Quick start
This tutorial explains in detail the first steps to get started with Spacedraw. It is written also for novices to 3d-modeling, but should be read by experts as well to get used to the interface.
First steps
start Spacedraw
if you start the app for the first time, an
empty scene is loaded
- if you have previously exited or closed Spacedraw, the state is
restored - in this case tap the F on the left border, then new scene to start with an empty scene
- the screen should now look similar to the next image (without the
yellow annotations) - the arrangement of the ribbon-items at the top
will be different, dependent on your device's screen-size and resolution
- the viewport shows
- the home grid in the x-z-plane, where the x-axis is displayed red and the z-axis blue
- the 3d-pointer, currently at the origin of the coordinate-system, showing additionally in green the direction of the y-axis (up)
adjust the interface
The interface is adaptable to any screen-size and -resolution;
Spacedraw tries to detect these and set the size of the menu-items
accordingly itself, but may fail in some cases; if the "tappable" areas
are to small or to large, first adjust the size settings:
- tap the F on the left border, then Preferences ; the Preferences-panel opens
- tap the first entry, "Tap size"; a green up-down-arrow appears besides the panel; slide up/down on it to change the size of the "tappable" areas; do the same for the "Text size", then tap the "OK"-button at the panel's bottom (you don't have to use "Save")
explore the touch-areas
they
are marked by the little green arrows on the screen's borders and
divide it in rectangular zones, according to the image to the right.
Touching the screen has different effects depending on the area where the touch starts
- change the view:
the bottom part of the screen is used for changing the view and called view-zone
- slide one finger freely in the orbit-area - the view rotates around the view-center, currently the origin of the coordinate-system
- after you have touched down on the screen, you may slide out of the area (this counts for all other areas as well)
- slide one finger freely in the pan-area - the view now follows the movement of your finger "sideways"
- slide one finger up/down in the zoom-strip - the view is zoomed out/in; that is, the "virtual camera" is moved towards a fixed point, the view-center
- slide one finger up/down in the pan-strip - the view is moved back/forth - an effect similar to zooming;
- however, you can now move past the 3d-pointer - the view-center moves back/forth together with the view - orbit again to see this effect
- slide two fingers somewhere below the horizontal area-splitter - now, the average motion determines the movement parallel to the screen-plane (like pan), and pinching zooms simultaneously
- move the 3d-pointer:
the upper part of the screen is used for operating the tools and called tool-zone
- slide one finger freely in the large pointer-area - the 3d-pointer moves in the x-z-plane, and the current coordinates are shown in the status-bar
- slide one finger up/down in the small pointer-area - the 3d-pointer now moves along the y-axis
- slide two fingers in the large pointer-area - now, the 3d-pointer moves freely in space, where the average motion determines the movement parallel to the screen-plane, and pinching moves back and forth
- slide two fingers, with on starting the touch within the small, and with the other starting the touch within the large pointer-area - now, you can also move the 3d-pointer freely
in space, but the up/down motion of the left finger moves along the
y-axis, and the motion of the right finger moves in the x-z-plane
test tilt-view:
- slide into the screen from left over the green line at the bottom of the left border a little way, then release the touch
- now tilt your device in various ways - the view orbits according
to the motion, as if the scene would stand still somehow, and you would
move the virtual camera with your device's
- if your device has no gyroscope, the accelerometer is used,
possibly providing only a very unsteady feedback of the motion, so the
view-change is unsteady as well
- deactivate tilt-view again by sliding again into the screen from left over the green line
Creating a first model
This section describes in detail how to create a simple tower. It
covers polygon- and patch-modeling, materials and lighting.
You can download the scene file without or with history (for more info on how to use these, see Resources)
If something goes wrong, you can undo any operation: slide into the screen
from right over the green line at the right border, or tap
close besides it; to redo, use the blue line below the green one (only
visible if redo is possible)
create a prism
- If necessary, start a new scene via F > new scene
- enable grid snap
- tap n-gon
- tap within the tool-zone; the status-line now reads "create
polygon: 0 radius"
- slide in the large pointer-area
to move the 3d-pointer to e.g. (10
0 0)

- zoom out some way
- slide up in the small
pointer-area to move the pointer to e.g. (10 20 0); a prism is
created
- touch the screen on "radial division" and slide up until the value is -1
and the prism has no top- and bottom-face
- in the same way, change "height division" to e.g. 10
(alternatively, tap "height division" and type e.g. 10)

shape the tower
- tap
, then edge
- hide the home grid via F > home grid (tap within the tool-zone to close
the menu)
- tap some edge of the prism's bottom border so it is selected (pink)
- make sure the edge is within the tool-zone, else tapping has
no effect
- alternatively, slide in the tool-zone to move the
2d-pointer to the edge to select it
- tap the ... in the ribbon to open the
selection-rollout, then tap border
- rotate the view to confirm that the border edges are selected (one pink,
the others green)

- tap move ; the 3d-pointer now has arrows
- tap the green arrow so the others disappear
- here again, make sure the 3d-pointeris within the
tool-zone, else tapping has no effect
- slide down in the large
pointer-area to move the edges down to e.g. (0 -50 0)
- tap scale ; the 3d-pointer now
shows white lines connecting the axes
- tap the line connecting the blue and the red axes; the green arrow
disappears
- slide away from the 3d-pointer to spread the edges a little;
change the view to observe how the tower looks so far and adjust the
scaling as you like

- tap within the tool-zone to deselect all edges, then select one of
the bottom vertical edges
- tap ring in the ribbon to select the 6
edges around the tower
- now tap scale , and then the pointer's white
line connecting the blue and the red axis again
- tap extrude , then slide away from the
3d-pointer
- (remember that you can change the view simultaneously to operating a
tool - slide with one or two fingers of one hand in the bottom part of
the screen, and with one of the other hand in the upper part)
- tap vertex and select the 6 upper outer vertices of the extruded
faces, then tap delete
- select the topmost 3 edge-rings of the tower and move them up a little
way, e.g. to (0 20 0)

make it solid
- select the 6 elongated edges, tap
, then inflate
- tap joint to disable it, change "sides" to e.g.
8 and "thickness" to e.g. 0.15

- tap face , then select one of the faces of the
tower's lower part and one of the upper part, then tap connected to
select every face except the pillars
- tap diverge , enable cap borders , and set "inner amount" and "outer amount" to the same values as the thickness of
the pillars, e.g. 0.15

build the prongs
- select the edge-loop above the pillars (as shown in the last image), then tap face , twice to select the adjoining 2 face-loops. Now tap to patches and set "divisions" to e.g. 6, then
tap somewhere in the tool-zone
- tap edge , then tap somewhere in the
tool-zone away from edges to deselect all, then select one of the
middle horizontal edges of the created patches, then loop , then vertex two times so that the 6 middle vertices of the patches are selected
- tap
, then scale , then the
pointer's white line connecting the blue and the red axis again; now tap sel. handles to disable transforming the handles, then scale the vertices
out some way, e.g. as in the image

create the globe
- enable home grid in the D -menu again, tap object ,
select the tower and move it down so it's top level lines up with the
grid
- tap
, then slide in the screen
over the red-green-blue line at the screen's top right border, downwards
slantwise until a text-box appears labeled "x="; now type 0, ENTER (or
NEXT) trice to move the 3d-pointer to (0 0 0). - tap sphere , then tap in the tool-zone
, then move the 3d-pointer to
create a sphere of radius e.g. 11, and set "longitude
division" to e.g.8 and "latitude division" to 6
- tap
, select the sphere, then
tap inflate again; now enable joint and set the thickness to e.g. 0.1

examine the tower
- now zoom out to examine the tower; slide into the screen from left over
the green line at the bottom of the left border to enable tilt-view; tap V
, then orbit / look around to look
around from your virtual standpoint; change orbit / look around again to orbit and disable tilt-view
- if you think the tower is not height enough, tap
, then vertex and lasso ; rotate the view so you look at the tower
obliquely from below; move the 2d-pointer to approximately the center
of the tower's bottom, then spread two fingers within the tool-zone to form a lasso and select the
bottommost vertices (if you don't get all with one grip, just lift the
fingers and touch again to enlarge the rectangle); now move the vertices
down until the tower looks right

assign materials
- tap
, then material ; the material-panel opens after a short
time; try resizing the panel: place one finger within the panel and another
outside of it and slide - start sliding above the panel’s center to shift
the top border, in the lower half to shift the bottom border - make sure object is selected in the ribbon,
select the tower (without the sphere) tap "Library", then e.g. "brick" to
expand the group, and tap the image of the material you want to assign,
e.g. "brick2"; a box-gizmo appears and the texture is projected using
box-projection (you could now transform the gizmo, use another mapping, adjust the
color etc.)

- tap within the tool-zone to hide
the gizmo, and change the overall scale of the texture by sliding on the
green up/down arrow in the material-panel
- tap
, then select the 12
patches by tapping them (with the
-ribbon loaded, tapping a facet of a patch selects the
individual facet see below), then tap
again and open the material-panel; scroll to the top of the
list, select the standard material by tapping the word (not the
color-box), then tap new in the ribbon to
create a new material based on the standard material - now assign it to the selection by tapping the color-box, then tap object , select the sphere and assign the new material
to it also; now disable wireframe in
the D -menu, and hide the wireframe on the sphere
also by deselecting it to better see the material
- tap "Diffuse" to open
the color-picker and change the main color of the material - slide two
fingers outside the color-picker within the tool-zone to change the color;
also try the other ways to adjust the
color and moving and resizing the color-picker by sliding two
fingers within the picker, or one within and one outside it. the same way,
adjust the specular color (after tapping Spec. , an adjuster for the
shininess appears). try changing the view while adjusting the color.

illuminate the scene
- tap material to close the material-panel;
in the D -menu, tap lights:
default / scene to enable the scene lights, also enable show lights; there is one point light at (0 0 5); select it and move it around by sliding two fingers in the
tool-zone and adjust it's properties; decrease "ambient intensity" to only have the light from the
lights position; try moving it into the tower
- tap lights , then directional , tap within the tool-zone to create the light; rotate it
using two fingers; simultaneously, change the view; adjust the color of the
lights, possibly to simulate a sunset; open the scene-explorer by sliding into the
screen over the white line at the screen's right border to easily select a
light; disable show lights , and tap the
menu-button / -key to hide the UI; take a screenshot


How to go on
To explore Spacedraw further, use the manual, e.g. draw some lines or curves, or load the other sample scenes.