Requirements

OpenMotif 2.3.4
GLW Widget for Motif
Xorg
libjpeg
libpng
libpthread
Expat (optional. For collada support).


Building

./configure
make
make install


Primitives

There are 5 types of primitives : Cube, Sphere, Torus, Plane, Cylinder.
To create a primitive, go to "Objects" menu and click on the primitive
you want to add.

You can also right-click in the OpenGL View and select "Create <Primitive>" to draw the primitive with the mouse.

Warning : The cube primitive is buggy. Please create simple cubes only (6 faces)


Convert to mesh

To convert a primitive into an editable mesh, just click on the conversion button located in the toolbar, just under the menu bar.


Modeling Tools

Gloss3D does not offer many modeling tools, but you can still do pretty cool things using the ones that are implemented.


Cutter Tool

To cut a mesh and, right click in the OpenGL View and click on "cutter". Then press the mouse button while moving the mouse and release when you are satisfied with the cutting plane.


It is possible to restrict the cut faces to the ones that are selected. Go to the tool property (bottom-right, "Tool" tab) and click on "Restrict to selection".




Extrude Tool

To extrude a set of faces, switch to face edition mode and then, select the faces you would like to extrude and right click in the OpenGL View. Click on "extrude". Then press the mouse button while moving the mouse and release when you are satisfied with the extrusion.




Create Vertex Tool

To add a single vertex to a mesh, switch to vertex edition mode, right click in the OpenGL View. Click on "Add vertex". Hit the CTRL key and press the mouse button to add a vertex wherever you want to.
Note: you must have selected a mesh in order to do so.




Bridge Vertices Tool

After you are done with adding your vertices, you can join them into polygons using the Bridge tool. In vertex mode, right click in the OpenGL view. Click on "Bridge". Click on a vertex stay pressed and drag to another vertex. Repeat this steps to a another pair of vertices.
Note: you must have selected a mesh in order to do so.




Symmetry Object

We now have a cool mesh. We can mirror it in order to save us some work and model only one side while the other side will be modeled the same. To do so, just add a symmetry modifier in the Modifier menu. Drag and drop your mesh under this symmetry object. Select the symmetry and go to its property tab (Object tab) if you want to change the symmetry plane.
Note: vertices will automatically connect when moved close.




Free-Form Deformer Object

You can adjust the global shape of a mesh using the FFD object. To do so, add a FFD object using the Modifier menu. Set it as a child of your mesh and place it where needed. Adjust its dimnsions and number of control points using the property tab. In the modifier menu, click on "Assign FFD". This will attach the FFD to the mesh's vertices. Now move the control points of your FFD. The mesh's vertices will follow. When you are done and satisfied with your changes, just delete the FFD. You can reset the control points using the modifier menu by clicking "Reset FFD"




Subdivision surfaces (Catmull-Clark)

For a more organic look, you can use the subdivision surfaces scheme on your mesh. To do so, select your mesh and go to the property tab (Object tab). In the subdivision level text field, enter the subdivision level. The higher the more resources you will need to display the mesh. There are 2 types of displaying modes: on the fly or buffered. "On the fly" mode computes the subdivison surfaces without any need to store the result in memory, unlike the buffered mode. However, the buffered mode is much faster because the subdivision is computed only when the mesh topology changes, whereas the "on-the-fly" mode does it at each frame.







Coming next:
rigging
Animation
Rendering