Basic Objects
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You can add new objects to Anim8or in two ways. The first
is to import meshes for the 3ds, lwo, and obj
file formats. You use the object->import menu item to
do this. The second way is to start with one or more built in
primitives or shapes.
The lower part of the Object/Edit toolbar has several icons for adding
new
primitives.
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This
button allows you add spheres to an object. First click on
it. Then move the mouse to where you want the sphere to be added. Click
and drag to create a sphere of the size you desire.
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If
you want to add several spheres, use the right mouse button. Using the
left button returns to select mode after adding a single object. |
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Double
clicking on the sphere brings up a dialog where you can change
the sphere's properties from the default.
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This
button adds cubes. You can divide them into as many
subdivisions in each axis as you like by double clicking on a block to
view its properties dialog.
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This
button adds cylinders. You can taper them, leave the ends open
or closed, and set the number of divisions used to make them in their
properties dialog.
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Add
various platonic solids and other built-in solids with
this button. You can set the current solid type using the
build->primitives menu.
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This
button adds unfilled polygons to an object. They are built
as an editable spline so you can make a lot different shapes starting
with
the right polygon. Spline can be filled, extruded, lathed, edited, etc.
To set the number of sides, use the build->primitives->n-gon menu
item.
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You
create True Type text objects with this button. Just click
somewhere in a window and start typing. If you want to change the
properties,
double click on the object. You can use any font and style.
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Each
letter is a single spline (possible with multiple parts, like the
hole in an O), and the whole string of characters is grouped together.
You can extrude text objects directly using the Build->Extrude menu
item.
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You
can also convert a text object into a group of general-purpose splines
using the Build->Convert_to_Spline menu item.
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This
is the modifier button. Use it to add modifiers, which can bend,
stretch, warp and twist another object into many new shapes. Modifiers
are covered more fully in a later section of this chapter.
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Each object in Anim8or has its own coordinate system. Its
pivot is located at the object's origin. When you scale or rotate
an object it
is done relative to the pivot. When you are in wire frame mode, the
pivots
of selected objects are shown as red-green-blue axes as in:
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You can move and rotate pivots by using edit/pivot mode.
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