*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * Aegis Designer 3D * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * Copyright © 1987 * * Aegis Development Inc. * * Written by Colin French * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Aegis Designer 3D is an interactive three dimensional object editor for use with Aegis VideoScape 3D(tm). Designer 3D will also produce objects which are compatible with the public domain program 'ROT'. If you've already created some objects with ROT, they can be converted into VideoScape 3D format. The pages that follow describe the functions & controls of Designer 3D. ---An Overview--- Designer 3D has two sections: the OBJECT editor and the ACTION editor. Use the first to create the database of your 3D object: the coords for each point and how they're connected to form polygons. The second section defines an action consisting of 24 steps or frames. With each step the object's position or orientation may be changed. When the frames are replayed quickly the object performs the action or animation you created. Once satisfied with the object you can store it for later use in the VideoScape 3D system. ---The Object Editor--- Choose a point to edit with the slider in the upper-right. Click on the arrows to move one point at a time, or anywhere with in the slider to skip to that point. The current point is highlighted in the three views of your object on the left of the screen. To see how these views fit together, imagine folding the Top and Front views away from you until their edges touch. You end up with a half-cube that surrounds your object. When rotated, the object is moved about the center of this cube. To change the current point's coords click in a view. Two of its coords will be changed so it ends up at the cursor's location. Which coords are changed depends on the view in which you click. For example, the Front view changes the X and Y coords. By clicking in at least 2 views you can position the point where you want it in all three dimensions. Any point with all zero coords is considered nonexistent and is not displayed. Sometimes two points will appear to be right on top of one another in a particular view. Carefully check all three views to make sure the point selected is really the one you want to modify. Below the point slider are the current point's coords. You can change these by clicking on them and typing in the value you want. There's another slider which is used to choose the polygon to be edited. A point can be used as a vertex of the current polygon by selecting the proper point with the point slider, then clicking on 'ADD ABOVE POINT'. A polygon must have at least three verticies, but no more than six. The edges of the currently selected polygon are highlighted in orange. The order in which you select the verticies is important. Go in one direction around the outside of the polygon. If you see the orange edges crossing you'll know the points are out of order. Hit 'UNDO LAST POINT' to back up through the vertex list until the problem disappears. To get rid of all verticies click on the 'DELETE POLYGON' button. Down at the bottom of the screen is a color palette. The highlighted color will be used to fill the current polygon. To change it, click on the color you want. There are two palette types, one for VideoScape 3D objects and the other for ROT objects. When you are creating an object for later use in VideoScape you MUST select colors from the VideoScape palette. Look under the OBJECT menu and make sure the item labelled 'Use VideoScape 3D Palette' is checkmarked. There are actually 8 ROT-type palettes. Cycle through them by clicking on the 'CHANGE SHADES' button. This is only visible when the 'Use VideoScape 3D Palette' item is not checkmarked. The three views of your object have their X, Y, and Z axes labelled. The arrows by each letter point in the positive direction along each axis. Click on an arrow to shift the whole object in that direction. Three of the arrows have minus signs next to them; they'll move the object back. Using the OBJECT menu you can save your object in VideoScape 3D or ROT format. Note that you cannot load a VideoScape object. When making one, you should save it as a ROT object too. Then if you want to make some changes, load the ROT version, edit it, and save it both as a VideoScape object and in ROT format again. The other items in the OBJECT menu allow you to erase the whole object, select the VideoScape palette or the ROT type, and choose between having all of the polygons visible or just the current one. The latter option is handy when working on a complex object. The last item, 'Set Scale Factor', is used primarily with VideoScape 3D objects. It brings up a requester for specifying a scaling factor that will be applied to all coordinates. The 'Limits' line shows the range of coord values that will be possible with a given scale factor. Note the factor is also applied to the coords displayed below the point slider. ---The Action Editor--- The 'action' or mini-movie you will create is 24 frames or steps long. Select the frame to work on with the frame slider to the bottom-left of the screen. The object will be drawn according to the parameters you set in the Rotations and Translations gadgets. To change a value, click on it and type in what you wish. The values are checked to make sure they fall within acceptable limits. The object is then redrawn according to your new parameters. By making small changes from one frame to the next your object will appear to move. For example, suppose the Y-rotation is set to 0 in frame 0, 15 in frame 1, 30 in frame 2, and so on until you hit frame 23 when it will be 345. If you now click the 'PREVIEW' button the object will rotate around the Y axis. You can adjust the speed of the action with the speed slider on the right of the screen. By changing other X, Y, & Z parameters you can make the object go through all sorts of weird and wonderful contortions. To make the action play continuously look in the ACTION menu and select 'Repeat at end'. A checkmark shows when this is activated. Now hit PLAY and the object will spin until you click on 'STOP'. Another option in the menu is 'Reverse at end'. With this activated, the frames will be shown from first to last and back to the first again. The next item in the ACTION menu is 'Calc between...'. With this you can have the program calculate and draw a group of frames. When you select it a requester will pop up asking for the first and last frame numbers of the group. Click on the digits to change them. For each frame between, the program will calculate the X, Y, & Z parameters to get from the first frame to the last. For example, set the Y-rotation of frame 0 to zero and frame 12's to 180. Select 'Calc between...' and set the start & end frame numbers to 0 and 12. Click on 'DO IT!' and each frame inbetween is given a larger & larger Y-rotation. Now set the Y-rotation of frame 23 to 345 and 'Calc between...' frames 12 and 23. You should now have a smooth rotation about the Y axis. When calculating steps of rotation, the direction D3D chooses is the one that will move the object through the smallest angle. If the starting frame is set to zero degrees and the last frame to 270, the object will be rotated -90 degrees, not +270. This is why the example above was done in two parts. If you tried to 'Calc between...' frames 0 and 23, D3D would have rotated the object -15 degrees. (Actually, due to rounding errors, all frames but the last would have had a 0 Y-rotation.) When the frames are played back each one is drawn on top of the previous frame, thereby erasing it. But if you use too large an X-translation with a large object, the frames will not overlap very much and a 'trail' is left on the screen. To fix this use smaller steps of X-translation or reduce the size of the object. (apply a Z-translation to make the object seem further away.) Select the ACTION menu's last item to save the current frame in an IFF format. The resulting file can be loaded as a 'Window' in Aegis Images or a 'Brush' in Deluxe Paint. Note that the background surrounding the object is drawn with color number 3. As a result, it may not come out as 'transparent' but as solid black. Use the paint program to flood-fill the background area with color zero. When you switch to the Object Editor and back to the Action Editor, D3D assumes you must have changed the object in some way, so the frames it has are not accurate any more. When you click 'PREVIEW' the program will first recalculate each frame before showing the action. This will also happen if you load an action from disk. ---Designer 3D demo--- There should be a demo object and action on this disk. The object is called 'RobotHead' and the action is 'ShakeHead'. Try loading these to see what D3D can do. ***HAVE FUN!***