Artist3D
Artist3D - An Easy-To-Use 3D-Modeling Tool
Introduction Download Help Tutorials Examples
Operational Elements
Image-based Modeling
Export
Import

Assistance - Commentary on operation elements

Artist3D provides the following operation elements. Please click to the symbol for a description of the operation element.

Undo
Undo
Redo
Redo
Laden
Load
Import
Import
Save
Save
Kamera
Camera

Kameraperspektive
Adjust camera

Senkrecht
Perpendicular camera
Foto laden
Load image

Image
Modellierebene
Modeling plane
Loeschen
Delete
Abstand
Distance
Winkel
Angle
Kopieren
Copy
Sichtbarkeit
Visibility
Quader
Box
Dach
Roof
Rotationskörper
Rotational solid
Polygonmodellierung
Polygon
Prisma
Prism
Pipette
Color chooser
Pinsel
Brush
Spachtel
Spattel
Eimer
Bucket
Tonne
Color ton
 

 

Undo 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.
Redo
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.
Laden
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.
Import

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

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.

Kamera 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.
Kameraperspektive
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.)
Senkrecht
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.
Foto laden
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).
Modellierebene
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.
Loeschen
Use the delete button to delete objects, images, projections of boxes by selection. Click the undo button to undo any erasing operation .
Abstand
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.)
Winkel

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.)

Kopieren
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.)
Sichtbarkeit 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).
Quader
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.)
Dach

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.)

Rotationskörper

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.)

Polygonmodellierung
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.)

Pipette
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.)
Pinsel
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.)
Eimer 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.
Spachtel
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.)
Tonne
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.)
If you have any further question please send a mail to info@artist3d.de
 
©2006 Thomas Jung