This is a general guide on how to create models using Misfit. If you have
not already read the Overview you should
do that now. This section assumes you are familiar with terms defined
in that section and know how to navigate around Misfit's windows and menus.
There are also links to many tools and commands in this document. If you
can't figure out how to use a specific feature, follow the link to get
more information on that feature.
Faces
Faces are sets of 3 connected vertices that form a polygon. The polygon
is filled and may have a texture applied to it. The polygons of the
model can be drawn as a wireframe, a set of flat polygons, a set of
smooth polygons, and a set of smooth textured polygons.
When you start Misfit Model 3D for the first time, the perspective viewport will
display textured polygons and the orthographic canvas viewports will
display polygon wireframes with vertices. The drawing mode for the canvas
and perspective viewports can be changed using the View menu.
Creating faces is generally done by selecting a creation tool and
left-clicking in a model canvas view. In addition to tools, some commands
may also create faces.
Faces are often created in connected meshes. In these cases the polygons will
share vertices. For example, the cube tool creates 12 triangular faces which
form the 6 sides of the cube; however, it creates only 8 vertices between
them, rather than 36. Keep this in mind when moving faces, since moving
a face will likely move the vertex of one or more other adjacent faces.
Use the Cube tool to create a cube. After
you have created the cube you can use the Move,
Rotate,
Scale,
and Shear,
tools to change the position, size, or shape of the cube.
Notice that if
you create a second cube, only the vertices which are selected (in red) are
modified by using the tools. To change the current selection click on a
Select tool. Try using
both the Vertices and Faces selection tools. Groups can be ignored for
now, but will be useful later when you have a more complex model to work with.
You may want to manipulate faces on one side of an object without changing the
faces on the far side. The easiest way to select faces on one side of an
object is uncheck the Include Back-facing checkbox. Alternate you may
Select the faces (both sides), then use a canvas view from
another angle and right-click to unselect the faces on the far side.
Using "View | Frame Selected" may be useful
when selecting and unselecting in this manner.
The Select Connected tool is useful for reselecting faces in a
connected mesh. When you select faces
with the Select Connected tool, it recursively selects any faces that
share an edges with newly-selected faces. Objects like cubes,
spheres, and cylinders can be reselected easily using this tool.
In addition to using tools you can also modify the model with
Commands. Commands are non-interactive
model operations. Some are rather self-explanatory, such as
Duplicate and
Delete. Others require some explanation
and are covered below.
If you continue to create vertices and faces you may end up with a number
of objects in your viewport at once. If you need to work on a specific
section of the model and don't want other parts to get in your way you can
use the Hide command to temporarily hide
faces.
Faces are often created in connected meshes. In some cases you may want to
disconnect a face from the mesh it was created with. Select the
face in question and use the Unweld vertices command.
To rejoin the vertices, select the vertices that you want to
join and use the Weld vertices command.
Note that vertices have to be very close to each other to be welded.
If the vertices are far apart you can use the Snap Together command.
Extrude takes faces that you have selected
and extends them in a direction you specify. When those faces are extended,
each edge becomes another face which is connected to the face's original locations.
For example if you select the front of a cube and extrude it along the
positive Z axis two times, you will have three connected cubes which form
one long bar along the Z axis.
Some users create their models using existing images or scanned hand-drawn
sketches as a reference.
You can do this by selecting the
Set Background Image option from the File menu.
Select the view direction to which
the background should apply by clicking on the appropriate tab.
Chose the image you want to use
as a reference You can then use the Scale Background Image and
Move Background Image tools to reposition the background image.
Grouping
Faces can be organized into groups. Grouping is required if you
want to apply textures to your model. You may also want to use
groups for the convenience of selecting a set of faces at once
for manipulation.
To create a new group, select the faces you want to group and
open the Groups Window.
Use the New group button to create a group. That group will appear
in the group drop-down box at the top of the window. While you have
that group name in the drop-down box click the Assign as group
button or the Add to group button.
When you close the Groups Window you can use the Select Groups tool
to select this group or others in a canvas view. Ungrouped faces
cannot be selected while in group selection mode.
You can also set a group's texture from the Groups Window.
Texturing is covered in the next section.
Texturing
Once you have faces organized into one or more groups, you can apply textures
to those groups. To begin applying textures, open the
Materials Window from the Groups menu.
Use the New Texture button to select an image to use as a material.
USe the New Color button to create a solid color material.
Important note: Texture image dimensions should be a power of 2.
In other words the height and width should be 16, 32, 64, 128 and so
on. The height and width do not need to be equal to each other (256x128 is
legitimate). MM3D should handle improperly sized textures, but other
rendering systems may not.
When you have created one or more materials you can close that
window by selecting Ok and open the group window again.
Open the Groups Window again and select a group.
Then select
a texture in the texture drop-down box. This texture will now be
applied to the specified group. You can then select another group and
assign a texture to it as well.
The default texture coordinates
will probably not be appropriate for your model.
To change how the texture is applied to your group, select a group and use the
Texture Coordinates Window.
The texture coordinate window gives you three options for starting to edit
texture coordinates. The first is a triangle mapping. If you select
this mode the same three texture coordinates will be applied to all faces
in your group.
The second mapping option is quad. The quad option will create two triangles
and each will be mapped to every other face in your group.
The third mapping option is group. The group option creates coordinates
for each vertex in your group which you can move independently (though you
may not be able to select individual vertices if they overlap). When you
select this mode you will be prompted for a direction. This direction
is the angle from which the vertex coordinates will be projected onto the
texture. From there you can modify the coordinates by moving them around
as needed.
You may also select a subset of faces from within your group and then
open the Texture Coordinates Window.
This will allow you to modify the texture coordinates of specific faces
without altering the texture coordinates of the rest of the group's faces.
More useful methods of texturing are planned for future versions. If you
have any specific suggestions for improving texture coordinate editing,
contact me and I'll see what I can do about getting those featuers in
a future version.
Joints
You can give your model a skeleton by creating bone joints. Bone joints
are primitives that you can attach vertices to. When animating a model
if you move or rotate a bone joint, the attached vertices will move with the
joint. Generally you
only need to create bone joints if you want to use Skeletal Animations.
Select the Create Bone Joint tool.
Click in a canvas view to
create the root bone joint. You should see a single dot appear under
the cursor. Click the mouse again to create a second bone joint.
The bone joints will be connected to each other.
The first bone joint will be the parent of the second (child)
bone joint. The child joint is always connected to the nearest
joint to its creation point. If you want to create a joint that is
parented by a joint other than the one closest to its creation point,
create the joint near the parent and then move it to the desired location.
You can move, rotate, and scale bone joints just like you manipulate
vertices. Use the Select Bone Joints tool to select bone joints
and then use the Move, Rotate, or Scale tool to
reposition the bone joints as you desire.
To assign vertices to a joint, select the vertices you want to assign
and then select Joints... from the Primitives menu.
This will open the Joints Window.
Select the bone joint you want to assign the vertices to from the
combo box, and then
click the Assign Vertices to Joint button. This button
will connect all the selected vertices to the bone joint named in the
combo box.
If other vertices are already assigned to the same joint,
they will be unaffected. If the selected vertices are assigned to another
joint, they will no longer be connected to the first joint (a vertex can
only be assigned to one joint).
If you have a joint selected when you open the Joints Window, that
joint will be the joint selected in the combo box. Knowing this, if you
already have a joint selected you can use the Select Vertices tool
and Shift-Select the vertices to add them to the current selection.
This will allow you to skip the joint selection step in the Joints Window
You can also use the
Animations
Animations can be Skeletal animations or Frame animations.
Frame animations are animations where you specify the position
of each vertex for each frame of the animation.
Skeletal animations are animations where you attach vertices to
bone joints and then you rotate or move bone joints.
The vertices attached to those joints move with the joints.
Skeletal animations are generally easier and quicker to work
with. If you need to create frame animations (for example, so that
you can save your model in the Quake MD2 or MD3 format) it is often easier to create
the animations as skeletal animations and convert them
to Frame animations before you export the model to a
specific format.
To create animations select Start Animation Mode
from the Animations
menu. Select either the Skeletal or Frame tab and then use the
New button to create an animation. Set the number of frames and
frame rate (in frames-per-second).
Once you have created an animation you can use the frame slider to set
a current frame. After setting a frame you can use the standard tools
and commands to move the model to the position you want for the current
frame. How you move the model depends on the type of animation you
want to create.
Frame animations are simple to create, but can be rather tedious to
edit. Each vertex of a polygon must be positioned where you want it for
every frame of the animation. Use the vertex or face selection tools
to select vertices and then you can move them with the move, rotate,
or scale tools.
Note that if you have frame animations you will be unable to add or
delete polygons. You may only use the Merge function to
add polygons to the model. If you need to change the number of polygons
in a model after creating frame animations, you will have to delete the
frame animations.
If you need frame animations (for example, if you want to create
a quake MD2 or MD3 model), it is generally
a better idea to create Skeletal animations and then convert
them to Frame animations. Any time you need to change an
animation you can change the skeletal version and then convert it
to a frame animation.
Skeletal animations are animations where you manipulate the
bone joints that vertices are attached to rather than manipulating
the vertices directly.
Use the Select Bone Joints tool to select a bone joint and then
use Rotate or Move to change the orientation or position
of the joint for the current frame. Most of the time you will want
to use the Rotate tool instead of the Move tool. If you
consider the way your own skeleton moves, you will notice that your
joints only move relative to each other as the result of a joint rotation.
The Move tool is typically only useful for moving the root joint
for an animation in which the entire model moves.
Any time you move or rotate a joint it sets a keyframe for the
joint. Keyframes can be rotation or translation keyframes.
A joint can have a rotation keyframe, translation keyframe, both or
neither for every frame of an animation.
You can also set a rotation or translation keyframe by selecting the
Set Rotation Keyframe and Set Translation Keyframe
commands from the Animation menu.
Unselected joints that have a keyframe for the current animation will
appear green. Unselected joints without a keyframe in the current
animation will appear blue.
Joint positions and orientations are interpolated between keyframes. This
means that if you set a joint's rotation in frames 1 and 5 of an animation,
frames 2 through 4 will show the joint rotating between those two keyframes
even if you did not explicitly set the rotation for the intermediate frames.
This also means that if the frame rate of an application is running faster
than your animation's frame rate the joints can be interpolated between frames.
Also note that if you set the animation to loop then keyframe interpolation
will wrap at the beginning and end of the animation--so the model will animate
back to its first frame during its last frame.
If you want to make copies of animations, split one animation into separate
animations, join animations together, or convert skeletal animations to
frame animations; you can use the
Animation Sets Window to perform these operations.