Added sections 8 and 9 texts of v2 Manual. Images need to be added WIP

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George Sokianos 2022-04-25 23:42:19 +01:00
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- [III. The texture bar](#iii-the-texture-bar)
- [1. Sphere Texture](#1-sphere-texture)
- [2. Cylinder texture](#2-cylinder-texture)
- [3. Surface Texture](#3-surface-texture)
- [4. Tile Texture](#4-tile-texture)
- [5. Accept object axes](#5-accept-object-axes)
- [6. Adopt World Axes](#6-adopt-world-axes)
- [7. Match texture to object](#7-match-texture-to-object)
- [8. Texture orthogonal](#8-texture-orthogonal)
- [9. Flip horizontally](#9-flip-horizontally)
- [10. Flip Vertical](#10-flip-vertical)
# III. The texture bar
The texture bar contains the most important functions for texture editing.
![Figure 103]()
*Figure 103*
## 1. Sphere Texture
![]()
If you click on the "Sphere Texture" icon, the texture is projected radially, i.e. spherically, onto the object (Basics 16).
## 2. Cylinder texture
![]()
If you click on the "Cylinder Texture" icon, the texture will be projected onto the object in a cylindrical shape (Basics 16).
## 3. Surface Texture
![]()
If you click on the "Face Texture" icon, the texture will be projected flat onto the object (Basics 16).
## 4. Tile Texture
![]()
Here you can switch the "tile texture" on or off with the left mouse button (Basics 16).
If you right-click the 'Tile Texture' icon, a window will appear where you can set how often the texture should be applied to the active object.
![Figure 104]()
*Figure 104*
In the window you can see the numerical values 'X count' and 'Y count'. MaxonCINEMA 4D calculates this from the current size of the texture. For example, if you scaled the texture to have a size of 25% in the X direction and 50% in the Y direction, MaxonCINEMA 4D calculates that the texture is 4 times (1.0/0.25) in the X direction and 2 times (1.0/0.5) fits the surface in the Y direction.
If you now change the 'X Count' or 'Y Count', the size of the texture changes automatically. For example, if you increase the "Y Count" to 3, the texture shrinks from 50% to 33.33%. You can see this immediately when you exit the window with "OK".
## 5. Accept object axes
![]()
This function rotates the texture axes so that they are parallel to the object axes.
## 6. Adopt World Axes
![]()
This function rotates the texture axes so that they are parallel to the axes of the global world coordinate system.
## 7. Match texture to object
![]()
A click on this icon changes the position of the texture axes and the texture so that the texture completely covers the active object (before: Figure 105 and after: 106). After calling this function, the texture has the size 100% in the X and Y direction.
![Figure 105 - 106]()
*Figure 105 - 106*
## 8. Texture orthogonal
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This function shifts the texture so that it is orthogonal (perpendicular) to the viewing direction. In the "Perspective" and "3D" views this is the camera plane, in the other views it is the work surface.
## 9. Flip horizontally
![]()
With this function you can mirror the texture so that it is projected backwards.
## 10. Flip Vertical
![]()
With this function you can mirror the texture so that it is upside down.

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- [IV. The Score Bar](#iv-the-score-bar)
- [1. Magnet](#1-magnet)
- [2. Detach](#2-detach)
- [3. Grid](#3-grid)
- [4. Leveling](#4-leveling)
- [5. Paste {polygon only)](#5-paste-polygon-only)
- [6. Spiral (polygon only)](#6-spiral-polygon-only)
- [7. Arc (polygon only)](#7-arc-polygon-only)
- [8. Rounds (polygon only)](#8-rounds-polygon-only)
- [9. Elements](#9-elements)
# IV. The Score Bar
This bar provides you with extensive options for editing and alienating objects. Individual points, edges, surfaces as well as entire groups can be edited.
![Figure 107]()
*Figure 107*
The first four functions of the point bar can be applied to points of bodies as well as to points of polygons. The next four symbols only work on polygons. The "Flemente" symbol, on the other hand, only works on bodies.
## 1. Magnet
The possibility in MaxonCINEMA 4D to extract points from the object with a magnet is very practical for the creation of free-form surfaces.
Set the move action and grab a point of the active object. The surrounding points follow the mouse pointer with a certain distance — the weaker the further away they are from the mouse pointer (Figure 108).
![Figure 108]()
*Figure 108*
You can turn the magnet on or off by left-clicking on the "Magnet" icon.
When selecting with the right mouse button, the "Magnet" window appears.
![Figure 109]()
*Figure 109*
**"Radius"**
This sets the area of influence of the magnet. Any point on the object that is no further away from the picked point than specified here will be affected.
**"Conicidence"**
The radius of the magnet will be randomized by the program if you enable this option. The radius fluctuates between the values entered under "Radius" and "Minimum radius".
This function is used, for example, when creating hilly landscapes. Hills of different sizes will then automatically appear without you having to reset the "radius" each time.
**"Function"**
Here you select the function according to which the program calculates the decrease in magnet strength depending on the distance. The function is shown graphically in the "Magnet" window.
List of all functions
* Bell jar
* Circle
* needle
* Wave 1
* Wave 2
* Constant
* Linear
* parable
## 2. Detach
This function creates a new object from the selected points, edges or surfaces. The active object remains unaffected.
If you have selected points, then all points and all edges and surfaces attached to the points are transferred to the new object. Likewise, if you have selected edges, all attached points and surfaces are adopted. The activated elements and all other fully attached parts are always adopted.
![Figure 110]()
*Figure 110*
This feature is very useful for breaking existing objects into parts. Because MaxonCINEMA 4D can only assign textures and materials to objects.
## 3. Grid
It often makes sense to place points in such a way that they lie on grid points. If you forgot to turn on the scrolling grid when making your entries, you can do so now. When you click on the "Grid" symbol, all points are moved to grid points of the shifting grid - even if the shifting grid is not currently switched on (Figure 110).
## 4. Leveling
With this function you can move all active points into a common plane (Figure 111).
![Figure 111]()
*Figure 111*
In the "XY" view this is the XY plane, in the "XZ" view the XZ plane etc. In the "3D" view and the "Perspective" view the active points are moved into a plane , which is parallel to the camera plane.
## 5. Paste {polygon only)
Call this function to insert an existing polygon between two vertices of the polygon you are currently editing. The object selection window appears, in which you can select the polygon whose points MaxonCINEMA 4D should insert.
If two neighboring points of the currently edited polygon are active (picture 112), the polygon will be inserted between these two points (picture 113). Otherwise, the new points are appended to the beginning of the polygon.
![Figure 112 + 113]()
*Figure 112 + 113*
## 6. Spiral (polygon only)
With this function you can insert a spiral with a certain number of support points at any point of a polygon. If two adjacent points are active, the spiral will be inserted between these two points, otherwise it will be attached to the beginning of the polygon (Figure 114).
![Figure 114]()
*Figure 114*
The spiral always winds around the Y-axis of the world coordinate system.
If you click with the right mouse button on the "spiral" symbol, a window appears in which you can influence the appearance of the spiral.
![Figure 115]()
*Figure 115*
**"Separations"**
Enter here how many support points the spiral should consist of.
If you use linear interpolation for the polygon, you should not use too few vertices, otherwise the spiral will be too angular. A good value is, for example, 36 subdivisions for a 360° rotation.
If you use one of the softer types of interpolation instead, then you can get by with very few support points.
**"Radius"**
Here you can specify the radius of the spiral.
**"Shift"**
You can enter the length of the spiral along the Y-axis here. If you enter a displacement of O, you get a circle (arc) instead of a spiral.
**"scaling"**
Simultaneously with the screwing along the Y-axis you can specify whether the spiral should decrease (<1.0) or increase (>1.0).
**"Rotation"**
Here you specify how often the spiral should wind around the Y-axis. For example, an angle of 360° corresponds to a single turn.
## 7. Arc (polygon only)
![Figure 116]()
*Figure 116*
You can use this function to insert an arc with a certain number of support points at any point in the polygon. To do this, you need to activate three consecutive support points (Figure 117). MaxonCINEMA 4D assumes that these three points lie on the edge of the circle and uses their positions to calculate the radius of the circular arc. As you can see in Figure 118, the arc starts at the first and ends at the last of the three active points.
If you click on the "arc" symbol with the right mouse button, a window appears in which you can specify how many support points the arc should be made up of.
![Figure 117 + 118]()
*Figure 117 + 118*
## 8. Rounds (polygon only)
You can use this function to round any part of the polygon. First activate the points of the polygon part that you want to soften (Figure 119). The points must be connected in one piece.
![Figure 120]()
*Figure 120*
Then click on the "Round" icon. The active points are replaced by a larger number of points, resulting in a smoother curve (Figure 120).
![Figure 121]()
*Figure 121*
If you right-click on the "Round" icon, a window appears in which you can specify how many points and what kind of rounding you want to use:
**"Points"**
Enter here how many points should be used to smooth the curve. More points must be specified than are currently active.
**"type"**
Here you can specify the type of rounding. The interpolation types linear, cubic, Akima and B-spline are available to you.
## 9. Elements
With this icon you can specify whether you prefer to edit points, edges or surfaces. This setting is only valid if you are currently editing a body. For polygons, only the points can be edited.
Depending on the setting made here, the mouse inputs are interpreted differently (Basics 12).