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- Trying to Understand Imagine'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 over two
- years ago, 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 unusual objects that they could never
- duplicate in a million years, and gave up feeling frustrated and
- maybe a little mystified.
- The manual that ships with Imagine 2.0 makes an attempt to explain this
- editor, as does Steve Worley's fine book "Understanding Imagine 2.0". With
- the pending release of Imagine 3.0, and it's promised added features to the
- Forms editor, those users that fall into the "Can't Deal With Forms"
- category are filled with even more trepidation if they plan to upgrade.
- I am going to attempt to demystify this editor. I have taught an Imagine
- class and have succesfully gotten through to people who had given up on the
- Forms editor. Of course, we were all sitting in front of Amigas with Imagine
- running, and I took them through it step by step both verbally and by showing
- them on screen. So this will be a little more difficult, perhaps. All's we
- can do is try.......
-
- I think what bothers most people at first is the symmetry stuff. Trying
- to understand symmetry as it applies in the Forms editor can be daunting. We
- will try an analogy. Think of an adjustable weight dumbbell. Imagine it
- laying there on the desk in front of you. 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 carbide 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 left to right, with the blade going up and down. This corresponds to
- Imagine's x/z plane. We would be slicing along x, with the blade moving
- along z. The two halves would be symmetrical in y. I like to think of x as
- the lathe or spindle axis, y as the in/out or doorknob axis, and z as the
- up/down or barbershop pole axis. If we rotated our bandsaw 90 degrees away
- from us, we could still slice from left to right, but the blade would be
- moving along y (the doorknob axis). The symmetry of the resulting halves
- would be in z (barbershop pole). 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 away from us as in the last example, but we have to rotate it 90
- degrees (doorknob). 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 closer to
- us than the other. Symmetry in y, yes! We rotate the blade 90 degrees, 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. 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. 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 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.
- When you are planning to construct an object in the Forms editor, in your
- mind's eye, you must determine how many axes of symmetry there are in your
- object. This determines what to input into the somewhat bizarre New object
- requester that you are confronted with when you start out creating a new
- Forms object.
- When you are working in Forms, you have a workscreen very similar to the
- Detail editor, with one major difference. The three orthogonal views
- represent only part of the object you're working on. They are actually an
- abstraction of the object itself, as opposed to a wireframe of the object
- that you see and work with in Detail. But to start working, you must
- satisfy the new object requester, which will be explained now. Contrary to
- what has been written elsewhere, you should never use anything but the
- default Two Former views. In fact, in earlier versions of Imagine, you had
- no choice. Two Former was it. 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 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
- these 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. So be cool, and use Two Former views.
- When first learning your way around Forms, leave the default number of
- Points and Slices, or input a smaller number. It's always easier to add
- points as you go. Points and Slices are easy to explain. 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. 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.
- This spherical tube concept is important, because that is the key 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 at Y (doorknob) is
- always the Front view. 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. For a Cross section to be editable,
- it has to be a Key Cross section. The default object always only has 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. 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. 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,
- with X axis or Y axis, you get two for the price of one. With Both axes, you
- get four for the price of one. 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.
- 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.
- I will now attempt to explain the menus. The Project and Display menus are
- pretty self explanatory. They work much like their counterparts in the other
- editors. The Object menu is pretty similar also, with a couple of important
- differences. There are only four commands here. We've already covered what
- the New command does. Load does the obvious, it loads an object. You can only
- work on one object at a time. And the object you load MUST be an object that
- was created here in the Forms editor. Once you've modified an object in the
- Detail editor, it loses it's special internal description that makes it a
- Forms object. In order to maintain the special symmetrical editing capabilities
- the Forms object must remain unaltered if you want to edit it further in
- Forms. For this reason I always append a suffix such as .frm to these objects,
- and save it under a different name from Detail. I suggest you get into this
- habit also, because once the object is altered that's it! Save is easy enough
- to figure out. Snap to Grid 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 point symmetry.
- The Mode menu is simple to understand. There are three basic things you
- can do to an objects' points, and those three 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 to. 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 2.0 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 something that
- does not exist on any other grphics platform. 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. For instance, after accepting the default settings in the New
- object requester, select Lock from the Select menu, and select 90 degree from
- the Symmetry menu. In either of the silhouette views, start moving points on
- one half of the broken circle so that they elongate into a straight line with
- the points locking to the grid intersections. It makes no difference how
- short or tall the resulting tube will be. This is just to illustrate a point.
- Once you have your tube (it'll look like a tube in the perspective view), go
- ahead and admire it for a while. Now select Make Key from the Cross Section
- menu. In one of the silhouette views select a cross section towards the
- middle of a tube. The lines will jump but nothing will seem to have changed.
- But something has changed. Select Select from the Cross section menu, and
- you'll notice two pairs of control points in the silhouette views turned
- orange. Go ahead and click the new one you just made (it's already selected
- but this helps you practice). Play with the cross section view points, turning
- Lock on and off and moving the points around. In the perspective view, you'll
- see that the tube stays round at one end, but gets wierd in the middle. Also,
- try to make the new cross section "small" by putting the points close
- together. It does not behave as you'd think because the cross section view
- has nothing to do with the size or circumference of a part of an object,
- only it's shape. We'll get to size changing and stuff in a minute. Now make
- a new cross section, this time on the opposite end of the tube. If you
- verify this operation with the Select command, you'll see a total of three
- cross sections, with three pairs of orange points in the silhouette views.
- Now select the newest cross section, and from the Cross Section menu select
- Copy From. At the top of the screen you'll see the message "Select Cross
- section to Copy From". Select the original, round, default cross section.
- You'll see that the tube is round at both ends, and warped in the middle.
- Select Unmake Key from the Cross Section menu. Click the middle cross section
- in one of the silhouette views. Now you have a round tube from end to end
- again. Play. Experiment. Be strange. By making and unmaking cross sections
- and changing their shape, you alter the "long axis" basic shape of the
- object. By moving points around in the silhouette views, you change the
- silhouette shape and diameter of the object. You can have as many or as few
- cross sections as you want, adding and deleting as needed. But always, always,
- only one cross section can be edited at a time, while an entire silhouette is
- visible at once.
- 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 oddities about Forms objects, and
- I also have some tips on object creation.
- Forms objects are of a different structure than other Imagine objects.
- This stucture is modified by the application of attributes in the Detail
- editor, and this will suffice to keep the object from being re-edited in the
- Forms editor. But the simple addition of Attributes alone is not enough to
- make the object a complete Imagine object. Oh, it'll render and animate just
- fine, but it'll not be readable by the various file format conversion
- programs available, or any of the third party object editors. Also, these
- objects, when further deformed by the Mold operators in the Detail editor,
- will not retain the deformation. You'll see it deform, and you can save it,
- but when you bring it back into Detail, you'll find that the deformation did
- not stick! In order to make these objects into full fledged Imagine objects,
- you must "break" the object geometry symmetry. You do this by going into
- Pick Point mode in Detail, and moving just one (or more) object point. The
- distance moved can be tiny, and it isn't important which point is moved. But
- you have to do this if you want to export your object.
- When creating two or more objects to be morphed, make the most complex
- object first. Then you can combine points for the simpler objects. Be sure
- not to delete or change the number of slices or cross section points, if
- you do the object will not morph. 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
- or whatever, the objects structure would be destroyed, and even if you end
- up with the correct number of points and edges, the point order will be fried,
- 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. All the letters of the alphabet can be made with the exception of
- the uppercase "B", which requires two objects. But you can morph letters into
- other letters. Remember, ThreeD letters are always symmetrical in at least
- one axis (depth). And some are symmetrical in three axes (o).
- 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
- concurrent morphing of cycles also. Your imagination is the only limiting
- factor.
- I hope this effort takes some of the pain out of learning the Forms
- editor. And remember what the Arby's commercial says! "Different is Good!"
- And remeber what Mr.Wizard used to say ( the cartoon character, not the
- science teacher) "Be vat choo iss, not vat choo iss not!" Have fun....
- Bill Graham
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