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1992-09-04
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Vertex Tricks And Tips
=======================================================================
Vertex has a number of features, but it also calls for a certain amount
of experience with 3D graphics to get the most out of the program.
Here I'd like to pass along some insight into some of Vertex's
"undocumented" capabilities.
Transformations
=======================================================================
Scaling Tricks
--------------
Scaling by a -1 has the same effect as mirroring an object along an
axis. So, if you want to add a duplicate of an object which is a mirror
reflection across an axis, then use a scale of -1 when you create
the duplicate. Remember, also, that the hot spot can serve as the point
of reflection. Without the hot spot on, the new object will be placed
overtop of the original. With the hot spot on, it will be reflected
across the hot spot.
Axis Locking
------------
You can use the sides of the screen as a straight edge. For example,
from the front view you can freely move an object on the Y axis by
moving the mouse to the far right edge of the screen, then pressing the
mouse button and moving up or down. Personally, I feel this is a little
more intuitive than having an axis enable/disable button.
Some Fast Keys
--------------
The newly added fast keys, , (comma) . (period) < (less than) and >
(greater than) are quick an easy ways of doubling the width or height
of an object. This is especially handy when trying to face-fill flat
objects.
The All Important Hot Spot
--------------------------
The hot spot is a VERY important aspect of Vertex. Once it is on, it
will act like the point 0,0,0. This enables rotating around any point
in space, scaling from a certain point, or any other transformation
which is position dependent.
Positioning the hot spot is also very important. You may do this in a
number of different ways. First, you may click on the hot-spot itself
and then attach it to a selected point by clicking on that point.
Second, you can manually position it with the Set Hot function under
the transform menu. Lastly, you may center the hot spot on the average
of all selected points.
To better understand how this works, try this example. Add a
Basic-Circle of any size/resolution. I'll use the defaults, radius 100,
resolution 12. Ensure that the hot spot is off. Get the Front view. Now
select Scale Free from the transform menu. Then, position the mouse
along the bottom center of the screen, click and hold the mouse button,
and move the mouse left and right. See how the circle is transformed
into an oval. Okay, exit this by pressing the space bar. Turn the hot
spot on. Move the hot spot by clicking on it once, then positioning it
directly onto a point which is to the far left edge of our circle.
Select scale free again, and notice how the scaling is now "centered" on
the hot spot.
In this respect, the hot spot is similar to the axes used by Imagine,
or other devices used by other programs. I feel the hot spot is a much
more flexible, and intuitive way of producing virtually the same
result, since it is not object dependant, and it may be freely
positioned in space at any time.
Alignments
----------
The newly added functions Store Names and Restore Names are useful for
aligning objects. For example, suppose you have a set of letters which
are each composed of seperate objects, say a smooth part and a flat
part. Using the Align tool will then align all the seperate objects,
which may not be what you want.
To get around this, use the Store-Names function (which is under the
Modify-Points menu). Then select the whole of each letter and rename
is as one object. Do this for each letter. Align the letters as you see
fit. Then, execute the Restore Names function. This will now restore
your named objects to their original states.
Modifications
=======================================================================
Face Filling
------------
Unfortunately, Vertex's face filling function is not perfect. It will
work correctly for many objects, but fail miserably with others. (I am
working on a fix to this). In the mean time, you may want to try some
of these tips.
The surface must be closed in order for the fill routing to work. In
other words, the contour, or outline, of the shape must be continuous.
If you have problems filling a particular surface, Break it down into
smaller surfaces by adding edges. Once you section off a part of the
surface, only select these points when attempting the fill.
Lastly, try scaling the surface by 2 along one axis. This will help
Vertex decide which direction to fill the shape. This can be done
quickly with the new fast keys .,<> . (See above)
Beveled Edges
-------------
Always make sure the object is on the X,Y plane. Also ensure that the
shape to be beveled is completely filled with faces. If you do
experience problems, then apply the Delete Duplicate Edges and Delete
Duplicate Faces tools. Then re-try the bevel.
Wrapping to a Sphere
--------------------
Be sphere is not the tool to use if you want to wrap an object around a
sphere. To accomplish this, you'll need to Wrap to Ring 180 degrees.
Then rotate on the X axis 90 degrees, then rotate on the Z axis 90
degrees. Finally, wrap to ring 360 degrees, and you're done. The
initial distance you move the shape above (or along the Y axis) the hot
spot will be the sphere's radius. You may want to re-read the manual
discussing the wrap to ring function to get a better handle on this.
Selection
=======================================================================
I'll be short and sweet about selection. You will no doubt notice a
large number of selection modes. These are all there for specific
reasons, and I use each tool almost every time I use Vertex. My best
advice is to "mess" with these tools a bit, to get a feel for how they
work. In all, Outer Edges is the only one of these tools which can tie
up the machine for a while, but the others are generally quick, so it
shouldn't take much time to get aquainted with them.
Lathing
=======================================================================
If you attempt to lathe something with the hot-spot turned off, you
will most likely end up with bad results. The Lathe function really
needs the hot-spot to be active, and positioned correctly. The location
of the hot-spot will be the center of the lathe. It's especially
helpful to place the hot spot on the point you wish to lathe around. To
do so, just click on the hot-spot, then position it over a selected
point.