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How do I get started using Wings3D?

Right click in the workspace and select a primitive to be added, such as a cube. Click on the cube and it will become highlighted. Now right click in the workspace again and you will get a context sensitive menu that has object specific commands. These context sensitive menus are the real power behind the Wings interface. Click on the Icons in the middle of the Icon Bar and you will see the selection set on your model change to the the different types of elements you can manipulate (vertices, edges, faces or objects). After you switch to a different selection mode, faces for example, right click on the workspace and notice that you get a new context sensitive menu with commands specific to faces. Play around with this interface until you feel comfortable with it. Then go do one of the tutorials on the Wings3D Home Page. You will find several links to other useful tutorials there as well.

Are there any tutorials on how to use Wings?

Yes. As mentioned above, there are several tutorials on how to use Wings3D (plus other related tutorials) on the main Wings3D Page.

Is there a User's Manual?

Yes. There is a rudimentary User Manual on the Wings home page. It is from an early version of Wings, but is still useful for new users. There is a more comprehensive User Manual in the works which hopefully will be available at the time of the Wings 1.0 release. In the mean time there is an OpenSource User Manual Project at the Wings 3D - Official Development Forum which you can peruse. Bear in mind that this project is a raw data collection effort and as such the UM Project is not sorted or organized in any way, other than for a few generally helpful user interface topics which have been made sticky so that they stay at the top of the page.

How do I add textures to my models?

Fully functional texturing is not currently available in Wings3D. However you can texture your model by exporting it to *.obj or *.3ds format and then applying textures through a texture mapping application. Two commonly used texture mapping applications are UVMapper and LithUnwrap. UVMapper requires models to be in the .obj format. LithUnwrap imports and exports .lwo, .obj, .dxf, .3ds, .asc, .cob, and .x files.


To make texturing easier in these applications you can assign materials to selected faces in Wings3D for various parts. You might apply a material to the head, another to the left arm, another to the right arm, one to the front torso faces, one to the back torso faces, one to the left side faces, one to the right side faces, one to the left leg and one to the right leg. Then in your UV mapping application you can select by material, drag that portion off to the side and apply the appropriate map to it. For the head you might apply a spherical map, for the front, back and sides planar maps, and for the arms and legs cylindrical maps. Then you save the map and re-save the model from the UV application, take the map into your favorite paint program, and paint it as you like. Then in your render engine apply the painted map to the model.
(Thanks to jstro)

What are UV Coordinates and how can I apply them in Wings3D?

UV coordinates are points on a 3D model that get assigned a in a bitmap or 'texture'. Once a UVMap is applied, a renderer can take any image and "wrap" it onto the 3D model. Wings3D currently supports UV's of imported file formats but doesn't support them in wings file format. However, an experimental plug-in is being developed to add texture coordinates to the Wings data structure. If you are interested in trying it you can get it here.

Where can I learn more about subdivision modeling?

One of the best places to start is at the Spiraloid Digital Sculpting Forum. This is a closely moderated forum for 3D artists, so be sure to read the rules before posting. Another great source of information is the Subdivision Modeling Resource Page. And a good book that discusses subdivision modeling as well as other modeling techniques is 3D Modeling and Surfacing by Bill Fleming.

What do I do with the models once I make them?

If you want to render your model Wings allows you to export your model in 3d studio (*.3ds), Wavefront object (*.obj), and renderman (*.rib) format.

So, how do I render my models?

As of right now Wings does not support anything other than simple OpenGL renders of models directly. However, there are a host of rendering options available to you. It is simply a matter of exporting your Wings models into a format that is compatible with your rendering system of choice. Many applications will read and render .obj, .3ds and .rib files. Find one you like and begin experimenting with it. Use one of the many packages that reads .obj or .3ds models such as 3dCanvas, Amapi3d, Strata3d Base , Vue d'Esprit, Bryce, or TrueSpace. Many of these applications are free, have free older versions, or have demos you can download and experiment with. Find one you like and go with it. For advanced users among you, use the 3ds conversion utility for VirtuaLight3d, or use K-3D or Blender(both are freeware) to render your models with PRMan compliant renderers (you could use Blender's excellent built-in renderer too). BRMT is a free and powerful rendering engine, but it is not easy to use. There are other free RIB renderers, such as Air and Aqsis, which you can try.

What is an edge loop and what are they used for?

In the most basic sense an edge loops is a series of edges all connected together at four way intersections. If an intersection has less than four edges or has five or more edges, it is called a pole. Poles interrupt the natural flow of edge loops, stopping them dead in their tracks.

Edge loops are important on two levels. First of all, they are directly selectable and manipulatable in Wings, so they can be used to efficiently and effectively model. Second, they can (and should) define the overall form of the model at an aesthetic level so that the overall model flows naturally.

How do I keep my central edge loop from becoming distorted?

Keeping your central edge loop straight on one axis is only essential if you plan on using a mirror image of the model (i.e. if you model the right half a human body, then you can mirror the mesh to instantly create the other half).

To keep your edge loop aligned to an axis (for example the x-axis) simply select your edge loop then press V for vertices then choose flatten X. Now your edge loop vertices are all alined on the x-axis.

What are advanced menus and how do I use them?

Wings has an Advanced Menu option that can be activated through the Edit | Preferences menu. It is generally agreed that new users should get used to the standard menus first before delving into the Advanced Menus. If you decide you want to use the Advanced Menus then simply check the option in the Preferences Menu. Once checked, some additional functionality becomes available that heretofore had remained hidden. Without Advanced Menus activated Wings behaves very much like Nendo®.

Very briefly, this is how they work:
· Create a cube.
· Select the top face.
· Now hover over Move. Don't click anything!
· Read the status bar and notice that a left click will use the standard axes whereas a right click will use custom vectors.
· Click the Right Mouse Button. The status bar will tell you to Select Axis for Face Move. This is how you will define the vector.
· Click on the positive Z face and notice the appearance of a blue vector.
· Now click on the positive X face and notice that the direction of the vector changed. It sort of became the average of the two selected faces. You can continue to select and deselect faces to your hearts content until you get the vector going the way you want it to. Note that you are not limited to faces in the definition phase of this operation. You could switch to vertices or edges, for example. But keep it simple for now and stick with faces.
· Once you are happy with the direction of your vector then click the Right Mouse Button. A short menu will come up where you can Face | Move or Abort Command.
· Choose Face | Move and drag the mouse. The face will move in the direction of your custom vector. Just try doing this a couple of times then try a few of the other commands. You'll have the routine down in no time.

How do I get to the magnets?

Magnets are only available if the Advanced Menus have been activated. This is done via the Edit | Preferences menu. Once activated, Wings will display small magnet icons to the left of any command that can use them. To use magnets simply click on the icon instead of the name of the command.

Okay, so how do I actually use the magnets?

The easiest way to learn about magnets it to try them out on a grid. First make sure Advanced Menus are activated via Edit | Preferences menu. Here is a brief explantion of how they work:
· Add a grid to your workspace.
· Select the next to last row of vertices in the -X direction.
· Right click the mouse and select Move.
· Hover over the little magnet icon to the right of Free and read the status line. It gives you three choices; Pick influence radius, Specify radius numerically, and Use last radius.
· Left click the mouse on Pick influence radius. A new prompt will come up that says Select magnet influence for Vertex | Move.
· Spin your model over so you can pick the four vertices on its underside. As you click on these vertices notice the big blue dot that appears and adjusts position as you pick the center of influence.
· Now spin the model right side up and right click the mouse again. You will get a short pop-up menu with the choices Vertex | Move and Abort | Command.
· Left click on Vertex | Move and start dragging the mouse. Notice that on the status line you have several options: [+] or [-] Tweak R [1] Bell [2] <<Dome>> [3] Straight [4] Spike to choose from. This means that while still in dragging mode you can increase or decrease the radius of influence with the plus or minus keys, you can Tweak the movement with the R key, and you can interactively change the type of magnet you are using by hitting the 1, 2, 3, or 4 keys on the main keyboard. The current type of magnet is enclosed in double brackets <<Dome>> so you know what you are using.
· Left click to complete the magnetic move operation.

Play with these magnets on a grid until you get the hang of it.