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Updated 05 Apr 2018
Upper levels:
QuArK Information Base
1. Introduction to QuArK
1.5. Model-editor in QuArK

 1.5.4. Menubar

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New commands are constantly being added to the all menus. If there is no F1 help for some command, or you can not understand what it says, post to the QuArK messageboard for help (and a heads-up to the docco writers).

Most of the commands on the menus also have hot keys (accelerators), which you can customize from Configuration at the bottom of the 'Options menu'.


 Index


 File menu

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Open  works just as in the QuArK-Explorer. You can open any supported model file with this to work on.

Model Importers  Shows the Python importer plugins that are available. They will import that type of model once the editor is open.

Model Exporters  Shows the Python exporters plugins that are available. They will export that type of model once the editor is open.

Save  will save your current model to the same location and file type it was opened as.

Save in QuArK Explorer . Use this if you want to add this model to your current project. This way, you can have multiple revisions of a model, in a single project. Just remember to give them a sensible name, so you can distinguish them. The model editor will automatically close itself when you use this menuitem.

Save as file . If you want to export this model as a different supported model format type, select this menu item. A QuArK .qkl model work file can be created using this function. Even though, at the present time, QuArK can only save Quake 1 .mdl and Quake 2 .md2 files, it can save Quake 3 .md3 files as a QuArK .qkl model work file. This format preserves all settings and Components of the model making it much easer when you start a new session of the QuArK Model Editor. to resume your work.

Save all  will save all opened files. This includes the current project and modified add-on data files.

Close  will close the model editor.


 Layout menu

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Wireframe  will change all model-views to show the model as wireframe-graphics. This is the fastest drawing-method of the model-views.

Solid  will change all model-views to show the model as a solid object. This means that you won't be able to 'see-through' the model once it's in view.

Textured  will change all model-views to show the model with it's applied textures and alignment.

3D view  will create a new free-floating 3D edit window. You can actually edit the model in the 3D view and manipulate its 'mesh' (frame shape). This view, and all the others, can use the OpenGL standard 3D graphic library. (Silicon Graphics' OpenGL drivers for Windows: http://www.berkelium.com/OpenGL/sgi-opengl.html.)

Show whole level  will in wireframe-mode, draw all lines the model consists of, even those that can't be seen simultaneously in all model-views.

Gray out of view  will in wireframe-mode, draw grey lines of those parts of the model, which can't be seen within the model-views.

Hide out of view  will in wireframe-mode, only draw lines for those parts of the model, which is within the model-views.

Panel at right . Check this menu-item, if you want the compass, dataform and that area, moved to the right of the model-views.

Layouts . These menu-item are used to change between the different model-layouts.


 Edit menu

cdunde - 05 Apr 2018   [ Top ] 

Undo [something] . This menuitem will be active, if you can undo a previous action. The something , will be the action it will undo.

Undo/Redo  will open up the Undo/Redo window, where you can undo or redo more actions with one mouse-click.

Duplicate . A copy and paste action, but without putting the selection in the clipboard.

Cut . You know; remove the selection and put it into the clipboard.

Copy . Just as easy; copy the selection into the clipboard.

Paste . Take whatever is in the clipboard, and if it is something QuArK can use, it will paste it to where you point.

Delete . Deletes the selection. Notice that it won't put anything in the clipboard.


 Toolboxes menu

cdunde - 05 Apr 2018   [ Top ] 

This menu works just like the one in QuArK Explorer.


 Search menu

Decker - 05 Apr 2018   [ Top ] 

Find Vertices . This function selects the vertices entered for the component currently selected or selected from the drop down box. Place a comma between each vertex entered to find more then one.

Find Faces . This function selects the faces entered for the component currently selected or selected from the drop down box. Place a comma between each face entered to find more then one.

Find Skin Vertices . This function selects the Skin-view vertexes entered for the component currently selected or selected from the drop down box. Place a comma between each face entered to find more then one.

Find Skin Faces . This function selects the Skin-view face vertexes for the faces entered of the component currently selected or selected from the drop down box. Place a comma between each face entered to find more then one.

Find Objects  This function will search for objects by their 'type' (the type of model object it represents, a bone, skin, frame...).

Find Camera Positions  This finds all the camera positions.

Editor next shot . This selects and sets the next camera shot for the Editor's 3D view in the group. Cycling - Depress (default) 'F3' to switch to the next view.

Editor prev shot . Selects and sets the previous camera shot for the Editor's 3D view in the group. Cycling - Depress (default) 'F4' to switch to the previous.

Editor 3D shot . This creates a camera shot of the current editor's 3D view in either standard or 'True 3D' mode. Depressing the Hotkey (default) 'F5' will do the same thing.

Full 3D shot . This creates a camera shot of the current Full 3D view in either standard or 'True 3D' mode. Depressing the Hotkey (default) 'F6' will do the same thing.

Full 3D next shot . This selects and sets the next camera shot for the floating 3D Window in the group. Cycling - Depress (default) 'F7' to switch to the next view.

Full 3D prev shot . Selects and sets the previous camera shot for the floating 3D Window in the group. Cycling - Depress (default) 'F8' to switch to the previous.


 Commands menu

cdunde - 05 Apr 2018   [ Top ] 

Duplicate Current Frame  : This copies a single frame that is currently selected and adds that copy to that model component's animation frames list. For multiple frame copies use the 'Duplicate' function on the 'Edit' menu.

Match Frame Count  : This will duplicate the number of frames in the selected components with the one that has the most frames in it. It will not copy the frames, only how many there are.

Check Components  : This checks components for any errors in them that might exist.

Auto Assemble  : Some models are made up of seperate model files for example .md3 files. This function attempts to auto-load those related models model files and attach them using what is known as tags to match them up correctly.

X Y Z Axis locks  : All three of these items work in the same manor but are independent from one another. They restrict any vertex movement in their related direction for all views and are interactive with their corrisponding buttons on the View Selection tool-palette.

All of these commands are dupelicated as a sub-menu of the Editor Views RMB menus.


 Toolbars menu

cdunde - 05 Apr 2018   [ Top ] 

Editing Tools . Wether or not the Editing Tools toolbar should be visible.

Display . Wether or not the Display toolbar should be visible.

Movement Tool Palette . Whether or not the Movement toolbar should be visible.

Animation . Wether or not the Animation toolbar should be visible.

Paint modes . Wether or not the Paint modes toolbar should be visible.

View Selection Modes . Whether or not the View Selection Modes toolbar should be visible.

Object modes . Wether or not the Object modes toolbar should be visible.


 Options menu

cdunde - 05 Apr 2018   [ Top ] 

Grid scale in 2D views : See detailed sub-menu and description below.

Ruler guide in 2D views : See detailed sub-menu and description below.

3D Rotation Options : See detailed sub-menu and description below.

Draw handles while rotating : This allows the models vertex handles (if active) to be drawn during rotation, but this will slow down the redrawing process and can make rotation seem jerky.

Editor True 3D mode : This causes the Model Editor's 3D view to operate the same as the Map Editor when maneuvering and also allows passing through a component. This is very useful when working on scenes to see ' into ' the model and work on other components within it.

Full3D True 3D mode : This causes the FIRST Full 3D view opened only, to operate the same as the Map Editor when maneuvering and also allows passing through a component. This is very useful when working on scenes to see ' into ' the model and work on other components within it. All other floating Full 3D views will operate as usual. If the first is closed and the next uses this option the last camera position of the first one will still be in effect.

Model Axis in views : This displays the models axis on which it was built in all views, showing its X, Y and Z direction. The size of its letter indicators and line thickness can be increased or decreased by using the 'Set Line Thickness' function, a little further down. Their individual colors can be changedin the Colors Options settings.

Draw back faces : This allows the back face checkerboard pattern to be drawn in all view modes when the 'Views Options', 'Mesh in Frames' of the Views Options is checked for that view. Using the option in this manner will help to distinguish which direction the faces are facing for proper construction.

Set Line Thickness : This lets you set the thickness of certain lines that are drawn on the Editor's views, such as the outlining of selected model mesh faces and the models axis lines.

Bone Options : See detailed sub-menu and description below.

Editor Face Selection Options : See detailed sub-menu and description below.

Editor Vertex Selection Options : See detailed sub-menu and description below.

Skin-view Options : See detailed sub-menu and description below.

Auto Frame Renaming : Some models consist of more then one component. If so, their frame names should always match. When checked, if a frame of one component is renamed, this will cause the same frame of all the other related components to be renamed also automatically.

Paste objects at screen center : Check this if you want objects that you paste into the editor's views to appear in the center of the current editor's view. Uncheck it, and it will paste it at the exact position as the original.

Enlarge Vertices Ticks : This makes the model's ticks 1 size larger for easer viewing.

Rebuild 3D views : This rebuilds the 3D views (actually all views) in the Model Editor in case of a lockup. You may have to do this a few times to clear the views up. The easiest way is to just push the HotKey until the views unlock and clear up.

Axis XYZ letter indicator in view windows : This display s the X Y or Z indicator letter per view to associate the rotation menu buttons. These are for reference only and are not selectable with the mouse.

List of Plug-ins &: Opens a window which shows what plug-ins QuArK has loaded.

Configuration : Takes you to the 'Configuration and Options'.

Log Console : When active this will write everything that is printed to the console to a text file called 'Console.txt' which is located in QuArK's main folder.

Clear Console Log : When clicked this will clear everything that is printed to the text file called 'Console.txt' which is located in QuArK's main folder.

Grid scale in 2D views - sub-menu :
These functions allow you to display a scale and tick mark guides of the current grid setting in any one, combination, or all of the 2D views of the Editor, as shown in the top sub-menu. You can also center any one or combination of the scales for each view. If ' All 2D views ' or ' all scales centered ' is checked, it will deactivate this menu's individual items.
Ruler guide in 2D views - sub-menu :
These functions allow you to display a line with the unit distance of total selected items in any one, combination, or all of the 2D views of the Editor. Much like the 'Grid scale in 2D views'  function above, this feature also has its own list of selections, as shown in the far right sub-menu. If one of these sub-menu items is active, checked, then when ever a single face, object or component is selected a 'Ruler'  will be displayed above and/or beside them from the starting point to the end point of the selected items along with '0'  at the starting point and the total amount of their distance at the end point.
3D Rotation Options - sub-menu :
Original 3Dview rotation : This is the way QuArK's model rotation has worked in the past. As long as the model drag is started flat (z at 0) it rotates and tilts during rotation fine. But if it does a hiccup during the drag with the model tilted that is when it starts to drift off center and possibly out of the view eventually. The model can be placed anywhere in the view and rotated from that location.
Lock to center of 3Dview : This method 'locks' the center of the grid to the center of the 3D view and rotates from the 0,0,0, point of the grid, its center. If the grid is off to another location of the view it will 'snap' back to the views center. The cursor location does not matter for dragging, the grid will remain in the views center. This makes the rotation very consistent. You can rotate and zoom in for close detail work on the model. But if you start another rotation it will jump back to the grids center and probably throw your up close position off.
Lock to center of model : This function 'locks' the center of the model to the center of the view. It functions just like the 'Lock to center of 3Dview' method above based on the center of the model. However, because not all models are created at the center of their grid the method above could cause it to be near the edge of the view or completely out of view. This option compensates for that and will put the model in the proper center location of the view. The same situation will exist for up close detail work if a new rotation is started.
Rotate at start position : This function is designed to give far more rotation consistency based on where the cursor is at the time it is clicked to start a rotation at some place on the model. It will then re-center that position to the center of the view to start rotating from. Unlike the 'Original 3Dview rotation' method, this would allow close up detail rotation without the model jumping back to some other location as in all of the above cases.
Bone Options - sub-menu :
Match Bone Lines Color : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Draw Bone Handles Only : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Only Draw Drag Bones : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Make All Draglines : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.

Editor Face Selection Options - sub-menu :
Sync Skin-view with Editor views : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Show selection in Skin-view : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Pass selection to Skin-view : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
No face drag lines : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
No face outlines : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
No face outlines while moving in 2D views : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
No selection fill : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Front faces only : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Back faces only : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Editor Vertex Selection Options - sub-menu :
Sync Skin-view with Editor views : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Pass selection to Skin-view : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
No vertex drag lines : This function is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.


Skin-view Options - sub-menu :
Sync Editor views with Skin-view : This function is also located on the Skin-view RMB menu, please click on the menu link for this functions full description.
Pass selection to Editor views : This function is also located on the Skin-view RMB menu, please click on the menu link for this functions full description.
Clear Selected Faces : This function will clear all faces in the Skin-view that have been drawn as Selected or Show but any related selected vertexes will remain that way for editing purposes. The Skin-view selected face, show face and selected vertex colors can be changed in the Colors Options settings.
Draw Ticks During Drag  : These functions give various methods for drawing the Models Skin Mesh Vertex Ticks while doing a drag.
The 1st Rectangle drag-method 1: This function will draw the Skin-view mesh vertex 'Ticks' during a rectangle drag with
a minimum amount of flickering, but is a slower drawing method.
The 2nd Rectangle drag-method 2: This function will draw the Skin-view mesh vertex 'Ticks', using the fastest method,
during a rectangle drag, but will cause the greatest amount of flickering.

 Help menu

cdunde - 05 Apr 2018   [ Top ] 

Contextual help . Opens your web-browser.

Help contents . Opens your web-browser.

QurK's Layout . Opens your web-browser to the basic editor layout page of these docs.

FAQ . Opens your web-browser to the FAQ page of these docs.

QuArK's web site . Opens your web-browser to the on-line Official QuArK web site.

QuArK's Forums site . Opens your web-browser to the on-line QuArK Forums site.

Check for updates . Checks on-line for QuArK program updates.

View console . Shows a Python-console. Usefull when debugging plug-ins.

About . Shows the about box.



Copyright (c) 2022, GNU General Public License by The QuArK (Quake Army Knife) Community - https://quark.sourceforge.io/

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