ۥ-x@ -(b!~_zz{{{{{{|||| |||}\d}z}:}}}}}}}}}}}}}}4~}{}}69GUIDED TOUR EMBED MSDraw \* mergeformat This chapter is a tutorial, to be read sitting in front of VeriScope. It takes you through the main features of the program, and shows how to move around in model space while controlling how the model appears on screen: 1 Starting VeriScope 2 Using menus 3 DYNOVIEWing 4 Finding your bearings: 4-VIEW 5 Stereoviewing: 3D-WALK 6 WALKing THRU 7 SHADEing 8 Working in 2D: ZOOM 9 Composing a picture 10 Making a MOVIE 11 Quitting VeriScope The end product is a fly-through movie of a 3D model that you can show to others. They can replay it on their own 286 PCs using the Movie Player program included in your VeriScope kit. Thinking like VeriScope Before starting, it is essential that you understand how VeriScope generates 2D views of 3D objects and how 2D mouse actions are used to control 3D movement. View generation Using VeriScope, the model never moves. Instead, you move in 3D space to adopt different views of the model, which are generated according to the following diagram: The location of your eye at any time is called your VIEWPOINT. From there you look towards a VIRTUAL SCREEN a rectangular frame representing your monitor screen in model space, whose top and bottom edges are always held horizontal by gravity. The centre of the virtual screen is called the TARGET. The distance from your viewpoint to the target is the FOCAL DISTANCE. The square, pyramidal framework defined by the four corners of the virtual screen and your viewpoint is called the VIEWFRAME. As you peer towards your virtual screen in model space, you are always constrained by gravity so that your two eyes stay at the same level, whether you look up or down. (VeriScope will not allow you to spin around your line of sight.) In front of your eye is a LENS, whose size in mm determines your angle of view and hence affects the size of the virtual screen. Whatever you would see of the 3D model within the virtual screen is then projected by VeriScope onto your computer screen. This is your current VIEW. When working in stereoscopic mode, any part of the model situated between you and the virtual screen appears in front of the computer screen, while the remainder appears beyond it. Whatever is situated at the target appears centred in the plane of the computer screen. Because of the way gravity orients your viewframe in model space, vertical features in the model will always run up and down the screen, when centred. Motion control There are several ways you can move, to change your view of the model. Each requires a different style of mouse operation: DYNOVIEW places the target at the centre of the model and sets the focal distance so that the whole model can be displayed on screen. Use DYNOVIEW to orbit the model, viewing it from all sides, and choose a direction from which to approach it using WALKTHRU. WALKTHRU is how you can fly into the model and explore any detail from any direction (optionally wearing stereoscopic glasses in 3D-WALK). You can move along in two different ways: FORWARD/BACKWARD, where viewpoint and target move together, and SHRINK/EXPAND, where the target remains fixed while your viewpoint moves towards or away from it. And you can rotate in two different ways: LOOKing around from a fixed viewpoint, and SWINGing about a fixed target. 1 Starting VeriScope To start VeriScope, and immediately load the "room" CAD model (from file ROOM.MOD), enter the command: DOSprompt> VSCOPE ROOM Press ENTER when you see the VeriScope License screen. VeriScope now checks that your video system and mouse satisfy the minimum requirements listed in Chapter 1 and displays some information about the video setup. If it finds you have SuperVGA; with a VESA Driver it automatically enables the higher resolution modes. See Chapter 4 for more information about Video Cards. Press ENTER again, and when the room is displayed, the program is ready to use. (If VeriScope will not run, turn to Startup Problems in Chapter 4.) 2 Using the menus At the top of the screen is a Menu bar listing the available VeriScope commands under seven headings (the menu names). To activate any command, SELECT it with the mouse as follows: 1 CLICK the menu name  ie move the mouse until the cursor is over the menu name and hold down the left button. This makes the menu show, as in the VIEW menu opposite. 2 Slide the cursor down to the menu command you require and release the button. This either actions the command or brings up one or more dialogue boxes, where you can examine current settings and /or enter control information the command requires. Pressing the right mouse button at any time repeats the previously selected command. Some commands remove the menu bar from the screen. To bring it back, press the space bar. 3 DYNOVIEWing The room first appears as a wireframe in plan view without perspective. (This view can be regenerated at any time by selecting RESET from the MAIN menu.) Always select DYNOVIEW after reading in a CAD file. Do so now it's in the VIEW menu. The menu bar is removed and you are in DYNOVIEW mode. Always start by drawing the mouse towards you. If you push it away, VeriScope will not allow rotation past the vertical. The room gradually rights itself (remember it is you who are moving). Continue to draw back the mouse until you see the room in front elevation. You will see that the changing view drawn by VeriScope while you move the mouse is often incomplete. The program omits as many lines as necessary to enable it to keep up with your mouse movements. Now, avoiding sideways movement, draw back the mouse still further. The room appears to tilt away from you and you begin to see the structure from underneath. Push the mouse forward and return to the horizontal view. Now move the mouse sideways. Notice the room appears to spin about its vertical (Z) axis. Check that you can move the mouse to orbit the room and view it from any direction you want. Notice that in DYNOVIEW you seem to move over the surface of a glass sphere enclosing the room. When you push the mouse towards or away from you, you travel up or down a line of longitude. Push it sideways, and you travel around a line of latitude. Wherever you are, you remain vertical, facing into the model and looking up or down as required. You cannot pass directly across the poles. Return to a side elevation and leave DYNOVIEW by pressing the space bar. 4 Finding your bearings: 4-VIEW If ever you become confused when navigating around, you can always revert to DYNOVIEW and enter the model afresh but this resets your current viewframe. Using 4-VIEW, however, you can get your bearings without losing position. Select 4-VIEW now from the ZOOM menu. The screen divides into four quadrants, three of which contain standard projections of the wireframe model. The fourth quadrant shows the current view, shaded and at reduced scale. In each standard projection, a wireframe pyramid shows your current viewframe in relation to the model. Remember, VeriScope generates a view of what you would see if you looked from the apex of this pyramid (viewpoint) through the base (virtual screen). This information would not show if you had no viewpoint following a RESET, because of infinite focal distance. By examining the projections in 4-VIEW, you can work out where you are in model space, what you are looking at, and what you might need to do next. You can also check your lighting setup. The two white dots in each projection are VeriScopes default light sources  one on either side of your viewpoint (they move with you). 5 Stereoviewing: 3D-WALK Select 3D-WALK from the VIEW menu, to get more freedom of movement and watch what happens in stereovision. Choose white background (w) or black (b), depending on which proves easier on the eye where you are seated. The white background is better in brightly lit rooms or where screen glare is a problem. Wearing the glasses The view you set up in DYNOVIEW is preserved as you enter 3-D WALK, but the wireframe room becomes a double image of blue and red. Put on your coloured glasses, and you should be able to see the room as a 3D object with real depth, after a short period of mental adjustment. You may notice that half the room appears in front of the screen and half beyond. That is because DYNOVIEW always places you with your target at the centre of the model. At first, you may need to adjust the contrast of the monitor to ensure you can see only one image in each eye. Then, you should be able to distinguish clearly which elements of the room are in front of, or behind, others. (If you have trouble seeing depth with the coloured glasses, read about the possible causes in Chapter 4. If that fails to help, then Select WALKTHRU from the VIEW menu and proceed without the glasses.) In 3D-WALK, a reminder bar tells you how to use mouse buttons in your current mode. LOOK with the left button Hold down the left button, and move the mouse around gently. The room appears to move about the screen in the opposite direction to your mouse. Clearly, you are LOOKing around to survey the scene from a fixed viewpoint. To look upwards for example, push the mouse away from you. To look right, move right. SWING with the right button Now hold down the right button, and move the mouse around gently. This time the room remains centred in your view but appears to tilt and/or spin. In fact, you are SWINGing your viewpoint around while keeping the target fixed at the centre of the model. For this reason it feels rather like DYNOVIEW but, as you will see later, you can position the target anywhere in the model and move in close. Move FORWARD/BACKWARD with both buttons As the reminder bar shows, the default action in 3D-WALK with both mouse buttons down is SHRINK/EXPAND. Right now, you are not in an ideal position to use it, so press the "D" key on your keyboard and notice that both-buttons action switches to "FORWARD/BACKWARD". With both buttons down, push the mouse away from you. Move through the room. Keep going. In this mode you can walk right through the model along a straight line. The target stays ahead of you with focal distance fixed. Move the mouse sideways a little as you go, and see that you can bend left or right while moving forwards. If you want to bend your path up or down, just stop moving and LOOK around (left button) to change direction. Walk to just beyond the room. Then draw the mouse towards you, keeping both buttons pressed, to retrace your steps until the whole room again comes into view. Manoeuvering the target To fully appreciate what SHRINK/EXPAND does, and how you would use it, you really need to locate the target at some region of local interest within the model. Let us choose the model airplane, which is perched on the table. To place the target inside the airplane, first LOOK with the left button until you have the airplane centered on-screen. Then use 4-VIEW to check whether you need to move the target forward or backward (remember the target is centred in the virtual screen). With both buttons down, move FORWARD or BACKWARD as required, until the airplane appears half infront and half beyond the screen. If it wanders off-centre, use LOOK again to correct this. Use 4-VIEW again to finally check you have the target embedded in the model airplane. Toggle between Shrink/Expand and Forward/Back by Pushing the letter D on the keyboard. SHRINK/EXPAND with both buttons In 3D-WALK, press the "D" key to switch back to SHRINK/EXPAND mode, as shown on the information bar. Now hold down both buttons and push the mouse away from you. The airplane appears to grow. Keep going. Notice that, though you move ever closer to its centre, you never quite reach it. In fact, your whole viewframe is SHRINKING. In VeriScope, all movement in model space is proportional to focal distance which explains why you are making less and less headway. SHRINKing and EXPANDing enables you to explore detail on any scale with an equal degree of interactive control. This is the only way you can change the focal distance, ie get closer to or further from  the target. When the airplane seems much bigger than the screen, start pulling back on the mouse, still with both buttons down. You begin to EXPAND again. Continue until the aiplane half fills the screen. Now hold only the right button down and move the mouse sideways, and then up and down. The airplane appears to rotate about its centre (because you put the target there). In fact you are SWINGing around the airplane and can view it in close-up from any direction. Caution: the most common mistake when learning is to move forward in shrink/grow toward an object which is past the target. You continue to move the mouse but it becomes less and less responsive. You shrink down so small that there becomes no apparent difference between swinging and looking. And movements in Forward/Back are so small that nothing seems to happen. You need to stay in shrink/grow and move the mouse back and back until movement occurs. <> CRAB to move sideway Quite often, you'll want to move sideways, or change height, to another path parallel to the one you're on. Do this by first SWINGing to the new position and then LOOKing, to regain your direction. This is called CRABBING. You may need to repeat this a few times to get to where you want to be. + + Now put all these skills together While in 3D-WALK, try moving around on your own initiative for a while. Make sure you can move to anywhere you choose. Examine the room from a distance, and in close-up. Why make it so complicated? Its really not so bad. Say you are cruising around in a model of a city. You would want to move about quickly in the streets or fly up to the top of a building but you would also like to see the detail inside some building say a watchmakers shop. By shrinking down you can go inside the watches and still move about with natural motion. The other reason for this shrink/expand function is that with the 3D-glasses the 3D effect is only useful when the objects under consideration are close to the plan of the screen which contains the target point. You can easily zoom in on an object and it will stay near the plane of the sreen. Here's a reminder of everything you can do: You press the "D" key to switch between moving forward/back-ward and shrinking/expanding using both buttons, and can bend left or right in either mode. You can always stop to adjust your bearings by looking around a little (left button) or change your angle of approach by swinging about the target (right button). KEEP THE OBJECT OF INTEREST IN THE PLANE OF THE SCREEN. If you feel lost, use 4-VIEW to see exactly where you are. Now, press the space bar to leave 3D-WALK and return to the menu. Remove your glasses and allow your eyes to readjust to normal viewing. 6 WALKing THRU WALKTHRU is identical to 3D-WALK but without stereovision. You do not use the glasses and so cannot judge depth but instead see a conventional, multi-coloured wireframe. Select WALKTHRU from the VIEW menu and try out some of the actions you learned in 3D-WALK. This will refresh your memory and verify that these two modes work in the same way. 7 SHADEing So far, all views generated have been wireframes. VeriScope can shade the faces of a view in various degrees of realism. Generate a suitable view of the room and select SHADE from the Main menu. The surface of the room is shaded in Gouraud style, which is the default. Use SHADESTYLE in the LIGHTS menu to experiment with the shading styles. Observe the following characteristics: Flat only one shade per face (so faces look flat) Continuous shading changes smoothly across each face but abruptly between faces (and so edges still show) Gouraud smooth surface, perfectly diffuse Phong without smoothing surface exhibits reflectance (and so shows highlights) Phong smooth, with highlights Coloured with lines lighting ignored, cartoon-like Flat with lines as Flat, with black edges Hidden line as wireframe, but with lines behind faces removed from view Phong shading modes are much slower due to the computations involved. Abort tedious shading by pressing the space bar. Part shading Sometimes you'll need to shade only part of a view eg to make out the structure or to create an special effect for a presentation. Select PART SHADE now from the Main menu. Click the left mouse button somewhere in the view, move diagonally, then click again. This defines a rectangular region, which is immediately shaded. To shade a second region, select the command again. 8 Working in 2D: ZOOM Any time you have a view of a 3D object on your screen, wireframe or shaded, you can manipulate it as a 2D object  ie a flat picture  by zooming or panning. The effect lasts until your next 3D operation. This can be useful if you need to compose pictures for printing out or if you wish to inspect surface detail without losing your position in model space. You may need to zoom out, for example to make small movies. To try this, first use DYNOVIEW to select a view of the room and set your SHADESTYLE to GOURAUD. WINDOWing From the ZOOM menu, select WINDOW. Click somewhere on the room with the left mouse button. Now move the cursor diagonally over the screen. A rubber-band box shows a zoom window you are defining. Click the button again to fix the window and zoom in. VeriScope redraws the windowed part of the room to fill the screen. Repeat the windowing. You can magnify any part of the view up to 50 times (if you need more detail, first shrink in WALKTHRU). Now select AUTO from the ZOOM menu. The room is immediately re-scaled to fit the screen. Select ALL  and your original view is redrawn. PANning With PAN you can move the picture around on the screen. Place the cursor on some feature of the room. Then move the cursor to another point on the screen. A straight line tracks your overall movement. Click again to fix the second point. The feature is relocated to the second point and the whole view moves with it. Try other panning actions. DYNAMIC Select DYNAMIC from the ZOOM menu. Now you can pan and zoom smoothly under interactive control, as follows: PAN across ZOOM in and out 9 Composing a picture This section shows how you can use VeriScope to generate artistic effects for inclusion in presentations. Create a Gouraud-shaded view of the room that fills most of the screen. Now select CAPTURE from the FILES menu. A dialogue box pops up. Type a file name ROOMSAV.PCX for your picture and click OK. The picture is dumped from screen to disk as a PCX format file. PCX files can be read, edited and printed by many PC graphics applications. Set up a second Gouraud-shaded view, this time showing just the airplane. Use ZOOM and PAN to place this in one quadrant of the screen. Read in your previous view from the file ROOMSAV.PCX using GET PCX from the FILES menu. Now select NO CLEAR from the LIGHTS menu, and REDRAW from the MAIN menu. The result is a composite picture: big room in the background, small room in the foreground. If you were to save this picture, you could use it as a background in further compositions. With CAPTURE and NO CLEAR you can be quite creative by combining different CAD structures, perspectives, colours, shade styles and lighting all within the same picture. 10 Making a MOVIE A VeriScope MOVIE approximates to what you see as you fly through model space under mouse control, but it can be shaded as the views are not generated in real time. You can play it through automatically, and use it to demonstrate your ideas to others. Any time you are in WALKTHRU or 3D-WALK, you can record the current view as a KEY FRAME. A sequence of two or more key frames makes up a movie. When your sequence is complete, VeriScope automatically generates the in-between frames required for a smooth animation of your fly-through (using cubic spline interpolation, both spatially and temporally) as illustated in the following diagram. Planning Now make a movie of the room. How many key frames? If you use too many, your movie will show camera-wobble. If you use too few, it may not capture all the action you want. Youll learn from experience. Start by thinking out the fly-through sequence you wish to film. You could make written notes, or sketch a few pictures (ie a storyboard). Make a key frame of each significantly different view in the movie. Between 5 and 10 key frames should suffice for a first attempt. Lighting Throughout this tour, all your shaded views have been generated under VeriScopes default lighting conditions. That provides one light on either side of you so that, wherever you look, the illumination remains the same. If your movie requires other lighting  more sources, fixed or parallel lighting  select LIGHTING from the LIGHTS menu (and consult Chapter 4). You must declare at least one light source or no shading will result. Capturing key frames Select WALKTHRU and then select a SHADESTYLE other than PHONG (which is slow to generate). Decide whether you want fixed lighting or lights that move with you, and set these up. Move to your starting position (which may require DYNOVIEWing). Adjust your opening shot, and press the dot (period) key on your keyboard. This records the view as the first key frame in your room movie. Following your plan, move into position for the second key frame and press the dot key again. As you capture key frames, the total number recorded is shown in a reminder bar. Any time you want to scrap them and start again, select KEY FRAMES from the MOVIES menu. When you have the key frames you require, select MOVIE from the MOVIES menu. The MAKE A MOVIE dialogue box appears. Now decide how many movie frames you require overall. A reasonable figure might be 10 times the number of key frames recorded. Click the box beside NUMBER OF FRAMES and enter your number. By clicking CLOSED LOOP, you can create a circular movie for continuous play. VeriScope uses this information to calculate the number of interpolated frames it must generate for a smooth running movie. Editing a movie Now click EDIT FRAMES to see what VeriScope has decided. The EDIT FRAMES dialogue box shows the frame structure of your movie. You can manually adjust the number of frames to be generated between any two key frames. This way you can accelerate or decelerate the animation, or make jerky sections more smooth. (This editing would be lost if you later changed the NUMBER OF FRAMES or altered the CLOSED LOOP setting.) To see the result, select REVIEW from the MOVIES menu. This runs through the whole movie, but in wireframe only. Try changing the number of frames between some key frames and REVIEWing to see the effect. Generating a movie When you are happy, select MOVIE again. Change the suggested movie file name if you prefer and click the GENERATE box. The movie is created automatically in the current SHADESTYLE in VGA standard 16 colour mode. The views required for each frame are generated on-screen and written to disk one at a time. Variations For a movie with a background, select BACKGROUND from the MOVIES menu and specify the PCX file to use. For small movies, select DYNAMIC from the ZOOM menu immediately before generating. Draw the mouse towards you to display the view at reduced scale. Small movies are quicker to generate, quicker to replay and use less disk space. Playing a movie To play back your movie, select GET MOVIE from the MOVIES menu. A file selection dialogue box appears, listing the movie files currently available. Scroll the list if necessary and click the file you have just created (ie ROOM.MOV or whatever). The movie is replayed on screen. If you selected CLOSED LOOP, it plays repeatedly. To stop it, press the space bar. 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