Trying to Understand Imagine 3.0's Forms Editor, or, Going Mad by Degrees by Bill Graham Imagine's Forms editor is probably the most ignored editor in the program. I know of users who've used Imagine since it's release, and the Forms editor does not exist as far as they're concerned. They have opened it once or twice, played with the very strange default sphere, made some odd looking objects that they could never duplicate in a million years, and gave up feeling frustrated and maybe a little mystified. And with version 3.0, point editing can be done in the Detail editor in the Perspective view, the New Mode, and this seems to be another good reason to not worry about the Forms editor. But the Forms editor is incredibly powerful. There is nothing like it in any other program. It is a symmetrical object editor. This means that you edit an object's topography without affecting it's geometry. In other words, any object created in the Forms editor can be morphed into any other object created in the Forms editor, as long as the point and edge counts are concurrent. Keeping them concurrent is easy, due to the way that this editor works. By using a simple top down object construction strategy, making the most complex object first, then the next most complex, etc., you can create some mind blowing 3D morphs. And considering that you can morph an object's surface attributes at the same time as it's geometry, truly amazing effects can be accomplished. Some animations that I've done with Forms objects include morphing fruit, with a banana turning into an apple that turns into an orange that turns into a pear which turns into a plum which turns into a banana again. And with States, you can control the "flow" of the morph, easily getting around the problem of objects' points trying to move linearly when doing an object morph. I morphed a meat cleaver into a serving platter with utter smoothness. This ability to construct controlled morphing complex objects would persuade me to buy Imagine just for object creation if I was already fluent in the use of another package that supports object geometry morphing. Assuming I had object file conversion software, of course. However, all this power comes at a price. And that price is a willingness to completely rethink the way you plan and build objects. The hurdles are in the conceptualization, not in understanding the various menus and commands. In fact, the Forms editor has fewer menus and commands than any of Imagine's seven editors. I am going to attempt to demystify this editor. I teach Imagine classes and have succesfully gotten through to people who had given up on the Forms editor. Of course, we were all sitting in front of computers with Imagine running, and I took them through it step by step both verbally and by showing them on screen. So this may be a little more difficult, perhaps. All's we can do is try....... I think what bothers most people at first is the very concept of a symmetrical object editor. Trying to understand symmetry as it applies in the Forms editor can be daunting. Symmetry, in the Cartesian coordinate environment, can only be in three directions, those three corresponding to the Top, Front, and Right orthogonal working views in Imagine. Because Forms is a symmetrical editor, there can be no working in New Mode here. Working in Forms is working in the abstract. The three orthogonal views are a representation of the object, the only "true" view is in the perspective window. We will try an analogy. Think of an adjustable weight dumbbell. Imagine it laying in a left to right orientation. A metal bar, with a round metal plate on either end. This object has symmetry in all three directions. If you had a metal cutting blade on a bandsaw, you could slice this object all three ways, and the resulting halves would be equal.( Well, equal enough for this example). You could slice it (in the Front view) left to right, with the blade going downward in Z, with the cut moving along X. This corresponds to Imagine's X/Z plane. The two halves would be symmetrical in Y. If we rotated our bandsaw blade 90 degrees away from us around X, we could still slice from left to right, but the blade would be moving along Y (in and out of the screen, in the Front view). The symmetry of the resulting halves would be in Z. The cut is occurring in the X/Y plane. Our final dumbbell mutilation is to cut the bar in half. The blade is still pointing in and out of the screen, but we have to rotate it 90 degrees in Y. Now the cut is on the Y/Z plane.We cut the bar in the middle,and the two halves' symmetry is in X. There are only three axes to deal with. Since the hypothetical cut must involve two of them, the symmetry or non-symmetry must occur on the other. It has to! Now, let us remove one of the dumbbell's plates. We slice it like we did the first time above, left to right, into two halves, one half closer to us than the other in Y. Symmetry in Y, yes! We rotate the blade 90 degrees, as before and once again slice left to right, this time with the blade pointing away from us as we did above, slicing it into upper and lower halves. Symmetry in Z,yes! But when we rotate the blade 90 degrees in Y, and slice the bar in half, no symmetry. One half has a plate and the other does not. By removing one plate from the dumbbell, we made it symmetrical in two axes only. We are tired of this dumbbell rolling around on the desk. We go to the sporting goods store, and buy the latest thing in work-out equipment. The triangular dumbbell plate. No more stubbed toes! But for the purposes of this "thought" experiment, we will only put one plate on. With this funny triangular plate attached, we slice like we did the first time above. Two parts, one closer to us than the other. Symmetry in Y, yes! We rotate the blade away from us 90 degrees, and slice along the X/Y plane. Oops! No symmetry in Z! We rotate the blade 90 degrees again, this time in Y. We slice the bar in half.(Remember, only one plate) No symmetry in X, either! Yikes! This object is now symmetrical on one axis only. For our last "thought" experiment, we remove all plates from the dumbbell bar. We stick one end of the bar into a fist-sized blob of adhesive, fast drying clay. We let it dry, and slice it three ways like we did above. Left to right, on the X/Z plane, no symmetry in Y! Left to right, on the X/Y plane, no symmetry in Z! We slice the bar up and down, on the Y/Z plane. No symmetry in X either. Wow! No symmetry at all in this object. This is the key to creating an object in Forms. You must plan ahead, mentally laying out your object or using graph paper to decide how many axes of symmetry and what orientation your object will have. When you enter the Forms editor, it looks very similar to most of the other Imagine editors. The Project and Display menu bars are pretty much the same as others throughout the other editors, with the exception of there being no New Mode option under the Display menu. There are the programmable User gadgets at the bottom of the screen, and you should set these up after getting familiar with all the menu options. The Object, Mode, Symmetry, Select, and Cross Section menu items work very differently from anything in the other editors, however. We will cover the Object menu first. In Forms, you either Load a previously saved Forms object, or create a New one. Be aware that the Forms editor allows only one object at a time to be worked on. To Load an object into Forms, it must have been created there, with it's special geometry intact. You can Save a Forms object, and load it into Detail, and apply brush maps, textures, and even create States, and re-load it into Forms. As long as you do not alter the object's geometry by scaling, point editing, or using the Strip command, you will be able to further edit a Forms object in that editor. When you select New from the object menu, you are presented with a requester (Figure 1) with several fields for input. When you are planning to construct an object in the Forms editor,you must, in your mind's eye, determine how many axes of symmetry there are in your object. This is essential. Three axes of symmetry for a barbell, two for a candlestick holder, one for a single edged knife, none for a human arm, etc. Forms is based on setting up and editing cross sections of an object, one at a time, and editing "silhouette" views of your object. Number of Points is the number of editing points in the cross section of your object. You'll change the number of points in the course of editing, so while you are learning your way around, you can accept the default number of 16. Number of Slices is the number of cross sections.If you were going to make a candlestick holder, Points would be the number of editable points around the circumference, and Slices would be the number of editable slices along the length of the holder.Twice this number is how many points you'll see in the Silhouette views. These can be changed also, so accepting the defaults is fine here also. Contrary to what has been written elsewhere, you should never use anything but the default Two Former views. In fact, prior to the release of Imagine 2.0, you had no choice. I say this because now that you understand symmetry, there is no need for you to work in the other two modes. They are actually "restricted" modes, for remedial Imagineers. They actually restrict editing axes of symmetry (there's only three, for God's sake), and you will be seriously restricting yourself if you use them. So I will not be covering those other two modes. Try them if you like. But it's sorta like learning to drive on an automatic, and then trying a stickshift. It can be done, but it's a lot harder in the long run. X-Y Cross section would be selected if you were going to make your holder right side up. Y-Z Cross section would be selected if you were going to make it laying on it's side. When you click one or the other, the corresponding Seal Top End and Seal Bottom End buttons become Seal Right End and Seal Left End. The default is fine when you're learning. You see, the sphere you get when you create a new Forms object is not really a sphere. It is a spherical cylinder (!!??). It is actually a tube, with the number of slices and points specified in the cross section fields, and Seal XXX End simply adds a central point with faces that close off the tube.These ends will not be "flush" with the normal end of the objects, and you cannot edit this single point directly from Forms. It is a job for the Detail editor. In terms of learning to create objects, it doesn't really matter which cross section selection you choose, object editing is the same either way. Later on, when you are comfortable with Forms, it will matter, in terms of making morphable objects and such. The spherical tube concept is important, because it is crucial to understanding how to work in Forms. Basically, in the three non-perspective views, you are working with one cross section view of the spherical tube, and two silhouette views. Which of the Top,Front, and Right views is what depends on which Cross section orientation you select in the New Object requester. Your choices are two, X-Y and Y-Z. Which axis is common to those two choices? Y, of course (no pun intended). Looking down Y is always in the Front view, of course. And the Front view never changes, in that it always is represented by a broken circle. The orientation of the break(s) always corresponds with the Cross section axis. If the Cross section selected is X-Y (tube running top to bottom), then the breaks in the Front view circle are the top and bottom. If the Cross section selected is Y-Z (left to right), then the breaks are on the left and right. The Cross section view, however, can be either the Top or the Right view. And the Cross section view is always easy to identify, because it is always the unbroken circle. So if you pick the up/down orientation, the Top view will be the Cross section view. And if you pick the right/left orientation, the Right view will be the Cross section view. Hopefully, this Forms editor seems a little less formidable by now. When working in Forms, you are working on a series of Cross sections, of which only one is visible at a time. The Cross section view never affects the size, or diameter of the object, only it's shape. For a Cross section to be editable,it has to be a Key Cross section. The default object always has only one of these Key Slices. Later, we will learn how to add more. But for now, you should be able to understand that when you create an object in Forms, you are working on a series of cross sections, with corresponding silhouette points in the other two views. Like the sections of an extruded object, for instance. The only other selection to make in this now-not-so-nasty requester is Fixed Cross Section Symmetry. These four buttons are mutually exclusive. From earlier in this text you should remember that there are only three possible axes of symmetry. Since we are dealing with a cross section of a three dimensional object, we only have to worry about two axes of symmetry. Which two, of course, depends on which of the X-Y or Y-Z choices you choose. These buttons, like the Seal XXX End buttons, will change depending on which orientation you click. (Remember, this requester is for the Cross sections ONLY!) Cross section symmetry is always (almost) fixed. Should you be in the midst of editing, and decide you don't want that fixed symmetry, you (a) save the object, (b) start a new one with the same cross section points and same form, only with the new one selecting None in this requester. (You'll be prompted for that information) If we were to accept the default, our cross section would be in the Top view. X axis would mean that moving a point on the left would move the corresponding point on the right. ( You must mentally divide the cross section into halves, it isn't marked for you.) Y axis would do the same for the top and bottom. Both Axes move the three other corresponding points. Try this once or twice and it'll make perfect sense. Remember, with None selected, just the cross section point you actually work with will move (Figure2N), with X axis or Y axis, you get two for the price of one (Figures2X and 2Y). With Both axes, you get four for the price of one (Figure2B). So for a candlestick holder cross section, you'd choose Both, for a boat hull or a carving knife, you'd choose X or Y, and for something organic like a leg or an arm you'd choose None. Snap to Grid, the last item in the Object menus, allows you to select one or more points in the various views and have them all align to the nearest grid intersection. When you become familiar with the Forms editor, this command will be very helpful for assuring selective editing symmetry. And this wraps it up for the dreaded New object requester. Almost, anyway. I will leave it as an excercise for the reader to figure out the Ok and Cancel buttons. The Mode menu is simple to understand. There are three basic things you do when editing, and these are Edit, Add, and Delete. You cannot Delete an object to nothing but a simple axis here as you can in Detail, nor can you Delete an objects defined Key slices. When Adding points, be careful not to get lost. It is very easy to be in Add mode and forget to switch to Edit mode, thereby Adding several unwanted points/slices to your object. I recommend Adding then Editing one point at a time when you are first learning your way around Forms. This is because what happens to the Added editing point is not always apparent. You will always see the adjoining connected lines "jump" when you Add a point. But sometimes you don't see the point itself. This has made many users crazy. The fact is the new point is always there, but what happens to it when it's first added is determined by many factors. These factors include whether you are working in a Cross section view or a silhouette view, what fixed symmetry is in place (determined by the New requester), whether you have Locked selected in the Select menu, whether the adjacent point is a Key slice or not, whether it's raining in London or not, whether you prefer dogs over cats, whether you live in a community property state or not, and things like that. What you need to remember is this: The point is ALWAYS present. If you can't see it, it is either "underneath" the nearest point you clicked close to, or "underneath" one of the two adjacent points. It will ALWAYS be under one of those three points. Sometimes when you Add a point, you will actually be adding two, or sometimes four points, and instead of losing just one point, you've lost two or four. But this is no reason to freak, because when you find one, you'll also find the corresponding second and third/fourth point. Just remember what I said about adjacent points above. Much more of the reasoning behind this wierdness will become apparent when we discuss the Symmetry menu, coming up next. The Symmetry menu is in many ways the meat and potatoes of the Forms editor. It has also caused a lot of confusion, because when you look at the various Symmetry selections, you realize you've seen much of this before in the New object requester. But the New object requester only addresses symmetry in the Cross section view. The Symmetry menu addresses symmetry in the two "silhouette" views. These two views are determined by the New object settings, as you should remember. With the default settings, the silhouette views are the Front and Right views. The first Symmetry setting is Off. This means that when you edit a point in either of the silhouette views, only that point is affected. The corresponding point remains unchanged. If you were modeling a candlestick holder with the Off setting selected, it would look very strange because it would not look "spun" as it should. But if you were model- ing a carving knife (oriented up and down with the default settings), this is what you'd want, assuming you were using the non symmetric silhouette view for the knife's flat outline. Front view and Right view (or Top view, as this changes according to the New requester settings) means that when you edit a point(s) in that selected view, the opposing point(s) move also. These two settings establish symmetry in their respective views. So with just one or none of these selected, it is possible to move editing points so that they are not "lined up". For many "organic" objects, this is precisely what you want. This also allows you to put detail where it's needed, while keeping an eye on object size. The Both setting simply sets up non-concurrent symmetry in both silhouette views. So when you edit points in the Front view, only Front view symmetry is in force, and when you edit in the Right view, only Right view symmetry is in force. But the other silhouette view is not directly affected. The 90 Degree setting, however, does establish dual silhouette view symmetry. So when you edit a point in the Front view, the Right view points move also, and vice versa. I know this sounds confusing, but when you try it (on SIMPLE objects when learning) it really will come together. The Select menu has four settings that look very similar to those in the Detail editor, but actually they behave very differently. Click mode functions like Drag Points mode in the Detail editor. You click on a point with the left mouse button, and while holding down that button move the point to where you need. All Select settings work in the Cross section view as well as the silhouette views. Click mode also supports the "multi" option by holding down the shift key while clicking multiple points. Drag Box and Lasso are both multi-select options, you drag-box or lasso points while keeping the shift key pressed, then release the shift key while holding down the left mouse button to move the points. It will become obvious to you that by doing this you can make truly radical changes in your object very quickly. Lock means that when you move a point or points, they will automatically snap to the nearest grid intersection. This is a more controlled way of doing the Snap to Grid function of the Object menu, as you can toggle this on or off as needed. The Cross Section menu is the last of the Forms editor menus ( as far as Imagine 3.0 is concerned). When you first create a new Forms object, the spherical tube only has one defined cross section, so when you select the Select command the first time, you'll get a box that tells you "The current cross section is the only one defined". Once you define more than one Key cross section, the Select command will highlite in orange all defined Key cross sections. This ability to define key cross sections is how you create smooth transitions from one cross section shape to another. Imagine smoothly interpolates between cross sections, making a natural, realistic transformation from one cross section shape to another. The cross sections have to be selected from one of the silhouette views, because only one cross section is viewable at a time. The program automatically numbers these cross sections, and it is displayed at the top of the screen. The way to make a new cross section is with the Make Key command. In a new object, the one pre-defined cross section is always at the end of the "tube". After selecting Make Key, you simply click on a point in one of the silhouette views and that cross section becomes a Key section. You can verify this with the Select command. Once you have made a new cross section, that is the one represented in the cross section view. When working in the various views, once again depending on the current settings, you will notice "rubber band" lines going from the points you're editing towards the center of the representative view. These are guides to tell you where the corresponding points are in the other silhouette view. Using Forms depends very much on your ability to visualize, and relies more on intuition (the human kind) more than any other editor. Although it seems odd to work with at first, after a while you will find yourself starting most of your projects here. There are some odd characteristics concerning Forms objects, and I also have some tips on object creation. Forms objects are of a different structure than other Imagine objects. In order to make these objects into full fledged Imagine objects, you must "break" the object geometry symmetry. You do this by loading the object into the Detail Editor and using the Strip command and checking the Forms Data button. This is necessary if you plan to export and convert the object for use in other software. When creating two or more objects to be morphed, make the most complex object first. So, for instance, if you were going to make a candlestick holder morph into a pencil, you'd want to make the holder first, then the pencil.(See Figures 3 and 4) Be sure not to delete or change the number of slices or cross section points, if you do the objects will not morph. The pencil will seem to have too many cross sections, but the point/edge count must be the same in both objects. Do not use the Merge function in Detail in order to simplify your object, it'll blow the concurrent point/edge requirement. For the same reason, don't take the object into another program for editing as the object's structure would be destroyed, and even if you end up with the correct number of points and edges, the point order will be off, and it'll look like spaghetti when you try to morph it. If you're willing to put in some time, incredible transformations are possible. Text is one good example. Flying logos are commonplace, but logos that morph into shape from something else are not. Take the time to break things down, and use a little imagination. Break a butterfly down into head, big wings, little wings, thorax, abdomen, and with Forms make them along with the propeller, big wings, little wings, fuselage, and tail fin of an airplane. Morph them while flying, maybe along with concurrent morphing of cycles also. Your imagination is the only limiting factor. Bill Graham