Digit's Zif-Widget Documention

Part II

 

Orient

Ms/Mr - Save current position of model so that you can return to this exact orientation

Front/Back/Left/Right/Top/Bottom - Rotate the Model in Global Coordinates

Rot X, Rot Y and RotZ

Rotate the Model in X, Y, or Z axis Internal Coordinates. Enter the Angle in the slider and press the appropriate Set + or Set - buttons. This is very useful for aligning the model with X - Symmetry. Note when doing Animation Rotation it may be necessary to re-orientate the model and save it so that the Model rotates around the Z axis.

 

Center

These controls move the internal center point of the current Zsphere Object. Zsphere models normally rotate around the "Root" sphere, use this to make your model rotate around another point.

Weld

Join two Zsphere meshes together easily with Weld. (see example below)

  1. Create Root Model and Press "Save Root"

  2. Create Child Model and Press "Save Child" this becomes your attachment

  3. Join the Child to the Root one of two ways. Restore your "Root" model by "Restore Root" and using the "Forward"/"Back" buttons select the node that you wish to attach the Child mesh to. Then press "Attach". This will connect the Child node to the Root mesh. You may wish to adjust Rotation, size etc... of the child section. when satisfied press "Save Root" again to save this information. The other way is to press "Mousepic" and use the mouse to select a node. The Child will then be attached to the node.

  4. If you need to adjust/rotate/size your child node press "Restore Child" to create it on the canvas. Make your needed changes and then press "Save Child" again.

A example of attaching a arm to a torso

1. Create a Torso and "Set" it as "Root"
2. Create a Arm/hand model with the Parent node at the place where it will meet the shoulder. This is because the script will "Weld" the parent node of the Child to any node of the "Root" Model.
3. With your arm/hand model in edit mode "Set" it as your "Child" model.
4. Press "Root" "Restore" to bring back your Torso and then Press "CPic".
5. Using the mouse you then click on the "Root" torso model to place the "Child" arm/hand at the shoulder
6. Now you should have a torso with a arm/hand. This is now your "Root" model.
7. To make an arm/hand on the other side of your torso, get out of "Edit" of your root and clear the canvas
8. "Restore" your "Child" model and this will bring back your arm/hand. In the "Orient" section enter "90" degrees in the "Angle" slider.
9. Press "Z" "+" button twice. This should rotate your arm/hand to the other side. (now you might have some problems with the thumb position etc.. but fix it)
10. Now "Set" this model as your new "Child" model.
11. Press "Restore Root" and repeat the above process

Mirror

Also added Mirror which will mirror your model pivoting around the Root Node. By selecting one or more of the axis and use of the XmYmZm controls you can create symmetrical lattices easily.


Utility

MAKE - Just a little button to allow you to make a quick circle. Enter the # of pts and press "Make". This will create a string of nodes in a straight line. Enter the number of degrees that you wish the circle to be in the slider and Press "Circle". This will create a circle out of the nodes that you created with "Make".

Group Select - Select multiple nodes in your model. Set "Skip" to 1 to select all nodes. Set "Skip" to 2 to select everyother node etc... Press "Inverse" to swap the current selection with the ones not selected. Use switches 'Normal" and "Attractor" individually or both to control what type nodes are processed.

Plane - Puts a 2D Plane on the canvas and resizes it to the current Document Height and Width. Enter a value into Rotate to set the rotation of the Plane. Useful for creating floors or walls to your scene.

Makeline - Using the currently selected Ztool this utility places and sizes it between two mouse points. Enter the diameter of the line you wish to create in Ldiameter. Press MakeLine. Left click with the mouse on the canvas at the "Starting Point" and drag the mouse to the "Ending Point" before releasing the mouse. The script will now place the current tool between these two points.

 

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