This portion of the DT 2.0 guides will be talking about the movement function.
There are two types of movement, absolute and relative. First, a word about absolute:
The numbers you see in the screenshot above are the coordinates in the dimension where this dome (or, more precisely, the arrows) is located. By using Absolute movement and, say, selecting 5 in Z, that means I want to move it to that exact location within the dimension. What usually happens when you do that is you’ll get an error about not being able to put things outside the boundary and whatever you had selected will go shooting off into the ether before it comes back as a jumbled mess.
Absolute movement is fine for things like figuring out an even number placement to figure out an offset from, such as this example:
You can incrementally move by using the absolute function and inputting the numbers, but that’s very tedious, and using Relative movement will do the same thing just as well, with only a few clicks.
With the default Rift client, the most pieces you can move at a time is around 200. More than that, and you risk crashing the client. Move too many, as was discovered when dimensions first came out, and you risk crashing your entire shard. Using the default, I almost never move more than 150 items. With Relative move, you can move many more. The dome shown above is 245 items, and relative move sent it two game units in the Z axis without a hitch, multiple times. I’ve moved as many as 450 items with Relative move, and others have reported moving many more.
Sometimes when using Relative movement, especially with a large number of items, you’ll notice that not every item is selected:
When that happens, you can manually nudge the selected items. I did that with this dome, and nudged a bit too hard, and immediately crashed. Luckily, I came back to see things were still complete (because I don’t have it as a saved set!) I recommend only moving extremely large amounts of items with caution, or loading it as a set first, and then making the movements when you know every single item is selected.
But what’s an axis, and how do you know which way to move?
The axes are the directions of travel, to put it in the simplest way, and the arrows will give you your direction of movement. In other words, if you’re going in the same direction as the arrow, it’s a positive movement. If you’re going the other way, it’s negative. X, Y and Z correspond to the rotations of Yaw, Pitch and Roll. I generally think of it this way:
Z = Up and down
X = Side to Side
Y = Front to Back
X and Y can change, depending on the perspective that I’m viewing the arrows from, but I like to work straight on as much as possible, so that’s the easiest way to work it for me. I wrote about the axes in the Toolbox Guides as well, and it’s the exact same principle.
Relative movement isn’t just for moving a large number of items, it’s best for fine adjustment.
For the mismatch shown above, there are a couple of ways to fix it. I can either manually move it, which may turn out to be an exercise in frustration, I can plug in the numbers for an Absolute move, which will quickly get tiresome as I plug in fraction by fraction, or I can do a Relative move, and just click a few times.
Now we’re movin’, movin’…