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Working with menu and keyboard configurations

From: LightWave 10 Essential Training

Video: Working with menu and keyboard configurations

LightWave Layout and Modeler have their menus and keyboard equivalents pretty well worked out. For instance under the Surface Editor, you can see there's F5, for keyboard equivalent F6. The Create menu has a nice organization, but every once in a while you might feel the need to customize that. You can do that pretty easily. So here in LightWave Modeler I am going to go up to the Edit dropdown. I'll click that and choose Edit Menu Layout. You get this very nice Configure Menus panel that pops up. Here you can literally see the entire layout of menus and tabs as they're set up currently as the default.

Working with menu and keyboard configurations

LightWave Layout and Modeler have their menus and keyboard equivalents pretty well worked out. For instance under the Surface Editor, you can see there's F5, for keyboard equivalent F6. The Create menu has a nice organization, but every once in a while you might feel the need to customize that. You can do that pretty easily. So here in LightWave Modeler I am going to go up to the Edit dropdown. I'll click that and choose Edit Menu Layout. You get this very nice Configure Menus panel that pops up. Here you can literally see the entire layout of menus and tabs as they're set up currently as the default.

But let's say you wanted to add your own button for some other tool that you might feel the need to use pretty often. So what I'll do is I'll come down here to let's say the Main menu. Here is my Image Editor. That's this button right here. And I want to add something right beneath it. So I'll select that Image Editor, and then I'll come over and find a new tool, and these are all the tools in Modeler, organized pretty well. Let's say I just wanted to center something. So what I'll do is I'll come over to Modeler Tools. I'll expand that and you can see all the different Modeler tools in there.

Now these are mostly ghosted because they have keyboard equivalents already. That doesn't mean you can't assign a new one. So I am going to select Center 1D, meaning 1 dimension, 1 axis. With that selected, plus the Image Editor selected, I can say Add. And it adds it right beneath the Image Editor. It doesn't add it to the Image Editor button, it adds beneath it. Certainly you can click and drag this around if you like, but we just want to put it right there. But let's say you wanted it to separate. So I can say I'll select Image Editor and say give me a new divider.

That puts a divider in there to help me organize, and then I could say even a new group. I can drop that into my new group. Select the new group and I can say Rename for instance, and I'll call this Dan's Tools. Now I have my own dropdown menu of tools that work just for me. It works pretty well. So, very easy to set this up. If you feel the need to go back, you can go to the Presets and choose Default, and everything will go back to where it was.

You can also choose a studio production style and you can see that the whole interface completely changes. You can choose a 9.6 style for a previous version of LightWave or even go back to the old 6.0 from the year 2000, which is a very minimalistic approach. For this course we're going to keep everything Default. But for those of you that like to modify, that's a really good way to do it. Along those lines, if you go back to Edit, you can choose Keyboard Shortcuts and in here working very similarly the way you did with the menus, you can create your own keyboard shortcut.

So let's go ahead and set one up. On the Mac, I like to change my Function keys. On the PC, they're already set for you. So if you press F2 on the PC, your object will automatically center. On the Mac, it's not quite as easy until you change those Function keys back in your system preferences. But instead of doing that, I can just reconfigure that Center tool. The way I am going to do it, see the Center Data, mapped to F2? I can actually map that to a different key if I want.

But I don't know where it is, so I am going to hit Find. When I did that, it automatically found where that command is on the left side. It's under Modify. Well then I can select an empty keyboard equivalent, such as F10, and hit Assign. Now I've got it in two places. I'll click Done, and let's just say I go to a little ball off scale here and I want to center it, I'll press F10. That automatically centers with my new keyboard equivalent.

When I create keyboard equivalents you'll actually see them listed to the right of the tool. So you can create one for the Disc, the Cone, Text Layers, and so on. Most of the basic initial functions have them already assigned, but if there are other tools you use, you can set them up yourself. So, configuring menus and keyboards are quite easy to do and help you customize so you can have a much better workflow working with LightWave Modeler or Layout.

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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5163 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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