Where are view ports and their behavior described in
detail, where in the manual. This seems such a basic thing for me to
not understand...manual page?
Reference Manual / Realsoft3D / Models / Geometric Objects / Geometric
Primitives / Input Plane , quote:
"Input Plane
The input plane object is a plane in 3D space. It stores the orientation of
a modeling plane (=view's input plane) and the grid origin. You can place
input plane objects to those areas of the scene where modeling actions are
happening frequently. You can then set the modeling orientation and grid
origin quickly by drag and dropping a suitable input plane object from the
select window into a view window. You may also apply the auto focus tool to
zoom into the region defined by the input plane square.
For example, when modeling a room interior, it may be a good idea to put an
input plane object on the ceiling, on the walls and on the floor.
The input plane property sheet contains controls for plane orientation (HPB
angles) and the position of the grid origin included in the plane. The
Current property is used whenever a view window is set to Lock to Input
Plane state. When the current input plane is modified, the view updates
automatically. "
and from Reference Manual / Realsoft3D / Windows / View :
"View Camera
Every view window owns a private 'camera'. A view camera stores attributes
which are familiar from real world camera: position, aiming direction, focal
length etc. Thanks to this view camera concept, you can 'take pictures' i.e.
render images on a view window without creating an actual camera object into
the scene hierarchy. A view camera is identical with the camera objects in
the scene hierarchy. You can easily assign all settings from a view camera
to a camera object and back.
Input Plane
The input plane is a flat, infinite 2D plane in the 3D modeling space which
you see through the view windows. The mouse pointer position is projected to
the underlying input plane. This way 2D coordinates from the mouse become
translated into 3D coordinates.
the input plane is, by default, connected to the view camera so that
it always remains orthogonal to the camera. You can also unlock the input
plane and model in a perspective manner. For example, you may want to view a
room scene using a final camera view, place the input plane on the floor and
move people inside the room along the floor to obtain an optimal
composition.
The input plane becomes visible when you activate grid drawing. The
input plane always matches the space division into grid snapping intervals.
You can move and rotate the input plane using the view controls, numerically
from the view property window or using the popup menu.
Most geometry creation and modify tools read their coordinate input
from the input plane position. Certain tools (those using object handles) do
not rely on the input plane, but project the mouse input to circular
handles, axis systems etc. directly. For example, when you edit SDS object
faces, input plane may be irrelevant. "
----------------------------end quotes
I used custom input planes when modeling on a hexagonal structure. It worked
but I keep forgetting the details - but that's probably me... most of the
time the RS tools fit me like a glove, but this is not one of them.
A little more attention to this important subject in the manual would be
welcome!
as a side note what if I wanted to move those selected points
numerically in X direction by a certain amount of units? Move/
translate numerically comes to mind, where is that?
Holding x, y and z while dragging does affect things nicely, thanks, I
believe it was you that gave me that
Dean
Open View / Numeric Window from the menu. While moving the object (or
rotating or whatever) hit 'n' and you can enter a value in the Numeric
window. I use it all the time!
hope this helps,
Mark H