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Settings
Program Settings
Disable UI highlights
File > Preferences > Interface > Highlight Features > Off
Frame Rate
Defined in Project Settings
Verify that Render Settings also match the defined rate set in Project Settings
Viewport HUD
Available info accessible in Viewport Settings
- Notable info: Projection, Frame, FPS, Active Tool, Total Polygons
UI/Tools
Change values for multiple axes in Object Properties at once
- Select axes icons (.X, .Y, .Z) via <ALT> or <SHIFT>
- Type in value or adjust with scrolling for a single axis
- Press <CTRL> + <ENTER> to apply new value to all selected axes
Quick tool access in Edit mode
Right-click over object to access available tools (Extrude, Bevel, etc.), each of which include a keyboard shortcut
Object Visibility
- Upper dot: Viewer
- Lower dot: Render
- Red: Hidden
- Green: Visible (even if parent is hidden)
- Grey: Visible (unless parent is hidden)
- Modify both dots simultaneously: <ALT> + Left-mouse click
- Modify parent and child dots simultaneously: <CTRL> + Left-mouse click parent
Keyboard Shortcuts
Settings
- Project Settings: <CTRL> + <D>
- Viewport Settings: <SHIFT> + <V>
Workflow
- Frame Selected: <ALT> + <O>
- Group Selected: <ALT> + <G>
Editing
- Make Editable: Select object + <C> This converts a primitive to an editable mesh with pts, edges, faces.
- Note that this operation removes its attributes.
- Enable Axis: <L> Allows for editing pivot point for nulls and generators Primitives require Make Editable to modify their pivot points.
- Edit Mode Shortcuts: <M> This shows the keyboard shortcuts for available operations/generators in Edit mode for an object (Extrude, Bevel, etc.)
Processes:
From Affinity Designer (AD):
- Setup sketch by coordinating origin in AD so it is centered
- File format: .eps
- File > Merge
Extrude Splines
- Select splines > Right-click > Connect Objects + Delete (if multiple splines)
- Spline Object > Attributes > Object > Close Spline
- Extrude Generator > Attributes > Object > Hierarchical (if splines nested in group)
Redshift:
Access MoGraph Color in RS Mat
- Access RS Mat Shader Graph
- Add/link 'RS User Color Data' to 'RS Ramp' a. RS User Color Data i. General tab > Attribute name > Use arrow to access MoGraph > Color b. RS Ramp i. General tab > Source > Alt ii. General tab > Ramp; this defines the color being output to RS Render by reading the color in the corresponding objects' or generators' (i.e. Plain Effector) color attribute c. Object (to which RS Mat is applied) i. Attributes > Parameter tab > Color > Color Mode > Custom Color ii. In this same section, verify that V (in HSV) is set to black; note that the color is defined in the 'RS Ramp' (Shader Graph) d. Generator (to which RS Mat is applied) i. Similar process as Object noted above ii. Field (such as Linear Field) may have color or gradient applied, but again, note that the 'RS Ramp' defines the color sent to renderer
- Pipe 'RS Ramp' to existing 'RS Material' Diffuse input
Animation
Set Keyframe
- Click round radio button next to selected attribute (i.e. Attributes > Coordinates > P.X, for the x-axis position of an object)
- Note that a keyframe is added to the timeline/dope sheet