The
"Ball" tool deforms the surface as though a sphere is pushed into the surface.
If the ball is smaller than the Freehand object, then only part of the
surface will be affected, as though the surface was easily stretchable.
The
"Knife" tool affects the whole surface, but the effect on a particular
point in the surface reduces with the reciprocal of the distance of that
point from the centre of the tool.
In the examples above, both the creation of the Freehand object
and the definition of the modelling tool were done in the same view. But
it is often useful to define the modelling tool at right angles to the
surface. The surface is then modelled identically in one dimension, as
illustrated in the following example.
However,
changes to these entryfield values only affect the resolution of Freehand
components created subsequently: once a Freehand object has been created,
the resolution cannot be changed. Note that increasing the resolution slows
down the program dramatically. Even with a 1700 MHz AMD Athlon processor,
16 * 16 is the largest practical resolution.
| View | Surface initially
visible from ... |
| Front | in front |
| Plan | above |
| Side | the left |
As surfaces are deformed, this assignment can change. If
a Freehand component refuses to render correctly, the user is advised to
check first of all whether the problem is that it is only visible from
the other side. This can be determined by moving the StdCamera
to verify this hypothesis. In the following example, the main wing was
created in the Side view and pulled outwards with the ball tool.
It
was found necessary to rotated it through 180 degrees in the side view
before doing this however. As another example, a common use of a Freehand
object is to represent the sky over the scene. Note that you cannot simply
enclose the scene inside a large ellipsoid - these are not visible from
inside! However, a Freehand object may be created in the Plan View, rotated
through 180 degrees in the Front View, and the "Ball" tool used to form
a hemisphere.
Freehand objects are much more difficult to use than the simple objects such as Cuboids, Cylinders and Cones. One problem is speed. Each transformation of a Freehand object, and even selecting and deselecting it can take a long time, particularly if large resolutions are being used. This is in part due to the sophisticated datastructure used to represent the network of Polygons, which was originally designed to allow the user to edit any single vertex, while keeping the polygons comprising the Freehand object joined at their common edges.