 |
The undo
operation is available for any operation until the latest filesave or
loading. Short cut (Strg+Z) is available. Use the redo
button for recovery. |

|
The redo
function allows restoring any operation. Short cut (Strg+Y) is available.
The redo function is provided until no further operation
has been processed. |

|
Use the load
button to load an Artist3D scene. Artist3D generates an empty scene if
the file doesn’t exist. Short cut (Strg+O) is available. If there
are any unsaved changes Artist3D asks for saving them. Currently, Artist3D
does not support the import into an existing scene. |

|
Use the import button
to import an Artist3D scene or a VRML97 file.
The Artist3D import function supports the combining of single scenes
into an overall scene. Thus cooperative working is possible.
The VRML97 import function allows the processing of scenes generated
with other modeling tools. Artist3D supports only a subset of the VRML97
standard; however, it allows the import of texturized polygon meshes
from all established 3D modeling tools.
Aside polygon meshes (IndexedFaceSet) Artist3D imports additional VRML97
nodes (Box, Cone, Cylinder Sphere). In case of no available texture
the program uses material colors, automatically.
|

|
Save any active scene with the save
button. Short cut (Strg+S) is available. Since the change of file name
is available in the file choice window Artist3D abandons the feature
„save as“. If the file already exists Artist3D creates a
backup file. It appends a number as file extension. Artist3D automatically
increments the number for each backup.
For exporting into the VRML97 format save the scene with the extension
„wrl. For exporting of OpenGL-source files save the file with
the extension „.c“. Artist3D does not export invisible objects
(See visibility button). You may set the reference
coordinate system in the angle mode. |
 |
Use the camera
button to view a 3D scene. Left click and hold the mouse button while
moving at the right window edge to enlarge or minimize (zoom) the view.
Move the mouse in the same manner over an object to let the scene turn
around the object center. There are two versions available: Starting along
an imaginative orbit around the center let the scene turn on the image
plane (images remain visible). Starting in direction to center or off
center let the scene turn around an axis laying on the image plane (similar
to a trackball). Visible images disappear.
Moving the mouse on the background moves the scene on the image plane.
|

|
The congruence between a
scene (currently the boxes on bottom) and an image can be achieved with
the adjust-camera button. In case of no image is visible
the function of the adjust-camera button and the funtion
of the camera button are identical.
If an image is visible control will correspond to the camera-button (zoom,
turn, move). However, the image remains unmodified enabling a raw adjustment
on the 3D-scene.
Move the box vertices to the destination point in the image while left
clicking and holding the mouse button. A (red or green) projection of
the box appears.
Selecting the edges of the box or its copy leads to their activation or
de-activation (light or dark coloring). On the basis of every active edge
of every copy in every image Artist3D computes the optimal solution for
camera setting, box measurement and box position (fine adjustment). Warning:
Any raw re-adjustment (zoom, turn, move) deletes any existing projection
of the boxes.
(Note: Tutorial 2 describes how to adjust a scene to an image.) |

|
Use the perpendicular-camera
button to turn the camera to a frontal view to the polygon or to bottom
by selecting one of them. The camera will be turned as few as possible.
You may use the camera button to adjust the selected
polygon on the image plane. |

|
Use the load-image
button to load any image into the scene. Each image is adaptable to the
3D scene (See adjust-camera button) Textures and colors
taken from the images remains even if the images are deleted. |

|
The image
button makes the particular image visible by adapting the camera. This
function is key after turning the scene. Use the image
button also to switch between several images (e. g. to adjust the scene
to multiple images). |

|
Modeling-plane
button. After selecting a polygon the polygon’s plane becomes modeling
plane. Use the modeling plane for generating new objects or for moving
points.
|

|
Use the delete
button to delete objects, images, projections of boxes by selection. Click
the undo button to undo any erasing operation . |

|
The distance
button supports exact setting of measurements and distances of particular
objects.
Selecting an object’s vertex defines it as a reference point. A
sphere around this point illustrates the current distance. De-activate
the reference point by left clicking the mouse button over the background.
Selecting an edge picks the particular length of this edge as key distance.
It will be shown under the pair of compasses which symbolize the distance
button. If a reference point is active the radius of the sphere adapts
itself to the new distance. If no reference point is active the edge will
be activated. Calibration of the scene follows.
Move the mouse while left clicking and holding the mouse-button on the
right window border to enlarge or to minimize the distance. The active
distance is displayed below the pair-of-compasses-symbol of the distance
button.
If there is any active reference point by running operation the ball size
will vary accordingly. For the calibration process only an edge is active
(not a reference point). Set the distance as length of the edge. The proportions
remain. Each edge length of the particular scene will vary accordingly.
While the reference point is active each modeling operation follows this
preset distance to it. (Tutorial 3 describes how to use the distance
button and how to use the angle button for exact modeling.)
|

|
Use the angle button
to set the objects in a particular angle to a reference axis.
Select an edge to define a reference axis. The display shows a double
cone. Its top builds the edge vertex which is close to the selected
point. The modeling angle corresponds to the relation between the angle
of the double cone shell to the reference axis. Is the modeling angle
set to null a line (cylinder) supersedes the double cone.
Click the mouse button on the background to de-activate the reference
axis. In this case the double cone disappears.
Select two polygons in succession for taking an angle. In this case
the angle between their face normals defines the modeling angle.
Left click and hold the mouse button while moving on the right window
border to modify the angle sizes. Current angle sizes are displayed
below the angle symbol on the angle button. Is there any active reference
axis during this operation the double cone changes accordingly.
The modeling angle will influence each modeling operation if any reference
axis is active.
Any active reference axis also defines the reference coordination system
on export. The top of the double cone is the origin. The reference axis
becomes x-axis, the y-axis faces upwards (see save button).
(Tutorial 3 describes how to use the distance button
and how to use the angle button for exact modeling.)
|

|
Copy button:
Use the copy button to duplicate any selected object.
Left click and hold the mouse button to move it on the modeling plane.
This procedure generates a real copy. No following modeling operation
has any influence to the original. (Moving operations follow modeling
distance and modeling angle.) |
 |
Visibility
button: Use the visibility button to modify the visibility
by selecting any object. Modeling operations are not applied to invisible
objects. Thus, manipulation of objects arranged behind becomes easier.
Since Artist3D does not export invisible objects the use of the visibility
button is recommended for chosing parts of the scene foreseen for export
(see save button). |

|
Box button:
Left click and hold the mouse button to position a new box on the modeling
plane or to modify existing boxes by moving vertices. For any selected
vertex of an existing box the modeling operation is defined by the position
of the vertex.
The frontal bottom vertex of a box (marked with a blue line) defines the
position of the box on the bottom plane. The marginal bottom vertices
define the orientation of the box as well as the breadth and the depth.
The frontal top vertex defines the height of the box. The marginal top
vertices define each the height, and the breadth or the depth of a box,
respectively.
The rear top or rear bottom point define each the breadth and each the
depth of a box. The cursor changes respectively to illustrate the modeling
operations.
(Modeling operations follow modeling distance and modeling angle.)
|

|
Roof button: Left click
and hold the mouse button to position a new roof on the modeling plane
or to modify an existing one. For any selected vertex of an existing
roof the modeling operation is defined by the position of the vertex.
Manipulation of the bottom vertices corresponds to those of the box.
The manipulation of the marginal top vertices and the rear top vertex
only modifies the cover plane of the roof object. The cover plane conducts
to the bottom plane in a concentric manner. Thus, manipulation of the
vertices defines the proportions (droops, etc.).
The cursor changes respectively to illustrate the modeling operations.
(Modeling operations follow modeling distance and modeling angle.)
|

|
Rotational-solid button:
Left click and hold the mouse button to position a new rotational solid
on the modeling plane or to modify an existing one.
Add a new ring to the rotational solid by selecting a medial point on
a vertical edge.
Select a medial point on a horizontal edge belonging to the object bottom.
Left click and hold the mouse button to shift the rotational solid.
Select a vertex. Left click and hold the mouse button to modify the
radius and the height of one of its rings. Select the top to modify
the height.
The cursor changes respectively to illustrate the modeling operations.
(Modeling operations follow modeling distance and modeling angle.)
|

|
Polygon
button: Left click and hold the mouse button to position a new tetrahedron
on the modeling plane or to modify an existing object.
Select a medial point on a horizontal edge belonging to the object bottom.
Left click and hold the mouse button to move each object.
Use the polygon button to move or delete vertices of
each object. Delete an edge by moving one edge vertex to the other.
Select a medial point on an edge to add a new vertex. The surrounding
of the new point becomes triangulated automatically, if necessary.
Points are always moved on one plane which lies parallel to the modeling
plane.
Note : Any object will become a polygonal object by modifying its vertices.
This object allows no manipulation as box, as roof object, as rotational
solid, etc. anymore.
Note : Abstain from object modification after texturizing. Artist3D provides
no automatic adjustment to re-shaped objects. Surface design should follow
object shaping.
Lines illustrate the modeling operation plane.
(Modeling operations follow modeling distance and modeling angle.)
|
 |
Prism button: Left
click and hold the mouse button to position a new prism on the modeling
plane or to modify an existing one.
Select a medial point on a horizontal edge belonging to the object bottom.
Left click and hold the mouse button to move the prism.
Select a point on the bottom area of a vertical edge. Hold the mouse
button and move the point to turn the prism around. The rotation axis
is the next clockwise vertical edge.
Top point moving enables users to move vertical edges of the prism.
Select a medial point of the horizontal edge to add new prism planes.
Delete a prism surface by moving a top vertex onto its neighbor vertex.
(Modeling operations follow modeling distance and modeling angle.) |
|
Color-chooser
button: Pick any color from any pixel in an Artist3D window as painting
color. Additionally, a small color choice window provides selection
of a wide range of colors.
By clicking into the texture choice area (right top below the color
chooser window) the color chooser is set into the tracing mode. In this
case each painting tool uses the texture information from the image
instead of painting color.
(Note: Tutorial 2 describes how to adjust a scene and how to transfer
textures.) |

|
Paint each object directly
by using the brush button.
The brush uses either painting color or texture information taken from
an image (see color-chooser button). Left click and hold
the mouse-button while moving on the right window border to modify the
brush size.
The brush center feature avoids the coloring of neighbor polygons. The
brush center defines the active polygon.
(Note: Tutorial 1 describes how to paint objects. Tutorial 2 describes
how to adjust scenes to images and how to transfer textures.) |
 |
Use the bucket
button to color contiguous color areas. The bucket uses either painting
color or texture information taken from an image (see color-chooser
button). Left click and hold the mouse-button to color any polygon. |

|
Use the spattle
button to color polygons directly.
The spattle uses either painting color or texture information taken from
an image (see color-chooser button).
Left click and hold the mouse-button to color multiple polygons.
(Note: Tutorial 2 describes how to adjust scenes to images as well as
how to transfer textures.) |

|
Use the color-ton
button to color a complete object.
The color ton uses either painting color or texture information taken
from an image (see color-chooser button)
If texture information is taken from an image only the visible front will
get colored. In this case the back side remains unmodified.
(Note: Tutorial 2 describes how to adjust images and how to transfer textures.)
|