Added some links from MainBar section to Basics

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George Sokianos 2022-03-29 00:32:05 +01:00
parent a9621c34f8
commit c8b8617dd2
1 changed files with 7 additions and 7 deletions

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@ -179,7 +179,7 @@ The current position of the axes of the active object is displayed in the "Infor
## 5. Edit texture
![Edit texture](images/mainBar/mainBar_05.png)
Allows you to edit the texture of the active object. As soon as you activate this icon, the active object is drawn in the same color as the inactive objects. In addition, the texture of the object is shown in white. Depending on the projection type set, the texture appears as a surface, wrapped around a sphere or around a cylinder (ws Basics 16.).
Allows you to edit the texture of the active object. As soon as you activate this icon, the active object is drawn in the same color as the inactive objects. In addition, the texture of the object is shown in white. Depending on the projection type set, the texture appears as a surface, wrapped around a sphere or around a cylinder ([Basics 16](04-Basics.md#16-materials-and-textures)).
The texture is represented by a number of dashed grid lines. Their axes are marked with the letters "X" and "Y". Because the texture is only two-dimensional (an image has no depth information), there is no z-axis.
@ -219,7 +219,7 @@ When dragging, MaxonCINEMA 4D automatically calculates the distance between the
*Figure 3*
* You can learn more about joints in the Skeleton Animation section of the Basics 20.5 chapter
* You can learn more about joints in the Skeleton Animation section of the [Basics 20.5](04-Basics.md#205-skeleton-animation) chapter
To "drag" an object, you must first activate the part that you want to change. In the case of a robot, for example, this can be the arm. If you now start the "drag" action with the mouse, MaxonCINEMA 4D determines which of the activated objects is the closest to the mouse click. This object can now be "dragged". All hierarchically superordinate objects follow it within the specified framework.
@ -240,7 +240,7 @@ MaxonCINEMA 4D differentiates between the three coordinate systems world, object
If the active object is rotated in world or screen coordinates, then the selected world or screen axis is not used for the rotation, but an axis parallel to it and passing through the object origin. Otherwise the active object would not only be rotated, but at the same time the origin of the object coordinate system would rotate around the selected axis.
* The difference between the three systems is detailed in Chapter 6 of the Basics.
* The difference between the three systems is detailed in [Chapter 6 of the Basics](04-Basics.md#6-coordinate-systems).
You can only rotate around one axis at a time. You control the rotation by moving the mouse left and right. It doesn't matter which of the two mouse buttons you hold down. You can use the "X", "Y" and "Z" symbols to tell the program about which axis you want to rotate.
@ -332,7 +332,7 @@ When rotating points, objects, object axes, and texture axes, you can specify on
![ADD IMAGE HERE]()
Here you define the coordinate system in which you want to carry out an action. The three systems screen, object and world are available to you (basics 6.).
Here you define the coordinate system in which you want to carry out an action. The three systems screen, object and world are available to you ([Basics 6]04-Basics.md#6-coordinate-systems)).
The world system is primarily used to position objects in a scene. The object system, on the other hand, is very useful for scaling individual objects, while the screen system simplifies working with the editor camera. Which system you use depends entirely on your individual case. Feel free to try out the different systems with their different effects to get a feel for it.
@ -496,11 +496,11 @@ For screen output, you set whether the image should be output on the **"screen"*
*Figure 16*
Set the desired screen mode under **"Mode"** (Basics 18.). The entry "Cinema screen" always appears first in the selection list. If you select it, the image calculation takes place on the MaxonCINEMA 4D editor screen. Basically, this setting is more convenient, since no new screen has to be opened. However, there are also disadvantages. This is how the editor occupies the first 8 colors of the screen. Associated with this is a lower quality of the output image. It is optimal if the image is only used as a preview and is also saved as a 24-bit file on the hard drive. If the editor is operated in "HAM-8" mode, the output images achieve excellent quality.
Set the desired screen mode under **"Mode"** ([Basics 18](04-Basics.md#18-image-output)). The entry "Cinema screen" always appears first in the selection list. If you select it, the image calculation takes place on the MaxonCINEMA 4D editor screen. Basically, this setting is more convenient, since no new screen has to be opened. However, there are also disadvantages. This is how the editor occupies the first 8 colors of the screen. Associated with this is a lower quality of the output image. It is optimal if the image is only used as a preview and is also saved as a 24-bit file on the hard drive. If the editor is operated in "HAM-8" mode, the output images achieve excellent quality.
For the calculation of animations, you should always redirect the image output to a separate screen. Because the output in a window on the editor screen means more effort for the Amiga operating system, so that the image calculation runs a little slower. However, since such times easily add up with an animation, you should use your own screen.
In addition, you can set the aspect ratio (Basics 18) under "Mode".
In addition, you can set the aspect ratio ([Basics 18](04-Basics.md#18-image-output)) under "Mode".
If you select **"Save"**, the image will be saved under the path name entered in the **"Name"** text field. With **"Compressed"** you specify whether the IFF image to be saved should be compressed.
@ -714,7 +714,7 @@ Reflections from other objects on the surface of an object are not displayed. Th
**"Smooth"**
If you activate this option, objects that have the "Smooth" option (Basics 17) set are displayed smoothed ("Phong Shading").
If you activate this option, objects that have the "Smooth" option ([Basics 17](04-Basics.md#17-smoothing)) set are displayed smoothed ("Phong Shading").
**"Textures"**