When you do this, that tool assumes the default LMB behaviour. The apparent workflow impediment would now seem to be that the user would have to reopen the Tweak Menu every time they wanted to switch Tweak tools. However , there are a couple of alternatives. You can assigning standard hotkeys to the Tweak tools using the [Insert] method, or by opening the Tweak Palette you can select the tools form there.
Both of these alternatives are explained in the following sections. Just like the standard Wings menus, Tweak Menu items also can be assigned custom Hotkeys. Tweak commands that are hotkeyed can be called just like regular Wings commands. If a Tweak tool is called using a hotkey, then that tool becomes assumes the default LMB behaviour.
Hotkeying the Tweak Magnets and Axis Constraint can also be useful. This can allow you to change magnet types or axes during a Tweak event as well. When you open the Tweak Palette, 3 windows will appear on the screen. The Tweak Palette is like a Tweak Menu that stays open, making it a bit like a tool palette from a paint program.
The same applies to the Magnet and Axis Constraints palettes; change Magnet types or specify an axis by selecting it from the palettes. Tweak magnets offer what some would call Soft Selection , and can be used with any of the Tweak tools. How large an area around the selection center is affected by the magnet, depends on its Radius.
Each of the Tweak Magnets has a spherical field of influence, and the radius of that sphere can be adjusted to affect more or less geometry. To adjust the Magnet Radius, hover the mouse over a selection, hold down [Alt], and drag the mouse side to side. Pressing [Alt] makes the magnet appear, and moving the mouse adjusts its size.
Tweak Constraints only work with Move and Scale, and help to restrict the movement of a Tweak event. The standard axis directions are readily available via the F1, F2, and F3 keys, which represent the X, Y , and Z axes. Holding down any of these during a Tweak event will constrain the movement of that event the chosen axis. You could also hotkey them in the Tweak Menu and toggle them using the keyboard. The other standard axes work in the same way as the XYZ axes, except that they do not have an Fkey assigned to them by default.
The other standard axes include:. Because using only standard axes can be a very limiting, the new Tweak offers adaptive axis constraints that use the normal of any element as the axis to Scale or Move a selection.
These special axis constraints are called Element Normal and From Element. When either Element Normal or From Element is selected, you will see a small pointer on the screen that follows the cursor around but snaps to the centre of the closest vertex, edge, or face, no matter what selection mode you are in. Result: The selection is scale along the X axis from the point indicated by the From Element pointer. Result: The selection is scale along the axis created by the initial mouse motion, from the point indicated by the From Element pointer.
The other possible constraint combinations follow the same logic as those in the examples. There are a few tweak specific preferences that can be set to further customize the new Tweak experience Tweak Menu Preferences.
Like the later versions of Tweak, the new version allows for any standard Wings command to be called while Tweak is enabled. The new Tweak has been fully integrated into the wings core set of modules so it should be a little more responsive. In fact, the modifier key combos that initiate a Tweak event, can be thought of more as regular Wings hotkeys. And as long as the mouse button is held, the Tweak event will remain active.
Not having to hold down the keys that initiated the Tweak event, allows for many mid-Tweak events such as:. With Maya, there used to be no way you could apply sweeping changes to all ghosts in a scene. If you had multiple meshes selected and wanted to change the way ghosts appeared in the scene, you had to edit the individual attributes of each mesh in the Attribute Editor. Not anymore.
Now you can create images that echo the animation, letting you visualize movement and position of animated objects over time. The new Ghosting Editor provides an interface where you can easily modify Ghost attributes one by one or as a group.
Unlike a Motion Trail which represents keys around your animated model Animation Ghost shows the object instead of a trail, enabling you to make better decisions. There is one caveat, however. Component Tags allow you to create node-independent named groups to deform geometry so you can modify tag membership on the fly.
Assign sets of faces, vertices, or edges to custom groups. Using Component Tags replaces the groupID node previously needed to transform vertices, and cleans up the Node Editor by eliminating Tweak nodes.
Whenever you create a deformer, Component Tag nodes are created automatically with a subset of components selected. You can create and edit Component Tag membership with the Component Tags table found in the Attribute Editor shape node tab. Because Component Tag expressions allow you to define deformer memberships, when you add a deformer to geometry, an Input Attribute widget is added to the Attribute Editor so you can assign different falloff types to the Component Tag expressions to create Falloff effects on specific areas of the geometry.
In addition, the new Morph deformer works with Component Tags to let you create automatic vert lookup tables, so you can easily transfer deformations across geometry. Added to the Attribute Editor is a new Poly Unite Attributes area where you can add Component Tag selections which before, would have by the Combine process been discarded to the Component Tags table of the merged objects.
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