#spline modeling
14-Mar-95 03:41:44
Sb: #158802-#spline modeling
Fm: Peter Klose 100412,1036
To: Mike Kelley 71302,73
>>I'm really clueless, and there isn't any documentation in your NURBS.LHZ
file.
>>I'm seriously interested in any modeling tool for 3DS, so if there's any
guidance >>you can give me I'd appreciate it.
Mike,
the handbook.txt resides in a different file in the library. Here is an actual
copy:
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NURBS PATCH MODELLER release 1.0
This software is produced and developed by
CAS Peter Klose
Gruenberger Strasse 26
D-10245 Berlin
Germany
FONFAX */49/30/7074018
CompuServe 100412,1036
all rights reserved.
Chapter 1 Basics
1.1 Introduction:
The Nurbs patch modeller is a stand-alone modelling program. It can be used in
the DOS-shell of 3D studio or AutoCad as an add-on.
Nurbsobjects are always surfaces. These can be flat or rounded in every
direction. The basic object is a so-called patch, that is defined and edited by
16 controlpoints.
These controlpoints have the same functionality like B-SPLINE controlpoints.
The four edges of the patch are 4 B-Splines, which are defined by 4
controlpoints each. The patchsurface is controlled in addition by the 4
controlpoints in the middle of the patch.
It is important to know, that only the 4 controlpoints in the 4 corners of the
patch are always connected directly to the patch. All other controlpoints do
affect the patch indirectly, as if they were connected with a flexible to the
patch.
You will soon find out that you need more than one patch to create complex
objects. That's the reason why you can add patches to your basic patch in all
directions. Neighbour patches then have 4 common controlpoints, defining the
common edge. You can add as many patches as you wish in every direction and
they will always stay connected. As a special feature you can break the
connection between two patches.
Every added patch is automatically aligned with the existing patches, you will
always get smooth edges. The edges will stay smooth during editing, if you keep
the following rule in mind: If you don't want sharp edges, so-called
neighbour-controlpoints have to be aligned with the corresponding
edgecontrolpoint.
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neighbour [] . . . .[]edge . . . [] neighbour
|
1.2 Hardware required
DOS-PC 3.3 or higher,
minimum 386SX with Coprocessor
4MB Memory
VGA 16 colors 640/480
3 MB free Disk
DOS-extender is included
1.3 Installation
Make a directory like "C:\NURBS" and copy all the files from the floppy into
it.
In the 3DS config file "3DS.SET" change the following:
USER-PROG1="C:\NURBS\NURBS.EXE","NURBS MODELLER"
USER-PROG2="C:\NURBS\MPATCH_I.PXP","META PATCH"
In your autoexec.bat or batch-file to start 3DS add the following:
SET NURBS=C:\3DS3\MESHES
The specified directory will be used by NURBS and MPATCH as the working
directory. You can use every directory you want
The NURBS.CFG file will be automatically written and loaded from this
directory.
Add the directory wherein you copied the files from the disc to your system
path:
e.g. PATH=C:\DOS;D:\anything\; … ;C:\NURBS
3D studio must be startet with the 3DSHELL command instead of 3DS, otherwise
there will not be enough memory to run NURBS in the DOS shell.
The best configuration to work with is: drop all memory managers like QEMM,
HIMEM or similar from your config.sys.
NURBS (like 3D studio) has its own build-in memory manager.
Chapter 2 Main description
2.1 How to start the program
To start NURBS from DOS you only have to type NURBS and <enter>.
To start NURBS inside of 3D studio push the <F6>-key and then Y, but 3D studio
MUST have been started with the 3DSHELL command (not 3DS).
To start MPATCH push the <F7>-key and Y.
It is important that there is enough free memory. The STATUS command in the
INFO menu of 3D studio will show you. When you have been working in a long 3D
studio session you will find out that 3D studio will never give free memory it
has once used, instead it will use the harddisk. This is the reason why 3D
studio is getting slower and slower the longer you are in a session . So when
the STATUS command reports more than 0 page faults, save your work, quit 3D
studio and restart it to get best performance.
2.2 How to quit the programm
To quit the program click on the systembutton in the upper left corner to see
the menu, then click on 'Quit' and 'Ok' to leave.
For quick ending you can use the 'Alt + <F4>' keys, but there will be NO
warning or saving of unsaved work, so be careful.
2.3 Basic Display
On the basic display you can see the 4 windows with different views of the
object. The object is one patch represented by a white 10 x 10 mesh, via the 16
red controlpoints it can be edited.
There is one active viewport with a colored border. To change the active
viewport you only have to click in the new one.
2.4 How to edit a patch
You can edit the actual patch by activating one or more controlpoints and move
it.
2.5 How to activate controlpoints
On the upper right of the display, on the toolbar, you can see 16 equal
controlpoint-buttons which can each activate the corresponding controlpoint.
Activated controlpoints become filled red. You can activate up to 16
controlpoints at the same time. They stay activated until the corresponding
button is pushed again.
2.7 How to move controlpoints
Click in the active viewport to set the first point. Move the cursor until the
desired movement and click again. You can see the coordinates on top of the
screen. You cannot click in the isometric viewport to avoid unpredictable
results.
2.8 The 16-button
The 16-button left under the controlpoint-buttons deactivates all activated
controlpoints with a single click.
Or if no controlpoint is activated it will activate all 16 controlpoints with a
single click.
2.9 The undo-button
The undo-button right under the controlpoint-buttons will undo the last
movement of controlpoints no matter which controlpoint is activated.
Immediately pushed a second time it will work as a redo.
Chapter 3 Multiple Patches
3.0 Creating patches
To create complex objects you have to work with more than one patch. You only
have to push one of the 4 arrow-buttons to create a new patch in the desired
direction. This patch will be connected to all the other patches. It is now the
active patch.
3.1 Deleting patches or connections
To delete the active patch push the button in the middle of the arrow-buttons.
Now you can see a window with different toggles to delete the whole patch or
only the desired connections.
You cannot restore a connection. If you want to do so delete the isolated patch
and create a new one which will automatically be connected to its neighbors.
3.2 How to activate a patch
With the arrow-buttons you can navigate through all existing patches, add new
patches and make the desired patch actual.
3.3 How to restart
To restart click on the system button in the upper left corner and click on
LOAD. Select the file STANDARD.dxf.
Chapter 4 Display options
The seven buttons in the lower right on the toolbar are used to change the
display, e.g. zooming.
We have styled them very close to the 3D studio buttons to make the handling
easiest for 3D studio user.
The functions are
1. 2. 3.
4. 5. 6.
1. ZOOM window
2. PAN
3. ROTATE isometric view
4. ZOOM in
5. ZOOM out
6. ZOOM extends
Chapter 5 main menu
The main menu is opened by clicking on the system button in the upper left
corner of the display
5.0 LOAD
With the LOAD command you can replace the actual object by a object from a
dxf-file. The dxf-file must content controlpoints in the appropriate format.
Only objects created with MPATCH.pxp or the NURBS-modeller can be loaded.
5.1 SAVE
With the SAVE command you can save the actual object in a file.
After giving a filename you are asked if you want to save the object as a mesh,
only the controlpoints or both in the same file.
To load it in 3D studio you must select the mesh or mesh+controlpoints option.
To reload it in the NURBS modeller you must select the controlpoints or the
mesh+controlpoints option.
With the controlpoints only option you can save your work in a very small file.
5.2 SETTINGS netdensity
In the settingswindow you can change the density of the mesh. This setting is
used for display and for saving a mesh-file. For very smooth surfaces you can
set it up to 100 but this will decrease performance. It is always a good idea
to set it as low as possible while working on an object and to increase only
for saving of the object.
5.3 SETTINGS colors
After pushing on the COLORS..button in the settingswindow you can select
different colors for the background and for the border of the actual window.
Every change is automatically saved in the file NURBS.CFG together with the
netdensity.
Chapter 6 3d studio tools
6.0 MPATCH.PXP
This is a tool to create patchobjects inside of 3D studio and save them in the
appropriate format for the NURBS modeller.
First create an object inside the 3D editor. A good idea is to make a box that
will help you keep the overwiew in all three dimensions.
Next start "MPATCH.pxp" and choose the CREATE(Neues Patch)option
You will be asked to click any existing object get "X" and "Y" dimensions.
Now select how many patches are used in horizontal and vertical direction to
create the so-called Metapatch.
You can edit this Metapatch with all existing 3D studio commands like rotate,
size, move vertex …., but do not delete or add any vertices.
With the MPATCH (Sichern)SAVE command you can save the Metapatch in a file that
can be loaded in the NURBS PATCH MODELLER. The objectname is automatically set
as the filename.
Before saving you are ask