Now with the perspective panel activated we go at the bottom right of the screen where there are some tools to manipulate the visualization of the 3d space.
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Some tools have only one option of use, but others have a small arrow on the right below it, if you put the mouse over the icon it will shows what the tool does, if you click on the icon it will turns orange showing that it is activated, if you hold the click it will show the other options for the tool as more icons, and to deactivate it just right click on the panel.
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The default icons are from left to right and top to bottom,:
Zoom (shortcut key Z);
Zoom All – it zooms on all panels at same time (shortcut key assignable);
Zoom Selected – zooms selected objects (shortcut key E) or Zoom Extents (option)– zooms all the objects in the scene (shortcut key CTRL+ALT+Z);
Zoom Selected All – zooms selected objects in all panels (shortcut key assignable) or Zoom Extents All (option) - zooms selected in all panels (shortcut key SHIFT+CRTL+Z);
Field-of-view (works only on perspective panel – works as a zoom) or Zoom Region (option) – zooms a piece of the space delimited by the mouse (shotcut key CTRL+W);
Pan – moves the panels to the sides or up-down (shortcut key CTRL+P);
Arc Rotate – rotates the view (shortcut key V or CTRL+R);
Min/Max Panel – minimizes and maximizes the panel (shortcut key W);
So, with the perspective panel activated let's click on the “Min/Max Panel” (shortcut W), and it will increase the Perspective panel to fill the place of the 4 original panels.
Now use the visualization tools to see what we have on the 3d space... remember that if you want to undo the visualization you need press SHIFT+Z and to redo SHIFT+A.
I've used the arc rotate and zoom to get the image on the left on the maximized perspective panel. Here in the 3d scene we have the painted model's mesh which is the model that we see in the game.
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There are some wire blue boxes , they are called helpers, they are used by the game to place other models or visual effects on the model's body. We should not change them, and we will use the bigger one at the base of the model to export it back to the game.
There are some colored solid polygonal forms, they are the bones, it means that if you move or rotate them, the body's mesh will deform or move to follow the movement. We will not use them yet, they are only used on Gmax when we need to fix the bones deformations, we will do it after the modeling and texture is done because if we change the number of vertices of the model the bones weight on each vertex will be recalculated and we lose part of the work done, this bones are used to create the character's shadow in the game too. And there are some white wire tetrahedron and icosahedron forms, they are bones too, but they are used to place the solid bones.
Let's save the file, go to the “File” menu and select “Save” choose a name and after the name add a number (for example: Robes_01) save it in the NewRobes folder.
Now, next time we save it after we have made a big change on the model we can use the “+” button that appears in the save dialog windows and it will save it as a new version, if you don't want to save as a new version you can use the CTRL+S to save over the file.
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So let's select only the meshes and hide everything else that we won't be using by now, when we click on the “Select by name” icon (shortcut key H), on the top tool bar in the screen.
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It will open the “Select Object” window check the “Display Sub tree” this will show a tree showing the hierarchy between the meshes, which are linked. In the list we will select the names, with the CTRL key pressed: torso, LArm, Rarm, feet.
http://img221.imageshack.us/img221/6295/pic172wn.th.jpg) (
http://img221.imageshack.us/my.php?image=pic172wn.jpg)
Those are the meshes that of body, that we see in the game, once they are selected in the list, press the “Select” button, and in the 3d scene you will see those meshes with a white wireframe around it, to show that they are selected.
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Now we will save this selection, with those 4 meshes selected write on the white space of the upper toolbar the name of the selection (for example: Mesh), then press the ENTER key.
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To deselect those meshes click with the left mouse button on the 3d scene, now if you want select the meshes back, just select it on the toolbar using the arrow to browse the names of the selections.
http://img195.imageshack.us/img195/6415/pic295aq.jpg) (
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With those 4 meshes selected, let's hide them clicking with the right mouse button in the 3d scene a red menu will appear, select “Hide Selection”.
http://img195.imageshack.us/img195/2022/pic197nj.th.jpg) (
http://img195.imageshack.us/my.php?image=pic197nj.jpg)
Now we are left with only helpers and bones, let's separate them too... in the “Select by Name” icon open the “Select Object” window and select everything that has an _g at the end of the name, it will select all the bones, if the window closes, just call it again and continue the selection. Once you are done call the red menu and use the “Hide Selection”, if there is no bone left on the scene undo the hide (CTRL+Z) and name the selection as Bones and hide them again, now we have only the helpers.
continue....