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#1 |
Registered Member
Join Date: Apr 2004
Location: Scotland
Posts: 604
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Hi, guys, im new to lightwave, been using it for about a week now. I have been using Cimena 4D for about a year before this, but i just cant seem to adapt to this program, i need to because ive been accepted into 3rd year of an animation coarse. And it is all very lightwave driven. ive got till sept 27 to get up to a good lvl, its really just getting used to the interface, well here is my question, its very stupid i know, but, ive been doin the basics in all the different things, and i was performing a simple extrude, but i cant seem to get the thing to extrude straight, usually u hold shift and the objectct will only go in the x,y or z axis, but i read the manual and its the control key for lightwave, but it isnt working. what have i done, and can some1 tell em how to fix this.
cheers. ps. i was messing about with settings at the start, and maybe ive unticked a box, or somthing. ![]() |
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#2 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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Nope, you need to press and hold the Ctrl key before you start moving the mouse otherwise it won't work. It takes a little getting used to, but you'll soon get the hang of it.
I tend to find LW works better if you move the mouse a significant distance when constraining motion, so over emphasize the movement, then bring the object back to where you want it. |
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#3 |
Registered Member
Join Date: Apr 2004
Location: Scotland
Posts: 604
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thanks alot mark, that helped alot, im on my way throu a tut now,
cheers. its actually alot similir to Cinema 4D once u get into it, ive been able to skip many bits as i have a good idea of how to do it, cheers again m8 ![]() |
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#4 |
Full Access Member
Join Date: Jan 2003
Location: Wisconsin
Posts: 250
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Also, the middle mouse button, if you have one, works the same way.
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#5 | |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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Thanks for that tip there Cory. |
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#6 |
Registered Member
Join Date: Apr 2004
Location: Scotland
Posts: 604
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hello again, thanks for the feedback, while ive been modeling, i keep getting this weird view. My models go this transparent way, and i cant see the top and sides of cylinders, what have i done to make it go this way, i want it to be completely solid, so i can work on it
![]() by the way, were is the bridge command, i cant find it, thats what i used all the time in Cinema 4D to make a poligon out of 4 points, if lightwave dosent have a bridge command, how do i turn points into polys ![]() Cheers |
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#7 | |
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Join Date: Apr 2004
Posts: 102
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#8 | ||
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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You might also find that it helps your selection to look at the model in wireframe shaded mode - that way, you'll see the outline of the polygons no matter which direction the normals are facing. Alternatively, you can open the surface editor and make the surface of the polygons double-sided (it's a checkbox towards the bottom of the panel), although it's generally better practice to work with single-sided geometry in the first place since it makes your renders more efficient.
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#9 |
Registered Member
Join Date: Apr 2004
Location: Scotland
Posts: 604
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thats great man, thats actually much easier than the bridge tool
![]() cheers for the comments guys, this has been great, hopfully ill have my 1st piece ready to post on the site for u guys to see. :0 |
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#10 |
Full Access Member
Join Date: Sep 2003
Location: Singapore,
Posts: 913
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Lightwave 8 has the bridge tool, just thought you should know,,, in case you are thinking of an upgrade... But i do agree that manually it works better.. Hehe
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#11 |
Registered Member
Join Date: Apr 2004
Posts: 102
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i don't think you always have to do it clockwise davie. working counterclockwise or clockwise just defines the direction of the polygon. If u made a mistake with the direction just flip it (f) and it's ok (at least i think so
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#12 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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Indeed - the direction the points are selected in determines the direction that the surface normal points. It always looks towards the 'front' of the polygon when viewing the vertices in a clockwise fashion.
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