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Background music is Copyright © 1996, 1997 by Michael
D. Walthius. All Rights Reserved.
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he
next chapter addresses editing objects. Bryce
can resize, reposition and rotate 3D objects. There is some
discussion of world (absolute), object (relative) and camera
(relative) 3D space. The center of Bryce's world is at 0, 0, 0 on the
X, Y and Z axis. Objects that are newly created will be at that
location provided the edit/preferences dialog box has the create
objects at world center button selected. World space refers to the
location of things in absolute terms or, in other words, where they
are in the world. Object and camera space are relative terms that
relate to their individual situations. The edit palette and its
associated icons is discussed. The icon on the extreme left is the
edit materials icon. This feature will be discussed at length later. The
small triangle just below and to the right of this icon provides
access to the edit 2D and 3D texture areas which will also be
discussed later. The next icon is the resize icon. When the cursor is
placed on any of the spokes of this icon an x, y or z box appears to
let the user know which direction the selected object will be
resized. When the cursor is placed over the box in the middle of the
resize icon, depressing the mouse button and dragging will resize the
entire object. The text in the lower left corner of the interface
provides a description of the action. The control and alt keys
provide additional assistance. Perhaps the best way to discuss this
is to just describe what happens because the text didn't make any
sense to me. First, visualize a box object. When the control key is
depressed and the top spoke is selected, dragging the mouse causes
the entire box object to be resized in all 3 directions however the
bottom of the box doesn't change its location. The
sides expand or contract thus moving in and out. The top expands and
contracts thus moving up and down but the bottom of the box doesn't
move down or up. It remains on the same plane. Of course its edges
widen or contract since that is where the sides are but the bottom
doesn't otherwise move. When the alt key is depressed the 2 opposing
sides will expand or contract. The
small triangle below and to the right of the icon provides access to
a drop down menu that allows the user to select world, object or
camera space. It allows the user to undo all resizing performed so
far. It also allows flipping the object on any of its axis although
the manual states that this is not flipping in the usual 180 degrees
sense. It is more of an inversion of the object's dimension along the
selected axis. The drop down menu also provides access to the 3D
transformations dialog box. This box allows precision, numerical
entries to be entered thus providing precision in scaling, rotation
and positioning. The scaling is in percentage, the rotation is in
degrees and the positioning is in Bryce units. A
Bryce unit is a measurement increment that is peculiar to Bryce.
They have essentially invented their own unique yardstick for
measurement purposes that doesn't relate to any other measurement
method that is used anywhere else. Essentially what all this means
doesn't appear to be terribly important except when dealing objects.
All objects in Bryce are 2048 X 2048 X 2048 Bryce units in size. Some
objects, such as terrain, are modified at creation to look the way
they are supposed to look but the reality is that everything is the
same size when created. Bryce further simplifies (or complicates
depending on your point of view) the situation by moving the decimal
2 places left when dealing with dialog box entries. So, back to the
3D transformations dialog box, if the user wants to move a selected
object exactly one diameter of its unresized size, all the user has
to do is type in 20.48 in the appropriate axis box. There, that
wasn't so hard was it?!
he
next icon on the edit menu is for rotation. When the cursor is
positioned over any of the 3 bands that are around the box, a small
x, y or z will pop up thus denoting the axis around which the
selected object will be rotated. Holding down the shift key
constrains rotations to 45 degree increments that increase or
decrease from the existing position. The
small triangle below and to the right of the rotate icon opens a
drop down menu that allows selection of object, world or camera
space. It allows the unrotation of the selected object. It also
provides access to the previously discussed 3D transformation dialog
box. The next icon is for alignments. Objects are usually aligned in
some fashion or other to each other. Furthermore they are aligned in
relation the object created first. So if a sphere and a box are
selected and the sphere was created first then the box will be
aligned, in what ever fashion is selected, to the sphere. If the user
desires the sphere to be aligned to the box then the sphere must be
selected, cut, then pasted. The sphere will reappear in its original
location when it is pasted but now it will be the most recently
created object so it will align to the box. The alignment options are
align X (left, center and right), align Y (top, center and bottom),
align Z (front, center and back) and align XYZ center which places
all selected objects in the center. When
objects are selected they may be positioned by the drop down menu
that is accessed via the small triangle below and to the right of the
align icon. The snap to grid option will cause selected objects to
jump immediately to Bryce's invisible grid. Snap together is used
when 2 or more objects have been selected and will cause them to snap
together in such a fashion that they occupy the same space. Snap to
world center will cause all selected objects to go to the center of
the world. Snap to ground will cause selected objects to move so that
their bottoms are touching the ground plane. The snap to land
selection will cause all selected objects to fall until the encounter
something beneath them. If the object overlap is less than 50% then
the object above will pass through the object below. If the overlap
is greater than 50%, then the object above will rest on top of the
object below. If the land selection is repeated the object will
continue on down until it eventually hits the ground plane where it
will stop for good. The next icon deals with randomization,
dispersal, rotation and resizing of selected objects. The appearance
of the icon changes depending on which type of option is selected
from the drop down menu. The easiest way I found to utilize this
feature is to select the objects you wish to randomize.
Use the drop down menu to select one of the 8 randomization options.
Then place the cursor over the small green ball just above the icon
and drag. You will see all of the selected objects flying about the
view in a method that you determined when you selected the option
from the drop down menu. The last icon is the terrain/object editor.
This icon accesses 4 very different editors for 4 different types of
objects. It can be used to edit lights, a polygon such as a rock, a
torus or terrain. If
a light object is selected and this icon is clicked, then the edit
lights dialog box opens. This dialog box has quite a few options and
features associated with it. The largest window in the edit lights
dialog box is the light preview window. This gives a thumbnail view
of what the light might look like in the scene. It will also allow
isolation of the light and render against a neutral scene if the user
wishes. The small top window to the left of the light preview window
is for adjusting light intensity. The user simply clicks and drags
left or right inside this window and the displayed light gets
brighter or dimmer as the dragging occurs. A
numerical display appears above the light preview window that will
change from zero for no light to 100 for maximum light. The small
window just below the light intensity adjustment window is for
adjusting softness. The user clicks and drags inside this window and
adjusts softness from left to right. A number appears above the light
preview window that changes from zero for no softness to 100 for
maximum softness. The light color may be changed by clicking in the
small rectangular area just below the light preview window. This
action immediately calls up the color swatch where any of 16 million
colors may be selected. Just below the color swatch is a strip that
goes from black to white that may be used for light color too. The
edit light dialog box also allows the importation of pictures and
textures to use as gels. A click in the pict gels area launches the
pictures dialog box. A click in the texture gels area launches the
materials dialog box. The pictures dialog box will be discussed later
as will the materials dialog box. If a rock or polyhedron is selected
and the terrain/object editor icon is clicked then the polyhedron
editor dialog box is displayed.  Polyhedrons
may be smoothed or unsmoothed by clicking on the appropriate icon.
Just to the left of the smooth icon is a smooth gauge. The user can
drag the little thermometer like gauge to whatever degree the user
wishes. It will determine the maximum angle to be smoothed. In the
adjacent image, the Bucky ball on the left was smoothed with the
gauge at 180 degrees. The
original is on the right. The terrain/object editor will display the
torus editor when its icon is clicked and a torus is selected. This
is quite strange in use but it works fine. The torus on the left
above the ring like object in the adjacent image is actually
spinning. The torus on the right is the one that is going to be
edited. Editing occurs when the mouse is dragged across the spinning
torus. This causes the hole in its middle to get larger when dragging
to the left or smaller when dragging to the right. Once the user is
pleased with the hole size, the white bead like area of the ring just
below the spinning torus can be clicked to accept the change. The
enter key may also be struck to accept the change. The manual
incorrectly states that a click away from the torus editor will cause
the changes to be accepted. A click away from the torus editor
actually causes the changes to be ignored. The manual also
incorrectly states that the escape key can be struck to exit the
torus editor without any changes occurring. The escape key has no
effect on my computer. Bryce can also convert any object or objects
to any Bryce object. When
an object or group of objects is selected, the cursor can depress
the small left/right arrow at the top right of the edit palette. When
this action is performed a menu flies out to the left that shows all
of the various Bryce objects. The cursor may then be moved to the
object desired and when the mouse button is released the selected
object/objects will be converted to one of the Bryce objects.
more
All pages copyright© Roger A. Moncrief, Indepth Reviews, 1997
Thanks to Judy Gefter, !LuM! and Charles Blaquiere for
their advice and counsel, some I heeded and some I didn't. |