# Wings 3D/User Manual/The Object Operations Menu

� WINGS3D USER MANUAL Section 5.2 6The Context Sensitive Menus 5.2.5 The Object Operations Menu Figure 53: The Object Menu. If one or more objects are selected, right clicking in the workspace will bring up the Object Operations Menu. This will allow you to Object Operations Menu – General

Free – Will move the selected object or objects in the direction of mouse movement. This can be very useful when in Orthographic mode, since it allows you to use the mouse to move objects in two cardinal directions while "locking" out movement in the third.

X – constrains movement along the x axis.

Y – constrains movement along the y axis.

Z – constrains movement along the z axis.

Free – Will rotate the selected object(s) in the direction of mouse movement.

X – constrains rotation about the x axis.

Y – constrains rotation about the y axis.

Z – constrains rotation about the z axis.

Uniform – Scales the object uniformly in all directions at once.

X – Scales the object along the x axis.

Y – Scales the object along the y axis.

Z – Scales the object along the z axis.

Radial X (YZ) – Scales the object radially from the x axis; i.e. The size in y and z are effected while x remains constant.

Radial Y (XZ) – Scales the object radially from the y axis so that the y dimension remains constant.

Radial Z (XY) – Scales the object radially from the z axis; so that the z dimension remains constant. Figure 53: The Body or Object Menu.

X – will flip the object on the X axis. Y – will flip the object on the X axis. Z – will flip the object on the X axis.

Invert will flip all the normals of the model, in effect turning it inside out. This can be useful if an imported model loads into Wings inverted, i.e., the normals all pointing inwards instead of outwards. Invert will fix the normals so that they all point outward. It can also be useful to fix model parts that are created via Extract Region on inward facing

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� Section 5.2 The Context Sensitive Menus WINGS3D USER MANUAL regions, though it may take some getting used to working inverted.

Quick Tip: A way to create the juice object inside a glass and have it line up.

On the inside of a glass or jug create a loop that defines the height of the liquid. Then select the loop, do a Shift-L to select the region next to it (Ctrl-Shift-I if it selects the wrong side). Do an Extract Region, Normal, and click without moving. This will separate off that area and make it solid. Switch to Body Mode (B), then do an Invert, which will flip the normals to align correctly. You now have a separate juice object that fits the jug exactly.

Tip provided by Mestela.

Quick Tip: Invert vs. Intrude.

With Intrude you can create a hollow object but the inside will be the same shape as the outside. Invert, on the other hand, can be useful to create an object that has a different shape on the inside than on the outside, connected via a bridged tunnel. Using invert, can put a totally different object inside another, invert the inner object, and bridge a tunnel between inner and outer objects, to get different inner/outer volumes. Tip provided by PuzzledPaul

This will move all the vertices of an object towards each other, or away from each other. The effect is to round out or "soften" the model with a slight Tighten, or exaggerate the angles if you "un-tighten".

OBJECT MENU | SMOOTH (S) This smoothes the model by performing a Catmull-Clarke subdivision on all the faces. This will have the effect of smoothing out angles between faces if they have not been set to hard, and eliminates poles by creating clean quad topology. If you want to maintain sharp angles in your model be sure to set the necessary edges to hard, either via the Edge Menu Hardness command, or by first doing an Auto-Smooth.

This will combine the selected objects into one object. Unlike Mirror, it does not actually fuse or change any geometry. This can be very useful if you have a model composed of several parts and want to Scale, or Rotate them as a single entity. If you scale such a model without first using Combine, the parts will either pull away from each other or collide with each other since they all have their own local origins. Combine will allow you to scale everything together as if it were all one object, because they do indeed become one object. Objects need not be touching or even near each other to be combined. Object names previously assigned are lost.

If two or more objects have been fused via the Combine command, this will Separate them into their component parts. Former names will not be reestablished. Bodies that were separated by a Face | Dissolve operation can also be separated into separate bodies.

This command will find all non-intersecting vertices in the model and Collapse them. Good for maintaining the topological integrity of the model.

This command will find all edges formed by sharp angels and automatically set them to be hard edges. Then when you Smooth the object, it will retain much of the original form and detail. By default the edge will be set to hard if the angle between the faces is more than 60 degrees. However you can set the crease angle by clicking on the parameters box to the right on the menu to suite your own needs.

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� WINGS3D USER MANUAL Section 5.2 6The Context Sensitive Menus OBJECT MENU | DUPLICATE

Creates a copy of the selected object. Moving the mouse before doing another click will move the copy in the desired direction as chosen in the sub-menu; Free, X, Y, or Z.

Free – Moves the newly created object in the direction of mouse movement.

X – The newly created object will move in +X or -X directions only.

Y – The newly created object will move in +Y or -Y directions only.

Z – The newly created object will move in +Z or -Z directions only.

OBJECT MENU | DELETE (Bksp or Del)

Will delete one or more selected objects. They can be recalled via Undo.