Bethesda Tutorial Creation Kit Interface/ko
Bethesda Tutorial Creation Kit Interface/ko | |
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Basics Series, Chapter 2 | |
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개요
이 챕터에서는 Creation Kit 입문자들과 기존의 모더들에게 인터페이스에 대해 안내 할 것입니다.
이 곳에서는 다음 2가지에 대해 다룹니다.
- Creation Kit 인터페이스의 기본 구성요소
- 3D 렌더링 창 이용
버튼이 하는 역할은 무엇일까요?
에디터를 설치하고 실행 했다면, 무엇보다 우선적으로 내 앞에 놓인 것이 무엇인가를 이해해야 합니다. 에디터의 각각의 구성요소들을 파헤치고 이해하여 봅시다.
물론 자신이 원하는 방법대로 배우고 찾고자 하는 유혹이 있을 수 있습니다. 만약 당신이 이전 베데스다 툴에 익숙하다면 괜찮습니다. 하지만 막혔을 때는 이페이지로 되돌아와서 다시한번 확인해 보세요.
메인툴바
메인툴바는 메뉴와 다양한 버튼을 통해 Creation kit의 대부분의 기능들을 실행 할 수 있는 공간입니다. 메인 툴바의 기능을 이곳에 서술하기에는 너무나 방대하고 복잡하기 때문에, 각각의 다양한 기능들은 필요할 때에 설명 할 것입니다.
관심있는 사람들은 메인 툴바문서에서 세부적인 사항들을 읽어 보세요.
시작하기전에 첫번째로 data를 불러오세요. 'File' 메뉴 -> 'Data' 선택 -> 'skyrim.esm' 더블 클릭, 이 과정이 끝나면 불러와졌다는 것을 나타내는 체크표시가 체크 박스에 표시 될 것 입니다.
렌더링 창
렌더링 창은 이 튜토리얼에서 가장 많이 접하게 될 부분입니다. 지금은 비어있지만, 셀을 불러온다면 공간상의 3D 이미지가 나타나고 작업을 할 수 있을것입니다.
셀 뷰
셀뷰는 5개의 주요 구성요소로 이루 어져있습니다. 잘 알아둡시다.
- 작업공간 이것은 자신의 아래 목록에 나타나있는 셀을 지시합니다. 인테리어는 특별한 공간으로 간주됩니다. 처음에는 인테리어로 작업하기 때문에 지금은 이 설정을 그대로 두십시오.
- X/Y 외부로 작업 할 때 좌표를 통해 수동으로 셀을로드 할 수 있습니다. 이것은 내부 작업과 관련이 없으며 외부 월드 공간을 선택한 경우를 제외하고는 회색으로 표시됩니
- Cell List 이 공간은 당신이 지정한 셀을 보여줍니다. 한번에 하나의 셀만이 불러와 질 수 있지만, 어떤 경우에는 여러개의 외부 셀들이 눈에 보이게 렌더링 될 수 있습니다.
- Reference List 이 목록은 지금 당장은 비여있을 것입니다. 이 목록에는 불러와진 셀 안에 존재하는 모든 레퍼런스가 채워집니다. 이 리스트를 통해 셀 내의 레퍼런스에 접근 할 수 있고 아니면 렌더링 창을 통해 물리적으로 접근 할 수도 있습니다.
- Filter Box 이 상자에 텍스트를 입력하면 참조 목록에 해당 문자열이 포함 된 항목 만 표시됩니다. 예를 들어, DA10을 입력 해 DA10 퀘스트와 관련된 항목만 확인 할 수도 있습니다. 또 다른 예로서, 목록에 "CaveGHall01", "CaveGFloor"및 "TrollFrost"라는 세 개의 개체가있는 경우 필터 상자에 "Cave"를 입력하면 "TrollFrost"참조가 더 이상 나타나지 않습니다. (한마디로 이중 필터 사용이 가능하다는 말입니다.) 그러나 Render Window에서 여전히 볼 수 있습니다.
Object Window
The Object Window allows us to browse the various base objects that we can work with to create the game. There are many categories and types of objects, and we'll refer to these as needed throughout the tutorial.
- Filter Much like the Cell View, the Object Window has a filtering field we can use to narrow down what appears in the list below.
- Category List Below the filter are the many categories of base objects. Advanced users may wish to select the "*All" category at the bottom of the list, to show everything, and then use the name filter to more quickly access items, but for this tutorial we'll manually specify the locations of objects needed.
- Based Object List On the right of the window are the various base objects you can browse, edit and (usually) place in the Render Window.
Controlling the Camera
Whatever your plans are, almost anything you do in the Creation Kit will require you to use the Render Window to look at and manipulate objects. If you've never worked in 3D, it can be a bit overwhelming to get used to controlling the camera.
First, let's load up an existing cell so we have something to look at. Locate and double-click the Interior cell "AnisesCabin01" in the Cell View. This will load the cell, causing it to appear in your Render Window.
NOTE: If nothing shows up, but your right-hand column is populated with objects, try double-clicking on one of those objects. This not only selects the object, but will force the camera to focus on the object. This is a handy way to re-orient yourself if you become "lost".
Your initial view should be centered on a yellow marker, as seen in Figure 2. (If not, try pressing "M" to make sure markers are viewable. Otherwise, your camera may just be focused elsewhere. That's fine: just select any object and follow along)
Single-click this to select it. You should notice a thin outline of green, red and blue lines. This is the "bounding box", and for now we just care that it lets us know what's selected. Try scrolling your mouse wheel slowly back and forth. Notice that this zooms the camera.
Next, try panning the camera. This is accomplished by holding down the middle mouse button or spacebar and moving the mouse in any direction.
By now it's possible you've lost sight of your selected object. Let's re-focus the camera. There are a few ways to do this:
- Press Shift+F. This focuses the camera on the currently selected object(s). It does not affect camera angle, and resets the camera pivot if no objects are selected.
- Press "T". This forces a top-down view. If anything is selected, it will zoom the camera to the extents of that selection. With nothing selected, it simply rotates the camera down (which can sometimes disorient you if there's nothing to look at directly below the camera!)
- Press "Y". This cycles through a few pre-set camera angles, and otherwise works exactly like "T". Easy to remember because they're right next to each other (assuming a QWERTY keyboard). Convenient!
- Use the mouse wheel to zoom the camera in or out.
Now we'll try orbiting the camera. With any object(s) selected hold "Shift" while moving the mouse to rotate the camera around the object in any direction. The selection will always remain in the center of your view. With nothing selected, the camera will rotate around itself. This can be useful for advanced users, but will probably be disorienting to beginners, and is not usually needed.
It's very important to become comfortable using these controls, so spend some time loading up various cells and looking around them. You'll probably be clumsy at first, but before long it will become second nature.
Concealing Objects
If you zoom out so that you can see the whole area of AnisesCabin01 (a single room in this case), and click on the yellow marker you originally selected... you may find that you are unable to select it. Instead, you select a large pink box that surrounds the room, which in the Cell View window, appears to be called "defaultSetStageTRIG
".
Stuff getting in the way is a common and basic problem, but one that has an easy and powerful solution. With defaultSetStageTRIG
, press the number 1, twice. The defaultSetStageTRIG
will disappear. Press 1 again, and it will reappear.
What is happening here is that the first time you press "1", the selected object (or objects) are made so they ignore the mouse, and you can click through them. If they aren't already transparent, they are also made transparent (doesn't make a noticeable difference to defaultSetStageTRIG
, which is already transparent), and the name of the item in the Cell View is changed from black to light blue, to show that it has been hidden (probably also not visible to you, since the item's selected, so it's not black!)
The second time you press 1, the item is hidden completely, rather than just "ghosted".
The third time, it is returned to normal: fully visible, clickable, and with a black name in the Cell View once again.
So, press "1" again until defaultSetStageTRIG
disappears, then try selecting, hiding and ghosting other items, such as walls and furniture, until you are happy with the process.
If you have unselected an item while it is ghosted or invisible, you can no longer select it in the Render Window. Instead, select it in the Cell View (it will be one of the blue-named objects), click the titlebar of the Render window, and press 1 until your object cycles back to full visibility.
If you feel you have completely messed up which items are ghosted and which are not, you can press "F5" to return all items to their normal visible, clickable state.
Manipulating Objects
Now that we have an idea how to view objects, let's look at how to move them around a bit.
NOTE: While you're getting used to these controls, it's a good idea to work in a throwaway plugin to avoid saving accidental modifications to objects that may affect other mods or the base game. You may want to use the testquest.esp file created at the beginning of this tutorial.
Select any object(s) in the Render Window. You can move, or "translate" the object simply by holding the left-mouse button down and dragging the object around.
You may notice that the object jumps around rather than moving smoothly - this is because grid snapping is on. You can toggle this with the "Q" hotkey or the button in the Main Toolbar. We'll talk more about grid snapping in the layout chapter.
Also note that you're only moving the object on the horizontal plane, or the "X/Y axis" of the world. You can move the object up/down by holding "Z" while dragging it. Likewise, you can hold "X" to constrain movement to X axis, or "C" to constrain movement to the Y axis. It's "C" (and not Y) because "Z" "X" and "C" are right next to each other. Convenient!
Rotation is accomplished by simply selecting an object and holding the right mouse button while moving the mouse. Rotation is affected by angle snapping (Snap to Angle button or CTRL-Q in Render Window), and also can be axis constrained by holding X, Y or C while rotating. You should also note that objects rotate around their pivot point, indicated by a small, yellow "+". Being aware of pivot points will become important for users who expect to be working with the Render Window frequently.
Objects can be scaled as well. Scale by holding "S" while dragging with the left mouse button. Heavily scaled art will look out of place, however, so it's best to avoid using this tool unless it's absolutely required.
Undoing your changes
If you do something bad by accident, never fear! Just about any action you perform in the render window can be undone by clicking the "Undo" button on the Main Toolbar, or hitting "Ctrl-Z". Holding down Ctrl-Z will rapidly undo many actions. You can test it, by undoing everything you have done up to this point.
If you undo too many steps, the Redo button is your friend, at least until you perform another action in the render window: at that point, any undone actions that you have not redone are lost.
Gizmos
The Creation Kit offers a set of "gizmos", or visual helpers for movement, rotation and scaling. Generally speaking, the gizmos offer a visual aid for moving objects around. "Gizmo handles" are individual parts of the gizmo that can be clicked on, activating that part of the gizmo.
For Example, clicking on the green arrow in the Movement Gizmo will constrain movement to the Y axis.
"E" Enables the Movement gizmo
"W" Enables the Rotation gizmo
"2" Enables the Scaling gizmo
There are a few rules governing gizmos:
- Only one gizmo can be active at a time.
- Normal object manipulation is unavailable while a gizmo is active.
- "G" can be used to toggle global/local movement and rotation.
- Global/Local translation carries over to non-gizmo rotation (but not movement).
Onward!
Once you're comfortable moving around in the editor, you're ready to start making content!
If you're interested in building spaces, try moving on to the level design tutorial series. (NOTE: The "next tutorial" button will take you here)
Or, if you're more interested in quests and characters, you can start with the quest design fundamentals tutorial series.
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