The Main Interface
As you can see you have an unconventional interface that takes a bit getting use to. It features tear away menus -- as you can see, you can just pulloff from the left tool bar. Above the workspace you have your main work areas. Below the workspace is the timeline. The timeline is where you assign your lighting, animation etc. It is much like Swift in that it is adrop-and-drag animator. The timeline lists every item showing, even if it is a parent or child object in a grouping of objects. The timeline gives you the ability to add a keyframe for each object in its own line making animation easy to set up. These same keyframes can be moved along to any point on the timeline to make the transitions speed up or slow down giving you the control you need for animating objects with ease. Below that you have the window views button. This is where you determine if you want single view as shown, dual, three, quad or as many as you want Tools The tools are a little unconventional, they allow you to hammer away at the primitive shapes or pinch and pull to get the shape you want. This can be a bit strange when working with just a mouse at first but as soon as you get a tablet on that bad boy and start to carve and pull and push that mesh around you create some of the most wild things you have ever seen. In a matter of moments you will be creating what would take hours of messing with curves is Maya alone. For a traditional 3D artists this concept takes a little getting use to but it1s a great new way to model. On the right you see the brush settings that you can adjust for the various tools on the tool bar. In addition to adjusting the brush shape, pressure and radius, there are several other properties that can be assigned to your sculpting brushes. These include tilt, direction, flux and symmetry, which mimic various patterns and multiple brushes (such as using two brushes at once to create eyes on a character. You can carve out one eye socket and it creates the other simultaneously.) The brush behavior can also be assigned as normal, spherical, cylindrical, smudge, pinch or smooth. It even has a potter's wheel, which spins the object around while you carve it.
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