SHAREWARE This is the demo version of this software. It will not save in any format, including the compressed file format. I'd rather have it save, but it's come to my attention that some users are hacking/illegally using the software. As a result, I've been forced to completely take all save functions out of the software. I don't mean to be unfair or a "bogart" about this, but I've been working thousands of hours on this package over the past year, and I'm not to happy about working for free. Registering the software will give you a full working version, including the ability to save in all compatible formats. The new price, $40.00, will give you 2 free updates as they become available, and a phone number where I can be reached for support. I've started a small company, read: 1 employee, for no other reason than to deal with sales tax here in Michigan. This does not mean the software is going "commercial", but it MAY in the future, I'm still in limbo on this point. Anyway, everyone can count on the software getting updated at frequent intervals (updates have been coming about once a month), and barring a printed manual, I feel this is the most efficient method for everyone involved. INTRODUCTION Welcome to Vertex. Vertex is a 3d object editor designed to be used with other, commercial, 3D rendering packages available on the Amiga. It includes a host of unique functions, along with the standard ones expected of most 3D design software on the market today. Vertex enables you to read and write files from most of the major 3d object formats. While this is similar to other commercial packages which cost much more, Vertex does much more, enabling you to use the program as a virtual object creator and editor. You will find all the necessary tools to edit shapes, load and save them, delete and undo, make curves and polygons, add cubes and spheres, and even apply special functions only available within Vertex. Vertex offers either traditional pull-down menus, or convenient pop-up menus. You, the user, can choose the menu style you like best. Please note, however, the menu style you choose will effect the Fast-Key system employed by Vertex. With traditional pull down menus, you must use the right Amiga key in conjunction with the letter next to the menu option. Conversely, the pop-up menus used by Vertex let every function be accessed by a fast-key. As you grow more used to the functions used by Vertex you will probably rely more and more on the fast-key system. Probably the most important of all is the ability to read and write many of the 3d file formats available for the Amiga. This makes it easy to use Vertex as a standard interface by which to create objects, then save them in the format of your choice. You may then use the rendering capabilities of your favorite software to produce the all-important final image. (Please note, I have no plans for creating a raytracing or scan line rendering system with Vertex. I will hapily leave this chore to the already available packages on the market.) Since Vertex does not currently support face attributes, you will still be forced to use some other software to add color, reflection and transparency to your objects. Vertex also contains some special purpose features to help you create curved objects. From the technically orientated Multiply function to the unique bezier curve tool, to the intuitive gravity interface, I'm pretty sure you'll find the tool you need to make just the right curve. The gravity tool is very similar to the "magnet" tool found in most other software. It has the ability to operate on any set of axes at once, and has a power setting to further fine tune your approach. Also, the gravity influence is not bounded - in other words you can have your power setting up quite high to produce over-shoot. Try this effect on a flat grid - I think you'll like what you see. The bezier curve interface is unlike others of it's ilk due to one main difference - how the curve is applied to the object. You are not limited to just defining a basic curve and forcing your shape to end up looking just like the curve - you can add the new curve to the former object or average between the two. I'll admit it's not the easiest tool to learn to use, but the results can be quite original. Of the curve tools, the Multiply function is probably the most useful. With it, you can apply ANY mathematical formula to your object(s). These can be complex 3rd degree polynomials, or simple addition formulas. (Try this - load in a text object of your choice, and make it italic by applying this formula: X=X+Y. It's that simple to tilt any object!) As you can see, multiply can be used for a myriad of functions, not only curves. Aside from curves, Vertex enables you to make many other modifications to your objects. You can fuse vertices together (deleting all unneded faces and edges in the process), create a bevel effect on any flat object, randomize on any or all 3 axes, subdivide edges and faces to add detail, connect objects together, and move individual points in a variety of ways. With all these neat-o modifications going on, I tried not to lose sight of some important considerations of the 3D user. The most important of these is the creation of "good" objects. I'm not referring to design and composition here, I am talking about what makes a "proper" object. The ideas of duplicate edges and faces, unneeded edges, and faces defined by only 2 vertices are problems which can occur during object creation. All of my routines attempt to make "proper" objects. Extrude (and bevel) do not create unseen faces in the center of the extruded object. Fuse makes sure all unneded faces and edges are flushed before finishing. The add-face and add-edge commands will not allow you to create new edges over top of existing edges. Also, I've added utility functions to do this work for you if you need to (perhaps on objects created with other software.) Under the delete menu you will find: Delete Duplicate Edges, Delete Duplicate Faces, and Delete Unneeded Edges. On extremely complex objects these routines may take some time, but when each face can add time to frame rendering time, I felt these were important and useful tools. Speaking of rendering, I've also included some basic solid-modelling functions to help in object creation. Trying to create a 3D object by only looking at a wire-frame image is rather like trying to paint a picture without seeing the palette. These routines are not perfect, (you will no doubt see overlapping faces), but they are pretty fast, and I find them invaluable when making 3D objects. They do not include any color at this point (they should once I get the face atributes done), but they can be 16 level gray scales. Also, there is a special mode to generate "real-time" rotating wire frames, just to give you a further aid in "seeing" your object(s). Vertex also contains some extra benefits for you. There is a user settable UNDO feature, an Arexx Port, a memory reporter, a constant display of your: selected vertices, vertex, edge and face totals, view rotation, position and scaling, and the handy Euler number. You'll also find a wide array of selection features, the ability to name individual vertices, full transformation support (moving, scaling, and rotating), the ability to hide vertices, and some useful basic shape creators. Before we get into the specifics of how to use the features available in Vertex, I must explain some important points. First, most functions, except saving, require vertices to be selected. A selected vertex is drawn in white, while an unselected vertex is drawn in black. Most functions which require mouse input can be aborted by pressing either the space bar or the right mouse button. If you are using the pull-down menu system you will most likely want to rely on the space bar to abort these functions, since the Amiga will "trap" right mouse button clicks. The requesters used by the software will allow you to respond to them by pressing return on the last line. Also, alerts, which will appear from time to time, will let you respond by pressing the return key. The button which is outlined will be "pressed" when you hit the return key. Vertex does not multitask all that well while in it's operating phase. To get it to multitask better, press the HELP key, or choose the Globals-Sleep menu option. This will close the main window and open a small window on the WorkBench screen. Close this little window to get back to Vertex. The chapters ahead offer a menu-by-menu rundown of all the functions available within Vertex. I've tried to explain things as clearly as I can, but I'm no english expert... -- Alex Deburie