3 d drawing program
Author: b | 2025-04-24
3-D Drawing Pen. Turn any drawing into a 3-D masterpiece! The 3-D Drawing Pen is the modern way to create exciting new art in minutes! Unique 3-D art tool Easy to use Uses a melted Upon successful completion of this program, students should be able to: Utilize drafting principles to read and comprehend a part drawing. Apply and layout dimensions on a part drawing for manufacturing. Create a part design using 3-D CAD software program. Create orthographic views of a part design utilizing 3-D CAD software program.
Write C program to draw 3-D cube and perform following
Mangaka to apply 3-D ready-made models in the program in place of drawing a difficult version together with an automobile or bicycle or anything within the background or even a human figure.Coloring gear: It’s true that manga is black and white, however, to higher apprehend the individual or individual layout or any type of manga design, this coloring tool can be useful.Framing anyway: In addition to manual framing on the layout, you may use a very, very big warehouse of ready-made framed pages.NAMESDETAILSSoftware NameManga Studio for MacSetup File NameManga Studio for Mac.DMGFile Size1.1 GBRelease Added OnThursday/5/14/2020Setup TypeOffline InstallerDeveloper/Published ByClipStudioShared BySoftBuffManga Studio For Mac Torrent Pirate BayNAMERECOMMENDEDOperating System:Mac OS X 10.6 or laterMemory (RAM)1 GBHard Disk Space2 GBProcessorIntel Dual Core processor or laterMachineApple MacBookINSTALLATION INSTRUCTION1): Extract Manga Studio for Mac (DMG) file using WinRAR or WinZip or by default Mac OS X command.2): Open Installer and accept the terms and then install the Manga Studio Mac version program on your Mac.3): Now enjoy installing from this program (Manga Studio for Mac). You can also download Coolorus for Mac. 3-D Drawing Pen. Turn any drawing into a 3-D masterpiece! The 3-D Drawing Pen is the modern way to create exciting new art in minutes! Unique 3-D art tool Easy to use Uses a melted Upon successful completion of this program, students should be able to: Utilize drafting principles to read and comprehend a part drawing. Apply and layout dimensions on a part drawing for manufacturing. Create a part design using 3-D CAD software program. Create orthographic views of a part design utilizing 3-D CAD software program. Title: 3D Viewing and Orthogonal Projections 13D Viewing and Orthogonal Projections Chapter 5 and 7.6.2 in Hill 2IntroductionIn this week and next week, we will discuss how viewing and perspective transformations are handled for 3-D spaces. In particular, we will look at how OpenGL performs drawing of 3D scenes. In OpenGL and most similar graphics systems, the process involves three basic steps 1. Modelview transformation 2. Perspective transformation 3. Mapping to the viewport 33-D coordinate systemBasically, we will assume that all of the objects defined are initially represented relative to a standard 3-dimensional coordinate frame called world coordinate that follow a right-hand coordinate system.yxz 4Basic steps in 3D DrawingModelview transformation Maps objects (actually vertices) from their world-coordinate representation to one that is centered around the viewer. The resulting coordinates are called eye-coordinates Perspective projection This projects points in 3-D eye-coordinates to points on a plane called viewplane. This projection process consists of two separate parts the projection transformation (affine) and clipping. Mapping to the viewport Convert the point from these 2-D coordinate to the viewport (pixel) coordinates. 52D Drawing (so far)2D drawing is based on a special case of 3D viewing. a) parallel projection b) the eye or camera is along the z-axis at the window or viewplane, a rectangle lying on in the xy-plane c) the view volume is the parallelepiped 62D Drawing (cont.)Points lying in the view volume will are projected onto the window along lines parallel to z-axis Points lying outsides the view volume will be clipped off Function provided by OpenGL is glOrtho2D(left, right, bottom, top) 73D DrawingIn 3-D drawing, the camera or eye will have more flexibility in term of position and orientation to produce better views of the scene. Example below shows the position and orientation of a camera or eye in a scene.In this scene, the block has undergone transformation process from its original shape which is a cube and displayed using parallel projection. 83D Drawing (cont.)Basically, this is done by OpenGL where it provides functions to define the view volume and its position. We will look at the details of drawing 3D scene using parallel projection. 9OpenGL Graphics PipelineAgain we will look at the OpenGL graphics pipeline Each vertex will have to go through this pipeline. They will encounter three matrices before being displayed on the screen. 10Modelview MatrixModelview matrix This matrix combines two effects the sequence of modeling transformation applied toComments
Mangaka to apply 3-D ready-made models in the program in place of drawing a difficult version together with an automobile or bicycle or anything within the background or even a human figure.Coloring gear: It’s true that manga is black and white, however, to higher apprehend the individual or individual layout or any type of manga design, this coloring tool can be useful.Framing anyway: In addition to manual framing on the layout, you may use a very, very big warehouse of ready-made framed pages.NAMESDETAILSSoftware NameManga Studio for MacSetup File NameManga Studio for Mac.DMGFile Size1.1 GBRelease Added OnThursday/5/14/2020Setup TypeOffline InstallerDeveloper/Published ByClipStudioShared BySoftBuffManga Studio For Mac Torrent Pirate BayNAMERECOMMENDEDOperating System:Mac OS X 10.6 or laterMemory (RAM)1 GBHard Disk Space2 GBProcessorIntel Dual Core processor or laterMachineApple MacBookINSTALLATION INSTRUCTION1): Extract Manga Studio for Mac (DMG) file using WinRAR or WinZip or by default Mac OS X command.2): Open Installer and accept the terms and then install the Manga Studio Mac version program on your Mac.3): Now enjoy installing from this program (Manga Studio for Mac). You can also download Coolorus for Mac.
2025-04-21Title: 3D Viewing and Orthogonal Projections 13D Viewing and Orthogonal Projections Chapter 5 and 7.6.2 in Hill 2IntroductionIn this week and next week, we will discuss how viewing and perspective transformations are handled for 3-D spaces. In particular, we will look at how OpenGL performs drawing of 3D scenes. In OpenGL and most similar graphics systems, the process involves three basic steps 1. Modelview transformation 2. Perspective transformation 3. Mapping to the viewport 33-D coordinate systemBasically, we will assume that all of the objects defined are initially represented relative to a standard 3-dimensional coordinate frame called world coordinate that follow a right-hand coordinate system.yxz 4Basic steps in 3D DrawingModelview transformation Maps objects (actually vertices) from their world-coordinate representation to one that is centered around the viewer. The resulting coordinates are called eye-coordinates Perspective projection This projects points in 3-D eye-coordinates to points on a plane called viewplane. This projection process consists of two separate parts the projection transformation (affine) and clipping. Mapping to the viewport Convert the point from these 2-D coordinate to the viewport (pixel) coordinates. 52D Drawing (so far)2D drawing is based on a special case of 3D viewing. a) parallel projection b) the eye or camera is along the z-axis at the window or viewplane, a rectangle lying on in the xy-plane c) the view volume is the parallelepiped 62D Drawing (cont.)Points lying in the view volume will are projected onto the window along lines parallel to z-axis Points lying outsides the view volume will be clipped off Function provided by OpenGL is glOrtho2D(left, right, bottom, top) 73D DrawingIn 3-D drawing, the camera or eye will have more flexibility in term of position and orientation to produce better views of the scene. Example below shows the position and orientation of a camera or eye in a scene.In this scene, the block has undergone transformation process from its original shape which is a cube and displayed using parallel projection. 83D Drawing (cont.)Basically, this is done by OpenGL where it provides functions to define the view volume and its position. We will look at the details of drawing 3D scene using parallel projection. 9OpenGL Graphics PipelineAgain we will look at the OpenGL graphics pipeline Each vertex will have to go through this pipeline. They will encounter three matrices before being displayed on the screen. 10Modelview MatrixModelview matrix This matrix combines two effects the sequence of modeling transformation applied to
2025-04-24HLcWnd, LC_PROP_WND_DRW ); hBlock = lcPropGetHandle( hLcWnd, LC_PROP_WND_BLOCK ); // load blocks from external file (szFileName) hExtDrw = lcCreateDrawing(); bLoad = lcDrwLoad( hExtDrw, szFileName, 0 ); if (bLoad == TRUE){ for (i=0; i Add new blocks from files, insert the blocks into a drawing and save result drawing into a file:lcDrwAddBlockFile void DemoBlockFromFile (HANDLE hLcWnd){ HANDLE hDrw, hBlock, hBlock1, hBlock2, hBlock3, hBlock4; WCHAR* szFile00 = L"d:/_tmp/drawing.dxf"; WCHAR* szFile1 = L"d:/_tmp/block1.dxf"; WCHAR* szFile2 = L"d:/_tmp/block2.dxf"; WCHAR* szFile3 = L"d:/_tmp/block3.dxf"; WCHAR* szFile4 = L"d:/_tmp/block4.dxf"; WCHAR* szOutFile = L"d:/_tmp/Result.dxf"; double X, Y, Scale, Angle; // get the drawing object linked with CAD window hDrw = lcPropGetHandle( hLcWnd, LC_PROP_WND_DRW ); // load a file lcDrwLoad( hDrw, szFile00, 0 ); // get Model block hBlock = lcPropGetHandle( hDrw, LC_PROP_DRW_BLOCK_MODEL ); // link the Model block with CAD window lcWndSetBlock( hLcWnd, hBlock ); // create new block from file "block1.dxf" hBlock1 = lcDrwAddBlockFile( hDrw, L"Block1", szFile1, LC_BLOCK_OVERWRITEYES, 0 ); // create new block from file "block2.dxf" hBlock2 = lcDrwAddBlockFile( hDrw, L"Block2", szFile2, LC_BLOCK_OVERWRITEYES, 0 ); // create new block from file "block2.dxf" hBlock3 = lcDrwAddBlockFile( hDrw, L"Block3", szFile3, LC_BLOCK_OVERWRITEYES, 0 ); // create new block from file "block2.dxf" hBlock4 = lcDrwAddBlockFile( hDrw, L"Block4", szFile4, LC_BLOCK_OVERWRITEYES, 0 ); if (hBlock1 && hBlock2 && hBlock3 && hBlock4){ // insert hBlock1 X = Y = 0.0; Scale = 1.0; Angle = 0.0; lcBlockAddBlockRef( hBlock, hBlock1, X,Y, Scale, Angle ); // insert hBlock2 X = 160.0; Y = -120.0; Scale = 0.5; lcBlockAddBlockRef( hBlock, hBlock2, X,Y, Scale, Angle ); // insert hBlock3 X = 30.0; Y = 150.0; Scale = 1.0; lcBlockAddBlockRef( hBlock, hBlock3, X,Y, Scale, Angle ); // insert hBlock4 X = 30.0; Y = -120.0; lcBlockAddBlockRef( hBlock, hBlock4, X,Y, Scale, Angle ); // save the drawing in a file lcDrwSave( hDrw, szOutFile, true, 0 ); // update and display lcBlockUpdate( hBlock, true, 0 ); lcWndExeCommand( hLcWnd, LC_CMD_ZOOM_EXT, 0 ); }} Order of layers and entities by layers:lcDrwSortObjects Drawing “layer_order_ents.lcd” contains 4 layers, named “0”, “Red”, “Green”, “Blue” Each layer has 3 filled rectangles. Each call of this function resorts the layers and resorts the entities depend on layers order. void DemoSortLayers (HANDLE hLcWnd){ static int iOrder = 0; // static variable, will be incremented on each call of this function int Variant[24][4]={ // all variants for sorting of 4 layers {1,2,3,4}, {1,2,4,3}, {1,3,4,2}, {1,3,2,4}, {1,4,2,3}, {1,4,3,2}, {2,1,3,4}, {2,1,4,3}, {2,3,1,4}, {2,3,4,1}, {2,4,1,3}, {2,4,3,1}, {3,1,2,4}, {3,1,4,2}, {3,2,1,4}, {3,2,4,1}, {3,4,1,2}, {3,4,2,1},
2025-04-22Page 1 of 4Use the video and step-by-step drawing instructions below to learn how to draw Monkey D. Luffy from the Manga and Anime One Piece. A new cartoon drawing tutorial is uploaded every week, so stay tooned!Intro: Start off with a pencil sketch. In the beginning stages, don’t press down too hard. Use light, smooth strokes for sketching.Step 1: Start by drawing a big circle in the middle of the page. This will be the basic shape for the top part of Monkey D. Luffy's head. The circle doesn’t have to be perfect. It’s just a guide.Step 2: Draw a curved line under the circle as a guide for Monkey D. Luffy's chin and jaw. The line should have a small point near the middle for the chin. Together these two shapes form the guide for the head.Step 3: Next, draw two intersecting lines across the entire head, one vertical and one horizontal. Bend the lines so that they contour to the shape. These will be construction lines that will help you place Monkey D. Luffy's facial features later on.Step 4: Draw two small circles as guides for Monkey D. Luffy's eyes. Draw them sitting on top of the horizontal construction line and on either side of the vertical construction line. The circle on the right should be a bit smaller because of perspective.Step 5: On the left side of Monkey D. Luffy's head, draw a curved line similar to a backward letter C as a guide for the ear. The top of the C-shaped line should be placed at the end of the horizontal construction line on the left.
2025-04-19