Primitives & Import Tools
As with all modeling and sculpting applications, the use of primitives form the basis for many and varied starting shapes. Almost any model can be composed, almost entirely, from a positive and negative combination of basic primitive shapes. Each one can be modified by using a variation transform tools, placement, posing and sculpting.
Add your own custom primitives by adding your own mesh files (.obj, .lwo, .fbx, etc.) to the Models and/or Splines panels. Using these two panels and its functions, you can interactively add new basic and custom shapes to your scene with various boolean operations to interact with existing forms.
When using the Primitives tool you may toggle between two different transformation modes with the Transform/Lattice Toggle function in the Tool Options panel of the Primitives Tool. The Import tool has two modes you can use as well, the standard Transform and “On Brush”. Let’s look at these modes now.
Standard Transform (Import & Primitives Tools)
when choosing from any of the primitives you are presented with a temporary representation of that primitive, with a gizmo for manipulating and placing this primitive into the scene with the desired orientation, scale and position. You can adjust all of these parameters visually, or by using the numerical entry fields in the primitives panel. if you’d like to use another point in space to base your primitive transform value from, choose the “Move Only Gizmo” option and then reposition that gizmo. At any time you may reset any axis or position of your primitive shape.
Free-Form/Lattice (Primitives Tool Only)
A lattice, composed of rows and columns of movable points and edges that determine the nature of the distortion you wish to impose upon your primitive. it is possible to begin with a very basic primitive shape and alter it substantially using the free-form lattice, making extremely complex forms practical.
On Brush (Import Tool Only)
One of the most fluid ways to add more detail (such as nurnies, and especially useful for kitbashing) to your sculpture. Choose the On Brush option to access this method of applying your preset meshes. Each and every shape added in this way can be created with any boolean operator (positively, negatively or as it’s own VoxTree layer). Stroke direction is used to adjust the scale, position and penetration depth of the merged object. RMB and drag to the left/right to scale the object. RMB and drag up/down to adjust the surface penetration. When you press the LMB the mesh will be created, with respect to the underlying surface normals.
As mentioned above, you can import with this tool using boolean operations. These boolean operations allow you to create very complex shapes quickly with basic shapes, and are especially good for hard surface sculpting. These boolean operators are:
- Add: Adds the mesh you’re using with the Import tool to the current VoxTree layer, combining them into one sculpt.
- Subtract: Subtracts the mesh you’re using with the Import tool from the current VoxTree layer, removing said piece from the current sculpt.
- Intersect: Retains the area inside the Primitive tools mesh of a currently selected VoxTree layer, and removes everything outside of the Primitive tools mesh.
- Split: Separates, or splits, the area within the Primitive tools mesh from the currently selected VoxTree layer and creates a new layer in the VoxTree for the split item.
Transform Tool Options
- Move Only Gizmo: When turned on, allows you to move the gizmo without transforming the mesh, so that you can position the gizmo to another place in the scene.
- Leave Rotated Axes: When turned on, allows you to keep the axes rotated after you rotate. Otherwise if this is off, the gizmo will reset back to world space for all rotational axes.
- Scale (and Scale X, Y or Z): Allow you to numerically scale by keying values.
- Rotate (and Rotate X, Y or Z): Allow you to numerically rotate by keying values.
- To Main Axis: Aligns the gizmo to the geometrical axis, based on the object overall shape.
- To Center Mass: Moves the gizmo center to the center of the current VoxTree layer or still to be applied primitive.
- To Bound Center: Moves the gizmo to the bounding box center of the current VoxTree layer or still to be applied primitive.
- Align to View: Aligns the gizmo axis to the camera view.
- Reset Axis: Resets the gizmo axis.
- Reset Space: Zeros out the local coordinates of the currently selected VoxTree layer or still to be applied primitive, and orients the gizmo axes to global coordinates.
- Import to Separate Instances: Creates as a new VoxTree layer.
- Import w/o Voxelization: Creates the mesh as a polygonal surface mesh, rather than voxels.
- Import as Child: If a VoxTree layer is currently selected, and this option turned on, than the mesh will be created in a new VoxTree layer as a child to the selected layer.
- Respect Negative Volumes: If the imported object has a secondary mesh item/object and has “_negative” in name this option will allow to subtract this volume from the scene as well as creating the primary mesh item/object with whatever boolean operation you decide to use.
- Cut Through Volumes: Cuts through the selected VoxTree layer as well as all child layers.
- Import w/ Thickness: If the mesh you are attempting to import is a single sided polygonal mesh or has holes, or you generally want to import something with walls, use this option to thicken the surface.
- Select Mesh: Allows you to browse to a mesh stored on your computer or other drive.
- Subdivide: Subdivides mesh to be imported, giving it more initial resolution before importing.
- Close Mesh: Closes any holes that may be in the mesh upon importing.
- Pick From Retopo: If you have retopology mesh in the Retopo Room, then you can use the mesh to merge to voxels. Note that all visible meshes from the Retopo Groups panel will be used. If you do not want this to happen hide the meshes you don’t want to use first.
- Shift (X, Y & Z): Shifts the mesh to be imported along the selected axis.