ZModeler Basics
Introduction
ZModeler has the screen divided into 4 parts. You can select within several views
in each part: Front, Back, Right, Left, Top, Bottom, UVMapper, User View and 3D view.
To change the view, right click on the button on the top left in each view and select the
desired view from the list.
You can change the size of the views moving the split bars. There is only 1 active view at
time (blue border) and you can make it full screen by pressing “F” in your keyboard.
In ZModeler the meshes are made by faces. A face has 3 verts that are connected by an edge.
Contiguous polygons (faces) can share vertices. Each vertex has a normal assigned to it
(a normal is a green line and it defines how light is reflected).
You can make modifications in ZModeler in different levels: vertex, edges, faces and objects.
To change between these levels you can click on the tool bar or press 1, 2, 3 or 4 respectively
on your keyboard.
This button is to create and modify splines.
These buttons are to open a new blank document,
to load an existent z3d file, to save the current file ant the last two to import
and export a file.
To make modifications at vertex, edges or faces level you must get inside one object. To
do this first switch to objects level and click on the desired object. Now switch to vertex,
edges or faces level to make the modifications.
If you want to make modifications at vertex, edges or faces level in two or more objects,
you have to select the objects on objects level, activate the SEL mode. After that, switch
to the desired level (vertex, edges or faces) and click on the selection. Finally you can make
the modifications in the selected objects (this is very useful to adjust the normals, map…)
An object, face, edge or vertex has 4 states in ZModeler:
- Active: the object, face, edge or vertex is in color bright blue, the mouse is over it.
Inactive: the mouse isn’t over it.
- Hidden: you can’t see the object, face, edge or vertex.
Unhidden: you can see the object, face, edge or vertex.
- Selected: the object, face, edge or vertex is in color red. If you put the mouse over the selection
it becomes active, color bright red.
Deselect: an object, face, edge or vertex that isn’t selected.
- Enabled: you can modify the enabled object (all objects are enabled by default).
Disabled: you cant modify the disabled object, his color is grey (in 3D view the color is normal).
Working with the views
You have 9 views in ZModeler and all of them are very useful. You can make modifications in one view at time
(in the active view), but you can see the modifications in the other views at the same time. For example you
can move a vertex in front view and see it in 3D view.
To change the view and set up the options of each view (for example enable or disable the wireframe, enable
flat shading…) click on the small square on the top left in the desired view. These options are self-explanatory,
so practice with them.
Lets see the most important about the views:
- Front, back, right, left, top and bottom are very obvious, you see your model in front, back, right…
To zoom in and out use + an – on your keyboard and to pan use the arrows on your keyboard.
- 3D view: you can see your 3D model in 3D with shading, reflections and textures.
You can’t make any modification in this view.
To zoom right click and drag, to rotate the 3D model left click and drag. To pan the view hold the two buttons of the mouse and drag.
- User view: it’s like 3D view but you can make modifications to your model.
To zoom, rotate and pan do the same as in 3D view but holding ALT button on the keyboard at the same time you click with the mouse.
- UV Mapper: in this view you can see a texture and you will map the surfaces over it. To zoom in and out use + an – on your keyboard and to pan use the arrows on your keyboard.
Moreover you can see the active view full screen by pressing “F” on your keyboard.
Objects Box
In this box are all the objects of your z3d file. To make some modifications to the
properties of the objects just right click on the desired object an a menu will appear.
The most important tools in this menu are: Order -> Move Up or Move Down, Create a Copy,
Rename and Delete. (all of this actions are self-explanatory).
You can hide an object by click on it in the list and unhide by click on it in this list.
The 4 buttons of the bottom are very useful: hide all (hides all the objects), show all
(shows all the objects), select all (selects all the objects), deselect (deselects all
the objects).
Status Bar
In this bar is displayed some information about the selected tool. This information
is very useful, so read it when you select a tool.
For example in the next image you can see the information displayed for the Scale tool:
The axis
The next picture represents the 3 axes in ZModeler. The origin of the
axes is the grey X, this X is the center of the axis and can be places anywhere.
You can make modifications in two different ways: relative and absolute modification.
You can change from relative to absolute and vice versa by pressing TAB on your
keyboard or click on the tool bar.
-
Relative modification
This is very simple, you can make the modifications within the view that you are working:
H (horizontal), V (vertical), D (depth).
- H: you can make modifications in horizontal on the view. (for example move from right to left in your view bur no up and down).
- V: you can make modifications in vertical on the view. (for example move from up an down in your view bur no from right to left)
- H + V: you can make modifications in vertical and horizontally on the view
- D: you can make modifications in depth on the view
- X: is the center of the axis.
You can put the center in any place on the view. To place the center of the axis put the mouse in the desired place and press “ . “ on your keyboard or go to Display -> Place Axis and click on the desired place with the mouse.
To reset the axes origin to (0,0,0), go to Display -> Reset Axis.
The axes center is a reference point to a lot of tools like mirror, rotate, scale … These tools work with regard to these point (the center, X).
-
Absolute modification
It’s very useful for the User View.
The modifications are made in X, Y or Z (not two are the same time). These axes are the “global” axes by default, but you can change it (move, rotate…) using the Display ->Local Axis tools.
This axes are a little axes that you can see with each object (each object has a local axis). The center of this axes is not the X, the center of the local axes is the origin of this little axes.
The Material Editor
You can go to the material editor by clicking on the tool bar or you can press “e” in your keyboard. The next image is the material editor:
By default you have one material: . To add more materials copy the and rename it.
If you work with TGA files you should keep the alpha parameters unused to avoid problems.
Finally, you can load textures for your materials. To do this check the Primary Texture box and go to Load Map button. Then the image manager will appear, click on Add… button and search your image, after that click on OK button.
To add a texture for the Reflection Map do the same as Primary Texture but check the Reflection Map box.
Some tips about the material editor:
-
To map a group of faces first you have to assign a material to the selection. To do this select a group of faces, activate SEL mode, go to the material editor, select a material (in the list of the existent materials at the top of the material editor). Finally click on the Assign to Selection Button and after that the selected material will be assigned to your selection.
-
You can reload all the textures by pressing CTRL + R. This is very useful when you are painting the car: save the TGA file in your paint program, go to ZModeler and press CTRL + R, you will see the modified textures on your 3D car.
Modes
There are three different modes in ZModeler: EXT (extended), SEL (selected) and MUL (multy).
We will see an explanation about the modes:
-
EXTended mode works with tools like move, rotate, scale… When you select the EXT mode in the menu bar (or when you press the “ , ” key on your keyboard), it will appear two circles at the cursor. The small circle will modify elements like normal modification but the big circle will modify less the element: the closer the element to the big circle the less the modification.
Moreover, you can make bigger-smaller outter circle by pressing the up-down arrows in the keyboard.
Ynd you can make bigger-smaller inner circle by pressing the right-left arrows in the keyboard.
-
SELected mode mode forces ZModeler to work with selected elements, it’s to say, you have to select elements: objects, faces, edges or vertices and when you apply a modification it will be applied to the selected elements.
You can activate the SEL mode by pressing the SEL button on the menu bar or press the SPACEBAR on the keyboard.
-
MULty mode works with some tools like move, rotate, select… For example if you want to move or select two vertices that are close in the view, switch on the MUL button on the menubar or hit the “ / ” key on your keyboard and select the desired tool: move, select… After that, put the mouse over the close vertices and you will see that the two vertices are active (color bright blue), finally when you click and drag the two vertices will move (if you have selected the move tool) or the two vertices will be selected (if you have selected the select tool),
Snapping Tools
Snapping is when you move something (an object, vertex, face…) with the mouse an then it is automatically magnetically attracted to a spline, vertex, edger or gird.
Let’s see all the options (you can select several options at time, for example vertex and grid line snapping tools.):
-
Spline Snapping tool.
When you drag something with the mouse, it snaps to the nearest spline vertex.
-
Vertex Snapping tool.
When you drag something with the mouse it snaps to the nearest vertex.
-
Edge Snapping tool.
When you drag something with the mouse it snaps to the nearest edge.
-
Grid Snapping tool.
When you drag something with the mouse it snaps to the nearest view grid-line.
-
2D / 3D Snapping toggle switch.
If you press this button you will activate the 3D mode. In 3D mode when you drag something with the mouse it will snap to the nearest spline vertex, vertex or edge (depending of the snapping toll that you are using) in the 3 dimensions.
For example if you drag a vertex in vertex snapping tool and 3D mode, the vertex will snap with the nearest vertex in 3 dimensions but if you have activated the 2D mode, it only will snap in 2 dimensions (the dimensions of the current view).
-
No Depht Snapping mode toggle.
If you don’t press this button, when you snap something ZModeler will consider 3 dimensions on the vertex, edge… that you are moving and the vertex, edge… that you want to snap with.
If you press this button ZModeler only will consider 2 dimensions (the dimensions of the current view within you are moving the vertex, edge…), it’s to say, the depth is not considered.
You can also use for example the vertex-snapping tool in the User View. In this view when you drag a vertex in vertex-snapping tool activated, the vertex that you are moving will snap with the other vertex in 3 dimensions. This is very useful to make a contour to two parallel flat surfaces with double vertex (see the mesh section: making the font wing).
Other important Tools
-
Selecting tools.
These buttons allow you to select something with the left mouse button instead the right button using the Select -> … commands.
-
Zoom tool.
Hold ALT and left click to zoom in, fight click to zoom out. If you hold ALT, left-click and drag, the rectangle you made will be zoomed in.
You can also use + and – on the keyboard to zoom in and out.
-
Panning tool.
Hold ALT, click and drag to pan the view. You can also use the arrows on the keyboard to pan the view.
-
Fit to view tool.
Press this button, hold ALT and left click on an object to zoom it in the whole view or right click to fit your selection.
-
Auto Scroller tool.
Press this button and scroll the view by moving the mouse.
-
Background image control tool.
Pres this button and: left mouse click and drag to move the background image and right mouse click and drag to zoom the image.
-
Predefined create objects tools.
These tools allow you to create this 3D objects (cube, sphere, cylinder, cone, torus and tube). Select the desired object, left click and drag, your 3D object will be created.
Numeric Bar #1
This numeric bar is a numerical input for several tools:
-
Modify -> Rotate:
You can adjust how many degrees won to rotate.
-
Modify -> Scale:
You can adjust the % that you want to reduce or enlarge your object, edge…
-
Modify ->Break:
You can adjust the number of verts that you want to insert when you break an edge.
-
Surfaces -> Normals ->Rotation
You can adjust how many degrees you want to rotate the normals.
-
Surfaces -> Normals ->Projection
You can adjust the % of projection that will be applied.
-
Create -> Splines -> NGon
You can adjust the number of sides of the ngon.
Create
First of all you have to create an object because you can’t create a single face. Moreover, none of the create tools are axis dependant and all of them work with left click.
The most interesting are:
-
Create -> Surfaces
-
Create -> Surfaces -> Flat
To create a new object with a flat surface: select this tool, left click and drag a rectangle. Type the number of horizontal and vertical steps and the name of the new object in the box that will appear.
-
Create -> Objects
-
Create -> Objects -> Copy
You can copy objects with this tool. You can copy a single object or several selected objects. The result is one object. Select his tool, switch to objects level, left click on the object or the selected objects and type the name of the new object in the box that will appear.
-
Create -> Objects -> Detach
You can make a new object from one face or several selected faces. Select this tool, left click on the selected faces and type the name of the new object (it works on faces level).
-
Create -> Objects -> Unite Select
You can unite objects and vertices. On objects level, select the objects that you want to unite, select the Unite Select tool and left click. Finally type the name of the new object.
On vertex level, select two or more vertices and do the same as on objects, the result is one vertex. Hold CTRL for moving vertices into single point without uniting the vertices.
-
Create -> Objects -> By Material -> Split
Apply this tool to selected objects to split them by material to multiple sub-objects.
-
Create -> Faces
The Create -> Faces tools work on vertex level. You must add faces to an existent object.
-
Create -> Faces -> Single
This tool creates a single face. You can use an existing vertex (put the mouse over a vertex and the vertex will become blue, then left click) or create a new vertices to the face. To create the new vertices don’t click over a vertex.
-
Create -> Faces -> Strip
This tool creates a strip of faces. You can use an existent vertex or create a new one. To create a Strip, select this tool, left click to create the first vertex and continue clicking to crate the other vertices. The last two vertices for the previous face are the two first vertices for the new face and so forth. To stop this tool, hold CTRL and left click.
-
Create -> Faces -> Fan
This tool creates a fan of faces. The first left click creates the center vertex of the fan, the other clicks create the vertex (therefore the faces) of the fan with regard to the center vertex. To stop this tool, hold CTRL and left click.
-
Create -> Spline
You can create splines with these tools.
Modify
With these tools you can make a lot of modifications. All of them work with left click.
-
Modify -> Extended
-
Modify -> Extended -> Perspective
Click and drag mouse up/down to change perspective factor.
-
Modify -> Extended -> Bend
Right click for detailed help. Click and drag the mouse up-down to bend geometry (this tool is center and axis dependant)
-
Modify -> Align
-
Modify -> Align -> Axis
Select a group of vertices, activate SEL mode and left click. The selected vertices will be aligned to the save value on desired axis (H, V, D or X, Y, Z)
-
Modify -> Align -> Line
Select a group of vertices, activate SEL mode and left click to create a line based on vertices. Finally hold CTRL and click to align the selected vertices to the line.
-
Modify -> Align -> Plane
Select a group of vertices, activate SEL mode and left click to create a plane based on vertices. . Finally hold CTRL and click to align the selected vertices to the plane.
-
Modify -> Align -> View
Select a group of vertices, activate SEL mode and left click to align the selected vertices to the plane of view.
-
Modify -> Move
You can move a single or some selected (in SEL mode) vertices, edges, objects and splines along your selected axis (H, V, D or X, Y, Z).
-
Modify -> Rotate
You can rotate a single or several selected vertices, edges, objects and splines around the axis center (X).
To rotate a specific number of degrees put the number of degrees in the numeric box #1. This tool depends on the axis (H, V, D or X, Y, Z).
-
Modify -> Scale
You can scale vertices, edges and objects. This tool depends on the axis (H, V, D or X, Y, Z). and the axis center (X). The element or elements are scaled with regard to the axis center (X) and the axis mode (H, V, D or X, Y, Z).
You can specify the % that you want to reduce or enlarge your element in numeric box #1.
To 3D scale hold SHIFT.
-
Modify -> Mirror
You an flip vertices, edges and objects. The modification is made with regard to the axis center (X) and the axis mode (H, V, D or X, Y, Z).
After mirroring an object you must reorient it because after mirroring the object is inside-out. You need flip the normals alse.
-
Modify -> Break
You can break a vertex or several selected vertices (this tool works on SEL and MUL mode). When you break a vertex, new vertices are created (one for each face).
You can break an edge ( it doesn’t work with SEL, EXT and MUL mode) and a new vertex is created in the middle of the edge therefore two faces are created (You can add more vertex using the numeric box #1).
You can break a face or some selected faces (this tool works on SEL and MUL mode). A vertex is created in the center of the face and therefore three faces are created.
-
Modify -> Reorient
You can reorient edges, faces and objects. Reorient tool flips the faces inside-out in faces and objects level. In Edges level reorient tool changes direction of the edge inside quad to the opposite (you have to apply this tool only one edge at time).
If you hold CTRL while clicking you will flip the normals.
-
Modify -> Delete
You can delete vertices, edges, faces, objects and splines. When you delete something in an object, ZModeler deletes the unused vertices that are connected to the vertices that you have deleted, if you don’t want to delete the unused vertices hold CTRL while clicking.
Surface
With these tools you can make map your car and modify the normals. All of them work with left click.
-
Surface -> Mapping
You can make some modifications to the UV mapping of your 3D model. Remember to assign a material to your faces before assign UV mapping.
-
Surface -> Mapping -> Assign UV
With this tool you can assign the mapping at your 3D model. It depens on the view (left, top, front…) that you have clicked over your selected faces.
If your face or faces are already mapped, when you apply this tool in the UV view you will see the UV mapping of these faces. I mean that mapped faces are not remapped if you apply a second time the Assign UV tool.
-
Surface -> Mapping -> Reset UV
This tool deletes the UV mapping of the selected faces. This is useful when you want to remap a group of faces: select the desired faces, reset the current UV mapping and assign a new UV mapping.
-
Surface -> Mapping -> Flip UV
This tool flips your UV mapping
-
Surface -> Mapping -> Rotate UV
This tool rotates your UV mapping.
-
Surface -> Normals
You can make a lot of fine adjustments to the normals of your model. Remember that to see the effect of the normals on your car you have to switch off the flat shading and to see the reflections (environment mapping) you have to load a reflection map.
You can see a good explanation of these tools in the ZModeler tutorial: Creating cars from scratch.
-
Surface -> Normals -> Bound Gismo
Right click for detailed help about his tool in ZModeler.
-
Surface -> Normals -> Rotate
Rotates the normals.
-
Surface -> Normals -> Scaeling
This tool scales the normal length. The shorter the normal the less the brightness.
-
Surface -> Normals -> Flip
This tool flips normal direction. Hold CTRL for non 3D flipping.
-
Surface -> Normals -> Calculate
This tool calculates the normals.
-
Surface -> Normals -> Projection
This tools projects the normals from axis center (X). You can adjust the % of projection in the numeric bar #1.
Hold CTRL for parallel and SHIFT for 3D projection.
-
Surface -> Normals -> By Gismo
This tool projects the normals but the center is the nearest vertex of an object (the gismo object).
Select
Remember that some tools like move, scale... work with selected elements and you have to switch on the SEL mode.
You can select objects, faces, edges and vertices. All the select tools work with right click.
-
Select -> Single
You can select faces, edges, vertices and objects one by one by right click. To deselect a selected element right click on the desired element.
-
Select -> Quadr
To select right click and drag, a rectangle will appear. To extend the selection hold SHIFT and select a new group of elements. To deselect a part of your selection hold CTRL right click and drag.
-
Select -> Circle
The same as QUADR but the shape is an ellipse.
-
Select -> Separated
It works on faces and vertex level only.
On vertex level this tool selects the vertex your mouse is over and all the vertices connected by and edge.
On faces level, this tool selects all the connected faces by an edge.
Hold CTRL to deselect.
-
Select -> All
Selects all the objects on objects level, all the faces on faces level and all the vertices on vertex level.
This tool selects only the visible elements.
-
Select -> None
Deselects all the objects on objects level, all the faces on faces level and all the vertices on vertex level.
-
Select -> Invert
Inverts the selection. Everything selected becomes deselected and everything no selected will be selected.
-
Select -> By material
This tool selects the faces that belong to a certain material (you can select the desired material from a bow that will appear after right click).
This tool doesn’t clear the previous selection, it just adds the faces of the desired material to the previous selection.
Hold CTRL to deselect.
NOTE: You can select right click tools (select tools) and left click tools at the same time.
For example you can select at the same time Select -> Single and Create -> Objects -> Unite Select. With right click you can select objects for example, and with left click you can unite the selection.
Display -> Reset Axis
This tool places the axis center to the origin (0,0,0). Moreover this tool doesn’t deactivate any other left click or right click tools that you have activated before reset the axis.
Display -> Center Axis
Centers local axis (X, Y, Z axis) of the object.
Display -> Local Axis
-
Display -> Local Axis -> Copy
Click on source object and then on the destination object. Local axis will be copied.
-
Display -> Local Axis -> Move
Moves local axis of the object. Click on object and drag the mouse to move axis.
-
Display -> Local Axis -> Rotate
Rotates local axis of the object. Click on object and drag the mouse to rotate axis.
-
Display -> Local Axis -> Flip
Flips local axis direction. Can be applied on X, Y or Z mode only.
-
Display -> Local Axis -> Reset
Resets axis position and orientation
The grand prix 4 filter
You can import gp4 files with this filter but if the gp4 file is locked open it with 3D editor or GP$ genius and save it. Now you can import it in ZModeler.
Moreover you can export gp4 files and they are locked. If you want to export a gp4 file without locking, write the extension with uppercase letters in export dialog box. For example: car_minardi_car1_lod_0.GP4
You can’t import locked files directly, so you have to save your work (model) in z3d files in order to open your model with ZModeler in a easy way.
GP4 is very sensitive to objects name, the names of the objects are case sensitive and you must keep the names in order.
GP4 filter doesn’t support untextured polygons, so you have to map all the faces and load all the textures before exporting.
Some useful ZModeler hotkeys:
ZModeler hotkeys are very useful to make faster the proces of modelling. To set up the hotketys
read the explanation above the table and make sure that the ACTIVE button and Enabled is switched
on.
Moreover there is one important restriction on Hot Keys:
Hotkey combination can only be accepted when NON-3D view is active and mouse cursor is inside the view.
Files Accelerators |
Ctrl + N |
Clears the
scene and creates a new one |
Ctrl + O |
Opens the
scene and replaces current scene |
Ctrl + S |
Saves the
scene |
Ctrl + I |
Imports 3D
files and merges with current scene |
Ctrl + E |
Exports
current scene |
Alt + X |
Quit the
program |
Rendering options
and view options |
Q |
Flat
shading |
A |
High chrome |
B |
Chrome |
S |
Solid |
W |
Wire frame |
Ctrl + T |
Use
textures |
Ctrl + R |
Reload all
textures |
P |
Camera
perspectived |
Alt + R |
Reset
Camera settings |
Shift + R |
Reset
Camera position |
G |
Mini Gird |
Alt + G |
Normal Gird |
I |
Load
Background Image |
Alt + I |
Show
background Image |
F6, Shift +
F6 |
Switches
active view |
Arrow keys |
Scrolls the
active view |
+, - |
Zoom in and
out |
Ctrl +
Shift |
Creates
self-test object Z letter |
Select |
Shift + G |
Select
quadr (selects tool only) |
Shift + A |
Select All
(performs) |
Shift + I |
Select
Invert (performs) |
Shift + S |
Select
Single (selects tool only) |
Shift + D |
Select None
(performs) |
Normals |
C |
Surface/Normals/Calculate
(performs) |
Axis and modes |
TAB, Shift
TAB |
Switches
current edit axis (H, V, D or X, Y, Z) |
“ . ” |
Places axis
center at the cursor |
SpaceBar |
Switches
Selected mode on/off |
“, “ |
Switches
extended mode on/off |
“ / “ |
Switches
multy mode on/off |
1 |
Switches to
Verices level |
2 |
Switches to
Edges level |
3 |
Switches to
Faces level |
4 |
Switches to
Objects level |
“ ´ ” |
Switches
Splines mode on/off |
CTRL +
Arrow keys |
Jumps
marking from vertex to vertex (or frum face to face) |
Backspace |
Temporary
switches to objects level for selecting another object for modifications. |
Enter |
Alternate
to pressing the left mouse button |
Editing
accelerators |
Supr (Del) |
Modify/Delete (performs) |
Insert
(Inst) |
Modify/Break (performs) |
R |
Modify/Reorient (performs) |
Alt + M |
Modify/Move
(select tool only) |
U |
Create/Objects/Unite Select (performs) |
Alt + S |
Create/Faces/Strip (selects tool only) |
Alt + F |
Create/Objects/Flat (selects tool only) |
H |
Display/Hide (performs) |
Alt + A |
Display/Unhide (performs) |
Float Bars and
dialog boxes |
Ctrl + 1 |
Show/Hide
objects float bar |
F1 |
About
ZModeler |
Ctrl + A |
Attributes
box |
E |
Material
editor |
Moreover we can add some new hotkeys for all the tools of ZModeler. In order to do it, go to Plugins -> Hot Keys.
Then a dialog box will appear:
Finally select the desired tool and go to the Hot Key section (right bottom) and select Enabled,
Then set up the hot key (Custom1 + Custom 2 + Key).
For example I have set up for the tool Create -> Faces ->Single the hot key Alt + Z (note that by default this tool haven’t assigned any hotkey).