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-
- This is a quick help file for the POVLAB plugin "helix.exe" by Robert
- Hodkinson.
-
- POVLAB 3.2 and later is needed to use this plugin.
-
- Some brief explanations for those of you that are slightly confused over the
- terms i have used in the interface you see within POVLAB.
-
- All of the options here can be used in _any_ combination.
-
- NOTE: please note where non integer values are not acceptable (pretty
- obvious when you think about it), if non integer values are entered,
- the fractional part will be discarded.
-
-
- Helix Radius Start: (integer and floating)
- ----------
- This is the starting radius of the helix.
-
-
- Helix Radius End: (integer and floating)
- --------
- This is the ending radius of the helix.
-
-
- Helix Length: (integer and floating)
- -------------
- This is the total length of the helix. If a +ve number is given the
- Helix is created from 0 in the Y axis, to the +ve value given. If a -ve
- value is given a Helix is created from 0 in the Y axis to the -ve value
- given.
-
-
- Objects per Rev: (integer)
- ----------------
- This is the total number of objects to use per 360 degree revolution in a
- single arm of the Helix.
-
-
- Length per Rev: (integer and floating)
- ---------------
- This is the length taken for the helix to complete one 360 degree revolution.
-
- eg. if 'helix length' = 10, 'length per rev' = 20, 'objects per rev' = 40,
- a one half revolution of a helix will be made containing 20 objects.
-
-
- Helix offset X, Helix offset Y, Helix offset Z: (integer and floating)
- -----------------------------------------------
- This is to enable the helix to be moved about in three dimentional space.
-
-
- Helix Rotate Y: (integer and floating)
- ---------------
- This is to enable rotation of the _entire_ helix being created.
-
-
- Object No start: (integer)
- ----------------
- This is to enable a non zero numbered object to be chosen as the first
- object created in the helix.
-
-
- Scale object X, Scale object Y, Scale object Z: (integer and floating)
- -----------------------------------------------
- This enables you to scale the object within the helix.
-
-
- Rotate object X, Rotate object Y, Rotate object Z: (integer and floating)
- --------------------------------------------------
- This enables you to rotate each object within the helix.
-
-
- Sphere/Cube object: (one choice only)
- -------------------
- This is the current list of objects that can be used as helix elements.
-
-
- Single/Double/Triple/Quadruple/Quintiple/Hextaple Helix: (one choice)
- --------------------------------------------------------
- These are the number of helix elements that can be used to create the helix.
- A double helix will create the familiar DNA shape.
-
-
- Clockwise/Anticlockwise: (one choice)
- ------------------------
- This is where you can decide weather your helix rotates in the clockwise
- or anticlockwise direction.
-
- eg. If a +ve helix length and clockwise options are chosen. Then the helix
- is created clockwise when looking down from the +ve Y axis, if a -ve length
- and the clockwise option is chosen the helix is created anticlockwise!
-
-
- Face object inwards: (check or un-check)
- --------------------
- If you wish all the objects within the helix to face towards the center of
- the helix, check this option (the same face of each object will face the
- center of the helix).
-
-
- Random notes and hints.
- -----------------------
- To create a straight cylinder start and end radius are the same.
-
- To create s cone helix, start and end values need to be different.
-
- You can create a double cone (points touching) by having one -ve radius and
- one +ve radius.
-
- At the moment of writing a 'flat' spiral of objects (0 helix length) is not
- possible, the helix length has to be slightly greater or less than zero.
- eg. 0.000001 will work.
-
- If you create a helix with many objects, then butt up another helix of
- objects, the join will not be perfect because of rounding errors, you can
- compensate this by fiddling with the 'Helix Rotate Y' option.
-
- END OF FILE.
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