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- ====================================================================
- Modify Menu Vertex Page 3-1
-
-
-
- MODIFY MENU:
-
- Function FastKey Page
- ================== ====================================== ====
- Distort... M-D 3-2
- Multiply M-D-M 3-2
- Apply Curve M-D-Q 3-4
- Randomize M-D-R 3-5
- Gravity M-D-G 3-5
- Be Sphere M-D-B 3-5
- Wrap to Ring M-D-W 3-6
- Taper M-D-T 3-6
- Twist M-D-I 3-6
- Faces... M-F 3-7
- Planar Fill M-F-F 3-7
- Radial Fill M-F-R 3-7
- Color M-F-C 3-8
- Smoothing M-F-U 3-8
- Points... M-P 3-9
- Fuse Vertices M-P-W 3-9
- Overlay Fuse M-P-O 3-9
- Vertex Info M-P-I 3-10
- Distance M-P-D 3-10
- Name Selected M-P-N 3-10
- Store Names M-P-S 3-10
- Restore Names M-P-R 3-10
- Extrude M-X 3-11
- Lathe M-L 3-12
- Bevel Edges M-B 3-12
- Subd. Edges M-E 3-13
- Subd. Faces M-F 3-13
- Fractal M-K 3-14
- Cut Window M-W 3-15
- Seperate M-T 3-16
-
- The Modify menu holds most of the unique tools of Vertex. There are
- functions to curve objects in a variety of ways, tools to add details,
- bevel objects, fill contours, cut holes, change face colors, and a lot
- more. All these functions work on selected vertices.
-
-
- ====================================================================
- Modify Menu: Multiply Vertex Page 3-2
-
-
-
- Function: Multiply
- FastKey: M-D-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.
-
- At present, spaces are NOT allowed in the math formula. I'll be
- fixing this in a newer version.
-
- 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 3-3
-
-
-
- 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.
-
-
-
- ====================================================================
- Modify Menu: Curve Vertex Page 3-4
-
-
-
- Function: Apply Curve
- FastKey: M-D-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
- Scale | |
- ------------------------------------------
- Do It
- Flip It
- Flatten
- Abort
-
-
-
- The X,Y,Z gadgets in the upper left are called the 'Affect Axis'. This
- determines 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.
- Scale: The object will be scaled on the Affect Axis, as shown
- in the curve you have defined.
-
- When you have the curve set, you can choose one of these functions to
- apply.
-
- You apply a curve by pressing the "Do It" button in the lower left.
- Other options below the "Do It" button are: Flip, which will flip the
- curve up/down, Flatten, which will flatten the curve, and Abort,
- which will leave the function - not applying the curve.
-
-
- ====================================================================
- Modify Menu: Randomize Vertex Page 3-5
-
-
-
- Function: Randomize
- FastKey: M-D-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-D-G
-
- Description:
-
- This function will bring up a small, moveable, control panel:
-
- |X| |Y| |Z|
- ____ _____
- | IN | | OUT |
-
- 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, or average of all selected poitns,
- as the center of gravity.
-
- Directional choices are In and Out. In will pull points towards the
- center, while Out will push points away.
-
-
-
- ====================================================================
- Modify Menu: BeSphere
-
-
-
- Function: Be Sphere
- FastKey: M-D-B
-
- Description:
-
- Will take all your selected points and conform them to a sphere.
- Note, this is not a "wrap" to sphere function, it simply makes all
- selected points and equal distance from the centroid (or the Hot-Spot
- if it is active)
-
-
-
- ====================================================================
- Modify Menu: Wrap to Ring Vertex Page 3-6
-
-
-
- Function: Wrap to Ring
- FastKey: M-D-W
-
- Description:
-
- This tool will wrap an object about the Z axis. The center of the ring is
- the hot spot, so it must be active for this function to work.
-
- For best results, place the hot spot on the origin, then move your object
- so it is some distance from the hot spot. Select this tool, and enter the
- angle which you want your object wrapped.
-
- The distance your object is from the hot spot will determine the radius of
- the ring.
-
-
-
- ====================================================================
- Modify Menu: Taper
-
-
-
- Function: Taper
- FastKey: M-D-T
-
- Description:
-
- This function lets you taper an object along one axis at a time. A
- requester will appear asking for the Axis to scale along, and what scaling
- amount to use. This is a normal Vertex scaling factor, so values less than
- 1 will shrink the object, values larger than 1 will expand the object.
-
-
- ====================================================================
- Modify Menu: Twist
-
-
-
- Function: Twis
- FastKey: M-D-I
-
- Description:
-
- This tool will let you twist an object along the Y axis by the amount of
- rotation you specify.
-
-
-
- ====================================================================
- Modify Menu: Planar Fill Vertex Page 3-7
-
-
-
- Function: Planar Fill
- FastKey: M-F-F
-
- Description:
-
- I've redone this function in this version. It is a much more
- intelligent command now. Most polygons will be filled correctly, if
- they are not erradic. More complex objects can be broken down, by
- adding edges to close off ares, into smaller parts to get them to
- work correctly.
-
- This function demands that the polygon be closed - if it isn't you may
- get wierd results.
-
-
-
- ====================================================================
- Modify Menu: Radial Fill
-
-
-
- Function: Radial Fill
- FastKey: M-F-R
-
- Description:
-
-
- ====================================================================
- Modify Menu: Color Vertex Page 3-8
-
-
-
- Function: Modify Color
- FastKey: M-F-C
-
- Description:
-
- This function will bring up a requester wherein you can define the
- color of the selected faces. Face colors are now saved with objects
- and read in at load time.
-
-
-
- ====================================================================
- Modify Menu: Smoothing
-
-
-
- Function: Smoothing
- FastKey: M-F-U
-
- Description:
-
- Vertex now supports face smoothing for Sculpt, Lightwave and Imagine
- file formats. Be warned - the compressed file format does not yet
- support this feature yet.
-
- Smoothing will bring up a name requester with each object listed.
- (Smoothing is only available on an object by object basis.) Each
- object which is smoothed will be highlighted in orange. Likewise, each
- faceted, or non-smooth, object will not be highlighted. Click on an
- objects name to toggle it's smoothing status. The smoothing status
- will cause no change in an objects appearance in any of Vertex's
- rendering modes, but will only effect a saved file.
-
-
- ====================================================================
- Modify Menu: Fuse Vertices Vertex Page 3-9
-
-
-
- Function: Fuse Vertices
- FastKey: M-P-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 wish 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: Overlay Fuse
-
-
-
- Function: Overlay Fuse
- FastKey: M-P-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.
-
- Also, you may not have more than 2 vertices occupying the same X,Y,Z
- coordinates when attempting to use this function.
-
-
- ====================================================================
- Modify Menu: Info Vertex Page 3-10
-
-
-
- Function: Vertex Info
- FastKey: M-P-I
-
- Description:
-
- This function will bring up a requester with the pertinent info about
- any vertex you click on. You are allowed to change the vertices number
- and its X,Y,Z coordinates. (Changing the name in the requester will
- have no effect)
-
- Changing the number of the vertex will exchange it's position in the
- list of vertices. This can have an effect on pattern selection, as
- well as morphing in other software packages.
-
-
-
- ====================================================================
- Modify Menu: Distance
-
-
-
- Function: DIstance
- FastKey: M-P-D
-
- Description:
-
- Clicking on 2 vertices in sequence will return the distance between
- them.
-
-
-
- ====================================================================
- Modify Menu: Name Selected
-
-
-
- Function: Name Selected
- FastKey: M-P-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.
-
- Object names are limited to 256 at this time.
-
-
-
- ====================================================================
- Modify Menu: Store Names
-
-
-
- Function: Store Names
- FastKey: M-P-S
-
- Description:
-
- This will copy the NAMES of all your vertices to a special buffer.
-
- ====================================================================
- Modify Menu: Restore Names
-
-
-
- Function: Restore Names
- FastKey: M-P-R
-
- Description:
-
- This will restore the names of the vertices you previously stored with
- the previous function. These functions are handy for aligning 3-D text
- when each letter is composed of different parts. You can store the
- names, then re-name each letter by a different name, align them, and
- finally resore the names.
-
-
- ====================================================================
- Modify Menu: Extrude Vertex Page 3-11
-
-
-
- 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. Make sure your scaling values are set to 1 if you want
- the extruded object to be the same size as the original.
-
- DISTX: This is the amount to extrude on the X axis
- DISTY: This is the amount to extrude on the Y axis
- DISTZ: This is the amount to extrude on the Z axis
- ROTX: Amount of rotation around the X axis
- ROTY: Amount of rotation around the Y axis
- ROTZ: Amount of rotation around the Z axis
- SCAL X: Amount of scaling on the X axis
- SCAL Y: Amount of scaling on the Y axis
- SCAL Z: Amount of scaling on the Z axis
- STEPS: The number of sections to create. This value is divided
- into all the above values when extruding multiple
- sections.
-
- The step value is VERY important. If you enter a step value of 1,
- the function should work as you expect. However, using higher step
- values may get tricky.
-
- Say, for example, you want to extrude a circle into a quarter of a
- ring with 10 sections. You would enter a Y rotation of 90, and a step
- value of 10. You would not, however, enter a Y rotation of 9, and a
- step value of 10, expecting it to rotate 9 degrees for each
- extrusion. So, just remember to enter the total rotations or
- distance, and let Vertex do the division work for you.
-
-
- ====================================================================
- Modify Menu: Lathe Vertex Page 3-12
-
-
-
- Function: Lathe
- FastKey M-L
-
- Description:
-
- This is the lathe creation tool. You can define any shape, with
- faces, and it will be lathed by the degrees you specify. I'd suggest
- not lathing on any more than 1 axis at a time, this will most likely
- result in a bad lathe. If you enter a degree amount of 360 degrees or
- more, the lathe will self connect to it's starting point.
-
- If you've just created a contour with the Shape definer, you'll
- probably want to lathe around the Y axis.
-
-
-
- ====================================================================
- Modify Menu: Bevel
-
-
-
- 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:
-
- 1. The object must have faces in it, say like a solid font.
- 2. Objects must lie on the X,Y plane. Any other kind of
- object will result in improper results.
- 3. The object must not have any duplicate edges or faces in it. To
- ensure this is the case, examine the EULR: number on the
- information display of the main screen. If this number is
- exceptionally large, positive or nagative, then you should
- do a Delete Duplicate Edges, as well as a Delete Duplicate
- Faces, both under the Delete menu.
-
- When you choose this function, a selector appears asking for the
- amount of inset and the depth desired. Keep in mind that the Z axis
- is headed away from you in the fron view, so positive values will
- cause the bevel to appear at the back of the object, while negative
- values will cause the bevel to appear towards you, the viewer.
-
- Also, it is perfectly acceptable to enter negative inset values,
- which will cause the bevel to head away from the original object.
-
-
- ====================================================================
- Modify Menu: Subdivide Edges Vertex Page 3-13
-
-
-
- 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: Subdivide Faces
-
-
-
- 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: Fractal Vertex Page 3-14
-
-
-
- Function: Fractal
- FastKey: M-K
-
- Description:
-
- This function will "fractalize" a set of selected faces. I'll do my best
- to explain it, but to really get a feel for it, you'll have to try it out.
- I'd suggest starting out with a 1 x 1 grid and then use this function
- with the default values.
-
- Selecting this function will bring up a requester, asking for 3
- values. The first value is the recursion value. Don't let a big word
- scare you, it's a pretty simple concept, and we can use one of
- Vertex's other functions to graphically show you how recursion
- operates. To follow this example, create a simple 200 x 200 grid with
- X Res and Y Res values of 1.
-
- With your 2 face object selected, use the Subdivide Edges command
- under the modify menu. You will see that your grid has now
- doubled in resolution. This is a first level recursion.
-
- Now, without selecting or deselecting anything, use the Subdivide
- Edges function again. Your grid is now even more detailed. This is
- a second level recursion.
-
- Doing this operation again will result in a 3 level recursion. Getting
- the idea yet?
-
- All recursion means is to apply the same funtion to an object that
- has previously been "passed through" the function. Repeatedly doing
- this will eventually run out of memory, so be careful not to get out
- of hand.
-
- Actually, this is the exact process the Fractal command uses, only it
- will randomly move the new points up and down as they are created.
-
- This is where the height value comes in. A larger value here will cause
- the "hills" to be taller, while smaller values will cause more gentle
- "hills".
-
- Finally, the Seed value is the basis by which the heights are arrived at.
- Using the same seed value will result in the same fractal. If you want to
- mess around with this value, try using a small recursion value until you
- get the look you want. Then UNDO it, and use a larger recursion value.
- This will create the same fractal as the smaller recursion value, only it
- will add more detail.
-
- Version 1.5 and above offer the possibility to create true 3D fractals
- from any basic shape. To get this effect, just turn on the HotSpot
- and position it so it will be the center of your object (Or use the
- new Transform function - Center Hot). Now, instead of the fractals
- moving up or down on 1 axis at a time, they will radiate out from
- this point.
-
- A few notes: There is no relationship between differnt seeds. Just
- because 211 comes after 210 does not mean these seeds
- will produce fractals of similar form.
-
- There are 1,073,741,820, or 2^30, different seeds
- available.
-
- A seed value of 0 (zero) will re-initialize the fractal
- generator, causing random results.
-
-
- ====================================================================
- Modify Menu: Cut Window Vertex Page 3-15
-
-
-
- Function: Cut Window
- FastKey: M-W
-
- Description:
-
- This function will take all your selected faces, delete them, delete
- the edges between them, then extrude them and scale them by 50%.
- Confused? Let me give an example:
-
-
- *-----------*
- |\ /|
- | \ / |
- | \ / |
- | \ / |
- | \ / |
- *-----*-----*
-
- Starting object:
- *'s are selected verticies
-
-
- o-----------o
- |\ /|
- | *-------* |
- | |XXXXXXX| |
- | *---*---* |
- |/ \ | / \|
- o-----o-----o
-
- Ending object:
- *'s are selected verticies, o's are deselected, and the X's denote
- the area that is now see-through. You'll have to try this one to
- get a good idea of how it works.
-
- Some tips: Make sure the selected faces are all connected
-
- The new vertices are simply scaled, don't expect it
- to operate like a bevel command.
-
-
- ====================================================================
- Modify Menu: Seperate Vertex Page 3-16
-
-
-
- Function: Seperate
- FastKey: M-T
-
- Description:
-
- This command will seperate a set of selected vertices from an object.
- You'll end up with 2 objects - the first will be your original object with
- a hole cut in it the same shape as your selected vertices, and the second
- will be a new object which is a duplicate (ending in -sep) of your
- selected vertices. To get a feel for this, try this quick example:
-
- 1. Delete everything and add a basic-cube, any size. Name it Box.
- 2. Deselect half the cube. You should end up with 4 vertices selected
- which represent 1 "face" of the cube.
- 3. Choose this function, Seperate, from the modify menu.
- 4. When the function returns, try moving the selected vertices.
-
- You'll see you have a "lid" on your cube which can be moved independently
- of the rest of the cube. This new object will be called Box-sep. You could
- just as easily cut a doorway into a sphere, break the squares out of a
- grid, or anything else which needs a "hole" in it. Note, however, this
- tool is considerably different from the "Cut Window" function above.
-
-
-
-