Added all images in section 2

This commit is contained in:
George Sokianos 2022-03-20 20:36:33 +00:00
parent 3b0d11d485
commit bcf80e4c10
5 changed files with 51 additions and 45 deletions

View File

@ -57,7 +57,7 @@ You can change the view at any time while working or move the visible workspace
You see the ring in perspective in the "3D" view.
* ![](images/mainBar/mainBar_21.png) Click on the "XZ" icon on the main bar.
* ![XZ](images/mainBar/mainBar_21.png) Click on the "XZ" icon on the main bar.
The ring now appears in plan, that is, it is shown from above.
@ -65,33 +65,33 @@ You can change the view at any time while working or move the visible workspace
As long as you keep the button pressed, the working surface with the ring, the coordinate axes and the grid moves according to your mouse movement. For reasons of speed, the ring is not drawn during the movement. Instead, a bounding rectangle is displayed. As soon as you release the button, the desktop stops.
![](images/mainBar/mainBar_01.png) ![](images/mainBar/mainBar_09.png)
![edit view](images/mainBar/mainBar_01.png) ![move](images/mainBar/mainBar_09.png)
The mouse input affected the view in this way because the "Edit View" icon was set in combination with the "Move" icon.
![](images/mainBar/mainBar_02.png) ![](images/mainBar/mainBar_03.png) ![](images/mainBar/mainBar_04.png)
![edit object points](images/mainBar/mainBar_02.png) ![edit object](images/mainBar/mainBar_03.png) ![edit object axes](images/mainBar/mainBar_04.png)
![](images/mainBar/mainBar_05.png) ![](images/mainBar/mainBar_06.png)
![edit object texture](images/mainBar/mainBar_05.png) ![edit object texture axes](images/mainBar/mainBar_06.png)
With the top 6 symbols of the main bar you always specify which screen elements you want to edit - in this case the view. The other 5 symbols are used to change the points of an object, the object itself, its axes, its texture or its texture axes.
Now look at the next 4 symbols. Use this to select the action you want to perform. Because the pan arrow is currently activated, you can pan the view with the mouse. On the other hand, if you want to enlarge the section, then the "Scale" symbol to the right is responsible for this.
* ![](images/mainBar/mainBar_10.png) Click on the 'Scale' icon, place the mouse anywhere in the document window as before and move the mouse while holding down the left mouse button.
* ![scale](images/mainBar/mainBar_10.png) Click on the 'Scale' icon, place the mouse anywhere in the document window as before and move the mouse while holding down the left mouse button.
You will see how the visible section increases or decreases depending on whether you move the mouse to the left or to the right.
Sometimes it is very difficult to visualize an object based on the floor plan, side elevation and elevation. In this case, working in the three-dimensional view (3D view) is a good idea. Here the objects are not flattened, instead you view the scene from the point of view of an imaginary camera and see the scene in perspective. Objects further away from your point of view appear smaller than those that are close. In order for the camera to know in which direction to look from its position, a viewing direction must always be specified in addition to the camera position. But no fear. You can use the 3D view just as easily as you could previously move the workspace with the mouse.
* ![](images/mainBar/mainBar_22.png) Switch back to the "3D" view by clicking the "3D" icon.
* ![3D](images/mainBar/mainBar_22.png) Switch back to the "3D" view by clicking the "3D" icon.
You now see the view from the camera's point of view in front of you. A grid is drawn in the XZ plane in the document window. It is intended to serve as an orientation aid. You can also see the ring drawn in white and shown in perspective.
* ![](images/mainBar/mainBar_08.png) Now click on the "Rotate" icon and move the mouse again while holding down the left button.
* ![rotate](images/mainBar/mainBar_08.png) Now click on the "Rotate" icon and move the mouse again while holding down the left button.
This time you can move the editor camera around the ring in real time. A right-left movement rotates the camera horizontally, an up-down movement across the ring.
* ![](images/mainBar/mainBar_09.png) ![](images/mainBar/mainBar_10.png) Try the same with the "Move" icon and the "Scale" icon as well.
* ![move](images/mainBar/mainBar_09.png) ![scale](images/mainBar/mainBar_10.png) Try the same with the "Move" icon and the "Scale" icon as well.
You can see how you can move the camera freely in space.
@ -103,7 +103,7 @@ You can change the view at any time while working or move the visible workspace
In addition to the individual two-dimensional projections (floor plan, elevation, side view) and the editor camera (3D view), you can display these four views simultaneously for the best possible overview.
* ![](images/mainBar/mainBar_23.png) Click on the "4T" icon.
* ![4T](images/mainBar/mainBar_23.png) Click on the "4T" icon.
All four views appear simultaneously in the document window
@ -125,7 +125,7 @@ You can change the view at any time while working or move the visible workspace
* Go to 3D view.
* ![](images/mainBar/mainBar_16.png) Click and hold the 'magnifying glass' icon. A drop-down menu with various options will appear. You can see that there is a drop-down menu under this symbol by the small black triangle in the lower right corner.
* ![magnifying glass](images/mainBar/mainBar_16.png) Click and hold the 'magnifying glass' icon. A drop-down menu with various options will appear. You can see that there is a drop-down menu under this symbol by the small black triangle in the lower right corner.
Select the magnifying glass option. The mouse pointer immediately changes to a crosshair. Press the left mouse button above the ring on the left and keep it pressed. Now move the mouse. MaxonCINEMA 4D draws a frame. This delimits the area which is to be shown enlarged afterwards. Drag the frame to about the middle of the ring and release the left mouse button.
@ -153,7 +153,7 @@ You can change the view at any time while working or move the visible workspace
In principle, you can not only view all displayed values and parameters, you can also change them. Simply click on the corresponding value and change it with the keyboard.
* ![](images/mainBar/mainBar_19.png) Go to XY view.
* ![XY](images/mainBar/mainBar_19.png) Go to XY view.
* Click on the line grid value, change it to 50 and press Enter.
@ -171,7 +171,7 @@ You can create a basic object by selecting the corresponding menu item. The obje
But you can also use the object bar. This can be opened just like the "Information" window in the "Window" menu.
* ![](images/objectBar/objectBar_03.png) To do this, select the "Object bar" menu item and click on the "Basic objects" symbol with the mouse.
* ![basic objects](images/objectBar/objectBar_03.png) To do this, select the "Object bar" menu item and click on the "Basic objects" symbol with the mouse.
A drop-down menu appears with the same options as in the "Objects > Primary Objects" menu.
@ -202,7 +202,7 @@ For all objects that require an indication of the number of subdivisions, the mo
With the text function of MaxonCINEMA 4D it is possible to do professional video titling. You enter any text that MaxonCINEMA 4D then converts into three-dimensional letters.
* ![](images/objectBar/objectBar_06.png) Select the "Text" function from the "Objects/Special Objects" menu.
* ![special objects](images/objectBar/objectBar_06.png) Select the "Text" function from the "Objects/Special Objects" menu.
A window appears in which you can enter a text. In addition, you can determine which of the supplied 3D character sets should be used.
@ -256,7 +256,7 @@ The easiest way is to click on the black dot that is drawn for each object. This
With this function you can activate an object based on its name. An alphabetical list of all objects in the scene appears. Among other things, you can see that each letter of the text you just created exists as an object titled "Activation." The type of object is always displayed to the left of the name. In addition to area objects, these can also be light sources or polygons.
![](images/pages/p41_1.png)
As you can see there is also a small black arrow next to the dice symbols. This indicates that all letter objects themselves consist of other objects.
@ -300,7 +300,7 @@ Now that you can enter different objects, you probably want to be able to change
* Generate a ring.
* Click on the "Move" and "Edit Object" icons on the main bar.
* ![move](images/mainBar/mainBar_09.png) ![edit object](images/mainBar/mainBar_03.png) Click on the "Move" and "Edit Object" icons on the main bar.
* Press the left mouse button in the document window (anywhere where there is no black square of an object origin)
@ -308,11 +308,11 @@ Now that you can enter different objects, you probably want to be able to change
Resizing the ring is just as easy.
* Click on the "Scale" icon. If you now move the mouse while holding down the left mouse button, it is no longer the position that changes, but the size of the ring.
* ![scale](images/mainBar/mainBar_10.png) Click on the "Scale" icon. If you now move the mouse while holding down the left mouse button, it is no longer the position that changes, but the size of the ring.
The same applies to rotating objects. Here, however, you must first specify which of the three spatial axes the object is to be rotated around. For this purpose there are three letters "X", "Y" and "Z" in the toolbar, representing the X, Y and Z axis. The indented letter indicates the axis of rotation.
* Click the 'Rotate' icon and then click the 'Y' icon. If you now move the mouse while holding down the left mouse button, the object rotates around its Y-axis.
* ![rotate](images/mainBar/mainBar_08.png) ![Y](images/mainBar/mainBar_12.png) Click the 'Rotate' icon and then click the 'Y' icon. If you now move the mouse while holding down the left mouse button, the object rotates around its Y-axis.
You have just learned how to position objects individually and how to specify their size and position.
@ -324,11 +324,11 @@ You already know the simplest and fastest algorithm from the "3D view" of the ed
MaxonCINEMA 4D has its own camera for image calculation, the "Perspective" camera, which is independent of the editor camera. This has the advantage that you can quickly move the editor camera around the scene for construction without destroying a spectacular shot of the "perspective" camera. You can control the perspective of the 'Perspective' camera in the 'Perspective' view. You can move and rotate the "Perspective" camera just like the editor camera.
* Delete all documents and create a new document with a ring in the middle. Activate the "Perspective" view. Adjust the magnification of the camera with the "Scale" symbol so that the ring is displayed in full format.
* ![P](images/mainBar/mainBar_24.png) Delete all documents and create a new document with a ring in the middle. Activate the "Perspective" view. Adjust the magnification of the camera with the "Scale" symbol so that the ring is displayed in full format.
MaxonCINEMA 4D now uses these camera settings for image calculation in the perspective algorithms.
* Invoke Wireframe (the function can be accessed via the pull-down menu at the "Image Calculation" icon).
* ![rendering](images/mainBar/mainBar_18.png) Invoke Wireframe (the function can be accessed via the pull-down menu at the "Image Calculation" icon).
A new screen will immediately appear, drawing the ring from the same perspective as in the "Perspective" view.
@ -336,7 +336,7 @@ MaxonCINEMA 4D has its own camera for image calculation, the "Perspective" camer
* Left-click anywhere on the image.
MaxonCINEMA AD immediately switches to the workspace you are familiar with and you can see the so-called “History” window, which shows the percentage progress of the image calculation. However, since the calculation of the ring was not very time-consuming, MaxonCINEMA 4D has already finished calculating the image and the bar in the window shows 100%. However, as you will notice in the following paragraphs, the image calculation does not always progress so quickly and this is when this display is helpful.
MaxonCINEMA 4D immediately switches to the workspace you are familiar with and you can see the so-called “History” window, which shows the percentage progress of the image calculation. However, since the calculation of the ring was not very time-consuming, MaxonCINEMA 4D has already finished calculating the image and the bar in the window shows 100%. However, as you will notice in the following paragraphs, the image calculation does not always progress so quickly and this is when this display is helpful.
You can switch back and forth between the work surface with the "History" window and the calculated image at any time - even during the image calculation. You already know how to switch from picture to window. For the reverse process, you only need to click once on the "Show image" field and you will see the calculated image in front of you again.
@ -354,7 +354,7 @@ MaxonCINEMA 4D has its own camera for image calculation, the "Perspective" camer
Although wireframe is extremely fast, it's not always possible to visualize exactly what an object really looks like. The omission of non-visible lines and areas in an image increases the perception of depth enormously. Therefore, surface representation was developed early on in computer graphics. In the area display, the areas furthest from the viewer's point of view are drawn first. The closer surfaces follow, which then automatically cover the more distant ones.
* Call the "Area Graph" function from the pop-up menu of the "Calculate Image" icon.
* ![rendering](images/mainBar/mainBar_18.png) Call the "Area Graph" function from the pop-up menu of the "Calculate Image" icon.
This time, a screen does not appear immediately, but initially only the "History" window, since MaxonCINEMA 4D first calculates and sorts the depth values of the individual areas. Depending on the speed of your computer, a new screen will appear shortly after, on which the image of the ring will be built.
@ -368,7 +368,7 @@ MaxonCINEMA 4D has its own camera for image calculation, the "Perspective" camer
In contrast to the representation of areas, in which entire areas are sorted according to the distance from the viewer's point of view, this is carried out with the scanline algorithm for each individual point of an area. Overlapping problems of surfaces are a thing of the past. In addition, the brightness is calculated for each visible point of an area, so that there are color gradients within an area. Of course, this requires much more computation, so the scanline algorithm takes more time than the area representation.
* Access the 'Scanline' function from the pull-down menu of the 'Calculate Image' icon.
* ![rendering](images/mainBar/mainBar_18.png) Access the 'Scanline' function from the pull-down menu of the 'Calculate Image' icon.
As usual, the 'History' window appears. This time your computer is busy creating the image for quite a while. The ring no longer appears faceted, but looks round and smooth.
@ -428,7 +428,7 @@ In MaxonCINEMA 4D, the term "material" is used to describe surface properties. M
* Add the supplied materials "Glass green" and "Karo" to the materials list. Assign the material "Glass green" to the ring.
* Activate the "Floor" from the "Objects" menu. Select it with the "Select Object" function and assign it the "Checker" material.
* ![floor](images/objectBar/objectBar_07.png) Activate the "Floor" from the "Objects" menu. Select it with the "Select Object" function and assign it the "Checker" material.
* Move the objects so that they are above the XZ plane (preferably in the XY view). Otherwise they would pierce the ground or even lie under it.
@ -436,7 +436,9 @@ In MaxonCINEMA 4D, the term "material" is used to describe surface properties. M
* Start the scanline algorithm.
![Figure 1]()
![Figure 1](images/pages/p52_1.png)
*Figure 1*
Since the scanline algorithm cannot display transparency and shadows, the ring is opaque.
@ -446,15 +448,17 @@ In MaxonCINEMA 4D, the term "material" is used to describe surface properties. M
When the ray tracer has calculated the image (which takes a relatively long time), you will see the transparent ring in front of the ground. If you had difficulties understanding everything up to this point, you can also refer to the "Tutorial 1" scene supplied (see Figure 2).
![Figure 2]()
![Figure 2](images/pages/p53_1.png)
Until now, scanline algorithms and raytracers have always calculated their images on a quarter screen. However, you can also specify any other sizes. This can bring enormous time savings when reducing, because even with a resolution of "only" 160*128 pixels (set image size), MaxonCINEMA AD has to solve and calculate the overlapping problem and the brightness calculation for approx. 20000 points . On the other hand, if you calculate an image with the size of 80*64 pixels, then these are only 5000 points, the image is therefore calculated four times faster.
*Figure 2*
* Invoke the "Raytracing" function from the pop-up menu of the "Calculate image" icon while holding down the Shift key.
Until now, scanline algorithms and raytracers have always calculated their images on a quarter screen. However, you can also specify any other sizes. This can bring enormous time savings when reducing, because even with a resolution of "only" 160*128 pixels (set image size), MaxonCINEMA 4D has to solve and calculate the overlapping problem and the brightness calculation for approx. 20000 points . On the other hand, if you calculate an image with the size of 80*64 pixels, then these are only 5000 points, the image is therefore calculated four times faster.
* ![rendering](images/mainBar/mainBar_18.png) Invoke the "Raytracing" function from the pop-up menu of the "Calculate image" icon while holding down the Shift key.
In addition to many switchable options, you can enter the resolution in the number fields, which can be chosen as desired. It is also possible to calculate in wide format with 320*128 pixels or 800*256 pixels.
Instead of entering the numerical values by hand, MaxonCINEMA AD offers you preset resolutions. There are three fields for this: “Reading image”, “Middle image” and “Full image”. Full screen sets the resolution to full size. In addition, all options are activated. Fin click on “Middle picture” sets a quarter picture like we had before. Finally, "Test image" means that only a very small image is calculated. In addition, almost all options are deactivated so that the image is calculated as quickly as possible. When trying out how materials look on objects, you should always prefer this setting, because you can then see very quickly whether everything looks as desired.
Instead of entering the numerical values by hand, MaxonCINEMA 4D offers you preset resolutions. There are three fields for this: “Reading image”, “Middle image” and “Full image”. Full screen sets the resolution to full size. In addition, all options are activated. Fin click on “Middle picture” sets a quarter picture like we had before. Finally, "Test image" means that only a very small image is calculated. In addition, almost all options are deactivated so that the image is calculated as quickly as possible. When trying out how materials look on objects, you should always prefer this setting, because you can then see very quickly whether everything looks as desired.
* Click on the "Test image" field. Exit the "Raytracing" window by clicking on "Start calculation".
@ -630,13 +634,13 @@ As you have already seen, there are parameters such as color, transparency and m
On the other hand, if you use the image as a transparency texture, dark areas of the image will be interpreted as more opaque than light areas. As a result, the object becomes completely opaque in all places where there is no lettering. On the other hand, you can see other objects behind it shining through the lettering. Likewise, a specular texture controls the specular properties of the surface depending on the color in the image. Of course, you can also combine the textures mentioned above.
With all of this, however, the question arises as to how MaxonCINEMA AD brings the images to the surface of your objects. After all, objects can have very different surface shapes, from a flat square to a round sphere to a jagged fractal. Since it would be too time-consuming to determine the exact shape of the surface for each object and then place the texture on it, MaxonCINEMA 4D provides you with three important projection types. In the simplest way, area projection, the image is projected or placed completely flat onto the object in question - regardless of whether it is a flat or a round object. The flatter the object, the more undistorted the image will be projected. You can imagine the surface projection as with the slide projector. The slide - in our case the texture - is thrown onto an arbitrarily shaped object.
With all of this, however, the question arises as to how MaxonCINEMA 4D brings the images to the surface of your objects. After all, objects can have very different surface shapes, from a flat square to a round sphere to a jagged fractal. Since it would be too time-consuming to determine the exact shape of the surface for each object and then place the texture on it, MaxonCINEMA 4D provides you with three important projection types. In the simplest way, area projection, the image is projected or placed completely flat onto the object in question - regardless of whether it is a flat or a round object. The flatter the object, the more undistorted the image will be projected. You can imagine the surface projection as with the slide projector. The slide - in our case the texture - is thrown onto an arbitrarily shaped object.
On the other hand, if you have an object that is more cylindrical in shape, for example a can or a vase, then the second type of projection is recommended, the cylindrical projection. It bends the texture once around the object and projects it inward.
The previously mentioned globe is generated with the spherical projection. It bends the texture in two directions around the object, eventually becoming spherical and projecting inward onto the object.
But enough dry theory. It's best to try it out for yourself.
But enough with the theory. It's best to try it out for yourself.
* Use the sphere from earlier and go to the Manage Materials feature.
@ -664,26 +668,26 @@ But enough dry theory. It's best to try it out for yourself.
Now it is a matter of telling MaxonCINEMA 4D how the texture is to be placed on the object.
* Click on the "Texture" icon on the main bar.
* ![edit object texture](images/mainBar/mainBar_05.png) Click on the "Texture" icon on the main bar.
The view changes immediately. You can now see a mesh with several grid lines on the sphere. This grid represents the texture. With the actions "Move" or "Scale" you can change the texture as you wish.
* First open the texture bar with the corresponding function from the "Window" menu. There are useful functions for editing textures. From there, click on the "Surface Texture" icon.
* ![surface texture](images/textureBar/textureBar_03.png) First open the texture bar with the corresponding function from the "Window" menu. There are useful functions for editing textures. From there, click on the "Surface Texture" icon.
You have now informed MaxonCINEMA AD that you want to project the image flat onto the sphere.
You have now informed MaxonCINEMA 4D that you want to project the image flat onto the sphere.
* Now click on the "Scale" icon on the main bar and adjust the size of the texture down to about 1/4 in the X direction and 1/2 of the original size in the Y direction.
* ![scale](images/mainBar/mainBar_10.png) Now click on the "Scale" icon on the main bar and adjust the size of the texture down to about 1/4 in the X direction and 1/2 of the original size in the Y direction.
You have now scaled down the texture. You can see this by the fact that the texture with the fine grid lines has shrunk while the original border has remained the same.
* Click on the "Move" icon on the main bar. As with moving objects, you can now move your texture with the mouse. Again, you can disable the "X" or "Y" icon and then move the texture in either direction only. The "Z" symbol currently has no function because a flat image has no third dimension. With a right-left movement of the mouse you control the X-position of the texture, with an up-down movement the Y-position.
* ![move](images/mainBar/mainBar_09.png) ![X](images/mainBar/mainBar_11.png) ![Y](images/mainBar/mainBar_12.png) ![Z](images/mainBar/mainBar_13.png) Click on the "Move" icon on the main bar. As with moving objects, you can now move your texture with the mouse. Again, you can disable the "X" or "Y" icon and then move the texture in either direction only. The "Z" symbol currently has no function because a flat image has no third dimension. With a right-left movement of the mouse you control the X-position of the texture, with an up-down movement the Y-position.
* Click on the 'Edit Texture Axes' icon on the main toolbar. Now you can move, rotate and scale the axes of the texture system along with their limits in three dimensions. Please try this.
* ![edit texture axes](images/mainBar/mainBar_06.png) Click on the 'Edit Texture Axes' icon on the main toolbar. Now you can move, rotate and scale the axes of the texture system along with their limits in three dimensions. Please try this.
* Now click on the "Cylinder Texture" icon in the texture bar.
* ![cylinder texture](images/textureBar/textureBar_02.png) Now click on the "Cylinder Texture" icon in the texture bar.
Instead of the flat boundary, a cylindrical boundary now appears, on which the texture can be seen with its grid lines, filling the format.
`
* Resize the texture with "Scale" after clicking the 'Edit Texture' icon on the main bar again.
* Activate the "X" icon. Disable the "Y" and "Z" symbols.
@ -696,7 +700,7 @@ Let's summarize:
You are free to choose which of the three projection types (area, cylinder or sphere) you want to use. You can optimally adapt the texture to your object. In addition, you can use the "Texture Axis" icon to set the direction of the texture and position the texture precisely. The fine grid shows the places where the color, transparency or mirror texture will appear later in the image calculation. An example of an application is a label on a soda bottle.
* Click on the "sphere texture" icon.
* ![sphere texture](images/textureBar/textureBar_01.png) Click on the "sphere texture" icon.
Now the texture appears wrapped around a sphere again.
@ -704,7 +708,9 @@ You are free to choose which of the three projection types (area, cylinder or sp
If you did everything correctly, now you can see the sphere with a picture of the continents of the earth.
![Figure 3]()
![Figure 3](images/pages/p69_1.png)
*Figure 3*
If you leave the scanline algorithm and move the camera appropriately, you can view the globe from all sides.
@ -714,7 +720,7 @@ You are free to choose which of the three projection types (area, cylinder or sp
* Restart the scanline algorithm.
The sphere is displayed again, but this time it is covered with the texture several times. MaxonCINEMA AD automatically attaches the texture to each other several times, as long as you have not prohibited the program from doing so with the "tile texture" icon in the texture bar.
The sphere is displayed again, but this time it is covered with the texture several times. MaxonCINEMA 4D automatically attaches the texture to each other several times, as long as you have not prohibited the program from doing so with the "tile texture" icon in the texture bar.
If you had trouble following this section, you can also just load the "Tutorial 2" scene.
@ -726,7 +732,7 @@ These polygons represent nothing more than a contour that you can rotate around
MaxonCINEMA 4D offers you pre-made polygons.
* First close all documents and create a new one. Call the "Circle" function from the "Objects/Polygons" menu.
* ![polygons](images/objectBar/objectBar_04.png) First close all documents and create a new one. Call the "Circle" function from the "Objects/Polygons" menu.
The outline of a circle appears in the document window. This contour (polygon) behaves like a normal object with faces, i.e. you can move, rotate or modify it in the same way.
@ -734,7 +740,7 @@ MaxonCINEMA 4D offers you pre-made polygons.
You should now get to know a function that allows the contour of the circle to run along the line. that a ring-shaped hose comes out.
* Invoke the 'Path Object' function from the 'Objects/Polygon Objects' menu while holding down the Shift key.
* ![path object](images/objectBar/objectBar_05.png) Invoke the 'Path Object' function from the 'Objects/Polygon Objects' menu while holding down the Shift key.
In the 'Path Object' window you can specify which polygon should be used as a path and which one you want to run around the path as an outline.
@ -760,7 +766,7 @@ As already mentioned, you can use polygons to conjure up three-dimensional objec
You can now see the outline of a vase in the XY plane on the workspace.
* Call the "screw object" function
* ![path object](images/objectBar/objectBar_05.png) Call the "screw object" function
Shift-click from the Objects/Polygon Objects menu. This function rotates polygons (contours) around their Y object axis.
In the window you can specify which polygon you want to use as the contour, by how many degrees the contour should be rotated around the Y-axis and in how many steps this should happen.
@ -781,7 +787,7 @@ Shift-click from the Objects/Polygon Objects menu. This function rotates polygon
* Open a new document, create a line with the function of the same name from the "Objects/Polygons" menu and switch to the "XY" view.
* Click the "Edit Points" icon on the main bar.
* ![edit points](images/mainBar/mainBar_02.png) Click the "Edit Points" icon on the main bar.
MaxonCINEMA 4D now draws all points of the polygon. However, the line has only two points. If "Move" is set, you can grab the points directly with the mouse and move them to a new location.

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 76 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 99 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 71 KiB