-------------------------------------------------------------------------
  __              _________
 / /  ___     __ / _______/  __      __  _____       _________  _________
 / / /   |   / / / /______  / /     / / / ___ |     / ______ / / _______/
 / / / /| |  / / /_______ / / /_____/ / / /__| |    / /____/ / / /______
 / / / / | | / /        / / / _______ / / _____ |   / _______/ / ______/
 / / / /  | |/ / _______/ / / /     / / / /    | |  / /        / /_______
 /_/ /_/   |___/ /________/ /_/     /_/ /_/     |_| /_/        /________/


 - M O D E L E R  &  S H A D E R -          for Atari TT030 and Falcon030
          Demo Versions
_________________________________________________________________________



                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                         - I M P O R T A N T -

The contents of these archives is not public domain. These files are part
of  a special evaluation package. They have been designed to give you the
chance to test InShape at your own leisure. We would appreciate it if you
would  give  a copy of these archives (in their original unmodified form)
to  a  friend  or fellow user. It is however not permitted to offer these
files in combination with any commercial service. Any questions regarding
the distribution should be directed to Cybercube Research Ltd.



                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                      - I N T R O D U C T I O N -

This special demo version has been published to allow you to evaluate the
InShape 3D Modeler/Shader and learn more about it's powerful feature set.
We  would  recommend  that you first install the program on your harddisk
and then may try some of the examples listed below.

The demo versions are limited to:

       1) a maximum rendering/raytracing X-resolution of 320 pixels.
       2) a maximum rendering/raytracing Y-resolution of 200 pixels.
       3) any given scene may not consist of more than  1000 points.

Aside from these restrictions, you may freely use all other functions and
features  of  InShape.  Should  you  require  additional  information  or
assistance, please contact us at  the numbers and addresses listed below:

            Cybercube Research Limited
            126 Grenadier Crescent
            Thornhill L4J 7V7
            Ontario  Canada

            Tel.: (905) 882 0294  Monday-Friday, 10:00 AM to 4:00 PM EST
            Fax : (905) 886 3261
            BBS : (905) 882 5895

             GEnie: CYBERCUBE
        CRS-Online: Cybercube.Research
          InterNet/
            UseNet: cybercube.research@camrem.com
                 or cybercube@genie.geis.com



                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                         - V E R S I O N S -

InShape  INTRO  1.0  3D  Modeler&Shader (DEMO) runs either on a the Atari
TT030  or  a  Atari  Falcon030  with at least 4 MB of RAM. Minimum screen
resolution  is 640x480 at 16 colors. If you intend to use this program on
a  Atari  Falcon030, please make sure that your system is equipped with a
FPU (floating point co-processor).

InShape 1.02 3D Modeler&Shader (DEMO) runs either on a the Atari TT030 or
a Atari Falcon030 with at least 4 MB of RAM. Minimum screen resolution is
640x480  at  16  colors.  If  you  intend  to use this program on a Atari
Falcon030, please make sure that your system is equipped with a FPU.


                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER


                      - I N S T A L L A T I O N -


You need the following files to install the InShape demos:

      InShape INTRO 1.0
      =================
                           IS_D100A.LZH     contains all files of disk A
                           IS_D100B.LZH     contains all files of disk B

      InShape 1.02
      ============
                           IS_D102A.LZH     contains all files of disk A
                           IS_D102B.LZH     contains all files of disk B

Please  download  the  appropriate  archives,  decompress  them place the
decompressed  files (maintaining exactly the same directory structure) on
two  720  KB  DD disks labelled 'A' and 'B'.  Once you  created  your own
copy of the InShape demo disks, please follow these directions:

1.  Insert disk 'A' in drive A: and open the directory by double-clicking
    the drive A: icon.

2.  Start the >INSTALL.PRG< program with a double-click.

3.  A file selector box will appear. Please select the partition and path
    on your harddisk in which the InShape demo should be installed.

4.  Exit  the  file  selector  box  by clicking on the [ OK ] button. The
    program will then start some copying actions.

5.  An  alert  box  will  be  displayed and ask you to insert disk 'B' in
    drive A:. Insert the second disk and press >RETURN<

6.  The  file selector box reappears and asks you to enter the path to be
    used  later  to  store the raytraced/rendered images from the InShape
    Shader.

7.  Remove disk 'B' from your floppy disk drive and store both disks in a
    safe place.

In the InShape folder you should now find the following files:

         INSHAPE.FNT    - the InShape font
         INSHAPE.PRG    - the main program
         IS_CONV.PRG    - the InShape converter program
         IS_MODEL.APP   - the InShape Modeler (program module)
         IS_MODEL.INF   - the InShape Modeler configuration file
         IS_SHADE.APP   - the InShape Shader  (program module)

and the following folders:

         SCENE          - contains some predefined scenes
         OBJECT         - contains some predefined objects
         TEMPLATE       - contains the template data files
         PATH           - contains the path data files
         SURFACE        - contains surface map definitions
         IMAGE          - contains images for image mapping

To  start  the  demo  version  of InShape, double-click the >INSHAPE.PRG<
icon.



                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                         - E X A M P L E 1 -

1)   Start the >INSHAPE.PRG< program.

2)   Click on the [OPEN] button in the first alert box.

3)   A file selector box will appear. Please select the >ROBOT.ISC< file.
     The program will then load this file and enter the scene editor.

4)   Select  'ANIMATION  TEST' from the 'SHADER' menu or simply press F5.
     The  program  will now start to calculate 50 frames of the animation
     and  store them in memory. The animation will be played back as soon
     as all frames have been calculated.

5)   Press  any  key  to  repeat  the  animation. Press >ESC< to exit the
     animation preview mode.



                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                         - E X A M P L E 2 -


1)  Start the >INSHAPE.PRG< program.

2)  Click on the [OPEN] button in the first alert box.

3)  A file selector box will appear. Please select the >ABC.ISC< file.The
    program will then load this file and enter the scene editor.

4)  Select  'SINGLE FRAME' from the 'SHADER' menu to render one  frame of
    the scene. The program will perform a few calculations and then start
    to  display the picture on a line-by-line basis. The program will use
    the pathname you entered under step 6 in the installation progress to
    store  the  raytraced/rendered  image. The program will automatically
    name  the  file IS_00001.IIM. After the image has been completed, the
    program will return to the Modeler.

5)  An alert box will appear again. Select [ CONTINUE ].

6)  Exit the program by selecting 'QUIT' from the 'File' menu.

7)  Start the >IS_CONV.PRG< propgram.

8)  Click on the [ IIM... ] button under 'LOAD'.

9)  In  the file selector  box, search for the IS_00001.IIM file (you can
    locate  it in the path you specified under step 6 in the installation
    process).

10) Select  the  IS_00001.IIM  file  with  a double-click. The  converter
    will now load the image.

11) Click on the [ SHOW ] button.

12) Press the right mouse button.

13) Click on the [ TIFF... ] button under 'SAVE'.

14) Now  save  the file  with the help of the file selector box under any
    new file name.

15) Exit the converter by clicking on the [ EXIT ] button.

You  can  now  import  the  saved  TIFF  image  into  other programs like
GEM-View, Calamus SL, tms Cranach, Retouche, True-Paint, Chagall etc.)




                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                         - E X A M P L E 3 -

THE DANCING GOBLET

A  few  words  before  we  begin  with this 'classic' tutorial: the steps
outlined below have been chosen to demonstrate a wide number of features.
There   are   certainly a number of shortcuts to get to the same results.
This however, was not our objective.

1. Start  InShape  and select NEW from the FILE menu to clear the memory.
   Enter  the  object  editor,  then  select TEMPL. to enter the template
   editor.

2. Set  the SCALE to 2 cm and center the yellow box over the cross hairs.
   Press the left mouse button.

3. Select the GRID option (1st icon, 2nd row). Activate SNAP to GRID (2nd
   icon, 2nd row) as well.

4. Move the cursor into the work area. Position the mouse so that the X/Y
   position above the work area displays: Mouse X: 0.00 Y: -400.00. Click
   on the left mouse button.

5. Now  move the cursor to these locations, again pressing the left mouse
   button at each position:

                X           Y

               260        -400
               260        -380
                20        -360
                20         120

6. Select  the  ELLIPSE  (icon  with the compass & circle) tool and enter
   these values:

            X - Radius :   280
            Y - Radius :   260
            Angle begin:     0
            Angle   end:    90
            Rotation   :    90
            Points     :     8 , then click on [ OK ]

7. Press  the right mouse button and draw a yellow rubber-band box around
   these  newly  generated  points.  Release  the mouse button and select
   INSIDE.  There  should  now be eight yellow squares (active points) on
   your screen.

8. Click  on  the  MODE  icon  (2nd  icon  in  the  1st row, the one that
   currently  shows  the  single  filled circle [point mode]). Select the
   MOVE X/Y icon.

9. Position  your  cursor  over the leftmost active (yellow) point of the
   selected  points curve. Press the left mouse button and move the mouse
   a  bit  to  the  right and upwards until the readout above the working
   area says: Trnsl. X: 60 Y: 400. Release the mouse button. Deselect all
   active points by clicking on the DESELECT icon (1st icon, 4th row, the
   one with the three hollow circles).

10.Position  your  cursor  at  X: 40 Y:100. Press the right mouse button,
   open  the  rubber-band  box and move the mouse towards the upper right
   hand  corner of the display until all but the topmost point are within
   the yellow bounding box. Release the mouse button and select SMOOTH.

11.Open  the  ELLIPSE  dialog  and change the X - Radius to 260. Exit via
   [  OK  ].  Again, select all newly generated points, place your cursor
   over  the  leftmost  point and move all eight points until the readout
   displays: Trnsl. X: 40 Y:400.

12.Press and hold ALT and click on the leftmost and topmost of the yellow
   points,  thus deactivating them. Draw a rubberbox around the remaining
   yellow points and select SMOOTH. Deselect all points with the DESELECT
   icon.  Press and hold ALT and click on the point at X: 40 Y: 140. Now,
   drag this point so that it now lies at X: 0 Y: 140.

13.Click on the INFO icon. You should now have a total of 21 points.

14.Move  the  cursor  over  to the working area and press the right mouse
   button.  A  pop-up  menu  will  appear. Select the icon that shows the
   single line.

15.Place  your  cursor  over the point at X: 0 Y: -400. Click on the left
   mouse button. Move over to X: 260 Y: -400 and again, click on the left
   mouse  button.  You  now  connected  the  first  two  points.  Proceed
   connecting  the  points  at  X: 260 Y:-380, X: 20 Y: -360 and X: 20 Y:
   120.  Next,  keep  connecting all the points on the outer curve of the
   goblet  until  you  reach the point at X: 320 Y: 400. Now, connect all
   the  points  on  the  inside curve until you connected the last of the
   smooth points (circles) with the point at X: 0 Y: 140.

16.Select SAVE from the FILE menu and save your new template.

17.Next, select SPIN from the EXECUTE menu and click on [ OK ].

18.In  the SURFACE dialog, click on the [LOAD] button. Now search for the
   \SURFACES\MINERAL\ path and load the DIAMOND.ISF file. Click on [ OK ]
   Back  in  the  surface  dialog,  (after  activating  the selection the
   selection  in  the  newer versions using the [>] button), click on the
   REFRACTION box and select >CRYSTAL<. Click on [ OK ].

19.The  program  returns  to  the object editor. Press F2, then place the
   mouse  cursor  at the lower border of the screen. Press the left mouse
   button  and  move your mouse upwards to encircle the object as closely
   as  possible.  Release the mouse button and the screen will be redrawn
   showing the object in full size.

20.Select  the  OBJECTS  icon  (1st  icon, 2nd row), and rename the first
   object  to  'Goblet'.  Press OK and exit the dialog. Select the LAYERS
   icon  (2nd icon, 2nd row) and enable the EDIT and DISPLAY boxes of the
   first layer.

21.Select  the ACTIVATE ALL POINTS icon (1st icon, 4th row) to enable all
   points.  Click on the TRANSLATE icon (2nd icon, 5th row) and enter the
   following values:
                        X:   0
                        Y: 445
                        Z:   0, click on [ OK ].
   This will move the object along the Y - axis.

22.Select ROTATE icon (2nd icon, 6th row) and enter these values:

                 Angle X:    0
                 Angle Y:    0
                 Angle Z:  -10, then click on [OK].

   This will tilt the object 10 degrees to the left.
   Choose ALL from the DISPLAY menu to center the object on the screen.

23.Save  your  object  (SAVE  AS...  in  the  FILE menu). Go to the scene
   editor. Click on the CAMERA icon and enter these values:

             Position X:    35
                      Y:   500
                      Z: -1390

        Point of view X:   -65
                      Y:   450
                      Z:     0

            Up vector X:     0
                      Y:     1
                      Z:     0

       Horizontal angle:    70, and click on [ OK ].

24.Click  inside  the  working  area  in  the scene editor. The hierarchy
   window   will be displayed. Place the mouse over the MAIN ROOT box and
   press  the  left  mouse  button.  Select ADD. Now, use the right mouse
   button and click on the MAIN ROOT box again. A new dialog will appear.
   Under Light, select POINT and enter these values:

                      X:    50
                      Y:  1600
                      Z:   -50
                     ...
                 Radius:   0.3

25.Click  on  the [>] button. Enter 'Goblet' in the NAME box. Select SPOT
   as the new light type, then enter these values:

                      X:    20
                      Y:  1800
                      Z:   -10, next, click on [EXIT].

26.In the PREFERENCES dialog (1st icon, 2nd row), select a suitable image
   size  (up  to  320x200)  and  a  quality  factor you prefer. For quick
   results, select values like 80x80,TEST. Make sure to enable the CLOUDS
   checkbox and to set a valid path for the SHADER output files.

27.Next,  select a surface definition for the floor. Click on the SURFACE
   icon  (2nd icon, 3rd row). Choose LOAD and find & load the GRANITE.ISF
   file.  Click  inside  the PATTERN box and change the direction to [Z].
   Exit  via  [  OK  ].  Now,  click  inside  the BUMP MAP box and select
   [DENTS], then [ OK ]. Set the REFLECTION parameter in both columns to:
   40 and leave the surface dialog.

28.Save your scene with the SAVE AS... option in the FILE menu.

29.Select  SINGLE FRAME from the SHADER menu and click on [ OK ] to start
   the raytracing process.

30.After InShape computed the image, use the InShape Converter to convert
   the  picture  and  display  it  with  such file and image viewers like
   GEM-View. Enjoy!




                   .     ._.
                   ! . . !_. . .  _. ._. ._.
_________________  ! !\!   ! !_! /_! !_/ !_.  MODELER  __________________
                   ! ! ! ._/ ! ! ! ! !   !_.  &SHADER

                     - T I P S    &   T R I C K S -


/// How to Zoom in & out in the object editor:
==============================================

Move the mouse cursor to the lower border of the object window. Press the
left  mouse  button  while  moving  the  mouse upwards. A yellow box will
appear  showing  the  new  display size. Release the mouse button and the
display  will be redrawn using the new zoom level.


/// How to change the point of view in the object editor:
=========================================================

Select 'Central' from the VIEW menu or press '8'. Now, hold the CNTRL key
and  press  either  the  right  or  left mouse button to change the X-Y-Z
angles on your screen. Release the keys again to initiate the redraw.


/// How to select points, lines and planes:
===========================================

Press  and  hold  the right mouse button. A yellow 'rubber-band' box will
appear.  Position  this  box  over  the  elements  you  want to activate/
deactivate. Release the right mouse button. A new pop-up menu will appear
giving you several choices to manipulate the current element selection.


/// How to change between points, lines and plane mode:
=======================================================

In  the object editor, simply click on the icon right beside the [i] icon
(second  icon,  top  row)  and  select the appropriate mode. Faces can be
individually selected by entering the plane mode and then clicking inside
the plane boundaries.


/// How to change the view point & camera position in the scene editor:
=======================================================================

The  parameter  'camera  POSITION' and 'POINT OF VIEW' can be altered via
the numeric keypad without the CAMERA dialog box. The information entered
refers  to  the  active >keyframe<. Step lengths of one, ten, one hundred
and one thousand are possible.

            KEYS                         STEP LENGTH

            without any special keys ............. 1
            left SHIFT .......................... 10
            left SHIFT + CNTRL ................. 100
            left SHIFT + CNTRL + ALT .......... 1000

            Camera position
            KEY                          EFFECT

             ( ......................... reduce    X
             ) ......................... increase  X
             7 ......................... reduce    Y
             8 ......................... increase  Y
             4 ......................... reduce    Z
             5 ......................... increase  Z

            Point of View
            KEY                          EFFECT

             / ......................... reduce    X
             * ......................... increase  X
             9 ......................... reduce    Y
             - ......................... increase  Y
             6 ......................... reduce    Z
             + ......................... increase  Z


/// How to abort the shader:
============================

You can abort the rendering/raytracing process by simultaneously pressing
these keys:

             CONTROL
             SHIFT - LEFT       and       SHIFT - RIGHT
             ALTERNATE


/// Move and copy objects in the hierarchy window:
==================================================

In  the  scene  editor,  open the hierarchy window by clicking inside the
scene  window. Press & hold SHIFT and then select an entry and move it to
it's  new  place. Press & hold CONTROL and then select the entry you want
to copy.


/// Configuring the lights, manipulating objects:
=================================================

Open  the  hierarchy  window, place the mouse cursor over the element you
want  to  change  the lighting conditions for, then press the right mouse
button.  A   new  menu    will  appear,  allowing  various  light/ object
manipulations.


/// Selecting individual sections in the path editor, bezier control:
=====================================================================

Press  either  <-  or -> to select the previous/next segment of the path.
Press B to convert the line segment to a bezier curve segment.

