Simple Tutorial Imagine is such a powerful program, that you can't expect to jump straight in and start creating complicated masterpieces. There are many different editors, tools and options to get to grips with: and it will take you a long, long time before you understand them all. The good news is that you don't need to know everything in order to make pictures. You can render images which still look great even though you only know a tiny percentage of what is possible. Creating images with Imagine can take a long time, and it makes a big difference if you have a fast Amiga with lots of memory. The basic rule is that you can never have too much ram or a processor which goes too fast. In order to keep your rendering times to a minimum, stick to small resolutions such as 320 by 256 and Scanline rendering mode to start with. Step by Step Guide (fig 1) When you start Imagine you will be left at the title screen. To start, you either need to load a project you started earlier, or create a new one from scratch. Let's make a new one. You will be promped for a name so enter something sensible... (fig 2) You will now be at the Project Editor screen. This is where the image rendering is controlled from: however, we haven't got anything to render yet. So there is little point hanging around here. Use the menu to go to the Detail Editor. (fig 3) The Detail Editor looks a little dull to start with, but we can soon change that. From the Object menu, select Load and look in the directory called Objects. Select the object called Cow. (fig 4) (add arrows!) When it has loaded, you'll see a wire-frame representation of a cow. Surprise suprise! Click on the A button to rotate the solid model, and Z to Zoom in and out. The right mouse button also helps when rotating. (fig 5) Now use the Quickrender option from the Project menu. The default settings will do fine, so click on OK. Quickrender will create a solid, rendered image of the wireframe model so you can see what it will look like when it's finished. (fig 6) Let's start to make a scene. Press F1 to highlight the Cow object (all objects must be highlighted before they can be changed) and select Delete from the Object menu. From the same menu, select Add and Ground. This is a quick way to create a useful solid surface. It doesn't look like much! (fig 7) Highlight the ground (press F1) and then select Attributes from the Functions menu. You should send up with a display like this. This is how you can alter the appearance of objects by changing their colour or texture. You can also paste other IFF drawings onto them as "brushes". (fig 8) Click on the Colour button and adjust the sliders to make a nice grass green colour. The other parameters control how the object will react to light, for the moment the default settings will do. If you have a fast Amiga, try adding a texture: click on the texture button, find the textures directory and load one such as "crumpled". Again, the default settings will do nicely. (fig 9) Save the object we have created to disk. Normally you should save all the objects associated with a particular project in the project directory. Everytime you start a project a new directory is created. (fig 10) Let's move to the Stage Editor. Use the Project menu to get there. This is where all the objects we have created and adjusted in the Detail editor are positioned, and light sources are added. Load in the Cow and Ground objects from the Object/Load option Unfortunately, the Cow and Ground aren't quite in the right position. It may look fine in the perspective view, but change the mode from Wireframe to Solid in the Display menu and you will see the problem. (fig 11) Highlight the ground -- if the cow is highlighted instead, use the Find Requestor from the Pick/Select menu -- and move it. To ¸move it, press M and drag it with the mouse. Position t under the Cow. (fig 12) Before you can perform a Quick Render you will need to add a light source: use the Add / Lightsource option from the Object menu. Highlight the light and move it high above scene. Press Right Amiga and I and Right Amiga and O to zoom In and Out so you can put the light at a suitable distance. (fig 13) Now highlight the camera and move it back a bit. Select CameraView from the Display menu so you can "see" what the camera is pointing at. To make it point at the Cow, press Right Amiga and T (for Track). You will need to enter the name of the cow object (which is actually "HIDE" -- use the Find Requestor option in Pick/Select to confirm this). (fig 14) (add arrow) Select "Save All Changes" from the Project menu, and move to the Action editor. This editor is mostly used during animation, but there is a very important requestor here: the Globals Editor. Click on the red dot -- the globals actor setting. (fig 15) Copy the settings until they look like those in the diagram. This will add some extra lighting and a nice blue background. Save all changes and head for the Project Editor. (fig 16) Before you can render an image you need to create a rendering sub-project, so click on New and enter a name. The default settings will do for now, although you may want to make the screen 256 lines high. (fig 17) Highlight the "1" bar by clicking on it, and then click on Generate. When the palette requestor appears select the first option. After a few moments the render will have been completed, and you can view your 3D Cow.