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There
are a number of techniques used when creating objects that fall
under the category of Adding and Deleting faces. Its quite an important
subject because the use of some of these techniques can drastically
reduce the number of faces in your objects, which is always good.
The following techniques allow you to this without loosing quality
and shape in your work.
Auto Reduction When
you subtract/union an object from another, it automatically remove
unnessacery faces fro mthe object at the same time. So one way of
cleaning up your mesh is to create a cube, move it far away from
your object and subtract it from your object. So that its not actually
taken anything away from your object yet TS will still auto remove
any surplus faces. (Note: TS dosent reduce the quality of your objects
when it does it, it removes faces that, if removed would have no
effect on the mesh.) Here is an example:

Above
you can see a cone with WAY too many faces, notice that after the
subtraction TS automatically removes all the unnessacery faces on
the sides of the cone. This techniques dosent always have much effect
but in some cases, especially when you've been subdiving faces and
deforming, it can seriously help.
Deleting
Faces When creating an object with sides that cant be seen.
For example the back of a picture than goes on the wall or the bottom
of a sofa that sits on the floor. You don't need to render those
sides of the objectm, sonce you'll never see them. So another way
to reduce the number of faces in your object is to delete these
parts of your objects. To delete the faces on an object, click and
hold on the Point Edit button (
) and then move your mouse up to the Delete Face button ( )
and release to select. Now simply click on the faces on the object
you would like to remove, like so:

Here
is a statue object I made for AWTeen's Inaugurations Day. The second
picture is an underneath view of the model after I've deleted the
bottom of the model. Notice in trueSpace you are able to see the
inside of the object as if you've cut off the bottom and hollowed
it out. This is not the case, when the object is viewed in Active
Worlds, from the hole you will just see through the object as if
it wasent there. Whenever making objects that are against a wall
or on the floor, always delete faces that wont be seen to reduce
lag.
Adding
Faces There are three ways to add new faces to an object:
› Quad Division/Smoothing
(
) Division merely splits all faces into 4 smaller faces giving
you more to work with when deforming where as Smoothing does this
also but repositions some of your polygons to make the oversall
shape of your object smoother. The drawbacks include that TS can
only reconise basic shapes such as spheres, cones, etc.. and smooth
them and that this is INCREDIBLY heavy on faces. I rarely ever use
this on my models.
› Triangulation (
) Triangulation is much the same as quad division except it splits
each cell in half diagonally creating two smaller triangles.
› Polygon Drawing ( ) Also
accessed from the point edit menu (
), this tool lets you manually draw on ireegularly shaped polygons
in any way that you like. This can cause rendering issues in Active
Worlds though due to the fact that you are creating unusual shapes
vertices, this becomes especially apparent when you start deforming
such shapes.
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Section 13: (Avatars) Introduction, Rules of Thumb Back to Home Page
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