home *** CD-ROM | disk | FTP | other *** search
- ---------------------------------------------------
- MORAY V1.50 POV
- Monty the Modeller
-
- (c) SoftTronics Lutz + Kretzschmar '92 '93 '94
-
- Date : 15 February '94
- CIS:100023,2006
- ---------------------------------------------------
-
-
- This is a short and basic (read: quick and dirty<g>) tutorial to
- get you started with MORAY.
-
- ----------------------------------------------------------------
- Why? It's for those of you that don't like reading manuals. Just the
- very basics are covered here. Please refer to MORAY.DOC for more
- details and all the features of the program.
- ----------------------------------------------------------------
-
- Due to the packed form that the information is presented here, you
- should print this out and look at the program while reading. Also,
- don't skip paragraphs of this tutorial, they all contain important
- info.
-
- I've put some keywords onto the left margin to make it easier
- to localize them later.
-
- Disclaimer
- Please read the disclaimer in MORAY.DOC before starting. If you read
- on, it is assumed that you've accepted it.
-
- Overview
- The modeller is an interactive scenery designer. It is not a CAD
- package. It will let you do nearly everything graphically with the
- mouse. You can create a number of primitives that can then be
- manipulated (you can scale, rotate, translate, assign textures,
- bounding boxes to them).
-
- Installation
- This is fairly simple. You just unzip the package using the -d
- option.
-
- You need to move the TRACE.BAT file to your scene directory.
-
- Far more important is to do the ...
-
- Configuration
-
- ... by setting the PrintPath variable in the MORAYPOV.CFG file
- in the [CONFIG] section. Set this to the directory where you
- normally have your POV files.
- All the other settings should work with their default values, you
- may want to tune them after reading the MORAY.DOC file later<g>.
- I also won't go into details of how to set up Moray to directly exit
- to POV and do the trace. Please see MORAY.DOC for that.
-
- Files
- I've included a few scene files that you can manipulate or play
- with. You can render these straight away. After starting MORAY,
- load one of these scenes, export them to POV, and trace them.
-
-
- AXIS.MDL is a scene with three arrows and labels.
- PAWNS.MDL is a Q&D copy of the pawn GIF in the GRAPHDEV lib,
- except that it uses rotational sweeps.
- ALLOBJS.MDL is a scene that contains all object types that MORAY
- handles.
- HEIGTFLD.MDL demonstrates how a heightfield is done. It has an image
- map applied to it that uses the same file as the height-
- field itself, POVMAP.GIF.
- SPOTLGT.MDL contains a spotlight shining on a sphere. Demonstrates
- the spotlight primitive.
- AREALGT.MDL contains an arealight shining on a sphere. Demonstrates
- the arealight primitive.
- KETTLE.MDL is one of those fancy designer kettles, done with
- sweeps. This is a dog to render.
- KETTLE2.MDL is nearly the same kettle, except that it's constructed
- with POV-Ray primitives using csg. This renders much
- quicker.
- CSGKNOB.MDL this file contains a knob done in CSG. Look at the
- object hierarchy in the Object Browser (wait till later)
- to get an idea of how to go about making this sort of
- object.
- IMAGMAPS.MDL this file demonstrates the three projection types for
- imagemaps that MORAY supports.
- POVCAN2.MDL this file is a soda can with a special label.
- CUP.MDL contains an eight-sided cup and a handlemade of a bezier
- sweep. This cup is described in Ray Tracing Worlds by
- the Waite Group Press.
- PERFUME.MDL contains a bezier patch formed to make an aftershave
- bottle.
- TEAPOT.MDL contains my rendition of the classic Utah teapot.
- MAYFLY.MDL this file contains a mayfly. Created by Dan Farmer and
- used in his Beethoven Bust picture (CIS, GraphDev).
- MRYSTART.MDL is the default startup file for MORAY. If you don't
- specify a filename, this file will be loaded. It
- contains a camera and a light.
- SAMPL1.MDL is a sample file we will use later in the tutorial.
- ROBOT.MDL This is a simple model of a robot to demonstrate how to
- build hierarchically linked objects. The robot is designed
- so that you can do rotations about the following axes of
- the objects: Hand (Y and Z), Wrist (X), ForeArm (Y),
- UpperArm (X) and the RobotArm about Z.
-
-
- We'll render one of these straight away. Make sure MORAY is
- configured as described above. Type MORAY and then enter. Wait a bit
- then click on the right mouse button until the shareware screen goes
- away. Now click on FILES. Click on the AXIS.MDL file shown in the
- listbox. Click on LOAD. When asked whether you want to delete the
- scene in memory, click on YES. You'll now see the axes. Click on
- EXPORT2POV. Click on DONE, click on QUIT.
- Now change to your POV directory and render AXIS.POV by typing GO.BAT.
- That was you first render with MORAY and POV.
-
- Okay, let's take it a bit more slowly.
-
- Input
- MORAY uses the mouse and keyboard as input. The keyboard mainly
- serves as shortcuts for mouse ops, e.g. you can press 'E'
- instead of clicking on EDIT. But heavy use is made of the CTRL, ALT
- and SHIFT keys *together* with the mouse (more later).
-
- Startup
- To start the program type MORAY -G5. You can specify -gx as an
- argument to select another resolution apart from 640x480x16. If you
- don't, MORAY will see what mode is defined in MORAYPOV.CFG and use
- that. If this is not found it will start up in 640x480x16 normal VGA
- mode.
- To see what modes are supported type 'MORAY -?'. This will show what
- modes can be called.
- MORAY needs *lots* of memory! 525K and more is OK for not too large
- models. The modeller currently supports EMS and it *needs* about
- 1.5MB.
-
- Coordinate System
- Bad news for POV users: MORAY uses the right-handed coordinates,
- where Z is up, not Y.
- Think of it as seeing a piece of graph paper that uses X and Y for
- it's axes lying flat on a table. The Z then naturally comes out of
- this piece of graph paper, going up<g>. So the 'floor' of the MORAY
- world is the XY plane. The camera will always be aligned along this
- plane just like you would hold a real camera.
-
- Main screen
- You should then see the main screen. It has four windows and two
- menu regions. In the lower right corner are six buttons that
- show cursor position and system resource usage.
-
- The top three show the cursor position in 3D world space when in
- one of the view windows (wait 'n see, just read on!)
-
- The fourth one shows the amount of free conventional and EMS memory.
- The fifth one shows how full the point list is. It shows how many
- vertices and the percentage of the buffer used.
- The fifth one shows how full the edge list is.
-
- Views
- The four windows in the upper left portion of the screen show 3
- two-dimensional views and one 3D view. You will see the axis in
- these windows. Don't look at the writing on the axis, it might
- confuse you! Just kidding, the modeller uses a right-handed
- coordinate system, where Z points up. It should be quite
- intuitive however, as you'll see in a moment.
-
- The three 2D-windows are editing windows. The world in each
- window can be panned and zoomed with the mouse.
-
- ***** NOTE *****
- These windows are only active when the main menu is active.
-
- Move the cursor to the top left window.
-
- Panning
- Press and hold the CTRL key. Now press and hold the left
- mouse button *and* move the mouse about in the window.
- The axis will move with the cursor. When you have placed
- the axis back in the center release everything.
-
- Zooming
- Press and hold the ALT key. Now again press the left mouse
- button and move the mouse up or down, *slowly* at first.
- This zooms into (move up) or out of (move down) the window.
- You can also specify a region to enlarge to the whole view by
- pressing Alt *and* Shift, then clicking the left mouse and
- dragging open a rectangle around the area of interest.
- And finally you can press Alt-Z to make the whole scene fill
- the view.
-
- Enlarging
- Each of the 4 views can be made to fill up the screen. To do this
- move the cursor to the appropriate window and press *both* mouse
- buttons, or, if you have a three-button mouse, press the middle
- button. The view will now fill the whole screen.
- To revert to the normal views, repeat the procedure.
-
- Disabling
- Each view can also be disabled, i.e. no refresh will take place
- in that view, it's just drawn black. Do this by pressing '-' on
- the keyboard, while over the view. Press '+' to turn it back on.
- Useful if you're working on a complex scene, but find you only
- need two views. You can then disable one 2D view and the 3D view.
-
- Grid
- You can have each 2D-View display a grid over the scene. To toggle
- the grid for each view, move the cursor to the grid you want to
- change and press Alt-G. The grid will appear/disappear.
-
- Menus
- The main menu and some other general menus are found on the
- right, next to the four views. The menu region under the 4
- views is used for object-specific menus. The buttons of
- menus are operated by first depressing and then releasing
- the mouse button while over the button (you knew that, right<g>).
-
- ***** NOTE *****
- To leave a submenu the right mouse button should be
- pressed.
-
- To make this a bit more interesting we'll load a sample
- file.
-
- Loading
- On the main menu click on FILES. Another menu appears
- with a file selector. You'll notice that all buttons are
- disabled. This is because no filename has been chosen or
- entered
- Select the SAMPL1.MDL file in the file selector window. The name
- now appears above the file selector and below the path. All
- buttons will now be active. Click on LOAD. Confirm the deletion
- of the scene in memory with YES.
- After loading you can see the scene in the 3 windows. Click on DONE
- to leave the FILES menu.
-
- You will notice the the 3D window is empty. This is because we
- haven't defined or loaded a camera. (I specifically left the
- camera out the SAMPL1.MDL file, normally it's saved too.)
- We will do this now.
-
- Defining a Camera
- There are two ways of creating a camera. Everything can be created
- from the CREATE submenu. Cameras and textures can also be created
- from special submenus. We will use the second method.
- Click on CAMERAS in the main menu. Now you will see a submenu at
- the bottom open. All buttons except CREATE CAM are disabled. So,
- press CREATE CAM. You will be asked for a Camera name (You can
- specify up to 8 cameras). Enter a name, such as STDCAM. The
- camera will appear in the list of cameras, in the three 2D
- views and the 3D view window will show you what the camera is
- seeing. The camera can be seen as a line from the viewer
- position (where a viewing pyramid is also visible) and the look-
- at point.
-
- Moving Objects I
- Objects can be moved, scaled and rotated in the 3 2D views.
- Results can be observed in all four windows at the same time.
- To move an object, it needs to be selected. All objects are
- visible as grey when not selected. When you select an object it
- turns yellow. The cameras, bounding boxes and bezier patches have
- different colors, the cameras are orange, the bounding boxes are red
- and the beziers are green.
-
- Selecting objects
- There are two ways to select an object: graphically and by name.
-
- If you know the name click on SELECT to bring up the object browser
- and choose the object by clicking on its name. If you can't spot it on
- the screen, you may have to use the scrollbars to pan the object tree.
- Its button will be highlighted. If the correct object has been
- selected, click the right mouse button.
-
- You can choose it graphically by moving the cursor near a line in one
- of the 2D views that belongs to the object. Then press and hold the
- SHIFT key. Press the left mouse button and drag the mouse to open a
- rectangle that crosses the line. Then release the mouse button. The
- first object that has an edge that crosses the rectangle will be
- selected, i.e. turn yellow.
-
- The selected objects name can be seen in the top right corner of
- the main menu.
-
- Move the cursor over the camera in any of the 2D windows, press
- and hold SHIFT, press the left mouse button, drag the mouse to open a
- rectangle over the camera, release the mouse button and release SHIFT.
- The camera should be selected. It won't turn yellow, though, because
- cameras are drawn orange. Check the top button of the main menu. It
- should read "OBJ:STDCAM". Sometimes the wrong object of overlapping
- objects will be selected. Either repeat the selection procedure in
- another view, where they don't overlap or zoom into a view to increase
- the resolution and the space around the edges of the object you're
- interested in.
-
- Moving Objects II
- Move the cursor to the 'top' view of the scene, i.e. the bottom
- left window. Now press and hold the left mouse button and move
- the mouse. The camera position will follow the movement of the
- mouse and the 3D window will show the resulting projection.
- You will notice the line extending from the camera position to
- the 'look at' point is anchored at the 'look at' side. To move
- the LookAt point press 'L' on the keyboard. You will now move
- the lookat point. Press 'P' for moving the position point.
-
- Transformations
- What you are effectively doing when moving the camera, is
- changing the translation parameters.
- You will notice the first 12 or so menu items are headings and
- numbers.
- All objects are transformed according to the parameters shown
- there.
- - First they are scaled,
- - then rotated,
- - and finally translated.
- This may seem a limitation as opposed to the ability to concatenate
- any number of scale, roatate, translate transformations, but we'll
- see later that it's not.
- If you want to put the camera at a certain place, just click on
- the X, Y or Z coordinate shown under the TRANSLATION header and
- enter the number.
- The same goes for scaling and rotation parameters.
- You can press TAB or Alt-TAB to go from editing one parameter to
- editing another, without having a screen redraw in between.
-
- ***** NOTE *****
- Scaling and rotating the camera, however, is different than
- doing that to other objects. The camera uses the ScaleX value to
- extend the viewing pyramid and ScaleZ to change the aperture
- (which is currently set to 30 degrees). Rotation is not used for the
- camera.
-
- Click on the X translation, type '17', press TAB, type -17, again
- press TAB, again type 17 (last time, I promise<g>), and finally press
- Enter.
- The camera now shows this scene quite nicely.
-
- Exporting to POV
-
- We'll try rendering this scene. Click on FILES and then click on the
- EXPORT 2 POV button. The scene is now exported to POV. Click on SAVE
- to save the scene. Click on DONE, then from the main menu, click
- on QUIT.
- Change to the directory where MORAY wrote the POV-file. You'll notice
- two files: one named SAMPL1.INC and a SAMPL1.POV. Invoke POV and
- let it trace SAMPL1.POV.
- You can now go into SAMPL1.INC and change a texture, MORAY won't
- overwrite this change during a later session. If you *want* MORAY
- to change, or rather re-export the texture, just delete it from this
- file, including the comment line containing the $MRY$: token. The
- next time you export to SAMPL1, MORAY will append the definition of
- all textures that are used in the scene but are not already exported,
- to the INC file.
-
- Restart MORAY like this:
-
- C:\MORAY> MORAY sampl1
-
- Cursor View-Mode
- We just used the cursor in the 3 2D-Windows to *move* the
- camera. The cursor can, however also be used to scale and rotate
- objects.
-
- [ Since this works differently for cameras we'll try this with a
- cube. Select the big cube.]
-
- The button showing the transformation type that will be changed when
- you move the cursor about in the 2D-Views is 'pushed in' on the main
- menu. At the moment the TRANSLATION button should be 'in'.
- Either click on the SCALING button or press 'S'. 'T', 'S' and 'R'
- select the translation, scaling and rotation mode, respectively.
-
- Now the TRANSLATION button has popped out and SCALING has been
- pushed in. Thus cursor movements will now affect scaling.
-
- Scaling Objects
- Scaling objects is a bit difficult because the mouse has to be in the
- correct quadrant of the view in order for the scaling to follow the
- mouse and not go off in opposite directions. Move the cursor into the
- top left 2D-View. In *that* view move the cursor into the top right
- quadrant. Now press and hold the left button and move the cursor
- towards the top right corner. The cubes scaling should follow the
- cursor (if it doesn't *call* me<g>). Experiment in the other windows
- too. With scaling always use the top right quadrant.
-
- Typing in Values
- Of course, you can just type in the values at the appropriate buttons,
- if you know them. Do this by clicking on the button showing the value
- you want to change. Try this by clicking on the first value under
- TRANSFORM. A line editor will pop up offering you the current value
- as a default and you can then type or edit the new value. Press ESC
- to cancel or TAB or ENTER to confirm. Pressing the right mouse button
- (CANCEL) or the left mouse button (CONFIRM) also works, allowing you
- to keep your hand near the numbers and not having to dash for RETURN
- everytime. Pressing TAB (or Alt-TAB) will also confirm your entry, but
- will allow you to enter the parameter immediately below (TAB) or above
- (Alt-TAB) the last changed parameter.
-
- Rotating Objects
- Rotating objects is just like scaling them. Move to the same quadrant,
- drag the object in a circular motion. Try it.
-
- These are the very basics of object manipulation. Try the other menu
- points to see what they do.
-
- Of interest may be the CREATE submenu. Here you will see the
- primitives that are supported. Specifically have a look at the Sweeps,
- and the Patches. Both of these editors will be described later.
-
- Editing Objects
- You can edit the selected object by pressing 'E' on the keyboard or
- clicking on EDIT. You will see an edit submenu appear in the bottom
- bar. Try it. Select a cube and press 'E'. You'll see two listboxes,
- showing defined textures and bounding boxes. Some lists may be empty.
- With other objects, buttons and/or listboxes are added to this menu,
- according to the object.
-
- You leave this submenu by pressing the right mouse button or clicking
- on DONE.
-
- Object Names
- You'll also see a few other buttons. One is the NAME button. You
- can click on this to change the name of the object, which is
- displayed in the depressed button right next to it. The name
- is limited to 16 characters.
-
- Object Visibility.
- Also, you'll see a '+' button, a number and a '-' button. This is
- used to assign a level to an object. You can blend out objects that
- have a level higher than one you specify. This means you can assign
- a high level, say 9, to small details of a scene and 1 to rough,
- big objects. Then when you set the visibility level, by pressing
- Alt-1 to Alt-9 or from the options menu, you can blend out things
- you don't currently need to see, so that the screen refresh speeds
- up. This is especially the case when moving the camera in a complex
- scene. You press Alt-1 to blend out unimportant objects, move the
- camera about, then blend in more by pressing Alt-8 (or whatever).
- Objects can have absolute or relative visibility levels. This means
- you can specify that a object has a certain visibility, say 4. Or
- you can say that the object has a visibility one lower than its
- parent. Then when the visibility of its parent gets changed, this
- objects visibility will automatically be changed, too. I strongly
- recommend that you use the relative switch (selected by depressing
- the 'R' button) for objects that are part of a larger object, ie.
- for objects that are sub-objects.
-
- Extended Edit
- Some objects have an extended editor. These are the bezier patches
- and the sweeps. These two editors are activated by pressing the
- EXT. EDIT button and will be explained later.
-
- Texture creation
- The modeller directly supports a few textures, and the ones in the
- INC files.
- When you create a texture (from the Main menu, press CREATE, then
- TEXTURE, or from the Main Menu press TEXTURES, then CREATE), you will
- be presented with a list of pre-defined textures and a couple more
- options.
- If you want to use Textures you have defined in an include file, you
- can simply click on the texture in the list box.
- You can change parameters of this texture. Moray will then write the
- modifications to the POV file when exporting the scene.
- If you select another option, such as OPAQUE, you can edit all of the
- parameters.
- The ImageMap type may be of interest, since it can be manipulated in
- 3D-Space. Currently planar, spherical and cylindrical projection is
- implemented. You can select an imagemap texture just like an object
- and move, scale and rotate it. It will *only* appear when assigned to
- an object, though.
-
- Grouping Objects
- The modeller has the ability to group objects together. This is like
- a composite in POV. Since the transformation of each object is
- 'limited' to first scaling, then rotation, then translation, grouping
- offers a way to concatenate transformations. You define objects in
- their own coordinate system, with respect to each other. Then you
- group them and scale, rotate or move the group.
-
- You can select groups either in the Object Browser or by selecting
- one of the children object with the mouse and then pressing Alt-P
- (Parent). The objects editing menu now has an extra listbox containing
- all the 'subobjects' or children of that object. Press right mouse to
- leave the edit submenu.
-
- If a group is selected you can move the whole group. All subobjects
- that belong to it stay put in relation to the others.
-
- CSG Objects
- The modeller does support CSG objects, but does not (currently?)
- display the wireframe accordingly.
-
- ***** NOTE *****
- The sweep primitives cannot currently be used in CSG. This is because
- they are output as unions of triangles and not as primitives.
-
- There are extra buttons in the CSG Edit menu, allowing you to specify
- the operation between the objects.
-
- Texture Assignment
- You will see in the Editing submenu of the objects that there are
- two buttons above the listboxes. The top one says 'NO blabla' and
- the one beneath has a name in it (or is blank). To assign a texture
- click on the texture name in the left listbox. It will appear in the
- button.
-
- Hierarchial values
- This name *can* have an asterisk ('*') in front of it. If it does,
- this means that the texture comes from the *Parent* object. This also
- means that you don't have to select each primitive and assign a
- texture to it. You select the whole object, assign a texture to that
- 'Group' and all subobjects that have *no* texture assigned to them
- will become that texture, i.e. they inherit it! The subobjects that
- need to have another texture can have that texture assigned to them
- and will thus not use the parent texture.
- If you've previously assigned a texture to a subobject and wish to
- rather make it inherit its parents texture, click on the NO TEXTURE
- button in the subobjects editing menu.
-
- The same goes for Bounding Boxes and Levels. If the level of a
- subobject is 0, it will assume the level of its parent, if it
- has one (if not, then of *its* parent etc.), and put an asterisk in
- front of the level.
-
-
- Other editors
- The modeller incorporates a bezier patch editor and a sweep editor.
-
- Sweep Editor
- Load PAWNS.MDL. This is a quick and dirty copy of an image that
- was on CIS some time ago. Select a pawn. Press 'E' or click on EDIT.
- From the presented submenu select the EXTENDED EDIT button.
- You will see a single coordinate system replace the 4 views.
- This is where the sweep is defined. All sweeps (rotational,
- translational and tapering) are edited here. For rotational sweeps,
- keep the outline to the right of (or on) the vertical axis.
- You can move knots (control points, or rather end points) just like
- in the 3 normal views. Same goes for panning and zooming.
- You don't select the points however, just press and hold the mouse
- button near to the point you want to move.
- The 'handles' can be rotated to create curves. Normally the two
- handles are locked together, but if you press and hold SHIFT before
- moving a handle, only the one handle will be moved.
-
- The slider in the menu determines how many subdivisions will be
- created for the wireframe and for the output to POV.
- This, of course, has a direct effect on the memory requirements<g>.
- After selecting INSERT KNOT, DELETE KNOT or SAME ANGLES the program
- will wait for you to click near a control point and will then do that
- operation on the point you click nearest to.
-
-
- Patch editor
- Go to the files menu and press NEW to clear the scene.
-
- Click on CREATE. Click on BEZIER PATCH. You will be presented with
- three choices, specifying the kind of patch.
-
- Sheet patches
- SHEETS are, as the name implies, flat sheets, like paper. You can
- specify how many Bezier patches you want to join together (each
- patch being the POV primitive, i.e. 16 control points).
- MORAY handles the smoothing between adjoining patches, so that
- there are no 'ridge seams' (it doesn't let you directly influence
- those shared points).
-
- Cylinder (2-Patch)
- This is a cylinder-type patch. Two 'sheets' (bezier patch
- primitives) are joined at two edges, forming a cylinder-like form.
- HEIGHT specifies how many of these 2-sheet combos to create.
-
- Cylinder (4-Patch)
- This is basically the same as the two patch type except that four
- patches are now joined to form a cylinder. The classic Utah teapot
- (body and lid) is made of this type of patch. The file TEAPOT.MDL
- contains my version of the Utah teapot.
-
- Select the SHEET option and make sure it says 1x1.
-
- Editing
- Once you have specified the type of patch you want to create click on
- the OK TO CREATE button.
-
- You will see the patch appear in the views and will be placed in its
- editor. Select the EXTENDED EDIT button. Aaaahhh, the patch editing
- mode!
- Lotsa lines, huh? The three views stay, but a labeled grid or
- coordinate system is overlayed. All zooming and panning functions
- remain active.
-
- The menu at the bottom:
- the slider selects, similar to the sweeps, the number of subdivisions
- each patch undergoes while drawing.
-
- There are five modes while editing patches.
- 1) You can move control points (TRANSLATE).
- 2) You can scale control points relative to the origin (SCALE).
- 3) You can scale control points relative to one another (SCALE LOCAL).
- 4) You can rotate control points relative to the origin (ROTAT).
- 5) You can rotate control points relative to each other (ROTAT LOCAL).
-
- You will see the patch is green and the control grid is cyan. You can
- move one or more points of the control grid to alter the shape of the
- patch. You can also hide the control grid (even while moving control
- points) or the mesh (then you just work with the control grid).
-
- Selecting/Deselecting and moving points
- Again, there are a few ways.
-
- One point
- To move one point, make sure no points are marked. This is shown
- in the middle of the menu, it has a 'MARKED' button and next to it
- a number, showing the amount of points marked.
- Move the cursor near to the point you want to move (to within 1/20th
- of the screen width to be exact<g>). Now press, hold and move the
- cursor.
- This may not always work, especially with the cylinder patches. This
- is because MORAY looks how many points are 'near' enough to your
- cursor. If it's more than one, you can't use this mode of moving
- points. You will actually have to really select this point first,
- using the method described below (More Points).
-
- More points
- To move multiple points (or one if more than one overlap) you need to
- select them. This is done similarly to the method used in the main
- views. You can move near to the point press and hold LEFT-SHIFT, press
- and release the left mouse button. All points that qualify for a 'near'
- will be marked (check the indicator to make sure).
-
- You can also define a rectangle in which to select all points. Do
- this by moving the cursor to one corner of the rectangle in which
- you want to select points. Press and hold LEFT-SHIFT, press and
- hold the left mouse button and drag the mouse. You will see a
- rectangle open, when all the points you want to select are in the
- rectangle, let go of the mouse button.
-
-
- Exactly the same method can be used to deselect points. If the
- points in the rectangle you just defined are *all* selected, they
- will all be deselected, else they will all be selected.
- Here the main operation is selection.
- If you want the main operation to be deselection you proceed as
- above, but press RIGHT-SHIFT instead. If the points in the rectangle
- you just defined are *all* deselected, they will all be selected,
- else they will all be deselected.
-
- You'll need to experiment! Basically this selection thing is a toggle
- operation, but you can influence the outcome of a selection operation
- that is ambiguous.
-
-
- Once the points are selected move the mouse into the view, press
- and hold the left mouse button and move the points. When you release
- the button the patch will be updated, unless you turn off the control
- point display.
-
- When done editing the patch, press the right mouse button to leave
- the extended editor and then again to leave the editing submenu.
-
-
- HOTKEYS
-
- There are quite a number of hotkeys that are accessible from the main
- menu, from the object browser and in the bezier editor.
- For a complete list, please refer to Appendix A of the Users manual.
-
- Some of the keys recognized in the Main Menu
-
- Alt-B Selects the bounding box of the currently selected object.
- Alt-C Makes Copie(s) the currently selected object.
- Alt-D Deletes the currently selected object, without confirmation.
- Alt-E Calls the Edit screen of the currently selected object.
- Alt-F Same as clicking on FILES.
- Alt-G Toggles the grid of the view the cursor is currently over.
- Alt-N Same as clicking on CREATE.
- Alt-P Selects the parent of the currently selected object.
- Alt-T Selects the texture of the currently selected object.
- Alt-R Redraws the screen.
- Alt-O Brings up the Options screen (like clicking on OPTIONS)
- Alt-S Calls the Object Browser (like clicking on SELECT)
- Alt-U Deselects all objects.
- Alt-V Verifies the objects (checks that all have textures)
- Alt-X Quits the program.
-
- Alt-1 Set the visibility level to 1.
- Alt-2 Set the visibility level to 2.
- ...
- Alt-9 Set the visibility level to 9.
- Alt-0 Set the visibility level to 10.
-
- L When selected object is a camera, changes the thing being
- translated to the LookAt point.
- P When selected object is a camera, changes the thing being
- translated to the Camera location.
- U Changes the cursors View-mode to proportional Scaling.
- S Changes the cursors View-mode to non-proportional Scaling.
- R Changes the cursors View-mode to Rotation.
- T Changes the cursors View-mode to Translation.
- X Toggles the cursor movement locking along the X-axis.
- Y Toggles the cursor movement locking along the Y-axis.
- Z Toggles the cursor movement locking along the Z-axis.
- - Disables updates of the view the cursor is currently over.
- + Enables updates of the view the cursor is currently over.
-
-
-
- ----------------------------------------------------------------------------
-
-
- That's it! That's a quick walk-through. If there was not enough detail
- here, please refer to the MORAY.DOC file, it details all the features.
-
-
- Any ideas, suggestions, criticisms, however wild, let me know<g>. Ways
- to contact us can be found in SUPPORT.TXT.
-
-
- Lutz Kretzschmar
-