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Remove all links from mesh . Delete all tracker/vertex links for the edit mesh, if any, all selected meshes, if any, or all meshes, if none. The links are deleted for the shot to which the perspective view is linked, if any, or for all shots, if the view is not locked to any shot.
Grid Submenu
Show Grid. Toggle. Turns grid display on and off in this perspective window. Keyboard: ‘G’ key.
Move Grid. Mouse mode. Left-dragging will slide the grid along its normal mode, for example, allowing you to raise or lower a floor grid.
Floor Grid, Back Grid, Left Side Grid, Ceiling Grid, Front Grid, Right Side Grid.
Puts the grid on the corresponding wall of a virtual room (stage), normally viewed from the front. The grids are described this way so that they are not affected by the current coordinate system selection.
To Facet/Verts/Trkrs. Aligns the grid using an edit-mesh facet, 1 to 3 edit-mesh vertices, if a mesh is open for editing, or 1 to 3 trackers otherwise. This is a very important operation for detail work. With 3 points selected, the grid is the plane that contains those 3 points, centered between them, aligned to preserve the global upwards direction. With 2 points selected, the current grid is spun to make its “sideways” axis aligned with the two points (in Z up mode, the X axis is made parallel to the two points). With 1 point selected, the grid is moved to put its center at that point. Often it will be useful to use this item 3 times in a row, first with 3 then with 2 and finally 1 vertex or tracker selected.
Return to custom grid. Use a custom grid set up earlier by To Facet/Verts/Trkrs. The custom grid is shared between perspective windows, so you can define it in one window, and use it in one or more others as well.
Object/Mesh Grids. Submenu. Contains forward-facing object, backward-facing object, etc, selections. If a single mesh is selected, places the grid on the current local coordinate system of that mesh. If not, the main SynthEyes user interface must be set to a moving object, not a camera, and the grid is placed dynamically on the object’s moving coordinate system, ie it will continue to update as the current frame changes. Each of these modes creates a grid through the origin of the object’s coordinate system, facing in the direction indicated. An upward-facing grid means that creating an object on it will go on the plus-object-Z side in Z-up mode. Downward-facing will go in nearly the same spot, but on the flip side.
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