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- GFA OBJECT -- A 3D-Modeling Program For Use With GFA BASIC
-
- by Andrew Reese, START Editor
-
- Program Copyright 1988, GFA Systemtechnik
- Instructions Copyright 1989 Antic Publishing, Inc.
-
- Getting Started
-
- GFA Object is on your START disk in the file OBJMONO.ARC along with
- six module files. (Modules are basic shapes -- building blocks for more
- complex objects.) Copy OBJMONO.ARC to a blank, formatted disk and un-ARC
- it, following the Disk Instructions in your issue of START. When you are
- finished, double-click on the OBJ_MONO.PRG icon to run the program. You
- will need an ST or Mega system with a monochrome monitor to run GFA
- Object. If you have a color monitor, you will need the color version of
- the program, which is on the May 1989 START disk.
-
- Because it's impossible to reproduce the entire GFA Object manual in
- this form, what follows is a quick overview with some basic information
- and a button-by-button and menu-by-menu explanation of the program's
- functions. If you wish to purchase a manual, see the instructions at the
- end of this article.
-
- When GFA Object loads, you will see the editing screen. This is the
- screen in which you will create and edit your objects. The main window
- (the Edit Field) shows the Front View of any object, while the two small
- Help Screens to the right show the Right and Top Views (and are labeled,
- appropriately, as "From Right" and "From Top"). The menu bar at the top
- of the screen includes Desk, File, Edit, Object, Mod+Block and Options
- headings. Below the two Help Screens are the Z-scroller, the coordinates
- box and the status box.
-
- Diving In
-
- If you are familiar with CAD-3D and Cyber Sculpt from Antic Software, you
- may be a bit disorientated in the GFA Object universe at first. In GFA
- Object, the Y-axis runs vertically in the front view, the X-axis
- horizontally and the Z-axis represents depth. In the Edit Field, the
- origin (0,0 point) in the X and Y dimensions is in the lower left-hand
- corner of the window and the dimensions of the universe are approximately
- 42,000 units (pixels) in all directions.
-
- When you enter GFA Object, you will be in Point mode, as indicated
- in the status box. In this mode, you can place points anywhere in the
- Edit Field. To create edges, you will need to select the Edge mode from
- the Edit Menu. In the Edge mode, you can create edges by first
- left-clicking once in the Edit Field. When you do so, you will see a
- question mark appear in the status box. this indicates that you have not
- finished an edge. When you left-click a second time in the Edit Field,
- you will see an edge line appear between the two points. As long as you
- are at the same Z-location as an edge, it will appear as a solid line;
- move away from that Z-location and it will appear as a dotted line.
-
- To create a surface, select Surface mode from the Edit window and
- place up to 20 points in the Edit Field; as long as you have not finished
- a face, two question marks will appear in the status box. You must
- finish a surface by left-clicking on the first point you set. You may
- find it difficult to find the precise location of that first point; if
- you do, move the cross-hairs near the point and then right-click. The
- cross-hairs will move to the closest point; if it's the first point you
- set, left-click and you will complete a surface.
-
- If you try out making a few edges, you will notice in the help
- screens that they are all in the same plane, i.e. at the same Z-location.
- You may use the Z-scroller to change the Z-location. Click on the double
- arrows to change it rapidly or the single arrows to change it more
- gradually. If you want to change the Z-location quickly to that of one
- of the points in the Edit Field, left-click on the "Z" in the center of
- the Z-scroller. The cursor will change to an open cross-hairs. Place
- the cursor over the point whose Z-location you wish to use and
- left-click. The Z-location will immediately change to that of the point.
-
- Alternatively, you may left-click on the Z location in the Coordinates
- box. The Z-location will disappear and you may then type in a new
- Z-location. Finally, you may use the sliders on either of the help screens
- to move the Z-location roughly. To move them, you must click and hold the
- left mouse button on the slider "handle." You can then drag it in the
- direction you want to move.
-
- NOTE: Unlike CAD-3D and Cyber Sculpt, creating a series of connected
- edges does not create a surface. You must use the Surface mode to create
- a surface that will be shaded in the Display mode.
-
- Coming Up For Air
-
- Take a few minutes to play with the program. You can create
- surprisingly complex objects through the simple techniques you've already
- learned. Don't worry if you make mistakes. You can't hurt your computer
- by making a Frankenstein's monster of a mess in the Edit Field. When
- you're done playing, select New object from the File Menu. When you
- click on the Yes box in the confirming dialog box, all your mess will be
- gone.
-
- Let's run down the menus now.
-
- The Desk Menu
-
- -- GFA-OBJECT Info: Displays the program information and a fascinating
- little drawing routine.
-
- -- Desk Accessories: Any desk accessories you have installed can be
- accessed from the Desk Menu.
-
-
- The File Menu
-
- -- Load Object: Lets you load an object from saved in GFA Object format.
- A bit of explanation of the nomenclature is needed here. You will see
- the term "module" used in the Menus; any object can be treated as a
- module and vice versa. Modules are intended to be small "building
- blocks" (in CAD-3D, they're called primitives), from which you create
- more complex objects. You may load any of the modules that came on your
- START Disk directly into the Edit Field by using the Load Object option.
-
- -- Save Object: Saves your current object to disk with the filename
- extender .OBJ.
-
- -- Load as ASCII: Loads an object from disk in ASCII file format. The
- full file format is explained in Chapter 7.2 of the GFA Object manual.
-
- -- Save as ASCII: Saves your current object to disk in ASCII file format.
-
- -- Load picture: Lets you load a .PI2 DEGAS (or Doodle) format picture
- file. You must be in Display Mode first to see it, however. GFA Object
- uses the current color palette for any picture you load. You will need
- to have the Control Panel loaded as a desk accessory to change the
- palette to suit the picture you load.
-
- -- Save picture: Lets you save the current screen as a DEGAS .PI2 (or
- Doodle) format picture.
-
- -- Delete File: Lets you make room on your disk by deleting a file.
-
- -- Drive: Lets you select the current disk drive that GFA Object will
- look to for files.
-
- -- Memory: Displays the number of points, edges and surfaces you have
- used, the number still available, the amount of free memory available and
- the amount of free disk space.
-
- -- New Object: Clears the Edit Field of all objects.
-
- -- Quit: Exits GFA Object.
-
- The Edit Menu
-
- -- Edit mode: Selects the Edit Field for creating and modifying objects.
- Occasionally, when switching from Display mode to Edit mode, the large
- cross-hairs will "print" on the screen, creating unwanted lines. Simply
- re-select Edit mode and the Edit Field will be re-drawn and the lines
- removed.
-
- -- Display mode: Selects the Display screen for displaying objects.
-
- -- Point mode: Selects Point mode for placing points in the Edit field.
-
- -- Edge mode: Selects Edge mode for placing edges in the Edit field.
-
- -- Polyline mode: Selects Polyline mode for placing a polyline in the
- Edit field. A polyline is a series of up to 20 points continuously
- connected by edges. Remember: a polyline -- or any other edge -- does
- not define a surface that will appear solid in Display mode with Hidden
- line active.
-
- -- Surface mode: Selects Surface mode for placing surfaces in the Edit
- field.
-
- -- Delete mode: Selects Delete mode to remove points from the Edit Field.
- To remove a point, select Delete mode and then click in the Yes box in
- the confirming dialog box. The letters "De" will appear in the status
- box. Move the cursor near the point you want to delete (you may have to
- move the Z-location so that it is the same as the point), right-click to
- move the cross-hairs onto the point and then left-click to delete the
- point. NOTE: Deleting a point will also delete all edges connected to
- it. To exit Delete mode, re-select it from the Edit Menu and click in
- the No box in the dialog box.
-
- -- Displace points: Lets you move a point in any dimension. To displace
- a point, select Displace points, then type in the amount of displacement
- you want in the dialog box; pressing the Return key indicates no change.
- when you have entered the values, the dialog box will disappear and the
- cursor will change to an open cross-hairs. Place it near the point you
- want to displace and left-click. The point will be displaced according
- to your instructions. You will remain in Displace point mode until you
- right-click to exit.
-
- -- Point size: Lets you choose the size of the points already placed in
- the Edit Field. Default is 1-by-1 pixel, but you can change this to
- 3-by-3. Points added after this change will appear as small crosses in
- the Edit Field.
-
- -- Blend in numbers: Lets you add in numbers that identify the point
- numbers, the edge numbers or both to aid you in defining an object. This
- is especially useful when defining an object by entering data manually
- (see below).
-
- -- Smooth out data: Converts all fractional point definition data to
- integer data. This will, however, prevent use of the slow mode of
- displaying Hidden-Line objects (see below).
-
- -- Enter data: Lets you define points, edges or surfaces by entering
- numerical location data manually.
-
- -- Display data: Displays the location data on the screen for the current
- object.
-
- -- Print data: Prints the location data on your printer for the current
- object.
-
- The Object Menu
-
- -- Rotate object: Lets you enter values (in degrees) to rotate the object
- in the Edit Field.
-
- -- Displace object: Lets you enter values (in pixels or the currently
- defined unit of measurement) to move (displace) the entire current object
- in the Edit Field.
-
- -- Change object size: Lets you change the size of the current object.
- Values of less than one reduce the size of the object in that dimension,
- while values of greater than one increase its size.
-
- -- Hidden-Line: Lets you select one of three modes for displaying objects
- in the Display screen: No hidden lines, quick and approximate or slow and
- exact.
-
- -- Central projection: Lets you select whether to display your object in
- parallel projection or with a vanishing point (central projection), to
- give a sense of perspective to the observer. Selecting central
- projection (and confirming its choice) actually changes the shape of the
- object. If you don't want to do this permanently, copy the object into
- the object buffer before selecting Central projection.
-
- -- Vanishing point: Lets you select a vanishing point for central
- projection. The default is in the center of the screen and 1,000 pixels
- deep.
-
- -- Centre of rotation: Lets you choose between the default center of
- rotation (the center of "gravity," or computed center of mass of the
- object) and an arbitrary center of rotation that you can select.
-
- -- Light source: Lets you choose the location of the light source used to
- shade objects in the Display screen. Default is X=1, Y=1, Z=1, placing
- the light to the left, below and to the front of the object. Values of
- X=-1, Y=-1, Z=-1 places the light to the right, above and to the rear of
- the object.
-
-
- The Mod+Block Menu
-
- -- Load module: Lets you load a module (an object) into a special buffer
- so that you can use it to create complex objects.
-
- -- Show module: Lets you display the module in the main window to insure
- that the module is the one you want.
-
- -- Merge module: Lets you move the module into the Edit Field and merge
- it with the current object. Step-by-step instructions will appear in the
- upper right-hand corner of the screen to guide you through this.
-
- -- Object buffer: Lets you store the current object in a temporary
- buffer.
-
- -- Change over: Lets you swap the contents of the object buffer with the
- object in the Edit Field.
-
- -- Mark block: Just as in word processing, Mark block lets you select all
- or a portion of the current object for later manipulation. Again,
- step-by-step instructions will appear in the upper right-hand corner of
- the screen to guide you through this.
-
- -- Show block: Once you have marked a block, it will be shown by heavy,
- black points. If you then change the Z-location, the block will no
- longer be shown. Show block restores the heavy marks so that you can see
- what you've marked.
-
- -- Block as module: Lets you place a block in the module buffer, so that
- you can "copy" portions of an object back onto that object repeatedly.
- Placing a block in the module buffer will replace whatever is alrady in
- the module buffer.
-
- -- Rotate block: Lets you enter rotation values (in degrees) to rotate a
- marked block.
-
- -- Displace block: Lets you displace (move) a marked block, by entering
- values (in pixels or the current unit of measurement).
-
- -- Change block size: Lets you change the size of a marked block,
- similar to changing the size of an object.
-
- -- Delete block: Lets you delete a marked block, along with all edges
- running to points in the block.
-
- The Options Menu
-
- -- Set units of measure: Lets you name and define an alternate unit of
- measurement, instead of the pixel used as a default. The new unit of
- measurement can be anywhere between 10 and 100 pixels in length.
-
- -- Blend in scale: Displays a scale along the bottom and left edges of
- the Edit Field. It is on by default.
-
- -- Blend in grid: Toggles a grid on and off in the Edit Field to aid you
- in locating components of an object.
-
- -- Help windows: Whenever you make a change in the object or the
- Z-location of the Edit Field, the Help windows are redrawn along with the
- Edit Field. If you find that the time that this takes is burdensome, you
- may switch off the Help windows by selecting this option. To restore
- them, reselect this option.
-
- -- Rotate profile: Similar to Spin in CAD-3D and Cyber Sculpt, this
- option lets you define a profile and rotate it around a center axis to
- create an object. This operation is like using a lathe to turn wood or
- metal. If you have an object in the Edit Field with fewer than 50
- points, you may use it as the rotation template. In any case, creating a
- rotated object will replce whatever is in the Edit Field. Be sure to
- save or buffer any object you wish to keep before rotating a profile.
- The screen for the Rotate profile function is self-explanatory;
- experiment with this function to get a feel what it can do. Just
- remember that when you are satisfied with the settings, click on the
- Rotation-parameter OK box to reach the Edit Field for the Rotate profile
- function and when you have placed all of your desired points for the
- profile, right-click to create the object.
-
- -- Translate profile: Similar to the extrude function, this option lets
- you "squeeze out" an object, like toothpaste from a tube. You define the
- shape of the opening of the tube with 20 or fewer points, tell the
- program how many sections you want to squeeze out and how far apart they
- should be. Operation of the Translate profile function is quite similar
- to that of the Rotate profile function; switch the various settings by
- left-clicking on them and then click on the Translate-parameter ok box to
- reach the translate profile edit field. After defining the profile by
- left-clicking to set up to 20 points, right-click to create the object.
- Again, this will replace any object in the Edit Field.
-
- -- Pic background: In Display mode, lets you load in a DEGAS .PI2 (or
- Doodle) image to use as a background for your object. (If you have
- selected background in the Hidden-Line dialog boxes, you won't see your
- picture.) Be sure that you say "no" to background if you want to load in
- a picture.
-
- -- GFA-DRAFT plus \.MAC: Lets you save a two-dimensional projection of an
- object as macro-data for use in the GFA Draft Plus CADD program.
-
- -- GFA BASIC \.GET: Lets you cut part of the Display screen and save it
- as a GFA BASIC Get file. You can then load it into your program and use
- the PUT command to put it on the screen.
-
- -- Printer: Lets you choose drivers for 9- or 24-pin printers and print
- out an image of the screen.
-
- Extras
-
- There is a separate program on your START disk called ANIMATOR.PRG;
- you will also need to have ANIMATOR.CHN in the same directory to run
- Animator. These two files are contained in a separate ARC file named
- ANIMATOR.ARC. To use Animator, un-ARC ANIMATOR.ARC and then double-click
- on ANIMATOR.PRG in either medium (color) or high (monochrome) resolution.
-
- The Animator program does two things: First, it lets you convert
- your GFA Object .OBJ files into .DAT vector files so that you can load
- them into GFA Vector and GFA BASIC as objects. Second, it lets you
- experiment with animation of any object with fewer than 1,024 points.
- Now, you can get a feel for how your object will look in motion.
-