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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
¹ 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