You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/user/user_docs.md
+52-8Lines changed: 52 additions & 8 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -87,21 +87,41 @@ With the JBeam imported, you should see Blender meshes that represent the JBeam
87
87
88
88

89
89
90
-
One more step before moving on is to add a *Text Editor* view. The *Text Editor* allows you to view the changes to the JBeam file after modifying the Blender mesh in realtime and also allows you to modify it to view the changes to the Blender mesh in realtime as well!
90
+
<br>
91
+
92
+
#### Blender Text Editor
93
+
94
+
Blender's *Text Editor* allows you to view the changes to the JBeam file after modifying the Blender mesh in realtime and also allows you to modify it to view the changes to the Blender mesh in realtime as well!
91
95
92
96
Open it by placing your cursor on the top right hand corner of the viewport until you see your cursor turn into a '+' symbol and then LMB drag to the left and you should see a 2nd viewport. And then click on the top left button in that viewport that looks like a "grid and a circle" and click on *Text Editor*. Afterwards the text editor may appear blank. Just click on the JBeam part and the text editor should open the JBeam file that the part originates from.
93
97
94
98

95
99
96
-
We are now ready to start editing the JBeam parts! For the most part, if you know how to use Blender, editing a JBeam part is just like editing a regular mesh. For example, moving a node is exactly the same as moving a regular vertex. The same applies for adding and deleting a node as well, although renaming a node is something unique to JBeam.
100
+
<br>
101
+
102
+
#### JBeam UI
103
+
104
+
The *JBeam UI* allows you to see the properties of a selected JBeam object.
105
+
106
+
1. On the right hand side of the 3D Viewport next to the 3D axes arrows, click on the little arrow pointing to the left.
107
+
108
+

109
+
110
+
2. Several tabs will pop out such as *Item*, *Tool*, *View*, *JBeam*. Click on the *JBeam* tab and you will be greeted to a UI that shows you the JBeam part selected and its properties.
111
+
112
+

113
+
114
+
<br>
115
+
116
+
We are now ready to start editing JBeam parts! For the most part, if you know how to use Blender, editing a JBeam part is just like editing a regular mesh. For example, moving a node is exactly the same as moving a regular vertex. The same applies for adding and deleting a node as well, although renaming a node is something unique to JBeam.
97
117
98
118
The rest of the instructions below will be using the *Square Donut* JBeam part and please have the JBeam part selected and be in *Edit Mode*.
99
119
100
120

101
121
102
122
<br>
103
123
104
-
#### Undoing/Redoing
124
+
#### Undoing/Redoing (VERY IMPORTANT!)
105
125
Please use **Ctrl + [ and Ctrl + ]** to undo and redo your changes. **DO NOT** use Ctrl + Z and Ctrl + Shift + Z as Blender's undo system doesn't work well with this plugin and can break things.
106
126
107
127
<br>
@@ -119,16 +139,19 @@ That wasn't too bad right? ;)
119
139
<br>
120
140
121
141
#### Renaming a Node
122
-
Renaming a node is something unique to JBeam but is easy to do :)
142
+
Renaming a node is something unique to JBeam but is easy to do :) FYI, if you want references to the node you are renaming (e.g. beams, tris, quads) to also be renamed, enable *Affect Node References* under the *Settings* panel. But with this enabled, renaming will be slow, especially with full vehicles.
123
143
124
144
1. Click on the node you want to rename.
125
-
2.Then, on the right hand side of the 3D Viewport right next to the 3D axes arrows, click on the little arrow pointing to the left.
145
+
2.In the *JBeam* UI, in the *JBeam Node ID* input box, rename the node to whatever you'd like and press enter. I renamed the node to "hey". You will see that the rename is also reflected in the node name labels on the part.
126
146
127
-

147
+

128
148
129
-
3. Several tabs will pop out such as *Item*, *Tool*, *View*, *JBeam*. Click on the *JBeam* tab and you will be greeted to a UI that shows you the JBeam part selected and allows you to rename the selected node. Rename the node to whatever you'd like and press enter. I renamed the node to "hey". You will see that the rename is also reflected in the node name labels on the part.
149
+
<br>
150
+
151
+
#### Batch Node Renaming
152
+
You can also rename a bunch of nodes quickly, by renaming nodes under a naming scheme!
130
153
131
-

154
+
1. In the *JBeam* UI, inside the *Batch Node Renaming* panel, in the *Naming Scheme* input box, type in the node name scheme where the '#' character will be replaced by the *Node Index*. For example, naming scheme "#rr" will produce node names like "1rr", "2rr", "3rr", etc. Don't forget if required to enable *Affect Node References* under the *Settings* panel. Then press the "Start" button and nodes you click will be renamed. The *Node Index* shows you what the next node will be renamed to. You can also adjust this number if you need to.
132
155
133
156
<br>
134
157
@@ -204,6 +227,27 @@ And deleting a triangle/quad is also pretty straight forward.
204
227
205
228
<br>
206
229
230
+
#### Triangle/Quad Face Orientation
231
+
Blender has a tool to show you which way a face is pointing, as a face has a front and back side. A blue face is the front side of a face (normal pointing towards you) and a red face is the back side (normal pointing away from you).
232
+
233
+
1. On the upper right corner of the viewport, click on the *Overlays* downward facing arrow
234
+
2. Toggle the *Face Orientation* checkbox.
235
+
236
+

237
+
238
+
<br>
239
+
240
+
#### Flipping a Triangle/Quad
241
+
And you can flip the way a triangle/quad is facing.
242
+
243
+
1. Switch into *Face select* mode
244
+
2. Click on the triangle/quad you want to flip.
245
+
3. Click on *Flip Face(s)*
246
+
247
+

248
+
249
+
<br>
250
+
207
251
#### Exporting a JBeam Part
208
252
1. When you want to export, select the JBeam part in *Object Mode*, and in the top menu bar *File* > *Export* > *Selected JBeam Parts(s)*.
0 commit comments