University of Oregon - Department of Architecture -  ARCH 424/524 Cheng -  Advanced Design Development Media
			
FormZ Intro
			
			Objective:  To become familiar with a new user interface and to understand basic concepts of modeling.
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		I. Approaching new software 
		
A.  Figure out what the different modules can do:
	
- 	2D Drafting:  under Windows menu > New Draft Window
 - 	3D Modeling :  under Windows menu > New Model Window
 - 	(Rendering:  integrated into Modeling)
 
 
B.  Find learning resources
	
- 	Help  menu
			
 - Hard-copy manuals at AAA Library, Klamath & Millrace desks
			
 - 	On-line tutorials
			
 - 	Know how to get in and out without damage:
	
		
		- Undo, Open, Save, Revert to saved commands
	
 
 
C.  Understand the components of the user interface
		
- Top:  standard Mac pull-down menus
	
 - Left side icons:  tear off "modeling tool palette"
- 	white boxes are operators creating or editing commands
- 	aqua boxes are modifiers
  
 - Bottom left:  "window tool palette" 
 for
- 	reference plane
- 	snaps
- 	viewing control
   
 - Additional palettes available through the Palettes menu
- 	Prompts' command line interface gives feedback and takes typed input
- 	Surface Styles allows selection of default object colors
- 	Coordinates echo either world or absolute coordinates
- 	Views & Layers
    
 
		
D.  Simplify to the bare basics by stripping the interface temporarily:
		
		
			- Under the Palettes Menu, select Customize Tools, then highlight tools to remove and hit the Remove button.  Hit Defaults to restore.  
		
 
		 III.  Modeling Concepts
		
What you can do in a software is shaped by how the programmers crafted it.    In FormZ, the basic operations are affected by modifiers.
- Creating Elements (basic shapes, objects or entities, aka graphic primitives)
	
	- 	 

	- 1st row Modifiersdetermine what is created with shape or line tools.
	
- TRY IT:  Draw a square five times with each of the 5 different aqua modifiers on.  Turn on the grid from the lower left "window tool palette".
	
   
 - Selecting Elements:
	
	
	- 4th row Topological Selection modifiers allow fine tuning of selection sets
	
- TRY IT:  Set the topological level to point, line face, etc., and try using the arrow 
    to select different parts of a cube. 
	  
	 After selecting each one, use the Move key to define the starting and ending points of the translation vector.  Use the Edit > Undo after each one.  NOTE:  to select multiple items, you do NOT have to use the shift key.  To deselect, point outside all objects when the arrow is highlighted.
 - Transforming Elements
	
	
10th row SelfCopy modifiers  convert transformations to transformation copiers	
	
 - View control
	
- Panning, Zooming, Twisting and Turning with the window tool palette
OR
 
	- Using View menu presets
	
  
 
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edited Apr. 21, 2001 by nywcheng