›–» Object Union/Subtraction/Intersection


Unioning/Subtracting and Intersecting is a great way to reduce the number of faces in your Object. Its important t otry and keep down the number of faces because the less of there are, the smaller the end file will be, thus the quicker the download in Active Worlds. Some people are very particular about sacrificing object quality or realism for download speeds.

As exaplained in the introduction, you can expand the Object Union button to give you three options:

Object Union

To union an object with another: Click the first object, then click the Object Union button, then click on the object you would like to union it with. This is the same for Object Subtraction and Intersection.

Here you see two spheres. They are currently separate objects (Hint: You can select more than one object by holding the shift key down while selecting them). Notice At the moment they have between them 256 faces and 228 vertices.

Now the two spheres have been unioned and have only 224 faces and 210 vertices, less than before. This is only a simple example, but when applied to complex objects made up of many components can reduce the number of vertices and faces dramatically and can make the difference between a laggy and none laggy object.

There is however a downside to this. You have to be carefull when unioning objects because sometimes when unioning objects in awquard potions or shapes, the results can be messy or it may not even work at all. and offcourse, you cannot union the different limbs in an Avatar because they must be separate for SEQs or "Actions" to work.

Object Subtraction

Object Subtraction is just the same as Object Unioning except it allows you to subtract or "cut away" one object from another. In the picture above a cube has had a cylinder subtracted from the center.

Object Intersection

  

Here you see a plane and a cylinder. Once intersected creating a circular plane. Object Intersection created an object out of where two objects overlap.

These three functions can be very useful for creating complex shapes with ease and reducing vertices and faces to create smaller lagless objects for use in Active Worlds.

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