to match the section, but while I was dragging the face it was moving sideways as well and I had to fiddle a little till I got it straight. So how do lock the movement in the one direction?
I promise that further questions will be a bit more grown up
foff44 wrote:Thanks guys.Steinie wrote:Not bad at all.
Keep posting updates and ask away.
Steinie you did say ask away
Sorry its just a basic question to start with.
You notice that in the perspective and front view that the image plane is a yellow colour, I don't know how I got it to yellow and cannot work out how to change the colour (or for that matter I have trouble changing any items colour) I probably did it when I first started playing with TS and haven't worked out how to get it back.
I wonder if it has something to do with the default texture lighting? You could try changing the lighting to white light?
PS: How do I lock an action into one direction (now I know that makes no sense:)
The axis for X Y Z can be locked as well as the coordinate system in use; I believe the default is object. Try changing it to world.
I created a cylinder for the engine, I rotated it to match the image, I then highlighted the face on one end and I moved it to stretch the cylinder to match the section, but while I was dragging the face it was moving sideways as well and I had to fiddle a little till I got it straight. So how do lock the movement in the one direction?
When objects are rotated iin TS teh values change from XYZ=000 to whatever value they were rotated to. Trying using the reset object axes to the center of object and the normalize rotation tool.
I promise that further questions will be a bit more grown up
BNG wrote:foff44 wrote:Thanks guys.Steinie wrote:Not bad at all.
Keep posting updates and ask away.
Steinie you did say ask away
Sorry its just a basic question to start with.
You notice that in the perspective and front view that the image plane is a yellow colour, I don't know how I got it to yellow and cannot work out how to change the colour (or for that matter I have trouble changing any items colour) I probably did it when I first started playing with TS and haven't worked out how to get it back.
I wonder if it has something to do with the default texture lighting? You could try changing the lighting to white light?
PS: How do I lock an action into one direction (now I know that makes no sense:)
The axis for X Y Z can be locked as well as the coordinate system in use; I believe the default is object. Try changing it to world.
I created a cylinder for the engine, I rotated it to match the image, I then highlighted the face on one end and I moved it to stretch the cylinder to match the section, but while I was dragging the face it was moving sideways as well and I had to fiddle a little till I got it straight. So how do lock the movement in the one direction?
When objects are rotated iin TS teh values change from XYZ=000 to whatever value they were rotated to. Trying using the reset object axes to the center of object and the normalize rotation tool.
I promise that further questions will be a bit more grown up
I had to start again, I couldn't figure out how to cut the model in half so I could use the mirror command, ( I needed a line right through the middle and couldn't work out how to add it). I am a little further than the last posting, will just do the next step and upload an image tomorrow.Draise wrote:Nice start =)
How goes the progress now?
Never thought of that will give it a go now.Draise wrote:Ah yes, a line in the middle. Sometimes I use a boolean difference/subtract, like a cube covering half the model, to delete half the object, then use the resulting subtracted plane to mirror it.