Version 3.09
Applications for VP-Sculpt include:
One of the most powerful features of VP-Sculpt is the ability to select areas on a model surface allowing you to edit and reshape them. You can define an area on the surface in many different ways. One method involves interactively placing, sizing, and orienting an elliptical cylinder which is projected onto the surface to define the area. Another method is to define a custom free-form shape where you pick points on the surface which VP-Sculpt automatically connects with geodesic (shortest distance) paths. This is done consecutively until a closed perimeter is indicated on the surface. VP-Sculpt then automatically identifies the portion of the surface within the perimeter. Another method involves defining an open or closed spine on the surface by picking connected points. The area consists of all vertices within a neighborhood of a given size surrounding the spine. The size of the neighborhood (i.e., the width of the area) is adjustable.
Once an area is selected, by any of the methods, it can be
Another powerful feature is the ability to load multiple models. An individual model can be scaled, translated, and reoriented relative to the other models. Models can also be merged together or pasted onto one another.
The user interface,
including the menu hierarchy, and the many features provided by VP-Sculpt are
fully described in the remainder of this document.
More than one model can be loaded at once, but most operations apply only to the currently selected model. The name of the "current model" is indicated in the VP-Sculpt window title bar. You can select the current model in the Select menu.
The pull-down menus give you access to all of VP-Sculpt's functionality. The toolbar (below the menus) gives you fast access to some of VP-Sculpt's more commonly used features. When a menu item or toolbar icon is grayed out, the function corresponding to that item is currently not available or appropriate. When three dots (...) appear at the end of a menu item, you will be prompted for information before action is taken; otherwise, the selected function is applied as soon as the item is picked. Some menu items represent on-off toggles. When there is a check mark next to the item, it is active or on; otherwise, it is inactive or off.
Whenever a message appears in status bar at the bottom of the VP-Sculpt window, you should read it! Sometimes you are required to take action on the displayed message before you can continue with other VP-Sculpt activities. Whenever a dialog box message contains the clause "Are you sure," it is recommended that you save the file before taking the action (by escaping out of the active function first). The reason for this is that the function you are about to perform is major and permanent.
Whenever you are asked to pick a vertex or facet on a model, the mouse cursor must be located on a visible front-facing portion of the surface. For instance, if you are trying to pick a vertex on a model boundary (outer boundary or inner hole), the cursor must be just inside the boundary, close to the vertex. When picking a vertex, VP-Sculpt actually finds the facet the cursor is in first and then chooses the vertex that the cursor is closest to within the facet.
Any numbers displayed
or prompted by VP-Sculpt are assumed to be in the same units as the model coordinates.
For example, if the original model data points were stored in meters, all displayed
values and expected inputs are assumed to be in meters. If desired, you can change
the default unit system with "Convert Model Units" in the Utilities
menu.
rotate (Left Mouse [CTRL])
By
pressing the left mouse button and dragging, you can interactively and intuitively
rotate the view in the direction you drag. The amount of each rotation step and
hence the speed of rotation is controlled by the rotate increment. If you hold
down the CTRL key and the left mouse button, up and down motion of the mouse results
in rotation about an axis perpendicular to the screen.
pan (SHIFT Left Mouse)
If you hold down one of the Shift keys and press the left mouse button and
drag, you can pan (translate) the view in the direction you drag.
zoom (ALT
Left Mouse)
If you hold down one of the Alt keys, press the left mouse
button and drag up or down, you can zoom the view in or out.
select
To select a vertex or facet on a model (when prompted), you place the cursor
over the surface and click the Right Mouse Button (or double click the Left Mouse
Button). For example, when VP-Sculpt is in the default Elliptical Area mode, you
can select a vertex to define a new elliptical area. In the custom and spine area
modes, selecting a point redefines the current vertex. This is useful for checking
and monitoring stretch thicknesses at various points in the selected area and
for defining a new stretch direction using the Reset Stretch Direction feature.
When selecting (clicking on) a vertex, the cursor tip must be located on (within) a visible (i.e., front-facing and non occluded) facet. The vertex within the facet closest to the cursor tip is selected.
zoom factor (Z)
Increasing this zooms in enlarging the view. Decreasing
it zooms out shrinking the view.
zoom/pan increment (T)
Controls
the speed of zooming and panning. The smaller the increment, the slower the speed.
near clipping plane (N)
Distance from the viewer to the front clipping
plane used for clipping off the view of geometry close to the viewer.
far
clipping plane (F)
Distance from the viewer to the rear clipping plane
used for clipping off the view of geometry far from the viewer.
perspective
angle (P)
Controls the degree of 3D perspective of the view. A larger
angle results in a more pronounced effect.
rotate increment (R)
Controls
the speed of view rotation driven by the Left Mouse button view controls. The
smaller the increment, the slower the speed. The value shown is the rotation increment
in degrees between each rotation step. The maximum value allowed is 90 degrees.
See "Quickly reshape an elliptical area" for recommendations on how to use these controls efficiently.
ellipse area width (W)
Controls the width of the elliptical
cylinder used to select an area on a model surface. The speed of the change is
controlled by the sensitivity parameter (X).
ellipse area length (L)
Controls the length of the elliptical cylinder used to select an area on a
model surface. The speed of the change is controlled by the sensitivity parameter
(X).
ellipse area angle (A)
Controls the angle of the elliptical
cylinder used to select an area on a model surface. The speed of the change
is controlled by the rotate increment (R).
spine area width (B or W)
Controls the width of the area surrounding a user spine. The speed of
the change is controlled by the sensitivity parameter (X).
sensitivity (X)
Controls the speed of stretching driven by the S Key, or the magnitude of
the stretching steps driven by the preset stretch functions. The smaller the increment,
the slower the speed and the smaller the preset stretch step. This parameter also
affects several display options and other controls in VP-Sculpt. The height of
the elliptical cylinder changes with the stretch increment to indicate the sensitivity
of the stretching. Also, whenever normal vectors or markers are displayed, their
lengths are proportional to the sensitivity. Also, when adding roughness to an
area or to the entire model, the amplitude of the roughness is proportional to
the stretch increment.
stretch surface (S)
Allows stretching of
the current area in or out. The increment of each stretch step and hence the stretch
speed is controlled by the sensitivity. See the Stretch
menu for more information on surface stretching.
Edit
Menu for editing individual vertices or facets, selected areas, or an entire
model.
View
Menu for controlling the view
and display options for the current model.
Info
Menu for reporting vertex, facet, and model information.
Select
Menu for selecting an area on the current model surface.
Stretch
Menu for stretching areas and for controlling the stretch direction, stretch
shape and thickness limits.
Render
Menu
for selecting the rendering mode and for controlling rendering attributes for
a model.
Hide
Menu for temporarily hiding
from view portions of the current model. This can be used to isolate part of the
model for faster and easier manipulation.
Animation
Menu to animate model rotation and stretch morphing.
Markers
Menu for placing and controlling the display of markers on the current model
surface.
Region
Menu for labeling and
coloring regions on the current model.
Measure
Menu for determining distances, sizes, surface areas, and volumes.
Utilities
Menu for offsetting a surface, creating a solid from a surface, centering
a model at the origin, converting model units, etc.
Repair
Menu for various functions to repair model normals and to remove degenerate
geometry.
Help
Menu for displaying general and
quick reference information about VP-Sculpt.
Close [Ctrl+W]
Closes the currently
selected model allowing you to open another.
Open Project ...
Opens
all models (SCL files or OBJ files) whose complete paths (including extensions)
are listed in an ASCII project file (*.prj).
Save
[Ctrl+S]
Saves the current model as a ".scl" file using the current model
path and name. The original and sculpted geometry is saved along with all user
parameters and settings.
Save As ...
Saves the current model as
a ".scl" file using a new file name.
Save Project ...
Saves in an
ASCII project file (*.prj) a list of paths of all currently open models.
Save
Area to File ... [Alt+0]
Saves the selected area to a ".scl" file.
Import >
Sub menu for
importing (loading) different file formats other than VP-Sculpt (".scl") files.
Export >
Sub menu for exporting (saving
to) different file formats other than VP-Sculpt (".scl") files.
Exit [Ctrl+Q]
Leave VP-Sculpt.
See "Load a file into VP-Sculpt quickly" and "Repair and prepare an imported file for use in VP-Sculpt" for recommendations concerning importing files.
OBJ ...
Imports a model stored
in the ASCII Wavefront OBJ file format. This is the most efficient of the import
formats resulting in the fastest import time. The only tokens supported are "v,"
"f" and "fo." All other tokens are ignored. All vertices (v tag lines) must be
listed first before the facet tag lines. If the message "Illegal format"
appears, it is because of file errors (e.g., reference to nonexistent vertices)
or unsupported formatting (e.g., "v" and "f" tags are not in 1st column).
OBJ
and Regions ...
Imports a compatible set of Wavefront OBJ and Regions
files previously exported from VP-Sculpt. This provides an ASCII file interface
to the geometry and region data structures within VP-Sculpt. It can also be used
to recover previously exported data that was not saved as a VP-Sculpt file.
DXF (POLYLINE) ...
Imports a model stored in the
ASCII AutoCAD DXF file format as a single POLYLINE structure. All other tags and
structures are ignored.
DXF (3DFACE) ...
Imports a model stored
in the ASCII AutoCAD DXF file format containing 3DFACE facet structures. All other
tags and structures are ignored.
ASCII SCL ...
Imports a model stored in the ASCII VP-Sculpt (ACL) file format. This
format is useful for transferring files between the PC and older SGI versions
of VP-Sculpt.
Binary STL ...
Imports a model
stored in the binary Stereo Lithography (STL) file format.
ASCII STL ...
Imports a model stored in the ASCII Stereo Lithography (STL) file format.
See "Prepare a digitized surface for rapid prototyping (RP)" for a recommended procedure to follow before exporting an STL file.
Binary STL ...
Exports the current
model and saves it as a binary Stereo Lithography (STL) file. The ".stl"
extension is added to the file name automatically. Unlike with importing
STL files, exporting takes relatively little time.
ASCII STL ...
Exports
the current model and saves it as an ASCII Stereo Lithography (STL) file.
The ".stl" extension is added to the file name automatically.
DXF (POLYLINE) ...
Exports the current model and saves it as an
ASCII AutoCAD DXF file using the POLYLINE structure. The ".dxf" extension
is added to the file name automatically.
IGES (106) ...
Exports
the current model and saves it as an ASCII IGES file using the Copious Data Entity
(106 entity type). The ".igs" extension is added to the file name automatically.
Inventor ...
Exports the current model and
saves it as an ASCII Inventor file. The ".iv" extension is added to the
file name automatically. The SGI utility ivview can be used to view these files.
GVA ...
Exports the current model and saves it as a binary GVA file.
This is a tri-strip format developed for use with an Inventor-based viewer.
The ".gva" extension is added to the file name automatically.
ASCII SCL ...
Exports the current model and saves it as an ASCII
VP-Sculpt (ACL) file. The ".acl" extension is added to the file name
automatically. This export format is useful for transferring files between the
PC and older SGI versions of VP-Sculpt.
Reset Undo Buffer [K]
Resets the area editing Undo
Buffer used to undo the effects of area editing. When the buffer is reset, all
previous area operations become permanent and the area buffer is cleared. All
subsequent stretching, smoothing, and roughening area operations will be remembered
and an Undo can be applied to them.
Area
>
Sub menu for editing and reshaping a selected area.
Model
>
Sub menu for editing and reshaping the entire model.
Change Smoothing Weight ...
In smoothing operations, a vertex is
replaced by an average of its own coordinates and the coordinates of all of its
neighbor vertices. This menu item lets you change the weighting factor applied
to the neighbors. The default value is 1 implying that the neighbors are weighted
the same as the vertex. Values less than 1 weigh the neighbors less, and values
greater than 1 weigh the neighbors more.
Set Edit Control Parameters ...
Allows you to change the values for all of the Edit
Control Parameters by keying in numbers.
Update Model Extents and Parameters
Determines the geometric extents of the sculpted model and adjusts the near
and far clipping planes to allow viewing of the entire model. This is useful if
the view is being clipped and you want to quickly view the all extents of the
models. Also, all other parameters related to the extents (e.g., the increments
used for elliptical area sizing and stretching) are reset to their default values.
Add Facet Between Boundary Facets ...
Allows
you to create new facets which bridge between sets of two existing boundary facets.
Add Facet Between Boundary Vertices ...
Allows you to create new
facets which bridge across sets of three existing boundary vertices.
Delete
Individual Vertices ...
Allows you to delete individually selected vertices.
VP-Sculpt automatically deletes the vertex's neighbor facets.
Delete Individual
Facets ...
Allows you to delete individually selected facets. VP-Sculpt
automatically deletes the vertex's neighbor facets and any resulting stranded
vertices.
Refine Individual Facets ...
Allows you to refine individually
selected facets. Each facet is replaced with four planar facets created by joining
the edge midpoints of the original facet. The surrounding mesh is also re-triangulated
to join to the new edge midpoints.
Move Individual
Vertices ...
Allows you to move individually selected vertices relative
to the plane of the screen. A vertex is selected with the left mouse button
while holding down the Spacebar. Both the Spacebar and left mouse button
must remain down to move the vertex. If the Shift key is held down, mouse
motion translates the vertex within the plane of the screen. If the Alt
key is held down, vertical mouse motion translates the vertex perpendicular to
the plane of the screen (i.e., in and out of the screen). The speed of the
motion is affected by the amount of mouse motion and the zoom/pan increment (T).
Specify New Vertex Coordinates ...
Allows you to change the numerical
values for the three coordinates (x, y, z) of selected vertices.
Snap Vertices
to a Line ... [Ctrl+L]
Allows you to snap vertices to a line defined by
picking two existing vertices on the current model. VP-Sculpt searches for all
connected points that lie within a user-specified tolerance from the line joining
the two vertices. All close (within tolerance) points (vertices) are then snapped
to the line. The default snap tolerance is 1/3 of the average distance from the
line endpoints to their neighbor vertices. Note that for large snap tolerances,
many vertices and facets will be snapped to the line resulting in flattened facets.
These can be removed with the "Replace Low Aspect Ratio Facets" function in the
Repair menu.
Trim Model
With a Cutting Plane ... [Ctrl+T]
Allows you to delete all vertices and
facets on one side of a plane that you place and orient in space. The procedure
for positioning the plane is the same as that used for Define Mirror Plane in
the Select-Mirror Image menu. Everything above
the plane (on the blue vector side) is deleted. This feature is very useful for
trimming around the periphery of a model.
Trim Portion of Model ... [Ctrl+Y]
Allows you to delete all vertices and facets (front and back facing) within
a user-drawn screen rectangle.
Trim All But Portion of Model ...
Allows you to delete all vertices and facets (front and back facing) outside
of a user-drawn screen rectangle.
Decimate ... [Ctrl+D]
Reduces the number of vertices and
facets within the area by removing and patching over vertices that contribute
little to the curvature of the surface. This feature is very useful for reducing
the size and increasing the manipulation speed of a model while attempting to
retain sufficient detail. VP-Sculpt removes the vertices that contribute least
to the surface curvature and detail first and continues until the desired reduction
level is achieved. The result is that vertices are removed first in flat areas
first where removal has little if any effect on the shape or appearance of the
model.
Four parameters control the decimation process: the largest feature height allowable for decimation, the largest boundary angle allowable for decimation, the number of decimation steps, and the target decimation percentage. Default values for the first three parameters are chosen by VP-Sculpt automatically, and they usually provide good results. If you wish to override the default values, VP-Sculpt will prompt you for the changes.
Before the feature height prompt (if requested), VP-Sculpt displays the total range of feature heights in the area (minimum, average and maximum). An interior vertex's feature height is the maximum distance between the vertex and its neighbor vertices projected in the vertex normal direction. For boundary vertices, the feature height is the distance between the vertex and the line segment joining its two boundary neighbors. By specifying the largest feature height allowable for decimation, you prevent VP-Sculpt from removing vertices with feature heights larger than this value. The Vertex and Feature Height selections in the Info menu are useful for checking feature heights before beginning the decimation process. The default largest feature height is [min + 2*(avg-min)] where "min" and "avg" are the minimum and average feature heights in the current model. This value gives VP-Sculpt adequate freedom in terms of allowable feature heights. For most applications, there is no need to change this parameter and the default value is acceptable, especially since VP-Sculpt decimates the low feature height areas first.
The second optional prompt is for the maximum boundary angle (in degrees) allowable for decimation. The default value is 30 degrees which allows much freedom. This angle is used when determining whether or not a vertex lying on an outer boundary or on a hole should be decimated. It provides an added check to the feature height test. If the turning angle (non straightness) at a boundary vertex is larger than the maximum value provided, the vertex will not be decimated. This control is useful in retaining shape detail in holes and on the surface boundary.
The third optional prompt is for the number of decimation steps. This defines the number of sub ranges into which the total feature height range is divided. In each iteration step of the algorithm, each vertex is checked to determine if its feature height is in or below the current sub range. VP-Sculpt removes all vertices within or below the sub range for each iteration. For most applications, there is no need to control this parameter and the default value (40) is acceptable.
The last prompt (the only mandatory prompt) is the most important because it defines the target decimation percentage. This percentage defines the goal percentage of facets to remove. For example, with a 25% target percentage, VP-Sculpt would try to remove 25% of the facets formed by vertices in the flattest areas. The target percentage will usually be exceeded slightly. The decimation process stops when the target percentage is reached or exceeded during the current iteration step. At any time during the process, you can stop the decimation with the Esc key. VP-Sculpt finishes the current iteration step and then stops.
Be aware that decimation, especially the first iteration, can take a long time. This is especially true for extremely large models.
Currently, decimation cannot be undone, so it is a good idea to save before performing it.
The decimation technique used in VP-Sculpt is based on the algorithm presented in:
Refine (1 facet to 4) [Ctrl+R]
Replaces each facet in the area with four planar facets created by joining
the edge midpoints of the original facets. This results in added resolution, although
the actual shape of the area is not altered. Currently, this operation cannot
be undone, so it is a good idea to save before performing it. Often, it is wise
to smooth the area and area perimeter after refining it. This helps regularize
the refined mesh, give the area smoother curvature, and blend the area in with
the surrounding mesh.
Smooth [F9]
Replaces
each vertex in the area with the average of all of its neighbor vertices resulting
in smoothing of the area. Each time smoothing is applied, the area gets smoother.
The first step results in the greatest smoothing.
Smooth Perimeter [F11]
Replaces each vertex in the area perimeter with the average of all of its
neighbor vertices resulting in a better blending between an area and its surroundings.
Roughen [F10]
Randomly displaces each vertex in the area in its
normal direction. The amplitude of the roughness is controlled by the sensitivity
parameter (X).
Delete [Ctrl+X]
Removes all
of the vertices and facets within the area, creating a hole in the current model
surface.
Delete All But
Removes all but the area vertices and facets
in the current model. The area will be all that remains.
Snap to Plane ... [Ctrl+F]
Snaps all area vertices to a user-located
plane. This feature is extremely useful for flattening an area. The procedure
for placing the plane is the same as that used for Define Mirror Plane in the
Select-Mirror Image menu.
Remove Sculpting ...
Returns the area's sculpted shape back to the
original model geometry. This effectively removes all stretching, smoothing, and
roughening. Permanent mesh editing modifications such deletes, decimates, and
refines are not reversed in this process.
Decimate Boundary Only ...
Same as Decimate
in the EDIT-Area menu, except applied only to the
current model boundaries, including hole edges.
Refine (1 facet to 4)
Same as Refine in the EDIT-Area menu, except
applied to the entire model. Note that any area selection is cleared in the process.
Smooth [Ctrl+F9]
Same as Smooth in the EDIT-Area
menu, except applied to the entire model.
Smooth Interior Only
Smoothes
only the interior of the current model, excluding boundary vertices. This is useful
if you want to retain the shape of a surface's boundary and holes.
Smooth
Boundaries Only [Ctrl+F11]
Smoothes only the boundaries (free edges) of
the current model, excluding interior vertices.
Roughen
Same as
Roughen in the EDIT-Area menu, except applied to
the entire model.
Remove All Sculpting ...
Returns
the sculpted model back to its original geometry. This effectively removes all
stretching, smoothing, and roughening. Permanent mesh editing modifications such
as deletes, decimates, and refines are not reversed in this process.
Center View
Pans the view so that
the geometric center of the models is at the center of the window. The zoom factor
is also set to 1 to scale the view to fit the window.
Change
Rotation Center ...
Allows you to pick a vertex on the current model to
serve as the new center of rotation of the view.
Reset Rotation Center
Resets the center of rotation of the view to the geometric center of the loaded
models.
Perspective Projection [;]
Switches
between perspective and orthographic projection viewing mode.
Sculpted Surface
[Home]
Toggles between viewing the sculpted version of the models and
the original surfaces.
Display >
Sub
menu for controlling the display of areas, normals, boundaries, etc.
Set View Control Parameters ...
Allows you to change the values
for all of the View Control Parameters by keying in
numbers.
Toolbar
Toggles the toolbar (below
the pull-down menus) on or off.
Status Bar
Toggles the status bar
(message area at the bottom of the window) on or off. It is recommended
that you never turn this off since it often displays vital instructions that must
be followed.
Surface Thickness Box
Toggles on or off the display
of the thickness dialog box that reports the sculpted thickness at the current
vertex. The current thickness limits are also reported and can be changed
in the dialog box (see also: "Set Stretch Limits" in the Stretch
menu). The sculpted thickness is the minimum distance between
the sculpted vertex position and the original unsculpted surface. A positive
thickness implies the sculpted surface is above the original surface and a negative
thickness implies it is below. The limits are used to sound a beep when
the thickness at the current vertex exceeds one of the limits during a stretching
operation.
Pos X-axis
Rotates and
centers the view so the viewing direction is from the positive side of the x-axis
to the origin with the y-axis up and the z-axis to the left.
Neg X-axis
Rotates and centers the view so the viewing direction is from the negative
side of the x-axis to the origin with the y-axis up and the z-axis to the right.
Pos Y-axis
Rotates and centers the view so
the viewing direction is from the positive side of the y-axis to the origin with
the z-axis down and the x-axis to the right.
Neg Y-axis
Rotates
and centers the view so the viewing direction is from the positive side of the
y-axis to the origin with the z-axis up and the x-axis to the right.
Pos Z-axis
Rotates and centers the view so the viewing direction
is from the positive side of the z-axis to the origin with the y-axis up and the
x-axis to the right.
Neg Z-axis
Rotates and centers the view so
the viewing direction is from the positive side of the z-axis to the origin with
the y-axis up and the x-axis to the left.
Area Normals [O]
Toggles on or off the display
of normal vectors at all vertices in the current area. This is useful to help
visualize the 3D shape of the selected area. It is also useful because it clearly
shows the extent of the area (esp., when the area's perimeter is undefined), and
it helps you identify the "inside" and "outside" of the area for complex custom
perimeters.
Normals During Fill Operations [Q]
Toggles on or off
the display of normal vectors during fill operations such as "Determine Area"
and "Reorient Normals." When this option is ON (the default), a fill operation
is illustrated graphically with the display of normals as the operation progresses.
When the option is OFF, no visual feedback is provided, but the operation will
complete much faster.
Model Facet Normals
Hides or unhides the display
of normal vectors at the center of every facet in the model.
Model Vertex
Normals
Hides or unhides the display of normal vectors at every vertex
in the model.
All Model Boundary Edges [Ctrl+A]
Toggles on or off the display of "free edges" in the current model. A "free
edge" is and edge with only one adjacent facet. Free edges represent outer boundaries
of a surface or inner boundaries of holes.
Model Holes [Ctrl+H]
Toggles
on or off the display of "holes" in the current model. A "hole" is a closed loop
of model edges for which the model surface is to the right of the loop when it
is traversed counterclockwise (CCW) on the outward normal side of the surface.
Model Outer Boundaries [Ctrl+B]
Toggles on or off the display of
"outer boundaries" in the current model. An "outer boundary" is a closed loop
of model edges for which the model surface is to the left of the loop when it
is traversed counterclockwise (CCW) on the outward normal side of the surface.
Model Unidentified Boundaries [Ctrl+U]
Toggles on or off the display
of all "unidentified boundaries" in the model. An "unidentified boundary" is a
set of connected free edges that could could not be closed to form a "hole" or
"outer boundary." An "unidentified boundary" is the result of a mesh topology
problem that can usually be resolved with "Delete Ends of Unidentified Boundaries"
in the Repair menu .
Show
Improper Facets
Highlights every facet in the current model that has an
edge shared by more than two facets.
Facet ...
Reports the index, vertex indices, normal vector components, and aspect ratio
for facets selected interactively. An aspect of 0.0 corresponds to a flattened
(zero area) facet and a ratio of 1.0 corresponds to an equilateral triangle.
Area
...
Reports the number of vertices and facets in the currently selected
area. It also reports the number of vertices in the area perimeter and spine
(if they exist).
Model
Reports the number of vertices, number of
facets, and the minimum, center, and maximum x, y, and z coordinates and dimensions
of the current model.
World Extents
Reports the minimum and maximum
x, y, and z coordinates and dimensions of all loaded models.
Boundaries [Ctrl+I]
Reports the number of "holes," "outer boundaries,"
and "unidentified boundaries" in the current model.
Model
Thickness Range
Reports the minimum, average, and maximum thickness (amount
of stretch) in the current model.
Feature Height Range
Reports the
minimum and maximum vertex feature heights in the current model. For interior
vertices, the feature height is the maximum distance between the vertex and its
neighboring vertices projected in the vertex normal direction. For boundary vertices,
the feature height is the distance between the vertex and the line segment joining
its two boundary neighbors.
Aspect Ratio Range
Reports the minimum,
average, and maximum facet aspect ratios in the model where 0.0 corresponds to
a flattened (zero area) facet and 1.0 corresponds to an equilateral triangle.
Boundary areas are useful for trimming along the current model perimeter (using Delete in the Edit-Area menu) and for tucking in a model's boundaries (the "Smooth Cusp" Stretch Shape is particularly useful for this). During stretch operations, the points on the model boundary are stretched the most.
Custom Enclosed Area ... [C]
Allows you to define a custom free-form shape on the current model surface
which defines an area for subsequent editing or reshaping operations. You define
the area perimeter by picking vertices on the surface. VP-Sculpt automatically
connects them with minimum distance line segment paths. The closer together you
pick the points, the more control you have over the perimeter shape. When two
consecutive points are far apart, VP-Sculpt will generate the least distance (geodesic)
path connecting the points. If you make a mistake, you can back up while
drawing the shape using the BACKSPACE key. VP-Sculpt can close the perimeter for
you automatically if you press the Enter key. If the perimeter contains self intersections,
VP-Sculpt will automatically trim off the smaller loops or overlaps created by
the intersections. See "Control
the shape of a custom area perimeter" for more information on how to control
the area shape.
VP-Sculpt also prompts you to pick a vertex on the model surface inside of the perimeter. The normal vector of this vertex defines the default stretch direction for any subsequent sculpt operations. This stretch direction can be changed by picking another vertex later (even outside of the perimeter) and by selecting "Reset Stretch Direction" in the Stretch menu or by entering vector coordinates with "Change Stretch Direction w/ Vector" in the Stretch menu. The stretch direction is indicated with a blue line at the current selected vertex. For most sculpting operations, almost any vertex normal within the area provides an acceptable stretch direction.
Given the perimeter and the selected interior vertex, VP-Sculpt automatically identifies the portion of the surface within the perimeter for subsequent area operations. If you have the display of area normals turned on, the area facet normals are highlighted indicating the area's interior.
Elliptical Shape Area ... [E]
Returns
VP-Sculpt to the mode where you define an area by interactively placing, sizing
and orienting an elliptical cylinder normal to the surface at a selected vertex.
The center of the ellipse is defined by picking a vertex on the surface. The size,
shape and angle of the elliptical cylinder are controlled by the Edit
Control Parameters. The normal vector of the center vertex defines the stretch
direction for any subsequent sculpting operations. The stretch direction can be
changed by entering vector components with "Change Stretch Direction w/ Vector"
in the Stretch menu.
The area to be selected is determined by VP-Sculpt by projecting the elliptical cylinder onto the model surface. Any front-facing vertices that have a visible connected path to the center vertex within the cylinder are included in the area. If the area perimeter is well defined and doesn't include boundary edges and if there are no backfacing regions within the projected area, a red border will indicate the perimeter on the surface. If the perimeter does not appear, you will not be able to perform certain functions (e.g., area refine and perimeter smooth). The elliptical area's exclusion of backfacing vertices is useful when performing stretching operations; however, be careful with other operations such as delete or refine because you may not get the results you desire.
Interior Cliff (Half) Area ... [H]
Allows you to define
an internal custom shape area with stretch properties similar to a boundary area.
You are first prompted for a ledge shape which becomes a cliff when the area is
later stretched. The ledge is then connected on both ends by a custom enclosing
shape. The vertices in the ledge remain highlighted to remind you where the cliff
will be formed during stretching. The vertices closest to the ledge and furthest
from the non ledge perimeter are stretched the most during a stretch.
Spine
Area ... [V]
Allows you to select an area surrounding an open or closed
polyline (spine). The width of the area surrounding the spine is controlled by
the "spine area width" edit control parameter (B).
Any vertex neighboring the spine whose straight-line distance to the spine is
less than the spine area width is included in the area. When possible, the outer
perimeter of the area is identified and shown as a border. If the perimeter does
not appear, you will not be able to perform certain functions (e.g., area refine
and perimeter smooth). If the perimeter is not shown, you can visualize the extents
of the area by turning on the Area Normals display in the View-Display
menu.
As with the custom enclosed area, you are prompted for the stretch direction vertex. A spine area, when stretched, allows you to easily create well defined ridges and valleys on the surface.
Invert
Custom Area [I]
Deselects the current area and selects the entire connected
model area on the other side of the current custom area perimeter.
Convert
Custom Shape to Spine
Converts a custom enclosed area into a closed spine
area.
Convert Closed Spine to Custom Shape
Converts a closed spine
area into a custom enclosed area.
Deselect Area [Esc]
Deselects
the current selected area and puts VP-Sculpt in the Elliptical Area select mode.
Mirror Image >
Sub menu for defining and activating a mirror image plane for the current
model.
Change Current Model ... [Ctrl+C]
Allows
you to select a model from a list to be the "current model." All operations apply
to the current model unless indicated otherwise.
Make Next Model Current
[Ctrl+Tab]
Selects the next model (in the order loaded) to be the "current
model."
When the SPACEBAR is not held down, the left mouse button, option keys, and mouse motion control the view in the normal fashion (see General Controls).
The default plane is in the YZ plane with the normal vector along the x-axis.
Mirror Imaging [M]
Toggles mirror imaging on or
off. When mirror imaging is on, VP-Sculpt automatically generates a mirror image
of any area you define on one side of the model to the other side of the model.
Any area editing or sculpting operation will automatically be applied to both
areas. This is extremely useful if you want to perform symmetrical sculpting on
a model that has a plane of symmetry. Note that when mirror imaging is turned
on, the current selected vertex, if there is one, must be located in the current
area.
Preset
Stretch >
Sub menu for stretching an area in a fixed number of sensitivity
increments.
Reset Stretch Direction [Ctrl+E]
Resets
the stretch direction to the normal vector of the currently selected vertex.
Change
Stretch Direction With Vector ...
Allows you to change the current stretch
direction by entering new vector components. The vector is automatically normalized.
Entering vector components is not very intuitive or user friendly; however, you
should not need to use this feature often, if at all. For a custom user area,
you can control the stretch direction by clicking on different vertices after
defining the shape. The stretch direction is defined by the normal vector at the
selected vertex. Once you have started stretching the area, selecting different
vertices only changes the thickness value display, not the stretch direction.
However, Reset Stretch Direction (above) lets you override this to redefine the
direction.
Stretch Shape
>
Sub menu for choosing a shape to control stretching of selected
areas.
Use Local Normals for Stretching
Switches
between the current stretch direction and the local normal stretching modes. When
local normal stretching is on, every area vertex will stretch in the direction
of its own normal rather than in the current area stretch direction. This is useful
in creating a growing or bulging type stretch.
Set Stretch Limits ...
Lets you change the minimum and maximum stretch limits. When the surface thickness
at the currently selected vertex exceeds these limits during a stretching operation,
VP-Sculpt sounds a beep. This is useful if you want to limit the amount of sculpting
you perform on a model.
Use Current Thickness Range as Limits
Sets
the minimum and maximum stretch limits to the current minimum and maximum thicknesses
in the current model. This is useful for enhancing the visual impact of
the Thickness Color Contour render mode (see Render menu).
Medium (3) Out [F2]
Stretches the current area out three sensitivity
increments.
Large (5) Out [F3]
Stretches the current area out five
sensitivity increments.
Small (1) In [F5]
Stretches
the current area in one sensitivity increment.
Medium (3) In [F6]
Stretches
the current area in three sensitivity increments.
Large (5) In [F7]
Stretches the current area in five sensitivity increments.
Smooth Cusp
Stretch shape that is smooth
at the perimeter of the area but pointy at the center of the area.
Straight
Cusp
Stretch shape that ramps up from the perimeter to the center of the
area in a straight-line fashion.
Flat
Shape resulting in uniform
(constant) stretching for every vertex in the selected area. This results in a
loft of the area when it is stretched.
Point Cloud [1]
Shows
each model vertex as a white dot. The resulting display is a cloud of points.
Full Wireframe [2]
Shows every model edge as a white line. The resulting
display is a wireframe (stick figure) image.
Visible Wireframe [3]
Full
Wireframe with edges of non visible (backfacing or occluded) facets not shown.
Shaded Visible Wireframe [4]
Visible Wireframe with smooth (Gouraud)
shaded coloring.
Smooth Shading [5]
Smooth (Gouraud) shaded image.
The color and intensity at points on the surface are interpolated across facets
between the vertices.
Flat Shading [6]
Shades each facet with a
constant color. The intensity of the color depends on the facet's angle to the
light source. Facets facing the light source are brightest.
Wireframe/Shaded
Combo [7]
Smooth shaded image with a superimposed white wireframe.
Thickness Color Contour [9]
Colors the current
model to indicate the degree of sculpting (thickness) across the model surface.
Red implies a positive thickness (i.e., the sculpted surface is above the original
surface) and blue implies a negative thickness (i.e., the sculpted surface is
below the original surface). The intensity of the color indicates the relative
thickness -- the thicker areas appear brighter.
The current thickness limits control the intensity contouring. "Use Current Thickness Range as Limits" in the Stretch menu may be useful in maximizing the visual impact.
Change Quick Render Counter
...
Allows you to change the number of vertices or facets (N) to skip
between rendered vertices or facets when the Quick Render Mode is activated (ON).
Backfacing Polygons
Hides or unhides all facets that face away from
the viewer. This can improve the speed of model view manipulation.
Double
Buffering
Toggles on or off window double buffering. When double buffer
mode is on, the window is redrawn in a back (non visible) buffer that is swapped
to the front (visible) buffer instantaneously. This hides the drawing process
from the user and can result in smooth animation when the view is manipulated.
When this mode is off, all drawing occurs in the front (visible) buffer. This
mode provides continual feedback to the user when a large model is redrawn but
results in flicker for smaller models.
Change Model
Color ...
Allows you to change the current model's color.
Change
Background Color ...
Allows you to change the color of the window's background.
The default color is black.
Move Light Source ...
Allows you to
interactively move the light source with the mouse. The light source position
and direction are indicated with a white frustrum.
Set Light Source Position
...
Allows you to specify a new light source position. The x, y, and z
coordinates are specified and fixed in window coordinates where the origin (0,
0, 0) is at the center of the window, positive x is to the right, positive y is
up, and positive z is out of the screen.
Hide Area [Ctrl+K]
Hides the current
selected area from view.
Hide Portion of Model ...
Hides from view
the portion (front and back facing) of the current model within a user-drawn screen
rectangle.
Hide All But Portion of Model ...
Hides from view all
but the the portion (front and back facing) of the current model within a user-drawn
screen rectangle.
Hide Entire Model
Hides from view the entire current
model.
Hide All But Current Model
Hides from view all models except
the current model.
Unhide Area
Returns
to view (unhides) the current selected area.
Unhide Portion of Model ...
Returns to view (unhides) the portion (front and back facing) of the current
model within a user-drawn screen rectangle.
Unhide Entire Model [Ctrl+N]
Returns to view (unhides) the entire current model.
Unhide All Models
Returns to view (unhides) all portions of all models.
Change Model Display ...
Allows you to change the display status
(visible or not) of any of the loaded models. Any hidden portions are retained
for when the models all displayed again. Use the Shift key to select a range
of models in the list. Use the Ctrl key to select a set of models by picking
them individually.
Animated Sculpting Continuous
...
Same as "Animated Sculpting" but also reverses and cycles the animation
until you stop it with the Esc key.
Animated Rotation
Rotates the
view a full revolution about each axis sequentially. This is repeated until you
stop it with the Esc key.
Animated Rotation/Sculpting Combo ...
This
is a combination of the "Animated Rotation" and the "Animated Sculpting Continuous"
features.
Clear Individual ...
Removes markers at individually selected vertices..
Clear All
Removes all vertex markers.
Display
Hides
or unhides the display of markers.
Add To ...
Adds the facets in the currently selected
area to an existing selected region.
Subtract From ...
Removes the
facets in the currently selected area from an existing selected region.
Change Name and Color ...
Allows you to change the name and color
of an existing selected region.
Display ...
Allows
you to change the display status of existing regions. Use the Shift key
to select a range of regions in the list. Use the Ctrl key to select a set
of regions by picking them individually.
Display All
Sets the display
status of all existing regions to ON so all of them appear.
Display None
Sets the display status of all existing regions to OFF so none display.
Remove ...
Allows you to delete an existing region
definition. Only the name and color assignments are removed -- no geometry is
deleted.
Remove All
Deletes all existing region definitions. Only
the name and color assignments are removed -- no geometry is deleted.
Export
Exports all of the region information to an ASCII file with
a ".rgn" extension. The format of the file is as follows:
Region: <region name>
Color:
<red>, <green>, <blue>
# of Facets: <number of facets in region>
<list of region facet indices (one on each line)>
Region: <2nd region
name>
Color: <red>, <green>, <blue>
# of Facets: <number of
facets in 2nd region>
<list of region facet indices (one on each line)>
...
Surface Distance
... [Ctrl+.]
Calculates the length of the minimum distance (geodesic)
edge-connected path between two selected vertices.
Radius From 3 Points
... [Ctrl+,]
Calculates the radius of a circle or arc passing through
three selected vertices.
Area Surface Area [Ctrl+M]
Calculates the
surface area (the sum of facet areas) of the current selected area on the current
model.
Model Surface Area
Calculates the surface area (the sum of
facet areas) of the entire model.
Model Volume
Calculates the volume
enclosed by the current model surface if the surface represents a 3D solid. This
feature does not work for a non-closed model surface with boundaries since there
is no clearly defined volume.
Create Shell (Offset to Solid) ...
Extrudes a
surface bounded by a closed outer boundary into a volume of specified wall thickness.
The surface is copied and offset inward and then all boundaries (outer boundaries
and holes) are stitched together between the original and copied surface resulting
in a completely closed solid.
Obviously, if the model surface already represents an enclosed volume (i.e., it has no edge boundaries), this feature does not apply.
Extrude to Flat Bottom ...
Extrudes a surface bounded by a closed
outer boundary into a volume with a flat bottom. The flat bottom is defined by
placing a plane interactively. The procedure for positioning the plane is
the same as that used for Define Mirror Plane in the Select-Mirror
Image menu. You also specify the desired draft angle of the extruded sides.
For the extrusion to work properly, the plane must be placed below the surface
with the plane's normal vector pointing up towards the bottom of the surface.
It is recommended that you decimate the model's boundary (using Decimate Boundaries Only in the Edit-Model menu) before extruding to reduce the vertex/facet count of the resulting extruded solid. You cannot extrude a surface with multiple "outer boundaries." If a surface appears to have no "outer boundary" but it has a single "hole," that hole will be treated as the "outer boundary" and the surface can be extruded.
Obviously, if the model surface already represents an enclosed volume (i.e., it has no edge boundaries), this feature does not apply.
Expand Model ...
Expands
the current model (adds an extruded section) at a user-defined plane. The plane
is defined by you interactively (the procedure is the same as that described for
Define Mirror Plane in the Select-Mirror Image menu).
You specify the thickness of the expansion. The result is that the model is spread
apart at the plane by stretching the sectioned surface. No new vertices or facets
are created; existing geometry is just reshaped.
Divide Model With a Split
Plane ...
Allows you to divide the current model into two pieces separated
by a user-placed plane that intersects the model. The procedure for positioning
the plane is the same as that used for Define Mirror Plane in the Select-Mirror
Image menu.
The top half of the model (above the plane on the normal vector side) is stored with "_top" appended to the original model name. The bottom half (below the plane) is stored with "_bottom" appended to the model name. New facets are created and existing facets are deleted where the plane intersects the model to result in a straight (flat) division. The original model is removed from memory and the two halves remain as two separate models.
This feature is useful for subdividing large models in preparation for Rapid Prototyping of exported STL files.
Trim Outside of Shape ...
Allows you to define a custom shape
on the current model surface. Everything outside of this shape will be deleted.
This is an alternative to defining an area with a custom user shape and deleting
all but the area. In the case where you want to trim off only a small portion
of the model surface perimeter, the area method is less efficient since it has
to determine the entire contents of the area first.
Transform
>
Sub menu for repositioning, reorienting, scaling, and mirroring
the current model. Note - these functions permanently change the model coordinates.
Merge Two Models ...
Allows you to combine
two separate model files into a single model file. The models can first be oriented,
positioned, and scaled with "Reorient/Translate/Scale Model ... [Tab]" in the
UTILITIES-Transform menu. VP-Sculpt asks you to
indicate from a list the model to be joined and then the model to which to be
joined. VP-Sculpt combines the two models into one model with the same name as
the second (joined to) model. You should use "Save-As" in the FILE
menu if you wish to save the merged file under a different model name (if
you don't want the original model to be overwritten).
See "Merge two models into a single connected model" for more information on how to use this feature.
Trim Model at Intersection ... [T]
Finds the intersection
between two models and deletes the facets in the first model that intersects facets
in the second model. This feature is useful as a preliminary step to a paste
operation. The model to be pasted can first be trimmed where it sinks below
the base model, then the unconnected islands below the surface can be deleted
(with Delete Nonconnected Islands in the REPAIR menu),
then the models can be pasted more smoothly. The models can first be oriented,
positioned, and scaled with "Reorient/Translate/Scale Model ... [Tab]" in the
UTILITIES-Transform menu.
Paste One Model Onto
Another ... [Ctrl+V]
Allows you to paste one model onto another.
The models can first be oriented, positioned, and scaled with "Reorient/Translate/Scale
Model ... [Tab]" in the UTILITIES-Transform menu.
The model to be pasted should have a distinct and clean outer boundary, and the
model should be positioned so its entire boundary is as flush as possible with
the surface of the model to which it is to be pasted. The "Trim Model at
Intersection" function above is useful in helping you achieve this (see above).
In general, it is best if the model to be pasted contains no holes. They
can be filled with the filling tools in the REPAIR menu.
However, if holes are present, they are projected to the base surface so the projected
base surface areas can be retained.
VP-Sculpt asks you to indicate from a list the model to be pasted and then the model to be pasted on. VP-Sculpt then projects the boundary of the first model onto the surface of the second. The interior of the projection on the first model is deleted and the resulting hole is stitched together and smoothed with the outer boundary of the pasted model. VP-Sculpt then defines a closed Spine Area around the stitch region. This area is useful for further blending the surfaces with "Smooth [F9]" in the AREA menu. After the paste operation, the combined model has the same name as the original pasted-to model. You should use "Save-As" in the FILE menu if you wish to save the new model under a different model name (if you don't want the original model to be overwritten).
"Save Area to File" in the FILE menu is useful in combination with this feature. A portion of a model can be saved and later pasted onto the same or another model.
See "Paste a piece of one model onto another model" for more information on how to use this feature.
Convert
Model Units >
Sub menu for converting model coordinates from one unit
system to another.
Define and Output Face Geometry
... [\]
Prompts you to define 13 key anatomical landmarks, the plane of
symmetry (sagittal plane), and the line of sight plane (transverse plane) for
a human face. All of this information is stored in an ASCII DAT (*.dat)
file.
The landmark points are the outer corner of the right eye (right endocanthion), the inner corner of the right eye (right exocanthion), the inner corner of the left eye (left endocanthion), the outer corner of the left eye (left exocanthion), the outer base point of the right nostril (right alare), the outer base point of the left nostril (left alare), the corner of the right side of the mouth (right cheilion), the corner of the left side of the mouth (left cheilion), the attachment point of the right ear lobe to the cheek (right otobasion inferius), the attachment point of the left ear lobe to the cheek (left otobasion inferius), the bottom center of the chin (menton/gnathion), the midline point between the eyebrows (glabella), and the midline base point below the nose (subnasale).
When the SPACEBAR is not held down, the left mouse button, option keys, and mouse motion control the view in the normal fashion (see General Controls).
Translate Model With Vector ...
Allows you to translate the current
model relative to the x-y-z coordinate system according to a specified vector.
Scale Model With Factor(s) ...
Allows you to scale the current model
in any or all of the three coordinate directions (x, y and z axes). A scale factor
greater than 1 will enlarge the model in the specified direction and a fractional
scale factor will reduce the size.
Mirror Model About
the Mirror Plane
Replaces the current model with its mirror image with
respect to the currently defined mirror plane (see the Mirror
Image sub menu in the Select menu).
Center Model
at Origin
Translates all of the current model vertex coordinates so that
the geometric center of the model is located at the coordinate system origin.
This is useful because certain functions (e.g., rotation and scaling) are applied
relative to the origin.
Return Model to Original Origin
Reverses
the "Center Model at Origin" process and translates the current model back to
its original location in space.
Align Two Models with
Three Points ... [[]
Allows you to align one model with another by picking
three corresponding points on the two models. The first model is translated
and rotated into alignment with the second based on the indicated points.
The points should not be in a straight line and they should match as close as
possible between the two models.
cm
to in
Convert model units from centimeters to inches. Every coordinate
is multiplied by the conversion factor: 1.0 / 2.54.
mm to in
Convert
model units from millimeters to inches. Every coordinate is multiplied by the
conversion factor: 0.1 / 2.54.
in to m
Convert
model units from inches to meters. Every coordinate is multiplied by the conversion
factor: 0.0254.
in to cm
Convert model units from inches to centimeters.
Every coordinate is multiplied by the conversion factor: 2.54.
in to mm
Convert model units from inches to millimeters. Every coordinate is multiplied
by the conversion factor: 25.4.
Specify Conversion
Factor ...
Convert model units according to a user-specified conversion
factor.
Delete Unconnected Vertices [Ctrl+1]
Removes all model vertices that have no neighboring facets.
Delete Null
Facets [Ctrl+2]
Removes all degenerate model facets that have no area
(because the facet vertices are collinear).
Delete Appended Facets ... [Ctrl+3]
Removes all facets that are connected to the current model through only a
single vertex. These facets can represent topological problems in the model's
interior or "bow tie" facets at the boundary.
Delete Bow Tie Vertices ...
[Ctrl+4]
Removes all vertices that have more than two adjacent boundary
edges. These usually represent undesirable restrictions in the surface (e.g.,
"bow tie" facets along the boundary).
Delete Improper Model Facets ... [Ctrl+5]
Removes all model facets that have an edge shared by more than two facets.
Delete Improper Area Facets ...
Removes all area facets that have
an edge shared by more than two facets.
Delete Ends of Unidentified Boundaries
... [Ctrl+6]
Removes the ends of all "holes" and "outer boundaries" that
cannot be closed. This often removes mesh topology errors allowing VP-Sculpt to
better identify surrounding "holes" and "outer boundaries."
Replace Low
Aspect Ratio Facets ... [Ctrl+7]
Removes all model facets that have an
aspect ratio less than a user specified value where 0.0 corresponds to a flattened
(zero area) facet and 1.0 corresponds to an equilateral triangle. To rid the model
of only highly distorted facets, an aspect ratio cutoff of 0.1 (the default) is
recommended. When a low aspect facets is removed, the surrounding geometry is
adjusted to fill the resulting gaps (if there are any). This function can help
get rid of useless facets and thin "sliver" triangles, and helps improve the results
of shaded renderings.
Delete Nonconnected Islands ... [Ctrl+8]
Removes
all facets that are not connected to the portion of the model indicated by the
user (i.e., removes islands not connected to the selected island).
Delete
Island ... [Ctrl+F8]
Removes all facets that are connected to the portion
of the model indicated by the user (i.e., removes the selected island).
Fill All Holes ... [F4]
Finds and fills any holes in the model surface.
No new vertices are created; rather, the algorithm bridges existing vertices on
the hole boundaries with new facets. In the case of two or more holes sharing
points on their boundaries, the algorithm may not fill all of the holes on the
first pass. Usually, invoking the fill routine a second time will fill the remaining
holes. If a multiple attempts fail to fill all holes, it is because the
surface has topology problems. "Delete Improper Facets" (see below) may help resolve
this situation. Otherwise, you may try deleting areas that you suspect contain
improper topology and then try to fill the holes again.
VP-Sculpt distinguishes between "holes" and "outer boundaries." A closed boundary is considered to be a "hole" if the model surface is to the right of the boundary when it is traversed counterclockwise (CCW) on the outward normal side of the surface. Otherwise, the boundary is assumed to be an "outer boundary." "Outer boundaries" are not filled by this function.
See "Fill a large complex hole" for recommendations on how to produce better fills of non small holes.
Fill All Outer Boundaries ... [F8]
Fills all "outer boundaries"
(see Fill All Holes above) in the current model.
Fill All But Largest Hole
... [Ctrl+F4]
Fills all "holes" (see Fill All Holes above) except the
one with the largest number of vertices.
Fill All But Largest Outer Boundary
... [Ctrl+F8]
Fills all "outer boundaries" (see Fill All Holes above)
except the one with the largest number of vertices.
Fill Area Holes ...
[F12]
Same as Fill All Holes above, except applied only to holes within
the selected area.
Process Holes and Outer Boundaries Individually ... [Ctrl+P]
Allows you to interactively view and/or fill each individual "hole" and "outer
boundary" in the current model. For each "hole" or "outer boundary" in the model,
VP-Sculpt reorients the model so the hole or boundary is in clear view and allows
you to fill it or skip it. You can manipulate the view which is temporarily centered
on each hole/boundary. You can also toggle in and out of full/partial render mode.
In the default partial render mode, only facets adjacent to the hole/boundary
are rendered.
Normals >
Sub menu for reversing, reorienting, and recalculating model and area normals.
Reverse Model Normals
Reverses the vertex and facet normals for the entire model.
Reorient Area Normals ...
Reorients the area normals to match the
normal orientation of a user-specified area facet. Only facets directly or indirectly
connected to the picked facet are reoriented.
Reorient Model Normals ...
Reorients the current model normals to match the normal orientation of a user-specified
facet. Only facets directly or indirectly connected to the picked facet are reoriented.
Recalculate Model Normals
Recalculates and
normalizes the facet and normal vertices in the entire model.
Normalize
Vertex Normals
Normalizes all of the current model vertex normals so their
magnitudes are one.
The SDB file is an ASCII file that stores all of the attributes and full file paths (for DAT file, part files, and thumbnail image files) for each face model in the database. You should use an organized directory/folder structure on your disk to store the database information. The recommended structure is to have a dedicated folder for the database. The SDB file should be stored in this folder and can have the same name as the folder. It is recommended to have a separate folder for each database model. The main model SCL file should be stored in the folder an can have the same name as the folder (e.g., model_1a). The part files can be named by adding appropriate suffixes (e.g., model_1a_nose) and should be stored in the folder with the face geometry file (e.g., model_1a.dat) and thumbnail image files (e.g., model_1a.jpg and model_1a_nose.jpg).
See "Enter face model information into a VP-Sculpt face database" for a recommended step-by-step procedure on how to use features in this menu.
Open Database ...
Open an existing SDB face database file.
Close
Database
Close the current face database and clear it from memory.
Save
Database [Ctrl+J]
Save all changes to the current face database to its
SDB file.
Save Database As ...
Save the current face database to
an SDB file of a different name.
Create New Database ...
Create
a new face database in memory.
Open Database Model(s)
...
Open one or more models selected from a list of current face database
models.
Edit Database Model Info ... [Alt+3]
Edit the database information
for a model selected from a list of current face database models. The face
attributes, geometry file, part files, and thumbnail image files can be edited
and stored in the database.
Delete Model(s) From Database ...
Delete
one or more models selected from a list of current face database models.
Store or Edit Model Info in Database ... [J]
Store or edit information
for the current model in the current face database. The face attributes,
geometry file, part files, and thumbnail image files can be specified and stored
in the database.
Define and Output Face Geometry ... [Alt+1]
Input
face planes and key anatomical landmarks for the current model and export the
data to a DAT (*.dat) file. This is the same as "Define and Output Face
Geometry ... [\]" in the UTILITIES menu.
Store
Thumbnail Image ... [Alt+2]
Capture and store a JPEG thumbnail image for
the current model. A white rectangle will appear on the screen to indicate
the recommended size of the image. You can zoom and pan the model and/or
resize the window to have the model fill the rectangle. Then you need to
use HyderSnap or some other screen capture program to save the image within the
rectangle as a JPEG file.
Search Database ... [Alt+4]
Search the current face database for models with selected attributes.
Any combination of gender, ethnicity, age group, and build attributes can be selected
for a search. Search results can be viewed (via an HTML interface) and individual
models can be opened.
View HTML File for Database Model ...
Create
an HTML file to view information and thumbnail images for a selected model in
the current face database.
View HTML File for the Entire Database ...
Create an HTML file to view information and thumbnail images for all models
in the current face database.
Quick Reference
Hides
or unhides the dialog box displaying the VP-Sculpt
Controls information. This is useful as a quick reference.