Easy 3D Models
(Add and Move)

This page will talk about translating parts of a model, rather than the whole model.  This page is not about animated bins.

Adding and moving a part of a model uses the insert and translate features together.  In more complex situations you will want to use groups too.  For that reason, I will work as if things are more complex in order to demonstrate how groups can be of help.  Since we've done okay using the zep house, we will continue with that example.  This time we will add a pointed roof.

The first thing you will need to do is goto View>Show Vertices in 3D View as well as View>Toggle Vertex Status and make sure both options are checked.
 

Open the model part that you will be wanting to move.  For us, it will be the house.  Now, goto Vertex>Select All Vertices:
 

All verticies will be highlighted with little round balls.  It is sometimes easiest to view in wireframe mode.  Like this:
 

Before continuing, goto Groups>Store Vertex Group:
 

This box will appear.  Just as you did for storing faces, give the vertex group an appropriate name and click okay.
 

Next, goto Files>Insert and open the file you want to be a part of the current model.  For our example I have already prepared the model.  I will adapt, for our uses, the hay-pyramid from Oliver Pieper's readme.txt file.  Go ahead, click ok to open.  You will see something like this:
 

Note 1 : The reason the roof is so far out of alignment is because both objects were made and centered. Inserting them together does not change the vertex coordinates of either model.  This is why we will translate only part of it - to make a more recognizable and useful model than what you see here.

Note 2 : This page is called "add and move" because it is unlikely that you would build a model that has parts this far out of kilter.

Note 3 : If you do find that you have parts this far out of whack, then the same methods can be used to correct the problem

Before we translate, we need to take a couple measurements.  Using the tab key, cycle through the verticies until you come to the two points that you want to bring together.  In our example that means, 1.) the top edge of the house, and 2.) the bottom edge of the roof.
 

Note : you will only need to measure one corner, since, when we translate that corner, the rest of the model will be translated as well.

We will be translating along the y axis, so we must note the y values for each point.  Read the values from the vertex status box as you cycle using the tab key:
 

Do the math.  -192 minus 500 equals -692.  Therefore we will be translating the house down -692 editor units on the y axis.
 

Note : Yes, we could move the roof upward for 692 units as well.  Either way will work.  However, our vertex group was stored for the house part, not the roof part.  So, down we go.

Now that we're all set, goto Groups>Restore Vertex Group.
 

Choose the stored group and click ok.
 

Note :  in the case of small models such as this, it is possible to use the tab key to cycle through the verticies and use the V key to select them as you go along.  The purpose of using groups for this demonstration is show how that can be done.  You will not always be working with models as simple as our demo bin.

You will see the verticies highlighted with little balls once again.  Notice the roof verticies are not selected.
 

Note : the color of highlighted verticies seems to change for no reason that I can figure out.  Don't worry, they work properly regardless of the highlight color.

Goto Model>Translate.  The translate box will appear.
 

Enter the values that you want to use.  In our case, it is to Translate only selected vertices, Numbers are in editor units, and -692 in the y value box.  Click ok, and the house will now line up perfectly with the roof.
 

Goto Vertex>Deselect All Vertices:
 

Goto Model>Center All:
 

Your model is complete, and the roof should align perfectly:
 

Note: you can check that the parts are aligned correctly by using the tab key to cycle through the verticies and comparing the coordinates of each point.  If your math was accurate, so should be your model.
 

Save your work.

Now you may do touch up texture mapping if you need to.


Special thanks to Lord Cap
His tutorial was instrumental in making the mtmg binedit section come together
Please visit High Speed Collisions