Vertex Tricks And Tips ======================================================================= Vertex has a number of features, but it also calls for a certain amount of experience with 3D graphics to get the most out of the program. Here I'd like to pass along some insight into some of Vertex's "undocumented" capabilities. Transformations ======================================================================= Scaling Tricks -------------- Scaling by a -1 has the same effect as mirroring an object along an axis. So, if you want to add a duplicate of an object which is a mirror reflection across an axis, then use a scale of -1 when you create the duplicate. Remember, also, that the hot spot can serve as the point of reflection. Without the hot spot on, the new object will be placed overtop of the original. With the hot spot on, it will be reflected across the hot spot. Axis Locking ------------ You can use the sides of the screen as a straight edge. For example, from the front view you can freely move an object on the Y axis by moving the mouse to the far right edge of the screen, then pressing the mouse button and moving up or down. Personally, I feel this is a little more intuitive than having an axis enable/disable button. Some Fast Keys -------------- The newly added fast keys, , (comma) . (period) < (less than) and > (greater than) are quick an easy ways of doubling the width or height of an object. This is especially handy when trying to face-fill flat objects. The All Important Hot Spot -------------------------- The hot spot is a VERY important aspect of Vertex. Once it is on, it will act like the point 0,0,0. This enables rotating around any point in space, scaling from a certain point, or any other transformation which is position dependent. Positioning the hot spot is also very important. You may do this in a number of different ways. First, you may click on the hot-spot itself and then attach it to a selected point by clicking on that point. Second, you can manually position it with the Set Hot function under the transform menu. Lastly, you may center the hot spot on the average of all selected points. To better understand how this works, try this example. Add a Basic-Circle of any size/resolution. I'll use the defaults, radius 100, resolution 12. Ensure that the hot spot is off. Get the Front view. Now select Scale Free from the transform menu. Then, position the mouse along the bottom center of the screen, click and hold the mouse button, and move the mouse left and right. See how the circle is transformed into an oval. Okay, exit this by pressing the space bar. Turn the hot spot on. Move the hot spot by clicking on it once, then positioning it directly onto a point which is to the far left edge of our circle. Select scale free again, and notice how the scaling is now "centered" on the hot spot. In this respect, the hot spot is similar to the axes used by Imagine, or other devices used by other programs. I feel the hot spot is a much more flexible, and intuitive way of producing virtually the same result, since it is not object dependant, and it may be freely positioned in space at any time. Alignments ---------- The newly added functions Store Names and Restore Names are useful for aligning objects. For example, suppose you have a set of letters which are each composed of seperate objects, say a smooth part and a flat part. Using the Align tool will then align all the seperate objects, which may not be what you want. To get around this, use the Store-Names function (which is under the Modify-Points menu). Then select the whole of each letter and rename is as one object. Do this for each letter. Align the letters as you see fit. Then, execute the Restore Names function. This will now restore your named objects to their original states. Modifications ======================================================================= Face Filling ------------ Unfortunately, Vertex's face filling function is not perfect. It will work correctly for many objects, but fail miserably with others. (I am working on a fix to this). In the mean time, you may want to try some of these tips. The surface must be closed in order for the fill routing to work. In other words, the contour, or outline, of the shape must be continuous. If you have problems filling a particular surface, Break it down into smaller surfaces by adding edges. Once you section off a part of the surface, only select these points when attempting the fill. Lastly, try scaling the surface by 2 along one axis. This will help Vertex decide which direction to fill the shape. This can be done quickly with the new fast keys .,<> . (See above) Beveled Edges ------------- Always make sure the object is on the X,Y plane. Also ensure that the shape to be beveled is completely filled with faces. If you do experience problems, then apply the Delete Duplicate Edges and Delete Duplicate Faces tools. Then re-try the bevel. Wrapping to a Sphere -------------------- Be sphere is not the tool to use if you want to wrap an object around a sphere. To accomplish this, you'll need to Wrap to Ring 180 degrees. Then rotate on the X axis 90 degrees, then rotate on the Z axis 90 degrees. Finally, wrap to ring 360 degrees, and you're done. The initial distance you move the shape above (or along the Y axis) the hot spot will be the sphere's radius. You may want to re-read the manual discussing the wrap to ring function to get a better handle on this. Selection ======================================================================= I'll be short and sweet about selection. You will no doubt notice a large number of selection modes. These are all there for specific reasons, and I use each tool almost every time I use Vertex. My best advice is to "mess" with these tools a bit, to get a feel for how they work. In all, Outer Edges is the only one of these tools which can tie up the machine for a while, but the others are generally quick, so it shouldn't take much time to get aquainted with them. Lathing ======================================================================= If you attempt to lathe something with the hot-spot turned off, you will most likely end up with bad results. The Lathe function really needs the hot-spot to be active, and positioned correctly. The location of the hot-spot will be the center of the lathe. It's especially helpful to place the hot spot on the point you wish to lathe around. To do so, just click on the hot-spot, then position it over a selected point.