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-
- Multiply Document - Hints and tips on getting th emost use out of Vertex's
- multiply feature.
-
-
- The multiply command lets you apply any mathematical formula to any set of
- selected vertices. You are limited to affecting 1 axis at a time, ie.
- either X=, Y= or Z=.
-
- For the unitiated, this feature probably seems useless. "I don't know
- anything about math - I'm an artist!", might be what your saying to
- yourself. If this is the case, then I strongly urge you to read this
- document. It will not explain the rules and details of mathematics, but it
- will give you some formulas, with explainations, which could produce just
- the effect your looking for.
-
-
- Lets start by getting a feel for how the Multiply command works. With any
- object selected, activate the Multiply command under the Modify menu. To
- quickly erase the current formula, press and hold the right Amiga key,
- then press the X key.
-
- Now, enter the following formula:
-
- X=X
-
- (This may not look like a formula, but it is!)
-
- Before pressing return, try to guess what will happen. Ask yourself, "What
- is being changed." If you answered the X coordinate of all selected
- vertices, then you are correct. Thats what the X= part of the formula
- means. We will be assigning some value to the X coordinate of every
- selected vertex. Now, ask yourself, "What are we assigning to the X
- coordinate?"
-
- Well, for this example, the answer is - the original X coordinate. The net
- effect of this is that there will be no change to the object. We will be
- assigning the original X coordinate to the new X coordinate. If your
- saying, "Wow, thats pretty useless", your right. However, I wanted to get
- the point across about how the axis on the left of the equation, the X=,
- is what will be assigned a new value. And, this value is based on the
- right hand side of the equation.
-
- Now, lets take our example a little further. Lets alter our "useless"
- equation into something we can use:
-
- X=X*2
-
- Examine this equation. Ask yourself, "What is being changed?" and "What is
- it being changed to?" Lets run through it.
-
- We are changing the X coordinate (I hope this is clear now). Now, how are
- we changing the X coordinate? We are taking the original X coordinate and
- multiplying it by a factor of 2. So, every selected vertices X coordinate
- will be doubled. If your think this sounds alot like a scale command, you
- are right. This particular formula will double the width, or X axis, of an
- object. If we did this in the traditional 3D object editor, we would use
- the scaling command, and enter a value of 2 for the X axis. True, Vertex
- has a scale command and this is not that "useful" of a function, but it
- does open up some new possibilities.
-
- Lets take our example a quantum leap forward. Examine this formula, and
- try to figure out what will happen:
-
- X=X+Y
-
- Again, we will be affecting the X axis, as shown by the X= in the
- equation. Now we must ask, "What is the X axis being changed to?"
-
- We will be taking the X coordinate of the vertex and adding the Y
- coordinate to it. Do you know what this will produce? I'd highly suggest
- trying it now, as I'm sure you can find it useful.
-
- If you have tried it, you will see that this is a "shear" command. With it
- we can tilt a 3D object, or make 3D text italic. Pretty neat, eh? We have
- only just begun to make use of the Multiply command.
-
- ==========================================================================
-
- After playing with simple addition and multiplication of vertices, you
- will prbably discover most of the functions under the Transform Menu:
- Move, Scale and Size.
-
- With the addition of some simple trig formulas, we can open a whole new
- world of math. Please, don't be intimidated by the trig formulas - we will
- not be talking about theory! We will be giving you some useful examples of
- actually using the functions.
-
- Lets start with Cosine. Cosine is a trig function, and it is pretty
- useful. It will return a value between -1 and 1. This value will be
- circular, or wavy. The COS function should look like this:
-
- COS( X ) or COS( Y ) or COS( Z )
-
- Notice how there is COS, then an opening parenthesis, then a letter
- representing an axis, then a closing parenthesis. The letter of the axis
- is important, if we simply put a number in there, say COS( 10 ), we would
- always get the same result. When we put an axis in the middle of the
- parentheses, we get a varying, or wavy, result.
-
-
- We can use it to map a wave onto an object:
-
- Z=cos(x)
-
- Lets take a minute to talk about the function before we really try it out.
- First, it should be obvious that we are affecting, or changing, the Z axis
- of the object. Now, we ask "What is the Z axis is being changed to?" The Z
- axis will be assigned the COS of the value of the X coordinate. As the X
- coordinate changes, the Z coordinate will be the COS of that x coordinate.
-
- If this is confusing, (it is very difficult to explain with words), don't
- worry - we'll look at an example.
-
- If we used the formula Z=cos(x), we will probably be a little
- disappointed. The object will look rather flat after applying the formula.
- The reason is that we changed the Z coordinate to be the cosine of the X
- coordinate. The cosine function only returns values between -1 and 1. To
- fix this we need to change the formula a bit:
-
- Z=cos(x)*20
-
- Now that we've added the *20 to the equation, we will scale the new Z
- coordinate by 20. Type in this example, ans check out the effect. (Make
- sure you have some vertices selected!)
-
- The *20 is considered a scaling factor, or the amplitude. In this case,
- the Z coordinate will have coordinates any where from -20 to +20. So, by
- changing this value, we can change the size of the waves.
-
- Before we leave the cosine function, lets talk about 1 more thing -
- frequency. The frequency can be explained as the number of bumps, or high
- points, in a cosine wave.
-
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-
- To change the the frequency of a wave, we must scale the input. Here's an
- example:
-
- Z=cos(x * 2)*20
-
- Now we've changed our cosine formula to create twice as many high
- points, or complete waves, in the object. If you tried the cosine example,
- and found it gave you too few waves, then you can experiment with this
- scaling factor to increase the number of waves in the object.
-
- So, here is, finally, a really useful example. You now have the ability to
- make waves in your objects!
-
- To help you along, here are some hints/tips on using the cosine function:
-
- . The size of the original object is very important. You can use the
- same formula on 2 objects of different sizes, and get very different
- results.
- . If you object is centered on the origin, then you will get symmetrical
- results. Try moving the object on any axis before applying the
- formula, and see what you get.
- . Fairly large objects with few vertices, may result in a rather poor
- effect. If this is a problem, try subdividing the object, or scaling
- it down.
- . Don't hesitate to experiment! You may come up with some real
- interesting results just by changing the formula a little bit.
-
- ==========================================================================
-
- SIN is a trig function, as is cosine. In fact it is very similar to
- cosine, except the high point of the sine wave is the low point of the
- cosine wave.
-
- To see the effect of this difference, create an object, (a grid works the
- best), and apply the following formula:
-
- Z=sin(x*2)*30
-
- After this function returns, you will see an effect similar to the COS
- example above. Now, duplicate the object with Add-Duplicate, and apply
- this formula to the duplicated object:
-
- Z=cos(x*2)*30
-
- You will see how the waves are the mirror image of each other, across the
- Z axis.
-
-