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        Spacedraw User Manual
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1.     to enter the absolute or relative target coordinates  follow the steps described in Entering coordinates    Rotating    to rotate freely in space   1  activate the rotate tool    2  if required  move the tripod to the  common  rotation center  or invoke each to rotate each  selected object around its own pivot    3  slide two fingers within the tool zone  twisting rotates in the screen plane  the average motion  rotates around the axis perpendicular to the motion  the distance has no influence   imagine  turning a freely around its center rotatable ball     e sliding with one finger also rotates around the axis perpendicular to the motion    to rotate around a specific axis   1  activate the rotate tool  2  if required  define the rotation axis  either  e move the tripod to a point on the  common  rotation axis  or  e invoke each to rotate each selected object around an axis through its own pivot  e now  each object will rotate about its own coordinate axes     e to use a common axis direction  use the ori  obj    ori  world  or ori   view commands  or the rotate tool after the each command    3  tap the respective axis arrow on the tripod  the other two arrows will disappear    slide one finger within the tool zone  if the axis is roughly perpendicular to the screen  slide   around  the transform center  else roughly perpendicular to the axis    e sliding with two fingers freely rotates  to type the rotation anqle   follow the steps 1  3  above to specify the rotation ax
2.    Spacedraw User Manual    Version 1 3    Welcome Spacedraw s user manual     This documentation completely covers Spacedraw s functions  and can be used both  e as guide to learning the program  reading it in sequence     e and as reference     It precisely describes the operation of the program  but assumes basic knowledge in 3d computer  graphics     Conventions in this manual    e technical terms  both ones common from other 3d graphics software and ones specific to  Spacedraw  are displayed in italics  where they are explained in bold  Terms not explained  here should be to find in Wikipedia and are used as usual    e menu items are displayed green  in the same font in which they appear in the program  e preferences are displayed in blue serif    e procedures are underlined  the steps are numbered    User interface    Spacedraw is meant for a variety of tasks   e freely drawing lines in 3d space  e CAD like construction  e polygonal modeling  e patch modeling  e texturing  e painting on 3d objects     for which varying user interfaces are appropriate  For desktop computers  3d modeling applications   CAD systems and digital painting software have established several concepts     For one thing  Spacedraw s interface builds on these concepts and conventions  for another  it is  specifically contrived for tablet computers and larger smartphones  it    e takes great advance of multi touch input and motion sensors   e copes with the lack of mouse and keyboard  e deals with t
3.    e enable an edge  or face snap and orient to align the pointer  with face  edge   and vertex snap enabled together  it can conveniently be aligned to a face    e use the appearing commands or tools from the ribbon  see Transform center and    orientation    Controlling object display    You can control how the scene is displayed in many respects  Via the D menu  you can at any time  choose    e wireframe  weather the edges of objects are drawn  e shade  weather the faces are filled at all  e texture  weather textures are used    e x ray  to draw all faces semi transparent  and to make obstructed edges and vertices  selectable       backface culling  weather only faces with the normals facing the camera are rendered  e lighting     e if enabled  the lights are used together with the viewing direction and the material  properties to determine the surface color    e if disabled  the surfaces are displayed exactly in the assigned colors  resp  the  texture images are used directly    e lights  default   scene     e with default  a mild ambient light and one directional light is used  always shining  towards the view center from a little above  and slightly left  of the virtual camera    e with scene  the lights placed in the scene are used  by default  there is one point light  at position  0 15 0     e show lights  to display the lights  and light targets    e show normals  to display the normals as lines emerging from the vertices   e show UVs  to display the UVs as dots at 
4.   for Bezier curves  e arc  for circular arcs  e helix  for helices and spirals  e rect   for rectangles and rectangular grids  e n gon  for regular polygons  e circle  for approximate circles and polar grids  e sphere  see Creating primitives    e next come the options for the active tool  if any  they are described in the specific sections  below    e last are the options for pointer movement and snap    For adjusting the lines  you can switch to the E  ribbon at any time with one tap  which is esp   important for splines     to draw  in general  1  activate a tool and adjust the options  2  move the tripod to the start point and tap    e to continue an existing line  or to branch off from any point of an existing object  use  point  or an edge snap with combine enabled    e incase of an edge snap  the existing segment is split automatically    e the start vertex is shared with the existing segment  and the new line will be  part of the existing object    3  move the tripod repeatedly to draw    e with quick enabled  you never have to tap in between  every time you release the  touch  the current pointer position specifies the next point resp  control point   with quick disabled  tap for each point resp  control point    e you can undo every step  e you can change the tool   pointer movement  and snap settings between each step    e to change the drawing plane  it suffices to rotate the view with screen or auto   plane enabled    e concurrently to moving the tripod  you can
5.   is moved  see Lasso  and paint   selection    e else  the tripod is moved together with the selected elements  see Moving the tripod  to quickly move parts of a surface perpendicular or parallel to it   1  activate the face   edge  or vertex tool  2  inthe selection rollout  activate auto orient  deactivate both screen and auto plane    3  select the elements to be moved  the tripod will align its y axis with the average of the affected  faces normals  and update its orientation when modifying the selection    4  either    e to move perpendicular to the surface  slide up   down with one finger within the small  pointer area    e to move along the surface  hold down one finger within the small pointer area  and  simultaneously slide another within the  arge pointer area    e     sliding up   down within the small pointer area simultaneously moves  perpendicular to the surface    Moving    to move freely through space   1  either    e with a selection tool active  make sure the lasso  and paint options are disabled  or  e activate the move tool   2  if desired   e select an accompanying operation    e adjust the snap options and move the tripod to the snap position  using the ref  CS   tool    e with the move tool active  all snaps are disabled when using 2 finger move    3  slide with two fingers within the large pointer area to move the selected elements together with  the tripod  see the 3  method in Moving the tripod    4  to move another element  select it  the transform
6.   obj file and tap it  loading large files can take some time    to merge a saved scene with the current one  or add an  obj model to the current scene  invoke  merge    e scene files with history can   t be merged  save a scene without history if it shall be merged to  another one    e all objects form a  spa file  including lights  are inserted as they are defined in that file  all  materials defined in the  spa file except the standard material are also added  elements with  the standard material assigned get the standard material of the current scene    e    obj models are inserted with their coordinate origin at the tripod position  the imported objects  are selected automatically  so you can use the transformation tools to place  scale and rotate  the models as desired immediately    to save the current state of the scene  invoke save or Save as    e if the scene was not previously saved  or if save as is used  the file browser and text input are  shown  navigate to the folder where the scene shall be saved and type the name  then use the  enter key or    OK    button to approve    e to include the undo information  enable    include history     e the  spa  or  spah extension is automatically appended to the typed filename    e the generated paint texture images are saved in the same folder as the scene file  to  avoid clutter on your device   s file system  save the scene to a new folder if you plan  painting  use new folder from the ribbon     e if you use save and th
7.   to the disk and restored when you restart Spacedraw     e when a large scene is loaded  this can take some time  Using files    The current state of a scene can be saved to a file  with the paid version of Spacedraw optionally  including the complete construction history  It includes all geometry in the scene  the material  definitions  and the current selection  settings and active tool  so you can continue working on a  project exactly where you left off when saving  In the free version of Spacedraw  only scenes with no  more than 1000 vertices can be saved     These scene files are saved with a  spa extension  or  spah extension if construction history is  included     Models can be saved and loaded in the Wavefront  obj format that can be read and written by nearly  every 3d graphics program  texture coordinates  normal definitions  smoothing groups and materials  are imported and exported  In the free version of Spacedraw   obj files can only be exported from  scenes with no more than 1000 vertices     e Ifthe  obj file contains normals  these are used  if it contains smoothing groups but no  normals  the normals are assigned according to the smoothing groups    All commands for managing scenes and loading and saving files are found in the F menu     to start a new scene  invoke new scene  an empty scene containing only one light is created  and all  settings are reset    to open a scene  or load a  obj model in a new scene  invoke open  browse to the  spa    spah  or 
8.  4  to continue  either  e select elements for the next task  the previous selection is cleared  e tap a selection mode to use the    output selection    of the command  Some commands are applied to every contiguous selection individually  contiguous means  e vertices connected by edges  e edges connected by vertices  e faces connected by edges    Removing and combining elements  simplifying meshes    To remove or combine elements  the delete   collapse  and weld commands can be used  their  effect depends on the selection     e delete    e faces are deleted   e edges are removed when shared by 2 faces   e vertices are removed and the connected edges removed or merged  e collapse  for every contiguous selection  all contained vertices are merged to the center  e weld     e vertices are all merged to one at the center  possibly removing connecting edges and  collapsing or dividing faces    e edges  when two edges of a face are selected  they are welded together  possibly  collapsing or dividing the face  when two distinct edge paths are selected  these are    welded  see Welding and bridging edges and faces  e faces  when two distinct face clusters are selected  these are welded  see Welding  and bridging edges and faces    There are many operations that simplify meshes  e g   e removing edges  merging the adjacent faces  e removing vertices  merging all adjacent faces  e collapsing faces  accordingly enlarging the surrounding faces  e collapsing edges  reshaping or collapsing
9.  accessed by  sliding over the undo view rim farther   If redoing the view is possible  there is a blue line above the  green one for that  else  there is a white one      NEW  Saving and loading views    The view panel lets you save and load custom views  to delete a view  swipe right on it   or switch to  standard views  To open the panel  slide into the screen over the white blue line above the green  undo view rim until it appears     Moving and snapping the tripod    For drawing  placing and dimensioning primitives  and for transforming elements  a tripod is used   shown as an    axis tripod     It can be moved freely in space  or snapped to the coordinate grid  vertices   lines or surfaces  It also has an orientation that is used for transformations     While you move the tripod  and when it snaps to positions  its apparent size changes with its distance  from the viewpoint like an ordinary object  so you can estimate its movement  when you release the  touch  it returns to its initial size     Moving    The upper part of the screen  called tool zone  is used for moving the tripod   There are various methods to move the tripod  using single  or multi touch     e in one coordinate plane   the perpendicular axis  by sliding in the large pointer area   small  pointer area  possibly concurrently  with screen disabled     e with auto plane disabled  the plane always is the x z plane of the pointer    e with auto plane enabled  the plane is automatically chosen based on the v
10.  accordingly     When duplicating objects  they can either be  e copied  creating individual copies of the aggregate for each new object  or  e therefor  use copy with transformations  e instantiated  using the original aggregate for each new object    e therefor  use instance  To modify an instance individually  you can convert it to a unique object  therefor  invoke make    unique from the    ribbon    e for every selected object that has multiple instances  a copy of its aggregate is created and  assigned to the object    Relating objects    Objects can be linked hierarchically  such that all subordinate objects are selected automatically  together with a superior object  this makes it easy to transform related objects together  The  hierarchies may have any depth  i e  an object with subordinates can be linked to another object     to link objects  invoke  ink from the O ribbon  the active object becomes the superior to the other  selected objects   Sometimes  it is necessary to select an object without its subordinates  i e  to make a further object  subordinate   therefor  deactivate sel  linked in the selection rollout     to unlink objects  invoke unlink from the O ribbon  all selected objects are unlinked from their superior   if any     Arraying objects    to create arrays  1  select the objects to be used  2  enable copy or instance  then set the repeat adjuster to the number of copies to be created  3  transform the copies by either moving them with two fingers or
11.  are selected in face selection mode and can be transformed or deleted as a whole  analogously to faces    e the facets are shown but can   t be modified individually    e to change the facet count  invoke to patches again with the patches to change  selected    e are selected and transformed like the segments of solitary splines    e additionally  loops can be selected and patch selections can be converted to edge   selections    e the interior edges of patches are shown but can   t be adjusted individually    e they can be converted between straight lines and splines with to splines resp  to  lines    e vertices and handles  e work like those of solitary spline networks    e at vertices where four splines and patches meet  link handles links the opposite  handles  and smooth and symmetric affect the transitions between opposite splines    Shaping the surface    Transitions between patches at vertices and along splines can be categorized in three types   e creases   cusps  where the patches meet at an angle  e smooth transitions  where all patches share the tangent plane  e the surface is smooth at coplanar vertices  where all handles are in the same plane    e the transition between two patches along the connecting spline is smooth if the     framing    splines join smooth    e symmetric transitions  where the relevant handles additionally have the same length    to make the transition between adjoining patches smooth or symmetric  select them and invoke  smooth or symmetri
12.  can lie anywhere in space and defines the height and the     end radius    and    end angle       e fora planar spiral  only slide in the large pointer area  e fora circular     straight     helix  only slide in the small pointer area    4  adjust the turns and divisions    e turns is the number of full turns and may be 0  added to this is a fractional turn   defined by the angle between start  and end point    e when changing the turns  the divisions are adjusted automatically  5  tap to finish    After the first tap  screen and auto plane is disabled automatically  so sliding in the large pointer area  always moves in the plane perpendicular to the helix   s axis  while sliding in the small pointer area  moves parallel to it    Rectangles  regular polygons  circles and grids    These are created with the same tools as the primitives  see the next chapter  Use  e rect  for rectangles and rectangular grids  e n gon for regular polygons and polar grids  e circle for approximate circles and polar grids    and make sure fill is disabled     Creating primitives    Spacedraw can create plenty primitive objects with various parameters  The surface may be filled  or a  wireframe may be created  the sides can be divided and a  possibly textured  material can be  assigned at creation time     The primitives can be positioned anywhere in 3d space  or placed on the surface of other objects   aligned to a face  known as  dynamic UCS    AutoGrid  or    live objects         Types and tool
13.  change the view  using a second or third  finger  or by tilting the device with tilt move enabled    e with screen enabled  this also rotates continuously the drawing plane  e with auto plane enabled  you can switch between the x y   x z  and y z plane  e you can switch between line  spline and arc by tapping the resp  ribbon items    e when you snap to an existing vertex of the same object and combine is enabled  it is  shared with the adjoining lines  when snapping to a line  it is split automatically and a  shared vertex is created    4  tap  with quick enabled  or double tap  with quick disabled  within the too l zone to stop  drawing  now you can move the tripod to a next start position    e activating another tool or ribbon selector also finishes drawing    NEW lines  splines and arcs can be inflated at creation  see Inflating lines    Freehand lines    This tool lets you easily draw arbitrary shaped curves in space by either  e moving the tripod freely in space using two fingers  or    e rotating the screen plane while you draw  using multi touch or by tilting the device  see  Changing the view    Drawing freehand lines in 3d naturally is somewhat more involved than in 2d  for each stroke  you first  move the tripod to the start position  then move it to draw  There are two ways to indicate when the  tripod should draw and when it should just move     e tap to switch the mode  e here  you can move the tripod freely in space to draw  using two fingers    e start draggi
14.  color space    to sample the color from a point on a texture     1  slide leftwards into the screen over the color box until  eyedropper active  appears in the  status line     2  move the pointer over the texture  the color  and transparency  under the pointer is displayed  in the color box  release the touch to select the color    e open the color picker beforehand to see the component values    You can paint with  partially  transparent colors to modify the transparency of surfaces  Where the  brush works with full total strength  with the normal blending mode   the resulting transparency will be  exactly the chosen one  where it applies the color gradually  the transparency is also changed  gradually towards the chosen value     Brush properties and paint settings    The painting behavior of a brush can be varied in a wide range by adjusting the settings     The adjusters for scale  strength and mode are always shown when applicable  The respective values  are not linked to a brush  but retained when changing it  To show or hide the other adjusters  slide  leftwards into the screen over the adjuster rim  the upper long blue line at the right border  While you  adjust a value  a preview of the stroke is shown temporarily     The adjustments made to brushes are not saved automatically in the library  and are reset to the  original values when you restart Spacedraw  invoke save to make the adjustments permanent     e tip  defines the brush   s    tip    via an image  accord
15.  contiguous areas with similar colors  enable magic wand and    e either tap within the area to select  or place the picker at a point within the  area    e while moving the pointer  the area that will be selected according to  the current selection tolerance is outlined  however  if this area is very  large  only the part of the border nearest to the pointer is marked so    the pointer movement is not slowed down to much by the  calculations     e adjust the selection tolerance until the selection has the desired size  e the area to be selected is updated continuously  3  if desired  modify the selection     e enable add  substr  or inters  and continue with 2  to add another area to the selection   subtract it from the selection or intersect another area with the selection    e invoke invert to invert the selection within the paintable texture s   4  use fill  erase  or a filter    e fill floods the selection with the current color according to strength and mode  then  clears the selection    e to apply a filter  see Modifying textures      e enable filter  then activate the filter  it is applied to the selection according to  its current settings    e adjust the settings  the effect is updated continuously    e tap to finish  the selection is cleared  or a new selection created according to  the selection settings and tap position    to clear the selection  tap somewhere outside any paintable surface    to select the entire paintable texture s   clear the selection  the in
16.  copy saves the adjusted image  with a new name  appending a numbering to the file name     Generating procedural textures    The tools for generating procedural textures are found in the  Procedural  group of the material   panel s list     to generate a procedural texture     open the material panel and expand the  Procedural  group in the material list    2  select objects or faces to initially apply the material to  then tap the image of the respective  entry in the list  a new texture is created with the standard settings and placed in the upper  part of the list     3  adjust the parameters and colors  e the texture is updated continuously in the viewport    to change a procedural texture  select the respective material and adjust the parameters  Gradient    gradient generates repeating linear or radial  circular or elliptical  gradients  creating striped or  spotted patterns  Using full transparency for the inner  first  part of the gradient  grids with circular  holes can be created     e radial  whether to create a linear or radial gradient  e mirror  to alternate the gradient with its mirrored version  e width  the width of one iteration    e height  for radial gradients  use the same value as for with for circular  a different for elliptical  gradients    Tiles    tiles generates various two  or three colored tile  brickwork  or checker patterns  Using full  transparency for the tiles  grids can be created     e shift  to shift every other row  if enabled  the shif
17.  custom tip images  e many blending modes   e painting with transparency   e applying filters effects to selections  or by painting   e stamping decals   patterns   e projecting textures by painting   e smudge tool   e clone tool   e erasing to history   e magic wand  and face selection    Preparing to paint    Before a surface can be painted  a  possibly blank  texture image must be mapped to store the color  information  The possible precision of the paintings depends on the resolution of the image     You can paint on a surface wherever an image is mapped  however  if the image is tiled  or the same  part used on multiple locations of an object  your painting will appear repeatedly as well  To avoid this   every part of the surface must be mapped to a unique part of an image     Spacedraw provides a tool to create unique texture images and maps  possibly from existing tiled and  repeated mappings  retaining the surface   s appearance  This is especially useful when part of a large  surface  covered with a tiled small texture image  shall be customized by painting  It works as follows     For every UV connected part of the selection  a new image will be created and mapped  using the  existing mapping coordinates  The dimensions are chosen such that an adjustable minimum precision  in pixels per unit  of the 3d space  is attained everywhere  and that the resulting images have with an  height of a power of 2  if the mapping is much distorted  far higher resolutions may occur 
18.  e directional  the rotate tool is activated and you can orient the radiation    e spot  the target  initially positioned at the lights location  is selected and the move tool  activated  you can now define the beam direction by moving the target    4  adjust the properties  tap to finish    e the properties can be adjusted before or after the orientation  or alternately   concurrently  you can change the view using multi touch or by tilting the device with  tilt move enabled    to adjust the position  direction and intensity of lights   1  enable object selection mode and select the light    e multiple lights  or lights together with objects can be transformed    2  move the light with two fingers  or use the move   rotate  or m r s tool from the  ribbon    e scaling lights only scales the objects representing them has no influence on the  lighting effect    e with one light selected  the m r s tool changes its intensity instead of scaling    e spotlights move without their target and automatically orient their direction towards  the target  to preserve their direction  and move the target together with the light   select both    e to orient a spot light  either  e move the target  the light orients itself automatically  e rotate the light  the target moves accordingly  e to see the effects  it is essential to change the view concurrently    to view and adjust the properties of a light  load the lh ribbon  enable object selection mode and  select the light  the properties ar
19.  enabled  it also orients itself according  to the ori  se   command    and updated when modifying the selection  With the show tripod while selecting preference disabled   the pointer is hidden until you activate a transform tool or perform a move operation     Transforming multiple objects at once    When multiple objects are selected  they may be rotated around   scaled from either  e a common center  e therefor  use the ref  CS tool or invoke pos  sel  to position the tripod  e their own pivots  e therefor  invoke each    e for each selected object  a tripod is displayed at its pivot  aligned with the transform   axes    planes that will be used    In case of independent transform centers  the transform axes    planes may be either  e the same for all objects    e therefor  use the ori  obj    ori  world  or ori  view commands  or the rotate tool   the ref  CS tool will also set the transform center to the tripods position for all  objects     e for each aligned with its coord  system  e therefor  invoke each    Selecting and moving with a selection tool    With a selection too  active  you can select or move  using different touch actions   e tapping always selects  e     sliding with one finger within the too  zone moves the picker and selects  with one exception   e with elements selected  start sliding up   down within the small pointer area to move  e when sliding with two fingers within the too  zone    e with lasso or paint enabled  the    lasso    resp     brush  
20.  follow the steps above to specify the scale center  and possibly scale axis resp   plane    2  slide into the screen from right within the type rim  like for entering coordinates  the text input  appears    3  enter the scale factor    Moving  rotating and scaling concurrently    Using two or three fingers  elements can intuitively be moved  rotated and uniformly scaled  simultaneously     1  activate the m r s tool    2  if required  move the tripod to the  common  transform center  or invoke each to transform  each selected object about its own pivot    3  slide two fingers within the tool zone  the average motion moves in the screen plane  twisting  rotates in the screen plane  pinching scales uniformly     e Simultaneously  you can orbit the view around the transform center to rotate the  screen plane  thereto  set orbit   look around to orbit and orbit  center   pointer to  pointer in the V menu    4  to move another element  select it by either tapping or moving the picker with one finger  the  transformed elements are deselected automatically and the m r S tool stays active    Mirroring    to mirror through a plane  1  activate the mirror tool  2  if required  define the mirror plane  either  e move the tripod to a point in the  Common  mirror plane  or  e invoke each to mirror each selected object through a plane through its own pivot  e now  each object will be mirrored through its own coordinate planes     e to use a common plane orientation  use the ori  obj    or
21.  mtl file  to change a library material  either    e create an instance by assigning it to a selection  change the properties of the instance  then  invoke save    e select it in the library group of the list and change the properties  the definition in the library is  updated immediately    to restore all materials that are bundled with Spacedraw  delete the     materials    subfolder in the      spacedraw       folder  then start or restart Spacedraw  the library will be created as when the program is  installed    Curved and flat faces  smooth and hard edges    To specify    e where a surface shall appear flat and where curved  even though it is approximated by flat  faces     e along which edges and at which vertices creases resp  cusps shall appear  and which shall  appear smooth     normals are assigned to the faces at the vertices  if the transition between two faces shall be smooth  at a vertex  the same normal is assigned to both faces at that vertex  else a separate one is assigned  to each face     For lighting calculations  the normals are then oriented automatically and interpolated across the  faces  normals belonging to a single face are oriented perpendicular to that face  normals shared  between faces are oriented in the average normal direction     The normals are also used to determine the curvature and the locations of creases and cusps when  polygon meshes are converted to spline surfaces     The normals can be displayed as lines emerging from the vertice
22.  performance     e curve approximation steps sets the number of divisions for splines and arcs  e X ray opacity determines the faces    transparency when x ray is enabled    e Antialiasing makes edges appear smoother  not supported on devices with  Adreno  GPU   most newer devices     e Real time transparency sort provides a permanently correct transparency representation while  changing the view and while moving elements  but heavily impacts the performance  if  disabled  transparent surfaces lying on top of each other are displayed correctly only after  releasing the touch    e when changing the view by tilting  tap within the view zone to update the transparency  Starting  saving and loading scenes and models    Starting  running and exiting Spacedraw    Once you ve installed Spacedraw  you can start it like any other Android application from the apps list   or by opening a  spa    spah  or  obj file  see below  from a file browser     There always runs only one instance of Spacedraw on a device  if you open a file with Spacedraw and  it is already running  it is brought to front  and asks you to save unsaved changes to the currently  loaded scene if necessary     To send Spacedraw to the background and return to the previous application  use the back key   Spacedraw will be kept in memory and brought to front again if you tap its icon in the apps list or task   switcher     To exit Spacedraw and free the used memory  invoke exit from the F menu  the current state is saved
23.  resp  beside  the vertex positions  e show texture corners  to draw dots at the texture images    corners    e home grid  to display a grid in the x z plane around the origin  Hiding and freezing    When working on specific objects  or details of a larger object  it can be of great use  or even  necessary  to hide other objects or parts of an object     to temporarily hide objects or faces from view  select them  then invoke hide se ected from the V   menu    to hide the unselected objects or the unselected faces of an object  use invert from the selection   rollout beforehand    to unhide all objects or all faces  switch to object se ection mode or face selection mode then invoke  unhide all from the V menu    For objects  you can alternatively freeze them  this way  they stay visible  but are not selectable    Drawing lines and curves    With Spacedraw  you can draw freehand lines  CAD like polylines and splines  known as  paths  in  2d vector graphics  directly in 3D  They can be combined to arbitrary complex networks     The lines can then be used to create surfaces and solids   e they may be extruded  i e  to create the walls of a building   e    inflated    to arbitrary branched pipes  possibly of varying width  or  e networks can be used to define the contours of surfaces    All the tools for drawing are found in the W ribbon  It is organized as follows  e First come the tools  e  freeh   for drawing freehand lines  e line  for straight lines  and polylines   e spline
24.  sorting  use the options from the ribbon    to create a new folder invoke new folder in the ribbon  the text input appears  type the name and  approve with the enter key    to delete a file or empty folder  slide rightwards on it  a confirmation dialog appears  e non empty folders can   t be deleted    Undo and history    In Spacedraw  every construction step can be undone  even after exiting and restarting the  application  and with the paid version of Spacedraw  the construction history of a scene can be saved  and loaded in a file  The steps can be displayed in a list  and you can directly load any state from the  list     In principle  any number of steps can be saved  they are first saved to the RAM  and the older ones  then moved to the disk  the internal storage   when your device is out of RAM or disk space  errors will  occur  You can enable and disable the recording of actions at any time via enable undos in the F menu     Selections are treated as individual steps  the view is also saved for every state and can be loaded  together with the state  therefor  enable load view with undo in the preferences     to undo the last action  slide into the screen from right over the undo rim  the green line at the top right  border  or tap close besides the line    to redo an action  slide into the screen from right over the redo rim  the blue line below the green one   or tap close besides it    to show the history list  slide leftwards into the screen over the undo rim furt
25.  the status line  e simultaneously  the view may be changed to get an 3d impression of the object  4  adjust the parameters    e the parameters and the object type can be changed prior to defining the first point  or  before or after the dimensions  or alternately    e to assign a material   1  tap material to open the material panel  2  tap the image of the material to assign in the list  5  tap to finish    Parameters    There are various parameters to influence the character of the object created   e fill  whether the surface is filled  or a wireframe is created    e material  if fill is enabled  lets you assign a  possibly textured  material  mapping coordinates  are created in any case  so you can also easily assign a textured material later    e when ascene material is selected in the material panel  even if it   s closed   it is used  for the new object  else  the standard material is used  see Creating  changing and  assigning materials    e smooth  for round objects  whether edges are marked and rendered smooth  see Curved and  flat faces  smooth and hard edges    e   e disable this for a facetted object  e various division numbers   e    e for grids  first activate divide option of the rect  tool to make the x  and y divisions  available    e for prisms  pyramids  cylinders and cones  set cap division to  1 to create no caps  Additionally for rings and tori   e roll  the rotation of the tube  e twist  the twist of the tube  Additionally for spheres    e icosphere  t
26.  the surrounding faces    e welding vertices that share an adjoining edge or face  thereby collapsing or merging edges   and reshaping  collapsing or dividing faces    e welding edges that share an adjoining face  thereby reshaping or collapsing faces    Vertices and edges may either be welded to the center  or one vertex resp  edge may be moved and  welded to another  called target weld     The same results can often be achieved in several ways  by applying different commands to different  selections  in the following  preferably easy ways are described     to merge adjacent faces  select the separating edges or shared vertices  then invoke de ete  to weld adjacent vertices to their center  select the connecting edges or faces  then invoke collapse  to weld a vertex on another vertex or edge  target weld   move it to the destination with vertex   edge     or midpoint snap enabled  to weld vicinal edges to their center  select them  then invoke weld  to weld an edge on another edge  target weld   move it to the destination with an edge snap enabled    Automatic stitching and simplifying    The auto weld tool automatically welds proximal vertices  thereby collapsing small faces  or welding  unconnected elements     It can be used to automatically  e merge separate but coincident vertices  e therefor  make sure unconn  is enabled  e simplify meshes   e stitch together surfaces where they are closest  either along borders  or at arbitrary positions  Which vertices are welded dep
27.  their positions  enable each    Editing polygon meshes    Spacedraw provides plenty useful and established tools for polygonal modeling and retopology     e they work with arbitrary complex topology  manifold and non manifold meshes  faces with any  number of sides  edges shared by multiple faces     e the operations can be applied to any number of elements at once  possibly from different  objects     e normals  vertex colors and texture coordinates are retained  resp  reasonable modified or  generated    Most editing tools and  commands are found in the 9 iboon  depending on the selection mode  For    manual tessellation and for slicing  the line tool from the    sibbonn is used  extrusions are created by    moving  or scaling or rotating  faces or edged with extrude as accompanying operation  target weld is  done by moving with vertex  or an edge snap enabled     Using the commands    The available commands in the Ribbon and their effects depend on the selection  They are used as  follows   1  switch to the appropriate selection mode and select elements    e the applicable commands are now available  2  invoke the command    e itis executed immediately on the current selection  and you can continue with another  task if you are content with the result  or undo the changes    3  change the settings  if any  e the effect is updated immediately  e some options are available depending on other options  e the chosen settings are used when the command is executed the next time 
28.  using a transform tool    e the first copy is transformed normally  the second one two times  the third one three  times  etc     e you can change the transform tool  the transform axis resp   plane  and the reference   coord  system  if required  that way  you can easily create complex arrangements   e g  spiral arrays    4  if desired  continue with 2  to create copies   instances of all the copies and the originals once  again    e that way  you can easily create multi dimensional arrays  rectangular  polar  or other  very complex ones    Duplicating objects to vertices or faces    Objects can be duplicated to the locations of vertices or faces of other objects   to copy an object to vertices or faces   1  first select the vertices resp  faces to be used as the target locations   2  last select a vertex resp  face on the object to be duplicated so it is the active element    3  invoke replic  from the 9 spon  instances are created    e for vertices  they are placed with the active vertex to the locations of the other  selected vertices  with the orientation and scale of the original object    e for faces  they are placed with the center of the active face to the centers of the other  selected faces and aligned to them  the scale is not changed    the duplicates are linked to the objects on whose vertices resp  faces they are placed  automatically  Moreover  they are selected so they can be further transformed at once    e to rotate or scale the duplicates without changing
29.  within the box  a list of the keyboards installed on your device  is shown    When the text box appears  it is possibly filled with the current coordinates resp  the current name  but  the text is selected  and when you start typing it is deleted  to modify the text instead  first tap in the  box at the desired insertion point     Hiding the Interface    To get an unobstructed view  e g  to take a screenshot   all interface elements can be hidden by  tapping the menu button or via the F menu    Customizing the interface    The sizes of all screen elements  the effects of touch input and of tilting the device can be adjusted   Also  you can freely choose the colors of the user interface and the geometry elements in the viewport   a    home grid    and    sky    can be displayed to aid the sense of direction  Preferences can be saved and  loaded via simple text files     The preferences panel    The settings are managed with the preferences panel  it can be shown or hidden by sliding  leftwards into the screen over the preferences rim  the yellow line at the right screen   s border  at any  time     There are 3 types of items     e numeric values  slide horizontally on the entry  you can use the full width of the panel   to adjust the value  or tap the value to type    e colors  tap the color box to show the color picker and adjust the value  see Selecting colors  e on off values  tap the checkbox to enable disable the option  All changes are applied immediately  to see the ef
30. are selected  Spacedraw welds   bridges the nearest pairs    e the paths may have a different edge count  if so  vertices are inserted in the shorter paths  edges    e which ends of the edge paths are connected is determined automatically  but can be changed  with reverse    e the edge paths may be open or closed but not branched  if one or both paths are closed  the  edges are connected the straightest possible way automatically  but the twist can also be  adjusted    to weld together two surface areas  or create a    bridge    between them  select two distinct face   clusters  then invoke weld or bridge    e the face clusters may belong to different objects  if so  the objects are combined automatically    e multiple pairs of face clusters can be welded   bridged at once  if more than two distinct face   clusters are selected  Spacedraw welds   bridges the nearest pairs    e the    twist    is determined automatically to minimize distortion  but can be adjusted with twist    e ifthe face clusters are oriented very slant to each other  the    winding    of the bridge may not be  clear  it can be changed with reverse    e the faces of the selected clusters are deleted    Adding elements  refining meshes    to extend a surface from border edges  or to append faces to interior edges  enable extrude in the      ribbon and then move  or scale or rotate  the duplicated edges  see Accompanying operations    to extrude faces or face clusters  enable extrude and then move  or scale o
31. arts may be used  2  invoke inflate  the surface is created  according to the previous settings   e for large selections  this may take some time  3  adjust the overall parameters  e joint  whether the pipes are assembled at branchings to create a single surface  e if enabled  all branches starting at a joint have the same thickness there    e at very complex 3 dimensional branchings  the tool may fail to create sensible  junctions  in this case  disable joint    e  NEW cap   whether the ends are closed    e smooth girth  whether the surface is smoothed crossways    e enable for round pipes  disable for edged pipes       INEW use trisl  whether triangles are used at transitions between different numbers of    sides    e  NEW turn   the pipes are rotated 45    this results in a different quashing  and creates  another type of branchings with joint enabled    e with joint only applied at branchings    e  NEW optimize    only for joint disabled   whether the continuous  strings  are chosen    such that the straightest ones are continuous at branchings  e sides  number of sides  2 gives flat stripes  e with joint enabled  only even numbers are possible    e thickness    e  NEW squash    e rotation  only for joint disabled   relative to the first turn of each string  e smooth angle  maximal kinking angle for which the surface is smoothed lengthways    e only available with smooth girth disabled  to smooth everything  disable  smooth girth and set the smooth angle to 180      4   o
32. ay lead to lags when painting quickly and require a lot of disk space    There are two modes for painting with brushes     e grip disabled  the brush paints whenever you touch the screen over a paintable surface   exactly under the touch position  slide to stroke  tap to stamp    e this is more intuitive and makes natural  quickly repeated strokes possible    e grip enabled  the brush is moved like the picker  touch the screen within the grip area below  the brush to paint  somewhere else within the too  zone to move the brush  tap within the grip   area to apply a dab  somewhere else to move the brush to the tapped position    e this lets you precisely define and preview the position where the stroke shall start   resp  where a dab shall be applied    Color and transparency    The current color  and transparency   used for painting and filling  is displayed in the color box at the  screen   s top right border  its lower halve shows the color without transparency  in the upper halve it is  overlaid a gray white pattern to portray the transparency     to set the current color and  transparency  either  e tap the color box to display the color picker and use it as described in Selecting colors    e tap the color box again to close the color picker  or leave it open and use two fingers  to size and place it conveniently  e place two fingers within the too l zone  the color picker is shown temporarily  and the color can  be changed by moving the fingers  see to freely move in the
33. be created is displayed  3  tap to generate the patch surface  e fora large facet count  this may take some time  e all affected edges are converted to splines  e faces with more than four sides are not affected    e where patches and usual faces meet  there is a spline bounding the patch and the  straight edge of the face  so that gaps may arise  to close them  either straighten the  spline or create a two sided patch in between    e where patches of different division count meet  gaps occur if the interjacent spline is  not straight  they cannot be closed until the patches are converted to meshes    e faces sharing a normal at a vertex are assembled with tangential continuity there    to convert patches to editable polygon meshes  select the objects or patches to convert and invoke to  poly from the    ribbon    e atthe boundaries between patches and thusly converted meshes  vertices are shared among  a patch and faces so that a gapless transition can easily be retained  these vertices can be  moved manually  but move back to their position at the patch boundary when the patch is  transformed    Selecting  transforming and editing elements    To shape spline surfaces  you select patches  edges  vertices or handles with the f  ribbon loaded   and then either transform them  or invoke appearing commands that shape the surface in certain  ways     Selecting and transforming edges  vertices and handles on patches works analogously to solitary  spline networks     e patches    e
34. c    e the transitions between the    framing    splines are made smooth or symmetric  to make the surface smooth around vertices  invoke cop anar    e this doesn   t necessarily make the transitions along intermediate splines smooth    to make the surface smooth along edge paths  invoke smooth or symmetric  e you may use  oop to select loops  to make patches planar and all their edges straight  invoke straight    to create cusps at vertices  adjust individual handles  or invoke straight to make the splines start in  direction of the opposite vertices there    to create creases along splines  adjust the handles of the    framing    splines    e for    soft creases     make the handles parallel by invoking smooth or symmetric with the  framing splines select  then scale them to    to convert edges between straight lines and splines  invoke to splines resp  to lines    e while straightened splines yield the same surfaces as straight lines  the splines crook again  automatically when the adjoining vertices are moved    Light and color    Spacedraw can produce realistic images of a scene  taking into account positions and properties of  lights  material properties of surfaces as well as the relative viewing position and angle     Together with the perspective projection  this makes it possible to implicitly create visual art  Rather  than considering how an image should look from a specific position like a  traditional or digital  painter   you define the material colors and prop
35. ch  the transformed edges  of lines or curves  are detached if they are not  connected to faces    e copy  copies of the selected edges are transformed  for edges of faces  this yields a  wireframe model    e vertices   e by default  they are moved  deforming the connected faces    e extrude  lines are created between the old and new positions    The transform tool  the transform axis resp   plane and the reference coord  system may be changed  during an operation  that way  you can create complex extrusions or arrays  where the elements are  scaled  rotated and translated in various ways     Snapping  aligning and welding    When elements are moved and the respective snaps are enabled  they snap to other elements or the  coordinate grid  with the following exceptions    e when transforming with two fingers in distinct touch areas  all object snaps are disabled  e when transforming with two fingers in the large pointer area  grid snap is disabled    e with the move tool active  or when another than the E ribbon is loaded  all object snaps are  disabled when transforming with two fingers somehow    When objects are moved and orient is enabled in the snap options  they are also aligned to the faces  or edges they snap to  the tripods x z plane will be aligned with the face  resp  its y axis with the edge   To align a specific face or edge on the moved object with another face or edge  orient the tripod  accordingly before moving  see Transform center and  orientation     When m
36. ctivate  new dir    then move the pointer to specify the start direction  for the next segment  with quick disabled  tap     4  tap  with quick enabled  or double tap  with quick disabled  within the tool zone to stop  drawing  or activate the line or arc tool to continue with a line or arc    Editing    To insert an anchor point without changing the shape    1  with the spline tool active and an edge snap and combine enabled  snap the tripod to the  spline at the desired position    e to split the segment at the middle parameter value  use midpoint snap  2  tap twice  To remove anchor points  switch to the    ribbon  select them and invoke delete  a new spline   segment will be inserted joining the neighboring anchor points    To continue a spline smoothly from an endpoint  snap to it using point snap  then tap    To convert straight line segments to splines  invoke to splines from the    ribbon    To convert spline segments to polylines  individual straight lines   invoke to poly from the 9 ribbon    Adjusting    Splines are adjusted using the selection  and transform tools from the   ribbon     For shaping splines and spline surfaces  the m r S tool is especially well suited  it can simultaneously  move an anchor point and rotate and scale the related handles  see Moving  rotating and scaling  concurrently  With screen enabled  you can concurrently rotate the transformation plane by changing  the view     to adjust an individual handle  first select the corresponding verte
37. d in Spacedraw similarly to    paths    in vector   drawing programs  using anchor points  control points and handles  except that they can form arbitrary  complex networks  where anchor points are shared between multiple splines     Control points are the end points of the handles  Anchor points are vertices through which the  curve passes  Transitions between segments are categorized in three types     e corners  where the splines meet at an angle  e smooth transitions  where both splines have the same direction  the handles are parallel  e symmetric transitions  where the handles additionally have the same length   Vertices where multiple splines meet are called coplanar if all splines join in a plane there     Splines may be used to define the contours of complex organic surfaces  which can then be deformed  by adjusting the splines     Drawing    To draw splines  you alternately specify anchor points and control points   1  move the tripod to the start point and tap  2  move the pointer to the first control point to define the start direction  with quick disabled  tap   e the distance of the control point influences the curvature  3  repeatedly  1  move the pointer to the end point of the segment  with quick disabled  tap   2  either    e fora smooth  symmetric  transition  move the pointer to define the tangent  and curvature  with quick disabled  tap     e fora corner     1  move the pointer to define the end direction of the segment  with  quick disabled  tap     2  a
38. d menus  displayed as symbols resp  letters along the top left border   for selecting the ribbon  resp  accessing additional menus containing commands and settings    rims  parts of the screen borders marked by colored lines  where sliding into the screen has  specific effects    adjusters for numeric settings  stacked along the right border when needed  the text input  shown when needed together with a keyboard    touch area dividers mark the boundaries between the touch areas and can be dragged to  shift the boundaries    panels docked to the right screen   s border for specific tasks  only one panel can be open at a  time    The screen is divided in touch areas  where touching has different effects     the lower part of the screen  called view zone  is for changing the view    the upper part  called tool zone  is for operating the active tool  mostly by moving the 2d  or  tripod  or tapping geometry elements to select them    By using multiple fingers  the view can be changed while operating a tool     Tools  commands and settings    Spacedraw s functionality is exposed via tools  commands and settings  organized in four ribbons  and three menus     there is always one ribbon displayed along the top of the screen  it is selected by tapping one  of the four symbols on the top left border  the symbol of the shown ribbon is highlighted    the tools are used by touching the screen within the too l zone  They are displayed in upright  sans serif font in the ribbons  there alway
39. ded in three columns is shown  it is used as follows     e the right column lists the files and subfolders of the image   s directory  e it can be zoomed like any panel by pinching within the column  e when zoomed in  the size  dimensions and the time last modified are shown  e atthe top  the path is shown  tap there to switch to the parent folder  e the subfolders are displayed in blue at the top of the list  tap one to open it    e tap an image file to load it in the editor  the changes on the currently loaded image are  not saved automatically  tap the same image again to undo all changes and reset the  zoom of the central column    e the central column shows the original image and is used to crop it    e slide one finger up down in the upper resp  lower part  or left right in the left resp  right  quarter of the column to crop the image    e pinch to zoom    e the left panel shows a tiled preview of the cropped and resized image and is used resize it   change the resolution     e the image its repeated three times in both directions to let you preview the resulting  appearance    e slide one finger diagonal within the column to resize the image    e place two fingers in different  adjacent  columns  then slide sideways  to change their  distribution    e atthe top  the original and new dimensions  in pixels   and the scale factor are shown  e tap 100  to reset the scale  or reset to also undo the cropping    e save saves the adjusted images  overwriting the original  save
40. e brush   s transparency  the  original transparency is not altered    e darken  only changes colors to make them darker  else works like normal    e multiply  multiplies both the color  and alpha values  the surface becomes darker and  possibly more transparent with each stroke    e lighten  only changes colors to make them lighter  else works like normal    e screen  has the inverse effect of multiply  the surface becomes lighter and possibly  more opaque with each stroke    e flow  the strength of each dab  the resulting strength of the stroke depends on how many dabs  overlap at a spot and the strength value    e spacing  the distance between the individual dabs   e spacing noise  randomness applied to the spacing   e scatter  how much the dabs are scattered perpendicular to the stroke path   e rotation  orientation of the tip   e jitter  randomness applied to the rotation   e squish  squashing of the tip shape in x  resp  y direction for valued  gt 0 resp   lt 0    Organizing brushes    Spacedraw comes with a varied collection of brushes  sorted in 5 categories for different purposes   they demonstrate some of the effects achievable by adjusting a brush   s properties     e basic  brushes with round  homogeneous tips for creating smooth  contiguous strokes with  different    hardness     and a calligraphic brush  creating lines whose width depends on the  stroke direction    e covering  brushes to cover areas with various structures    e    colorful fur    demonstrates w
41. e displayed and can be adjusted    e the properties always belong to the light which is the active element    Materials    The visual characteristics of surfaces  i e  the colors  shininess and transparency  are specified by  assigning materials to them  Together with the normals  they determine how light is scattered     If lighting is enabled  the appearance of a surface at a specific point is influenced by the material  properties at that point  the relative position  orientation and properties of lights  and the view point  and  direction     To define the diffuse  usual  color  you can  e assign colors to faces  edges or vertices  possibly creating gradients  e map any 2d images onto the surface  e directly paint on the surface     Surface properties    Materials have the following properties   e diffuse color  determines the light that is scattered on the surface evenly in all directions  e if lighting is disabled  this color is used unaltered    e asingle color can be used  or it can vary over the surface where the material is  applied     e different colors can be assigned to individual faces  edges or vertices  e atexture image can be projected on the surface  e the surface can be painted    e the effect of this color on the surface appearance depends on the relative angle   intensity and color of the incident light  but not on the view direction  however  if the  camera light is enable it changes when you change the view  because the light is  rotated together with 
42. e scene was previously saved as  spa or  spah file  that file will be  overwritten    e saving big scenes with a large history can take some time  when the file is saved successfully   a message is shown in the status line    to save models in the  obj format  invoke export as  obj  the file browser and text input are shown   navigate to the folder where the file shall be saved and type the name  then use the enter key or    OK     button to approve  The material definitions are stored in an equally named  mtl file in the same folder   and all used texture image files are also copied to that folder if necessary     e to save all objects in the scene  disable    only selected     e to save specific objects  select them beforehand  and enable    only selected       e if only one object is selected  it is placed at the coordinate origin in the  obj file  The file browser    For opening and saving files  the file browser is displayed in a panel and lets you browse your device   s  local file system    e see Panels for resizing the panel  and scrolling and zooming the file list    e the full path of the shown folder is displayed in the header  e the subfolders are displayed in blue  sorted before or behind the files    e when zoomed in enough  the size and the time modified is shown for each file  to navigate to the parent folder  tap the header  to open a subfolder  tap it  to navigate back  use the back command from the ribbon  the back key closes the file browser  to change the
43. e time  3  adjust the overall parameters    e cap  bevel  whether to create flat or beveled rims    e out dist   in dist     NEW out   amp in   displacements of the created surfaces  use out amp in to    adjust both displacements at once    4   optional  adjust the parameters at specific places  activate the vertex   edge   or face   selection tool and select elements  the applicable adjusters and options will be available    Enclosing and chamfering edges and vertices    The surround tool from the 9 ribbon creates edges or faces around selected vertices or edges of a  surface  possibly removing the enclosed surface parts  It can be used to    e insert edge loops around edge paths or single vertices  e chamfer or round corners and edges of objects  e create veins or bulges on surfaces  or frames around them  It is used as follows   1  select vertices or edges  2  invoke surround  the operation is executed according to the previous settings    e the new edges are inserted at an equal distance from the selected edges or vertices   such that they are centered between other edges at the narrowest locations    3  adjust the options  e chamfer  deletes the enclosed surface parts and inserts plain faces    e inflate  deletes the enclosed surface parts and inserts four sided    pipes    for edges   resp  octahedral for vertices  connected with the enclosing surface    e weld  automatically welds colliding vertices  e this occurs for large distance values  e smooth border  whether to 
44. ed elements are deselected automatically    to move in a specific plane   1  activate the move tool  2  if required  orient the tripod appropriately  see Transform center and  orientation    e to move parallel to a face or perpendicular to an edge  use the ref  CS tool with a  face  resp  edge snap and orient enabled to align the tripod  then turn the snap off  again    3  disable screen  enable auto plane and orient the view roughly parallel to the desired plane  e the plane that will be used is indicated on the tripod   4  slide with one finger within the large pointer area  e     sliding within the small pointer area moves along the perpendicular axis  e sliding with two fingers moves freely   to move along a specific axis   1  activate the move tool  2  if required  orient the tripod appropriately  see Transform center and  orientation    e to move perpendicular to a face or parallel to an edge  use the ref  CS tool with a  face  resp  edge snap and orient enabled to align the tripod  then turn the snap off  again    3  either    e tap the respective axis arrow on the tripod  then slide with one finger within the tool   zone  roughly parallel to the axis    e the other two arrows will disappear    e disable screen  enable auto plane and orient the view roughly parallel to the  perpendicular plane  then slide up   down within the small pointer area with one finger    e this way  you always move roughly in   out the screen  which makes it difficult  to estimate the movement
45. ends on the settings   e connected  vertices connected by edges or faces may be welded    e disable this option to avoid collapsing boundary elements when used to stitch together  surfaces    e unconn   vertices not connected by edges or faces may be welded    e disable this option to avoid nearby unconnected parts from being welded when used  to simplify meshes    e _unsel   nearby unselected vertices may be welded    e using this option  you have to select less for simplifying  or you possibly only have to  select one side of aseam    e real time  the effect is continually updated while adjusting the distance  e for large selections  this may be slow  e distance  vertices being nearer may be welded    Only vertices belonging to the same object are welded  to weld distinct object together  first use  combine     Welding and bridging edges and faces    The weld tool welds distinct edge paths or surface areas  bride creates    bridges    between them   They work quite analogously     to weld together two edge paths  or create a    bridge    between them  select two distinct edge paths   then invoke weld or bridge    e you may use border  and non border edges and separate lines or curves    e splines and arcs are converted to polylines  use cover to retain them and create  patches    e the paths may belong to different objects  if so  the objects are combined automatically    e multiple pairs of edge paths can be welded   bridged at once  if more than two distinct edge   paths 
46. er the relative or absolute x value  tap the enter key on the keyboard  it may read    Next    or     Go      then likewise the y  and z value  after entering the z value  the pointer is positioned   and the text input and keyboard hidden    e to abort the input  use the back key at any time  e ifthe input is invalid  an message appears and you can enter the value again    Snapping and aligning    Snapping is essential both for positioning the tripod precisely  and for reaching points in space fast   Also  it allows for creating lines with shared vertices  and faces with shared vertices and edges  and  previously separate parts can be welded together  You can snap to  e an adaptive 3d coordinate grid  grid snap    it adjusts its spacing automatically to the zoom and the tripod  position  such that the  distances in screen space always stay appropriate     when zoomed out  or when the tripod is  farther away it is coarser  and when zoomed in  or when the tripod is nearer  it is finer  Hence   for finer coordinates you just have to zoom in     e the spacing at the default view and pointer position is 1 unit  when zooming out  it  turns to 2 5  then 5  then 10  then 25      and the other way round     e the target distance in screen space can be adjusted with the grid distance preference  e existing geometry     g    e vertices    S edges   lines   curves  the point nearest in screen space to the tripod position      midpoints of edges   lines   curves  for splines  the point wi
47. ertices accordingly     Texture images can be repeated multiple times to cover a surface  and the seams may arbitrarily cross  the faces  Therefor  texture coordinates outside the range of the images are assigned     When primitives or derivative surfaces are created  Spacedraw automatically generates reasonable  UVs  and many  obj files also contain them  If you assign a textured material to an object or face   selection that already has UVs  and where a single or no material is previously assigned  the existing  UVs are used and only scaled to match the new materials scale  Otherwise  the planar   for a face   selection   or the box projection tool  for an object selection  is activated automatically     Creating texture maps    One reasonable and easy way to map textures is to project them onto the surface  either straight from  a plane  called planar mapping   cylindrical or spherical  Since planar mapping roughly reverses the  process of photographing  it can produce good results for photo textures     Spacedraw provides the following tools for established projection methods  e planar  projects the image from a single plane straight against the surface    e box  projects the image from the six sides of a box  each face is mapped from the box side  whose normal parallels its own the most    e cylindr   projects the image from a cylinder  wrapping it around the object    e spheric   projects the image    from a sphere     by associating the spherical coordinates of the  su
48. erties and the light sources according to your ideas  let the  software calculate the image  and then possibly adjust the definitions     Also  realistic lighting is highly important for modeling 3d objects  since only lighting effects like  specular highlights create a real 3 dimensional look     This realistic lighting can be enabled or disabled at any time via lighting in the D menu     Using the tools    All the tools for lighting  shading  and painting are organized in the lh  ribbon as follows   It starts with three special modes for specific tasks    e color  for assigning vertex colors   e material  for defining  organizing and assigning materials   e paint  for painting     When activated  only the tools and commands for the respective task are available  For creating lights   working with normals and UVs  make sure color  material and paint are deactivated     Selecting colors    With Spacedraw s novel multi touch color picker you can move in the 3 dimensional color space by  sliding with two fingers  and that way intuitively choose any color with one grip  The average motion  moves a pointer on a color field to define the hue and saturation  pinching varies the brightness     The sophisticated  yet compact interface lets you also precisely adjust colors according to the HSV  or  RGB color model  chose a transparency  and access previously used colors  It can freely be resized  and moved on the screen     last sampled original    last applied current    opacity    c
49. ess    e faces on different objects can be used  3  you can now use the painting tools on the selected surfaces  they are paintable  e only surfaces where a textured material is assigned are paintable    e when you move the picker over a paintable face  it shows a circle indicating the  brush s size and a preview of the dab  resp  the start of the stroke the brush would  create when starting to paint  else  the pointer shows in red    4  tap paint  or another tool or ribbon selector to finish   e to continue painting on another part  select it and invoke paint again    Using brushes    Brushes are used to apply  modify  or erase color or transparency  they can create single dabs  called  stamping  or continuous strokes  called stroking   Strokes are composed of individual dabs defined  by the tip image  for smooth  continuous strokes  the dabs must overlap so that they are not  or barely   recognizable anymore  Distributed  separate dabs can be created by stroking with a large spacing or  scatter     The brush to use is selected from the brushes panel  where all available brushes are listed grouped in  expandable   collapsible categories  to open or close the panel  slide leftwards into the screen over the  panel rim  the lower long blue line at the right border     If undoable is enabled  every stroke can be undone  therefor  after each stroke  a new version of the  affected texture image s  is saved to the  textures  subfolder of the folder where the scene is saved   this m
50. et the grip area below the 2d  and tripod  used for  drawing freehand lines and painting  when the entries are selected in the preferences panel   these areas are outlined in the viewport    e tripod size  picker size and Pointer line width set the pointer sizes    e Vertex size  Selected vertex size  Active vertex size and Preview vertex size set the dot size for  the vertices    e if Antialiasing is disabled  the values are rounded to integers  e the Edge width entries set the line width for edges and lines and curves    e Some devices don   t support widths greater than 1  and devices that don   t support  antialiasing must have Antialiasing disabled for the line width to work    e if Antialiasing is disabled  the values are rounded to integers    The    Input    settings determine the effects on touching and tilting     e Drag speed sensitivity  together with Normal drag speed  sets the    touch acceleration    for  pointer movement and view change     e a sensitivity of 0 means no acceleration  Normal drag speed has no impact    e if the sensitivity is greater 0  motions faster than a certain speed  set with Normal drag  speed  are accelerated  while slower motions are decelerated    e Touch move factor can make the 2d  and tripod  and the view  move faster or slower than you  slide    e Tilt rotate factor can make the view rotate faster or slower than you rotate the device    The    Viewport display    settings determine the rendering of the geometry and can impact the 
51. ex  twice     to select connected faces  edges  or vertices  invoke connected  all elements connected to any  previously selected element will be selected    to select UV connected faces  edges  or vertices  invoke UV conn   all elements that are via between  faces shared UVs connected to any previously selected element will be selected    to select border edges   faces or  vertices  invoke border  the elements along every border with at  least one selected element will be selected    Modifying selections    to invert the selection  invoke  nvert  for faces  edges or vertices  all meshes with some selected  elements are considered  lights are not considered    to select the    outline    resp     border    of the current selection  invoke outline  for faces and vertices  the  meaning is clear  for edges  the command selects the border edges of the faces adjacent to the    previously selected edges  creating interesting patterns  changing with repeated application of the  command    to grow or shrink a selection  activate the grow shrink tool  slide up down within the tool zone until  the desired elements are highlighted  then release the touch    Switching selection modes  converting selections    When you switch the selection mode  the current selection is remembered and restored when  switching back     Selections can be converted a to another type  in some cases this is ambiguous   e for the maximal number of elements  tap object  face  edge  or vertex twice  e forthe mini
52. f different objects may be transformed about a common transform   center    Using the tools    All the tools for selecting  transforming and the accompanying operations are found in the E  ribbon  It  is organized in sections as follows     e the four selection modes    tools object  face  edge and vertex    e tapping one switches to the respective mode and also finishes any active transform   tool and activates the selection tool    e the selection mode determines the available selection options and  commands and  the operations    e the special selection options and commands  e the transform tools move  rotate  scale  m r s  mirror  and the de ete command  e the applicable ones of the accompanying operations copy  instance  extrude  detach  e the options for pointer movement and snap  depending on the active tool  e the reference coord  system tools and  commands   to transform  in most general  e activate a selection too  and select the elements to transform    e to rotate or scale the adjoining elements of a vertex about it  you only have to select  the vertex    e select an accompanying operation  e specify the transform center and  orientation    e activate a transform tool and adjust the move  and snap options  resp  select the transform   axis or  plane    e perform the transformation  see the respective sections    e either  e to finish  tap within the tool zone  activate a selection tool or another menu    e with a tap  you can simultaneously select an element for t
53. fect  make sure affected elements are visible        Reset    sets the selected entry to the factory setting     Reset all    restores all entries in the preferences   panel  and also the touch areas and panel sizes        OK     or sliding the rim again  retains the changes and closes the preferences panel     Cancel    discard  them     The preferences can be saved and loaded via plain text files as simple colon separated key value  pairs     e Tap    Save    to save the current preference to a file on your device  it gets the     spse    extension  and can be edited with any text editor    e Tap    Load    to load a preferences file  entries defined in the file are loaded  the others are not  changed    e To load only certain settings  e g  colors  first delete the other entries in the file with a text   editor    Adapting and adjusting the interface    For convenient operation  it is essential to adjust the interface to your device  and to your personal  preferences and working style  The most important settings are described in the following     The    Sizes    settings determine the dimensions of the screen elements        All sizes changes all size values  incl  Selection radius  Snap radius and Grid distance  at  one go    e Tap size determines the minimal dimensions of the    tappable    areas  e g  for menu items and  buttons    e Text size sets the font  and symbol size for menu items  the status line  and in panels    e Pointer grip length and Pointer grip width s
54. g the color of surfaces    Image files can be used unaltered to define the diffuse color of a material  colorized with the single  color set as the materials diffuse color  or with the assigned vertex colors  To retain the original color   make sure the diffuse color is set to pure white     Adjusting and mapping colors    Image files can be used unaltered to define the diffuse color of a material  or the colors may be  adjusted or mapped to other colors  including transparency  The original file is not changed  and the  same file can be used for many materials with different adjustments or mappings     to adjust or map the colors of a texture image for a material  select the material  then activate adj  color  or grad  map in the ribbon    e with adj  color  the contrast  saturation and brightness can be adjusted  and the hue can be  shifted according to the HSV color model with rotate hue    e grad  map maps the brightness of an images pixels to the colors of a gradient  When grad  map  is enabled  the gradient editor is shown in the materials properties and lets you define an  arbitrary gradient  possibly with full or partial transparent colors  contrast adjusts the mapping  curve     Cropping and resizing  Spacedraw includes a tool to crop and resize images  specifically designed to quickly create small and    well tileable texture images     to crop or resize images  select a material with the respective texture image in the material panel and  invoke crop  a window divi
55. hat is possible by using multicolored tip images with  transparency    e scatter  brushes to scatter the tip images  e trace  brushes to create various kinds of    traces    along the stroke  using rotate along  e decals  larger  colorful tip images to be    stamped    on surfaces    The brush definitions are stored in equally named plain text files with     spbr    extension as simple  colon separated key value pairs  They are located together with the tip images in subfolders of the      spacedraw brushes       folder     to_add a brush to the library  place the image to be used for the tip in the respective subfolder of the      spacedraw brushes    folder  when you start or restart Soacedraw the next time and open the brush   panel  an equally named brush will appear in the respective category and can be customized    to remove a brush from the library  delete the respective  spbr and image file    to create or delete a category  create  resp  delete  an equally named subfolder in the      spacedraw brushes       folder    Selecting areas    Areas on the texture can be selected to fill them with color or transparency  apply a filter  or erase  them  Contiguous areas with similar colors can quickly and reliably be selected with the magic wand  tool     to select texture areas   1  enable select  2  either    e to select faces  enable face  then either tap the faces to select  or move the picker  over them and release the touch when the desired face is framed    e to select
56. he limited screen size of about 5  to 10   or even down to 3 2      e is adaptable to the screen size   type and  resolution of any Android device    The interface is designed to be fast to learn for novices  and fast to relearn for experts  However   Spacedraw is a large program and introduces a multitude of novel concepts  so learning it may take  some effort     Interface elements    status line      6 65 6 39 23 1    a ject face edge vertex   UVs   lasso rotate scale mys murror    Ve  lt     type rim    rd A  delete   copy screen auto plane grid snap        ribbon            selectors                undo rim       S    display menu         touch area splitter          redo rim  view menu           file menu        g      adjuster  ribbon  tripod  picker  scene explorer   panel  cylinder  1 1024 F     scrollbar    rectangle  132  ref  CS pee i oe bet rectanglel  132  rectanglel2 132  i 13 objects  scene explorer  a  rim  mente i      touch area   splitter  splitter  __ redo view    touch area splitters view panel  rim  alt a         undo view rim    The Spacedraw window consists of one large 3d viewpot and various overlaid control elements   e the status line at the top    e inthe left part  hints for using the active tool  prompts for inputs  or messages are  shown    e inthe right part  the coordinates of the tripod  or info about the selection are displayed  e the ribbon below the status line provides access to the tools  commands and settings    the ribbon selectors an
57. he next  transformation    e continue with 2  to start a new operation with the selected elements  e continue with 3  or 4  to further transform    Transform center and  orientation  completely revised    The displayed and typed coordinates relate to the reference coord  system  it is also used to specify  the transform center   axis resp   plane for rotate  and scale transformations  The base point and snap  position for moving is determined by the tripod  Prior to a transformation  you can use the ref  CS and  ref  pos  tools to change the reference coord  system resp  the tripod position     Activate ref  CS  then either    e move the tripod  then either tap the view to set both the reference coord  system and the  tripod  or activate the ref  pos  tool to set another tripod position  the tripod is reset to the  position where it was before invoking ref  CS in this case     e enable an edge  or face snap and orient to align the ref  CS along an edge or with a  face    e activate rotate  the one besides ref  pos   to rotate the reference coord  system  the  procedure is the same as for rotating elements    e use the appearing commands     e selection  only for vertex   edge  and face selections   the the y axis of the coord    system is aligned with the average normal of the affected faces  the origin is set to the  geometric center of all affected vertices     the position on the instance used last for selecting is used   e object  use the coord  system of the active objec
58. he objects you are moving  to the faces or edges it snaps  to  thereto  activate orient  available when a face  or edge snap is active  To use    complex    snaps  it is  necessary to zoom in appropriately and set the snap radius large enough     e with a face snap enabled  the y axis of the tripod is oriented perpendicular to the face  e with an edge snap enabled  the y axis is aligned along the edge    e with a face  and edge snap enabled  and when the pointer   s dot is near an edge as well as  over a face  the y axis is oriented perpendicular to the face and the x axis along the edge    e if vertex snap is active additionally  and a vertex is within reach  the pointer is positioned to the  vertex  and aligned to the nearest edge and the face the dot hovers     e This is especially useful to establish a coord  system suitable for modifying existing  geometry    To set the tripod to the view center  use center pointer from the V menu     The reference coordinate system    The reference coordinate system determines the axes and planes for moving the tripod  defines the  snap grid  and is used for entering and displaying coordinates  it is always aligned with the tripod  and  it s origin is indicated by a small symmetric axes cross     To change the reference coord  system   1  activate the the ref  CS tool  available from the x  and f  ribbon  the reference coord    system is positioned and aligned with the tripod  2  if required  either  e move the tripod and tap to finish 
59. her  until the list is  displayed  the currently loaded state is indicated in green  you can now scroll  zoom or resize the list   see Panels    to load a state from the history list  tap it  you can    scrub    through the history by touching the active   green  state  and then dragging slowly up down  if a state takes longer to load than you linger over it   it is skipped    e when you perform any edit operation with a state from the history loaded  the subsequent  history is cleared  Spacedraw therefore displays a warning message in this case and opens  the history list   to cancel the operation and load the last history state again  tap it in the list  to  continue  tap within the tool zone    to clear the history  invoke clear undos from the F menu  all undo information  and the historic  painting texture image files are deleted    e if the scene is saved to a  spah file  that file is not changed immediately  but when you save  the next time  only the states after invoking clear undos are included    Changing the view    By default  Soacedraw uses a perspective projection  NEW Via the V menu  you can switch to an  orthographic projection     The view can be changed with single  or multi touch  and by tilting the device via motion sensors   Using different fingers  or by simply moving the device  you can change the view while moving the  pointer  drawing or modeling  That way you get a 3d impression of the model  and how you   re  changing it in real time     The lower pa
60. hrough four way junctions    e an edge ring is a path of    parallel    edges  connected in sequence by their shared faces  e avertex loop is a path of vertices  connected in sequence by their shared edges    Which of the previously selected elements are considered by the  oop and ring commands depends  on the element type and the gap settings     e for faces and vertices  a  oop is defined by at least two elements within it  and the  oop   command expands the selection from the active face   active vertex in the directions where  faces   vertices are already selected    e for edges  a gapless  oop or ring is defined by one edge within it  and the  oop command  selects every loop  ring with at least one edge selected    to select a gapless face  or vertex loop  select two adjacent faces   vertices within it  then invoke  oop    to select gapless edge loops or  rings  select one edge within every loop   ring  then invoke  oop    ring    to selected multiple face  or vertex loops at once  first select the corresponding edge rings   loops   then convert the selection    to select a loop or ring with a repeating pattern  select one    instance    of the pattern  invoke  oop  then  set the gap setting to the pattern length    Special selections    to select all objects  clear the selection  then invoke invert  to select all instances of the active object  invoke instances    to select all faces  edges or vertices of an object  select it in object mode  then tap face  edge  or vert
61. i  world  or ori   view commanas  or the rotate tool after the each command    3  tap the tripoa s arrow on the axis orthogonal to the mirror plane  Accompanying operations    The accompanying operations specify what happens with the selected  and affected unselected   elements in the process of the transformations  The possible operations depend on the type of the  elements selected     e objects   e by default  the original objects are transformed  e copy   instance  copies   instances of the objects are created     e with repeat set to greater than 1  multiple additional copies   instances are  created at once  which are transformed multiple times  producing arrays    e faces     e by default  they are moved together with their edges and vertices  deforming the  adjacent faces    e extrude  new faces are created  connecting the transformed with the adjacent faces       using rep  extr  instead  with every transformation  a new extrusion is  performed    e detach  the transformed faces are detached  leaving behind a gap    e with new obj  enabled  a new object is created from the detached faces   otherwise  they stay part of the object they come from    e copy  copies of the selected faces are transformed    e with new obj  enabled  a new object is created from the copied faces   otherwise  they become part of the object they come from    e by default  they are moved  deforming the connected faces  e extrude  new faces are created between the old and new positions    e deta
62. iew  the one  most perpendicular to the view direction  and indicated on the pointer with a line  connecting the corresponding tripod axes    e parallel to the screen plane      back and forth     by sliding in the large pointer area   small  pointer area  possibly concurrently  with screen enabled     e with tilt view active  the current screen plane is used  allowing to move in any direction  even using just one finger    e freely in space using two fingers  where the average motion determines the movement parallel  to the screen plane  and pinching moves back and forth  therefor  start sliding with both  fingers within the large pointer area  the screen and auto plane options have no bearing     To improve efficiency and precision  the tripod by default moves faster  in screen space  than you  slide when you slide fast  and slower when you slide slowly  To make it follow the finger movement  directly  start sliding within the grip area below the tripod     Entering coordinates    You can also position the tripod by typing absolute or relative cartesian coordinates     e Slide into the screen from right within the type rim  the topmost zone marked by a red green   blue line  the text input appears     e to enter the coordinates relative to the current tripod   s position  slide straight leftwards   so that left of the text input    x      is displayed    e to enter absolute coordinates  slide downwards slantwise  so that left of the text input     x    is displayed    e Ent
63. ific color  and transparency   simply paint with it  or select the desired area and    invoke fill    to erase to the original texture  to the state when it was made paintable   either enable erase and paint   or select the desired area and invoke erase    the original texture is composed with the current state according to the total strength and mode    Cloning areas    The clone tool copies the texture from one location to another    1   2     enable clone  source is activated automatically  move the pointer to the source position and tap  source is deactivated    e if the source shall be stamped  adjust the size  squish and rotation of the brush so that  it encompasses the desired region    move the pointer to the target position  a preview is shown  e you can clone to any paintable surface area  e adjust the brush   s size  squish and rotation to scale and rotate the source  either  e tap within the grip area below the brush to stamp  e move the brush to continuously clone from the area around the source position    e to clone from the same source to another area  move the brush to the new target  position with aligned disabled  then stamp or stroke    e to continue cloning from the same source continuously  proceed painting with aligned  enabled    e to clone from a new source  enable source again and continue with 2     Projecting images by painting    Images can be projected onto parts of surfaces by painting  based on the view    1   2     tap project  the file browse
64. igning materials  It shows the gradient as a horizontal  color strip  overlaid a gray white checker pattern to portray the transparency  Arrows indicate the  positions of the stops  beneath are color boxes  showing the respective colors  The boxes are spaced  equally  independent of the stop positions  to make the stops accessible even if the arrows are very  close     e to edit a complex gradient  increase the width of the material panel  to change the color of a stop  tap the respective box  the color picker appears    to adjust the location of a stop  drag downward  and then sideways from the center of the respective  stop box  the related arrow will move     e you can drag a stop over other ones to change their order    To insert a new stop between two existing stops  drag down from the gradient stripe between the  respective stop boxes  a stop is added with the average color of the surrounding stops centrally  between them     e after the stop appears  you can drag sideways to shift it  to remove a stop  drag upward from the stop box  to create an abrupt transition  move two stops directly together    Lighting    For realistically illuminating the scene  there are two options   e lights with specific properties can be placed at fixed locations  e up to eight lights can be used  e by default  there is one point light at position  0 15 0     e a directional light  always following the virtual camera  together with a mild ambient light can  be used    e the directional ligh
65. ing to colorful tip   e tapping tip opens the file browser and lets you choose an image file  e rotate along  whether the tip is rotated in the stroke   s direction  e colorful tip  determines how the tip image is interpreted     e enabled  the alpha values of the image   s pixels defines the painting strength and the  original colors are used  only possible for  png and  tif images    e disabled  the darkness of the image   s pixels defines the painting strength  where the  image is white  no paint is applied  where it is black  the maximal effect results    e scale  the scaling of the tip  not linked to the brush  e size  the brush   s tip diameter  measured in 3d space units scaled with the scale factor    e strength  the maximal strength of a stroke   s effect  e g  with a value of 0 5  the original color is  not altered more than 50  no matter how many dabs overlap and how often you move the  brush over the same spot    e mode  the blending mode  defines how the brush   s color and transparency is combined with  the original color and transparency    e normal  averages both color and transparency according to the strength    e behind  paints    behind    the existing color  the stroke has no effect on fully opaque  areas  on fully transparent areas the effect is the same as with normal  the  transparency is never increased    e atop  paints only    atop    of existing color  the stroke has no effect on fully transparent  areas  on opaque areas  the strength depends on th
66. ints on the image at elements of the mesh  e use pivot to position the tripod on the image    e texture in the snapping group of the ribbon snaps to the corners of the images   displayed as yellow dots    Splitting and welding UVs    to split or weld UVs  switch to the     ripbon  make sure color  material and paint are deactivated   then enable texture  Enable show UVs in the D menu to see the UVs  and show texture corners if  desired  The available commands and their effects depend on the selection mode     e weld UVs  merges the UVs of the selected vertices  or of all vertices of the selected edges or  faces  to their average  if the respective faces have the same material applied     e split UVs  assigns unique UVs to the faces at shared vertices  so that the texture image can  be moved in them independently    e for vertices  assigns a unique UV to each adjoining face    e for edges paths  splits the UVs such that faces on different sides of the path don   t  share UVs  requires at least two adjoining edges to be selected    e for faces  splits the UVs for all selected face clusters along their border edges    e auto weld UVs  automatically welds UVs that are very close together in UV space  if the  respective faces have the same material applied     Painting    For coloring surfaces  Spacedraw provides a wide range of sophisticated digital painting tools  rivaling  and partially exceeding those found in leading 3d graphics software     e highly customizable brushes with
67. is    2  slide into the screen from right within the type rim  like for entering coordinates  the text input  appears    3  enter the rotation angle in degrees  according to the right hand rule    Scaling    to uniform scale       1  activate the scale tool    2  if required  move the tripod to the scale center  or invoke each to scale each selected object  out from  resp  in toward  its own pivot    3  either  e slide one finger within the too  zone roughly away from  resp  towards  the tripod  e pinch with two fingers within the too  zone   to scale along an axis or in a plane   1  activate the scale tool   2  if required  define the scale center and the scale axis resp   plane  either  e move the tripod to the  common  scale center and orient it appropriately  e invoke each to scale each selected object out from  resp  in toward  its own pivot   e now  each object will scale in alignment with its own coordinate system     e to use a common axis resp  plane  use the ori  obj    ori  world  or ori   view commands  or the rotate tool after the each command    3  tap the respective part on the tripod     e to scale along an axis  tap the respective axis arrow  the other two arrows will  disappear    e to scale in a plane  tap the line connecting the respective axes  the arrow on the  perpendicular axis will disappear    4  slide one finger within the too  zone roughly away from  resp  towards  the tripod  e pinching with two fingers scales uniformly  to type the scale factor  
68. is defined by the pointer position    e the faces of circle based objects are marked and rendered as curved around the girth  see  Curved and flat faces  smooth and hard edges    Creation process    All primitives are created by specifying two points  the orientation is defined by the reference coord    system     1  activate the suitable too   2  move the tripod to the first point and tap  e the tripod   s position and orientation define the construction plane    e to place the primitive on the surface of another object  enable faces  or centers snap   then activate orient  the tripod will align itself with faces  see Snapping and aligning    3  move the tripod to define the dimensions    e screen and auto plane are disabled automatically  so sliding in the large pointer area  always moves in the construction plane and dimensions the base  while sliding in the  small pointer area moves    up and down    and changes the height    e how the pointer position is interpreted depends on the object type   e for a sphere  specify any point on the surface  e fora planar object  only move in the plane    e if you accidentally move off the plane  just disable the box   prism  or  cylin  option again    e for an extruded object  raise the tripod off the plane    e the shape is extruded perpendicular to the construction plane  and  the ribbon item for the respective object type  box  prism  cylin   turns  active    e if required  select another type now  e the dimensions are displayed in
69. itrarily be combined to  contiguous surfaces  Any number of patches can meet at a vertex and at an edge  and they may  converge there smoothly or angled  Four sided patches can be assembled among themselves  and  with three sided patches and planar faces with good tangential  or curvature continuity  for practical  purposes      Thus  Spline surfaces are ideally suited to create complex organic objects with smooth surfaces that  also have creases and cusps  with varying richness of detail  and arbitrary topology  Patches bounded  by straight lines and arcs let you easily and precisely define surfaces for architectural and mechanical  applications     Simultaneously moving control points and rotating and scaling the adjoining handles with the m r s   tool  while concurrently changing the view  lets you easily create any surfaces according to your  imaginings     Spline surfaces can be created by  e drawing the curve networks and then    covering    them with a surface   e extruding cross sectional curves     e deriving them from existing polygon meshes  taking into account the normals to determine the  curvature and locations of creases and cusps    They can arbitrarily be extended by extruding border  or interior edges to new patches     For adding detail  spline surfaces or single patches can be converted to polygon meshes to make their  facets editable individually  and parts of polygon meshes can be converted to spline surfaces     Creation and conversion    to create spli
70. l opens  e to use a procedural or library material  expand the respective group  and category  in  the list by tapping its title bar  e select the objects or faces to apply the material to  e faces on multiple objects can be selected together  e inthe list  tap the image of the desired material  e incase of a procedural  or library material  a new  instance  is created and placed  and selected in the upper selection of the list    e if you assign a textured material  and the selection doesn t has a single mapped  material applied  the planar projection tool is activated automatically  but you can  change the mapping method by activating another projection tool    to select all objects to which a material is applied as base material  invoke using with the material  selected in object selection mode    to select all faces to which a material is assigned  invoke using with the material selected in face   selection mode    e if no face is previously selected  the faces on all objects to which the material is assigned are  selected  else  only the faces on the object of the active face are selected    Managing the material library    Spacedraw comes with a material library of over 100 mostly textured materials for you to use  sorted  in 10 categories for various applications  You can simply assign these to your objects  or add your own  materials and textures to the library     When installing Spacedraw  the library is stored on your device in     spacedraw materials     The  mate
71. like the projection tools  the shift  scale and rotation can be changed using the  respective adjusters     Transforming and tweaking UVs    Spacedraw lets you easily and intuitively adjust texture maps by transforming the images on the  surfaces  directly in the 3d viewpot  Aided by preview highlight  individual UVs can easily be selected  and then moved to tweak the mapping  or entire UV connected parts can be selected and transformed    to transform or tweak UVs  switch to the     ribbon and enable UVs  the applicable selection  and  transform tools are now available in the ribbon  and the UVs are displayed as dots on the respective  vertex positions  for UVs not shared by all adjoining faces of a vertex  the dots are shifted towards the  respective faces  The tools are used as follows     e single UVs can be selected in vertex selection mode    e in edge selection mode  the UVs of the adjoining faces for the edges    endpoints are selected   if they   re not shared between the faces  only the UVs of the face under the picker are selected    e in face selection mode  all UVs of a face are selected    e connected selects the geometrically connected parts  UV conn  selects via between faces  shared UVs connected parts    e border selects UVs along borders of UV connected parts   e move  rotate and scale transform the mapping along the surface  e fora single selected UV  rotate and scale transform the edge connected UVs   e snapping can be used to exactly position specific po
72. ly    e use the size slider in the material panel to scale the mapping wherever the  material is and will be assigned    e for the box projection  the gizmo displays three dots on its edges instead  tap  one  and then slide within the tool zone to scale the projection along the  respective axis  to uniform scale the projection  use the white dot on the  corner of the gizmo     e fit  stretches the image to fit on the selection  resulting in the    best    unique mapping   with exception of box  here  the image is used 6 times     e turm  flip  mirror  rotate the image by 90    flip it upside down  resp  mirror it    e use snapping to snap the gizmos to elements and possibly align them  5  tap to finish    For uneven surfaces  the projections always result in distorted and unequally scaled mappings from  the images    sections to the faces  To avoid this  the image can be mapped to each face individually  aligned  or the map can be started at one face  and then straightly wrapped to neighboring faces until  the surface is covered  using the following tools     e per face  maps the image to each face individually  equally scaled  aligned with one edge   and undistorted for planar faces  seams arise along every edge    e wrap  for every connected part of the selection  maps the image to one face  then wraps it  equally scaled and  for planar faces  undistorted to neighboring faces until all selected faces  are covered  such that seams arise only where necessary    They are used 
73. mal number  long tap  touch and hold for at least half a second     When converting to objects   e with twice tap  all instances of the meshes with selections are selected    e with long tap  for every mesh  only the instance on which the last selection was done is  selected    Soft selection    Soft selection automatically selects elements surrounding the explicit selection    partially     gradually  decreasing with the distance  measured either as the    e spatial distance in 3d space    e therefor  enable spatial  and set spatial reach to the value up to which the soft selection  shall extend    e edge distance  the number of edges of the shortest path to the explicit selection    e therefor  enable edge dist  and set edge reach to the value up to which the soft  selection shall extend    The distance may also be spatially measured  but the selection limited by a maximal edge distance   this is e g  useful when you don t want to influence nearby unconnected parts  Therefor  enable both  spatial and edge dist  and set the desired values     How the selection strength decreases with the distance can be adjusted with falloff speed   The selection strength falloff is represented as a color gradient on the vertex dots  ranging from the  selected vertex color to the normal vertex dot color     To create a soft selection  enable soft in the Erion  then    e select vertices  edges or faces using any selection tools  surrounding vertices are partially  selected automatically  acco
74. ment of the source  then activate the  modifier tool  it is highlighted in blue in the 2 ribbon     e they can be disabled temporarily  collapsed  removed  and resized  The commands are  available when a modifier tool is active  if not  first activate the modifier by selecting an  element of the source and then tapping the respective modifier tool       e to enlarge or shrink the range of a modifier     activate it  the current edges  for inflate  resp  vertices  for diverge  will be  selected    change the selection  than tap resize  if the new elements already have a  modifier of the same type applied  the parameters are retained     e to re enable a modifier  select an element of the source and tap the respective    modifier tool  it is highlighted in light blue in the   tibbon   e the elements generated by a modifier are editable only after if is collapsed       Inflating lines    The inflate tool from the 9 ribbon creates surfaces around lines and curves  or the edges of meshes      Pipes    with any number of sides  or flat    stripes    may be generated  and their thickness      squash   and rotation  can be adjusted overall and in places  At branchings  the simplest possible    joints are created  yielding contiguous manifold surfaces from complex networks     The tool may be used e g  to create pipes  cables  hoses  frames  beams  trunks and branches of  trees  culms  blades of grass  snakes       1  select the lines   edges to inflate  e whole objects or arbitrary p
75. ming leaves the camera fixed  and moves the view center  thus having no immediately apparent effect    e  f orbit mode is enabled  pinch with two fingers within the view zone  the average motion  simultaneously translates the view     While zooming  the zoom level is displayed in the status line     to approach a specific point  first invoke  ook at pointer from the V menu  then zoom in     NEW  Perspective distortion    For perspective projection  always a certain distortion occurs  the larger the angle of view  the more  It  can be adjusted by holding one finger on the zoom strip and moving another one on the pan strip  or  the other way round   This changes the angle of view and zooms at the same time to compensate the  effect  such that the field of view stays approximately the same      Specific views    to reset all view settings  invoke default view    to move the view center to the tripod position  invoke  ook at pointer       to frame the selection   all  tap the view zone with 2   3 fingers  lights are taken into account if  they are shown     to switch to the standard isometric   top   front   left       views  use the buttons in the view panel        To comprehend the construction process  you can enable load view with undo in the preferences      NEW  Undo   redo view changes    This works analogously to normal undo  use the undo view rim  the green line at the bottom right  border  There s also a view history list similar to the history list  just  upside down  
76. n be assigned    e the list is structured in groups that you can expand or collapse by tapping the title   bars  as follows     e first come the scene materials  that are  or were  used in the scene  e then the procedural ones  e last is the material library  organized in expandable categories    e animage and the name is displayed for each entry  for materials without a texture  the  diffuse color is used    e tap the image to assign the material to the current selection  tap right thereof to select  the material and show its properties    e if objects or faces are selected and all have the same material applied  its name is  displayed in blue in the list    e the commands new  rename  delete  save  and using refer to the selected material  but are  located in the ribbon rather than the material panel  and only shown if applicable to the  selected material    to create a material     e activate material in the li  ribbon  the material panel opens  e select the material whose properties shall be used for the new one  than invoke new  e adjust the properties     e invoke rename to name it  if you assign a texture image  the material is automatically  named accordingly    to delete a material  select it and invoke de ete  only unused materials can be deleted  to delete all unused materials  invoke de   unused  to change a material  select is and change the properties  invoke rename to rename it    to assign a material     e activate material in the li  ribbon  the material pane
77. ne       3  snap the tripod to a vertex or edge in the slice plane  then tap    move the tripod to another point in the slice plane within the surface  a line indicates the slice   direction    e aface snap must be enable to use a point within a face  5  release the touch  the part connected to the first point is sliced    Generating and modifying surfaces and solids    Spacedraw comes with sophisticated tools for deriving surfaces and solids from lines or other surfaces  or solids     The inflate   diverge  and surround tools introduce novel ways for quickly generating contiguous  manifold surfaces from existing geometry     NEW The inflate  and diverge tools create modifiers  e they update when the source changes  e g  when the underlying splines are transformed  e the parameters can be changed at any time  e to adjust the parameters at individual places  simply select the respective vertices     edges or faces of the source with the     ribbon open  and the applicable adjusters will  be available    e if there are different modifiers at an element  you can switch the one to adjust  by tapping the respective tool  which is light blue in this case     on selection  the values of the adjusters are set to ones of the active element   sliding the adjusters changes the values for all selected elements  proportionally  to give all selected elements the same value  tap the adjuster  to bring up the text input and tap Go   Enter     e to adjust the overall parameters  select an ele
78. ne surfaces form curve networks   1  select the lines to cover    e whole objects or parts may be used  e to cover a single stitch  it suffices to select two adjoining sides    2  invoke cover from the 9 sibbon  the surface is created  e for large networks  this may take some time  e forall circuits only containing straight lines  usual polygon faces are created  e they may have any number of sides  e if they are not planar  the shape of the face is not defined    e apatch is created for every two   three  or four sided circuit containing at least one  spline or arc    e to use networks of straight lines to create Spline surfaces  first invoke to splines on  the lines    3  adjust the divisions  to create or extend spline surfaces by extruding   1  select the lines to extrude    e arbitrary networks of straight lines  splines and arcs may be used  straight lines are  extruded to polygon faces  splines and arcs to patches    e solitary lines  or the boundaries of existing patches or polygonal faces can be  extruded  border edges as well as interior edges may be used  2  enable extrude in the E ribbon  then move  or scale or rotate  the duplicated edges  e the lateral edges are created as straight lines  they can be converted with to splines  from the    sbbon  3  adjust the divisions    to derive patch surfaces form polygon meshes   1  select the objects or faces to convert    2  invoke to patches from the O ribbon and adjust the number of divisions  e the number of facets to 
79. ned colors are called vertex colors  They override the basic diffuse color and  transparency of the material  or are blended with the texture for textured materials     to assign colors to elements     1  activate color in the la  ciobon  the color picker is shown  2  enable the desired selection mode and select elements using any selection methods    e if all selected elements have the same color assigned  the color picker switches to  that color  else to white    e when using  asso  or paint selection  the color picker is hidden and deactivated  tap  color again to show it    e elements on multiple objects can be selected and colored together  3  adjust the color  e for objects  all faces are colored    e selected faces obtain the color overall  unselected faces are not affected  so sharp  transitions arise    e for edges and vertices  gradients are created between differently colored elements  all  adjacent faces are affected    e for faces with more than three edges  the exact color distribution of the  gradients depends on the triangulation and is not predictable    to clear assigned colors  select the elements to clear and invoke clear    Textures    With textures  the detail and realism of surfaces can easily and efficiently be enhanced without  increasing their geometric complexity  Using transparency  you can also add arbitrary 2 dimensional  geometry  and effectively approximate flat shaped objects like grilles  fences  blades of grass or  leaves     Spacedraw lets 
80. ng within the grip area below the tripod to draw  somewhere else within the tool   zone to just move    e here  the pointer moves directly with the motion of your touch in a plane parallel to the  screen    e you can   t use the two finger methods to move while drawing  however  you can still  move in any spatial direction by simultaneously rotating the view with another finger   or by tilting the device   thereto  set orbit   look around to orbit and orbit  center   pointer to pointer in the V   menu  The view then always rotates around the current tripoa position    e you can also tap outside the grip area to position the tripod    Freehand lines are created as a chain of straight line segments  As you move the pointer  vertices are  inserted evenly spread in screen space  adjustable with distance  The actual length of the segments  therefor depends on the zoom and pointer position  and you can draw more precisely by zooming in     You can snap a stroke   s start point to any snap target  while drawing  all snaps are automatically  disabled     to simplify a freehand line  use the auto weld command  see Automatic stitching and simplifying    to smooth a freehand line  use to splines from the    ribbon    Straight lines    line lets you draw single straight lines or polylines  Every time you release the touch  with quick  enabled  resp  tap  with quick disabled   a segment is added and a vertex inserted     Splines    Splines  chains of Bezier curves  are created and adjuste
81. o create a icosahedron  possibly spherical tessellated    Selecting    For all modeling operations  you first select the related elements  There are four types of selectable  elements and corresponding selection modes     e objects  collections of lines  curves and surfaces    e individual instances can be selected and transformed independently  see Organizing   multiplying and arraying objects    e faces  usually planar  surface components   e edges   e the borders of faces  possibly shared by two or more faces  and also  e lines  the segments of freehand lines and of splines  and arcs   e vertices   e the corners of faces  possibly shared by many faces  and also  e the junctures and end points of lines  spline segments and arcs   The modeling tools and commands vary with the selection modes  some only work in certain modes     while others adapt their behavior to the type of elements selected  The E and    sipbons therefor  start with the selection modes  and the available tools and commands depend on the mode selected     You can select any number of elements  and then apply every meaningful operation to them at once   For faces  edges or vertices  they may belong to different objects  where needed  these are combined  automatically  i e  bridge or weld      For sculpting objects  elements can also be selected partially so that the effect of transformations  gradually decreases with the distance from the explicitly selected point or region  called soft selection     If mul
82. object selects it  deselects all others  and possibly switches to object selection  mode    e when the create ribbon is loaded  tapping has no effect    e tapping the active  highlighted  object shows the text input for renaming it  use the enter key  after typing the new name to apply it and close the text input  or use the back key to cancel    Splitting and combining aggregates    When drawing lines and curves or creating primitives  aggregates and objects are created  automatically  but they can arbitrarily be split or combined at any time     to split an aggregate   1  select the faces or lines to separate    2  enable new obj  and then detach in the E  ribbon   then move the detached part away  a new  object is created from the selected part   e if selected and unselected elements share vertices or edges  they are split    to combine aggregates into a single one  1  select the objects to combine    2  invoke combine from the O ribbon    e if a selected object has multiple instances  it is first made unique automatically  see  the next section    Creating copies and instances    One aggregate can be placed in a scene multiple times at distinct locations  with different rotation and  scale  yielding individual objects  they are called instances  If an aggregate only has one instance  the  terms object and aggregate are interchangeable     All instances of an aggregate are treated equal  to modify an aggregate  you can use any instance   and the other instances will change
83. ollout and moved apart    to split a shared vertex  invoke split  for each connected face  a new vertex is created  and you can  now successively select and move them apart    e for each selected vertex  one of the new vertices is selected automatically    to detach a part from a mesh  select the respective faces  then either  e invoke split from the 9 iboi  you can now move away the selected faces    e use detach from the 7  ribbon as accompanying operation for a transformation  e enable new obj  beforehand to create a new object from the detached faces    Subdividing and cutting by drawing edges    To subdivide or cut meshes  you can    draw    edges on a surface with the line tool  using snaps  in one  step  you can    e splita single face with an edge  connecting a vertex or edge with another vertex or edge  or  e connect two arbitrary distant points on a surface with an    edge path     it may either   e  straightly    slice    through faces and other edges  or   e snap to vertices or edge midpoints  possibly following existing edges  e    slice    straight through an entire connected part of a mesh with edges     The line tool only inserts edges  to split the mesh along the drawn path   1  switch to the 9 ribbon thereupon and enable edge selection mode  the edges of the path are  selected automatically  2  invoke split    to freely    slice    faces with edges     1  activate the line tool from the   ribbon and enable the suitable snaps  at least one out of y   Sand S  
84. on  a surface    e for point  and spot lights  attenuates with the distance according to the linear decay  and quadratic decay    e ambient intensity  the intensity of the radiation from the light that has been randomly scattered  by the environment so that its comes evenly from all directions    e for point  and spot lights  attenuates with the distance according to the linear decay  and quadratic decay    e linear decay  quadratic decay  determine how fast the intensity attenuates with the distance   resp  the square of the distance  from the source    e real light from point sources attenuates with the square of the distance  therefor  set  linear decay to zero    e cone angle  the opening angle of the light cone  also depicted on the light object    e cone falloff  determines how fast the intensity attenuates from the center of the cone towards  its border    e zero means a uniform distribution    Creating and adjusting lights    to create a light   1  load the       ribbon  make sure color  material and paint are deactivated  and enable lights   then select directional  point or spot    e show lights and lighting is enabled  and lights  default   scene is set to scene  automatically    2  move the tripod to the location of the light an tap  the light is created  e for directional lights  the location has no influence to the lighting  3  depending on the type  a transform tool is activated automatically  e point  the move tool is activated and you can adjust the position 
85. on some  parts    Where the surface s materials are textured  the original  possibly repeated images are then copied to  the new images  where they   re not  the new images are filled with the material   s diffuse color  and the  new material   s diffuse color is set to white   A new material  textured with the generated image is then  created and assigned for every part    The generated images are stored in a subfolder named  textures  of the folder where the scene is  saved as  spa or  spah file  if the scene was not saved before  an error message will appear     to create a unique texture mapping   1  switch to the Mibin  make sure color  material and paint are deactivated  then enable  texture  2  select the objects or faces to be mapped and invoke unique texture  e multiple objects  or faces on multiple objects can be selected together    3  the dimensions  in pixels  of the images to create  and the total pixel count  in megapixels  are  shown  adjust the desired minimal resolution with pixel unit  then tap to create the images and  materials    e you may now delete the old material s  manually if they   re not used anywhere else    to start painting     1  switch to the fa cipbon and make sure paint is disabled  2  select the objects or faces you want to paint on  then tap paint    e select as little as possible  all texture images assigned to the selected surfaces have  to be loaded into the RAM multiple times to make the painting effects possible  if error   select l
86. oving and snapping vertices or edges to other vertices or edges on the same object  they are  automatically welded to the targets  possibly collapsing shared edges and faces  see also Removing    and combining elements   Organizing  multiplying and arraying objects    Surfaces and lines are grouped to aggregates  which can be treated as a unit  In principle  arbitrary  collections can be grouped  they are often connected  but needn   t be  The representation of an  aggregate at a specific location in the scene  with specific scale and rotation  is called object     The scene explorer    The scene explorer panel lists all objects in the scene  shows statistics and lets you select and  rename objects  it can be shown or hidden by sliding leftwards into the screen over the scene   explorer rim  the white line at the right screen   s border  at any time     line  curve segments    face count vertex count      4        active object    a selected objects  pyramidi  1       hidden object          pyramid2 7  spherel1 192 Wick       Objects linked  sphere12 a    to    pyramid2     14 objects   total counts   It is structured and used as follows   e the selected objects are indicated in blue  the active object is highlighted  e hidden objects are displayed in gray  e linked objects are indented and placed below their superior    e besides the objects the number of their faces  line  curve segments  and vertices is shown  the  total counts are displayed below the list    e tapping an 
87. ptional  adjust the parameters at specific places  activate the vertex  or edge selection tool  and select elements  the applicable adjusters and options will be available NEW also rotation    and sides can be changed individually    to create branches with different parameters  e g  thickness  at a joint  apply distinct modifiers to them   then you can use edge selection to adjust the values for specific branches     NEW Lines  splines and arcs can be inflated at creation by activating inflate before starting to draw     e if you snap to an inflated line with combine enabled  append if available to continue an inflate    e if you wish to create a branch starting out with a different thickness  make sure append  is disabled    e adjusters are available to change the parameters at each added vertex  e the inflate can be temporarily disabled       Diverging surfaces    The diverge tool from the G sibbon gives thickness to existing surfaces by splitting them in two  either  as a whole or in places  The displacement to each side can be adjusted and varied area by area  At  borders  flat or beveled rims can be created  Closed  contiguous surfaces are generated even from  complex ramified constructs     1  select whole objects  or the faces  edges  or vertices around which the surface shall be  diverged    2  invoke diverge  the surface is created  according to the previous settings   and vertex   selection mode is activated automatically    e for complex objects  this may take som
88. r opens  selected the image to be projected    place two fingers on the screen  the image is overlaid the viewport as it will be projected   move  rotate and pinch to adjust the position  orientation and scale    stroke or stamp to apply the projection with a brush    e the strength and mode determine how the color and transparency of the projected  image is combined with the original color and transparency    change the view or image placement to change the projection  or tap project twice to load  another image    
89. r rotate  the faces    to fill gaps with a faces  select the border edges and invoke cover  e fora single gap  it is enough to select two adjoining border edges    to regularly subdivide  tessellate  faces  use the e  Hand   I commands  they work on each selected    face individually      e  called diamond tessellation  connects the midpoints of adjacent edges       H  called quad tessellation  inserts a vertex in the face center and connects it with all edge   midpoints  e z called tri tessellation  inserts a vertex in the face center and connects it with all vertices    to insert    edge loops     select    paths    of faces  using e g   oop or path   and invoke edge  oop    e the paths may be arbitrary shaped and branched and can contain faces with any number of  sides  but must contain at least two faces    e the edges are inserted at center by default  but can be shifted to one side using shift    to surround edges or vertices with edges  use surround with chamfer and inflate disabled  see  Enclosing and chamfering edges and vertices    Detaching and dissecting    to dissect a surface along edge paths  invoke split from the 9 ribbon  you can now move the  elements on either side independently    e the mesh is only split at vertices where at least two selected edges meet  except for border   vertices    e the paths may be arbitrary shaped and branched    e if the path is closed or self intersects  the isolated parts can now be selected with connected  from the selection r
90. rding to the settings    e adjusted the settings  the vertices surrounding the explicit selection are partially selected  accordingly    Transforming    Spacedraw s multi touch transform tools let you move  rotate and scale elements in various intuitive  and efficient ways  use    e move to translate along an axis  in a plane  or simultaneously in all spatial directions   e rotate to rotate around an axis  or freely around all 3 axes   e scale to scale along an axis  in a plane or uniformly  e m r s to move and rotate in a plane  and uniform scale concurrently  e when using the screen plane  it may be rotated simultaneously by changing the view  e mirror to mirror through a plane    You can also quickly switch between selecting and moving without activating a transform tool  using  different touch actions     The transform axes may be chosen automatically according to the selection or the view  or aligned  with existing geometry     Simultaneously to transforming  you can change the view to get a 3d impression of the effects  using  multi touch or by tilting the device     Various accompanying operations can be performed in the process of the transformations  objects  may be copied or instantiated  possibly multiple times  creating arrays  faces may be detached or  copied  faces  edges and vertices may be extruded     Any number of elements can be transformed at once   e objects may be transformed about a common transform center or individually    e faces  edges or vertices o
91. reated that can be  changed and added to the scene materials     To create  modify  assign and organize materials  the material panel is used  it is structured and used  as follows   e to show or hide the material panel  tap material in the     ribbon    e when the material panelis opened the first time after starting or restarting Spacedraw   the material library is loaded  which may take a few seconds    e the lasso tool is activated automatically  if paint select is not active   e inthe top part  the properties of the selected material are displayed and can be adjusted    e Diffuse  the basic diffuse color and transparency of the material  used wherever no  other color is assigned to elements  if the material has no texture    e inthe right half of the color strip  the pure diffuse color is displayed  in the left  it is overlaid a gray white pattern with the materials transparency    e to change it  tap  the color picker is shown    e Spec   the specular color and shininess  constant over the surface where the material  is applied    e shown as a strip of the specular color whose with depicts the shininess  a  small strip means small highlights  a broad one large highlights    e to change it  tap  the color picker and an adjuster for the shininess is shown  e Emiss   the emission  constant over the surface where the material is applied  e to change it  tap  the color picker is shown  e Texture image     see Using images  e inthe bottom part  all materials are listed and ca
92. rfaces points with the Cartesian image coordinates    These tools show appropriate shaped gizmos depicting the surfaces from which the image is  projected  they can freely be moved and rotated using the standard transformation tools or positioned  and aligned automatically  relative to the selection  the view or the global coordinates     to create a projection map     1  switch to the li  ribbon and activate material  the material panel opens  2  select the objects or faces to be mapped and select a textured material to be used  e multiple objects  or faces on multiple objects can be mapped together    e ifthe selection already has a textured material applied and it shall be used  make sure  it is selected in the material panels list    e if the selection doesn t have a single mapped material applied and you assign a  textured mapping  the planar projection tool is activated automatically  but you can  change the mapping method by activating the respective tool    3  activate a mapping tool  a gizmo  fitted to the selection  is shown and the projection performed  accordingly    4  adjust the projection  using the appeared tools  commands and adjusters  e move  rotate  the standard transformation tools    e pos  sel   ori  sel   ori  obj   ori  world  ori  view work like the reference coord    system commands   see Transform center and  orientation    e scale  scale width  scale height  let you adjust the scale uniformly  or in the x  and y   direction of the image individual
93. rial definitions are stored in standard compliant Wavefront  mtl files  as they are used for  obj   files  one for each category  The associated texture images are stored in equally named subfolders   named according to the materials  You may create or edit the  mtl files with a text editor or use the  following methods     to add a material to the library  either    e create the material in the material panel using a library material from the respective category  as template  i e   select that material and invoke new   adjust the properties  then invoke save  in the ribbon    e you may assign a texture image from any folder  when you save the material to the  library  the image is copied to the respective library folder    e copy the image to use as texture in the respective subfolder of the     spacedraw materials      folder  using any file manager  when you start or restart Soacedraw the next time and open  the material panel  an equally named material will appear in the respective category and can  be customized   to remove a material from the library  either  e select it in the material panel and invoke delete    e open the respective  mtl file with a text editor and remove the corresponding part    to create a category  create an accordingly named subfolder in the     spacedraw materials        folder   when you start or restart Spacedraw the next time and open the material panel  the new category will  show up    to delete a category  delete the respective folder and 
94. rt of the screen  called view zone  is destined for the view operations  its top boundary  can be shifted by dragging the touch area splitter on the screen s left or right border  For single touch   there are distinct touch areas for translating  rotating  and zooming  Using two fingers  you can pan  and zoom  or panand dolly concurrently  Simultaneously  you can orbit or look around by rotating the  device     status line      6 65 6 39 23 1      aT face edge vertex   UVs   lasso rotate scale m r s mirror    Fi  lt     type rim      AN tN A A        AN   AX    To    lal O  delete   copy screen auto plane grid snap                 ribbon            selectors           undo rim       i    display menu     gt    touch area splitter        redo rim  view menu            file menu     g      adjuster    ribbon  tripod  picker  scene explorer   panel  cylinder1 1 1024  lt     scrollbar  rectangle  132  ref  CS z a jai rectangle   132  l     rectanglel2 132  i 13 objects  scene explorer  a rim  meen ec al      touch area     Sprite  splitter  ___ redo view    touch area splitters view panel  rim  ON em         undo view rim    Most options and commands are available from the V menu  the others in the    Input    section of the  preference panel     Rotation    e You can orbit the view around the view center  determined by the zoom level  or around the  tripod  or look around from the viewpoint  to choose with orbit   look around and orbit  center    pointer      e To rotate the vie
95. s    For creating primitives  the last four tools of the   ribbon are used  3d objects are created by   extruding  a planar shape perpendicular to the plane  to a point  or radial     e rect  creates  e  e rectangles and rectangular grids between diagonally opposite corners  e cuboids  boxes  between diagonally opposite corners  e rectangular based pyramids by specifying the base and the height  e n gon creates  e regular polygons by specifying the center and a corner  e prisms by specifying the base polygon and the height  e pyramids by specifying the base polygon and the height    e    cornered rings    by specifying the center  a point on the mid circle of the tube and  the tube   s radius    e circle creates  e discs by specifying the center and a point on the circumference  e cylinders by specifying the base circle and the height  e cones by specifying the base circle and the height    e rings  tori  by specifying the center  a point on the mid circle of the tube and the  tube   s radius    e sphere creates  e spheres  divided along circles of latitude and longitude  e    icospheres     possibly tessellated icosahedra  by specifying the center and a point on the surface    Circles are approximated by regular polygons  and the only differences between the circle  and n   gon based objects are    e the larger default number of sides for circle  here called divisions     e for circle  the base is aligned with the coordinate system  while for n gon the position of a  corner 
96. s  therefor  enable show normals in  the D menu     When primitives or derivative surfaces are created  Spacedraw automatically generates reasonable  normals  and many  obj files also contain normal definitions  or smoothing groups  from which normals  are derived   but you can change them at any time  They are not assigned manually  but simply by  marking edges or vertices as smooth or hard  the faces will appear curved between smooth elements  and flat between hard elements  Whole objects  face selections  or individual edges and vertices can  be marked     To edit normals  switch to the fa ipbon  make sure color  material and paint are deactivated  then  enable normals    e to mark an edge or vertex as hard  invoke harden  e to mark an edge or vertex as smooth  invoke smooth    e to automatically mark transitions between faces as hard or smooth  depending on their angle   1  select the objects or faces to be affected    2  invoke auto smooth   3  adjust the threshold angle  e to unify the direction of the normals on connected parts  invoke conform  e to flip normals  invoke flip    Assigning colors and transparency to elements    Colors can be assigned to whole objects  faces  edges or vertices  possibly creating gradients  This  way  objects can be quickly and precisely colored matching the geometry  using the same selection   tools as for modeling  This method is especially suitable for technical applications  and for coloring  highly detailed models     The thusly assig
97. s is one active tool  indicated in green    the commands are immediately executed on the selection when tapping them  They are  displayed in oblique sans serif font    the settings influence how the tools and commands work  some settings belong to specific  tools and are only shown when the respective tool is active  There are two types of settings     e    on off    settings are displayed in serif font in the ribbons or menus and toggled by  tapping them  enabled options are indicated in blue    e numeric settings are made available via adjusters  displayed along the right screen   s  border  to change a value either    e touch the screen on the adjuster   s name and slide up down    e tap the adjuster   s name  the text input appears  type the value and tap the  Enter key on the keyboard  it may read    Next    or    Go        to reset a value to the default  touch the screen on the adjuster   s name and slide  rightwards    Panels    For specific tasks  panels are shown along the screen   s right border  containing control elements and    lists   e  e    scene explorer  for inspecting and selecting objects  file browser  for loading and saving files  material panel  for editing and organizing materials  brush panel  for selecting brushes for painting  preferences panel  for changing advanced settings  history list  for accessing the construction history    The panels can freely be resized  and lists can be zoomed using multi touch     to resize a panel  place one finger wi
98. sired elements are framed  release the touch   to select elements by    painting    over them  known as paint select or drag select   1  switch to the desired selection mode and activate the paint tool from the selection rollout  2  slide with one finger to move the picker to the start position    3  slide with two fingers within the tool zone to shape a circle  the average motion moves the  circle  the horizontal distance determines the radius  all elements touched by the circle get  selected    analogously  you can deselect objects or elements with the uns  lasso  and uns  paint tools    Paths  loops and rings    to select all faces  edges or vertices along the shortest path between two elements  select the start   element  activate the path tool from the selection rollout  then move the picker to the end element   while you move the pointer  the path is highlighted    to select irreqular paths  use the path tool repeatedly  the path always starts from the active element   which is the end element of the previous path segment    Loops and rings are    straight    paths of faces  edges or vertices across a surface  defined for topology  with four sided faces  they may or may not be closed and can have gaps  The  oop and ring  commands let you easily create complex repeating gap patterns     e a face loop is a path of faces  connected in sequence by their shared edges    e an edge loop is a string of edges  connected in sequence by their shared vertices  it only  propagates t
99. smooth the transitions    e distance  overall distance of the inserted edges from the selected edges or vertices   equal to each side    e distance selected  adjusts this distance at the selected vertices  e out front  out back  position of the central edges   vertices for inflate  e out front selected  out back selected  adjusts these positions at the selected vertices    e the vertices of the original surface are    x rayed    and can be selected using  any selection tools  the surround tool stays active    e smooth angle  maximal kinking angle for which the new surface parts are smoothed  lengthways    4  tap another selection mode or ribbon selector to finish    Spline surfaces and patches    Spline surfaces are curved surfaces that are defined by spline networks  constituting their contours   They can be formed by adjusting contro  points and handles  providing excellent  intuitive control about  their shape     e the surface passes exactly through the control points  e the surface spreads out parallel to the handles from the control points  e the handle   s length determine the curvature at the control points    They are composed of two   three  or four sided patches  coons patches in the four  and three sided  case   bounded by splines  Also  patches bounded by any combination of splines  straight lines and  arcs can be created  The patches consist of many planar four  or three sided facets     Usual polygon faces and all kinds of patches of varying facet count can arb
100. t  e each  only for objects   for every selected object  its own coord  system is used    e parent  only for objects   use the coord  system of the  common  parent of the  selection  or the world CS if there s none     e world  the world coord  system is used  Activate ref  CS  then either  e move the tripod  tap to finish  e use the appearing commands     e active  only for vertex   edge  and face selections   the center of the active  last  selected  face  edge  or vertex is used    e selection  the center of the selection is used  for objects the pivots are averaged    e center  only for objects   the center of the respective vertices is used   e object  use the coord  system origin of the active object   e each  only for objects   for every selected object  its own coord  system origin is used    e parent  only for objects   use the coord  system origin of the  common  parent of the  selection  or the world CS if there s none     The used commands are remembered and applied at each subsequent selection automatically   If ref  CS is set to each  ref  pos  also becomes each  but not the other way round     The coord  system of objects  the  pivot   can be set to the tripod with the set obj  CS command   available when ref  CS or ref  pos  is active     Automatic positioning and orienting    When selecting elements  the tripod is  e automatically positioned at the selection center according to the pos  se   command    e in face  edge  or vertex selection mode  with auto ori 
101. t can be set with the equally named adjuster  e checker  to alternate the tile colors  e with shift disabled  creates a checkerboard pattern  e with shift enabled  alternates the colors of the rows  e with  height  the distances between columns and rows  e horiz  gap  vert  gap  the interstices between the tiles  use 0 for a simple checkerboard pattern    Clouds and turbulence    clouds and turbulence generate random cloudy  turbulent  or veined marble like fractal patterns   using the Perlin noise algorithm  By tuning the various parameters and using color gradients with  multiple stops  diverse  singular structures with an amazing richness of forms can be created  Using  partially transparent colors in the gradient  smoke and clouds may be produced     e seed  creates a new random  singular pattern using the current settings   e veins  only for turbulence   whether to create swirled veins or undirected turbulence  e size  the overall scale of the fractal components   e frequency  the number of fractal iterations  influences the level of detail    e turbulence  how much turbulence is added  with veins enabled  controls how much they are  swirled    e contrast  adjusts the mapping of the color gradient    Texture mapping    To specify how the flat texture images shall be mapped onto surfaces  texture coordinates  points on  the images   also called UVs  are assigned to the surfaces    vertices  For every face  the corresponding  part of the image is then spanned between the v
102. t shines towards the view center from a little above  and slightly left   of the viewpoint    Whether the lights placed in the scene or the camera lights are used can be changed with lights   default   scene in the D menu  The lights are depicted as yellow wireframe objects  formed according to  their type  these can be shown or hidden with show lights in the D menu     For placing  orienting and adjusting lights  so that all objects look as you imagine from different  positions  Spacedraw lets you simultaneously move  rotate and regulate lights  and concurrently  change the view     Types and properties    Spacedraw has three kinds of lights     e directional lights  casting parallel light with the same direction and intensity everywhere  as  the sun does  for all practical purposes  at the surface of the earth    e point lights  radiating light in all directions from a point  attenuating with the distance  as free  light bulbs  candles  fires or stars do in a sufficient distance    e spot lights  casting focused  cone shaped beams of light  attenuating with the distance and  with the angle relative to the spot s target vector  like a flashlights or headlights    e their direction can be changed by rotating the light  as well as by moving a special  target object towards which the light orients itself    Lights have the following properties  e color  the color of the emission    e intensity  the intensity of the radiation coming directly from the light source when scattered 
103. t within the type rim  to choose pure red  green or blue  tap the respective component display   to choose black  tap the bottom end of the left color strip   to choose white  tap the white color box at the top left corner   to fully saturate the current color  tap the hue display    to fully desaturate the current color  tap the saturation display  to choose a pure shade of gray  tap the saturation display  then slide within the left color strip  to choose the brightest color with the current hue and saturation  tap the top end of the left color strip    Transparency    The transparency of surfaces is handled together with their diffuse color  you can use texture images  with an alpha channel  paint with transparent colors  or assign them to elements     When transparency is applicable  the color picker shows a transparency slider on the right  and the  value is displayed as opacity percentage at the top and as alpha component at the bottom     In the color boxes at the top  the colors are displayed without transparency in the upper halves  and  overlaid a gray white pattern in the lower halves to portray the transparency     to adjust the transparency  slide up down within the right strip    to make the color fully opaque  tap the top end of the right strip  to choose total transparency  tap the bottom end of the right strip    Sampling and reapplying colors  The color boxes at the top let you compare the color you adjust with the original color  and access the    previousl
104. th the mean parameter  is used           Staces  the point nearest in screen space to the tripod position           Siace centers    for faces  the tripod always snaps to the nearest face under its screen position  if any   for vertices and edges  it snaps to the target nearest in screen space  if any     e only targets within a specific radius around tripods screen position are considered   adjustable with the snap radius preference in the Input section    e with x ray disabled  only targets not covered by other faces are considered  even if  the material of the faces is transparent  or if shading is disabled  so that you see the  targets    with x ray enabled  all targets under the tripods screen position are considered    Several snaps can be active at once  if so  the priority is as follows  vertices  midpoints of edges  face   centers  edges  faces  grid points  However  if grid snap is enabled and the tripod would snap to a  position not on a grid point  it snaps to the nearest grid point instead     For drawing lines and creating primitives  the pointer movement can be restricted to the coordinate   directions with ortho snap  If another snap is active additionally  and the tripod would snap to a position  away from a snap axis  it is projected to the nearest axis     The pointer tripod  and possibly the elements being moved  immediately skip to the target  while a dot  moves unaffected according to your touch motion     The tripod can also align itself  and possibly t
105. the    desired elements  They are available from the E 0  and f    ribbon  by default  only the lasso tool is  shown  the other tools are grouped in the selection rollout  which can be expanded or collapsed by  tapping the     symbol right from the lasso tool     to clear the selection  tap the too  zone somewhere away from any object  or tap the view zone    tapping the view zone always clears the selection  and does not select elements at the tap position     Selecting elements individually    By simply tapping  or by using the picker  aided by preview highlight  elements can be selected very  fast  and with any needed precision     to select or deselect a single object  face  edge or vertex  1  activate the respective selection tool  2  either  e tap the element  or    e slide with one finger within the tool zone to position the picker until the element is  highlighted  then release the touch    Lasso  and paint selection    Using two fingers  you can intuitively shape  and simultaneously move  a rectangular    lasso    or a    circular    brush    to select multiple elements   NEW or objects  at once     to select all elements within a rectangular region  known as marquee select or rectangle select   1  switch to the desired selection mode and activate the lasso tool    2  slide with two fingers within the tool zone to shape a rectangle  the average motion moves the  rectangle  the horizontal distance determines its with  the vertical distance its height    3  when the de
106. the view    e specular color determines the mirror like reflected light  it is the color of highlights on a shiny  surface    e the brightness of this color defines the intensity of the highlights at their center  use  white for a high gloss surface  black for a matte or rough one    e the effect of this color on the surface appearance depends on the lighting as well as  on the view direction    e shininess  defines how focused the mirror like reflection is  it influences the size of the  specular highlights    e if this value is too high  you will barely see highlights  if it is too low  the highlights  overspread the whole surface    e emission  light emitted from the surface itself  independently from lights  e the emission is not used to light other objects  e transparency    e itis assigned together with the diffuse color  and can equally vary over the surface   textures images with an alpha channel can be used  and you can    paint       transparency  see Color and transparency    Creating  changing and assigning materials    Every object has a base material  which can be overridden by another material for individual faces   Allinstances of an object share the materials and vertex colors     When a new scene is created  there is one standard material  used for new objects by default  It  can   t be renamed or deleted  but any properties can be changed  by default it is gray and shiny    When you assign a material from the library or a procedural one  a new instance is c
107. then enable combine  disable snap path    e to use grid snap or ortho snap  orient the reference coord  system to the face to slice  by using ref  CS with a face snap enabled  see Snapping and aligning    snap the tripod to a vertex or edge  then tap    move the tripod to another vertex or edge or a point within a face  with a face snap enabled    the path is highlighted    release the touch  the edges are created  either  e continue with 3  to continue the path from the current position  or  e you may change snaps  or enable snap path  e tap and move the tripod to a new start point    to add edges  following a    path        Q    1  activate the line tool from the     ribbon and enable D3 or      snap or both  then enable    combine  then snap path  snap the tripod to a vertex or edge midpoint  then tap  move the tripod so it snaps to another vertex or edge midpoint  the path is highlighted    e ifonly S snap is enabled  the path only uses edge midpoints  if only       enabled  it uses only vertices      snap is    release the touch  the edges are created  either  e continue with 3  to continue the path from the current position  or  e you may change snaps  or disable snap path    e tap and move the tripod to a new start point    to slice a connected part of a mesh along a plane     1  activate the line tool from the  ribbon and enable the suitable snaps  at least one out of i      Vand Y then enable combine  then across   2  orient the view perpendicular to the    slice pla
108. thin the panel and another outside of it  then slide both fingers  left right to shift the left border  and up down do shift the bottom or top border  start sliding above the  panel   s center to shift the top border  in the lower half to shift the bottom border    The lists can be scrolled by dragging or flinging like in any Android application  or by dragging the  scrollbar like on a desktop computer if the list is longer  in this case  the scrollbar is displayed bolder   and you can drag it by touching the screen close left besides it     to zoom a list  place two fingers within it and pinch   Text input   For typing coordinates and names of objects  material or files  a text input box and the default Android  keyboard are shown  The text box is used as follows     to scroll the text if it doesn t fit into the box  drag or fling sideways within the box    to move the cursor  tap the desired position  or slide sideways beneath the box somewhere not directly  below the cursor    to select text  either    e move the cursor to one end of the selection  then touch the screen below the cursor and slide  sideways    e to select a word  double tap it  to cut the selected text to the clipboard  touch the screen directly on the cursor and drag downwards  to copy the selected text to the clipboard  touch the screen directly on the cursor and drag upwards  to paste the text from the clipboard  touch the screen under the cursor and drag upwards    to switch the keyboard  touch and hold
109. tiple elements are selected  there always is one active element  which is treated special by  some operations  When adding an individual element to the selection  it becomes active  when adding  multiple elements  and there is not already an active element  it is chosen somewhat arbitrarily  To  make a specific selected element active  first deselect it  then select it again     How the selected elements and the active element are indicated  and how preview highlight is  performed  depends on the element type and active tool  and can be changes in the preferences     e for vertices  dots with a specific color or size are displayed  e edges are displayed in a specific color    e faces may be filled in a specific color  or their boundary edges may be displayed in a specific  color  to choose with the fill selected faces preference  however  for color  or material   assignment  always the second method is used    e for objects  the wireframe is displayed in a specific color    The ribbon items object  face  edge and vertex are special  they serve both as tools and as indicators  for the selection mode     e When another tool is active  the selection mode is indicated in blue  the selected option color    tapping a selection ribbon item finishes the current tool and activates the selection tool    e When a Selection tool is active  the ribbon item shows in green  the active tool color   There are many tools and commands for selecting  which can be used successively to select all 
110. ts are combined automatically    to weld a vertex on another vertex or edge  target wela   move it to the destination with vertex   or an    edge snap enabled  e incase of an edge snap  the segment is split automatically  e Only elements belonging to the same object are welded this way  to weld to a distinct object     first use combine from the 2 ribbon  to automatically weld lines together at proximal vertices  use auto weld  see Automatic stitching and  simplifying  to split a line at a vertex  invoke split    e for each connected line  a new vertex is created  and you can now successively select and  move them apart    to split off a part from a line or network  select the respective segments and invoke split    Helices and spirals    The helix tool can create circular and conical helices and planar  Archimedean  spirals  They are  defined via three points and the number of full turns     To draw a helix or spiral  1  move the tripod to the center of the    base circle    and tap    e to draw the helix around to a line  or perpendicular to a face  use an edge  or face   snap with orient here    2  move the tripod to the start point  it defines the    start radius    and    start angle       e it stays always in the plane of the base circle  when you move the tripod out of the  plane  it is project back    e to start the helix or spiral exactly at the center  use point snap here to snap    back    to  the first point you specified    3  move the tripod to the end point  it
111. urrently  adjusted  component    alpha  tap for  black       value RGB components    hue saturation  Choosing colors from the spectrum    The color picker shows two linked color fields  where colors are arranged according to the HSV color  model    e the strip on the left shows the colors of the current hue and saturation  e the central wheel shows the colors of the current value  arranged in polar coordinates    to freely move in the color space  slide two fingers within the too l zone  outside the color picker  the  average motion moves the crosshairs in the color wheel   pinching moves the slider on the left color   strip     to adjust the value  brightness   slide up down within the left color strip  to adjust hue and value together  slide or tap within the color wheel to move the crosshairs    to adjust the hue  place one finger on the hue display at the bottom left corner and slide up down   the  crosshairs move on a circle  and top left the current hue is displayed    to adjust the saturation  place one finger on the saturation display and slide up down  the crosshairs  move in out the wheel  and top left the current saturation is displayed    to adjust the red  green or blue component according to the RGB color model  place one finger on the  respective component display and slide up down  the crosshairs and the slider on the left move  accordingly  and top left the current component value is displayed    to type the RGBA or RGB values  slide into the screen from righ
112. voke invert    Modifying textures    You can mutate parts of a texture in several ways by applying a filter  either by    painting    the effect  using a brush  or by first selecting the desired areas and then applying it     To mutate by painting   1  enable filter  select a filter and adjust its options  2  use a brush to    paint    the effect  e adjust strength and flow to apply a filter gradually    To mutate by selecting  see Selecting  The following filters are available     e opacity  changes the opacity of the surface towards a target opacity without affecting the color   with maximal total strength  the resulting opacity is the exact value of the opacity adjuster    e adj  color  changes the contrast  brightness  saturation and hue according to the values set  with the adjusters  changing the brightness results in the effect also known as    dodge    and     burn       e blur  applies a Gaussian blur  e sharpen  enhances the apparent sharpness by increasing the contrast along color edges    e emboss  creates an emboss effect  Smudging    to smudge the color on a texture  enable smudge and move a brush as for painting  e The brush s properties and the strength value determine how the color is moved    e spacing has no influence  but by choosing the tip and adjusting properties like rotate  along and jitter  varied effects can be achieved    e while moving the brush  it is shown in the current color  which has no influence on smudging     Erasing    to erase to a spec
113. w either  e slide within the orbit area    e You can snap to face  edge  or  NEW exactly isometric   views by activating    angle snap    e The Touch orbit velocity  together with the touch acceleration  determines the  impact  see here    e activate tilt view by sliding into the screen from left over the tilt view rim  marked by a  green line  then tilt your device    e with the Tilt rotate factor the effect can be amplified or mitigated     e if effects on tilting left right   up down are wrong  reversed   enable Switch  gyroscope orientation    Translation    e For single touch  there are two modes  using distinct touch areas for translating  to switch with  pan   walk     e parallel to the screen plane  pan    back and forth  dolly   e inthe ground plane  walk    up and down  The Touch move factor  together with the touch acceleration  determines the impact    e Using two fingers  the average motion determines the movement parallel to the screen plane   and pinching either zooms  in orbit mode   or moves back and forth  in look around mode     e The Touch move factor determines the impact of the average motion  the Touch pinch  velocity the impact of pinching    The movement speed depends on the zoom level     Zoom  Zooming magnifies the view by moving the virtual camera towards a fixed point  the view center  It  affects orbiting around the view center and also changes the speed of translating operations     e Slide up down within the zoom strip  In look around mode  zoo
114. x  NEVV or an adjacent edge  to make  it appear  then select the endpoint of the handle  e the move tool is activated automatically    e you can switch to another handle by tapping it   s endpoint  multiple handles can   t be selected  simultaneously    e for vertices where two splines meet  link handles links the unselected handle such that it is  rotated and scaled accordingly  so smooth and symmetric transitions are preserved    e to see the effects on the spline  it is essential to concurrently change the view    to adjust all handles of a control point together  select the corresponding control point and use the  m r S   rotate  or scale tool    e when selecting a single vertex where one or more splines end  the m r S tool is activated  automatically    to transform the handles of all selected vertices or edges alone  disable sel  vertices    to transform the selected vertices without the handles  or the vertices of all selected edges alone   disable sel  handles    to move  rotate or scale whole segments  select them in edge select mode and use the transform tools    to make the transition between two segments smooth or symmetric  invoke smooth or symm     e if the segments meet in a vertex where no additional spline segments branch off  you may  select the vertex  otherwise  select the two segments    to make segments straight  invoke straight    to make all segments leading away from a vertex start in direction of the opposite vertices  invoke  straight with the verte
115. x selected    to make segments meeting at a vertex join in a plane there  invoke coplanar  e to affect all spline segments meeting at vertex  select the vertex    e to affect only certain segments  select them    Arcs    Arcs can be constructed in ways familiar from CAD Polylines  but in 3d   1  move the tripod to the start point and tap  2  either    e to specify a point on the arc  select through  move the pointer to the through point   then to the end point    e to specify the center  select center  move the pointer to the center  then to the end   point    e forthe end point  the pointer position is projected on the sphere defined by  start point and center     e to change the winding  CW or CCW   move the pointer first again towards the  start point  then away from it in the other direction    e to specify the start direction  select direction  move the pointer to define the start   direction  then move it to the end point    e if the start point is the end point of a single straight line or arc  select cont  dir  to  continue the direction  then you only have to specify the end point    3  continue with the next arc  activate the line or spline tool to continue with a line or spline  or  tap to stop drawing    Editing networks    For editing line  and curve networks  the move tool from the ribbon  and commands from the 9   ribbon are used     to weld vertices to their center  invoke we d from the 9 ribbon  e the vertices may belong to different objects  if so  the objec
116. y applied and sampled colors  To choose any of these  tap the respective box     e the    last sampled    box shows the original color of the previously selected element or color   input    e if elements with dissimilar colors are selected  the current color is set to white  the    original     box to the color of the first selected element    e if you increase the size of the color picker  or reduce the tap size  additional color boxes with  the previously applied colors appear left of the    last applied    box    to copy the color from an element or color box  select it so that the color picker switches to its color   when you then select another element or color input  the    last sampled    box shows that color     Moving and resizing the color picker    to move the color picker  place two fingers somewhere within the color picker and slide    to resize it  place one finger somewhere within the color picker and another outside  somewhere within  the tool zone  then pinch    Color gradients  Color gradients are used to create linear or radial color ramps  define the colors for procedural  materials  and for mapping colors of texture images     They are defined by a series of stops between which the color is linearly interpolated  Any number of  stops can be added and placed at arbitrary locations along the gradient        To create and edit gradients  a neat but full featured gradient editor is shown in the upper part of the  material panel  see Creating  changing and ass
117. you easily and precisely map your own photos or other images to surfaces  or you can  use any of the over 100 provided textures in the material library  or quickly generate regular or random  patterns procedurally     Using images    To assign an image file to a material to define the diffuse     usual     color of surfaces  select the material  in the material panel  then tap    Texture image       in the upper part of the panel  the file browser opens  and you can select an image file stored on your device    e image files in various formats like  jog   png or  gif of theoretically any dimension and aspect  ratio can be used  however  internally they are converted to textures  bitmaps  with both width  and height a power of 2    Use the size slider to define the size of the texture in 3d space units  the image is scaled wherever the  material is assigned  and the size will be used when creating mappings     Texture images can be repeated any number of times to cover a large surface with a small image  e g   the photo of a small part of a brick wall may be used to create a realistic  detailed looking wall with  thousands of bricks  Therefor  the texture image has to be cropped and possibly manipulated such  that the seams are not or barely recognizable  called seamless or tileable  Almost all of the images in  the provided material library are well tileable  and Spacedraw includes a tool to quickly crop your own  images and preview the tiled appearance  see below     Definin
    
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