Geometry Toolbox

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DeleD Interface

The Geometry Toolbox contains all commands you need for editing your geometry, and can be accessed through the Create / Edit Panel.

To use any of the available commands, simply click the left mouse button on the available command. Each editmode (Object, Face, Polygon, Edge and Vertex) has its own set of available commands. Commands which are not available in the editmode you're currently in will be shaded out and may not be clicked.

Many of the commands will allow you modify a set of properties, give you greater control over your editing. These properties will appear in the Command Properties frame on the right hand side of the user interface. When you are happy with the properties, simply press the OK button to apply the edit.

This chapter contains information about each Geometry Editing command available in DeleD 3D Editor.

Contents

Move

Editmodes
Object, Face, Polygon, Edge, Vertex

Description
This command moves the item in the dimensions supported by the 2D view or by a user-specified movement vector.

Properties

  • X,Y,Z translation - Movement vector in X, Y and Z values.

Scale

Editmodes
Object, Face, Polygon, Edge, Vertex

Description
This command scales the selected item(s) in the dimensions supported by the 2D view or by a user-specified movement vector. Scaling in 3D views is always uniform (equal in all directions), this means that the scaled object will not loose it's radius.

While performing interactive scaling in any of the views (by dragging the mouse), keep CTRL pressed to lock the aspect ratio (uniform scaling all dimensions).

Properties

  • Width, Height, Depth - New dimensions, either in absolute values or percentages.
  • Absolute values - Scales the object to the size given by Width, Height and Depth.
  • Percentages - Scales the object in percentages given by Width, Height and Depth.
  • Individual scale - When checked, scales selected objects around their individual centers. If unchecked, the mutual center of the selected objects is used.

Rotate

Editmodes
Object, Face, Vertex

Description
This command rotates the selected item(s) in the dimensions supported by the 2D view or by a user-specified movement vector.

Properties

  • X, Y, Z rotation - Rotation vector in X, Y, Z values.
  • CTRL increments - Amount of units to rotate when CTRL is held while rotating in 2D views. This allows for precise rotation.
  • Individual rotate - When checked, rotates selected objects around their individual centers. If unchecked, the mutual center of the selected objects is used.

Objects can be rotated in 3D views too using the mouse. Standard rotation of objects in 3D views is done in the XZ plane (the same as the Top view), using Shift rotates in the XY plane (Front view) and using Alt rotates in the ZY plane (Side view). Remember to click first and then press either Shift or Alt.

Triangulate

Editmodes
Object, Polygon

Description
Triangulation means breaking up polygons into multiple triangular polygons. This command triangulates entire objects or individual polygons

Properties

  • All polygons in selection - When checked, the triangulation command will triangulate every polygon of the selected objects. When unchecked, only user-selected polygons will be triangulated.
  • Centriod triangulation - To be used only on convex polygons, centriod triangulation creates a new vertex in the center of the selected polygon and uses it to create new polygons by combining individual edges of the original polygon with the newly created vertex.
  • Normal triangulation - Triangulation using earclipping. Can be used on either convex or concave polygons.

Extrude

Editmodes
Polygon, Edge

Description
This command extrudes items in the direction supported by the 2D view. When used in Polygon mode in 3D views, items are extruded in the direction of their normal vectors. For polygon mode, while holding down CTRL the extrusion will be "handable", this means that the user will be able to move the new polygons where he wants, but, the poly extruded will preserve it's original angle, this can be fixed by rotating its vertexes

Properties

  • Keep original polygons - The original polygons (the ones being extruded) are not removed from the scene. This might result in polygons on the inside of objects.
  • Flip original polygons - The original polygons are flipped so they are facing in the opposite direction. This is particularly useful in combination with Keep original polygons while extruding, for example, a polyline object.
  • Extrude by region - Used when extruding multiple adjacent polygons. If checked, the Extrude function will only create new polygons on the boundary of the selected polygons. In other words, no polygons will exist on the inside of the selected region.

Merge

Editmodes
Object

Description
This command merges selected objects into a new single object. The name of the object is 'userdefined' combined with a unique number. Note: this command performs a rather crude merge as it will not remove redundant geometry (for example, polygons on the inside of an object that can't be seen anyway). Using CSG Union is usually a better way to merge objects as Union does take care of redundant geometry

Properties
none

Split

Editmodes
Edge

Description
This command splits the edge into multiple new edges by inserting new vertices onto the edge

Properties

  • Number of splits - The number of new edges to create

Example

Note the left highlighted edge is a complete edge, the right highlighted edge is one of the two sub-edges split like the edge on the left.

Inset

Editmodes
Polygon

Description
This command creates a new polygon inside an existing polygon and scales it using the userdefined scale percentage. It can also be applied in 2D and 3D views. Scaling is applied by dragging the mouse in those cases

Properties

  • Recursive calls - The amount of times the inset operation should be repeated on the new polygon.
  • Scale percentage - Specifies how large the new polygon should be compared to the original polygon.

Connect

Editmodes
Edge, Vertex

Description
This command connects either edges or vertices with eachother, creating new polygons along the way. This allows for precise 3D modelling.

Properties
None

Flip

Editmodes
Face, Polygon

Description
This command flips faces and/or polygons so they are facing in the opposite direction

Properties

  • Selected polygons - Flip selected polygons only.
  • Polygons in selected objects - Flips all polygons in the selected objects. There is no need to select individual polygons when using this option.

Hollow

Editmodes
Object

Description
This command creates an inside in objects. Useful for creating hallways and rooms quickly.

Properties

  • Segmented - When selected, each polygon of the object will be transformed into a new object. The original polygon is copied to the new object and extruded using the Segment depth property.
  • Merged - The original object is copied and scaled down using the Percentage value. The original and its copy are then merge into one single object. Note: this technique works well on convex objects. It is not guaranteed that it will work on all concave objects.

Example This cube has been hollowed with a merged interior of 90% of the original cube.

Average

Editmodes
Vertex

Description
This command moves the selected vertices to their average position.
Note: They are still seperate vertices. To merge them to one vertex, use Weld.

Properties

  • Active 2D view dimension only - The average position is calculated using the dimension of the active 2D view only. For example, only the X and Z components are used when editing in the Top view. In that case, the Y component of each selected vertex will not be changed.
  • All dimensions - The average position is calculated using all components (X,Y,Z) of the vertices.

Example

An example of making a cone - create a cylinder, then average all the vertices on one end.

Mirror

Editmodes
Object

Description
This command mirrors objects in the specified dimension.

Properties

  • Mirror X - Only mirror X components.
  • Mirror Y - Only mirror Y components.
  • Mirror Z - Only mirror Z components.

Example This object was cloned, mirrored on the Z-axis, then moved.

Bevel

Editmodes
Vertex

Description
This command bevels vertices, creating new vertices and polygons in the process. This is useful for providing detail to your objects. For example, by rounding corners. It is applied by selecting the Bevel function and dragging the mouse in either 2D or 3D views while having a selection of vertices. The newly created vertices are automatically selected so another bevel operation can be performed immediately again.

Properties
none

Generate UV Coordinates

Editmodes
Face

Description
This command regenerates UV coordinates for the selected faces using planar mapping.

Properties

  • Fit texture size to face - The UV coordinates are calculated so that the texture fits on the face perfectly. Useful for applying textures (materials, to be more exact) to, for example, polygons representing windows in a building.
  • Selected polygons - Only UV coordinates of selected polygons are regenerated.
  • All polygons in selection - All polygons of all selected objects will have their UV coordinates regenerated.

Example

The left hand cube had its UV coordinates generated, with System.bmp fitted to each face. The Right hand cube did not.

Extract

Editmodes
Polygon

Description
This command creates copies from selected polygons of selected primitives and uses those to create new primitives.

Properties

  • Remove original polygons - When checked, the original selected polygons are removed from the primitives after extracting them.

Example

Selected & extracted (without removing original polygons) half of the sides from a cylinder.

Weld

Editmodes
Vertex

Description
This command merges selected vertices together into a single new vertex. Weld is a synonym for merge where vertices are concerned.

Properties

  • Minimum vertex distance - The minimum distance between selected vertices which causes them to get welded.

Clone

Editmodes
Object

Description
This command creates copies of the selected objects. It can be invoked by pressing the Spacebar also - but without additional parameters which can be viewed below.

Properties

  • Number of copies - The total number of copies to create.
  • X translation offset - The amount of units each new copy is moved in the X-direction.
  • Y translation offset - The amount of units each new copy is moved in the Y-direction.
  • Z translation offset - The amount of units each new copy is moved in the Z-direction.
  • X rotation offset - The angle used to rotate each new copy around its X-axis.
  • Y rotation offset - The angle used to rotate each new copy around its Y-axis.
  • Z rotation offset - The angle used to rotate each new copy around its Z-axis.

Fill

Editmodes
Edge, Vertex

Description
This command fills the region between selected edges or vertices by creating a new polygon that uses those edges/vertices. Note: the edges/vertices need to be connected with eachother. Only one edge may be missing.

Properties
none

Align

Editmodes
Object

Description
This command lines up objects by either placing them at equal distances to eachother or by aligning the X, Y or Z components of the center of each object. Often, this function is performed multiple times. First, you'd want to place objects at an equal distance to eachother. When done, you want them to align to their centers. Together, this makes sure objects line up perfectly. This is very useful when creating game-geometry. For example, when lining up multiple guns/towers/etc.

Properties

  • X,Y,Z - The dimension to use while aligning. To align in multiple dimensions, use the Align functions more than once while specifying the correct dimension each time the Align function is run.
  • Space equally - Place objects at equal distances.
  • Align centers - Line up objects using the center of each object.

Example

Three cubes were selected then aligned on the x-axis by their centers.

Eyedropper

Editmodes
Object, Face, Polygon, Edge, Vertex

Description
Use in 3D views only. When clicking on a polygon, its material is automatically selected in the Material Picker. The material can now be assigned on (new) objects and/or polygons.

Properties
none

Turn

Editmodes
Polygon, Edge

Description
This command works on the single edge shared by two triangles. Select the edge shared by two triangles. The two vertices of the triangles that are not part of the edge are used to construct a new edge. The selected edge is removed. This command can also be applied on two selected triangles sharing exactly one edge.

Properties
none

Example The selected edge on the right was used in the Turn function's invocation, resulting in the edge between the other two vertices of the top face.

Optimize

Editmodes
Object

Description
This command optimizes the geometry of an object by merging adjacent polygons, removing redundant vertices and breaking up concave polygons into convex polygons. Optimize is very useful when performing CSG operations on objects, as CSG in general has a habit of creating lots of geometry. Therefor, DeleD offers the possibility to automatically perform Optimize after using CSG on objects (see Options screen, CSG tab).

Alternatively, Optimize can be invoked manually by simply selecting an object and pressing the Optimize button. This is useful for optimizing your custom made objects or objects made by others.

Properties
none


Example The first object was achieved from a CSG subtract, then optimized into the object on the right.

Lathe

Editmodes
Object, Edge

Description
This command converts a single polygon into a complete 3D object by rotating the polygon around an axis while creating new polygons at certain, customizable intervals. The axis to rotate around is either the last edge of the polygon or a selected edge. Note that only one edge should be selected.

Usually, Lathe is used on PolyLine objects although any other object consisting of just one polygon will work just fine too.

Properties

  • Segments - The amount of segments out of which the new object will consist.
  • Degrees - The amount of degrees to rotate the original polygon. Set to 360 to create a circular, closed object.

Example

The first picture shows a PolyLine object. Notice that it is not triangulated or convexionated. The second picture shows the result of a Lathe command with Segments set to about 20 and Degrees to 360. The PolyLine has been rotated around the edge on the left. Do note that Lathe in combination with Smooth yields superb results.

Smooth

Editmodes
Object

Description
This command uses subdivision to make lowpolygon object smooth. This creates very nice objects but be aware that the polycount of your scene will go up pretty fast. This is because the subdivision routines create 4 polygons for each polygon in the original object.

Properties

  • Catmull-Clark - Catmull-Clark subdivision will be used. The resulting object is very much rounded.
  • Doo-Sabin - Doo-Sabin subdivision will be used. The resulting object is rounded but follows the curves of the original object a bit more.
  • Rounding percentage - Only available when performing a Doo-Sabin subdivision. Determines the amount of rounding to apply. When set at 100%, the result is rounded to the max. Experiment with this value to see various results.

Example The example shows 3 objects. The one on the left is the original. The one in the middle shows Catmull-Clark subdivision applied two times. The one on the right shows Doo-Sabin applied two times with a rounding percentage of 100%.

Flatten

Editmodes
Polygon

Description
This command flattens the selected polygons. This means all vertices are moved to a shared plane. This command can be very handy when used in combination with Polygon Merge.

Properties
none


Example The two selected faces on the deformed cube were flattened to obtain the triangle's slope on the right.

Magnet

Editmodes
Vertex

Description
This command is quite simular to Vertex Move as it moves a selected vertex. However, Magnet also pulls vertices adjacent to the selected vertex by some amount. This command is useful to create, for example, landscapes and organic models.

Properties

  • Magnet type - There are four types of magnets: Hill, Smooth, Sharp and Linear. Each produce a different curve useful in various situations.
  • Magnet range - The range in units from the selected vertex in which adjacent vertices are affected by the magnet.


Example In each quadrant of the grid shown, one vertex was moved vertically via the magnet tool with one of the four magnet options selected.

Snap

Editmodes


Description


Properties
none

Insert

Editmodes


Description


Properties
none

Assign

Editmodes


Description
This command is used to assign vertices to a skeleton. See * Modelling a mech Tutorial Part 2 - Chronozphere

Properties
none

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