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- ROT ver.0.5
- ----------------------------------
- Copyright (c) 04/04/87 C. French
- Non-commercial copying encouraged!
- All other rights reserved
- ----------------------------------
-
- ROT is a program to generate and
- display 3D objects. It is made up of
- two sections: the OBJECT editor and
- the ACTION editor. The first is used
- to create the database of your 3D
- object- each point's coords, and the
- points used as verticies for each
- polygon. The second section defines
- an action of 24 steps. At each step
- the position or orientation of the
- object may be changed. When these
- steps or frames are replayed quickly
- the object performs your action.
- ---The Object Editor---
-
- Choose a point to edit with the
- slider in the upper-right. Click on
- the arrows to move one point at a
- time, or anywhere with in the slider
- to skip to that point. The current
- point is highlighted in the three
- views of your object on the left of
- the screen. To see how these views
- fit together, imagine folding the
- Top and Front views away from you
- until their edges touch. You end up
- with a half-cube that surrounds your
- object. When rotated, the object is
- moved about the center of this cube.
-
- To change the current point's coords
- click in a view. Two of its coords
- will be changed so it ends up at the
- cursor's location. Which coords are
- changed depends on the view in which
- you click. For example, the Front
- view changes the X and Y coords. By
- clicking in at least 2 views you can
- position the point where you want it
- in all three dimensions. Any point
- with all zero coords is considered
- nonexistent and is not displayed.
-
- Sometimes two points will appear to
- be right on top of one another in a
- particular view. Carefully check all
- three views to make sure the point
- selected is really the one you want
- to modify. To zero out a point's
- coords, click on the 'ZERO COORDS'
- button below the point selection
- slider.
-
- There's another slider which is used
- to choose the polygon to be edited.
- A point can be used as a vertex of
- the current polygon by selecting the
- proper point with the point slider,
- then clicking on 'ADD ABOVE POINT'.
- A polygon must have at least three
- verticies, but no more than six. The
- edges of the currently selected
- polygon are highlighted in orange.
-
- The order in which you select the
- verticies is important. Go in one
- direction around the outside of the
- polygon. If you see the orange edges
- crossing you'll know the points are
- out of order. Hit 'UNDO LAST POINT'
- to back up through the vertex list
- until the problem disappears.
-
- To get rid of all verticies, you
- can click on the 'DELETE POLYGON'
- button. Down at the bottom of the
- screen is a color palette. The color
- which is highlighted is the one that
- will be used to fill the currently
- selected polygon. To change colors,
- just click on the one you want. The
- bottom 8 colors are shades of one of
- the top eight colors. Cycle through
- the available shades by clicking on
- 'CHANGE SHADES'.
-
- By using the shades for most of your
- object's polygons you can produce a
- nice 3D effect. This also makes it
- easy to change the object's color,
- just switch shades. Use the other
- colors for details or accents that
- you don't want to change.
- The three views of your object have
- their X, Y, and Z axes labelled. The
- arrows by each letter point in the
- positive direction along each axis.
- Click on an arrow to shift the whole
- object in that direction. Three of
- the arrows have minus signs next to
- them; they'll move the object back.
-
- Using the OBJECT menu you can save
- your object's database to disk, load
- a previously saved object, or erase
- the object entirely. The objects are
- saved to disk with '.ROTOBJ' added
- onto the names you give them. Don't
- type this suffix when loading an
- object, just the name itself. Better
- yet, just scroll through the list of
- objects, click on the one you want,
- then click on 'DO IT!'.
- ---The Action Editor---
-
- The 'action' or mini-movie you will
- create is 24 frames or steps long.
- Select the frame to work on with the
- frame slider to the bottom-left of
- the screen. The object will be drawn
- according to the parameters you set
- in the Rotations and Translations
- gadgets. To change a value, click on
- it and type in what you wish. The
- values are checked to make sure they
- fall within acceptable limits. The
- object is then redrawn according to
- your new parameters. By making small
- changes from one frame to the next
- your object will appear to move. For
- example, suppose the Y-rotation is
- set to 0 in frame 0, 15 in frame 1,
- 30 in frame 2, and so on until you
- hit frame 23 when it will be 345. If
- you now click on the 'PLAY' button
- the object will rotate around the Y
- axis. You can adjust the speed of
- the action with the speed slider on
- the right of the screen. By changing
- other X, Y, & Z parameters you can
- make the object go through all sorts
- of weird and wonderful contortions.
-
- To make the action play continuously
- look in the ACTION menu and select
- 'Repeat at end'. A checkmark shows
- when this is activated. Now hit PLAY
- and the object will spin until you
- click on 'STOP'. Another option in
- the menu is 'Reverse at end'. With
- this activated, the frames will be
- shown from first to last and back to
- the first again.
- The last item in the ACTION menu is
- 'Calc between...'. With this you can
- have the program calculate and draw
- a group of frames. When you select
- it a requester will pop up asking
- for the first and last frame numbers
- of the group. Click on the digits to
- change them. For each frame between,
- the program will calculate the X, Y,
- & Z parameters to get from the first
- frame to the last. For example, set
- the Y-rotation of frame 0 to zero
- and frame 12's to 180. Select 'Calc
- between...' and set the start & end
- frame numbers to 0 and 12. Click on
- 'DO IT!' and each frame inbetween is
- given a larger & larger Y-rotation.
- Now set the Y-rotation of frame 23
- to 345 and 'Calc between...' frames
- 12 and 23. You should now have a
- smooth rotation about the Y axis.
- When calculating steps of rotation,
- the direction ROT chooses is the one
- that will move the object through
- the smallest angle. If the starting
- frame is set to zero degrees and the
- last frame to 270, the object will
- be rotated -90 degrees, not +270.
- This is why the example above was
- done in two parts. If you tried to
- 'Calc between...' frames 0 and 23,
- ROT would have rotated the object
- -15 degrees. (Actually, due to
- rounding errors, all frames but the
- last would have had a 0 Y-rotation.)
-
- When the frames are played back each
- one is drawn on top of the previous
- frame, thereby erasing it. But if
- you use too large an X-translation
- with a large object, the frames will
- not overlap very much and a 'trail'
- is left on the screen. To fix this
- use smaller steps of X-translation
- or reduce the size of the object.
- (apply a Z-translation to make the
- object seem further away.)
-
- When you switch to the Object Editor
- and back to the Action Editor, ROT
- assumes you must have changed the
- object in some way, so the frames it
- has are not accurate any more. If
- you click on PLAY the program will
- first recalculate each frame before
- showing the action. This will also
- happen if you load an action from
- disk. Actions saved to disk have the
- suffix '.ROTACT'. Do not type this
- when loading it, just the name.
- ---ROT DEMO---
-
- There should be a demo object and
- action on this disk. The object is
- called 'RobotHead' and the action is
- 'ShakeHead'. Try loading these to
- see what ROT can do. If you pass on
- a copy of this program, please be
- sure to also copy the demo stuff and
- this hint file/program. (ROThints &
- ROThints.txt)
-
- ---Coming soon to a ROT near you---
-
- Future enhancements: Saving frames
- to disk as DeluxePaint brushes for
- use in DVideo etc, specifying the
- order of transformations for greater
- control over the object, and more!
-
-
-
-
- ***HAVE FUN!***
-