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Almathera Ten Pack 3: CDPD 3
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Almathera Ten on Ten - Disc 3: CDPD3.iso
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3-modify
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1995-03-18
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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.