Total thanks Mark,

I had just been thinking I needed to sort out the way to shift the preset view 
cameras in the view tool bar to an object that didnt have horizontal/vertical 
orientation. I knew there was a way and I knew it would be covered in the 
Manual but hadnt got around to it. Thanks to that timely post of yours I am now 
selecting Object View/World View no problem at all. 

Neil Cooke




________________________________
From: Mark Heuymans <[email protected]>
To: [email protected]
Sent: Sun, October 18, 2009 1:52:28 PM
Subject: Re: input plane vs. view window

> Where are view ports and their behavior described in
> detail, where in the manual. This seems such a basic thing for me to
> not understand...manual page?
> 


Reference Manual / Realsoft3D / Models / Geometric Objects / Geometric 
Primitives / Input Plane , quote:

"Input Plane
The input plane object is a plane in 3D space. It stores the orientation of a 
modeling plane (=view's input plane) and the grid origin. You can place input 
plane objects to those areas of the scene where modeling actions are happening 
frequently. You can then set the modeling orientation and grid origin quickly 
by drag and dropping a suitable input plane object from the select window into 
a view window. You may also apply the auto focus tool to zoom into the region 
defined by the input plane square.

For example, when modeling a room interior, it may be a good idea to put an 
input plane object on the ceiling, on the walls and on the floor...

The input plane property sheet contains controls for plane orientation (HPB 
angles) and the position of the grid origin included in the plane. The Current 
property is used whenever a view window is set to Lock to Input Plane state. 
When the current input plane is modified, the view updates automatically. "



and from Reference Manual / Realsoft3D / Windows / View :

"View Camera
Every view window owns a private 'camera'. A view camera stores attributes 
which are familiar from real world camera: position, aiming direction, focal 
length etc. Thanks to this view camera concept, you can 'take pictures' i.e. 
render images on a view window without creating an actual camera object into 
the scene hierarchy. A view camera is identical with the camera objects in the 
scene hierarchy. You can easily assign all settings from a view camera to a 
camera object and back.

Input Plane
The input plane is a flat, infinite 2D plane in the 3D modeling space which you 
see through the view windows. The mouse pointer position is projected to the 
underlying input plane. This way 2D coordinates from the mouse become 
translated into 3D coordinates.

    the input plane is, by default, connected to the view camera so that it 
always remains orthogonal to the camera. You can also unlock the input plane 
and model in a perspective manner. For example, you may want to view a room 
scene using a final camera view, place the input plane on the floor and move 
people inside the room along the floor to obtain an optimal composition.

    The input plane becomes visible when you activate grid drawing. The input 
plane always matches the space division into grid snapping intervals. You can 
move and rotate the input plane using the view controls, numerically from the 
view property window or using the popup menu.

    Most geometry creation and modify tools read their coordinate input from 
the input plane position. Certain tools (those using object handles) do not 
rely on the input plane, but project the mouse input to circular handles, axis 
systems etc. directly. For example, when you edit SDS object faces, input plane 
may be irrelevant. "

    ----------------------------end quotes




I used custom input planes when modeling on a hexagonal structure. It worked 
but I keep forgetting the details - but that's probably me... most of the time 
the RS tools fit me like a glove, but this is not one of them.
A little more attention to this important subject in the manual would be 
welcome!


> as a side note what if I wanted to move those selected points
> numerically in X direction by a certain amount of units? Move/
> translate numerically comes to mind, where is that?
> 
> Holding x, y and z while dragging does affect things nicely, thanks, I
> believe it was you that gave me that
> 
> Dean


Open View / Numeric Window from the menu. While moving the object (or rotating 
or whatever) hit 'n' and you can enter a value in the Numeric window. I use it 
all the time!

hope this helps,

Mark H

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