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Tutorial

tutorial about the modeling function by Teddy in Editor mode.

Start-up Teddy

When Teddy is selected from the GameObject menu, a GameObject with Teddy Component is created on the Scene.

Startup

Create a mesh

When you start Teddy, the UI is displayed in SceneView, Drag in that state and a stroke will be drawn.

Creation

When you finish dragging, a mesh whose outline is the stroke is generated.

Creation

The fineness of the surface of this mesh, smoothness of normals, degree of inflation can be controlled by the UI on SceneView.

The generated mesh is automatically stored under the Assets/Teddy/Teddies folder along with the material and texture.

Creation

Create hierarchy

If you draw a stroke that overlaps the Teddy object already on the Scene, the generated Teddy object will be hierarchized.

Create an object located on the outside

When drawing a stroke from the inside of the Teddy object, the generated mesh is arranged outside the object and hierarchized.

Hierarchy Hierarchy

Create a centrally located object

When drawing a stroke from the outside of the Teddy object, the generated mesh is arranged at the center of the overlapped object and hierarchized.

Hierarchy Hierarchy Hierarchy

Mirror a mesh

If you select a child object of a hierarchical object, you can use the Mirror function.

If you select Mirror with a child object selected, it will duplicate the child object on the opposite side centered on the z direction of the parent object.

Mirror Mirror

Cut a mesh

If you select Cut with the Teddy object selected, you can use the cutting function of the mesh.

You can draw strokes by dragging, and if you draw a stroke across the mesh, you can cut the mesh according to the stroke.

Cut Cut

Paint a texture

If you select Paint in the state that Teddy object is selected, you can use the paint function of the texture.

If you select Fill, you can fill with the selected color.

Paint Paint

Besides filling, you can paint colors using brushes.

Paint