Join Larry Mitchell for an in-depth discussion in this video Selecting and transforming objects, part of Vue 6 xStream Essential Training.
- [Instructor] When working in Vue, you'll often have to select and transform your objects, and that can be done several ways, so we'll look at how that's done. Here in our world browser we can see our hierarchy of our objects in our scene, we can select them with the mouse, it's fairly easy and obvious. We can hold a Shift key down to select a few of them in a row, and of course, if you still have your Shift key held down, you go up and we can add those. You can also select one and hold your Control key, or Command key on the Mac, and you can skip and select just the ones you want.
You can also directly select them in your viewports. You can see it can be a little tricky at times because we have a bounding box around this one, which encompasses the other object here, so in a case like that, you might want to check off, and then click the other one. You can also drag a rectangle around what you want to select. Now that can be a helpful thing as you see right here, I can drag and select, and only encase this object, even though I'm overlapping this one, and I will only select the fully encased object.
Now when it come to transforming your objects, the process is done in one of two ways, you have the viewport method, and then you have the method in this palette, and so the palette of course is based on which object is selected. And in your Numerics palette, which is to the right of your Aspect palette, you can select the object and the channel of the transform that you wish to control. Here we have the position, and we can just drag our position manually here, you can see the update in our viewports, and that's generally done when you want to have a more precise control over the positioning of an object, but it's not the one that gives you the greatest hands-on the object feeling.
That you would get more from interacting here in the viewport, and doing it in the viewport, you can see as I move the mouse over here, we have some highlighting going on. There are two crucial things to understand about this highlighting, let's go ahead and move our cone, we'll move it off to the side here, and I want this to be perfectly flat on the ground. As you can see, it's already on an angle. Now I could go ahead and try to figure out the rotation angle for this, but I'm too lazy, so I'm going to actually drop it down, but if I simply drop it down, it's going to drop and stay on an angle, that's not quite what I was hoping for.
So what I'll do is, instead of just dropping it down, I'll hold the drop icon down, it changes, and you see it shows this incline, this box dropping down, it tells me it's going to use dynamics calculations to drop it. And so it drops it, and it's perfectly flat. I did all that so that I can show you more of how to transform this object in the Top view. I wanted to remove the angles from it, so that it would not be confusing at all. So we'll move our mouse over this, and we can see we have two sets of information to be aware of.
One is, as you move your mouse over the object, you can highlight an independent axis. This is really useful if you want to move the object in just one axis, look at my mouse going up and down, and the object still can only move left and right. This is a lot of control that will be very, very helpful. The same is true if I come over here, I can move in only one axis, it's called constraining your motion. So I've constrained my motion to just the Y-axis, and so this is the first thing I'd like you to notice about mousing over an object for transform.
The second thing is, if you mouse over and you get into this area here, where you have this shaded rectangle, you can then move freely in those two axes. Let's look at this in our front view, and of course it would be these two axes in the front view. And of course, here we can move in our Z. And that brings up an important point for anyone working with most of the main 3D applications, Vue 6 Infinite is a Z-up application.
This means that the Z-axis goes up, not the Y-axis. A very important thing to keep in mind when you start just working at high speed, and then things going the wrong direction, you might like to remember this. So let's look at the same object being transformed in our Main camera, I'll just go ahead and use my right button to pan over, and I'm going to mouse into this rectangle area, and I'm going to move, and again, we see we can have free control over it, or I can control my axes, which are being constrained.
So that's the basic way that you would control the positioning transformation of an object. Now you also have other transforms of course, transforms are move, scale and rotate, and so you can rotate in three different ways, you can actually do it like this, and so what we're doing here is we're rotating the object by first getting the icon, the cursor to change. And so in this mode, it's going to move, in this mode, it's going to rotate, and when you see the cursor go like this, it's going to scale.
So it's like this uni-tool, it's pretty cool. And so also, the other way we can rotate is to turn our gizmo, and this is called a gizmo, that's a very technical word, and now we get these bands, these rotation bands, and then you can hold the band to rotate it. And also, here in your numerics, you can go to orientation, and you can get your pitch, yaw, roll, which are traditionally used for describing motion or rotation in 3D applications.
So that's how you would control your orientation, I'll set these back to 0, and then of course we have our ability to control our scaling, and notice that the current view that's selected is the Main camera view, so the gizmo is in the Main camera view. I move to these views and I don't see the gizmo. The gizmo's always going to be in the active view, so I'll change my active view to the Top, and here's my gizmo again. So now I'll change to working with the scale, and now what happens is that my mouse-over has control over the scale.
Now, while I could be in the position transform, and I can still scale by coming right here, and have my cursor change, there's a difference to having the gizmo set to scale. The difference is that when you mouse-over your object, first of all the axes don't move, they scale. You can scale in one axis, you can constrain your scaling to one axis. You can also do the same thing here. And the second thing is that this general area here, when you drag your mouse, you're scaling.
And so what happens also, is that you may notice that there are two areas here that can be highlighted. This inner area here will scale uniformly, all three axes scaling at the same rate. This outer area, when you scale that, it's only scaling in the remaining axis, which is your Z-axis. So what this means is that even though you're working from your Top view, you can scale in X, Y, and Z, or you can scale uniformly.
Now we have these four remaining icons in our gizmo and to really understand them, we'll need to offset our orientation in this object. So we'll get this at a unique angle that would really be able to tell our story a little bit better. And now we will go to our scale tool, and as we scale, we're currently set to global. Global, in other 3D applications, is called world, and what this means is that the orientation of the world, which has a zero in the center, X, Y and Z all heading off to their perfectly straight orientations, that being the reference for what you do next, which in this case is to scale.
Well we also have local, so in our world, what happens when we scale in our X is that the X-axis is not oriented in the world away from its zero. In other words, in the world view X always goes straight like this, it doesn't go on an angle like that, it doesn't go like this, it's straight like this, so when we scale this object, constraining it to the X-axis, it's scaling with relation to the world view of X.
Now here we'll go to local, in local, we are using the local coordinates of this object, and as you can see by the axis orientation, it's really oriented and stuff to reflect the object's view, and so now when we scale, we notice that we have a nice even, uniform scale, as opposed to when we were doing it with the world view, or the global view, where it kind of like stretched it and tapered it, almost like a funny mirror. Then we have the camera view, and this becomes more obvious when you're working in something like a perspective view.
And here, the scaling is done in reference to how the camera is viewing the entire scene, does not factor in the world axes, or the object axes, it's really the camera axes. And then the final gizmo icon is the P, and this is really only going to be helpful when this object is a child of another object. This is the parent view of the transform, and so if the parent is oriented differently, its axes are going to be factored in to determine how you're going to transform the child object.
And so that's basically what you need to know about the gizmo, now of course we have the size, which works in companion with our scaling out here, just like the position and orientation do. And so that's the basics of being able to select and transform objects in Vue.