 
 
  WEBSITE AND WEBSITE GRAPHICS CREATED WITH XARA DESIGNER 6 PRO
 
 
   
 
 
   
 
 
   
 
  
 
   
 
  
  Positioning and Other Issues
  In this section I want to mention some issues I had trying to make things 
  work properly.
  Sizing
  One of the annoying things that Xara 3D does is resize imported shapes 
  to make them all conform to the same height. This often has the effect 
  that shapes that had specific size and position relationships to each 
  other before importing, lose that relationship when they appear in Xara 
  3D. You can correct that within Xara 3D, but the tools to do so can be a 
  bit clumsy, and I don’t normally use them.
  Some years ago, someone (no-one really remembers who, now, but it 
  wasn’t me!) realized that you can preserve such size and position 
  relationships by creating a pair of pixel-sized dots at the top-left and 
  bottom right of the working area in Xara Xtreme for example, and that 
  by adding the two dots to each shape before exporting it to Xara 3D, all 
  such shapes acquire the same overall bounding-box, that of the two 
  dots. Thus Xara 3D makes no attempt to resize them, as they already 
  have the same size. 
  In the context of the arc segments for the Hollow Earth, the problem is 
  that depending on which arcs are preserved in a given ring the overall 
  height may differ from ring to ring, so Xara 3D will adjust their relative 
  sizes. To prevent this, the sizing pixels are brought into play.
  You can see them in this screen shot from Xara 3D, I’ve exaggerated the 
  bevel and reduced the extrusion to make them easier to see. This is an 
  earlier version, with 72 rings, and also shows the individual arcs.
 
  Positioning and Other Issues
  In this section I want to mention some issues I had trying to make things 
  work properly.
  Sizing
  One of the annoying things that Xara 3D does is resize imported shapes 
  to make them all conform to the same height. This often has the effect 
  that shapes that had specific size and position relationships to each 
  other before importing, lose that relationship when they appear in Xara 
  3D. You can correct that within Xara 3D, but the tools to do so can be a 
  bit clumsy, and I don’t normally use them.
  Some years ago, someone (no-one really remembers who, now, but it 
  wasn’t me!) realized that you can preserve such size and position 
  relationships by creating a pair of pixel-sized dots at the top-left and 
  bottom right of the working area in Xara Xtreme for example, and that 
  by adding the two dots to each shape before exporting it to Xara 3D, all 
  such shapes acquire the same overall bounding-box, that of the two 
  dots. Thus Xara 3D makes no attempt to resize them, as they already 
  have the same size. 
  In the context of the arc segments for the Hollow Earth, the problem is 
  that depending on which arcs are preserved in a given ring the overall 
  height may differ from ring to ring, so Xara 3D will adjust their relative 
  sizes. To prevent this, the sizing pixels are brought into play.
  You can see them in this screen shot from Xara 3D, I’ve exaggerated the 
  bevel and reduced the extrusion to make them easier to see. This is an 
  earlier version, with 72 rings, and also shows the individual arcs.
 
  The use of sizing pixels also solves a related issue, to do with horizontal 
  positioning. The Hollow Earth depends on all the rings having a common 
  centre. If the arc segments of a given ring had an arc crossing the 
  equator at one side of the earth, but had no arc segment on the 
  opposite side at the equator, the centre of the arc group’s bounding box 
  would not correspond to the centre of the ring the arcs are supposed to 
  lie on.
  But using sizing pixels makes the arcs or even the rings’ centres 
  irrelevant, as it is the centre of the sizing pixels’ bounding-box that 
  determines the positions of the arcs within them, and all the segments 
  have the same set of sizing pixels, and therefore a common centre, both 
  horizontally and vertically.  For reasons of symmetry, due to the need to 
  have the first and last rings adjacent to each other with one being 
  rotated almost 180° compared to the other, the ring centres must be 
  closely matched to the sizing pixels centre.
  The presence of the sizing dots doesn’t really intrude in the image 
  because they are far enough away from the main shapes that they can 
  easily be cropped out of any final image.
  How Many Rings?
  The number of rings used in the model makes a significant difference to 
  the appearance of the continents on the globe, since the width of the 
  rings effectively sets the horizontal resolution of the visible detail. 
  My first version had 60 rings because 60 is an easy number to work with 
  when considering angles, and at that time I was primarily trying to 
  prove the concept. Each ring appears on the equator twice, with a band 
  at the front and a band at the back, making 120 bands around the 
  equator, so the smallest horizontal detail would be 1/120th  of the 
  circumference at the equator, that is, 3° across, or equivalent to about 
  209 miles. That version looked extremely crude, quite apart from the 
  inadvertent distortion of the continents mentioned earlier. The 
  coastlines looked very blocky. I clearly needed more rings. 
 
 
  H    1    2    3    4    5    6    Download Zipped Tutorial
 
  The use of sizing pixels also solves a related issue, to do with horizontal 
  positioning. The Hollow Earth depends on all the rings having a common 
  centre. If the arc segments of a given ring had an arc crossing the 
  equator at one side of the earth, but had no arc segment on the 
  opposite side at the equator, the centre of the arc group’s bounding box 
  would not correspond to the centre of the ring the arcs are supposed to 
  lie on.
  But using sizing pixels makes the arcs or even the rings’ centres 
  irrelevant, as it is the centre of the sizing pixels’ bounding-box that 
  determines the positions of the arcs within them, and all the segments 
  have the same set of sizing pixels, and therefore a common centre, both 
  horizontally and vertically.  For reasons of symmetry, due to the need to 
  have the first and last rings adjacent to each other with one being 
  rotated almost 180° compared to the other, the ring centres must be 
  closely matched to the sizing pixels centre.
  The presence of the sizing dots doesn’t really intrude in the image 
  because they are far enough away from the main shapes that they can 
  easily be cropped out of any final image.
  How Many Rings?
  The number of rings used in the model makes a significant difference to 
  the appearance of the continents on the globe, since the width of the 
  rings effectively sets the horizontal resolution of the visible detail. 
  My first version had 60 rings because 60 is an easy number to work with 
  when considering angles, and at that time I was primarily trying to 
  prove the concept. Each ring appears on the equator twice, with a band 
  at the front and a band at the back, making 120 bands around the 
  equator, so the smallest horizontal detail would be 1/120th  of the 
  circumference at the equator, that is, 3° across, or equivalent to about 
  209 miles. That version looked extremely crude, quite apart from the 
  inadvertent distortion of the continents mentioned earlier. The 
  coastlines looked very blocky. I clearly needed more rings. 
 
 
  H    1    2    3    4    5    6    Download Zipped Tutorial