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Selecting elements

From: LightWave 10 Essential Training

Video: Selecting elements

One of the first things to know about working with models is how to work with selections. Well, what are you selecting? You are going to select points, edges, or polygons and that's these three buttons down here at the bottom of the screen. Well obviously you need a model to do that, so let's load one up. Go to the File dropdown menu, and one thing I should point out: you doesn't need to click right on the little dropdown arrow. You can actually click anywhere on the button. So click and then choose Load Object and from your Objects folder in Chapter 01, load the Shoe, and you'll see that that shoe loads right up, and you press the A key. That will fit all.

Selecting elements

One of the first things to know about working with models is how to work with selections. Well, what are you selecting? You are going to select points, edges, or polygons and that's these three buttons down here at the bottom of the screen. Well obviously you need a model to do that, so let's load one up. Go to the File dropdown menu, and one thing I should point out: you doesn't need to click right on the little dropdown arrow. You can actually click anywhere on the button. So click and then choose Load Object and from your Objects folder in Chapter 01, load the Shoe, and you'll see that that shoe loads right up, and you press the A key. That will fit all.

So here is our shoe. Well, what would you select and why would you select it? Well this model is pretty much done, but let's say you want to modify it because the guy has a really big foot. So, you need to stretch it in some way. Well, if I came over here to my Modify tab and I came down and chose let's say Stretch and I click and drag, I can stretch it out. Well, that's not quite the look we want. He is not really a clown, so I'm going to do a Ctrl+Z on the PC, Command+Z on the Mac.

So I am going to come down to Points, and I will select that down at the bottom and that tells Modeler I want to work with the points of the object. Well, points make up polygons. It's kind of like connect-the-dots, and I want to select the points all in this toe area, down here at the bottom-right. But something is going to happen. This is set to Smooth Shade. So now I hold my right mouse button--and if you're on a Mac and you only have one button mouse, go out and get a two button mouse and if you don't have one right now, hold your Command key down, and then you could select a Lasso selection like that.

But look what happens. Because I am in a Shaded mode, only those points visible to me get selected. If you look up here in the Perspective view or even in this Wireframe view, only those front points gets selected. So I am going to press the Question Mark/Slash key on the keyboard to deselect, and now it's going to work universally with edges and polygons. So keep that in mind. I am going to change to Wireframe view, and then I am going to select these points like this. Then if you notice, points are selected all the way through.

When I come over and go to Modify and Move, now I can actually move just that selection. Clearly that's not something you are going to want to put your foot into, but my point here is showing that instead of stretching the whole object, you can select different elements--an element being a point, an edge, or a polygon--and adjust those accordingly. So think of this. When you have nothing selected like this, whatever you do applies to everything.

So if I hit the T key, well, everything is going to move. I will do Command+Z to undo. If I have something selected, whatever I do is going to apply only to that. So the process is, select, perform an action, deselect. It's that simple. Just try not to get overwhelmed, and do things one step at a time. Now when you're using these tools, you can select it just like that with your mouse.

You can then press the Spacebar to turn it off. And if you look down here at the bottom, if you press your Spacebar, you will cycle through Points, Edges and Polygons. Up in your top-right, you are going to see a row of buttons. These are your layer buttons. I am going to click the second one creating new layer, just so we have a new workspace, and I am going to draw out a box just like that, and then I will click the tool again to turn it off.

Under Points, if I click and mouse over, I am selecting points, and I am holding the mouse down as I do that. But what happens if you press your forward slash to deselect and then decide well I do want to select those after all? I will click on a point. I will let go over the mouse. Well if I go to click now on the other point, I can't select it because I have let go the mouse. Selections and de-selections toggle, which means as soon as I select something, let go the mouse, then click again, I deselect.

Let's jump to the Polygons down at the bottom. Polygons are going to be created when points are put together. So we had four points that now have created this polygon. If I click up here in the Shaded view, you can see that polygon is highlighted and selected. I have let go the mouse. Then I click again. I deselect. So, that toggles. So what happens then if you need to add to your selection? Hold the Shift key, and then I could add to that selection. By the same token, I can hold the Ctrl key and deselect.

It's a very easy to do without much effort. Control, deselect, and Shift to select. Or simply hold down the Question Mark/Slash key to deselect all. If you click and hold your mouse and run it across, you can select everything as well. Now this will make more sense as we start building an object, and I will reinforce this with your commands. So selection and de-selection are something you are going to do throughout your modeling process, whether you are building objects, converting objects, building text, working with curves; you're always going to be selecting or deselecting points, edges, or polygons.

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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5144 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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