Tutorial
8 - Introduction to Polygonal Surface Editor
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This tutorial assumes you have a basic
understanding of "4D Blue" functions. It is an introduction to
polygonal surface editor and explains the way it works and how it should be
used. In a broad overview it covers the editor functions and options. |
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Step 1 - Switching into "Editor"
mode.
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Create any polygonal object and select it. A
"Polygonal Sphere" is a good example. Then select the "Surface
Editor Toolbar".
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You will notice a "short"
information dialog and a button asking you to create "Editable
Object" constructor. Most objects in 4D Blue are parametric by default
until they are changed to "Editable Objects". The advantage of it
is that they can be easily changed and animated since the underlying
polygonal or NURBS surfaces are always recreated as the parameters are
changed. However, in order to perform more advanced operations on the
surfaces, they have to be "frozen" and can't be anymore recreated
as the changes would be immediately lost. "Editable Objects" or
"Collapsed" constructor is what we need. It doesn't have any
options, and internally it just stores the surfaces which then can be edited
without any worry that they can be overwritten. The "Create 'Editable
Objects' Constructor" button is just a shortcut to "Collapse
All" operation on the transformation stack. If you don't want to
collapse the whole stack, manually collapse the top most constructor.
For this tutorial, just click on the button.
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Step 2 - Editor top toolbars.
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You will immediately notice that the top
toolbars has changed, and the selected surface looks different with a blue
color and many more details drawn. The first new top button is a "Pivot
Lock". Usually the pivot point is automatically recomputed when you
select vertices, edges or faces and it is placed in the center of the
selection. However, in many situations it is needed to "lock" the
pivot to particular location and keep it there as you work with the mesh.
After the pivot is locked, the "Move Pivot" tool can be used to
position the pivot point at a desired location.
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The next two icons switch between the
"World" and a "Local" mode. In the "World" mode
the node XForm is used and the object is shown at exactly the same position
as in regular mode. In the "Local" mode the object is positioned in
its local coordinates.
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The next 4 top icons switch between the 4 different
elements that can be worked on: Vertices, Edges, Triangles and Faces. Many
operations work different way based on the "element" type mode and
many work only in particular mode. Triangles are almost never used, but they
still can be adjusted if needed. The bottom 4 icons switch between 4 different
selection modes: Set, Add, Remove, Toggle. The set mode usually allows a
single selection and works exactly like the regular select operation. The add
mode allows to select more than one element by "adding" them to
selected list. The remove mode removes selected elements from selected list.
And the toggle mode switches the selection of the elements between selected
and unselected. Try it now on your surface with different element and
selection modes to get acquainted with them. Also don't forget that the
"Ctrl+LMB" rectangle selection tool can be used as well. Try it as
well.
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The first 4 icons in the bottom toolbar are
additional new "operations" that can be used in the surfaces editor
mode. They are "Move
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The next set of operators works on the
selected elements almost exactly like their related transformations. For
example, if you select the top faces of a sphere and use the twist operator, the
operator will twist these selected faces. If needed, adjust the
"boundary" settings if available and/or adjust the pivot point
position to achieve expected results. Quite often it is needed. If things go
wrong, always remember you can use the "Undo" option to go back to
previous states.
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The next 3 operators add new faces to the
mesh. These operators work only in the "Faces" mode. Pressing
"Shift" when working with "Extrude" and "Bevel"
enables them to share common edges between selected faces.
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The next groups of tools are simplified
versions of the rollup dialogs from the side toolbar. They allow you to
quickly perform the most common operations without the need to always scroll between
the rollup dialogs. The first group is simplified version of
"Select" Dialog. The number fields show the number of selected
elements of particular type and the total number of elements of particular
type.
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The next groups of tools are vertices tools.
First button deletes all selected vertices. The second deletes all vertices
that are no longer used (isolated). Third, changes the color of selected
vertices. The fourth and fifth are used to weld and separate welded vertices.
Welded vertices are like normal vertices except that in many operations they
appear as a single vertex - especially important during subdivision.
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The next groups of tools are edges tools. The
first button deletes selected edges and faces that use these edges. The
second button performs "
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The next groups of tools are faces tools. The
first tool deletes selected faces. The second extracts selected faces into new
surface. The third flattens selected faces. The fourth flips the normals of selected
faces. And the fifth split the selected faces into triangle faces if they are
quads.
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The next groups of tools are mirror tools.
The first button enables mirroring preview. The next three buttons control
the symmetry axis. The object is always mirror with respect to the origin
point - (0,0,0) and the selected axis. The last
button performs the mirror operation - i.e. converts the preview surface into
working surface.
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The next groups of tools are subdivision
tools. The first two buttons control the number of subdivision iterations.
The next button controls if the contour should be frozen or not. The fourth
button controls whether faces or triangle edges that should be used. Most of
the time the default faces edges are fine. The fifth button controls if the
source surface should be displayed as well as the subdivision preview
surface. Unless transparency is enabled, usually displaying only the new subdivision
surface is the preferred way. The sixth button controls if the whole surface
should be subdivided or only the selected faces. The last button performs the
subdivision - i.e. converts the preview surface into working surface.
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Step 3 - Editor side
toolbar.
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The "Surfaces Editor Toolbar" contains
the complete set of all editor tools and is most often used for more advanced
or detailed operations. To simplify the editor workflow many of the commands
has been replicated in the top toolbars as described above. Many can be also accessed
from the custom context menu - RMB. Try it now too - the context menu in
surface editor is slightly different from the usual context menu. To aid
modeling two check boxes are shown below surface list. Enable them to reduce
clutter on screen from other objects or surfaces.
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The editor dialogs are separated into smaller
rollup dialogs to reduce the UI clutter and speed up accessing the necessary commands.
The rollups that contain exactly the same commands that can be accessed from
top toolbar are not described in detail below. The "Tools Settings"
toolbar contains a dynamic dialog that changes based on the selected
tool/operator. Often it is necessary to adjust values in it for the operators
to work as expected. Unless needed, try to keep it always open.
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The "Vertices Parameters" dialog.
Subdivision locked check box locks selected vertices during subdivision. They
will not move. This is often handy if you need to keep few sharp edges. UVW
coordinates are a very low level of adjusting UVW coordinates for every
vertex. Usually last resort if nothing else worked. UVEdit tool when fully
completed will be much better way to perform UVW mapping of a whole surface.
Welding radius controls how close the vertices have to be to each other to be
welded together. If the "combine" flag is selected the vertices are
not welded but are combined instead. Often normal vector and UVW mapping
information is lost in the process. Combined vertices can not be separated.
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The "Faces Parameters" dialog. Each
face can belong to a single group. There is 64
maximum groups. Usually all faces are part of the same group, but at times it
is handy to separate them into groups. Then a whole group can be selected,
and the group material changed for example. Thus it is possible for single
surface to use more than one material or have smooth and flat shading. The
buttons works exactly like described above in the top toolbar section.
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The "Groups Parameters" dialog. As
mentioned above, faces can belong to different groups. In this dialog each
group parameters can be adjusted.
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The "Mirror Surfaces" dialog. It contains
almost exactly the same commands as the top toolbar, but it also allows you to
precisely specify the "Axis Threshold" value. This value is used to
specify how close the vertices have to be on the axis plane to be considered
as "center" vertices.
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The "Subdivision Surfaces" dialog.
The iteration count controls the number of subdivision iterations that are performed
to create the final subdivided surface. The more iterations, the smoother the
surface will be, and also the larger it will be. Subdivision weight controls
the smoothness factor. A subdivision with weight 0 will simply tessellate the
surface, which at times is exactly what is needed. A weight of 0.5 produces
the smoothest surface. Smaller weights maintain some level of "edginess".
Weights that are higher than 0.5 produce interesting,
but often strange results.
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The "Display Options" dialog. This
dialogs controls what elements of the surface are displayed when they are unselected
and selected. It is often good idea to avoid mismatching between selected and
unselected elements - i.e. if selected vertices are display, most likely unselected
vertices should be displayed as well. Of course, there are exceptions to it.
Display only the elements that you need to reduce the amount of clutter on
the screen. Try all the options now to get familiarize with them. Switching between
different display modes when modeling an object is often necessary. The
custom context menu (RMB) is often handy as a quick alternative to set
display parameters as it contains all the display flags.
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