                          DigiWorks 3D

                    About Access Technologies

You have purchased one of the advanced computer graphics products
that was developed by the staff at Access Technologies, Inc.  We
believe in our company slogan, "Pioneering in Tomorrow's Computer
Graphics," and as such have developed to date four unique
products for the Commodore Amiga Computer.  Our focus has been
and will continue to be, that of developing professional graphics
products that provide innovation in the computer graphics
marketplace, and at a fair price.

Previous to DigiWorks 3D, we released two products in 1988, and
one in 1989 for the Commodore Amiga computer.  Our first was
Fancy 3D Fonts, a professional quality font data set, for use
with the Sculpt-Animate series of programs.  Later in 1988 we re-
designed this font data set and released Fancy 3D Fonts - Turbo
Silver Version.  Our third program, the ACAD translator, became
available in March 1989.

Our font sets were created specifically for use on the Amiga
using an early version of our DigiWorks 3D program.  Fancy 3D
Fonts is a two disk set of three proportionally sized fonts.  The
fonts called Bold, Ital, and Fanc, and emulate the font sets
traditionally known as Helvetica Bold, Bookman Italic, and
Clarendon Medium.  Each font set includes upper case, lower case,
numbers (except Bold), symbols, and many international
characters.  With Fancy 3D Fonts you can now create images and
animations which are similar to the computer graphics used in
many sporting, news, movie and other entertainment shows viewed
on both network and cable TV.  Fancy 3D Fonts, in either Sculpt-
Animate or Turbo Silver version, has a retail price of $79.95.

The ACAD Translator was developed for the professional Sculpt-
Animate user who needs a link with the enormous base of computer
aided design (CAD) applications.  With this program, you can
convert files from CAD programs which are able to output their
drawings as AutoCAD compatible DXF files, running on systems as
diverse as MS-DOS compatibles, Macintosh computers, and Sun or
Apollo workstations.  These DXF files can contain drawings of
structures which are very complex, such as entire buildings,
airplanes, intricate industrial parts, and other items that
require high degrees of accuracy.  By providing the Amiga user
with a means for translating those DXF files into the Sculpt-
Animate file format, these complex objects can now be rendered in
color and even animated using the Amiga's unique abilities.  The
ACAD Translator retails for $179.95.

Access Technologies plans to continue meeting the needs of the
expanding Amiga graphics user base, both in the U.S., Canada,
Europe, and the other hot beds of Amiga graphics excitement.  And
as such, our staff is always eager to hear from a customer
regarding the use of one of our products, or a fresh need or
request that person may have, and would like to share with us.

                            Contents

Chapter 1: Introduction. . . . . . . . . . . . . . . . . . . . . .. . .  1
	Program Concept . . . . . . . . . . . . . . . . . . . . . . . .  1
	About This Manual . . . . . . . . . . . . . . . . . . . . . . .  2

Chapter 2: Getting Started . . . . . . . . . . . . . . . . . . . . . . . 3
	
Chapter 3: Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . 5
	Tutorial A. . . . . . . . . . . . . . . . . . . . . . . . . . . .5
		Loading The Program Data . . . . . . . . . . . . . . . . 5
		Automatic Edge Detection & Tracing . . . . . . . . . . . 7
		Adding Vertices. . . . . . . . . . . . . . . . . . . . .10
		Generating 3D Output . . . . . . . . . . . . . . . . . .11

	Tutorial B. . . . . . . . . . . . . . . . . . . . . . . . . . . 15
		Loading Complex Images . . . . . . . . . . . . . . . . .15
		Redrawing vs. Recalculating. . . . . . . . . . . . . . .17

	Tutorial C. . . . . . . . . . . . . . . . . . . . . . . . . . . 20
		Drawing & Measuring Objects. . . . . . . . . . . . . . .20
		Filling the Object Outline . . . . . . . . . . . . . . .23
		Sizing Objects . . . . . . . . . . . . . . . . . . . . .24

	Tutorial D. . . . . . . . . . . . . . . . . . . . . . . . . . . 27
		Manipulating Multi-Colored Images. . . . . . . . . . . .27
		Changing Tracing Parameters. . . . . . . . . . . . . . .28

Chapter 4: Forms of Input. . . . . . . . . . . . . . . . . . . . . . . .31

Chapter 5: Reference . . . . . . . . . . . . . . . . . . . . . . . . . .33
	Project Menu. . . . . . . . . . . . . . . . . . . . . . . . . . 33
	Edit Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
	Image Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . 41
	Output Menu . . . . . . . . . . . . . . . . . . . . . . . . . . 44
	Hot Key Combinations. . . . . . . . . . . . . . . . . . . . . . 48


Chapter 1: Introduction

Your wold of Amiga 3D graphics and animation is about to expand
into new territory now that you are embarking on the use of
DigiWorks 3D.  As you are no doubt aware by now, creating quality
two and three dimensional objects, even in the best of 3D
modeling editors, can be a nightmarish experience.  And even if
you are able to create an object that resembles your initial
intentions, it probably took you two or three or ...times longer
to create than you ever expected.  Fortunately, with DigiWorks
3D, you can now employ a combination of very powerful tools to
easily create certain types of 2D and 3D objects of the quality
that you previously only dreamed of.  We sincerely hope that this
program will be as great a benefit to your world of 3D as it has
been to ours!

Program Concept

We too were in your shoes just a short year ago!  Having started
Access Technologies with the intentions of being a pioneer in the
Amiga graphics field, we first decided to respond to the many
requests for high quality, professional three dimensional fonts
for use with popular 3D programs like Sculpt-Animate and Turbo
Silver.  However, when we looked at the options for creating
these sophisticated character sets we soon found that the only
option was to set down with these programs and painstakingly try
to create these letters, numbers and symbols by hand.  This
obviously was not the answer we were after.  So, the founders of
Access Technologies set out to define and develop a new method,
by utilizing the Amiga's best graphics capabilities.

First, we turned our attention to the high quality graphic images
which thousands of Amiga users were capturing with Digi-View. 
Our programming staff had the idea of digitizing high quality
printed fonts sets and then taking these graphic images and
turning them into 2D or 3D objects which could be loaded into any
of the popular 3D rendering programs.  Since the Amiga was
already perfectly suited for capturing and displaying the high
quality images that we wanted to convert, we set out on the
development of such a program.

When DigiWorks 3D was in its early stages, Access Technologies
used it to create the first professional font sets now known as
Fancy 3D Fonts.  Due to the success of the Fancy 3D Font series
since its introduction in the summer of 1988, we received a large
number of customer responses asking us when and if we intended to
release the program that was used to create the Fonts.  In
addition, another very interesting and related question kept
popping up again and again.  Our customers liked the fonts so
well that it prompted many of them to wonder if our "proprietary
process" could be used to 

                               -1-

convert other bit mapped data such as company logos, professional
line art, and even multi-colored images to vector based formate. 
The clear and simple answer to that question was a resounding
"YES!"

In the continuing development and testing period that ensued, we
uncovered uses which went far beyond our initial thrust of
producing professional quality three dimensional font sets.  And,
it is because of our customers insistence and encouragement that
DigiWorks 3D is now commercially available and in your possession
today.  With this in mind, please let us know what you create
with this program, how it makes you more productive, and what
additional features you would like to see added.

About This Manual

The DigiWorks 3D manual has been designed in such a manner so as
to give you quick and complete access to information about the
program's features.  One of the main sections of the manual is
the comprehensive Tutorial.  By going through all four sections
of the tutorial in successive order, you will become familiar
with each of the tools, options, and commands found in the
program.  There is also a Reference chapter which lists and
documents each menu item and tool used in the program.

System Requirements

To use DigiWorks 3D, you Amiga will need a minimum of 512K of
random access memory and AmigaDOS 1.2 or latter version of the
Amiga operating system.

Technical Support

To receive technical support from the staff at Access
Technologies, you must fill out and send in the registration card
that came with this program.  Also, we encourage you to do this
as soon as possible, so that we may keep you informed regarding
future updates to this program.

                               -2-

Chapter 2: Getting Started

The DigiWorks 3D program file is located on the root (or main)
directory of your DigiWorks 3D disk.  In addition to this file is
an important drawer labeled "Tutorial."  In it are sample IFF and
RGB images that will be used in the tutorial section of the
manual to introduce you to the features and tools used in the
program.  The DigiDemo file and "show" program files are included
to show you demonstrations of images that have been traced with
DigiWorks 3D and then rendered in one of the 3D rendering
programs that it supports.

We first recommended that you make a backup copy of your
DigiWorks 3D disk and put in a secure place.  If you are
unfamiliar with the procedure for making a duplicate coy of a
disk, we would like to refer you to the manual that came with
your Amiga entitled "Introduction to the Commodore Amiga."  In
it, you will find information on how to perform this operation.

You can run DigiWorks 3D with the program disk in either a floppy
drive or with the program installed on a hard disk.  The program
can also be loaded into and executed from RAM memory should you
desire to do so.  Also, the DigiWorks 3D program can be started
from Workbench or CLI.

Installing DigiWorks 3D onto a hard disk is a simple process and
can be done more than once since the program does not employ any
form of copy protection.  However, you should remember that this
is copyrighted software and that your DigiWorks 3D License
agreement permits you to install or use it on only one computer
at a time.  From Workbench, to copy the DigiWorks 3D program and 
the "Tutorial" drawer to your hard dish you should open the
target window or drawer icon on the hard disk and then select and
drag the DigiWorks 3D program icon and Tutorial icon into this
target area.  The program is now ready to run from your hard
disk.

                               -3-

Notes

                               -4-

Chapter 3:  Tutorials

Tutorial A

This tutorial section is designed to introduce you to DigiWorks
3D's operation and the many editing and design tools that are
found in the program.  To facilitate this goal, we have included
a number of previously digitized images, along with a few image
files that were created with Deluxe Paint.  These example images
can be found in the "Tutorial" drawer on your floppy disk, or on
your hard disk, if you followed the hard disk setup instructions
found in "Chapter 2: Getting Started."  In addition to the
tutorial, all of DigiWork's requesters, tools, and gadgets will
be discussed in "Chapter 6: Reference."

Loading the Program and Data

You can begin the DigiWorks 3D program by either double clicking
on the program's icon or by typing "DigiWorks3D" from the CLI and
then pressing the return key.

Now that the program has begun, you will first want to load in an
image that has been digitized.  All you need to do is to tell
DigiWorks 3D which file you wish to load, and the program will
transparently determine what type of file you have chosen
(IFF/Snapshot/RGB) and automatically load that file.  By clicking
and holding down the right Amiga mouse button, the screen will
show its four menu headings: "PROJECT", "EDIT", "IMAGE", and
"OUTPUT."  Now position the cursor over the "PROJECT" heading and
the following menu will appear.

PROJECT
Load		A 1
Save		A s
Snapshot  	A .
Redraw		A w
Color		A c
ReCalc		A r
Erase
QUIT		A Q

                               -5-

It is in this section that you can choose how and which images
are loaded into DigiWorks, which images are saved when you are
done with the editing process, and even the screen colors you
would prefer to use if the default colors do not suit your needs. 
You can also erase all the edges from the screen or erase the
entire screen image, and quit the program from this menu.  In
addition, each sub-menu item under the PROJECT heading, as well
as under the other menu headings, has a HOT KEY equivalent. 
These HOT KEYS are keyboard shortcuts that can be used to
activate a particular command without using the mouse.  Each of
the HOT KEY equivalents is activated by pressing the Right Amiga
Key and the key associated with that particular command.  The HOT
KEY equivalents are listed to the right of each menu item and
also in a table in "Chapter 6: Reference."

To begin the process of converting a 2D image into either a
Sculpt-Animate or Turbo Silver three dimensional object, we will
load a digitized image (640x200 resolution) of the Helvetica
letter Z.  Simply move your Amiga cursor over the Project menu
heading and then the Load menu item and release the cursor.  If
you prefer, you can use the Hot Key equivalent of "Right-Amiga
L."  The load requester that appears will have the heading:
"Input pathname" and will look similar to the following diagram.

This file requester has a number of features that allow you to
list the various files that are present on your disks, as well as
the RAM disk, if one has been created.  It has been designed so
as to let you quickly search your disks and directories for a
desired file, and to provide you with tools for easily adding or
modifying directory and/or file names.  You should note that the
commands "Delete", "Copy", and "Rename" are irrevocable.

                                6

The three areas of the requester that make up the pathname 'tree'
are in the "Device", "Drawer", and "File" gadgets.  The Device
gadget will display the location name of a disk, such as "df0:",
as well as its actual name, such as "DigiWorks3D."  Clicking on
either one will activate that disk and place its root (main)
directory names in the Drawer gadget and list the files in the
root directory in the File gadget list.  To progress through the
'directory try' and view the contents of one of these
directories, simply click on the directory name within the Drawer
gadget, and the filenames in that directory will be listed in the
File gadget area.  Clicking on one of the filenames will cause
the name to be placed in the pathname requester in the lower
portion of the screen, so that the desired action can be taken.

Since we want to load the image of the letter "Z" into DigiWorks
3D's editing screen we need to locate the file "Z.image" on the
disk we are using.  If you are running DigiWorks 3D from your
floppy disk drive, then click once in the Device gadget on the
name "DigiWorks3D" or on the name of the disk drive that holds
that disk, such as "DF1:".  If you are running the program from
your hard disk, then click once on the name of the hard disk or
the hard disk partition that holds the DigiWorks 3D program and
Tutorial drawer.  Now, click once on the directory labeled
"Tutorial" in the Drawer gadget.  When you do this, the contents
of the "Tutorial" directory will be listed in the File gadget
area.  One of the file names listed in the file gadget will be
"Z.image."  Click on that name once and it will now appear in the
Pathname requester.  Then, press the OK button and the image will
be loaded into your DigiWorks 3D editing screen.

Automatic Edge Detection & Tracing

One of the main benefits of the DigiWorks 3D program is its
ability to detect the outline of an object, trace that outline,
and then place critical vertices along that outline.  As such,
you can see now that the letter Z has been surrounded with blue
and green lines and yellow vertices.  (Note that if you make
significant changes to your color settings in DigiWorks's Color
Selector then the lines and vertex colors may be different from
what we have described above).

The letter Z is not alone on the screen as you can see.  When we
digitized this letter from its printed format, the camera also
picked up images of data that was on the same page.  However,
since we only want to turn the image of the letter Z into a 3D
object, we need to somehow inform DigiWorks of the difference
between the extraneous data that must be discarded and the
pertinent date (letter Z image) that we want to work with.

                                7

One simple method for doing this involves putting a "box" around
the area that you wish to keep, while excluding all data outside
of the box.  First, you should execute the INVERT command found
under the IMAGE heading by dragging the cursor over this heading
and then releasing it once it is over the INVERT option.  Issuing
the INVERT command will reverse the screen colors that are used
in displaying the image and background colors.  By swapping these
two colors before telling the program what "area" we are going to
select in the next step, only the actual image of the letter Z
will be outlines, as opposed to the letter and the "box" around
the letter.

Next, drag the cursor over the AREA command also found under the
IMAGE heading, and the cursor will change into a small box with a
cross hair inside of it.  Position this cursor just below and to
the left of the bottom left hand vertex that makes up the letter
Z.  Now, press and hold down the left mouse button and drag it
diagonally to just above and to the right of the vertex that
forms the upper right hand most corner of the letter Z.  Be sure
to look at all sides of the "box" that is formed when you are
performing this operation so as to insure that none of the image
Z is outside of the boxed area.  If this is done correctly, the
only image on the screen now will be the letter Z.  If, while
performing this operation, you find that you have not started the
AREA function in the proper position, and you wish to start the
operation over, you can abort your current actions by moving the
mouse so that the cursor is on top of the Title Bar and then
release the mouse button.  Then you can simply start the AREA
operation again, in the desired position.

We have implemented a Heuristic Automatic Tracing (HAT) algorithm
that makes sophisticated estimates of where the outer edges of an
image are located.  However, because the data saved in the
digitization or image creation process is usually not free from
defects (i.e. jagged lines, stray or missing pixels, etc.), the
automatic trace that is performed by DigiWorks may not conform
exactly to the final outline you desire.  And, therefore, because
of image irregularities and the HAT algorithm that must be used
to perform the edge detection, some of the lines and vertices
that comprise the trace may be placed along an area that you
would deem less than perfect.

With this in mind, and to add user customization and flexibility,
we have provided a number of tools that allow you to make quick
and easy alterations to the lines and vertices that make up the
trace of your image.  As you can see by looking at the letter Z
on your screen, some of the vertices are not needed, such as when
they breakup what would normally be a straight line.  To take
care of this first case we need to go to the next menu heading to
the right of "Project" called "Edit".  By pressing and holding
down the right mouse button over the EDIT heading, the screen
menu will appear like in the following diagram.

                                8

Since we would like to remove a number of vertices that are not
needed in our trace, we need to select the EDIT menu item called
DELETE.  Dragging the cursor over the DELETE VERTEX and then
releasing will activate the delete tool which is shown below. 
You should note that for some of the menu items (commands), if
you reissue that command, by mouse or by hot key, the program
will turn that function off.  Menu items that would fall into
this category include: INSERT, DELETE VERTEX, DELETE EDGES, MOVE,
DRAW, COORD, AREA, EXTRUDE, and POLY FILL.

                      \|/
                    --- ---
                      /|\

Now we want to place the DELETE cursor over one of the vertices
that is not needed and click the left mouse button.  The vertex
to be deleted must fall within a fixed center area of the cursor. 
When you do this, you will notice that the vertex disappears but
leaves the line intact by connecting the adjacent vertices.  You
can continue at this point and remove other unneeded vertices,
until you are left with vertices at the areas that seem
necessary.  After you have removed the unwanted vertices, you
will likely notice that the remaining vertices are not all in
exactly the right location.  Fortunately, they can be moved
easily by exchanging the DELETE tool for one called the MOVE
tool.

Once again, you will need to enter the EDIT menu at the top of
the screen, and then move the cursor over the sub-menu item
listed as MOVE.  When you do this, the cursor will change to one
that looks like the one found on the following figure.  Now look
closely at your screen image and the figure shown that represents
your screen.  Notice that the trace lines that fall outside of
the letter Z image are an aqua color, while the ones that fall on
or inside of the letter are blue.  The key to creating a correct
trace representation of any image that you bring into DigiWorks
is to align all of the vertices so that the majority of each line
is blue and falls on the edge of the image.

                                9

                               |
                               |
                           ---- ----
                               |
                               |

Since our image has a couple of aqua lines, and a couple of blue
lines that are too far inside of the letter Z image, we will need
to use the MOVE tool to position them into the proper places. 
You should note here that the MOVE tool will not allow you to
place two vertices together in such a way that more than two
edges would be joined.  This is also true for the DRAW tool which
will be discussed later.  Continue, by positioning the MOVE cursor
over one of the vertices that you would like to re-position. 
Next, press and hold down the left mouse button and then move the
mouse so that the vertex is moved to the desired position.  Then
when you release the mouse button the vertex will stay in its new
position.  If you select a vertex and then move it into the title
bar and release, the screen blinks and the program aborts that
particular move.  This has been done to give you an easy recovery
procedure in the event that you selected and move the wrong
vertex.  To re-position that same vertex or any others, you
simply repeat the process of selecting and moving the vertex.  At
this time you should move the rest of the vertices so that all of
the trace lines are in their proper position.

When you have moved the necessary vertices to their proper
positions, you should have ten vertices and ten individual trace
lines.  If you have more than 10 vertices or 10 lines, you have
either not deleted the appropriate vertices, or have moved them
to positions that are not the most ideal.  Also, none of the
lines should be overlapping.  Should this be the case, we
recommend that you LOAD the image into the screen editor again
and start this tutorial section over again.

Adding Vertices

Before we turn our trace of the letter Z into either a three
dimensional Sculpt-Animate or Turbo Silver object, we will
introduce you to another important DigiWorks tool called INSERT. 
To see the value of this tool, first go back to the EDIT menu and
change the cursor from the current MOVE tool to the DELETE VERTEX
tool.  Now, delete the vertex in the upper right hand portion of
the letter Z.  Notice that when you do this, the two lines that
once connected to it turn into one line that snaps into place
like a rubber band.  To correct this type of situation you can
use the INSERT tool.

                               10

Go back to the EDIT menu again and this time exchange the DELETE
tool for the INSERT tool by holding the cursor over the line
called INSERT and then releasing the right mouse button.  When
you do this, the cursor will look like the figure below.
     
                              |
                         |    |    |
                        ------ ------
                         |    |    |
                              |


Now, simply position the INSERT tool cursor anywhere over the
single line that was created in the last step and then press and
hold down the left mouse button.  When you do this a new vertex
will immediately appear on the line and the INSERT cursor will
disappear so as to allow better positioning of that vertex.  You
should note that if you have not placed the INSERT cursor over a
line, then the screen will flash and no vertex will have been
added.  Bring the trace line back into its proper position in the
upper right hand corner of the letter Z.  If you are unable to
correctly position the cursor in this combined step method, you
can simply activate the MOVE tool and move the vertex to its
proper place.

Generating 3D Output

An important feature of DigiWorks 3D is its ability to save your
outlined object in its own internal file format, so that it can
be re-loaded in the screen editor at a later time.  The SNAPSHOT
is also useful as a means of periodically saving your edited
object, so that in the event of a major editing mistake, you
could re-load the latest SNAPSHOT outline and continue editing
from that point.  The SNAPSHOT command is located within the
PROJECT menu, and the file can name does not require any
particular extension.  However, you may wish to name your
SNAPSHOT files with a ".snap" extension so you know which files
they are.  Tutorial C will direct you through an exercise with
this command.

Now that the two dimensional trace of our letter Z is complete,
we can move on to the final step of having DigiWorks output a 3D
polygon filled version of the trace.  Move the cursor over to the
right most menu heading called OUTPUT.  With the right mouse
button held down, move down to the sub-menu item called POLY FILL
and then release the button.  By doing this, you have just
instructed the program to fill the inside of the traced letter Z
with polygons, or more specifically, triangles.  This is a
requirement of most of the 3D rendering programs found on the
Amiga.

                               11

Open the OUTPUT menu once again and select the sub-menu item
labeled EXTRUDE.  When you do this requester will appear that
looks like the following diagram.  This requester allows you to
either choose DigiWork's default settings for the 2D to 3D
extrusion process, or to change the various settings to meet your
particular needs.  If you choose to change any of the settings,
then you will want to click on the ACCEPT button at the bottom of
the requester, whereas if you would like to use the default
settings, just click on the DEFAULT button.

The output data from the DigiWorks 3D is automatically that of
the Sculpt-Animate Scene file unless you tell the program
otherwise.  If you wish to have the data saved in the Turbo
Silver object format, then you will need to activate the final
sub-menu item under the OUTPUT heading listed as OUTPUT FORMAT,
and then select TURBO SILVER.

                               12

Up to this point, you have only instructed the program how you
would like the output to be generated, as the extrusion has not
yet taken place.  This operation takes place when you save the
output data in the desired object format.  To accomplish this
last step you re-enter the PROJECT menu and select the sub-menu
item listed as SAVE.  DigiWorks will then display its "Output
Pathname" requester which looks and functions just like the
"Input Pathname" requester used at the beginning of this session. 
Select the disk and drawer location that you wish to save the
output file in, and then give the file a name.  If you are saving
the file in the Sculpt-Animate format, the name Z.scene would be
appropriate, which Z.obj would work well for the Turbo Silver
format.

Choosing the file name, file format, and then pressing the OK
button at the lower right hand portion of the requester will
result in the completion of a polygon fill and the 2D to 3D
extrusion.  The polygon fill that was performed will be
represented on the screen, while the 3D extrusion will not.  At
this point you can either go on to the next tutorial example, or
enter your chosen 3D rendering program and load and render the
example letter Z that you have just created.

                               13

Notes

                               14


                           Tutorial B

The previous tutorial section introduced you to many of the key
functions and tools that are necessary to complete a trace and
conversion of a simple two dimensional image.  Now we would like
to advance to the next stage of image complexity and demonstrate
how these and other DigiWorks tools and functions can aid you in
object creation.

Loading a complex Image with Curves

You can begin this session by loading the digitized image called
"Ampersand.image" in the Tutorial directory.  As in the previous
tutorial section, INVERT the image and then activate the AREA
tool and "box" in the entire Ampersand image.  When you do this
correctly, you will notice that parts of the adjacent images can
not help but fall into the "box" created by the AREA tool.

Next, delete the vertices and edges that were formed on these
adjacent images by activating the DELETE VERTEX tool that is
located under the EDIT heading.  Position the DELETE cursor over
each of these vertices, one at a time, and as before, click the
left mouse button to eliminate each unwanted vertex.  At this
time, you should also delete any unwanted vertices that are part
of the Ampersand image itself.  A guideline for checking for
these unwanted or "extra" vertices would include corner areas of
the image, vertices that subdivide what should be a straight
edge, and vertices that are spaced very close together.

As with most automatic image traces, you will also need to re-
position one or more of the vertices so that the outline conforms
more accurately to the image on the screen.  By simply exchanging
the DELETE tool for the MOVE tool, by using either the mouse or
HOT KEY equivalents, you will see the cursor once again turn into
its single cross hair mode.  Now, you can proceed to re-position
any vertices that need to be moved.

Another major function of the DigiWorks 3D program is found in
the DRAW tool.  To demonstrate one of its uses, we would first
direct you to exchange the current MOVE tool for DELETE VERTEX
tool.  Next, use the DELETE VERTEX tool to remove each of the
vertices that makes up the inner polygon inside of the lower half
of the Ampersand image.

                               15

Next, drag your cursor over the EDIT heading and then over the
sub-heading labeled DRAW and release the mouse button.  When you
do this, the cursor will change to a small cross hair with a
circle at its center.  Begin using the DRAW tool by positioning
it over one of the corners in the same area of the image where
you just a moment ago deleted all of vertices that comprised the
inner polygon.  Press and hold down the left mouse button and
then drag the mouse so that the line that is now being formed
connects to the next corner of this image area.  The DRAW cursor
will disappear during this operation so that you can clearly see
where you are positioning the end points of each line you create. 
When the end of the line appears to be in place, click the right
mouse button (while still depressing the left mouse button). 
Then continue moving the mouse so that the line proceeds to move
around the edge of this inner polygon area, while clicking the
right mouse button every few steps to place a new vertex along
this edge.  To complete the operation, position the last vertex
over the top of (or at least next to) the first vertex you
created with the DRAW tool, then release the left mouse button.

The distance between these first and last vertices that you have
created will determine whether or not a "closed" polygon has been
formed.  If they lie perfectly on top of one another, the
DigiWorks program will sense this and automatically convert them
into one vertex, and thereby "close" the polygon that you have
drawn.  However, in most cases they will not be perfectly on top
of one another but will be very near each other.  When this is
the case, you will need to tell the program to join them as one
vertex.  To do this, you can activate the CLOSE command which is
found under the EDIT heading.  A requester will then pop onto the
screen that looks like the following diagram.

By clicking on the OK button you will be telling the program to
convert all vertices that are within the default value of two
pixels distance into one vertex.  This value of two pixels
distance should be sufficient in most circumstances.  If you need
to change this value, you can click on the number "2" with the
left mouse button and then change its value.  However, you need
to be aware that changing this number to one which is larger than
"2" may join together other pixels that you did not intend to
convert into one vertex.

To verify that you have successfully converted the beginning and
ending vertices of your drawn polygon into one vertex, you can
activate the MOVE tool under the EDIT heading.

                               16

Now, position the cross-hair of this tool over the vertex that
should have been formed out of these other two vertices.  Press
the left mouse button and move the mouse.  When you move the
vertex you should see edges connected on both sides of this
vertex move with the vertex.  If only one edge is connected to
the vertex then the close operation was not successful, and the
vertex must be moved closer to the appropriate vertex and the
close operation must be performed again.

When the close operation has been successful, you can then
proceed to re-position any of the other vertices that are part of
your drawn polygon so that the major portion of their attached
edges are primarily blue in color, once again meaning that they
fall on the edges of the image itself.

At this point the outline of the Ampersand image should be
complete and ready for conversion into a three dimensional object
for use in either Sculpt-Animate or Turbo Silver.  Proceed to the
OUTPUT heading menu as was done in the first tutorial and turn on
the POLY FILL and EXTRUDE options.  You can also click on the
TURBO SILVER Format option if you wish to create a Turbo Silver
file.  Now, save the Ampersand outline with the SAVE command
under the PROJECT menu.  When you do this the Ampersand image
will be filled with internal lines that represent the polygons
that were formed by DigiWork's polygon fill algorithm.

Performing the steps in the above portion of this tutorial as
outlined would result in the correct outlining, polygon filling
and saving of the Ampersand image.  One of the key items that you
should check your screen image for, is that neither one of the
two internal polygons in the Ampersand was filled with lines.  If
any line falls within either internal polygon area then there is
a problem with your outline, and you should start this tutorial
section over.

Redrawing vs. Recalculating an Image

When the tutorial has been followed correctly up to this point,
we could look at the outline of the Ampersand image on the screen
and decide that a vertex or two are not exactly in the positions
that we would like.  Deciding that you would like to make further
edits to this image, you could activate the REDRAW command found
under the PROJECT menu.  When you do this, you will notice that
the outline (both vertices and edges) is refreshed on the screen
while the lines that once made up the polygon fill disappear. 
You should remember that the internal edges that make up the
polygon fill are only there as a visual aid and can not be
manipulated.

                               17

Now, go ahead and move any vertices that need re-positioning, or
even add a vertex to the outline in an area that could use
another.  After making these adjustments, go back to the PROJECT
menu again and activate the SAVE command.  When the "Output
Pathname" requester appears on the screen, you will see that the
name of the file that was previously used is still in the
"Pathname:" string gadget.  Instead of giving the adjusted
outline a new name, just click on the OK button.  when you do
this, you will see a requester that says "File Exists! Replace?"
with both a "Cancel" and an "OK" button.  Click on the OK button
and the file will be overwritten with your new data, and the
outline will be refilled with lines representing the new polygon
fill.

Now, lets assume that for some reason you wanted to start the
editing process over for the Ampersand image from the beginning. 
Instead of going all the way back to the LOAD command, you could
simply activate the RECALC command also found under the PROJECT
menu.  When you do this, you will see that all of the edits to
the Ampersand image are thrown out, and that DigiWorks retraces
the image using its trace algorithm.  We would like to take this
opportunity to pint out to you the vast difference between using
the REDRAW and RECALC commands.  As issuing the RECALC command
disregards all previous edits you have made to the image, we
caution you to use it only when absolutely necessary.  With that
in mind, we would suggest that you take the time now to further
practice using any of the tools or commands that we have used in
this tutorial section.

                               18

Notes

                               19

                           Tutorial C

Taking advantage of the automatic tracing abilities of the
DigiWorks 3D program will no double save you many precious hours. 
Even so, there will be times when you need to create or draw an
outline of an object for which there is not presently an image to
trace.  The object that you need to draw may be part of an image
that has already been traced on the screen, or it may be
independent of anything else you have done so far.  In any case,
we would like to show you how to use a few more tools within the
DigiWorks 3D program that will help you in creating these types
of outlines, and in refining your automatic traced images as
well.

Drawing and Measuring Objects

To begin this tutorial section, you should either perform an
ERASE ALL under the PROJECT menu, or start DigiWorks over. 
Either case will provide you with a blank DigiWorks edging
screen.  Our first objective will be that of creating an
accurately sized and symmetrical capital letter H like the one
shown in the following diagram (without the numbers).

     1 --------- 2      5 ----------- 6
       !       !          !         !
       !       !          !         !
       !       !          !         !
       !        ---------           !
       !       3          4         !
       !                            !
       !      10          9         !
       !        ---------           !
       !       !          !         !
       !       !          !         !
       !       !          !         !
       ---------          -----------
     12        11         8         7

Using the DRAW tool under the EDIT menu, create an outline that
represents the diagram shown above.  You should draw the letter
in such a way that it is about 2/3's of the screen's height,
which can be easily done by observing the cursor coordinate
positions in the Title Bar.  Begin by pressing and holding down
the left mouse button.  Then move the mouse in the appropriate
direction to begin forming one of the line segments in the

                               20

letter H.  When you have moved the mouse so that the line is the
proper length and has its second end point in the desired
position, then click once with the right mouse button (while
still holding down the left button).  Now, proceed to draw the
rest of the line segments for this letter, in sequential order,
by positioning the mouse and clicking the right mouse button. 
The last line segment should end on or near the original vertex
of the first line segment.  Next, activate the CLOSE command
found under the EDIT menu, and click on the OK button when its
requester appears.  This should insure that the line segments
form a "closed" polygon and you should now have 12 vertices. 
However, if you can still see that there is an opening in the
polygon, move one of the two vertices in question closer to the
other vertex that it should be connected too, and then perform the
close operation again.

The outline that you have drawn of the letter H is most likely
not a symmetrical image, even though you may have a good eye for
accuracy and were careful in each of the above steps. 
Regardless, you can use a couple of DigiWorks' editing tools to
make the letter H an exact predetermined size, and perfectly
symmetrical.  The first step to take is to turn on the Absolute
Coordinate system by activating the command ABS COORD which is
located under the IMAGE menu.  The Absolute coordinate system
will allow you to position vertices that make up your letter H in
exact locations on the screen, by displaying a vertex's X and Y
coordinate location in a small boxed area on the right side of
the Title Bar.

To begin moving the H's vertices to their proper locations, you
will need to exchange the DRAW tool for the MOVE tool, also found
under the EDIT menu heading.  With the MOVE tool, select and move
the upper left hand vertex, #1, to a position so that the "dy"
coordinate value reads "dy=050", while maintaining roughly the
same "dx" value.  Now move the bottom left hand vertex #12 to a
dy value of 175.  In doing so, you should also make sure that
this line segment of the letter H is absolutely vertical.  (The
two vertices that make up this vertical line will then have the
same "dx" value.)  The next step may seem obvious, in that you
will want to move vertex #2 so that it is horizontal with vertex
#1, and vertex # 11 so that it is horizontal with vertex #12.

In order to make the letter H symmetrical, you will need to
measure the distances between, and the lengths of certain line
segments.  To do this, first turn off the Absolute Coordinate
system by de-selecting the ABS COORD command (or pressing the HOT
KEY combination "Right Amiga" and "b".  Next, exchange the MOVE
tool for the Coordinate measuring tool by activating the COORD
command in the EDIT menu.  Measure the distance between vertex #1
and #2, first by positioning the cursor so that

                               21

vertex #1 can be seen between the two arrows of the COORD tool. 
Now, by pressing and holding down the left mouse button, then
moving the mouse so that vertex #2 can be seen between the two
arrows, you will be able to read the "dx" value in the coordinate
value bar which tells you the distance, in screen pixels, between
these two vertices.  Please note that this measuring method is
accurate to within one pixel.

Now that you know this dx value, we would like you to move vertex
#12 so that the dx value between them becomes 100 pixels.  Once
again, to do this, you will need to exchange the COORD tool for
the MOVE tool before you can re-position the vertex.  When you
are moving the vertex, you will see that the dx and dy values in
the Title Bar are showing you how far you have moved it in this
particular move operation, relative to the last position where
the left mouse button was pressed.  By paying attention to the dx
value, you will know when you have moved vertex #2 far enough. 
To verify that you have moved vertex #2 far enough, you will need
to activate the COORD tool again and re-measure the distance
between vertex #1 and vertex #2.  You may need to repeat this
particular exchange of operations a couple of times before the
vertex #2 is correctly positioned.

     1 --------- 2      5 ----------- 6
       !       !          !         !
       !       !          !         !
       !       !          !         !
       !        ---------           !
       !       3          4         !
       !                            !
       !      10          9         !
       !        ---------           !
       !       !          !         !
       !       !          !         !
       !       !          !         !
       ---------          -----------
     12        11         8         7

With Vertex #1, #2, and #12 in place, you can now proceed to re-
position the other vertices using similar methods.  Continue, by
reactivating the ABS COORD command and make sure that your cursor
is in the MOVE tool mode.  Now, select vertex #3 and move it so
that the line connecting it to vertex #2 is exactly vertical, to
a position where

                               22

the dy value is equal to 100.  When you move vertex #3 into
place, make a note of its dx position as well.  Then, position
vertex #11 so that its dx value is the same as the dx value of
vertex #2.  Next, position Vertex #10 so that its dx value is
also the same as vertex #3 and adjust its vertical position so
that its dy value equals 125.  When you have completed these last
few steps, you will see that the left side of the letter H is now
vertically symmetrical and in place.

The right side of the letter H can be symmetrical with its left
side by following similar methodology to what was used above. 
You will first need to position vertex #4 so that the line
between vertices #3 and #4 is horizontal, and has a length that
we will set at 50 pixels.  Once again, to measure this distance,
you will need to turn off the ABS COORD system, and then activate
the COORD tool.  Now, re-position vertices #5, #6, #7, #8, and #9
by using the same techniques that were used above.

You should note the different data types provided for dx and dy
values when the Absolute Coordinate system is activated, as
opposed to when it is not.  Absolute Coordinates can be
especially informative when used with the MOVE tool to ascertain
the exact position of a vertex, or to place a vertex in the same
horizontal or vertical line as another vertex.  The ABS COORD
values can indirectly be used to measure the distance between
vertices, however measurement of distance is easier with the
Absolute Coordinate system turned off.

Filling the Object Outline

In the next step you will save the outline of the letter H with
the POLY FILL option turned on under the OUTPUT menu.  Activate
the command FILL IMAGE under the IMAGE menu.  When you do this,
you will see that the interior of the polygonal letter H has been
filled with a dark red color.  This is now similar to the an
image that you may have loaded from Deluxe Paint or Digi-View,
etc.  It may help you in determining if your outlined object has
been created to your satisfaction.  Now perform the SAVE
function, naming the file H10.scene or H10.obj, depending on
which Output Format you have selected.  Since the interior
polygonal edges are displayed only to show you how the outline of
the letter H was subdivided into triangles, you may wish to clear
them away by executing the command REDRAW.  You will then be left
with the outline edges and the filled inner area.  Once again,
you should note that the interior edges are saved in the output
file, but are not retained in the programs data structure, and
therefore are not accessible.

                               23

As mentioned in Tutorial A, an important feature of DigiWorks 3D
is its ability to save your outlined object in its own internal
file format, so that it can be re-loaded in the screen editor at
a latter time, allowing you to continue editing your object. 
SNAPSHOT is also very useful as a means of periodically saving
your edited object, so that in the event of a major editing
mistake, you could re-load the latest SNAPSHOT outline and
continue editing from that point.  The SNAPSHOT command is
located within the PROJECT menu.

At this time you should activate the SNAPSHOT command, saving the
file as "MyH.snap".  You will need to load this file later in the
tutorial, so save it onto either a floppy disk or a hard disk.

Sizing Objects

When you save your outline as either a Sculpt-Animate or Turbo
Silver object, the DigiWorks program uses a default multiplier
value to enlarge the data structure so that the object will be of
a sufficient size to view and manipulate in the 3D rendering
program.  This default multiplier value is called the "Y SIZE"
and can be changed by activating the Y SIZE command found under
the OUTPUT menu.

To demonstrate its use, you can change the Y SIZE value to 20000. 
Then perform another save of the object, only this time naming
the file H20.scene or H20.obj, depending on which rendering
program you are using.  Pause now, and exit the DigiWorks 3D
program.  Enter your rendering program, load the H10 object
first, and then load the H20 object into the same scene or cell. 
You will quickly see that the H20 object is twice as large as the
H10 object.  With this in mind, you can decide when it is
appropriate to change the Y SIZE value when tracing and saving
your outlines.

There is one other DigiWorks function that will have an impact on
the size of your saved object.  This function is called UNIFORM
SIZE and is automatically set to "on" each and every time you
load the DigiWorks program.  The UNIFORM SIZE operation insures
that every outline that you save as an object file for your
rendering program has the same vertical dimensions for a selected
Y Size.  This can be a very important option, especially if you
are outlining a series of images that are intended to all be the
same size, but whose images are different sizes, as measured by
vertical pixels, when loaded into the DigiWorks' editing screen.

                               24

The perfect example would be that of digitizing a set of capital
letters in a font set.  In most cases the capital letters all
have the same vertical height.  However, when you digitize the
individual characters in the font set, the images may sometimes
vary in height due to camera lens settings or the distance of the
lens from the image being digitized.  By leaving the UNIFORM SIZE
function in its "on" mode you can compensate for any height (and
therefore, also width) aberrations.

To demonstrate the UNIFORM SIZE option, restart the DigiWorks 3D
program, turn on the POLY FILL option, and load the Snapshot file
"MyH.snap".  When you have this outline loaded, activate the FILL
IMAGE command found in the IMAGE menu.  Now, use the DRAW tool to
create a rectangular box, next to the letter H, that is about 100
pixels wide and about 1/2 of the letter H's vertical size.

In the next step, we would like you to delete all 12 vertices
that make up the letter H.  At this point the only outline on the
editing screen should be that of the rectangular box.  Now, with
the Y SIZE value set at 20,000, and UNIFORM SIZE set to "on",
perform a save and name the file Box20on.scene or Box20on.obj
whichever is appropriate for you.  Next, do a REDRAW and then
turn the UNIFORM SIZE option off.  Save the outline again, only
this time name it either Box20off.scene or Box20off.obj.

At this point in the tutorial, we would suggest that you quit the
DigiWorks 3D program and load your rendering program, if it is
not already running.  Then, load the object file "H20. " and also
load the file "Box20on.  ".  You will be able to see that even
though the rectangular box and your letter H were different sizes
on the DigiWorks' editing screen, they are the same height now. 
To see what has happened when you turn the UNIFORM SIZE option
off, load the file "Box20off.  " and you will see that it is
smaller than your Box20on object and is the same proportionally
to the H20 object now as it was in the DigiWorks' editing screen.

                               25

Notes

                               26

                           Tutorial D

This final tutorial section will introduce you to the tools and
options in DigiWorks 3D that have not already been covered.  To
examine these, we will use an IFF image that was generated in
Deluxe Paint.  This will also be the same time that the image we
are loading has more than two colors.  In fact, this particular
Deluxe Paint image has five colors, including its background
color.

Manipulating Multi-Colored Images

Enter the DigiWorks program, if you have not already done so. 
Now, load the image in the Tutorial directory called
"DPAINT.image."  When you do this, you will see two triangles,
one at the top of the editing screen, and one at the bottom. 
However, there id more to this image than what is currently being
shown.  In addition, to the two triangles, there are three
concentric circles which are located between the two triangles. 
Each of these circles was painted using a different color, and
none of the colors are the same as the triangles.  For this
reason, additional Bit-Planes had to be used to store the
information in the Deluxe Paint program.  (If you have the Deluxe
Paint program, or another IFF viewing program, you may wish to
load and view the color version of this image.)

DigiWorks 3D will allow you to view a representation of the
multi-colored image by selecting certain Bit-Plane combinations. 
First, enter the IMAGE menu and activate the sub-menu item under
PLANE listed as PLANE 2.  Now go back to the PROJECT menu and
reload the image again (Right Amiga L).  When the image reloads,
you will see that two of the circles are now showing.  You can
also see that the final circle is missing, and that it has
disrupted the middle circle.  since it is not always possible to
know which Bit-Planes to turn on and which to leave off, you may
need to experiment with different combinations.  Also, the tow
options listed at the top of the PLANE sub-menu set conditions
which tell the programs how the various Bit-Planes will interact. 
(For a further description of Bit-Planes you can read the
description of PLANE in Chapter 5: Reference.)

                               27

To bring the remainder of the image data into view you will have
to again go to the PLANE sub-menu, this time turning on PLANE 3. 
Then, once again, re-load the image.  This time you can see that
three circles appear in the DigiWorks editing screen.  If you had
previously looked at the color image outside of the DigiWorks 3D
program, you would be able to recognize the entire image has now
been revealed.  Depending on what type of color images you may be
working with in the future, the PLANE options may be invaluable
in manipulating your data.

Threshold

Now that the entire image data is displayed on the screen, we
will look at two other functions listed in the IMAGE menu that
help determine how the outline data is calculated and displayed. 
First, activate the menu item listed as THRESHOLD.  A requester
labeled Threshold will appear in the middle of the editing screen
that has a default value of 1.  Make the value 2, by backspacing
over the original value and/or by using the delete key.  After
you have changed it, click on the OK button.  Before going to the
next step, take a good look at the image and its outline.  Notice
how the outline conforms fairly closely to the image. 
Specifically, look at the vertex and adjoining lines in the lower
left-hand corner of the bottom triangle.  You can see that the
vertex has been placed one line higher than the exact corner of
the image.

After looking at the image closely, perform a RECALC (From the
Project menu, or Amiga r).  Again, look closely at the image. 
You can now see that the lower left-hand vertex of the bottom
triangle is now further away from the triangle's exact corner. 
Also notice that the outlines around the three circles are not as
accurately placed as before.  However, with these apparent
degradations in tracing quality, also comes a reduction in the
number and frequency of extra or potentially unwanted vertices. 
There may be times when you need to increase the value in the
THRESHOLD requester, either due to an image's poor quality, or
possibly to conserve memory by creating an outline that will
produce a smaller data file.  Through much testing and use, we
have found that the default THRESHOLD value of 1 is usually most
appropriate.

                               28

Closure

At this time, you should change the THRESHOLD value back to 1,
and then perform another RECALC.  With this done, we will look at
the next function in the IMAGE menu called CLOSURE.  This
function determines how close together two vertices of an outline
must be before they are consolidated into a single vertex.  By
activating the Closure command, you can see that the default
value is set at 2 pixels.  Before changing it, take a look at the
left-hand corner of the upper triangle, and notice that is has a
single vertex at that point.  Now, change the value in the
Closure requester to 1 and click on the OK button.  Perform a
RECALC and then take another look at the same point in the upper
triangle.  You will now see that there are two vertices side by
side at that position, one of which is certainly not needed. 
There are actually a number of extra vertices along the outline
that were not present when the Closure value was set at 2.

If you would like to make any additional edits to this image,
and/or save it in one of the 3D formats, now would be a good
time.  You may also wish to experiment with different CLOSURE
values with the images that you load into DigiWorks 3D.  You can
gain different results in the automatic tracing function by
changing both the CLOSURE and THRESHOLD values simultaneously.

                               29
Notes

                               30

Chapter 4:  Forms of Input

We would like to point out that two dimensional imagery is in
abundance not only on the Amiga, but on computers in general.  It
is the nature of the machine that has dictated that we view
everything on a two dimensional plane.  Even when we are looking
at "3D Graphics," we are still viewing it on a two dimensional
screen.  Fortunately though, this 2D constraint that we face has
forced the invention of many sensational tools for representing
images and data in two dimensions.

Consider that most of the stunning 3D images that you have seen
on various types of computer systems took incredible amounts of
time and effort to create.  It is the nature of the beast.  Since
the computer has to expend tremendous computing power to "render"
a viewable two dimensional representation of three dimensional
data, it has followed that someone, not the computer, had to
"make up" the 3D data in the first place.  We, however, believe
that there is tremendous potential for using the vast two
dimensional computing resources available to help the computer
users create what would have once been considered complex 3D
data.

With those observations in mind, we hope that you will re-think
the way you have traditionally used the computers two dimensional
format, to now include the transformation of 2D data into
workable 3D structures.  And as was demonstrated in the Tutorial
sections, two common types of 2D input include; digitized data
and images from paint programs.  Because of their importance and
widespread use, that we have chosen to briefly elaborate on each
one in this section.

We have found that digitizing images, including line art (such as
company logos), sets of letters, and other pictures that have
definite contrasting outlines, is a simple and direct approach
for converting 2D images into a 3D data format.  In particular,
the use of NewTek's Digi-View, has proven to be an inexpensive,
but powerful tool for this task.  if you choose to use a
digitizing system such as this, we highly recommend that you heed
their advice on proper lighting and the process of digitizing
using only two colors.  If done correctly, you will be able to
quickly capture intricate images and then convert them into a 3D
rendering format.  Digitizing data for use with DigiWorks 3D can
eliminate the need for ever having to mechanically trace, or
manually recreate what you can plainly see.

                               31

Another great resource for input data to DigiWorks 3D is the
output that comes from the many powerful Amiga paint programs in
use today.  Paint programs, unlike 3D modeling programs, have
tools that are particularly suited for creating two dimensional
images in a fast and easy manner.  Whether you are working with
amiga fonts in your favorite paint program, are creating freehand
work that is of a most original nature, or are using popular clip
art, you may very well have the data at your finger tips that is
keenly suited for transformation into a 3d data format.

                               32

Chapter 5: Reference

The intention of this chapter is to put needed information at
your fingertips quickly and easily.  If you have already
completed the preceding tutorial sections then the majority of
the material you will find on the following pages will be repeat
information.

There are five sections covered in the Reference Chapter.  The
first four cover the four program menu headings:  Project, Edit,
Image, and Output, while the fifth section covers DigiWorks' Hot
Key shortcuts.

                          Project Menu

The PROJECT menu commands control the file operations of the
program, as well as overall image and outline operations, and the
selection of colors used throughout the program.  The diagram
below shows the PROJECT menu.  Also, each menu item is
subsequently listed with an explanation.

Load		Hot Key Combination:  Amiga l

The load requester is represented in the following diagram.  You
will notice that is has the heading; "Input pathname:".  this
distinguishes it from the SAVE and SNAPSHOT file requesters
discussed later.  With the Load requester, you can load RGB
files, IFF images, and DigiWorks 3D SNAPSHOT files into the
DigiWorks editing screen.  After the image is loaded, the program
automatically performs edge detection, and 2D edge and vertex
generation.  Pressing either mouse button during the trace
operation will abort the trace.

                               33

IFF images other than those in the 640 x 200 format, are loaded
and handled as follows:
	- Interlace: Every other line is dropped
	- HAM Mode: Planes 4 & 5 are not processed
	- 320 Resolution: Every horizontal pixel is doubled

The DigiWorks file requester allows you to list the various files
that are present on your disks, as well as the RAM disk, if one
has been created.  It has been designed so as to let you quickly
search your disks and directories for a desired file, and to
provide you with tools for easily adding or modifying directory
and/or file names.

The three areas of the requester that make up the pathname 'tree'
are the "Device", "Drawer", and "File" gadgets.  The Device
gadget will display the location name of a disk, such as "df0:",
as well as its actual name, such as "DigiWorks 3D".  Clicking on
either one will activate that disk and place its root (main)
directory names in the Drawer gadget and list the files in the
root directory in the File gadget list.  To progress through

                               34

the 'directory tree' and view the contents of one of these
directories, simply click on the directory name within the Drawer
gadget, and the filenames in that directory will be listed in the
File gadget area.  Clicking on one of the filenames will cause
the name to be placed in the pathname requester in the lower
portion of the screen, so that the desired action can be taken.

The various buttons on the right side of the file requester allow
you to perform Amiga DOS operations without leaving the program. 
Please note that the commands "Delete", "Rename", and "Copy" are
irrevocable.

Parent:	Clicking on this button returns you to the previous
directory if there is one.

Delete:	Erases the file currently specified in the Pathname
gadget.  A requester will appear asking you to confirm or rescind
this command.

Rename:  Allows you to rename the current file listed in the
Pathname gadget.  A Destination gadget will appear on the screen
with the same path and filename listed as in the Pathname gadget. 
You can then type in the new name for the filename.  The
requester will then wait for you to either confirm this command
by clicking on the EXECUTE button, or ignore it by clicking on
the ABORT button.

Copy:  Allows you to make a duplicate of the file currently
listed in the Pathname gadget.  A Destination gadget will appear
on the screen with the same path and filenames as is listed in
the Pathname gadget.  You can then type in the duplicate name for
the file.  The requester will then wait for you to either confirm
this command by clicking on the EXECUTE button, or ignore it by
clicking on the ABORT button.

MakeDir:  Allows you to create a new directory on any of the
devices on your system, as well as within any current directory. 
A Destination gadget will appear on the screen with the same
pathname as is currently listed in the Pathname gadget.  You can
then type in the new name for the directory you wish to create. 
The requester then waits for you to either confirm your selection
by clicking on the EXECUTE button, or by clicking on the ABORT
button.

                               35

SAVE		Hot Key Combination: Amiga s

The Save requester is essentially the same as the Load requester
shown in the diagram above.  However, the Save requester has the
heading; "Output pathname:".  The Save requester provides you
with the functionality to be able to save your outline or 3D
object data on any of the available disk devices on your system. 
A file saved, using the SAVE requester, will be saved by default
in the Sculpt-Animate file format.  This can be changed to the
Turbo Silver format by checking the TURBO SILVER option in the
OUTPUT FORMAT sub-menu under the OUTPUT menu.  To gain a full
understanding of the Save requester's operations and features,
you will need to read the Load requester section above.

SNAPSHOT	Hot Key Combination:  Amiga .

The SNAPSHOT file requester operates in the same manner as the
LOAD and SAVE requesters discussed above.  The SNAPSHOT requester
is distinguished from these other two file requesters by the
heading "Snapshot pathname:" near the top left of the requester. 
Issuing the command SNAPSHOT will bring up this requester and
then allow you to save the outline edges and vertices that make
up your trace and/or freehand drawing.  The data file is neither
in the Sculpt-Animate nor Turbo Silver format, but a DigiWorks
internal file format.

Using the DigiWorks internal file format allows you to save your
outline trace and/or drawn outline, with all of the current edits
in tact, so that it can be reloaded into DigiWorks at a later
time.  This is very useful if you are not finished editing your
outline, but need to quit the program at the present time.  You
may also wish to save a Snapshot before making a major editing
change.  If you have saved a snapshot of your outline and have
exited the program or erased your original image, then you can
reload the image you were working on, perform the ERASE EDGES
command, and then use the LOAD requester to reload the SNAPSHOT
outline over the current screen image.  This procedure, coupled
with the FILL IMAGE function, is also useful to visualize the
progression of changes on a series of images on the editing
screen.

                               36

REDRAW	Hot Key Combination:  Amiga w

The Redraw command, when issued, will refresh the entire editing
screen, by redisplaying an image and/or an outline, and
discarding any Poly Fill lines or any unwanted stray pixels. 
Poly Fill lines are generated when the POLY FILL command is
activated.

COLOR	Hot Key Combination:  Amiga c

The COLOR requester provides you with control over all 16 colors
which are used through the menus, requester, and editing screen. 
The default colors are preset to provide a pleasing and effective
display.  The colors interact with one another to form certain
types of data on your editing screen.  For instance, the color of
a vertex would be yellow if it is on top of both a line segment
and an image, while it would be white if the line segment was not
present.  Since all 16 colors are used to convey unique
information about the image, edges, and vertices, changing a
color so that it is more appealing in a requester, may make a
vertex, or edge very hard to detect on the editing screen.

RECALC	Hot Key Combination:  Amiga r

Issuing the RECALC command will automatically discard all lines,
edges and vertices currently on the editing screen, and perform a
re-trace of the image.

ERASE

	All	  Hot Key Combination:  Amiga e
	Edges  Hot Key Combination:  Amiga z

ERASE ALL will clear the entire editing screen.  If the AREA or
INVERT commands have been used prior to an ERASE ALL, they remain
in effect, should you load in another image.  ERASE EDGES will
eliminate all of the edges and vertices that are currently on
the screen.

                               37

QUIT		Hot Key Combination:  Amiga Q

Issuing this command will quit the program.  You will not be
prompted for further input.

                                
                            EDIT MENU

The EDIT menu contains commands that give you direct control over
edge and vertex placements.  And, because these are the programs
primary editing tools, the majority of your program time will
likely be spent using these commands.  We recommend that you
become familiar with their operations by completing the Tutorial
exercises in this manual.  Memorizing the HOT KEY equivalents for
these items can be of great benefit as well.

INSERT	Hot Key Combination:  Amiga i

When activated, this command will change the cursor into the
INSERT tool that looks like the following diagram.

                              |
                         |    |    |
                        ------ ------
                         |    |    |
                              |

Placing it over an outline edge and pressing and holding the left
mouse button, will add a vertex that intersects the line at the
cursor position.  The cursor will disappear, indicating that the
program is now in "MOVE" mode, and then the new vertex can be
positioned anywhere.  Releasing the left mouse button places the
program and cursor back in "INSERT" mode.

                               38

DELETE
	Vertex    Hot Key Combination:  Amiga d
	Edges     Hot Key Combination:  Amiga =

The DELETE VERTEX command will change the cursor to the tool that
looks like the following diagram.


                      \|/
                    --- ---
                      /|\

With this tool, you can delete any vertex on the screen by placing
the cursor over the vertex and clicking once with the left mouse
button.  The DELETE EDGES command allows you to delete any
outline edge on the screen, without disturbing any vertices.  It
appears slightly different than the previous command tool, as can
be seen in the diagram.

MOVE	    Hot Key Combination:  Amiga m

The MOVE command is probably the most used tool in the DigiWorks
program.  By placing its cursor over a vertex, and pressing and
holding down the left mouse button, you can re-position that
vertex anywhere on the screen, simply by moving the mouse.  The
MOVE tool cursor appears as shown below.  If the wrong vertex is
inadvertently chosen, releasing the mouse button when the cursor
is positioned over the Title Bar will abort the move operation,
and will restore the vertex and adjoining edges to their prior
position.
                               |
                               |
                           ---- ----
                               |
                               |
                               39

COORD	Hot Key Combination:  Amiga o

Activating the COORD command will transform the cursor into a
measuring tool.  With this tool, you can measure the distance, in
pixels, between any two screen points.  Simply, move the cursor
to the position of the first point, press and hold down the left
mouse button, and then move the mouse so that the cursor is
located over the second position.  By following this procedure,
you can measure the distance between vertices, outline edges, or
images.

CLOSE	Hot Key Combination:  Amiga j

The CLOSE command was developed as a means for consolidating two
or more vertices into one vertex.  When this command is issued, a
requester will appear that looks like the following.  The default
number of 2 which appears in the requester tells the program how
close together the pixels must be before they are combined into
one vertex.  The default number can be changed to any integer
number between 0 and 9.

DRAW		Hot Key Combination:  Amiga k

The DRAW command activates a tool that can at times be
invaluable.  With this tool, you can make single vertices, draw
straight lines that are by themselves, or draw lines that are
connected to other lines.  Simply begin by placing the cursor
over the screen position where you want to draw.  Now, if you
just want to make a single vertex, then click the left mouse
button once, without moving the mouse during the click.

                               40

To draw a line, press and hold down the left mouse button and
then move the mouse so that the cursor extends the line to your
desired ending position.  Then, release the left mouse and the
ending vertex will be placed.  To draw two or more connected
lines you use a similar process.  But instead of releasing the
left mouse button to create the ending vertices, click the right
mouse button when the cursor has been positioned properly.

                           IMAGE MENU

The IMAGE menu provides tools that control how your image appears
on the editing screen, as well as functions that determine the
nature of the automatic trace.  A diagram of the IMAGE menu is
shown below.

INVERT	Hot Key Combination:  Amiga v

The INVERT function inverts the value of every pixel on the
editing screen.  This menu item serves two purposes.  When
checked, the data being loaded is inverted.  The second purpose
is to interactively invert the image currently on the screen. 
This is accomplished by toggling the checkmark on for the INVERT
menu item. (i.e. if it is already checked "on," you must toggle
it off and then back on again).

AREA		Hot Key Combination:  Amiga a

The AREA function allows you to "box in" an area on the editing
screen that contains the image data that you wish to work with. 
This command can be most efficiently used if activated following
the loading of an image.  The AREA specified will remain in
effect throughout an editing session, unless another AREA is
specified.  Subsequent AREA commands will operate on the image as
it exists on the editing screen.  Loads will use the AREA as
defined before the load process.

ABS COORD	  Hot Key Combination:  Amiga b

Issuing the ABS COORD command will activate or de-activate the
Absolute Coordinate values listed in the Title Bar.  Absolute
Coordinates give you the exact cursor position on the screen
within the screen parameters of 639 by 199 pixels, 0 relative. 
The alternative to Absolute Coordinates is Relative Coordinates,
which displays the differences between the current mouse/cursor
position and the previous cursor position where the left mouse
button was last activated.

THRESHOLD  Hot Key Combination:  Amiga t

The THRESHOLD value is one of the user definable controls that
affects the program's automatic edge detection and tracing
functions.  It has a default value of 1 pixel, which can be
lowered or raised.  A higher value will tend to ignore stray
pixels or jagged edges, but will do a poorer job of defining
definite line direction changes, such as a 90 degree angles.

                               42

CLOSURE	Hot Key Combination:  Amiga ;

The CLOSURE value is one of the user definable controls that
affects the program's automatic edge detection and tracing
functions.  It has a default value of 2 pixels, and can be
lowered or raised.  The value represents how close together two
vertices must be before they are consolidated into a single
vertice.

FILL IMAGE   Hot Key Combination:  Amiga g

Activating the FILL IMAGE command will accurately fill in any
outline that you currently have on the screen.  First, the screen
will be erased, and then the outline and the filled area will be
re-displayed.  This can be very useful when you are using the
DRAW tool, and you want to fill in the area bounded by the
outline.  If you are editing an existing image and you invoke
this command, the image will be discarded and a new image will be
drawn, once again bounded by the current outline on the editing
screen.

PLANE
	Plane and  Hot Key Combination:  Amiga n
	Plane or   Hot Key Combination:  Amiga h
	Plane 1    Hot Key Combination:  Amiga 1
	Plane 2    Hot Key Combination:  Amiga 2
	Plane 3    Hot Key Combination:  Amiga 3
	Plane 4    Hot Key Combination:  Amiga 4
	Plane 5    Hot Key Combination:  Amiga 5

The PLANE functions can be used to view various bit-planes that
make up color images.  The Planes used to determine color are
determined by the input file's image palette.  This set of menu
items directs DigiWorks 3D to select appropriate color
combinations for editing.  By activating individual Bit-Planes,
or combinations of Planes, DigiWorks 3D will be able to display
image structures that are in the color image, even though the
image will not appear in color on the DigiWorks editing screen. 
By checking the appropriate Plane options, a Boolean 'And' or
'OR' function is performed on the selected Planes.

                               43

                           OUTPUT MENU

The OUTPUT menu contains commands and options that give you
control over the data that is output when you perform a SAVE. 
Each of these have either a default value or condition.  You may
wish to change these values and conditions to meet specific needs
of your object.

Y SIZE	Hot Key Combination:  Amiga y

The Y SIZE is a multiplier value used by DigiWorks to enlarge an
object so that it will be appropriately sized and viewable once
it is in the 3D rendering program.  The default Y SIZE value is
10000.  It can be lowered or raised.

UNIFORM SIZE  Hot Key Combination:  Amiga u

The UNIFORM SIZE option, which is checked on by default,
guarantees that images of varying vertical heights, displayed on
the DigiWorks editing screen at separate times, will be the same
vertical size when saved in a 3D output format.  This can be very
useful when digitizing images, to compensate for differences in
image sizes due to lens focus, camera distances, or other
variables.

ASPECT	Hot Key Combination:  Amiga p

The ASPECT value has been pre-set at 2.31, which represents the
ratio of an individual screen pixel's height and width.  If you
are using a standard Amiga monitor, this value will not need to
be changed.  As an example, its correct use will insure that a
square drawn on the DigiWorks editing screen will be saved as a
square and then loaded as such in a 3D rendering program.

                               44

POLY FILL	   Hot Key Combination:  Amiga f

The POLY FILL option will subdivide your outline into the
necessary triangles required by most 3D rendering programs.  When
activated, the program will display within your outline the line
segments that represent the various triangles.  These lines are
displayed for representation only, and are not accessible.  Note,
that you must have the POLY FILL option checked during the SAVE
process if you want your Output file to be filled with polygons. 
If your outline has unclosed polygons, you will be warned of this
when you activate the command.  At that time you can decide to
either cancel the operation, or proceed by filling the remaining
closed polygons (outlines) if any.  For ease of detection, the
unclosed polygons are highlighted with a different color.

EXTRUDE	Hot Key Combination:  Amiga x

Activating the EXTRUDE command will bring to the screen the "2D
to 3D Extrusion Options" requester.  This requester allow you to
define an exact value to be used in calculating the 3D extrusion
depth.  You can also manipulate the front and side colors and
textures of the 3D object that is being generated.  This
requester is shown below.

                               45

The Face colors and textures can be manipulated by clicking on
top of their respective text strings.  The texture options
correlate to the options within Sculpt-Animate, and include DULL,
SHINY, MIRROR, LUMINOUS, GLASS, and METALLIC.  Clicking on
"Select Face Color" or "Select Side Color" will bring up a
requester with slider bars which can be used to adjust the color. 
Simply choose the desired color and then click on the "OK"
button.  If you do not want to keep your current selection, you
can click on "CANCEL" and the color will revert to either the
default color of white, or to the most recent previously accepted
color.

When you have made the desired color, texture, and or extrusion
value changes you can click on the "ACCEPT" button.  If you want
to use the program defaults, simply click on the "DEFAULT"
button.  Clicking on either of these two buttons will take you
back to the DigiWorks editing screen.  The extrusion parameters
that you have just chosen will be implemented during the SAVE
process.  If you decide that you do not want to have your object
extruded, then you will need to toggle off (so that there is no
checkmark) the EXTRUDE menu item.

OUTPUT FORMAT
	SCULPT 3D    Hot Key Combination:  Amiga \
	TURBO SILVER Hot Key Combination:  Amiga /

The OUTPUT FORMAT sub-menu allows you to choose which 3D format
you would like to use for saving your objects.  The default is
Sculpt 3D.  Simply clicking with the left mouse button on Turbo
Silver, or using its Hot Key equivalent, will change the
selection.

                            TITLE BAR

When DigiWorks 3D is loaded, the first item to appear on the
screen is the Title Bar.  It contains the program name and
version number, as well as it coordinate position box, and can be
moved anywhere on the editing screen.  It also contains the Back
Gadget, on its far right side, which can be used to push the
DigiWorks 3D editing screen to the back.

                               46

The Title Bar is also used as a means of aborting certain editing
functions.  This is accomplished by placing the cursor over top
of the Title Bar, and releasing the left mouse button.  Editing
functions which can abort in this manner include:  DELETE, MOVE,
DRAW and AREA.

                               47

                      Hot Key Combinations

Hot Key Combinations, which are sometimes referred to as
"keyboard shortcuts", allow you to use key strokes in place of
mouse initiated commands.  The use of DigiWorks 3D's Hot Keys can
save valuable editing time, especially if they are memorized and
used frequently.  All of these Hot Key Combinations use the Right
Amiga Key in conjunction with another key.  The following is a
list of the available Hot Key Combinations.

Hot Keys:	Function:

Amiga 1	Plane 1
Amiga 2	Plane 2
Amiga 3	Plane 3
Amiga 4	Plane 4
Amiga 5	Plane 5
Amiga .	Snapshot
Amiga =	Delete Edges
Amiga ;	Closure
Amiga \	Output Format - Sculpt 3D
Amiga /	Output Format - Turbo Silver

                               48

Hot Keys:	Function:

Amiga a	Area
Amiga b	Absolute Coordinates
Amiga c	Color
Amiga d	Delete Vertex
Amiga e	Erase All
Amiga f	Poly Fill
Amiga g	Fill Image
Amiga h	Plane or
Amiga i	Insert
Amiga j	Close
Amiga k	Draw
Amiga l	Load
Amiga m	Move
Amiga n	Plane and
Amiga o	Coordinates
Amiga p	Aspect
Amiga q	Quit
Amiga r	ReCalc
Amiga s	Save
Amiga t	Threshold
Amiga u	Uniform Size
Amiga v	Invert
Amiga w	Redraw
Amiga x	Extrude
Amiga y	Y Size
Amiga z	Erase Edges

                               49
============================================================================
         DOCS PROVIDED BY  -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.                                                               
============================================================================
