BSc Computing Year 3 Graphics Programming 3D Maze Room Assignment Two. by Richard M. Mann:

Size: px
Start display at page:

Download "BSc Computing Year 3 Graphics Programming 3D Maze Room Assignment Two. by Richard M. Mann:"

Transcription

1 BSc Computing Year 3 Graphics Programming 3D Maze Room Assignment Two by Richard M. Mann: April 2003

2 Table of Contents 1 INTRODUCTION ANALYSIS & DESIGN ROOM DESIGN Dimensions Lighting Colouring & Textures THE TABLE THE MAZE NAVIGATION Movement Collision Detection (CD) IMPLEMENTATION ROOM & MAZE CONSTRUCTION Wall dimensions PutWall Function Maze Co-ordinates DYNAMIC LIGHT MOVEMENT COLLISION DETECTION View Platform Scaling CONCLUSIONS APPENDICES ASSIGNMENT BRIEF System Requirements Additional functionality/complexity FLOOR TEXTURE BITMAP MAZE CO-ORDINATES SOURCE CODE BIBLIOGRAPHY WEB SITES CONSULTED FOR THIS PAPER of 23

3 Table of Figures Figure 1: Light & Shade Illustration... 5 Figure 2: Table Design... 6 Figure 3: Maze Plan... 7 Figure 4: Controls Key-Map... 8 Figure 5: Rectangular Bumpers... 9 Figure 6: Circular Bumpers Figure 7: PutWall Function Code Sample Figure 8: Revised Maze Plan Figure 9: Light Translation Process Figure 10: Rotation Interpolator Code Sample Figure 11: CreateBumper Code Sample Figure 12: Bumper Creation Code Sample Figure 13: Floor Texture Bitmap of 23

4 1 Introduction The purpose of this assignment is to produce a technical report and accompanying application using Java 3D. The application is to be a Java 3D Environment (3DE) in the form of a room. The room is to contain a table with a maze upon it. The user will be able to move horizontally within the room. The room shown in the figure below will give an idea of the type of environment expected. The assignment brief, containing the specifications for this environment, can be found in the Appendix, section 5.1. It will be the objective of this paper to fulfil all basic and advanced requirements, as listed bellow. Basic System Requirements: Create a VirtualUniverse (not a SimpleUniverse) to contain your room. The room is to be 5 metres wide, 7 metres long and 3 metres high. Use 100mm block walls and 150mm floor and roof slabs. Walls, floors and ceilings should all 'look' different. A table should be placed centrally in the room. Its top should be circular. On the table is to be a maze. Horizontal navigation (back, forward, left and right) within the room should be possible. Additional functionality/complexity: The surfaces can be coloured (minimum) defined as a material or given a texture. Incorporation of lighting effect using material, ambient, directional, point and spot lighting. Primitive shapes, user defined or loaded geometry. The Maze should be navigable. Navigation using buttons (minimum) or the keyboard/mouse. Collision detection. Perspective. 4 of 23

5 2 Analysis & Design 2.1 Room Design Dimensions The dimensions of the room, as specified in section 1, will be set at 5 metres wide by 7 metres long by 3 metres high. The walls will be 100mm thick, or 10cm, and the floor and roof shall be 150mm thick, or 15cm Lighting The main light source for the 3DE will be a light, with shade, hanging from the ceiling, as shown in Figure 1. This light will provide a wide-beamed spotlight effect that will show on the walls, table and maze. The reason this light source has been chosen is to provide a realistic lighting effect and will provide varying shading effects on the maze as some walls face the light while others do not. Figure 1: Light & Shade Illustration To improve on this and emphasise the effect of the light on the walls and maze, it will swing from side to side along the X-axis. By doing this, the light effect will move across the walls and table as it swings. Also, from within the maze, the effect of the light moving over-head will become exaggerated as some walls fall in and out of direct light, i.e. drastically changing shade Colouring & Textures As specified in the assignment brief, section 5.1, each of the walls, floor and ceiling must be different colours or textures. To conform to this the walls will be coloured red, green, yellow and purple. The roof will be another shade of green and the floor will be textured using a checkers effect bitmap, shown in the Appendix, section 5.2. Most of the surfaces are being left un-textured to better illustrate the dynamic lighting effect described in section While the lighting effect can be set to show on textured surfaces, it is not as clearly noticed. 5 of 23

6 2.2 The Table The table will be very simply constructed of one cylinder and a rectangular box, as shown in Figure 2. Figure 2: Table Design To demonstrate an interesting effect with the tabletop, it will be coloured light blue and a transparency effect will be used to give it a glass-like appearance. By doing this, the user will be able to see through the table top, seeing the maze and light from beneath or the floor and table leg from above. 2.3 The Maze The first step in the design of the maze is to draw out a plan of what the maze will look like. The maze will be constructed using rectangular boxes and these boxes will be plotted onto a 100X100 grid, where each 10x10 square represents 1 meter. By plotting the maze in this manner, the implementation of the maze within the 3DE will be made much easier, as the co-ordinates for each of the rectangles can be very simply calculated with reference to the grid. Figure 3 is the maze plan. The centre point of the grid is marked by the red dot. 6 of 23

7 -Z -X +X 2.4 Navigation +Z Figure 3: Maze Plan Movement Movement will be allowed in six directions, those being up, down, left, right, forward and backward. Turning will be limited to 90-degree rotations, the reason for which being to avoid the need to calculate the co-ordinate changes required to move and any direction. While the user will only be permitted to move and turn by 90-degrees, they will be able to look in any direction. From any stationary location the user will be able to look around them using a set of look commands. These commands, while effecting the direction in which the VP is facing, does not effect the direct the user will move in, i.e. left they look left, then press forward, they will seem to move sideways. 7 of 23

8 As well as the moving and looking commands, there will be two toggling controls. These will allow the user to increase and decrease the speed at which they move, Run and Walk, and switch between strafing and turning. The Run/Walk command will be toggled on/off as the user presses the Shift key. The Ctrl key will control the Strafe/Turn command, which will dictate the action performed when the Left and Right Arrow keys are used. When Strafing is turned on, instead of turning by 90 degrees, the VP will be moved to the left or right, i.e. strafing. The movement controls within 3DE will be accessed via the keyboard and have been setout in Figure 4 along with related ASCII numbers for later use. Key ASCII Purpose UP ARROW 38 Move Forward DOWN ARROW 40 Move Backward LEFT ARROW 37 Turn/Strafe Left RIGHT ARROW 39 Turn/Strafe Right PAGE UP 33 Move Up PAGE DOWN 34 Move Down SEMI-COLON 59 Look Up BACKSLASH 47 Look Down COMMA 44 Look Left FULL STOP 46 Look Right SHIFT 16 Toggle Run/Walk CTRL 17 Toggle Turn/Strafe Figure 4: Controls Key-Map Collision Detection (CD) To help with the design of a collision detection (CD) system, a list of requirements that the collision system must be able to do has been compiled: 1) Detect potential collisions, i.e. detect the collision before actually colliding to allow the collision to be prevented. 2) Detect the side on which the collision has/will occur, i.e. is the collision occurring in front, on the left or above and etc? Although these points do seem quite obvious, they do shape the way in which the CD is handled. One way that the CD could be done is to detect when the Viewing Platform (VP) collides with an object, but this method would not conform to either of the above stipulations as the VP has already collided with the object by the time the program would be able to respond. One way to partially solve this would be to simply undo the last translation made on the VP, but this could lead to undesirable flickering effects when continually bumping into objects and temporary disappearing of rendered surfaces. It is also not possible to tell on which side the collision occurred without performing calculations using the last know translation. 8 of 23

9 Due to these points, it is clear that another solution will be required. A system by which bumpers are used to surround and collide in advance of the VP could be used. These bumpers would be objects placed into the View Branch on every side of the VP, i.e. in front, behind, to the left and right, above and bellow. These objects would trigger the CD events as they collide with other objects before the VP hits the object in question and the movement of the VP in the direction of the bumper that collided can then be disabled until the bumper is freed again. Figure 5 illustrates the bumper system by showing the Viewing Platform and four of its bumpers. As the Viewing Platform approaches an object, the front bumper hits the object and would trigger an event to deactivate all forward motion preventing the collision with the VP. Figure 5: Rectangular Bumpers Figure 6 illustrates another bumper system using smaller circular bumpers. The problem with this approach is that for a collision to occur, the bumper must bisect the objects surface at some point for the collision to be detected, otherwise the collision goes un-noticed and the VP would continue on into the object. It is because of this that the longer, rectangular bumpers will be used. 9 of 23

10 Figure 6: Circular Bumpers The exact length of the bumpers depends on the distance being traveled by the VP with each step. If the bumpers are smaller then the stepping distance, then collisions may not be properly detected or even missed completely. To avoid this, the length of the bumpers must be at leased as big as the distance being traveled in any one step, this will be important to consider when scaling the VP. 10 of 23

11 3 Implementation 3.1 Room & Maze Construction Wall dimensions The dimensions for the walls are specified in the Appendix, section 5.1.1, and were implemented in the 3DE as follows: Floor & Ceiling- 2.5x0.075x3.5 Left & Right Walls- 0.05x1.5x3.5 Front & Back Walls- 2.5x1.5x0.05 Each unit used to represent distance in the Java 3DE (J3DE) represents one meter. It should be noted that the measurements given above do not directly match those specified in the assignment brief. This is due to the way in which the dimensions are treated within the J3DE. All dimensions given for any 3D shape within the J3DE are treated as measurements to be made from the point of origin in both directions. This means that to get a 2-meter length a value of 1 meter, to be taken in both directions, must be given PutWall Function As specified in the design, the room and maze walls are created using a variety of boxes. The code to create and place these boxes is identical for every one of them, with the exception only of the box dimensions, position and appearance; because of this a PutWall function was implemented, as shown in Figure 7. Figure 7: PutWall Function Code Sample The PutWall function takes in the size, position, primflag value and appearance (as shown at line 9) and returns the transform group containing the positioned box (as shown as line 18). This function can be used as a parameter to generate boxes as they are needed for use within transform groups or scenes, as shown at lines 3-5. By using this function, the need to repeate the section of code used in the PutWall function is avoided, making for much tidier and easier to read code Maze Co-ordinates The maze was implemented as described in section 2.3, with one small change. Figure 8 shows the revised layout used for the maze. 11 of 23

12 X Figure 8: Revised Maze Plan The red line represents the old position of the wall and the green box the new one. The reason for this is to allow enough space for another table, with maze, to be placed at X. This was done simply to demonstrate how easily objects can be reproduced and manipulated within the 3DE. The smaller table and maze are produced using identical sections of code to that of their lager counterparts, but have simply been scaled and translated to position them within the larger maze. This smaller maze is also navigable, using the same shrinking techniques on the VP to allow access as is used for the larger version. The dimensions and co-ordinates used to plot the maze walls are provided in the Appendix, section Dynamic Light Movement The light, as described in section 2.1.1, was implemented as a sphere (Bulb), cone (Shade) and box (Wire). The movement was done using an animation interpolator. The interpolator used was the Rotation Interpolator, which takes an Alpha, a transform group, 3D transform and a max and min rotation range. Using the Alpha object, the progression of the rotation being performed by the interpolator can be controlled. This is done using a range of values to specify: How long it takes to complete one repetition of the specified rotation. How quickly, if at all, the progression should be accelerated and decelerated at the start and end of the rotation. 12 of 23

13 To get the bulb, shade and wire to swing together, they were added to one transform group before being moved. Once together, they were moved to a point that placed the end of the wire at the origin-point of the 3DE, as shown in Figure 9. The reason for this was because to get the light to appear to swing from the ceiling, the end of the wire had to be set as the centre-point for the rotation, marked in Figure 9 by the red dots, which this achieves. The numbers in Figure 9 roughly represent individual translation groups. Figure 9: Light Translation Process Once the light had been moved, the Rotation Interpolator was applied to create the rotation, as illustrated in Figure 9- stage 3. Once the desired swinging effect had been achieved, the rotation group, containing the interpolator and all the 3D shapes, was translated again to move it to the top of the room. By doing this, the light appears to swing from the ceiling. The code used for this can be seen in Figure 10. Figure 10: Rotation Interpolator Code Sample The code shown in Figure 10 assumes that the object(s) being rotated have already been created and added to the walltgroup transformation group (featured at line 22). 13 of 23

14 A similar procedure was used to get the actual lighting effect to swing, but applied to the spotlight object instead. 3.3 Collision Detection Collision detection was implemented as described in section with bumpers at a length of 0.06, as this is the distance covered by the VP in one step when running. A CreateBumper function was implemented to handle the creation, placement and setting-up of the collision detection. This function uses a CollitionDetection2 class to detect and process collisions, which is based on a collision detection class provided by Sun Microsystems, Inc. Figure 11 shows the code used to implement this function. Figure 11: CreateBumper Code Sample Line one sets out the parameters required, which are: collisionid- This is the number returned when the bumper is activated and is used to identify the different bumpers. size- The (square) dimensions of the bumper. position- The position of the bumper (using x, y, z co-ordinates). bumpertgroup- This allows the programmer to specify which transform group the bumper should be added too. The bumpers, created as boxes (see Figure 11, line 12), have their appearance set to be completely transparent. This is done at lines 9 and 10 using the TransparencyAttributes class, which is also used to make the tabletop partially transparent. This allows the bumpers to go unnoticed by the user. The collision detection is set-up using lines 20 and 21 before being added to the transform group at line 22. The CollitionDetection2 class implements the collision detection using the WakeupOnCollision class-set (including WakeupOnCollisionEnter and WakeupOnCollisionExit). When one of the bumpers is activated, an element of the collisions array matching the bumper ID is set to true. Each element of the collisions array corresponds to a direction, which is used, when navigating, to determine if there is an obstacle obstructing the VP. This array is checked before any movement is made and if the value corresponding to the direction being travelled is set to true, i.e. there has been a collision on that side, then the action is not perform. 14 of 23

15 Figure 12 shows the code used to implement the use of the CreateBumper function. There are 6 bumpers, as discussed in section 2.4.2, positioned into the scaleshapegroup transform group, which is used to scale the VP and is later added to the View Branch. Figure 12: Bumper Creation Code Sample View Platform Scaling For the view platform and bumpers to fit into the maze properly it had to be scaled down. Very simply applying a scale transform to the VP did this. Something that had to be considered, however, is the distance that the VP was being moved. This should also be scaled to make sure the distance being travelled in any one step is not bigger then the length of the bumpers, which are scaled with the VP. As long as this stipulation is kept to, then the VP can be scaled, up or down, as required without affecting the collision detection routines. To get the VP to scale down before entering the maze can be done using another collision detection process. This one, implemented as a ViewCollitionDetection class, uses the WakeupOnViewPlatform classes (including WakeupOnViewPlatformEnter and WakeupOnViewPlatformExit) to detect when the VP enters a specified area. Any number of these areas can be created and for this program, two have been used. The first area covers the main maze, and the second it s smaller counterpart. The effects of entering the areas are accumulative, so as the VP enters the second area, it will be scaled down again, allowing it to enter the even smaller maze. The ViewCollitionDetection class uses the following constructor: public ViewCollitionDetector(Bounds b, double su, double sd) Passed into this class are the bounds to which it applies and the factors by which the VP should be scaled up on exiting from the area and scaled down on entering it. 15 of 22

16 4 Conclusions The purpose if this assignment was to produce a report with accompanying program implemented using the Java 3D Environment. The program had to feature a room with a table with a maze on it. The specification for this program was as follows. 1) Basic System Requirements: 2) Create a VirtualUniverse (not a SimpleUniverse) to contain your room. 3) The room is to be 5 metres wide, 7 metres long and 3 metres high. 4) Use 100mm block walls and 150mm floor and roof slabs. 5) Walls, floors and ceilings should all 'look' different. 6) A table should be placed centrally in the room. Its top should be circular. 7) On the table is to be a maze. 8) Horizontal navigation (back, forward, left and right) within the room should be possible. 9) Additional functionality/complexity: 10) The surfaces can be coloured (minimum) defined as a material or given a texture. 11) Incorporation of lighting effect using material, ambient, directional, point and spot lighting. 12) Primitive shapes, user defined or loaded geometry. 13) The Maze should be navigable. 14) Navigation using buttons (minimum) or the keyboard/mouse. 15) Collision detection. 16) Perspective. The program produced during this assignment complies with all of the basic requirements listed above and most of the additional ones. One possible requirement that the program does not fulfil is the use of a mouse for navigation. It was decided that navigation via the keyboard would prove an adequate solution, until additional development was required. 16 of 22

17 A sacrifice of aesthetics was made to better demonstrate the lighting effect of the moving light source by not texturing all of the surfaces. This was also done to allow for additional development time on the dynamic lighting effect and collision detection (Points 2b & 2f). Even though texturing of the surfaces was of a low priority, if additional time was awarded for this assignment, texturing of all the surfaces in the room would provide for a more polished finish to the environment. Another limitation of the program that, with further development, would be removed is the 90-degree turning and movement (please refer to section 2.4.1). This was enforced to avoid more complex issues concerning movement and collision detection that would occur with real-directional movement. To allow the user to move completely freely within the 3DE might also cause problems while trying to navigate the maze, but this would still be a desirable improvement on the current program. 17 of 22

18 5 Appendices 5.1 Assignment Brief Produce a technical report and accompanying application using Java 3D. The application is to be a Java 3D environment in the form of a room. The room is to contain a table with a maze upon it. The user will be able to move horizontally within the room. The room shown in the figure below will give an idea of the type of environment expected. Figure: System Requirements Create a VirtualUniverse (not a SimpleUniverse) to contain your room. The room is to be 5 metres wide, 7 metres long and 3 metres high. Use 100mm block walls and 150mm floor and roof slabs. Walls, floors and ceilings should all 'look' different. A table should be placed centrally in the room. Its top should be circular. On the table is to be a maze. Horizontal navigation (back, forward, left and right) within the room should be possible. 18 of 22

19 5.1.2 Additional functionality/complexity The surfaces can be coloured (minimum) defined as a material or given a texture. Incorporation of lighting effect using material, ambient, directional, point and spot lighting. Primitive shapes, user defined or loaded geometry. The Maze should be navigable. Navigation using buttons (minimum) or the keyboard/mouse. Collision detection. Perspective. A bare pass will involve displaying the room, with table and maze. A good pass will include buttons to provide horizontal navigation within the scene. A very good pass will incorporate most of the 'Additional functionality/complexity' above. 5.2 Floor Texture Bitmap 5.3 Maze Co-ordinates Figure 13: Floor Texture Bitmap The following is a list of the dimensions used for each blocks used to construct the maze and the co-ordinates used to place them. 19 of 22

20 Dimensions (x, y, z) : Position (x, y, z) 0.025, 0.05, 0.5 : , -0.0, , 0.05, 0.25 : , -0.0, , 0.05, : , -0.0, , 0.05, 0.1 : , -0.0, , 0.05, 0.05 : 0.175, -0.0, , 0.05, : 0.325, -0.0, , 0.05, : 0.475, -0.0, , 0.05, 0.15 : , -0.0, , 0.05, : 0.025, -0.0, , 0.05, 0.1 : 0.175, -0.0, , 0.05, : 0.325, -0.0, , 0.05, : 0.475, -0.0, , 0.05, : 0.0, -0.0, , 0.05, : 0.075, -0.0, , 0.05, : 0.15, -0.0, , 0.05, : -0.1, -0.0, , 0.05, : -0.3, -0.0, , 0.05, : -0.25, -0.0, , 0.05, : f, -0.0, , 0.05, : 0.4, -0.0, , 0.05, : 0.1, -0.0, , 0.05, : 0.375, -0.0, , 0.05, : 0.2, -0.0, , 0.05, : 0.225, -0.0, Source Code Please see below for full Source Code listing. 20 of 22

21 Source Code Removed 21 of 22

22 6 Bibliography 6.1 Web Sites Consulted For This Paper This site provides Java API s and tutorials. 22 of 22

Table of content. Java Programming MSc. Internet Security

Table of content. Java Programming MSc. Internet Security Table of content Introduction... 2 Analysis... 4 Design... 10 Testing... 58 Finished application... 62 Conclusion & recommendation... 65 References... 68 Bibliography... 69 Appendices... 70-1 - Introduction

More information

Easy View Manual Nicolaudie-Sunlite

Easy View Manual Nicolaudie-Sunlite 1989-2004 Nicolaudie-Sunlite Table of Contents Part I Preface Part II 3D Visualizer 1 2... 2 1 First steps Menu... 2 Toolbar... 3 Mouse move... 4... 5 2 3D stage Your first stage... 5... 7 3 Stage settings

More information

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again. 1) Select the line tool 3) Move the cursor along the X direction (be careful to stay on the X axis alignment so that the line is perpendicular) and click for the second point of the line. Type 0.5 for

More information

Introduction to Google SketchUp

Introduction to Google SketchUp Introduction to Google SketchUp When initially opening SketchUp, it will be useful to select the Google Earth Modelling Meters option from the initial menu. If this menu doesn t appear, the same option

More information

Transforming Objects and Components

Transforming Objects and Components 4 Transforming Objects and Components Arrow selection Lasso selection Paint selection Move Rotate Scale Universal Manipulator Soft Modification Show Manipulator Last tool used Figure 4.1 Maya s manipulation

More information

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. 3D Modeling with Blender: 01. Blender Basics Overview This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. Concepts Covered Blender s

More information

Select, Move, Rotate and Scale

Select, Move, Rotate and Scale Select, Move, Rotate and Scale In this tutorial we will cover the basic tools necessary for navigating, moving, and manipulating objects in 3DS Max. It is less of a how to tutorial and more of a guide

More information

SPACE - A Manifold Exploration Program

SPACE - A Manifold Exploration Program 1. Overview SPACE - A Manifold Exploration Program 1. Overview This appendix describes the manifold exploration program SPACE that is a companion to this book. Just like the GM program, the SPACE program

More information

Version 14 COURSE UNIT 6. Visualisation

Version 14 COURSE UNIT 6. Visualisation Version 14 COURSE UNIT 6 Visualisation Table of Contents Introduction... 2 Preparation... 3 Materialization... 4 View position... 9 Camera... 10 Create design model view.... 12 Move background image...

More information

Table of contents. I Preface. II First steps 1. 3D stage 2. Your first stage

Table of contents. I Preface. II First steps 1. 3D stage 2. Your first stage Table of contents I Preface 1 II First steps 3 1. 3D stage 2. Your first stage III User mode 2 3 7 1. Rendering options 2. Resolution 3. Cameras 4. DMX levels 5. Universes patch 6. Movie recorder 6 7 7

More information

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering

More information

Creating the Tilt Game with Blender 2.49b

Creating the Tilt Game with Blender 2.49b Creating the Tilt Game with Blender 2.49b Create a tilting platform. Start a new blend. Delete the default cube right click to select then press X and choose Erase Selected Object. Switch to Top view (NUM

More information

Making use of other Applications

Making use of other Applications AppGameKit 2 Collision Using Arrays Making use of other Applications Although we need game software to help makes games for modern devices, we should not exclude the use of other applications to aid the

More information

Introduction. There are two basic ways to apply more than one texture to one object:

Introduction. There are two basic ways to apply more than one texture to one object: Introduction For recent versions of Trainz, gmax will not handle the standards for new material types and options such as Specular and Bump or Normal mapping. The Trainz forum has published techniques

More information

Selective Space Structures Manual

Selective Space Structures Manual Selective Space Structures Manual February 2017 CONTENTS 1 Contents 1 Overview and Concept 4 1.1 General Concept........................... 4 1.2 Modules................................ 6 2 The 3S Generator

More information

ARCHITECTURE & GAMES. A is for Architect Simple Mass Modeling FORM & SPACE. Industry Careers Framework. Applied. Getting Started.

ARCHITECTURE & GAMES. A is for Architect Simple Mass Modeling FORM & SPACE. Industry Careers Framework. Applied. Getting Started. A is for Architect Simple Mass Modeling One of the first introductions to form and space usually comes at a very early age. As an infant, you might have played with building blocks to help hone your motor

More information

Virtual MODELA USER'S MANUAL

Virtual MODELA USER'S MANUAL Virtual MODELA USER'S MANUAL Virtual MODELA is a program that simulates the movement of the tool on the screen. Contents Contents Part 1 Introduction 1-1 System Requirements... 4 1-2 Overview of Virtual

More information

move object resize object create a sphere create light source camera left view camera view animation tracks

move object resize object create a sphere create light source camera left view camera view animation tracks Computer Graphics & Animation: CS Day @ SIUC This session explores computer graphics and animation using software that will let you create, display and animate 3D Objects. Basically we will create a 3

More information

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get

An Introduction to Maya. Maya. Used in industrial design, CAD, computer games and motion picture effects. The ambition is what get An Introduction to Maya Gustav Taxén gustavt@nada.kth.se 2D1640 Grafik och Interaktionsprogrammering VT 2006 Maya Used in industrial design, CAD, computer games and motion picture effects Special focus

More information

XPEL DAP SUPPORT. DAP Tool List & Overview DESCRIPTION ICON/TOOL (SHORTCUT)

XPEL DAP SUPPORT. DAP Tool List & Overview DESCRIPTION ICON/TOOL (SHORTCUT) Pointer (S) Left-click on individual entities to add them to the current selection (selected entities will turn red). If the entity selected is a member of a group, the entire group will be added to the

More information

Working with the Dope Sheet Editor to speed up animation and reverse time.

Working with the Dope Sheet Editor to speed up animation and reverse time. Bouncing a Ball Page 1 of 2 Tutorial Bouncing a Ball A bouncing ball is a common first project for new animators. This classic example is an excellent tool for explaining basic animation processes in 3ds

More information

How to Create a Simple Animation Using MAYA

How to Create a Simple Animation Using MAYA How to Create a Simple Animation Using MAYA Jennifer Soltz July 29, 2011 0 Table of Contents Introduction Safety Information. 2. 3 What you need Materials Overview Diagram. 4. 4 Instructions Setup Modeling

More information

Adobe Flash CS3 Reference Flash CS3 Application Window

Adobe Flash CS3 Reference Flash CS3 Application Window Adobe Flash CS3 Reference Flash CS3 Application Window When you load up Flash CS3 and choose to create a new Flash document, the application window should look something like the screenshot below. Layers

More information

How to...create a Video VBOX Gauge in Inkscape. So you want to create your own gauge? How about a transparent background for those text elements?

How to...create a Video VBOX Gauge in Inkscape. So you want to create your own gauge? How about a transparent background for those text elements? BASIC GAUGE CREATION The Video VBox setup software is capable of using many different image formats for gauge backgrounds, static images, or logos, including Bitmaps, JPEGs, or PNG s. When the software

More information

Basic Tutorials Series: Navigating the Software. RenoWorks Support Team Document #HWPRO0002

Basic Tutorials Series: Navigating the Software. RenoWorks Support Team Document #HWPRO0002 Basic Tutorials Series: Navigating the Software RenoWorks Support Team Document #HWPRO0002 Navigating the software 2 1 Opening the Software Opening the Software There are two ways to open the program and

More information

UDK Basics Textures and Material Setup

UDK Basics Textures and Material Setup UDK Basics Textures and Material Setup By Sarah Taylor http://sarahtaylor3d.weebly.com In UDK materials are comprised of nodes, some of which you may be familiar with, such as Diffuse, normal, specular

More information

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy

Introduction to Unreal Engine Blueprints for Beginners. By Chaven R Yenketswamy Introduction to Unreal Engine Blueprints for Beginners By Chaven R Yenketswamy Introduction My first two tutorials covered creating and painting 3D objects for inclusion in your Unreal Project. In this

More information

AUTODESK FUSION 360 Designing a RC Car Body

AUTODESK FUSION 360 Designing a RC Car Body AUTODESK FUSION 360 Designing a RC Car Body Abstract This project explores how to use the sculpting tools available in Autodesk Fusion 360 Ultimate to design the body of a RC car. John Helfen john.helfen@autodesk.com

More information

Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video

Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video Class: Name: Class Number: Date: Computer Animation Basis A. What is Animation? Animation is the illusion of motion created by the consecutive display of images of static elements. In film and video production,

More information

Prerequisites: This tutorial assumes that you are familiar with the menu structure in FLUENT, and that you have solved Tutorial 1.

Prerequisites: This tutorial assumes that you are familiar with the menu structure in FLUENT, and that you have solved Tutorial 1. Tutorial 22. Postprocessing Introduction: In this tutorial, the postprocessing capabilities of FLUENT are demonstrated for a 3D laminar flow involving conjugate heat transfer. The flow is over a rectangular

More information

Education and Training CUFMEM14A. Exercise 2. Create, Manipulate and Incorporate 2D Graphics

Education and Training CUFMEM14A. Exercise 2. Create, Manipulate and Incorporate 2D Graphics Education and Training CUFMEM14A Exercise 2 Create, Manipulate and Incorporate 2D Graphics Menu Exercise 2 Exercise 2a: Scarecrow Exercise - Painting and Drawing Tools... 3 Exercise 2b: Scarecrow Exercise

More information

UV Mapping to avoid texture flaws and enable proper shading

UV Mapping to avoid texture flaws and enable proper shading UV Mapping to avoid texture flaws and enable proper shading Foreword: Throughout this tutorial I am going to be using Maya s built in UV Mapping utility, which I am going to base my projections on individual

More information

SketchUp. SketchUp. Google SketchUp. Using SketchUp. The Tool Set

SketchUp. SketchUp. Google SketchUp. Using SketchUp. The Tool Set Google Google is a 3D Modelling program which specialises in making computer generated representations of real-world objects, especially architectural, mechanical and building components, such as windows,

More information

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation.

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation. Tangents In this tutorial we are going to take a look at how tangents can affect an animation. One of the 12 Principles of Animation is called Slow In and Slow Out. This refers to the spacing of the in

More information

Contents. Introduction... 4

Contents. Introduction... 4 Copyright 2008 Idea Spectrum, Inc. All Rights Reserved. Realtime Landscaping Plus, the Realtime Landscaping Plus logo, Idea Spectrum, and the Idea Spectrum logo are all trademarks of Idea Spectrum, Inc.

More information

3D Architect Home Designer Getting Started Guide

3D Architect Home Designer Getting Started Guide 3D Architect Home Designer Getting Started Guide Produced and published in the UK by Eleco Software Limited 2016 Elecosoft plc. All rights reserved. The software and hardware names and labels used in this

More information

solidthinking Environment...1 Modeling Views...5 Console...13 Selecting Objects...15 Working Modes...19 World Browser...25 Construction Tree...

solidthinking Environment...1 Modeling Views...5 Console...13 Selecting Objects...15 Working Modes...19 World Browser...25 Construction Tree... Copyright 1993-2009 solidthinking, Inc. All rights reserved. solidthinking and renderthinking are trademarks of solidthinking, Inc. All other trademarks or service marks are the property of their respective

More information

A simple OpenGL animation Due: Wednesday, January 27 at 4pm

A simple OpenGL animation Due: Wednesday, January 27 at 4pm CMSC 23700 Winter 2010 Introduction to Computer Graphics Project 1 January 12 A simple OpenGL animation Due: Wednesday, January 27 at 4pm 1 Summary This project is the first part of a three-part project.

More information

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note

More information

CSci 1113, Fall 2018 Lab Exercise 11 (Week 13): Graphics. Warm-up

CSci 1113, Fall 2018 Lab Exercise 11 (Week 13): Graphics. Warm-up CSci 1113, Fall 2018 Lab Exercise 11 (Week 13): Graphics It's time to put all of your C++ knowledge to use to implement a substantial program. In this lab exercise you will construct a graphical game that

More information

Tutorial 4: Texture Mapping Techniques

Tutorial 4: Texture Mapping Techniques Tutorial 4: Texture Mapping Techniques Completion time 40 minutes In the previous tutorial we learned how to create materials, and how to assign texture maps to those materials. In this tutorial we will

More information

Introduction Panning the View...9 Zooming the View...9 Zooming into the Selection...10 Zooming into a Rectangle...10 Adding Objects...

Introduction Panning the View...9 Zooming the View...9 Zooming into the Selection...10 Zooming into a Rectangle...10 Adding Objects... Copyright Hengestone Holdings, Inc. All Rights Reserved. Copyright Idea Spectrum, Inc. All Rights Reserved. Idea Spectrum, and the Idea Spectrum logo are all trademarks of Idea Spectrum, Inc. Windows is

More information

3D Modeler Creating Custom myhouse Symbols

3D Modeler Creating Custom myhouse Symbols 3D Modeler Creating Custom myhouse Symbols myhouse includes a large number of predrawn symbols. For most designs and floorplans, these should be sufficient. For plans that require that special table, bed,

More information

Blender Lesson Ceramic Bowl

Blender Lesson Ceramic Bowl Blender Lesson Ceramic Bowl This lesson is going to show you how to create a ceramic looking bowl using the free program Blender. You will learn how to change the view, add, delete, scale and edit objects

More information

3D Body. Summary. Modified by Admin on Sep 13, Parent page: Objects

3D Body. Summary. Modified by Admin on Sep 13, Parent page: Objects 3D Body Old Content - visit altium.com/documentation Modified by Admin on Sep 13, 2017 Parent page: Objects A sphere, a cylinder and 4 extruded rectangles have been used to create the 3D body for an LED.

More information

LESSON 2 MODELING BASICS

LESSON 2 MODELING BASICS LESSON 2 MODELING BASICS In this lesson we ll start to model a multi-story office building from scratch. We ll construct the base grid, create the two towers and place slabs between the stories. Also we

More information

Interactive OpenGL Animation

Interactive OpenGL Animation Syracuse University SURFACE Syracuse University Honors Program Capstone Projects Syracuse University Honors Program Capstone Projects Spring 5-1-2011 Interactive OpenGL Animation Lusha Zhang Follow this

More information

Tutorial 14b: Advanced polygonal modeling

Tutorial 14b: Advanced polygonal modeling Tutorial 14b: Advanced polygonal modeling Table of Contents................................... 3 2 Download items Tutorial data Tutorial PDF Part 1: Polygonal Modeling Note that you can also find a video

More information

Sculpting 3D Models. Glossary

Sculpting 3D Models. Glossary A Array An array clones copies of an object in a pattern, such as in rows and columns, or in a circle. Each object in an array can be transformed individually. Array Flyout Array flyout is available in

More information

TSS. Event CAD Tutorial. Event Hire Software. Software Solutions for the Event Hire Industry. 2D/3D Layout and Presentation. T S Solutions Limited

TSS. Event CAD Tutorial. Event Hire Software. Software Solutions for the Event Hire Industry. 2D/3D Layout and Presentation. T S Solutions Limited Event Hire Software - Software Solutions for the Event Hire Industry - Event CAD Tutorial 2D/3D Layout and Presentation T S Solutions Limited T S Solutions Limited Tel: 0117 956 4571 Email: info@tssweb.net

More information

NURBS Sailboat on Ocean (Modeling/Animation)

NURBS Sailboat on Ocean (Modeling/Animation) Course: 3D Design Title: NURBS Sailboat Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (nhirsig@tufts.edu) (April 2013) NURBS Sailboat on Ocean (Modeling/Animation) The objective of this PDF

More information

This is the opening view of blender.

This is the opening view of blender. This is the opening view of blender. Note that interacting with Blender is a little different from other programs that you may be used to. For example, left clicking won t select objects on the scene,

More information

Lesson 11. Polygonal Spaceship

Lesson 11. Polygonal Spaceship 11 Polygonal Spaceship In this lesson, you will build and texture map a polygonal spaceship. Starting with a polygonal cube, you will extrude facets until you have a completed ship. You will then be able

More information

SAFI Sample Projects. Design of a Steel Structure. SAFI Quality Software Inc. 3393, chemin Sainte-Foy Ste-Foy, Quebec, G1X 1S7 Canada

SAFI Sample Projects. Design of a Steel Structure. SAFI Quality Software Inc. 3393, chemin Sainte-Foy Ste-Foy, Quebec, G1X 1S7 Canada SAFI Sample Projects Design of a Steel Structure SAFI Quality Software Inc. 3393, chemin Sainte-Foy Ste-Foy, Quebec, G1X 1S7 Canada Contact: Rachik Elmaraghy, P.Eng., M.A.Sc. Tel.: 1-418-654-9454 1-800-810-9454

More information

1 General Principles. General Principles. In this chapter 1-1

1 General Principles. General Principles. In this chapter 1-1 1 General Principles In this chapter 1 General Principles 1.1 User Interface 1.2 Title bar 1.3 Menu bar 1.4 Standard Toolbar 1.5 The drawing area 1.6 Component tabs 1.7 Status Bar 1.8 Manipulating Components

More information

AN INTRODUCTION TO SCRATCH (2) PROGRAMMING

AN INTRODUCTION TO SCRATCH (2) PROGRAMMING AN INTRODUCTION TO SCRATCH (2) PROGRAMMING Document Version 2 (04/10/2014) INTRODUCTION SCRATCH is a visual programming environment and language. It was launched by the MIT Media Lab in 2007 in an effort

More information

LIGHTCONVERSE TOOLS Interface Overview

LIGHTCONVERSE TOOLS Interface Overview MANUAL 1 Contents Contents... 1 LIGHTCONVERSE TOOLS Interface Overview... 2 Tool Manager... 3 Mouse... 4 Mouse Control Operation:... 4 3D Space Area... 4 Modes... 5 Balance Calculator in Warehouse Mode...

More information

Designing Simple Buildings

Designing Simple Buildings Designing Simple Buildings Contents Introduction 2 1. Pitched-roof Buildings 5 2. Flat-roof Buildings 25 3. Adding Doors and Windows 27 9. Windmill Sequence 45 10. Drawing Round Towers 49 11. Drawing Polygonal

More information

Assignment 6: Ray Tracing

Assignment 6: Ray Tracing Assignment 6: Ray Tracing Programming Lab Due: Monday, April 20 (midnight) 1 Introduction Throughout this semester you have written code that manipulated shapes and cameras to prepare a scene for rendering.

More information

Documentation for Lindsay s OpenGL Lighting Demonstration. Lindsay s OpenGL Light Demo

Documentation for Lindsay s OpenGL Lighting Demonstration. Lindsay s OpenGL Light Demo Lindsay s OpenGL Light Demo Overview This program was designed to introduce artists and programmers to the fundamentals of lighting and materials in a 3D environment. The program demonstrates the effects

More information

DCN Synoptic Microphone Control. Software User Manual en LBB 3571

DCN Synoptic Microphone Control. Software User Manual en LBB 3571 DCN en LBB 3571 GENERAL CONTENTS Chapter 1-1.1 About 1.2 What is a synoptic layout? 1.3 Controlling microphones Chapter 2 - Getting Started 2.1 Starting 2.2 Using Help Chapter 3 - Preparing for a Conference

More information

BCC Rays Ripply Filter

BCC Rays Ripply Filter BCC Rays Ripply Filter The BCC Rays Ripply filter combines a light rays effect with a rippled light effect. The resulting light is generated from a selected channel in the source image and spreads from

More information

SunCast - User Guide. IES Virtual Environment 2013

SunCast - User Guide. IES Virtual Environment 2013 SunCast - User Guide IES Virtual Environment 2013 Contents 1 Introduction to SunCast... 3 1.1 SunCast Features...3 1.2 Getting Help...3 2 Starting SunCast... 3 2.1 Application Bar...3 2.2 Mode...4 3 The

More information

Structural & Thermal Analysis Using the ANSYS Workbench Release 12.1 Environment

Structural & Thermal Analysis Using the ANSYS Workbench Release 12.1 Environment ANSYS Workbench Tutorial Structural & Thermal Analysis Using the ANSYS Workbench Release 12.1 Environment Kent L. Lawrence Mechanical and Aerospace Engineering University of Texas at Arlington SDC PUBLICATIONS

More information

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 INSTRUCTORS E-MAIL ADDRESS OFFICE HOURS Özgür Genca ozgurgenca@gmail.com part time Tuba Doğu tubadogu@gmail.com part time Şebnem Yanç Demirkan sebnem.demirkan@gmail.com

More information

Learning Microsoft Word By Greg Bowden. Chapter 10. Drawing Tools. Guided Computer Tutorials

Learning Microsoft Word By Greg Bowden. Chapter 10. Drawing Tools. Guided Computer Tutorials Learning Microsoft Word 2007 By Greg Bowden Chapter 10 Drawing Tools Guided Computer Tutorials www.gct.com.au PUBLISHED BY GUIDED COMPUTER TUTORIALS PO Box 311 Belmont, Victoria, 3216, Australia www.gct.com.au

More information

Getting Started with ShowcaseChapter1:

Getting Started with ShowcaseChapter1: Chapter 1 Getting Started with ShowcaseChapter1: In this chapter, you learn the purpose of Autodesk Showcase, about its interface, and how to import geometry and adjust imported geometry. Objectives After

More information

Draw Guide. Chapter 7 Working with 3D Objects

Draw Guide. Chapter 7 Working with 3D Objects Draw Guide Chapter 7 Working with 3D Objects Copyright This document is Copyright 2011 2014 by the LibreOffice Documentation Team. Contributors are listed below. You may distribute or modify it under the

More information

Chapter 9- Animation Basics

Chapter 9- Animation Basics Timing, Moving, Rotating and Scaling Now that we know how to make stuff and make it look good, it s time to figure out how to move it around in your scene. Another name for an animation is Interpolation

More information

A Step-by-step guide to creating a Professional PowerPoint Presentation

A Step-by-step guide to creating a Professional PowerPoint Presentation Quick introduction to Microsoft PowerPoint A Step-by-step guide to creating a Professional PowerPoint Presentation Created by Cruse Control creative services Tel +44 (0) 1923 842 295 training@crusecontrol.com

More information

Polygon Modeling Basics Chapter 1 - Vertices

Polygon Modeling Basics Chapter 1 - Vertices Polygon Modeling Basics Chapter 1 - Vertices In this tutorial we will cover the basic tools necessary for Polygon Modeling using the Vertex sub-object selection. It is less of a how to tutorial and more

More information

Introduction. Experiment A: Snell s Law. Physics 1CL REFLECTION AND REFRACTION OF LIGHT Summer Session II 2010

Introduction. Experiment A: Snell s Law. Physics 1CL REFLECTION AND REFRACTION OF LIGHT Summer Session II 2010 Introduction This laboratory is a quantitative investigation of the reflection and refraction of light off optical interfaces. An optical interface is a boundary between two transparent media of different

More information

It is a good idea to practice View Control tools for 5 minutes at the start of every 3D session, before doing any other work.

It is a good idea to practice View Control tools for 5 minutes at the start of every 3D session, before doing any other work. 3D View Control Module Overview All the 2D view controls, such as Fit View, Zoom In and Out, Window Area, and Pan, can be used in 3D. As in 2D, elements to the left, right, above, or below can be excluded

More information

Week 1 The Blender Interface and Basic Shapes

Week 1 The Blender Interface and Basic Shapes Week 1 The Blender Interface and Basic Shapes Blender Blender is an open-source 3d software that we will use for this class to create our 3d game. Blender is as powerful as 3d Studio Max and Maya and has

More information

Adobe Flash CS4 Part 4: Interactivity

Adobe Flash CS4 Part 4: Interactivity CALIFORNIA STATE UNIVERSITY, LOS ANGELES INFORMATION TECHNOLOGY SERVICES Adobe Flash CS4 Part 4: Interactivity Fall 2010, Version 1.0 Table of Contents Introduction... 2 Downloading the Data Files... 2

More information

3D Modeling and Design Glossary - Beginner

3D Modeling and Design Glossary - Beginner 3D Modeling and Design Glossary - Beginner Align: to place or arrange (things) in a straight line. To use the Align tool, select at least two objects by Shift left-clicking on them or by dragging a box

More information

DeskCNC setup and operation manual

DeskCNC setup and operation manual DeskCNC setup and operation manual This document explains how to install, setup and cut foam shapes using DeskCNC 4 axis foam cutting software. The document will go through a step by step process of how

More information

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface!

Burning Laser. In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! Burning Laser In this tutorial we are going to use particle flow to create a laser beam that shoots off sparks and leaves a burn mark on a surface! In order to save time on things you should already know

More information

Avid FX Tutorials. Understanding the Tutorial Exercises

Avid FX Tutorials. Understanding the Tutorial Exercises Avid FX Tutorials Understanding the Tutorial Exercises The following tutorial exercises provide step-by-step instructions for creating various kinds of effects, while exploring many aspects of the Avid

More information

Multiframe Windows Version 16. User Manual

Multiframe Windows Version 16. User Manual Multiframe Windows Version 16 User Manual Bentley Systems, Incorporated 2013 License & Copyright Multiframe Program & User Manual 2013 Bentley Systems, Incorporated iii Table of Contents License & Copyright...

More information

House Build Tutorial NAME: GRADE: ARTD 240 3D Modeling & Animation Deborah Ciccarelli, Assistant Professor

House Build Tutorial NAME: GRADE: ARTD 240 3D Modeling & Animation Deborah Ciccarelli, Assistant Professor ARTD 240 3D Modeling & Animation Deborah Ciccarelli, Assistant Professor NAME: GRADE: House Build Tutorial Goal: Create a model of a house by referencing drafts of a front and side elevation. Follow the

More information

SketchUp Starting Up The first thing you must do is select a template.

SketchUp Starting Up The first thing you must do is select a template. SketchUp Starting Up The first thing you must do is select a template. While there are many different ones to choose from the only real difference in them is that some have a coloured floor and a horizon

More information

Create a Rubber Duck. This tutorial shows you how to. Create simple surfaces. Rebuild a surface. Edit surface control points. Draw and project curves

Create a Rubber Duck. This tutorial shows you how to. Create simple surfaces. Rebuild a surface. Edit surface control points. Draw and project curves Page 1 of 24 Create a Rubber Duck This exercise focuses on the free form, squishy aspect. Unlike the flashlight model, the exact size and placement of the objects is not critical. The overall form is the

More information

A Guide to Autodesk Maya 2015

A Guide to Autodesk Maya 2015 A Guide to Autodesk Maya 2015 Written by Mitchell Youngerman Table of Contents Layout of Toolbars...pg 1 Creating Objects...pg 2 Selecting & Deselecting Objects...pg 3 Changing Perspective... pg 4 Transforming

More information

Chapter 1. Getting to Know Illustrator

Chapter 1. Getting to Know Illustrator Chapter 1 Getting to Know Illustrator Exploring the Illustrator Workspace The arrangement of windows and panels that you see on your monitor is called the workspace. The Illustrator workspace features

More information

Mesh Modeling Vase and Flower

Mesh Modeling Vase and Flower Course: 3D Design Title: Mesh Modeling Vase and Flower Dropbox File: VaseAndFlower.zip Blender: Version 2.45 Level: Beginning Author: Neal Hirsig (nhirsig@tufts.edu) Mesh Modeling Vase and Flower In this

More information

Chapter 3- Creating & Editing Objects

Chapter 3- Creating & Editing Objects Working with Basic Meshes Chapter 3- Creating & Editing Objects Now that we know how to move around in Blender, let s start doing some basic building and shaping. In this chapter we will talk about creating

More information

Chapter 3. Texture mapping. Learning Goals: Assignment Lab 3: Implement a single program, which fulfills the requirements:

Chapter 3. Texture mapping. Learning Goals: Assignment Lab 3: Implement a single program, which fulfills the requirements: Chapter 3 Texture mapping Learning Goals: 1. To understand texture mapping mechanisms in VRT 2. To import external textures and to create new textures 3. To manipulate and interact with textures 4. To

More information

GETTING STARTED GUIDE NOW THAT YOU RE HERE LET S GET STARTED

GETTING STARTED GUIDE NOW THAT YOU RE HERE LET S GET STARTED GETTING STARTED GUIDE NOW THAT YOU RE HERE LET S GET STARTED VECTORWORKS SPOTLIGHT GETTING STARTED GUIDE Vectorworks Spotlight Getting Started Guide Created using: Vectorworks Spotlight 2016 2016 Nemetschek

More information

Drawing Tools. Drawing a Rectangle

Drawing Tools. Drawing a Rectangle Chapter Microsoft Word provides extensive DRAWING TOOLS that allow you to enhance the appearance of your documents. You can use these tools to assist in the creation of detailed publications, newsletters,

More information

COURSE UNIT 1. Beginners MESSERLI ELITECAD VERSION

COURSE UNIT 1. Beginners MESSERLI ELITECAD VERSION MESSERLI ELITECAD VERSION 13 27.09.2013 COURSE UNIT 1 Switzerland: Austria: Germany: Messerli Informatik AG Messerli Informatik GmbH Messerli Informatik GmbH Pfadackerstrasse 6 Hamoderstraße 4 Konrad-Adenauer-Straße

More information

Chief Architect X Update Notes

Chief Architect X Update Notes Chief Architect X3.4.2.7 Update Notes February 2, 2011 1 GENERAL NOTES This is a list of the changes made to Chief Architect X4 in the 13.1.2.3, 13.2.0.49, 13.3.2.20, 13.4.1.22 and 13.4.2.7 program updates.

More information

Maya Lesson 3 Temple Base & Columns

Maya Lesson 3 Temple Base & Columns Maya Lesson 3 Temple Base & Columns Make a new Folder inside your Computer Animation Folder and name it: Temple Save using Save As, and select Incremental Save, with 5 Saves. Name: Lesson3Temple YourName.ma

More information

Advances in MicroStation 3D

Advances in MicroStation 3D MW1HC515 Advances in MicroStation 3D Hands-on class sponsored by the Bentley Institute Presenter: Sam Hendrick, Senior MicroStation Product Consultant Bentley Systems, Incorporated 685 Stockton Drive Exton,

More information

Melvin Diaz and Timothy Campbell Advanced Computer Graphics Final Report: ICU Virtual Window OpenGL Cloud and Snow Simulation

Melvin Diaz and Timothy Campbell Advanced Computer Graphics Final Report: ICU Virtual Window OpenGL Cloud and Snow Simulation Melvin Diaz and Timothy Campbell Advanced Computer Graphics Final Report: ICU Virtual Window OpenGL Cloud and Snow Simulation Introduction This paper describes the implementation of OpenGL effects for

More information

An Approach to Content Creation for Trainz

An Approach to Content Creation for Trainz An Approach to Content Creation for Trainz Paul Hobbs Part 6 GMax Basics (Updates and sample files available from http://www.44090digitalmodels.de) Page 1 of 18 Version 3 Index Foreward... 3 The Interface...

More information

lundi 7 janvier 2002 Blender: tutorial: Building a Castle Page: 1

lundi 7 janvier 2002 Blender: tutorial: Building a Castle Page: 1 lundi 7 janvier 2002 Blender: tutorial: Building a Castle Page: 1 www.blender.nl this document is online at http://www.blender.nl/showitem.php?id=4 Building a Castle 2000 07 19 Bart Veldhuizen id4 Introduction

More information

To build shapes from scratch, use the tools are the far right of the top tool bar. These

To build shapes from scratch, use the tools are the far right of the top tool bar. These 3D GAME STUDIO TUTORIAL EXERCISE #5 USE MED TO SKIN AND ANIMATE A CUBE REVISED 11/21/06 This tutorial covers basic model skinning and animation in MED the 3DGS model editor. This exercise was prepared

More information

User InterfaceChapter1:

User InterfaceChapter1: Chapter 1 User InterfaceChapter1: In this chapter you will learn about several aspects of the User Interface. You will learn about the overall layout of the UI, and then about the details of each element.

More information

Adding Depth to Games

Adding Depth to Games Game Maker Tutorial Adding Depth to Games Written by Mark Overmars Copyright 2007-2009 YoYo Games Ltd Last changed: December 23, 2009 Uses: Game Maker 8.0, Pro Edition, Advanced Mode Level: Intermediate

More information