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- 3DEDIT
- BETA-VERSION 0.9
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- IF YOU HAVE ANY QUESTIONS,SUGGESTIONS,CRITISM OR
- SOMETHING ELSE YOU MIGHT WANT TO SAY ABOUT
- 3DEDIT, YOU MAY REACH US AT
-
- INTERNET: ERIK-TAM@SATURN.DSV.SU.SE
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- MAIL: HUMAN SOFTWARE BRÖTV.42 161 39 BROMMA
- SWEDEN
-
- PLEASE LET US NOW YOUR OPINION.
-
- A REAL MANUAL WILL BE RELEASED WITH THE NON-BETA
- VERSION. THIS DOCUMENT IS REWRITTEN AND
- ENLARGED ALL OF THE TIME CONTACT US FOR THE
- LATEST VERSION.
- THE 3DLIBRARY IS NOW READY TO RUN. WRITE EMAIL FOR
- FURTHER INFORMATION.
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- CONTENTS
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- 1.BEFORE YOU START. . . . . . . . 3
- A. What do I need?. . . . . . . . 3
- B. What is 3dedit?. . . . . . . . 3
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- 2.3D-GRAPHICS A SHORT INTRODUCTION . . 3
- A.What is an object made of . . . . 3
- B.Points . . . . . . . . 3
- C.Polygons . . . . . . . . 3
- D.Hidden faces . . . . . . . 4
- E.Depth Sortint . . . . . . . 4
- F.What do I read to learn more? . . . 4
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- 3.VIEWING THE BOAT A SMALL INTRODUCTION . 5
- A.Starting 3dedit and loading the boat . 5
- B.The screen . . . . . . . 5
- B.The buttons . . . . . . . 5
- C.Moving the boat . . . . . . 5
- D.Rotating the boat . . . . . . 6
- E.Leaving 3DEDIT . . . . . . 6
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- 3.CREATING A BOX-A QUICK START . . . 6
- A.Starting 3dedit . . . . . . 6
- B.Show points . . . . . . . 6
- C.The first point . . . . . . 6
- D.Moving the point . . . . . . 7
- E.Creating a new point . . . . . 7
- F.To change an AS to another point . . 7
- G.To create a polygon . . . . . 7
- h.Changing the view . . . . . . 8
- i.The backside of the box . . . . 8
- j.Creating the rest of the cube . . . 9
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- 5.CREATING AN OBJECT . . . . . 9
- A.Creating points . . . . . . 9
- B.Moving points . . . . . . . 9
- C.Selecting points . . . . . . 9
- D.Destroying points . . . . . . 9
- E.Viewing all points . . . . . 10
- F.Creating a polygon . . . . . 10
- G.Selecting a color . . . . . . 10
- H.Selecting a shape . . . . . . 10
- I.No backface - Clockwise order . . . 11
- J.Back-face polygons . . . . . 11
- K.Destroying a polygon . . . . . 11
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- 6.THE PANEL, THE BUTTONS AND THE KEYS . 12
- 7.LEGAL STUFF . . . . . . . 15
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- -BEFORE YOU START-
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- WHAT DO I NEED?
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- You need an 100% IBM-compatiable PC with a 286 processor or
- higher with VGA-card and a mouse. Note that the VGA-card
- must be truly register compatible with the orginal VGA-card
- from IBM.
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- WHAT IS 3DEDIT?
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- 3dedit is an application designed to make 3ddesign easy and
- smooth. 3dedit uses polygon-based graphics, which means
- that each object is made of colorfilled polygons. You've
- probably seen it in flight simulators etc. 3dedit is a part
- of the polyworld package, which is a C-library together with
- tools, made to make true 3d-graphics available to the
- C-programmer. A Turbo Pascal version may appear later.
- 3dedit creates and saves objects in a format that G3DLIB can
- use. Create your own F15, Driving game etc.
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- 3D-GRAPHICS A SHORT INTRODUCTION
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- If you have some knowledge about 3d-graphics, you might skip
- this part. 3D graphics is in short, to manipulate a model
- of a 3dimensional object, or group of objects, and view it
- on a 2dimensional screen. At least, thats whats we are
- concerned with. In this context we will call an model of an
- 3d-object just 'OBJECT'.
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- WHAT IS AN OBJECT MADE OF
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- An object in 3dedit is defined by points and polygons. Each
- polygon is defined by a number of points in the object.
- This is easier than it sounds, you just have to look at a
- regular flight simulator to know what I mean. For an
- example, a box is defined by its eigth corners(the points)
- and its six sides(the polygons).
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- POINTS
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- A point is located in the 3dspace by its coordinates along
- the three axis, X-Y-Z. The Z-axis is the axis thats goes
- 'into' the screen. In 3dedit, you never have to be concerd
- with the actual coordinates of a point.
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- POLYGONS
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- The polygons are defined by points. In 3dedit you use 2
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- types of polyons, triangles and quadron(with 4 corners). A
- face of an object can be made up of many polygons.
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- HIDDEN FACES
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- When you view an 3demonsional object, all faces are never
- seen at the same time. If you take an box, you can at most
- see three faces of it at one time. This is quite important
- in 3d-graphics, because the computer has to know when to
- show a face or not. 3dedit uses a techinque called backface
- culling to evaluate which polygons to show and which to
- hide. To let 3dedit know this, certain steps must be taken
- when you create an polygon.
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- DEPTH SORTING
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- Since the polygons in an object often overlap each other
- when the object is displayed, the polygons have to be sorted
- in order according to the distance from the viewer, before
- they are drawn. After that, they are drawn in reverse
- order, beginning with the ones that's most far from the
- viewer. This is called the painters algoritm. The trouble
- is that you must choose a point to use as the basis of the
- sorting. In 3d3dit you have 3 different sort-modes that you
- have to decide which to use for each polygon. This may
- sound a bit complicated but trying the different modes
- should make you get it.
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- WHERE DO I LEARN MORE ?
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- The above introduction certainly didn't make you understand
- 3d-graphics. But hopefully, it'll make it easier to use
- 3dedit. If you want to learn more about 3d-graphics there
- are serveral sources. You can try:
- Michael Abrash articles in Doctor Dobbs Journal 91-93
- Computer Graphics by Hearn&Baker
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- -VIEWING THE BOAT A VERY SMALL INTRODUTION-
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- To get you going, lets start with just loading and viewing
- an object. The object is named boat.3d and a file with that
- name should be included in the same directory as 3dedit. To
- start 3dedit, and load the boat.3d file, type 3d boat.3d.
- The sceen should go black for some seconds and then you
- should be able to see the boat at the middle at the screen.
- The boat is viewed from what the program thinks is the front
- side. Actually it is the right side of the boat, but the
- boat was designed from the right side.
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- THE SCREEN
- The screen is divided in two parts. At the top, it is
- black, and it's here were you can see the object that you
- are currently working on. This part of the screen is called
- the 'VIEW-SPACE'. Below it you can se what we have choosen
- to call the 'PANEL'. THE BUTTONS As you can see this is
- covered with buttons. You press a button by moving the
- mouse-cursor to it and pressing the mousebutton. Most
- buttons are only activated by pressing the left
- mouse-button, but some also use the right mouse-button. On
- thoose buttons, different actions are made by the different
- mouse-buttons. For an example, the move-buttons uses both
- mouse-buttons. If you press the x-move-button with the left
- mouse-button, the object are moved at the right, viewed from
- the front, and if you press the right one, the object are
- moved to the left.
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- MOVING THE BOAT
- Now, lets move the boat on the screen. First of all you
- have to make sure that the move-object-mode is enabled.
- This is controlled by a button at the left of the panel,
- right from the Z-buttons. When you start, this button
- should be marked with an wire-frame box. This indicates
- that the move-object-mode is enabled. Try clicking on the
- button. Now the move-object-mode is disabled and the button
- should just be marked with a dot. Now click on the button
- again. The move-object-mode is enabled and the object is
- ready to be moved. Now you should use the move-buttons to
- move the object. Thoose are located to the left of the
- panel, with X,Y or Z below it. By using the button over the
- X, the object is moved along the X-axis, using the button
- over the Y, the object is moved along the Y-axis etc. Now,
- click on the move-button X with the left mouse-button. The
- boat moves to the right. Use the right and it moves to the
- left. Use the move-button Z, and it moves away from you.
- Play around with it for a while.
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- ROTATING THE BOAT
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- Now it is time to rotate the object. Under the
- move-buttons, you find the rotate-buttons. With these you
- rotate your object. Try pressing the rotate-button Y and
- see that boat rotate around the Y-axis. Try the other keys.
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- LEAVING THE BOAT
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- When you are ready to leave 3DEDIT, you just press ESC. The
- screen should fade to black and yous should be back at the
- DOS-prompt or whereever you started 3dedit from.
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- -CREATING A BOX-A QUICK START-
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- To get you going, we begin with a step-by-step lesson in the
- fine art of creating a simple box and to manipulate it on
- the screen. If you follow this simple quide, you should
- have learned the basic functions of 3dedit at the time the
- box is ready.
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- LETS START IT
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- You start 3dedit byt typing '3d box.3d'. Box.3d is the name
- that we give the file where the object will be saved when we
- are ready. When the program starts, you will that the upper
- half of the screen is black and the part below is filled
- with buttons and stuff. The upper part is where the actual
- object will be seen, that part we call the 3d-space. The
- part of the screen that is grey, with buttons, etc, we call
- the panel. Now if you move your mouse, you will se that the
- cursor changes when passes over the different parts.
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- SHOW POINTS
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- Click on the Showpoints button. Thats is the third from the
- left above the CREATE-button. The point in the button
- should now have changed color from red to green. This
- buttons turns off/on the showpoints mode. When enabled, all
- points in the object are shown, blinking white. This slows
- things down a bit but make the editing of the object easier.
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- THE FIRST POINT
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- At the middle of the 3dspace you can see some dots blinking.
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- Or actually, it is numbers but at the moment they are
- written over each other. This brings us to the active
- spots. Active spots(AS) are four different points that you
- use to manipulate the points in your object. At the panel
- you can see the numbers 1-4 with a red lamp under each
- number. When a lamp is green thats measn that the
- corresponding AS is activated. That means that it is
- affected by the move buttons and the create button. More of
- that later.
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- MOVING THE POINT
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- Now click undet '1' at the panel to activate AS 1. The lamp
- should turn green. AS 1 is now activated. Now click with
- the left mouse button on the 'move-along-x' button. This is
- located at the left side on the panel, and is marked with <
- X >. The point on the 3dspace should move left. Pressing
- the right mouse button will move the point to the right.
- Move the point about two inches to the left. Now push the
- 'move-along-y'button which is right of the 'move-x'-button.
- Move the point up about two inches.
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- CREATING A NEW POINT
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- Now click on the 'CREATE'-button. Move the new point down
- about four inches. Note that it is only AS 1 that goes
- down, the rest of the AS stays with the old point. Now
- activate AS 4. Press Create and press the x-move-button with
- the left button. Note that you now have created to new
- points, one for every activated AS. Move the new points,
- marked by 1 and 4 to the left until they make the corners of
- an rectangle together with the old buttons.
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- TO CHANGE AN AS TO ANOTHER POINT
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- Now, we have four points in 3dspace. But only 3 of them are
- marked by an AS. To move AS 3 to the empty point, the one
- that is just a blinking pixel, activate AS 3. Then click
- near the non-marked point at the 3dspace. Now AS 3 should
- have moved to that point and the numbers 1-4 should be
- forming a rectangle in clockwise order.
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- TO CREATE A POLYGON
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- Now that we have four points, we could create a rectangle.
- To do this, you must first change the create-mode. To do
- this you click with the left mousebutton on icon most to the
- left above the create-button. This should now change from a
- point to a triangle. Click on it again and it changes to a
- rectangle. Now you must choose which color the rectangle
- should have. Between the panel and the 3dspace you can se a
- line of different colors. Click at one of the colors and
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- you have now choosen that color to work with. As you
- probably see, only a part of all the colors available are
- shown on the screen. To see more colors, you click at one
- of the arrows at the leftside or the right side of the
- screen. When you have choosen the color you want to work
- with, you can now click on the create button. The rectangle
- should now be visible in all its glory.
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- CHANGING THE VIEW
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- At the right of the panel you can see the seven
- view-buttons. They're named as X-Y 1, X-Y 1, Y-Z 1 osv.
- With theese buttons you change the way you look at your
- object. With X-Y 1 you watch you object from the front,
- with X-Y 2 you watch it from the back, Y-Z 1 from the above
- etc. At the bottom you find the free button. With this
- button you change to free-view, which means that the object
- can be rotated to any choosen view. The other views are not
- affected by rotation. You should avoid to rotate the object
- in thoose views, as it can lead to some problems. Now,
- change the view to Y-Z 1. You are now viewing the object
- from the above. Note that you cant see you polygon. Try to
- view it from the backside. As you are watching the backside
- of the polygon, the polygon shouldnt be visible. View from
- the above again. Now make sure that all the AS are
- activated(that all lamps under the numbers 1-4 are green).
- Press the move-z-button with the left button. Your four
- points are moving slowly down the screen. In 'reality' they
- are not moving down, but along the x-axis, but due to the
- view, it seems as they are moving down.
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- THE BACKSIDE OF THE BOX
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- Change the create-mode to point, by pressing the icon above
- the'CREATE'-button, until it changes to a point Now, click
- on the create button. Four new points are created but you
- cant see them yet, as they are located at the old points.
- Now press the move-z button using your left mouse button.
- As you can see theyre now wandering up at the screen. When
- you think that you have made a box, click on the X-Y 2
- button to view the object from the backside.Now you should
- be able to create to create a new rectangle, with the four
- new points. Well, you can, but you wont be able to see it.
- Why is that? Because the four points need to be in
- clockwise-order to the viewer, to let 3dedit now that this
- is the front-side of the polygon. This is a problem. How
- do you change the order of the points? You could do it 'by-hand'
- as in the earlier versions of ededit. But you could instead click
- on the rearrange button, which is a much faster and smoother way.
- If the AS still isn't in clockwise order, press the rearrange-button
- again. Do it until you're satisfied.
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- Change the view to X-Y 2. Now you can click on the
- CREATE-button, after you have choosen which color that you
- would want the backside of the box to have. Change the view
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- to free. Rotate the object using the 'rotate-y' button,
- which is under the move-y-button. Yes thats nearly a cube.
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- CREATING THE REST OF THE CUBE
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- Now that every point that you need for your cube exist, you
- just have to change the views and create the requiered
- rectangles, after you have set up the Active Spots to the
- right points and made sure that they are in clockwise order
- from the side that should be visible. We know that this
- isn't very easy to understand from a text. But don't be
- afraid to experiment, even though we recommend you to follow
- the steps for creating a box, before you start with your own
- shapes. If you place a polygon for mistake, you can destroy
- it with the 'DESTROY'-button. But make sure that the AS
- really are located at the points that make up the polygon.
- If you try to destroy a polygon that doesn't exist, the
- program will crash.
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- -CREATING AN OBJECT-
- CREATING POINTS
- Every object must begin its life as points. Before you can
- create any polygons, you must at least have 3 points.
- Points are created when you press the CREATE-button and the
- create-mode is set to points. When create-mode is set to
- points, the CHANGE-CREATE-MODE button should be marked with
- a point, not a rectangle or a triangle. Press the CREATE
- button. Now, a point will be created for each active AS.
- Example: if you want to create two points, you could make
- sure that AS 1&4 are activated, that the create-mode is set
- to points, and then press the CREATE button. Two new points
- are now created.
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- MOVING POINTS
- To move points, you have to make sure that the move-object
- mode is disabled. This is controlled by the button right to
- the move/rotate buttons Z. When you are able to move points,
- the button is marked with a dot. It is only the points that
- are corresponding to active AS that are affected by
- movement. ECAMPLE: Now, if you want to move the first point
- you created in the example above, you should make sure that
- only AS 1 is activated. Move AS 1 to the correct place, and
- check this from the different views. Then deactivate AS1
- and activate AS 4. Move that point to the correct place.
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- SELECTING POINTS
- If you want to operate on a point that is connected to an
- active AS, you must connect it with one. To do this you
- first click on the AS that you want to use. You can either
- click on the panel or on the view-space. You do this not to
- activate it/deactivate it, just to let 3dedit now which AS
- you want to use. Note that on the view-space, the AS you
- have choosen should not be blinking, but be steady. Now
- click near the point(on view-space) that you want the AS
- connected with and the AS should now have moved to that
- point. This may sound strange but if you only could see it
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- in action, you'd realise how very simple this is. You can
- also use the + and - keys, but this feature is not very save
- and not very stable. If you have any suggestions on how we
- may find an easier way to connect AS with points, please let
- us now.
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- DESTROYING POINTS
- At this moment, every point you create is here to stay. In
- the shareware-version, this feature will exist.
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- VIEWING ALL POINTS
- By pressing the SEE-POINTS button, you can choose between
- seeing all the points that the object is made of and not to.
- When working with the object, seeing the points will make
- your work somewhat easier. However, this may slow the
- program down a bit.
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- CREATING A POLYGON.
- When you are going to create a polygon, you must first have
- at least 3 points on the screen. The polygon will be
- created with its corners at the points that are connected
- with the AS (1-4 for a rectangle and 1-3 for a triangle).
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- SELECTING A COLOR
- At the top of the panel you can se the colors you can choose
- from. To choose a color, just click on that color. Since
- all colors can't be viewed at the screen at the same time,
- you sometimes have to click on the arrows to the left or the
- right from the colors. This moves you through the existing
- palette.
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- SELECTING A SHAPE
- Currently there are two different shapes to choose from,
- TRIANGLES or RECTANGLES. You choose betweend the different
- shapes by clicking on the CHANGE-CREATE-MODE button. The
- button changes between a point, a triangle and a rectangle,
- for the different modes and shapes. Note that rectangles
- are not exactly rectangles, but more four-sided polygons,
- since the corners aren't dependent of each other. There is
- a very big difference between triangles and 'rectangles'.
- Since a polygon really is a two-dimensional thing, every
- point in the polygon must lie on a plane i three dimensions.
- This is no problem with triangles, since a plane can be
- defined with just three points, and however the corners in
- the triangle is located, the triangle is always an
- twodimensional plane. However, with an four-sided polyon,
- the corners can be defined so that the polygon is no longer
- 2dimensional but 3dimensional. This means that from som e
- angles, the polygon might behave strange, will not be seen
- etc. This problem is easily solved with splitting the
- rectangle into two triangles. If this doesn't make sense to
- you, don't worry. You'll understand what I mean when the
- problem occur.
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- NO BACKFACE-CLOCKWISE ORDER
- When you create a polygon, the AS that define the polygon,
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- must be in clockwise order from the viewer. Why is that?
- Well, thats needed because 3dedit and the 3dengine on which
- the program is built must now which side is fron and which
- side is back. Most faces (or polygons) in an object has
- only one side that its visible. If you think of a solid
- box, each rectangle that the box is 'made' of has only one
- side that's visible. EXAMPLE: If you have created three
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- 1 2
- 3 2 1 3
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- would be visible from the viewer but
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- 1 3 1
- 2 2 3
- would not be visible.
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- You'll probably get it.
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- BACK-FACE POLYGONS
- To create polygons that has a backface, in other words, like
- a sail or a wing, a polygon thats always visible, despite
- angle, you should turn the BACK-FACE-MODE on. This is done
- by pressing the BACK-FACE-MODE button.
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- DESTROYING A POLYGON
- Just click on the DESTRYO-button and make sure that the
- CREATE-MODE is set to the shape you're about to destroy.
- The AS should be located at the points that define the
- polygon. Sometimes you have created more than one polygon
- at the same points. Then the polygon that was first created
- is destroyed first.
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- -WHAT IS-
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- AS
- AS stands for Active Spots. These are your 'hands' in the
- view-space. Every AS is connected to a point, or you might say that
- it 'holds' a point.
- Now, when you move an AS, using the
- move-buttons, you also moves the point that the AS are connected
- with(or holding).
- An AS can be active or not active. Beeing not
- active, it means that it is not affected by move-buttons, the
- create-button(in create-point mode) or the reflect/smooth-button.
- When you start your designing an object, all AS are connected to the
- same point, so when you active one AS and move that, the others are
- moving along, since they are holding a point.
- When you want to connect an AS to a certain, already created point
- thats it is not currently connected with, you first have make it the
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- latest-used AS. Thats done by either clicking on the corresponding
- lamp at the panel, or by clicking at the point(at view-space) that
- the AS is currently connected with. Then click on the point that
- you want the AS to be connected with. The number on view-space
- should move to that point.
- Sometimes the AS are connected with the right points, but in the
- wrong order. In the wrong order, such as they're maybe defining a
- polygon with crossed sides, or that the are not in clockwise order
- from the visible side. You could rearrange this by moving them
- manually, but it is a lot easier to press on the rearrange-button,
- which rearrange the AS in a random order. If the order doesn't suit
- you, click on the button again until they're in the right order.
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- -THE PANEL AND THE BUTTONS-
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- +---------------------------------------------------------+
- |<-22 (COLORS) -23 27 ->|
- |-------------------------------------------|-------------|
- |+---+ +---+ +---+ 1234 +--++--++--++--++----+--++--++--+|
- || | | | | | |9 ||10||11||12||REFLECT ||15||16||
- || 1 | | 2 | | 3 | 25 +--++--++--++--++--------++--++--+|
- |+---+ +---+ +---+ +-----------+ X Y Z +--++--+|
- | X Y Z | CREATE 13 | |17||18||
- | +-----------+ 26 +--++--+|
- |+---++---++---+ +-----------++--------++--++--+|
- || || || |+-++--+ |DESTROY 14 ||SMOOTH ||19||20||
- || 4 || 5 || 6 ||7||24| +-----------++-------++--++--+|
- |+---++---++---++-++--+ | +------+|
- | 28 |Free21||
- | +------+|
- +---------------------------------------------------------+
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- 1. Move-button X. This button moves the active AS along the
- x-axis. Use both mouse buttons.
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- 2. Move-button Y. This button moves the active AS along the
- y-axis. Use both mouse buttons.
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- 3. Move-button Z. This button moves the active AS along the
- z-axis. Use both mouse buttons.
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- 4. Rotate-button X. This button rotates the object about
- the x-axis. Use this button only in FREE-VIEW-MODE.
- Use Both mouse-buttons.
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- 5. Rotate-button Y. This button rotates the object about
- the y-axis. Use this button only in FREE-VIEW-MODE.
- Use Both mouse-buttons.
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- 6. Rotate-button Z. This button rotates the object about
- the z-axis. Use this button only in FREE-VIEW-MODE.
- Use Both mouse-buttons.
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- 7. Change to object-move-mode/AS-move-mode. In
- object-move-mode, the move-buttons makes the whole
- object move instead of just the active AS. In
- AS-move-mode,just the active AS moves. When the
- object-move mode is enabled, the button has a 3dbox
- shape in it, else it is just a dot.
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- 9. CHANGE SORTMODE. When an object is displayed, all
- visible polygons are sorted on the distance from the
- viewer. There are three different distances,
- nearest-distance, farthest distance and average
- distance. For each polygon created you must have
- selected an appropireate sort-mode. If you have choosen
- the wrong sort-mode, the object may look strange in some
- angles.
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- 10. BACK-FACE MODE. Often a polygon has a side thats
- always invisible. By changing the backface-mode, you
- can select between polygons thats always visible and
- polygons with just one visible side. A side of a cube
- is a typical polygon with just one visible side, but for
- an example a sail would have to visible sides.
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- 11. SEE POINTS.Switch between seeing every point that an
- object is made of, and not to see them. Have the points
- seen make design a lot easier.
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- 12. Create-mode. By clicking this icon, you can change
- what to create with the 'CREATE'-button and what to
- destroy with the 'DESTROY'-button. You can change
- between points, triangles and rectangles ( not exactly
- rectangles, but a foursided polygon anyhow). Points
- can't be destroyed at this time.
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- 13. Create-button. With this button you create a new
- point/ triangle/ rectangle depending on which
- create-mode you have selected. Note that when you
- create points, a new point will be created for each AS
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- thats activated.
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- 15. View X-Y 1. Watch the object from the front.
- 16. View X-Y 2. Watch the object from the behind.
- 17. View X-Z 1. Watch the object from the above.
- 18. View X-Z 2. Watch the object from the below.
- 19. View Y-Z 1. Watch the object from the left side.
- 20. View Y-Z 2. Watch the object from the right side.
- 21. View free. Free-view where you can rotate the object
- into any angle.
- 22. Change next page of colors.
- 23. Click in this area to select a color.
- 24. Reorder AS. This button reorders the AS in an random order.
- For example, if the AS are in an wrong order to Create a polygon
- that is viewable from the right side, you may click on this
- button until the AS are in a correct order. This may save you a
- lot of work.
- 25. The four AS-markers. You may press on the lamp under one of
- the numbers to activate/deactivate the AS thats corresponds to that
- lamp. You may also click on one of the lamps to make the AS to
- 'the-last-used-AS', which means that the number at the view-space
- will not blink, and you may connect that AS to another point.
- 26. This lamps indicates which around which axis the reflect and
- smooth operations will take place.
- 27. Reflect. This button reflects the active AS around the
- choosen(see 26) axis.
- 28. This button makes all the active AS move to the value on the
- choosen axis as AS1.
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- KEYS
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- ESC Quit
- Nump.1 Rotate object about Z-axis
- Nump 3 Rotate object about Z-axis
- Nump.4 Rotate object about Y-axis
- Nump 6 Rotate object about Y-axis
- Nump.7 Rotate object about X-axis
- Nump 9 Rotate object about X-axis
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- Nump.1+CNTRL Move object along Z-axis
- Nump 3+CNTRL Move object along Z-axis
- Nump.4+CNTRL Move object along Y-axis
- Nump 6+CNTRL Move object along Y-axis
- Nump.7+CNTRL Move object along X-axis
- Nump 9+CNTRL Move object along X-axis
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- LEGAL STUFF
-
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- SOFTWARE LICENSE
- 3DEDIT Copyright 1993 HUMAN SOFTWARE Inc. All Rights
- Reserved
-
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- You are free to use, copy and distribute 3DEDIT only for
- NONCOMMERCIAL use if:
-
- No fee is charged for use, copying or distribution.
- It is not modified in any way.
-
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- Clubs and user groups may charge a nominal fee not to exceed (£3.00$)
- for expenses and handling while distributing 3DEDIT
-
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- HUMAN SOFTWARE hereby disclaims all warranties relating to
- this software, whether express or implied, including without
- limitation any implied warranties of merchantability or
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- fitness for a particular purpose. HUMAN SOFTWARE will not
- be liable for any special, incidental, consequential,
- indirect or similar damages due to loss of data or any other
- reason, even if HUMAN SOFTWARE or an agent of 3DEDIT has
- been advised of the possibility of such damages. In no
- event shall HUMAN SOFTWARE's liability for any damages ever
- exceed the price paid for the license to use software,
- regardless of the form of the claim. The person using the
- software bears all risk as to the quality and performance of
- the software.
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