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- Vertex 1.26b
- (C) Copyright 1991 Alexander D. Deburie
- All Rights Reserved
-
- Release: 12/27/91
-
-
-
-
- Please make sure you have read the file 'Must.Read'
- before proceeding.
-
- This unregistered version of Vertex may be freely distributed.
-
- **************************************************************
-
- Welcome to Vertex. This software is shareware. I have spent several
- months on this project, and I plan to spend many more adding new
- features and updating it. If you find this product useful, I urge
- you to contribute, as I am always willing to add features which
- registered users ask me to impliment.
-
- There are two types of registration:
-
- 1. Registered Users
- A contribution of $30 will give you a full working version, a
- manual file, documentation for the Arexx port, and a request
- form to submit for ideas/features you would like to see added.
- New versions will cost $10 for registered users.
-
- 2. Preferred Users
- A contribution of $50 will give you a full working version, a
- manual file, documentation for the Arexx port, a request form
- to submit for ideas/features, and FREE updates.
-
- I have worked VERY hard to make this package as commercial quality
- as possible. Please support my efforts, and creative software for
- the Amiga, by contributing.
-
- This evaluation version of Vertex may be freely distributed. The
- registered version may NOT be freely distributed.
-
- ****************************************************************
-
-
-
-
- ********************************************************************
-
- * Asteriks denote new aspects of this version
- You may also read the file Changes.Doc, now included.
-
- ********************************************************************
-
- ====================================================================
- Contents Vertex 1.26b Page 1
-
-
-
- CONTENTS:
-
- Introduction............................................2
- Intro...............................................2
- The User Interface..................................4
- Function Descriptions...................................6
- The Add Menu........................................7
- Add Basic Shapes...............................12
- Selection/Deselection Menus........................15
- The Modify Menu....................................24
- The Transform Menu.................................36
- Align Sub Menu.................................39
- The Delete Menu....................................43
- The View Options Menu..............................46
- The Globals Menu...................................51
- Save Menu..............................................57
- Compressed Files...................................59
- Sculpt 3D/4D Files.................................59
- Trubo Silver/Imagine Files.........................60
- Lightwave Files....................................61
- GEO Format.........................................64
- 3D Professional....................................64
- Wavefront..........................................65
- The Keyboard...........................................66
- The Future.............................................67
-
- ====================================================================
- Introduction Vertex Page 2
-
-
-
-
- INTRODUCTION:
-
-
- Vertex is a 3d object editor. It differs from other 3d editors in many
- ways. First and foremost, the editor does not limit you to 3 views. You
- can choose any view, including perspective, to select points and
- examine objects. Additionally, the view can be rotated, positioned and
- scaled at will by either typed in values or using the mouse. This makes
- the editor fast and responsive - no more will you have to move
- confusing "selector" boxes around to select vertices. Now you can
- simply rotate the view until you can plainly see any vertex you wish to
- select.
-
- You can choose either a "fast-draw" mode while changing the
- view, or a slower, but more detailed, full mode. Also, the view can be
- rendered at any time, using the current rotation, position and scale,
- at the press of a key.
-
- Selection of Vertices:
-
- Selection of vertices in Vertex is a primary concern. Personnaly, my
- efforts in 3d object design were seriously hampered by the frustration
- involved in selecting the right vertices. So, an interesting array of
- selection facilities have been added to Vertex. Included are:
-
- Select/Deselect By Vertex
- Select/Deselect Drag Boxes
- Select/Deselect Swap
- Select/Deselect By Name (From a Menu of Names)
- Select/Deselect Patterns
- Select/Deselect All Except
- Select/Deselect All
- Select Connected
-
- Even the compressed file format saves the selection status of
- each vertex. Additionally, you can now change the view while selecting
- vertices. While the "pick" pointer is active, you can press any of the
- 4 View buttons to change the view.
-
- ====================================================================
- Introduction Vertex Page 3
-
-
-
- Curved Surfaces:
-
- Curved surfaces represent the vast majority of "real" objects. Vertex
- has included two unique functions to make curved objects: Apply Curve
- and Multiply.
-
- Apply Curve is a bezier curve interface. You can define a bezier curve
- with four control points, and then "apply" that curve to all selected
- vertices. The application method can be either Conform, to force
- vertices to take the shape of the curve, Average, which averages the
- curve with the position of the vertices, and Additive, which adds the
- curve to the position of the vertices.
-
- Multiply is a feature totally unique to Vertex. It enables you to plot
- any mathematical formula to your 3d objects. Multiply includes full
- support for trig functions, a random number generator, scaling by axis,
- and much more. This gives Vertex an open end approach to curved surface
- generation.
-
- These curved surfaces are only a portion of the modification tools
- available in Vertex. You can also fuse vertices together, rondomize
- on any or all axes, or subdivide faces.
-
-
-
-
- File Formats:
-
- After you have modified your objects you can save them in many
- different formats. Included are:
-
- Sculpt 3D/4D
- Turbo Silver
- Imagine
- Lightwave
- Compressed
- GEO
- Wavefront
-
- Compressed is a private file format used by vertex to store the same
- object in less space, and preserve the selection status of each vertex.
-
- This is not all there is to Vertex, however. There is a full array of
- normal functions to:
-
- Create Lathes/Polygons/Grids
- Extrude
- Duplicate
- Move, Rotate, Scale and Size (by mouse or typed in values)
- Arexx compatability
- Deletion
- Undo Option
-
-
- ====================================================================
- The User Interface Vertex Page 4
-
-
-
- THE USER INTERFACE:
-
- Vertex uses a unique set of Pop-Up menus. Clicking the right mouse
- button will cause a menu to appear directly below the mouse pointer.
- There is no need to hold the button down - moving off the menu will
- make it go away. This menu is a list of options, as are regular menus,
- but many options will cause another Pop-Up menu to appear with further
- options. In this way, the Pop-Up menu system is like a tree. Each menu
- is a limb on the tree, and choosing an option from a menu will take you
- to a smaller branch on the tree. All branches start with the trunk, or
- Main Menu.
-
- The main menu will appear any time you press the right mouse button, or
- the space bar (provided you are not currently executing a function).
- Listed on the main menu are choices to add objects, select/deselect
- vertices, modify objects, transform objects, delete objects, load and
- save objects, change the view, and adjust certain options.
-
- The menu options will be fully explained later in this document.
- Getting used to this new kind of menu system might take a little time.
- Remember to click the right mouse button to make the menu appear, then
- move the pointer over the option you want, and then press the left
- button. (Click means to press and then release the button - do not
- hold the button down for any length of time)
-
- Each menu entry is preceeded by a 1 letter code. These one letter codes
- are "accelerator keys". With these accelorator keys, you can quickly
- start functions, without having to mess with menus. These keys are
- designed for speed - take note that most of the keys are located on the
- left half of the keyboard. This enables you to keep one hand on the
- mouse and the other hovering over the left side of the keyboard.
-
- For example, if you wanted to select all vertices at once, and you are
- not currently executing a function, you can do so by pressing 'S',
- (this will cause the Selection Pop-Up menu to appear) then, after
- letting go of the S key, press the 'A' key.
-
- In this manual, the accelorator keys will be shown in the form
-
- MenuKey - OptionKey
-
- For example. The Select All function above would be shown as: S-A.
- Likewise, to Deselect All vertices the key command would be D-A. You
- should not press the "-" between the letter. After a time you will
- no doubt find this feature useful.
-
- The accelerator keys are probably the best way to communicate with
- Vertex. You should at least try to get a few of them down quickly. I'd
- suggest trying S-A for Select-All and D-A for Deselect-All.
-
- There is more to Vertex than the Pop-up menus, however. The left side
- of the main screen contains several buttons for altering the view, and
- a status list of current information.
-
- ====================================================================
- The User Interface Vertex Page 5
-
-
-
- The first 4 buttons, labelled VIEW, allow you to change the view mode.
- Options include Perspective, Front, Side and Top. Many functions will
- allow you to alter the view while they are active. For example, while
- you are moving objects with the mouse, (with the Transform-Move Free
- option), you may change the view by pressing one of these buttons.
- Also, many functions within vertex work from the front, or X-Y, view.
- These include grids, polygons and the bevel routine.
-
- Below these buttons are the view tools. There is always a view tool on.
- You can rotate the view, position the view, or scale the view. When the
- default cross-hair pointer is shown, (while you are not executing a
- function), pressing the left mouse button in the main view window will
- alter the view based on whatever tool you have selected. If Rotate is
- selected, and you press the left mouse button, the view will be rotated
- while you hold the button down and move the mouse. Once you let go of
- the button, the view will be re-drawn with the new rotation values.
-
- I've now added buttons on the main screen to select and deselect
- vertices. Clicking on PICK will give you the pick pointer. In this
- mode you can either click on a single vertex to select it, or draw out
- a rectangle to select vertices.
-
- Below the Adjust View gadgets is a list of system information:
-
- VERTS: The current number of vertices
- EDGES: The current number of edges
- FACES: The current number of faces
- SLCT: The number of currently selected vertices
- EULR: The Euler number for all objects. This is the total number
- of vertices plus the total number of faces, minus the total
- number of edges. This is a handy formula, as certain kinds
- of objects have unique Euler numbers.
- PAN: The current pan rotation (or X axis rotation)
- TILT: The current tilt rotation (Or global Y axis rotation)
- POSX: View X position
- POSY: View Y position
- POSZ: View Z position
- ZOOM: Current Zoom Level (.01x to 16x)
-
- VMAX:, EMAX:, FMAX: have been moved to the About alert, under the
- miscellaneous (or Globals) menu.
-
-
- Finally, during the course of using Vertex, you will no doubt run into
- some requestors. All requestors in Vertex are fast requestors.
- Pressing the return key has the ability to respond to a requestor or
- alert.
-
- A Vertex Alert has a message and 2 buttons. The return key will
- activate the button which is outlined. This is usually the CANCEL
- button.
-
- Requestors are asking for information from you. If you press return on
- the last line of the requestor, this acts the same as pressing the OKAY
- gadget. If you wish to cancel a requestor, you must physically press
- the CANCEL button.
-
- ====================================================================
- Function Descriptions Vertex Page 6
-
-
-
- FUNCTION DESCRIPTIONS:
-
- The following section contains the complete descriptions for all of
- the functions and commands available from within Vertex. The Arexx
- interface is explained in another document - Arexx.doc.
-
- Each menu entry is explained fully, including hints on useage and the
- fast key combinations to quickly start a function. It is highly
- suggested you read this reference section, as it can save you a lot of
- time in learing to use Vertex.
-
- Most functions operate only on selected vertices (excluding the
- loading and saving routines which use all vertices, edges and faces).
- More specifically, you must have vertices selected to perform any
- transformations or modifications. If you do not, Vertex will tell you
- you have nothing selected and abort the function.
-
-
- ====================================================================
- The Add Menu Vertex Page 7
-
-
-
- THE ADD MENU:
-
- Add Polygon A-P
- Add Lathe A-L
- Add Grid A-G
- Add Duplicate A-D
- Add Basic Shapes A-B
- Add Vertex Precise A-V
- Add Vertex A-A
- Add Edge A-E
- Add Face A-F
-
-
-
- To add anything to Vertex, you must either read an object from disk,
- or create a new object within the program. Object reading is covered
- in its own section, later in this manual.
-
- The Add menu is where you can create new objects. Available are
- functins to create lathes, polygons, grids, simple shapes such as
- rings and spheres, and indicidual vertices. Also included, are
- functions to add specific edges and faces to previously created
- objects. (Face creation is needed since Polygons are not created with
- faces - you must put the faces within the polygons)
-
-
- ====================================================================
- Add Menu: Polygon Vertex Page 8
-
-
-
- Function: Add Polygon
- FastKey: A-P
-
- Description:
-
- Adding polygons is a simple manner. Choose this menu option, and the
- shape editor will appear. The main window now acts as a flat polygon
- designer. Clicking with the mouse will cause points to appear,
- connected to the previous point by an edge. You simply click the points
- to create any shape you wish. Clicking the right mouse button will
- cause a new menu to appear.
-
- Polygon Menu:
-
- The polygon menu has many features to help you with polygon
- creation. Here are the options:
-
- Undo Last Vertex Just as it says, will undo the last point
- created. You can undo all the way back to the
- first vertex created.
- Create Open Polygon This will create an open polygon out of the
- shape you have defined. You will be prompted
- for an object name. You can continue creating
- polygons after this point.
- Create Closed Poly This will create a closed polygon - the first
- and last points will be connected - and you
- will be prompted for an object name. You can
- continue creating polygons after this point.
- Grid On/Off This will turn a "snap-to" grid on, so your
- points will be forced to align with the grid.
- Adjust Grid This will let you adjust the grid resolution.
- Overlay On/Off Normally, you create objects 1 by 1. Overlay
- lets you see the objects already created behind
- your new object. This is handly for lining up
- new shapes to pre-existing shapes. The images
- are drawn on the X,Y axis.
- Exit Polygon This will leave the polygon creation tool,
- aborting any shape currently being created.
-
- All these menu options have associated fast-key commands, and can be
- invoked with a single key press. There is no need to press the 'A-P',
- since you are already in polygon mode.
-
- Function: Key:
- ===================== =====
- Undo Last Vertex U
- Create Open Polygon O
- Create Closed Polygon C
- Grid On/Off G
- Adjust Grid A
- Overlay On/Off V
- Exit Polygon X
-
- Please keep in mind that polygons do not have faces. They are nothing
- more than edges defining a shape. You must either use the planar fill
- function under the modify menu, or create the faces yourself.
-
- ====================================================================
- Add Menu: Lathe Vertex Page 9
-
-
-
- Function: Add Lathe
- FastKey: A-L
-
- Description:
-
- Choose this menu option, and the shape editor will appear. The main
- window now acts as a flat edge designer. Clicking with the mouse
- will cause points to appear, connected to the previous point by
- an edge. You simply click the points to create any shape you wish.
- Pressing the right mouse button will cause a new menu to appear.
-
- Lathe Menu:
-
- The lathe menu has many features to help you with lathe creation.
- Here are the options:
-
- Undo Last Vertex Just as it says, will undo the last point
- created. You can undo all the way back to the
- first vertex.
- Create Open Lathe This will create an open lathe out of the
- shape you have defined. You will be prompted
- for an object name, the angle which this shape
- will be rotated by, and the number of divisions
- to use.
- Create Closed Lathe This will create a closed lathe - the first and
- last points will be connected - and you will be
- prompted for an object name, the angle which
- this shape will be rotated by, and the number of
- divisions to use. This object will be built like
- a doughnut.
- Grid On/Off This will turn a "snap-to" grid on, so your
- points will be forced to align with the grid.
- Adjust Grid This will let you adjust the grid resolution.
- * Rewind Lathe This function will allow you to "rewind" to
- the previously created lathe. This is handy
- for trying different resolutions and/or
- angles with the same shape.
- Overlay On/Off Normally, you create objects 1 by 1. Overlay
- lets you see the objects already created behind
- your new object. This is handly for lining up
- new shapes to pre-existing shapes. The images
- are drawn on the X,Y axis.
- Exit Lathe This will leave the lathe creation tool,
- aborting any shape currently being created.
-
- All these menu options have associated fast-key commands, and can be
- invoked with a single key press. There is no need to press the 'A-L',
- since you are already in lathe mode.
-
- Function: Key:
- ===================== =====
- Undo Last Vertex U
- Create Open Lathe O
- Create Closed Lathe C
- Grid On/Off G
- Adjust Grid A
- Rewind Lathe R
- Overlay V
- Exit Lathe X
-
-
- ====================================================================
- Add Menu: Grid Vertex Page 10
-
-
-
- Function: Add Grid
- Fast Key: A-G
-
- Description:
-
- Grids are similar to graph paper. You can define the width and height
- of the grid, and the resolution.
-
- When this function is chosen a requestor appears, asking for the
- following information:
-
- GRIDX: This is the size, in units, of the grid width.
- GRIDY: This is the size, in units, of the grid height.
- RESX: This is the number of divisions to use for the width.
- RESY: This is the number of divisions to use for the height.
- NAME: The name of the new object.
-
- Grids are nice for applying curves to and using the multiply function
- with. Be careful, however, as grids can take up large amounts of
- storage space quickly.
-
- * Add grid now places the grid on the X,Y axis. Previous versions placed
- the grid on the X,Z axis.
-
-
- ====================================================================
- Add Menu: Duplicate Vertex Page 11
-
-
-
- Function: Add Duplicate
- FastKey: A-D
-
- Description:
-
- You can duplicate any object or set of selected vertices. You are
- presented with a requestor asking for:
-
- DISTX: This is the amount to move the new object on the X axis
- DISTY: This is the amount to move the new object on the Y axis
- DISTZ: This is the amount to move the new object on the Z axis
- NAME: This is the name of the new object. It defaults to the
- name of the first selected vertex plus a "-1" at the end.
- If the object is already named with a "-1", then it will
- be named "-2", etc...
-
- All selected vertices, and any associated edges and faces will be
- duplicated.
-
- The original vertices which were selected will now be deselected, and
- the newly created vertices will be selected. This is helpful when you
- wish to make multiple copies of the same object.
-
- ====================================================================
- Add Menu: Basic Shapes Vertex Page 12
-
-
-
- Function: Add Basic Shapes
- FastKey: A-B
-
- Cube A-B-C
- Pointed Star A-B-P
- Ring A-B-R
- Sphere A-B-S
-
- Cube
-
- When this function is selected a requestor appears asking for the
- length, with an height of the cube to be created, and its name.
-
- Pointed Star
-
- You are prompted with a reqiestor asking for the number of Points,
- the total diameter, and the name of the object.
-
- Ring
-
- This function brings up a requestor asking for a number of values:
-
- Radius1 The actual diameter of ring sections
- Radius2 The total diameter of the finished ring
- Points The number of points to create ring sections with
- Res The total number of divisions to make in the entire
- ring
- Name The name of the object.
-
- Sphere
-
- The add basic sphere function askes for the diameter, points and
- res of the sphere.
-
- Radius The total width of the finished sphere
- Points How many points to make the side of the sphere
- Res The total divisions to create the sphere
-
- * Problems with sphere in past versions have been corrected. You may now
- produce accurate spheres, without experiencing "open endedness".
-
-
- ====================================================================
- Add Menu: Vertex Precise Vertex Page 13
-
-
-
- Function: Add Vertex Precise
- FastKey: A-V
-
- Description:
-
- You can add vertices at precise positions with this function. You are
- presented with a requestor asking for:
-
- POSX: The X coordinate of the vertex
- POSY: The Y coordinate of the vertex
- POSZ: The Z coordinate of the vertex
-
- The name of this vertex will be the name of the last vertex. If you
- wish to enter large numbers of vertices in this manner, you may want to
- use Arexx instead.
-
-
-
- ====================================================================
-
-
-
- Function: Add Vertex
- Fast Key: A-A
-
- Description:
-
- This function lets you add vertices to the 3d environment. The vertices
- will allways be on the X,Y plane. Simple click the pointer anywhere in
- the 3d window to add points. Pressing the right mouse button will
- abort this operation.
-
-
- ====================================================================
- Add Menu: Edge Vertex Page 14
-
-
-
- Function: Add Edge
- FastKey: A-E
-
- Description:
-
- This function lets you add edges by clicking on 2 vertices.
- You can continue adding edges until you press the right mouse button.
-
- If you create an edge over an existing edge, it will be deleted by
- Vertex.
-
-
-
- ====================================================================
-
-
-
- Function: Add Face
- FastKey: A-F
-
- Description:
-
- This function lets you add faces by consecutively selecting 3 vertices.
- You can continue adding faces until you press the right mouse button.
-
- If you create an edge over an existing edge, it will be deleted by
- Vertex. Add face attempts a "Flush Duplicate Edges" after completing.
- Since it is possible that two edges are created with the same
- endpoints, the duplicates are deleted. A side effect of this is a slow
- down after exiting the Add Face function. Try to add faces early on
- in object development and/or enter many faces at once.
-
- This function is the only good way to fill concave polygons. If you
- create a polygon with, you may try filling it with Planar-Fill under
- modify. If this does not yield correct results, you may either add the
- faces by hand, or use another software which has the ability to fill
- concave polygons.
-
-
- ====================================================================
- Select and Deselect Menus Vertex Page 15
-
-
-
- SELECTION MENU: DESELECTION MENU:
-
- Select All S-A Deselect All D-A
- Select Swap S-S DeSelect Swap D-S
- Select Named S-N DeSelect Named D-N
- Select Vertex S-V Deselect Vertex D-V
- Select Area S-R Deselect Area D-R
- Select Pattern S-P Deselect Pattern D-P
- Select Except S-X Deselect Except D-X
- Select Connected S-C
- Select Exterior S-E
-
- Since selection are so closely related, and use many of the same
- functions, they are presented together. The major difference is that
- the selection menu offers the select connected, while deselection does
- not offer a deselect connected.
-
-
-
- ====================================================================
- Select and Deselect: All Vertex Page 16
-
-
-
-
- Function: Select All
- FastKey: S-A
-
- Description:
-
- This will select every vertex currently in memory. You may notice that
- the information strip has the line SLCT:. This is the total number of
- selected vertices. After this function returns, this number should
- match the VERTS: line at the top of the information strip.
-
-
-
- ====================================================================
- Function: Deselect All
- FastKey: D-A
-
- Description:
-
- This will deselect every vertex currently in memory.
-
-
-
- ====================================================================
- Select and Deselect: Swap Vertex Page 17
-
-
-
- Function: Select Swap
- FastKey: S-S
-
- Description:
-
- This will swap the selection of every vertex currently in memory. If
- the vertex was selected, it will be deselected, and vice-versa.
-
-
-
- ====================================================================
- Function: Deelect Swap
- FastKey: D-S
-
- Description:
-
- This will swap the selection of every vertex currently in memory. If
- the vertex was selected, it will be deselected, and vice-versa.
-
-
- ====================================================================
- Select and Deselect: Named Vertex Page 18
-
-
- Function: Select Named
- FastKey: S-N
-
- Description:
-
- This function will bring up a menu of all names currently in memoory.
- You can choose any object name you wish by clicking on it.
-
-
-
- ====================================================================
- Function: Deselect Named
- FastKey: D-N
-
- Description:
-
- This function will bring up a menu of all names currently in memory.
- You can choose any object name you wish by clicking on it.
-
-
-
- Please note that objects are actually assigned a number. Therefore, if
- you have an 2 objects, both named "LightBulb", these are actually 2
- seperate objects - the name LightBulb will show up twice in the object
- name list. To ensure they are all the same object with the same name,
- then select both, and use the Name Selected option under the Modify
- Menu.
-
-
-
- ====================================================================
- Select and Deselect: Vertices Vertex Page 19
-
-
-
- Function: Select Vertex
- FastKey: S-V
-
- Description:
-
- This function will give you the pick pointer so you can select
- individual vertices from the main view window. Exit the function by
- pressing the right mouse button. You may wish to rotate the view
- before choosing this function. Select Vertex and Select Area now work
- the same - you can either click on a vertex OR draw out a box while
- using either function.
-
-
-
- ====================================================================
- Function: Deselect Vertex
- FastKey: D-V
-
- Description:
-
- This function will give you the pick pointer so you can deselect
- individual vertices from the main view window. Exit the function by
- pressing the right mouse button.
-
-
-
- Also, you may alter the view, while in either of these functions by
- pressing the associated button to the left. You may not, however,
- rotate, position or scale the view while in using these functions.
-
-
-
- ====================================================================
- Select and Deselect: Area Vertex Page 20
-
-
-
- Function: Select By Area
- FastKey: S-R
-
- Description:
-
- This function will give you the pick pointer so you can select
- vertices by dragging out a rectangle. Press and hold the left mouse
- button to size the rectangle. Exit the function by pressing the
- right mouse button. You may wish to rotate the view before choosing
- this function.
-
-
-
- ====================================================================
- Function: Deselect By Area
- FastKey: D-R
-
- Description:
-
- This function will give you the pick pointer so you can deselect
- vertices by dragging out a rectangle. Exit the function by pressing the
- right mouse button.
-
-
-
- Also, you may alter the view, while in this function, by pressing the
- associated button to the left. You may not, however, rotate, position
- or scale the view while in this function.
-
-
- ====================================================================
- Select and Deselect: Pattern Vertex Page 31
-
-
-
- Function: Deselect Pattern / Select Pattern
- FastKey: D-P S-P
-
- Description:
-
- Selecting vertices by pattern requires entering a selection pattern.
- The pattern corresponds to how the vertices are layed out in memory.
- Here is an example:
-
-
- 10 Vertices before selection:
- (1 means selected, 0 means deselected)
-
- 1 1 1 1 1 1 1 1 1 1
-
- After applying the selection pattern '1100' the 10 vertices are
- selected as such:
-
- 1 1 0 0 1 1 0 0 1 1
-
- The selection pattern is repeated until the last vertex is reached.
-
- Pattern selection is a tricky function. It is not straight forward -
- it depends on the order of vertices in memory. Normally, when a lathe
- or grid is created, the vertices are added 1 at a time in order of
- creation. Some functions in Vertex will change the order of the
- vertices in memory. If you plan on using pattern deselection, do not
- use it after these functions:
-
- fuse
- Subdivide Edges
- Subdivide Faces
- Delete Selected Vertices
-
- These functions will mess-up the order of vertices in memory. You can
- use pattern deselection after using these functions, but it will not
- work very well.
-
-
- ====================================================================
- Select and Deselect: Except Vertex Page 22
-
-
-
- Function: Select Except
- FastKey: S-X
-
- Description:
-
- This function will select every object except the one you choose. This
- is a handy function that saves a lot of work when you need it.
-
-
-
- ====================================================================
- Function: Deselect Except
- FastKey: D-X
-
- Description:
-
- This function will deselect every object except the one you choose.
- This is a handy function that saves a lot of work when you need it.
-
-
-
- Suppose you have 10 objects in memory, and you have half of the
- vertices of one object selected. Now, if you want to swap-select the
- other vertices in that same object, you could choose Select-Swap. But
- doing so will cause ALL vertices to be swapped. Now you must go through
- by hand and deselect the unwanted vertices. This function eliminates
- the need for this kind of work. Together with Select All Except,
- you can have finer control over what gets selected and what doesn't.
-
-
-
- ====================================================================
- Select: Connected Vertex Page 23
-
-
- Function: Select Connected
- FastKey: S-C
-
- Description:
-
- This function will select every vertex which is connected by edges
- to a selected vertex. This is useful when objects overlap, and you
- can't select the object you want.
-
-
-
- ====================================================================
- Select: Exterior Edges
-
-
- Function: Select Exterior Edges
- FastKey: S-E
-
- Description:
-
- You'll probably want to do a Deselect-All before using this function.
- It will select every vertex which is part of an exterior edge. An
- exterior edge is one which is part of only 1 face.
-
- Please note, this function is not very fast. Small objects will get
- selected fairly fast, but as more edges are added, the time this
- function requires will grow exponentially! Don't be surprised at a 5
- minute wait for objects with 3000+ edges.
-
-
-
- ====================================================================
- Modify Menu: Vertex Page 24
-
-
-
- MODIFY MENU:
-
- Multiply M-M
- Apply Curve M-Q
- Randomize M-R
- Gravity M-G
- Extrude M-X
- Bevel Edges M-B
- Subd. Faces M-F
- Subd. Edges M-E
- Fuse Vertices M-W
- Overlay Fuse M-O
- Planar Fill M-P
- Name Selected M-N
- Distance M-D
-
- ====================================================================
- Modify Menu: Multiply Vertex Page 25
-
-
-
- Function: Multiply
- FastKey: M-M
-
- Description:
-
- Choosing this function will bring up a requestor asking for a
- mathematical formula. This formula must begin with either X=,
- Y=, or Z=. On the right side of the equals sign, you can supply any
- math formula, utilizing the functions listed below.
-
- In addition to using math functions, certian variables are defined for
- multiply. The variables X,Y, and Z are the respective X,Y and Z
- coordinates of the current vertex being multiplied. Additional
- variables include:
-
- XMAX: The maximum X coordinate
- YMAX: The maximum Y coordinate
- ZMAX: The maximum Z coordinate
- XMIN: The minimum X coordinate
- YMIN: The minimum Y coordinate
- ZMIN: The minimum Z coordinate
- XCEN: The average center X
- YCEN: The average center Y
- ZCEN: The average center Z
-
- You may use any constant numbers wherever you wish.
-
- The functions supported by Vertex include:
-
- SIN
- COS
- TAN
- ASIN
- ACOS
- ATAN
- LN
- LOG10
- LOG
- EXP
- SQRT
- RAND
- ABS
-
- The trigonometric functions take their input in degrees.
-
- ====================================================================
- Modify Menu: Multiply Vertex Page 26
-
-
-
- Here are some example (allowable) functions:
-
- Z=cos(x^1.2)*30*sin(z^1.2)
- This function will create an interesting "bumpy" pattern to
- a grid.
-
- Y=0
- This function will flatten all vertices onto the Y axis.
-
- Y=COS(SQR(X*X+Z*Z))*20
- This will create a nice water drop effect when applied to an
- object on the X,Z axis.
-
- X=SQR(y*cos(z^2))/x*x+23/rand(y*1.2)
- I have no idea what this function will produce!
-
- If you have ideas for further functions which might be useful, then let
- me know, I will put them in.
-
- Please note that, in order to speed up this feature, I have not
- included syntax checking. You must insure that the formula has
- properly matched parentheses. However, some wierd formulas ARE defined
- in vertex:
-
- Square roots of negative numbers are defined as Sqr(n) = -Sqr(-n)
- Division by zero is defined as zero
- "Domain" functions which require input from -1 to 1 will be set to
- zero if need be.
-
- I have personally noticed some wierd errors with this command. After
- making some internal changes to the program, I have not been able to
- make these error happen again. My advice is to save your objects
- before using this command, that way if it does freak out, you won't be
- set back.
-
- * Former versions of Vertex would not accept a unary minus as the first
- part of an equation: Y=-x*2. This problem has been fixed.
-
-
- ====================================================================
- Modify Menu: Curve Vertex Page 27
-
-
-
- Function: Apply Curve
- FastKey: M-Q
-
- Description:
-
- This is the bezier curve interface. Upon choosing this function, you
- are presented with a grid with a bezier curve on it, 4 control points
- to alter the curve, and a number of buttons, which appear to the left.
-
- The buttons are outlined below:
-
- ------------------------------------------
- Affect | |
- X Y Z | |
- Base | |
- X Y Z | Curve Drawing Area |
- | |
- Conform | |
- Average | |
- Additive | | Current View
- | |
- ------------------------------------------
-
- The X,Y,Z gadgets in the upper left are called the 'Affect Axis'. This
- choice decides which axis will be changed by the curve. The lower X,Y,Z
- gadgets determine which axis will be the 'Base Axis' for the curve. As
- the coordinates of vertices change along this axis, the corresponding
- change will take place on the Affect axis.
-
- If this is confusing, don't worry. Try the function out with a simple
- grid, and you will get a feel for it.
-
- Finally, the way the curve will change the vertices on the 'Affect
- Axis' can be chosen from the gadgets in the lower left. The choices
- include:
-
- Conform: This will force the object to take the exact curve you
- have defined
- Average: This will average each vertices' orginal position with
- the new position determined by the curve.
- Additive: This will add the new coordinates to the original
- coordinates.
-
- Upon pressing the right mouse button, a pop-up menu will appear with
- following options:
-
- Apply Curve: This will apply the curve to all selected vertices
- Flip Curve: This will quickly flip the curve vertically
- Flatten Curve: This will flatten the curve in the center.
- Abort: This will terminate the function, without affecting
- any vertices.
-
- ====================================================================
- Modify Menu: Randomize Vertex Page 28
-
-
-
- Function: Randomize
- FastKey: M-R
-
- Description:
-
- This will let you randomize vertex positions on the X,Y and/or Z axis.
- A requestor appears asking for the ranges to randomize each axis. A
- value of 0 will cause no change to take place on an axis.
-
-
-
- ====================================================================
- Modify Menu: Gravity
-
-
-
- Function: Gravity
- FastKey: M-G
-
- Description:
-
- This function will bring up a small, moveable, control panel:
- ____ ____
- | << | | >> |
-
- Strength:
- 10
-
- | DONE |
-
- With the buttons, you can apply a certain ammount of gravity to the
- selected vertices. Type in the strength of the gravity in the string
- gadget.
-
- This functions relys on the Hot Spot, or the centroid of the selected
- vertices. If the Hot Spot is activated, it will automatically use it.
- If not, it will use the centroid as the center of gravity.
-
- The left pointing arrows will cause the gravity to be applied away
- from the hot-spot, while the right pointing arrows will cause it to be
- applied towards the hot-spot.
-
- ====================================================================
- Modify Menu: Extrude Vertex Page 29
-
-
-
- Function: Extrude
- FastKey: M-X
-
- Description:
-
- This is a basic extrude function. You can enter distances to extrude
- on any or all three axes. A value of zero will result in no movement
- on that axis.
-
- * Extrude is now a smarter routine. When a flat, face filled, object is
- extruded, only the exterior edges will be extruded. This will get rid
- of the extra faces which were created with the older extrude.
-
-
- ====================================================================
- Modify Menu: Subdivide Faces Vertex Page 30
-
-
-
- Function: Subdivide Faces
- FastKey: M-F
-
- Description:
-
- This function will take a selected face and create 3 faces from it.
- Heres how it works:
-
- A
- / \
- / \
- / \
- / \
- / \
- B-----------C
-
- If the above face were subdivided, with the Subdivide Face command,
- it would end up like this:
-
- A
- /|\
- / | \
- / /D\ \
- /_/ \_\
- // \\
- B-----------C
-
- You will end up with 3 faces: A-B-D, A-D-C and B-D-C.
-
-
- ====================================================================
- Modify Menu: Subdivide Edges Vertex Page 31
-
- Function: Subdivide Edges
- FastKey: M-E
-
- Description:
-
- This function will add an extra vertex on the edge of each select
- edge. The Bast way to describe this is with an example:
-
-
- * *
- / \ / \
- / \ / \
- / \ *-----*
- / \ /\ /\
- / \ / \ / \
- / \ / \ / \
- *-------------* *------*------*
-
- Before Subdividing: After Subdividing:
-
- 3 Vertices 6 Vertices
- 1 Face 4 Faces
-
- You can use this function to add detail to sections of your objects.
-
- Be careful, as you can quickly fill up memory by continuously
- subdiving in this manner.
-
-
-
-
- ====================================================================
- Modify Menu: Fuse Vertices Vertex Page 32
-
-
-
- Function: Fuse Vertices
- FastKey: M-W
-
- Description:
-
- This function will take all selected vertices and fuse them into 1. The
- new vertex will be located at the centroid of the selected vertices.
- All edges and faces will be repositioned, and some may be deleted, to
- create a proper 3d object. This process may cause a small delay. Using
- this function with 1000 vertices and 2000 edges will probably take 2
- or 3 minutes to execute.
-
- There is now a test within the fuse function to ensure that all
- selected vertices have the same name. If they do not, you will be
- asked if you wich to continue. The reason for this is that future
- versions of Vertex will rely more heavily on object names. (to make
- way for face attributes, etc..)
-
-
-
-
- ====================================================================
- Modify Menu: Planar Fill Vertex Page 33
-
-
-
- Function: Planar Fill
- FastKey: M-P
-
- Description:
-
- This function will fill a shape with faces. The way it does this is
- similar to the way the Lightwave loader does - that is, it adds a
- vertex to the center of the selected vertices, and connects that
- vertex to all the selected vertices with new faces.
-
- Be warned, however, that this method only works for convex polygons:
-
- _______ ________
- / \ / \
- / \ / \
- \_________/ \___ \
- \ |
- Convex ___/ /
- \_________/
-
- Concave
-
- A convex polygon is one which how no indentations in its profile. The
- concave polygon in the example above, has an indentation in its side
- which will not fill correctly.
-
- ====================================================================
- Modify Menu: Name Selected Vertex Page 34
-
-
-
- Function: Name Selected
- FastKey: M-N
-
- Description:
-
- This function will let you modify the name of all selected vertices.
- After this function executes, all unused names will be flushed from
- memory.
-
- There is a limit of 40 names for objects. Until I get a wider menu
- finished, this limit will remain.
-
- ====================================================================
- Modify Menu: Bevel Vertex Page 35
-
-
-
- Function: Bevel Edges
- FastKey: M-B
-
- Description:
-
- The bevel edges function will take a flat object on the X,Y axis,
- extrude it and create a beveled edge on the sides of the object. It
- is similar to routing the edges of the shape. This is a very useful
- function to add that "chiseled" look to fonts, or any other shape.
- There are, however, some restrictions:
-
- The object must have faces in it, say like a solid font.
- Objects must lie on the X,Y plane. Any other kind of
- object will result in improper results.
-
- When you choose this function, a selector appears asking for the
- amount to bevel. Please remember that this amount is both the amount
- of extrusion, and the inset for the beveling.
-
-
-
- ====================================================================
- Modify Menu: Overlay Fuse
-
-
-
- Function: Overlay Fuse
- FastKey: M-O
-
- Description:
-
- This function will attempt to connect two objects. The vertices which
- will be connected must lie directly over one another, (have the same
- X,Y,Z coordinates), and they must be selected.
-
- This is a wild function. I think it calls a 3 or 4 other functions. It
- will delete selected faces, delete duplicate edges, and delete unneeded
- edges. The end result is that your object should be physically
- connected, with no unneccessary faces or edges between them. Check out
- the object "cuboid.comp" to see an example of this in action.
-
- If your points will not connect, then perhaps they are not close
- enough. (Currently, the vertices must be within 1 unit from one
- another to be candidates for fusing.) Try zooming in on them and
- positioning them closer to get a good result.
-
- ====================================================================
- Transform Menu Vertex Page 36
-
-
-
- TRANSFORM MENU:
-
- Initialize T-I
- Move T-M
- Rotate T-R
- Scale T-S
- Size T-Z
- Align T-A
- Lowest X/Y/Z 1,2,3
- Center X/Y/Z 4,5,6
- Highest X/Y/Z 7,8,9
- Move Free
- Scale Free
- Size Free
- Edit T-E
- Toggle Hot Spot T-T
- Set Hot Spot T-H
-
-
-
- The transform functions let you move, scale and rotate vertices and
- objects. These functions require you to first select the vertices you
- wish to move, then choose the function you want.
-
- The newly added hot spot will now be the center of rotations or scales
- if it is active. To set the hot spot, you may press on the circle in
- the main window, then click anywhere to set it. (If the perspective
- view mode is active, you must place the hot spot on a selected
- vertex, or it will not be moved)
-
- Alternatively, you can type in coordinates for it by using the Set Hot
- Spot command under transform here.
-
-
-
- ====================================================================
- Transform: Initialize Vertex Page 37
-
-
-
- Function: Initialize
- FastKey: T-I
-
- Description:
-
- This will center all selected vertices on the origin (0,0,0), or on
- the hot spot, if it is active.
-
-
-
- ====================================================================
- Transform: Move
-
-
-
- Function: Move
- FastKey: T-M
-
- Description:
-
- Move precise enables you to move selected vertices any number of units
- on any or all axes. A requestor will appear asking for the amount to
- move on each axis. The values are stored from the last time the
- function was called.
-
-
-
- ====================================================================
- Transform: Rotate
-
-
-
- Function: Rotate
- FastKey: T-R
-
- Description:
-
- This function lets you rotate all selected vertices about any axis.
- Just enter the rotations in the requestor. Normally, the rotation is
- performed about the center, or average, of the selected vertices.
- However, you may now use the hot-spot as the rotation center, if it is
- active.
-
-
-
- ====================================================================
- Transform: Scale Vertex Page 38
-
-
-
- Function: Scale
- FastKey: T-S
-
- Description:
-
- Here you can stretch and squeeze objects on any or all axes. The
- values entered in the requestor are relative to 1. So, a scale factor
- of 1 will cause no scaling to occur. Values smaller than 1 will shrink
- the object, values larger than 1 will expand the object. To mirror an
- object across an axis, use the value -1 for that axis.
-
-
- ====================================================================
- Transform: Size
-
-
-
- Function: Size
- FastKey: T-Z
-
- Description:
-
- With this function you can quickly size objects on all three axes at a
- time. Values smaller than 1 reduce the object, and larger than 1 expand
- the object.
-
-
- ====================================================================
- Transform: Align Vertex Page 39
-
-
-
- Function: Align
- FastKey: T-A
-
- Description:
-
- This is a new sub menu added to aid aligning objects.
-
- You are presented with 9 choices for aligning objects. All these
- alignments are relative to the first object selected. In order to keep
- from flattening entire objects, this command operates based on the
- name of each object. Heres an example:
-
- Original
-
- --------- ----------------------
- | | | |
- ---------- | | ----------------------
- | | | | Obj 3
- | | ---------
- ---------- Obj 2
- Obj 1
-
- After Aligning on the lowest Y:
-
- ---------
- ---------- | |
- | | | | ----------------------
- | | | | | |
- ---------- --------- ----------------------
- Obj 1 Obj 2 Obj 3
-
-
- This is a handy function to align 3D text.
-
-
- ====================================================================
- Transform: Move Free Vertex Page 40
-
-
-
- Function: Move Free
- FastKey: none
-
- Description:
-
- Lets you Move objects freely about the screen. Since the screen is
- only 2 dimensional, the current view will determine which axis the
- object will be moved on. The view gadgets themseleves tell you which 2
- axis they pertain to.
-
- PERSP:
- Up and Down moves the object on the Y Axis
- Left and right moves the object on the X Axis
- FRONT:
- Up and Down moves the object on the Y Axis
- Left and right moves the object on the X Axis
- SIDE:
- Up and Down moves the object on the Y Axis
- Left and right moves the object on the Z Axis
- TOP:
- Up and Down moves the object on the Z Axis
- Left and right moves the object on the X Axis
-
- Bear in mind when using this function that no account is taken of the
- current view rotations. It is always best to select one of the view
- gadgets before entering this function. That way, you will know which
- direction to move the mouse. While in this function you can change the
- View gadget.
-
- Press the right mouse button to exit the function.
-
-
-
- ====================================================================
- Transform: Scale Free Vertex Page 41
-
-
-
- Function: Scale Free
- FastKey: none
-
- Description:
-
- This function lets you scale objects with the mouse. See Move Free for
- a definition of which mouse movements will affect which axis.
-
- Press the right mouse button to exit the function.
-
-
-
- ====================================================================
- Transform: Size Free
-
-
-
- Function: Size Free
- FastKey: none
-
- Description:
-
- This function will allow you to globally size all selected vertices
- with the mouse. After pressing the left mouse button, move the mouse
- left and right to change the scale. Abort this function by pressing
- the right mouse button.
-
-
- ====================================================================
- Transform: Edit Vertex Page 42
-
-
-
- Function: Edit
- FastKey: T-E
-
- Description:
-
- Edit allows you to select a set of points from your 3D object
- and move those points by simply clicking and moving the mouse. The
- function requires you to have one of the non-perspective views active,
- Front, Side or Top. Once you select the vertices you wish to edit,
- then choose the view you wish to change them in, select this function.
-
- The screen will be re-drawn with only the selected vertices, and the
- edges which these vertices are connected to. Now, by simply clicking
- and holding on the vertex you wish to move, you may move the mouse,
- and reshape the object.
-
- With Edit you can pick a group of vertices to move, then move
- each one individually.
-
- This function was added to lessen the steps needed to move individual
- points. Normally, you'd have to select the point you want to move,
- then enter Transform Move Free, move the point, exit the function,
- deselect everything, then select the next point to be moved. With Move
- Point, you may select a number of vertices at a time, and move each
- one independent of the others.
-
-
-
- ====================================================================
- Transform: Hot Spot On/Off
-
-
-
- Function: Hot Spot On/Off
- FastKey: T-T
-
- Description:
-
- This will turn on or off the Hot Spot (The little black circle with an
- X thorugh it.)
-
- This hot spot acts as the pivot point for Rotate, the scaling center,
- and the sizing center. Also, it is the magnet position, and can be
- used as the center for Transform-Initialize.
-
- If the hot spot is set to off, then the centroid of all selected
- vertices will be used as the basis for the above mentioned functions.
- This is the way Vertex used to handle rotations/scaling/sizing. I
- added the Hot Spot specifically for the Gravity function, and it just
- so happened that these functions were automagically based on the
- Hot-Spot.
-
-
-
- ====================================================================
- Transform: Set Hot Spot
-
-
-
- Function: Set Hot Spot
- FastKey: T-H
-
- Description:
-
- This will let you position the hot spot, if it is active. The values
- in the requestor represent the hot spots current position. Enter new
- values as needed.
-
- ====================================================================
- Delete Menu Vertex Page 43
-
-
-
- DELETE MENU:
-
- All X-A
- Vertices X-V
- Edges X-E
- Faces X-F
- Dup Faces X-D
- Dup Edges X-X
- Useless Edges X-U
-
- Nearly all the delete functions will act upon selected objects. A
- selected vertex appears white, a deselected vertex is black. A
- selected edge is an edge with the vertices at either end being
- selected. A selected face has all three corner vertices selected.
-
- ====================================================================
- Delete: Delete All Vertex Page 44
-
-
-
- Function: Delete All
- FastKey: X-A
-
- Description:
-
- Delete all will delete everything currently in memory. You will first
- be presented with a requestor asking if you are sure about deleting
- everything.
-
-
-
- ====================================================================
- Delete: Delete Selected
-
-
-
- Function: Delete Selected Vertices
- Fast Key: X-V
-
- Description:
-
- This enables you to delete only the vertices you have selected. no
- requester appears asking if it is okay to do so, but you may Undo this
- if you have set undo to be on.
-
-
-
- ====================================================================
- Delete: Delete Edges
-
-
-
- Function: Delete Selected Edges
- FastKey: X-E
-
- Description:
-
- Only edges with both vertices selected will be deleted. If any face is
- associated with any selected edge, it will also be deleted.
-
-
-
- ====================================================================
- Delete: Delete Faces
-
-
-
- Function: Delete Selected Faces
- FastKey: X-F
-
- Description:
-
- Only faces with all three vertices selected will be deleted. Any
- edges are also selected wil be left intact.
-
-
-
- ====================================================================
- Delete: Delete Duplicate Faces Vertex Page 45
-
-
-
- Function: Delete Duplicate Faces
- FastKey: X-D
-
- Description:
-
- Since many file formats save each face twice, you may wish to delete
- the duplicate ones while editing your objects. Be warned, this routine
- is not converted to assembly language yet, so it may take a little
- time to execute. It may take up to 20 minutes to execute when you have
- 1500 faces in memory.
-
-
-
- ====================================================================
- Delete: Delete Duplicate Edges
-
-
-
- Function: Delete Duplicate Edges
- FastKey: X-X
-
- Description:
-
- Similar to deleting duplicate faces, this routine will free up memory
- and go a long way towards "cleaning up" an object. This routine is
- written in assembly, ans should operate much faster than the face
- deleting function.
-
- Normal operation should not require this function. However, reading
- some file types may require this function. Check out the EULR: number
- in the information display. This number represents the total number of
- vertices plus the total number of faces, minus the total number of
- edges in an object. If this number is extremely high, or low (say
- -145), then you may try this function, and delete duplicate faces, to
- clean up the object.
-
-
-
- ====================================================================
- Delete: Delete Useless Edges
-
-
-
- Function: Delete Useless Edges
- FastKey: X-U
-
- Description:
-
- When I did the Overlap-Fuse routine, I decided to delete the unneeded
- faces between the fused objects. A side effect of this was a routine
- called "Delete Useless Edges". A useless edge is one which is not part
- of any face. This routine does not require the edges to be selected,
- so be careful. You may want to use this function after doing an
- extrude, as currently there are "useless" edges in the center of
- certain extruded objects.
-
- ====================================================================
- View Options Vertex Page 46
-
-
-
- VIEW OPTIONS MENU:
-
- Initialize View V-V
- Indicator Size V-I
- View Rotations V-R
- View Positions V-P
- View Scale (Zoom) V-Z
- Hide Selected V-S
- Hide Vertices V-H
- Unhide Vertices V-U
- Fast Draw Toggle V-F
- Trans Fast Draw Toggle V-T
- Solid V-1 (or just 1)
- Wire Frame V-2 (or just 2)
- Anim Wire V-3 (or just 3)
- Solid Model V-4 (or just 4)
-
- ====================================================================
- View: Initialize Vertex Page 47
-
-
-
- Function: Initialize View
- FastKey: V-V
-
- Description:
-
- Upon selecting this menu option, the view rotations, positions and zoom
- factor will be returned to their normal values.
-
-
-
- ====================================================================
- View: Indicator Size
-
-
-
- Function: Indicator Size
- FastKey: V-I
-
- Description:
-
- This lets you change the size of the vertex indicators. Allowable
- values range from 1 to 10. You may now enter a value of 0 to force
- the program NOT to draw selectors. This should speed up displays a
- little. Please note, you will not be able to select anything in this
- mode.
-
-
- ====================================================================
- View: Rotations Vertex Page 48
-
-
-
- Function: View Rotations
- FastKey: V-R
-
- Description:
-
- This lets you enter by hand the view rotations pan and tilt.
-
-
-
- ====================================================================
- View: Positions
-
-
-
- Function: View Positions
- FastKey: V-P
-
- Description:
-
- You can change the view positions with typed in values.
-
-
-
- ====================================================================
- View: Scale (ZOOM)
-
-
-
- Function: View Scale (Zoom)
- FastKey: V-Z
-
- Description:
-
- This function lets you enter the zoom factor. I must note here that my
- zoom routine is not perfect. Zooming large objects to 16x
- magnification might (probably will) result in odd edges appearing. I
- am working on a solution to this problem, but speed is a major concern
- in the drawing routines, and all my solutions to this point have
- slowed edge drawing considerably.
-
- If this results in horrible drawings, try turning off the Persp mode.
-
-
- ====================================================================
- View: Hide Selected
-
-
-
- Function: Hide Selected
- FastKey: V-S
-
- Description:
-
- Vertex now offers the ability to hide vertices. This will hide all
- vertices which are currently selected. (It will also deselect them -
- hidden vertices may not be modified!)
-
-
- ====================================================================
- View: Hide Vertices
-
-
-
- Function: Hide Vertices
- FastKey: V-H
-
- Description:
-
- This will give you the pick pointer so you may choose which vertices
- to hide. Remember, hidden vertices cannot be selected or modified.
-
-
- ====================================================================
- View: Unhide Vertices
-
-
-
- Function: Unhide Vertices
- FastKey: V-U
-
- Description:
-
- This will un-hide all hidden vertices.
-
-
-
- ====================================================================
- View: Fast Draw Vertex Page 49
-
-
-
- Function: Fast Draw Toggle
- FastKey: V-F
-
- Description:
-
- When altering the view parameters with the mouse, you may want either
- speed or detail. When this flag is on, changing the view with the mouse
- will cause a box, the size of all objects, to replace the normal
- drawing of the objects. When the flag is off, changing the view will
- require waiting for the entire image to re-draw. On slower systems this
- delay may take quite a while, and cause a jerky feel to movements.
-
-
-
- ====================================================================
- View: Trans Fast Draw
-
-
-
- Function: Trans Fast Draw
- FastKey: V-T
-
- Description:
-
- This toggle works the same as Fast Draw above, but applies to the
- Transform menu options of Move Free, Scale Free and Size Free.
-
-
- ====================================================================
- View: Render Solid Vertex Page 50
-
-
-
- Function: Render as Solid
- FastKey: V-2 (or just 2)
-
- Description:
-
- This feature will close the main window and open a 16 color hi-res
- screen where the current view will be rendered. You can abort the
- render at any time by pressing either mouse button. Please note that
- this is in no way intended to be a rendering system. This quick solid
- model is provided to aid in object development, and that is all. There
- are no facilites to save these images, or transfer them to video, at
- this time. I would really like to develop a good scan-line rendering
- system at some time in the future, but currently, it is nothing more
- than a basic shading routine.
-
-
-
- ====================================================================
- View: Render Wire
-
-
-
- Function: Render as Wire Frame
- FastKey: V-2 (or just 2)
-
- Description:
-
- This feature will close the main window and open a 2 color hi-res
- screen where the current view will be rendered. You can abort the
- render at any time by pressing either mouse button.
-
-
-
- ====================================================================
- View: Anim
-
-
-
- Function: Animate as Wire Frame
- FastKey: V-3 (or just 3)
-
- Description:
-
- A requestor will appear asking for a step value. This is the number of
- degrees to rotate by for each frame of the animation. You can abort
- this function by pressing and HOLDing the left mouse button.
-
- ====================================================================
- View: Solid
-
-
-
- Function: Solid model
- FastKey: V-4 (or just 4)
-
- Description:
-
- The beginnings of my solid model routine. Not done yet, but it gives
- you another way of seeing the objects (without lines)
-
- ====================================================================
- Global Menu Vertex Page 51
-
-
-
- GLOBALS MENU:
-
- Sleep SPACE-SPACE-S (Or the HELP key)
- Save Defaults SPACE-SPACE-Z
- Undo On/Off SPACE-SPACE-U
- Overwrite SPACE-SPACE-O
- About SPACE-SPACE-A
-
-
- ====================================================================
- Globals: Sleep Vertex Page 52
-
-
-
- Function: Sleep
- FastKey: SPACE-G-S
-
- Description:
-
- Vertex is written in GFA and assembly language. GFA is a great
- programming language, it has built in bezier curves, a built in file
- requestor, extremely fast floating point operations and built in
- sorting routines, but it lacks one thing which is extremely important
- to Amiga users - full multitasking support. It will multitask, but
- other tasks will slow to a crawl. This option, also attainable by
- pressing the 'HELP' key, will close the editor and enable full
- multitasking. To get back from sleeping, simply press the close gadget
- of the sleep window on the Workbench Screen. This sleep window has a
- further benifit, as it frees up about 65k of precious chip memory.
-
- Hopefully, a future version of GFA will better support multi-tasking.
-
-
- ====================================================================
- Misc: Save Defaults Vertex Page 53
-
-
-
- Function: Save Defaults
- FastKey: SPACE-G-Z
-
- Description:
-
- This will save the file 'Vertex.Defaults' to the S: directory. After
- saving this file, everytime you start Vertex, it will read this file
- and configure the system to your choices.
-
- Saved are:
-
- Undo On/Off
- Indicator Size
- Overwrite On/Off
- Fast Draw On/Off
- Trans Fast Draw On/Off
-
-
- ====================================================================
- Misc: Undo Vertex Page 54
-
-
-
- Function: Undo Toggle
- FastKey: SPACE-G-U
-
- Description:
-
- This will turn Undo on or off. When Undo is on, your allowable number
- of vertices, edges and faces will be cut in half, making room for an
- undo buffer. You can turn undo on and off at any time.
-
- Turning undo on will only work if you currently have less than 1/2 of
- the maximum number of vertices, edges or faces. If you have more than
- half the total allowable vertices, edges or faces, then Undo will not
- come on. You can determine the status of Undo by examining the "Undo"
- gadet on the left side of the screen. If the word UNDO is written in
- the middle of the gadget, then UNDO is on. If the gadget is blank,
- then UNDO is off.
-
-
- ====================================================================
- Misc: Overwrite Vertex Page 55
-
-
-
- Function: Overwrite Toggle
- FastKey: SPACE-G-O
-
- Description:
-
- When you go to save a file, the system first checks to see if the
- file already exists. If this toggle is on, and a file already exists,
- you will be asked if you want to over write the file. If this toggle is
- off, Vertex will automatically overwrite the file.
-
-
- ====================================================================
- Globals: About Vertex Page 56
-
-
-
- Function: About
- FastKey: SPACE-G-A
-
- Description:
-
- This will bring up a requestor telling you the version number of
- Vertex, a serial number (for registered users) and the amout of free
- chip and fast memory available in the system. Also, you will see the
- maximum number of vertices, edges and faces which Vertex can handle on
- your machine (memory dependant)
-
-
- ====================================================================
- Save Menu Vertex Page 57
-
-
-
- Save Menu:
-
- Sculpt 3D/4D
- Turbo Silver/Imagine
- Lightwave (See Note)
- GEO (VideoScape 3D)
- Wavefront
- 3D Professional
-
-
- ====================================================================
- Save Menu Vertex Page 58
-
-
-
- This section describes the major file formats understood by Vertex.
- Included are notes on usage, cautions to watch out for, and some
- additional notes on using each file format.
-
- At this point, only the 3D object is transferred by Vertex. Face
- attributes, ie. color, reflection, transparency, etc., are not
- transferred at this time. I am working on a solution to this problem
- at this time.
-
- Be warned again that I am not responsible for any mishaps reguarding
- files, disks or loss of anticipated profits from use of this program.
- It is provided as-is (Please read the file Must.Read).
-
- If a problem does occur, I will be more than happy to find a solution,
- if such a solution is possible.
-
-
- ====================================================================
- Save: Compressed Vertex Page 59
-
-
- The compressed file format, which is the only saveable format
- available in the demonstration version, is a special format used
- internally within Vertex. The format will save more information in
- less space, and at the same time, retain the selection status of the
- vertices saved.
-
- Version 1.24 and above will discontinue Save-Compressed from the Demo
- Version. it has come to my attention that some people are trying to
- hack my compressed file format, so I am left with little choice but to
- remove it. Full registered versions will support it - it is still a
- good method to archive objects in less space.
-
- ====================================================================
- Save: Sculpt
-
-
-
- Sculpt 3d/4d Files
-
- Only Sculpt objects are used by Vertex. Whole scenes, including
- light locations, observers, render modes, etc., are not saved with
- Vertex files. The files end in .scene only for Sculpt compatability.
-
- Most all Sculpt 3D/4D files should work in Vertex. However, since
- sculpt 4D has added new object types to their software, including
- b-splines, etc., I can make no guarantee as to object conversion. If
- you do have a problem with a file, simply send me the file and I
- will attempt to read it in correctly. If you are a preferred user,
- I will send you the update as soon as I can. Minor changes such as
- this will cost a little. I will pro-rate small changes such as this
- to some value relative to time involved, real usefulness, etc.
- (This value should not go beyond the $10.00 update price), for
- basic registered users.
-
- Sculpt's file format, SC3D, most closely resembles the way Vertex
- stores it's information. As a result, these files should load and
- save the quickest of all.
-
-
- ====================================================================
- Save: Turbo/Imagine Vertex Page 60
-
-
-
- Turbo Silver/Imagine Files
-
- Turbo Silver and Imagine both utilize the same file format. Again,
- "primitive" objects, such as sphere's, may not be transferred
- correctly. Only individual objects saved and loaded are compatible
- with Vertex. These objects can be saved and loaded in the Object
- Editor of either package. Again, entire 'CELL' files are not
- handled by Vertex, only the individual objects of the cells.
-
- Load time may take a bit. Since the Turbo Silver/Imagine file
- format stores faces in a different manner than most other software,
- conversion must be performed at load time. The load and save
- routines are optimized in assembly, so they should operate fairly
- fast. Do not be alarmed at a 2-3 minute delay on standard (68000)
- systems for larger objects.
-
- This latest version, 1.24, will correctly handle named objects.
- However, a word of warning is in order. Since Turbo Silver and
- Imagine require objects to be single entities, you must be
- careful that the objects you save are not connected to other
- objects with different names. For example, if you have 2 simple
- cubes with different names, and then connect the cubes by placing
- a face between them (with the Add-Face command), they will not
- save correctly. This is because the new face will contain 2 vertices
- with one name, the the third vertex will have another name.
- Currently the Fuse function will first check to see if all the
- vertices to be fused together have the same name. Other functions,
- however, such as Fuse-Connected, Add Edge and Add Face do NOT
- check to make sure all vertices have the same name. It is up to
- you, the user, to ensure objects are correct.
-
- If you have a problem saving objects in Silver/Imagine, then I
- suggest you make use of the select connected function. ie. Select
- 1 object from the Named menu, do a select connected, then re-name
- the object. Do this for every object in memory, and you should be
- fine. If anyone has a real problem with this, then I'll make this
- a macro done before Imagine/Turbo saving.
-
- This routine now checks the edge list to see if any edge has
- endpoints with different names. If an edge is found with 2
- differently named vertices, the function will abort.
-
- Currently, I am having problems with impulse objects with odd
- an odd number of faces. Vertex will load them back in, as will
- Interchange, but Turbo Silver will not. Not a big deal to fix, so
- it will be done in the next release.
-
- ====================================================================
- Save: Lightwave Vertex Page 61
-
-
-
- Lightwave Files
-
- Lightwave objects are supported within Vertex, but some
- restrictions do apply.
-
- Lightwave has the ability to handle polygons which contain more
- than 3 vertices. This is a common occurance in many 3D programs,
- but Lightwave further complicates the matter. It is possible for
- these objects to contain concave components to a face. Let me
- explain.
-
- Take, for example, a 6 pointed star, with vertices numbered like
- so:
-
- 1
- / \
- / \
- B---C 2---3
- \ /
- \ /
- A 4
- / \
- / \
- 9---8 6---5
- \ /
- \ /
- 7
-
- Filling this polygon would not be a simple task. If, for example,
- we tried to make a face out of the vertices 1-2-3, this face would
- be incorrect. The face 1-2-3 is not truly a part of the object. We
- could add an extra vertex to the middle of the face, as shown
- below, and create faces from this:
-
- 1
- /|\
- / | \
- B---C | 2---3
- \ \ | / /
- \ \|/ /
- A---D---4
- / /|\ \
- / / | \ \
- 9---8 | 6---5
- \ | /
- \|/
- 7
-
-
- This goes a long way to simplifying the face filling operation.
- However, adding vertices like this may over complicate a simple
- object.
-
-
- ====================================================================
- Save: Lightwave Vertex Page 62
-
-
-
- For example:
-
-
- 1-----2 1-----2 1-----2
- | | |\ /| |\ |
- | | | \ / | could | \ |
- | | >>> | 5 | be | \ |
- | | | / \ | | \ |
- | | |/ \| | \|
- 3-----4 3-----4 3-----4
-
- 4 Faces 2 Faces
-
- Now we have 4 faces when we could get away with 2. When additional
- polygons can add so much time to rendering 3D objects, I felt this
- was a real issue which had to be handled in some way.
-
- As Vertex currently stands you are asked for a choice
- when loading Lightwave objects. The choices are circular and
- radial. Radial will add a vertex to the center of all faces and
- connect that new vertex to each corner of the polygon. Circular
- will use 1 corner of the polygon as a base, and connect it to all
- other corners of the polygon, in a round the clock manner.
-
-
- Radial
-
- 1-------2
- / \ / \
- / \ / \
- / \ / \
- 6-------7-------3
- \ / \ /
- \ / \ /
- \ / \ /
- 5-------4
-
- Circular
-
- 1==-----2
- /|\ \__ \
- / | \ \__ \
- / | \ \_\
- 6 | \ 3
- \ | \ /
- \ | \ /
- \| \ /
- 5-------4
-
-
-
- If you know you have complicated faces in an object, such as the
- star mentioned above, then choose the Radial (Extra Vertex) mode.
- If you have faces with only 4 vertices or so, then choose the
- Circular method.
-
-
- ====================================================================
- Save: Lightwave Vertex Page 63
-
-
- It should also be mentioned that not all Lightwave objects will
- load correctly. Similar to the star example above, examine this
- object:
-
-
- 1------2
- | |
- | |
- | | *
- | |
- | 3----------------------4
- | |
- | |
- 5-----------------------------6
-
- Now we have a situation. Neither method will work correctly on an
- object of this type. If we add a new vertex in the center of the
- object (*), it would end up above the #3 vertex, and outside of the
- polygon. Likewise, if we applied the circular method to the above
- shape, we would end up with an edge going from vertex #1 to vertex
- #4, which would put the edge outside of the shape again.
-
- What does this mean? Well, Vertex currently cannot handle shapes
- of this nature. Whichever method you choose for the entire file
- will be applied to the polygon.
-
- Note, however, that the radial method does offer a solution for
- this particular example. If you were to manually move the newly
- created vertex to a position inside of the original polygon, your
- shape would be correct. Example:
-
-
- 1------2 After loading the new vertex
- | | \ would be where #7 is.
- | | \ (Only the misplaced faces are
- | | /7-----_____ shown in the diagram)
- | | / ------__
- | 3----------------------4
- | |
- | |
- 5-----------------------------6
-
-
- 1------2 After repositioning the
- | | added vertex into the center
- | | of the polygon, we end up with
- | | a good shape which matches the
- | | original design.
- | 3----------------------4
- | 7 |
- | |
- 5-----------------------------6
-
-
- None of these solutions are perfect, but they do offer the
- opportunity to load the objects, even if it means a little
- extra work on the users part. I do have plans to make this
- routine "smarter".
-
-
- ====================================================================
- Save: GEO Vertex Page 64
-
-
-
- GEO File Format:
-
- The GEO file format has just been added. This is the file format
- used by Video-Scape 3D. Loading should be the simplest operation
- of all.
-
- Saving in Geo brings up the "Dual Face" nature of each face in an
- object. Geo defines each face as having a direction, aside from
- the actual definition of the object itself. As a result, Vertex
- saves each face in a bi-directional manner, meaning each face
- appears twice in the file.
-
- Since GEO files are in ASCII, you may edit them with any text
- editor or word processor which can save in ASCII format (no
- control codes/font changes/bold/underline etc.)
-
-
-
- ====================================================================
- Save: 3D Professional
-
-
-
- 3D Professional:
-
- This file format is only available for loading. Since 3D Pro
- has the ability to load other file formats, it is not necessary to
- duplicate that feature here.
-
- ====================================================================
- Save: Wavefront Vertex Page 65
-
-
-
- Wavefront Format:
-
- For those with access to a wavefront machine, this is the file
- format to use. Similar to GEO, the faces must be duplicated when
- saved. Wavefront is a powerful system; it has many feautures which
- may make their way into a wavefront file. These will be weeded out
- at load time, and they will not appear in the saved object. Again,
- the only thing transferred at this point is the object itself.
-
- Vertex now looks at wavefront files different than other files.
- Vertex usually reads the first part of a file and determines the
- files format. Wavefront does not have a specific identifier in the
- file. However, Vertex will look at the extension of the file name,
- which should be .obj, which is the normal extension for Wavefront
- files.
-
- This is a last resort feature. Vertex will first read the file to
- determine the file type. If it cannot figure out the file type,
- then it will read the file extension. In this way, you may have
- the extension .obj on other files (Which I assume many people use
- for object files.)
-
-
- ====================================================================
- The Keyboard Vertex Page 66
-
-
-
- THE KEYBOARD:
-
-
- Most all commands in Vertex have an associated key command. Even some
- key short cuts do not appear in the menus. Here's a list of the
- additional key short cuts.
-
- KEY RESULT
- === ================================
- 1 Render as a solid
- 2 Render as a wire frame (hidden line)
- 3 Rotate as a wire frame
- f1 Perspective View
- f2 Front View
- f3 Side View
- f4 Top View
-
- Up Arrow Move Position Up (View Dependant)
- Down Arrow Move Position Down (View Dependant)
- Left Arrow Move Position Left (View Dependant)
- Right Arrow Move Position Right (View Dependant)
-
- - Zoom out by 2
- = Zoom in by 2
- _ Zoom out by 4
- + Zoom in by 4
-
- ╣ Fast quit (no chance to save!) (This is 'Alt-1' )
-
- HELP Enter sleep mode
-
-
-
- ====================================================================
- The Future Vertex Page 67
-
-
-
- THE FUTURE:
-
-
- Finally, I'd like to mention some things about the future of Vertex.
- I have plans to put more features into Vertex, and I would really like
- to hear what others are looking for in 3d design software. You might
- have a great idea for a function or command, or utility that would make
- Vertex better. If you submit an idea, and it is feasible, I will
- put it in the program.
-
- Currently, I am hoping to add:
-
- Face attributes (Color, Reflectivity, etc.) (**** NEXT!)
- More File Formats
- Maybe a seperate rendering package (There seems to be too many!)
- How about PostScript Font support?
-
- I hope you can make use of Vertex. I have put every effort into
- making the program solid. However, a program of this complexity will
- doubtlessly have bugs in it. If you find a bug, please let me know by
- detailing your system set-up and what you did just before the error
- occured.
-
- I can be reached at:
-
- US Mail: Alexander D. Deburie
- 4189 Nickolas
- Sterling Heights, MI 48310
- USA
-
- UseNet: ad99s461@sycom.mi.org
-
-
- PS: If you have problems with Vertex, first check out the Vertex.Help
- file.
-
-
- -- Alexnder D. Deburie
-
-
-
- ===============================================================
-
-
-
- Amiga is a registered trademark of Commodore-Amiga, Inc.
- Sculpt 3D and Sculpt 4D are trademarks of Byte By Byte, Inc.
- Turbo Silver and Imagine are trademarks of Impulse, Inc.
- Lightwave is a trademark of NewTek, Inc.
- Wavefront is a registered trademark of Wavefront Technologies, Inc.
- Videoscape 3D is a trademark of Aegis Development
- 3D Professional is a trademark of Progressive Peripherals & Software
- Arexx is a trademark of William S. Hawes
-