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- ====================================================================
- File Menu Vertex Page 8-1
-
-
-
- FILE MENU:
-
- Function FastKey Page
- ====================== ================================== ====
- Compressed Z-C 8-2
- Sculpt 3D/4D Z-S 8-2
- Imagine Z-I 8-4
- Turbo Silver Z-T 8-4
- Lightwave Z-L (See Note) 8-5
- GEO Z-G (VideoScape 3D) 8-8
- Wavefront Z-W 8-9
-
-
- 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.
-
- Loading a file is as simple as clicking on its name from the requester.
- The software will determine what file type it is.
-
- At this point, only the 3D object and it's color is transferred by
- Vertex. Face attributes, ie. 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. Lately, I've heard of problems with
- GEO and Lightwave files. The geo problem has been fixed, and I've got
- some problem Lightwave files coming soon, so I can fix this one.
-
-
- ====================================================================
- Save: Compressed Vertex Page 8-2
-
-
- 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.
-
- 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 8-3
-
-
-
- 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.
-
- It was brought to my attention that Imagine/Turbo files which had
- no faces would not save correctly. I have since fixed the
- problem. (As of version 1.36.2)
-
- ====================================================================
- Save: Lightwave Vertex Page 8-4
-
-
-
- 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 8-5
-
-
-
- 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, radial
- and ladder. 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. Ladder
- will probably work the best for most objects which are convex.
-
-
- Radial Ladder
-
- 1-------2 1-------2
- / \ / \ /|\ |\
- / \ / \ / | \ | \
- / \ / \ / | \ | \
- 6-------7-------3 6 | \ | 3
- \ / \ / \ | \ | /
- \ / \ / \ | \ | /
- \ / \ / \| \|/
- 5-------4 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 8-6
-
-
- 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. The ladder
- method may work for objects of this type, but you may end up with
- a face defined as 2-3-4, which would put it outside the object.
-
- 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".
-
- Versions 1.33.6 and above include a new filling technique called
- ladder. It will fill the following shape like so:
-
- *---*---*---*---*
- | |
- *---*---*---*---*
- unfilled
-
- *---*---*---*---*
- | \ | \ | \ | \ |
- *---*---*---*---*
- filled
-
-
- ====================================================================
- Save: GEO Vertex Page 8-8
-
-
-
- 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: Wavefront Vertex Page 8-8
-
-
- The wavefront file format is supported within Vertex. Only .obj
- geometry files are supported. Face colors, texture maps, smoothing
- groups are not currently supported. However, this function of Vertex
- does allow easy trasfer of objects to/from Wavefront machines.
-
-
-