Loading pre-made objects/scenes. Two sample scenes are provided. "Underwater" shows lens flares, volumetric lights, soft shadows and other effects. It is of course slow-rendering so we suggest to try it last. "FlyingFace" is an example of animation, in order to see it start Tornado3D, open the FlyingFace.prj project and when it has loaded switch to CAMERA mode pressing the 'e' key. After that simply press TAB to go in animation mode and then click on the PLAY button in the VCR bar. You will see a preview of this animation in the preview mode of your choice. Press again TAB to go back to modeling mode. Tutorial 0 Let's see something in no-time. Particles are often used in animation by means of the so-called Particle Systems that allow a coherent and realistic movement tied to physical laws. By the means of the particle systems many effects otherwise impossible to model --like fire or smoke-- can be simulated in a convincing way. Starting with a new, empty project, we add a particle system with the Objects/ Particles/ System... menu item. This opens the Particle Panel, leave everything at its defaults, so that an "Explosion" particle system will be created. Accept the panel and redraw the screen with Amiga-r. Now press the TAB key or click on the cycle gadget Modeling/ Animation to enter animation mode. Then click on the Play Forward gadget of the VCR bar to see a preview of the effect. Hey, who said that to use particle effects you had to be a rocket scientist? :) Now press '3' to switch to a shaded preview mode and click with the mouse the Play Backward VCR button. You'll enjoy a color preview running from last to first frame. Now return in modeling mode pressing TAB again and select the particle system with Amiga-A. Then, delete it with the DEL key. Ready for next tutorial? Tutorial 1 First steps with the editor Interacting Start Tornado3D or open a new project replacing the existing one with Project/New. We are now in Tornado3D's main editor. With Objects/ Polygonal/ Pyramid we add to the workspace a new object. This is a polygonal object, that is, one composed of vertices and faces. Press the key '3' or use Workspace/ Preview/ Flat Shaded to immediately show a color representation of the object. The pyramid looks like a white triangle, and this is due to the camera angle we are using. Let's look at it from another point of view, but before let's move the mouse --without clicking-- over the perspective view. Nothing should happen. Press the 'r' key on the keyboard now or we use the menuitem Modify/ Transform/ Rotate. This way we have entered rotation mode. Let's move again the mouse over the perspective area, as before. Now a yellow circle appears. This yellow circle is the reference mark of the "Arcball" rotational controller. It really is very simple to use and learn. Now click with the left button in the perspective view, just outside of the circle and then drag, holding down the mousebutton. We should try to keep the mouse pointer outside of the yellow circle, in practice rotating it around the object. We will see that the object follows our movements and that a brighter yellow line provides a graphical representation of our actions. Now we release the mousebutton. The object will stop moving. If we look at the other --non perspective-- views, we notice that the pyramid has not been modified. What has changed is our point of view. Now we repeat the operation, but this time we click inside the yellow circle. A line now appears, departing from the point where we have clicked. This time the line follows our movements and is not confined anymore to the circle. This allows us to freely rotate the object. If we trace back our steps, moving the mouse up to the point in which the curved line originates, the object will return exactly to the position of departure. This fact, apparently not very important, is really an unique characteristic of the Arcball rotation controller that allows to rotate the objects in three dimensions using a device, the mouse, that is two-dimensional. All the other rotation systems, and Tornado3D is the only Amiga software to implement ArcBall, manifest a behavior, the so-called Hysteresis, that makes impossible to trace back the movements and this leads to a counter- intuitive user interaction. With Arcball, everything is like in the real world. Moving the mouse to the left, rotates the object to the left. Moving it in circles around the object, rotates the object. In order to understand better the idea behind the Arcball, let's try to imagine that the yellow circle is the profile of a sphere (the sphere of a trackball) and that the mouse acts like our hand. The curved line that appears when we click inside the circle is curved because it depicts the movement of the hand on the surface of this virtual Trackball. Modifying Now restore the perspective view to its original values with the menuitem Workspace/Set View and we are ready to discover how to modify objects. Let's click on the center of the object's axis, that is on the small square from which three lines depart marked with the X, Y and Z letters. The object will become white, to signal it is selected and ready to be acted upon. Press 'm' on the keyboard to return to movement mode (remember that we switched to rotate mode before, to try out Arcball). Now click and drag with the left mouse button, but not over the object axis! As a general rule, we must always click on an empty spot to start an interactive operation. The object will move along with our movements, following the mouse. If we release the mousebutton, the object will remain where we placed it. Now the modification is permanent, but it can be undone with the Edit/Undo (Amiga-Z) command. We will now repeat the same actions but first press Shift-X to force the movement to happen only on the X axis. We have activated a constraint. Now the object will move only along the X axis. Now try to resize the object with the scaling function. Press 's' to switch to Scaling mode. The constraints are automatically reset. We do the same thing we did before, clicking and dragging. This time the object will not move, but will be magnified or shrunk according to the mouse movements. We are already familiar with rotation, having tried it in the perspective window. Now try to rotate the objects instead of the viewpoint. So press 'r' again to go back to rotate mode, and proceed as usual, clicking in an empty spot of the non perspective-views. The object will rotate on the selected axis. Repeat the operation with other axes, for instance Z axis. Now our object is not aligned with the world axes anymore. Tutorial 2 Modeling of an unicycle wheel. (This is more complex than those above, you should really try this with the full-version since it helps a lot to have read a bit of the manual before). Describes addition and removal of points, the extrusion along spline, replication, the use of superquadric primitive, grouping objects, the deformation of primitives. The unicycle, along with the famous Utha teapot, is one of those objects that have become a symbol of the computer graphics. Our version of the wheel will be necessarily simple and not too detailed in order to allow everybody to succesfully complete the project. Nevertheless, it will be a good demonstration of the ease of use of Tornado3D, as long as the right tools are employed. Start Tornado3D or open a new project with Project/ New. Please make sure everything has been saved before openening a new project. Begin adding a spline path with Objects/ Spline/ Path. This path will become the carrying structure of the wheel. We select the path with a single click of the left mouse button on the center of the axis. The object will become white, to point out that it has been selected. We enter in rotation mode clicking with the mouse on the appropriate gadget, or selecting the menuitem Modify/ Transform/ Rotate or pressing the 'r' key. After this, we select the X axis as the rotation axis clicking on the X gadget or pressing the 'X' key (shift-x). After placing the mouse pointer in the right view, we click with the left button in an empty spot far from the axis and we drag. The object begins to rotate on its own axis and we can see in the coordinates window the amount of the rotation expressed in degrees. We stop when we reach 90 degrees. It is not necessary to be precise, because we will be able to use the Transformation panel to correct the alignment of the objects. The profile is now visible in the top view instead of the front one. Now, for safety, we select the menuitem Modify/ Transform/ Panel or the keyboard shortcut Amiga-T. We move to the rightmost column and select Alignment from the cycle-gadget. The numerical gadget relative to the X axis should contain a value near or equal to 90, that is, the result of our interactive rotation. Let's change this value to 90 for X and 0 for Y and Z. Accept the changes and redraw the workspace with Amiga-R. We have rotated the object in both ways to learn how it could be done. Of course we can choose which method to use according to the situation. At this point we can enter Point Edit mode selecting Edit/ Mode/ Edit Points or with the keyboard shortcut Amiga-4. A spline path is composed of nine points, but we need ten points for our object. So, we click on the last point (the one at the opposite end of the bigger square) selecting it. Now we can click on the add spline point gadget [it is the fourth from the top in the right column, the commercial version of Tornado3D comes with an handy plastified reference sheet for gadgets and shortcuts]. A new point will appear immediatly before the one that was selected. While keeping an eye on figure 1, we move the points in the suitable positions. We should not worry about a precise reproduction of the depicted shape; it is enough to arrange the points approximately in the positions as shown in figure 1. Remember that to move a point it is sufficient to click on it once, selecting it, and then to click and drag in an empty spot on the workspace. Deselecting all the points is as easy as hitting the space bar. When the shape resembles the one in fgure 1, we can return to object mode with the Amiga-2 shortcut and then save the spline path on disk with Amiga-S [of course this is not possible with the demo version]. Going back to movement mode we move the path along the Z axis in the top view. It really doesn't matter where we position it, it only has to be placed somewhere else because we'll add a new object and this makes simpler to select the new one. We add a Tube with Objects/ Polygonal/ Tube, reducing the number of X sections to 8 and activating the closing gadget for the top and the base. As soon as we accept the panel, a cylindrical object will appear on the workspace. Let's select it clicking on its axis and then entering Edit Points mode. We position the mouse in the front view on the left with respect to the object. We click and drag with the right button of the mouse also keeping the shif key depressed. This activates the area-selection mode drawing a rectangle whose contours crawl slowly. We move the mouse until we have included in the rectangle all the points that appear selected in figure 2. Then, we release the mouse button. All the points are now selected, because keeping shift down we also entered multiselect mode. Pressing DEL key we can delete the selected points and now only the unselected points are left on the editor. We press 'r' again and then 'shift-x' to enter rotation mode on the X axis. All we have to do now is to rotate the object 90 degrees like we already did until it becomes visible in the front view. This time it has not been necessary to select the points because we wanted all the points to be rotated. In points and polygons modes, selection acts as a constraint. If something is selected, the operation is applied to those items. If nothing is selected, the transformation is applied to the object as a whole, just like in Groups or Object modes. Now we select the central point of the disk with a click and we press 'n' to open the Numerical panel. We disable the X gadget and we activate the Z gadget, setting Z value to -0.025. We accept the panel and force a redraw of the workspace with Amiga-R. Now the point has been translated. Please note that currently we have to use the numerical panel to affect points. We return to Objects mode (Amiga-2) and with Modify/ Normal/ Flip All we change the orientation of the faces of the object. This may not be necessary, according to the way the object has been rotated. What really matters here is that if we go in Flat Shaded preview mode we see the entire object. Then, with Amiga-T, we open the Transformation panel, and activate Scaling from the second column's cycle-gadget. We set in the three gadget the value .2 that is a reduction in sizes to a fifth. We accept the changes in the panel and redraw the workspace. It's now a good idea to save the object on disk and have a break. [Since you can't save, have a break anyway but be warned: if your cat steps on the keyboard and resets your Amiga it's not our fault.] Extrusion time! With Amiga-E we open the multiplication panel, equivalent to Modify/ Multipy/ Panel. We select Along Path as the extrusion mode and the list of the available objects in the scene will be activated. From this list we select the path created before. We bring to 14 the number of the sections and we activate the Mirror End rather than Copy End gadget. This way we'll have the "pointed" disk visible at the end of the extruded tube as well as at the start. If everything has gone well, we should have an object similar to the one visible in figure 3, that is a solid base for unicycle. We now select Panels/ Materials to open the Materials Panel. Here, we choose a blue shade color with the colorwheel; since we'r going to create a metal, the tint should be rather pale. We bring the Reflection and Polish at 30% and we select Medium from the cycle-gadget on the left of the Polish slider. This should give us a pseudo-metallic material using the plastic shader, but we would not be able to recognize it as such, since it is a reflective material and there is nothing to be reflected. Let's add a global reflection, accepting the changes with the Accept button and as soon as the material panel closes we open the World panel. We'll have to change the reflection from Solid to something more interesting. So we select Reflect Spline Gradient and this will show us a miniature of the currently selected gradient. Accept this panel going back to the editor. Now our object has something to reflect, and we are going to try our first interactive rendering in order to make sure everything is set up correctly. Pressing the key '8' we switch to Photrealistic mode and a few instants after we will have a preview rendering of the object also with reflection in the perspective area. We return immediately to a less complex preview mode (for instance Flat Shaded, key '3') and we save the object with the menuitem Objects/ Save or with the Amiga-S shortcut. At this point we have to add the pedals. With Amiga-A select all the objects, and move them away from the center of the workspace. Deselect all with the spacebar. With Objects/ Polygonal/ Superquadric we open the Superquadric panel and then we select a rounded cube from the cycle-gadget in the center. We modify the sizes of the object setting them to 40, 15 and 20 for the X, Y and Z axes. Accepting the panel closes it and brings us back to the editor. We now have a new object on the workspace. We open the materials panel, we choose a dark color, almost black, and we accept the changes saving the object. We copy the pedal with Amiga-C or with Edit/ Copy. Nothing seems to have happened. Let's move the object --that is still selected-- in another position. When we are done, we paste the copy just taken, with the shortcut Amiga-V or with the Edit/ Paste. This adds a copy of the object to the workspace. Now we have two pedals. Deselect all with the space bar. With Amiga-F or with Edit/ Select/ Find we open a panel that lists all the available objects. We choose the name of the structure just reloaded, [that is the name of the old group we moved away] accept the panel and redraw the workspace. Now the pedals should be unselected while the structure should be drawn in white, selected. Placing the mouse in the Top View, we move the three objects until we manage to replicate the relationship shown in figure 5. If we make a mistake we can use Amiga-Z to undo it, and the space bar to deselect all the objects. When we are done, it's time to create a group. Select the central structure with a single click, then while keeping shift depressed we click also on the pedals so that the status bar reads "3 objects selected". With Amiga-G or with the menuitem Modify/ Structure/ Group we unite them into a group and because the structure was the first selected item, it will also become the Father of the hierarchy. Now we move the objects far from the center of the workspace to have a little more room, and we add a torus with the menuitem Objects/ Polygonal/ Torus. We bring the sections to 36 so that our wheel will be smooth and set the radius to 15% to get a thin wheel. With the transformations panel we now rotate this object 90 degrees on the X axis. Then we open the materials panel and assign to the wheel a dark color, almost black. Since we want to simulate rubber, an high Polish is also mandatory. We accept the changes and we move the wheel to the back a few units on the Z axis. Now we have to add the spikes of the wheel. With Objects/ Polygonal/ Tube we can add a tube with only 8 X sections, 1 Y section and set its sizes to 3.0, 0.85 and 3.0 for X, Y and Z. Accept the changes, and select the object just added. We can easily notice that it coincides perfectly with the size of the "tire" created with the torus, but we would need many of these spikes and adding them one at the time, then rotating them in place is not exactly our idea of a relaxing pastime. We'll therefore see that with a bit of ingenuity we can automate the process. Let's open the multiply panel again, but this time choose Replication and On the axis as operational method. Bring the number of the sections to 18, that is half of the sections of the torus-wheel, and then bring to 360 the rotation on the axis Z. Because we want the spikes to stay firm on place, we set to zero the value of length. Once accepted the operation will get an object similar to that of figure 6. We can also color the spikes in orange, using the materials panel once more. Deselect all with the space bar and select the wheel again. Now with the transformation panel we set to zero its position so that the wheel coincides with the spokes. At this point we can select the objects from the top view with the drag-box that appears using the right mousebutton, and when both the wheel and the spikes are selected, we group them with Amiga-G. Now rotate interactively the group by 90 degrees on the Y axis. Attention this time we can not use the transformation panel because it only works on single objects, not on groups. At this point all we have to do is to move the wheel to the center of the structure and scale it until its grows in size two and a half times. The final result should be similar to that of figure 6. We can now group the two groups between them and save the whole object. Congratulations, you have modeled an unicycle wheel, and that's a good starting point for your own experimentations. How about building the remaining parts? --------- Tooltypes WIDTH: width of the screen; HEIGHT: height of the screen; DEPTH: bit per pixel depth of the screen; COLORMODE: kind of color model; usually set by T3D according to the video mode. NOSHADE No preview. FAST16 Preview in grayscale, 16 hues; GRAY Preview in grayscale 128 hues; HAM6 Preview in color 4096 hues, AGA; LUT256 Preview in color 256 hues; HICOLOR Preview in color 15 o 16 bit; TRUECOLOR Preview in color 24 o 32 bit; MODEID: screen mode id code, usually set by T3D; DRIVER: the gfx-card drivers, see Preferences Panel. VIRGE3D: May be ON or OFF. Activates direct support for Cybervision64/3D gfx-card produced by Phase5. This mode activates the hardware 3D acceleration of the Virge chip. PLEASE NOTE THAT THIS VERSION OF T3D ONLY WORKS WITH VERSION 1.4 of "cgx3Dvirgin.library" DO NOT USE EARLIER OR LATER VERSIONS. It is also mandatory to open 15 bit screens when using Virge acceleration. REFRESH: SIMPLE or SMART. SIMPLE refresh is suggested to preserve memory. SHOW: CAMERA, LIGHTS or MARKERS. More that an option can be set using the "|" character as a separator. Controls which kind of standard objects are visible upon startup. GRIDLOCK: ON or OFF. Controls the initial status of the snap-to-grid gadget. PATHS: the XXX_PATH must be expressed relative to Tornado3D directory, and must never include absolute paths (such as "hd0:3D/Tornado3D/...") in order to fully work when the D.E.I. network system is released.