Graphics Programs Reference
In-Depth Information
various sides, and (as you'll see when we start modeling our main subject) you
can place images in these viewports to exactly match your model to reference
material.
The easiest way to switch between viewport cameras is via the right-click
menu (under Viewport Camera ), or use the number keys ( 0 through 9 are
each assigned to one view). As you try manipulating the view with dif erent
cameras, you will notice that panning and zooming in the i xed orthographic
views work similarly to the free perspective viewport camera, but using the
rotate commands with a i xed camera will just spin your view (like turning the
blueprint) rather than rotating in 3D to the far side of the model.
V iewport Layout
To get the most comprehensive view of your model, you also have the option
to divide your workspace into multiple viewports, each with its own camera.
Depending on the size of your screen and the project, this can be very helpful.
You can right click in any viewport to change its camera, or left click to select
and start working in that viewport. (Whichever viewport is currently selected
is known as the active viewport, and is the one that will respond to your
input.)
Press the Down Arrow to switch to a four-viewport layout.
U s e Spacebar to quickly expand the selected viewport in a single view
layout.
Press Spacebar again to toggle back to the previous multiview layout.
Other viewport layout options are available from Display   >   Viewport Layout .
Take a minute to get a feel for the various cameras and layouts. Don't worry
about mastering them all; the important thing is to know they are there to use
when you need them.
FIG. 1.2 A four-pane viewport layout shows views of the object from the free perspective, top, left, and front
viewports.
Search WWH ::




Custom Search