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 Project 2: Modeler - Getting Started
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Modeler
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 Getting Started
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Getting Started

Get the fixed modeler code here - runs in the CSE undergrad labs!

Files to copy into your project folder in Graphics Lab
If you compiled your work in the CSE labs and are trying to run them in the Graphics lab, copy and paste the files from this zipped folder (after unzipping it) into your project folder. When it asks you if you want to replace files, say "Yes to all".

The modeler slides from the help session are now available.

To get going, you need to download the modeler skeleton code, here, to retrieve a zipped copy of the skeleton program source code that *will* run in the Allen Center undergraduate labs, but will have the .dll problem in the Graphics lav. If you are working in the graphics lab, the original code, which works without any changes in the Graphics lab, is availabe here. Open modeler.sln to build and run the program from within .NET Developer Studio. The code runs in the graphics lab (Sieg 327). *!!HOWEVER,!!* there is some problem that is currently not understood that prevents the code from working in the CSE ndergraduate labs. Whether the code is likely to work for you at home is entirely unknown. The problem may be less likely to show up with earlier versions of .NET. If the code works, you should be able to run the code as is, and a window should appear with a cube sitting on a flat plane. We will be working on getting a version of the code ready that will run in the labs.

If you plan to work from home, you will need to download and setup Fltk yourselves. For Windows users, this will involve unzipping the file to the location of your choice, and then pointing Visual Studio at the correct include and library directories. To do this in MSVC 6, go to Tools->Options, and select the 'Directories' tab. Fill in the blanks to wherever you located the fltk directory. Note that we are not supporting Linux development, though you are free to try it on your own. More complete setup directions for Win32/Linux can be found here.

WARNING: We strongly discourage editing the modelerapp and modelerdraw classes. For the Animator project, you will be re-using your new model source file and plugging it into a different application. Thus, if your model library depends on changes or additions you make to the modelerapp or modelerdraw classes, it may not be compatible with the Animator skeleton application. You should be able to implement almost all of the bells and whistles inside your new model source file. Some changes can safely be made to the modelerview class for adding extra camera control functionality; the appropriate source files are documented to indicate where your code should be added.

What is a Hierarchical Model?

A hierarchical model is a way of grouping together shapes and attributes to form a complex object. Parts of the object are defined in relationship to each other as opposed to their position in some absolute coordinate system. Think of each object as a tree, with nodes decreasing in complexity as you move from root to leaf. Each node can be treated as a single object, so that when you modify a node you end up modifying all its children together. Hierarchical modeling is a very common way to structure 3D scenes and objects, and is found in many other contexts.


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