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- Trying to Understand Imagine 3.0's Forms Editor, or, Going Mad by Degrees
- by Bill Graham
-
- Imagine's Forms editor is probably the most ignored editor in the
- program. I know of users who've used Imagine since it's release,
- and the Forms editor does not exist as far as they're concerned.
- They have opened it once or twice, played with the very strange default
- sphere, made some odd looking objects that they could never duplicate in a
- million years, and gave up feeling frustrated and maybe a little mystified.
- And with version 3.0, point editing can be done in the Detail editor in the
- Perspective view, the New Mode, and this seems to be another good reason to
- not worry about the Forms editor.
- But the Forms editor is incredibly powerful. There is nothing like
- it in any other program. It is a symmetrical object editor. This means that
- you edit an object's topography without affecting it's geometry. In other
- words, any object created in the Forms editor can be morphed into any other
- object created in the Forms editor, as long as the point and edge counts are
- concurrent. Keeping them concurrent is easy, due to the way that this editor
- works. By using a simple top down object construction strategy, making the
- most complex object first, then the next most complex, etc., you can create
- some mind blowing 3D morphs. And considering that you can morph an object's
- surface attributes at the same time as it's geometry, truly amazing effects
- can be accomplished. Some animations that I've done with Forms objects
- include morphing fruit, with a banana turning into an apple that turns into
- an orange that turns into a pear which turns into a plum which turns into a
- banana again. And with States, you can control the "flow" of the morph, easily
- getting around the problem of objects' points trying to move linearly when
- doing an object morph. I morphed a meat cleaver into a serving platter with
- utter smoothness. This ability to construct controlled morphing complex objects
- would persuade me to buy Imagine just for object creation if I was already
- fluent in the use of another package that supports object geometry morphing.
- Assuming I had object file conversion software, of course.
- However, all this power comes at a price. And that price is a willingness
- to completely rethink the way you plan and build objects. The hurdles are in
- the conceptualization, not in understanding the various menus and commands. In
- fact, the Forms editor has fewer menus and commands than any of Imagine's
- seven editors.
- I am going to attempt to demystify this editor. I teach Imagine
- classes and have succesfully gotten through to people who had given up on the
- Forms editor. Of course, we were all sitting in front of computers with Imagine
- running, and I took them through it step by step both verbally and by showing
- them on screen. So this may be a little more difficult, perhaps. All's we
- can do is try.......
-
- I think what bothers most people at first is the very concept of a
- symmetrical object editor. Trying to understand symmetry as it applies in the
- Forms editor can be daunting. Symmetry, in the Cartesian coordinate
- environment, can only be in three directions, those three corresponding to the
- Top, Front, and Right orthogonal working views in Imagine. Because Forms is a
- symmetrical editor, there can be no working in New Mode here. Working in Forms
- is working in the abstract. The three orthogonal views are a representation
- of the object, the only "true" view is in the perspective window.
-
- We will try an analogy. Think of an adjustable weight dumbbell.
- Imagine it laying in a left to right orientation. A metal bar, with a round
- metal plate on either end. This object has symmetry in all three directions.
- If you had a metal cutting blade on a bandsaw, you could slice this object
- all three ways, and the resulting halves would be equal.( Well, equal enough
- for this example).
- You could slice it (in the Front view) left to right, with the blade going
- downward in Z, with the cut moving along X. This corresponds to Imagine's X/Z
- plane. The two halves would be symmetrical in Y.
- If we rotated our bandsaw blade 90 degrees away from us around X, we could
- still slice from left to right, but the blade would be moving along Y (in and
- out of the screen, in the Front view). The symmetry of the resulting halves
- would be in Z. The cut is occurring in the X/Y plane.
- Our final dumbbell mutilation is to cut the bar in half. The blade is still
- pointing in and out of the screen, but we have to rotate it 90 degrees in Y.
- Now the cut is on the Y/Z plane.We cut the bar in the middle,and the two
- halves' symmetry is in X. There are only three axes to deal with. Since the
- hypothetical cut must involve two of them, the symmetry or non-symmetry must
- occur on the other. It has to!
- Now, let us remove one of the dumbbell's plates. We slice it like we did
- the first time above, left to right, into two halves, one half closer to
- us than the other in Y. Symmetry in Y, yes! We rotate the blade 90 degrees,
- as before and once again slice left to right, this time with the blade
- pointing away from us as we did above, slicing it into upper and lower
- halves. Symmetry in Z,yes! But when we rotate the blade 90 degrees in Y,
- and slice the bar in half, no symmetry. One half has a plate and the other
- does not. By removing one plate from the dumbbell, we made it symmetrical
- in two axes only.
- We are tired of this dumbbell rolling around on the desk. We go to the
- sporting goods store, and buy the latest thing in work-out equipment. The
- triangular dumbbell plate. No more stubbed toes! But for the purposes of
- this "thought" experiment, we will only put one plate on. With this funny
- triangular plate attached, we slice like we did the first time above. Two
- parts, one closer to us than the other. Symmetry in Y, yes! We rotate the
- blade away from us 90 degrees, and slice along the X/Y plane. Oops! No symmetry
- in Z! We rotate the blade 90 degrees again, this time in Y. We slice the
- bar in half.(Remember, only one plate) No symmetry in X, either! Yikes!
- This object is now symmetrical on one axis only.
- For our last "thought" experiment, we remove all plates from the dumbbell
- bar. We stick one end of the bar into a fist-sized blob of adhesive, fast
- drying clay. We let it dry, and slice it three ways like we did above. Left to
- right, on the X/Z plane, no symmetry in Y! Left to right, on the X/Y plane,
- no symmetry in Z! We slice the bar up and down, on the Y/Z plane. No symmetry
- in X either. Wow! No symmetry at all in this object.
- This is the key to creating an object in Forms. You must plan ahead,
- mentally laying out your object or using graph paper to decide how many axes of
- symmetry and what orientation your object will have.
- When you enter the Forms editor, it looks very similar to most of the other
- Imagine editors. The Project and Display menu bars are pretty much the same as
- others throughout the other editors, with the exception of there being no New
- Mode option under the Display menu. There are the programmable User gadgets
- at the bottom of the screen, and you should set these up after getting
- familiar with all the menu options.
- The Object, Mode, Symmetry, Select, and Cross Section menu items work very
- differently from anything in the other editors, however. We will cover the
- Object menu first.
- In Forms, you either Load a previously saved Forms object, or create a New
- one. Be aware that the Forms editor allows only one object at a time to be
- worked on. To Load an object into Forms, it must have been created there, with
- it's special geometry intact.
- You can Save a Forms object, and load it into Detail, and apply brush maps,
- textures, and even create States, and re-load it into Forms. As long as you do
- not alter the object's geometry by scaling, point editing, or using the Strip
- command, you will be able to further edit a Forms object in that editor.
-
- When you select New from the object menu, you are presented with a requester
- (Figure 1) with several fields for input. When you are planning to construct
- an object in the Forms editor,you must, in your mind's eye, determine how many
- axes of symmetry there are in your object. This is essential. Three axes of
- symmetry for a barbell, two for a candlestick holder, one for a single edged
- knife, none for a human arm, etc. Forms is based on setting up and editing
- cross sections of an object, one at a time, and editing "silhouette" views of
- your object. Number of Points is the number of editing points in the cross
- section of your object. You'll change the number of points in the course of
- editing, so while you are learning your way around, you can accept the
- default number of 16. Number of Slices is the number of cross sections.If you
- were going to make a candlestick holder, Points would be the number of
- editable points around the circumference, and Slices would be the number of
- editable slices along the length of the holder.Twice this number is how many
- points you'll see in the Silhouette views. These can be changed also, so
- accepting the defaults is fine here also.
- Contrary to what has been written elsewhere, you should never use anything
- but the default Two Former views. In fact, prior to the release of Imagine
- 2.0, you had no choice. I say this because now that you understand symmetry,
- there is no need for you to work in the other two modes. They are actually
- "restricted" modes, for remedial Imagineers. They actually restrict editing
- axes of symmetry (there's only three, for God's sake), and you will be
- seriously restricting yourself if you use them. So I will not be covering
- those other two modes. Try them if you like. But it's sorta like learning
- to drive on an automatic, and then trying a stickshift. It can be done, but
- it's a lot harder in the long run.
- X-Y Cross section would be selected if you were going to make your holder
- right side up. Y-Z Cross section would be selected if you were going to make
- it laying on it's side. When you click one or the other, the corresponding
- Seal Top End and Seal Bottom End buttons become Seal Right End and Seal Left
- End. The default is fine when you're learning. You see, the sphere you get
- when you create a new Forms object is not really a sphere. It is a spherical
- cylinder (!!??). It is actually a tube, with the number of slices and points
- specified in the cross section fields, and Seal XXX End simply adds a central
- point with faces that close off the tube.These ends will not be "flush"
- with the normal end of the objects, and you cannot edit this single point
- directly from Forms. It is a job for the Detail editor.
- In terms of learning to create objects, it doesn't really matter which
- cross section selection you choose, object editing is the same either way.
- Later on, when you are comfortable with Forms, it will matter, in terms of
- making morphable objects and such.
- The spherical tube concept is important, because it is crucial to
- understanding how to work in Forms. Basically, in the three non-perspective
- views, you are working with one cross section view of the spherical tube, and
- two silhouette views. Which of the Top,Front, and Right views is what
- depends on which Cross section orientation you select in the New Object
- requester. Your choices are two, X-Y and Y-Z. Which axis is common to those
- two choices? Y, of course (no pun intended). Looking down Y is always in the
- Front view, of course. And the Front view never changes, in that it always is
- represented by a broken circle. The orientation of the break(s) always
- corresponds with the Cross section axis. If the Cross section selected is
- X-Y (tube running top to bottom), then the breaks in the Front view circle
- are the top and bottom. If the Cross section selected is Y-Z (left to right),
- then the breaks are on the left and right.
- The Cross section view, however, can be either the Top or the Right view.
- And the Cross section view is always easy to identify, because it is always
- the unbroken circle. So if you pick the up/down orientation, the Top view
- will be the Cross section view. And if you pick the right/left orientation,
- the Right view will be the Cross section view. Hopefully, this Forms editor
- seems a little less formidable by now.
- When working in Forms, you are working on a series of Cross sections,
- of which only one is visible at a time. The Cross section view never affects
- the size, or diameter of the object, only it's shape. For a Cross section to
- be editable,it has to be a Key Cross section. The default object always has
- only one of these Key Slices. Later, we will learn how to add more. But for
- now, you should be able to understand that when you create an object in
- Forms, you are working on a series of cross sections, with corresponding
- silhouette points in the other two views. Like the sections of an extruded
- object, for instance.
- The only other selection to make in this now-not-so-nasty requester is
- Fixed Cross Section Symmetry. These four buttons are mutually exclusive. From
- earlier in this text you should remember that there are only three possible
- axes of symmetry. Since we are dealing with a cross section of a three
- dimensional object, we only have to worry about two axes of symmetry. Which
- two, of course, depends on which of the X-Y or Y-Z choices you choose. These
- buttons, like the Seal XXX End buttons, will change depending on which
- orientation you click. (Remember, this requester is for the Cross sections
- ONLY!) Cross section symmetry is always (almost) fixed. Should you be in the
- midst of editing, and decide you don't want that fixed symmetry, you (a) save
- the object, (b) start a new one with the same cross section points and same
- form, only with the new one selecting None in this requester. (You'll be
- prompted for that information) If we were to accept the default, our cross
- section would be in the Top view. X axis would mean that moving a point on
- the left would move the corresponding point on the right. ( You must mentally
- divide the cross section into halves, it isn't marked for you.) Y axis would
- do the same for the top and bottom. Both Axes move the three other
- corresponding points. Try this once or twice and it'll make perfect sense.
- Remember, with None selected, just the cross section point you actually work
- with will move (Figure2N), with X axis or Y axis, you get two for the price
- of one (Figures2X and 2Y). With Both axes, you get four for the price of one
- (Figure2B). So for a candlestick holder cross section, you'd choose Both,
- for a boat hull or a carving knife, you'd choose X or Y, and for something
- organic like a leg or an arm you'd choose None.
- Snap to Grid, the last item in the Object menus, allows you to select one
- or more points in the various views and have them all align to the nearest
- grid intersection. When you become familiar with the Forms editor, this
- command will be very helpful for assuring selective editing symmetry.
- And this wraps it up for the dreaded New object requester. Almost, anyway.
- I will leave it as an excercise for the reader to figure out the Ok and
- Cancel buttons.
-
- The Mode menu is simple to understand. There are three basic things you
- do when editing, and these are Edit, Add, and Delete. You cannot Delete
- an object to nothing but a simple axis here as you can in Detail, nor can
- you Delete an objects defined Key slices. When Adding points, be
- careful not to get lost. It is very easy to be in Add mode and forget to
- switch to Edit mode, thereby Adding several unwanted points/slices to your
- object. I recommend Adding then Editing one point at a time when you are first
- learning your way around Forms. This is because what happens to the Added
- editing point is not always apparent. You will always see the adjoining
- connected lines "jump" when you Add a point. But sometimes you don't see the
- point itself. This has made many users crazy. The fact is the new point is
- always there, but what happens to it when it's first added is determined by
- many factors. These factors include whether you are working in a Cross
- section view or a silhouette view, what fixed symmetry is in place (determined
- by the New requester), whether you have Locked selected in the Select menu,
- whether the adjacent point is a Key slice or not, whether it's raining in
- London or not, whether you prefer dogs over cats, whether you live in a
- community property state or not, and things like that. What you need to remember
- is this: The point is ALWAYS present. If you can't see it, it is either
- "underneath" the nearest point you clicked close to, or "underneath" one of
- the two adjacent points. It will ALWAYS be under one of those three points.
- Sometimes when you Add a point, you will actually be adding two, or sometimes
- four points, and instead of losing just one point, you've lost two or four.
- But this is no reason to freak, because when you find one, you'll also find
- the corresponding second and third/fourth point. Just remember what I said
- about adjacent points above. Much more of the reasoning behind this wierdness
- will become apparent when we discuss the Symmetry menu, coming up next.
-
- The Symmetry menu is in many ways the meat and potatoes of the Forms editor.
- It has also caused a lot of confusion, because when you look at the various
- Symmetry selections, you realize you've seen much of this before in the New
- object requester. But the New object requester only addresses symmetry in the
- Cross section view. The Symmetry menu addresses symmetry in the two "silhouette"
- views. These two views are determined by the New object settings, as you
- should remember. With the default settings, the silhouette views are the
- Front and Right views. The first Symmetry setting is Off. This means that
- when you edit a point in either of the silhouette views, only that point is
- affected. The corresponding point remains unchanged. If you were modeling a
- candlestick holder with the Off setting selected, it would look very
- strange because it would not look "spun" as it should. But if you were model-
- ing a carving knife (oriented up and down with the default settings), this
- is what you'd want, assuming you were using the non symmetric silhouette
- view for the knife's flat outline. Front view and Right view (or Top view, as
- this changes according to the New requester settings) means that when you
- edit a point(s) in that selected view, the opposing point(s) move also. These
- two settings establish symmetry in their respective views. So with just one
- or none of these selected, it is possible to move editing points so that they
- are not "lined up". For many "organic" objects, this is precisely what you
- want. This also allows you to put detail where it's needed, while keeping an
- eye on object size. The Both setting simply sets up non-concurrent symmetry
- in both silhouette views. So when you edit points in the Front view, only
- Front view symmetry is in force, and when you edit in the Right view, only
- Right view symmetry is in force. But the other silhouette view is not directly
- affected. The 90 Degree setting, however, does establish dual silhouette
- view symmetry. So when you edit a point in the Front view, the Right view
- points move also, and vice versa. I know this sounds confusing, but when you
- try it (on SIMPLE objects when learning) it really will come together.
- The Select menu has four settings that look very similar to those in the
- Detail editor, but actually they behave very differently. Click mode functions
- like Drag Points mode in the Detail editor. You click on a point with the
- left mouse button, and while holding down that button move the point to where
- you need. All Select settings work in the Cross section view as well as
- the silhouette views. Click mode also supports the "multi" option by holding
- down the shift key while clicking multiple points. Drag Box and Lasso are
- both multi-select options, you drag-box or lasso points while keeping the
- shift key pressed, then release the shift key while holding down the left
- mouse button to move the points. It will become obvious to you that by doing
- this you can make truly radical changes in your object very quickly. Lock
- means that when you move a point or points, they will automatically snap to
- the nearest grid intersection. This is a more controlled way of doing the
- Snap to Grid function of the Object menu, as you can toggle this on or off as
- needed.
-
- The Cross Section menu is the last of the Forms editor menus ( as far as
- Imagine 3.0 is concerned). When you first create a new Forms object, the
- spherical tube only has one defined cross section, so when you select the
- Select command the first time, you'll get a box that tells you "The current
- cross section is the only one defined". Once you define more than one Key
- cross section, the Select command will highlite in orange all defined Key
- cross sections. This ability to define key cross sections is how you create
- smooth transitions from one cross section shape to another. Imagine smoothly
- interpolates between cross sections, making a natural, realistic transformation
- from one cross section shape to another. The cross sections have to be selected
- from one of the silhouette views, because only one cross section is viewable at
- a time. The program automatically numbers these cross sections, and it is
- displayed at the top of the screen. The way to make a new cross section is
- with the Make Key command. In a new object, the one pre-defined cross
- section is always at the end of the "tube". After selecting Make Key, you
- simply click on a point in one of the silhouette views and that cross section
- becomes a Key section. You can verify this with the Select command. Once you
- have made a new cross section, that is the one represented in the cross
- section view.
-
- When working in the various views, once again depending on the current
- settings, you will notice "rubber band" lines going from the points you're
- editing towards the center of the representative view. These are guides to
- tell you where the corresponding points are in the other silhouette view.
- Using Forms depends very much on your ability to visualize, and relies more
- on intuition (the human kind) more than any other editor. Although it seems
- odd to work with at first, after a while you will find yourself starting
- most of your projects here. There are some odd characteristics concerning
- Forms objects, and I also have some tips on object creation.
- Forms objects are of a different structure than other Imagine objects.
- In order to make these objects into full fledged Imagine objects, you must
- "break" the object geometry symmetry. You do this by loading the object into
- the Detail Editor and using the Strip command and checking the Forms Data
- button. This is necessary if you plan to export and convert the object for use
- in other software.
- When creating two or more objects to be morphed, make the most complex
- object first. So, for instance, if you were going to make a candlestick
- holder morph into a pencil, you'd want to make the holder first, then the
- pencil.(See Figures 3 and 4) Be sure not to delete or change the number of
- slices or cross section points, if you do the objects will not morph. The
- pencil will seem to have too many cross sections, but the point/edge count
- must be the same in both objects. Do not use the Merge function in Detail in
- order to simplify your object, it'll blow the concurrent point/edge requirement.
- For the same reason, don't take the object into another program for editing
- as the object's structure would be destroyed, and even if you end up with the
- correct number of points and edges, the point order will be off, and it'll
- look like spaghetti when you try to morph it.
- If you're willing to put in some time, incredible transformations are
- possible. Text is one good example. Flying logos are commonplace, but logos
- that morph into shape from something else are not.
- Take the time to break things down, and use a little imagination. Break a
- butterfly down into head, big wings, little wings, thorax, abdomen, and
- with Forms make them along with the propeller, big wings, little wings,
- fuselage, and tail fin of an airplane. Morph them while flying, maybe along with
- concurrent morphing of cycles also. Your imagination is the only limiting
- factor.
-
- Bill Graham
-
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