Documente Academic
Documente Profesional
Documente Cultură
March 2010
2010 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be
reproduced in any form, by any method, for any purpose.
Certain materials included in this publication are reprinted with the permission of the copyright holder.
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Disclaimer
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ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR
FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS.
Published by:
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Contents
Tool Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Chapter 1
Pick palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Pick > Nothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Pick > Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Pick > Component . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Pick > Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Pick > Pick Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Pick > Edit Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Pick > Point Types > CV . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Pick > Point Types > Hull . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Pick > Point Types > Blend Point . . . . . . . . . . . . . . . . . . . . . . 7
Pick > Object Types > Curve on Surface . . . . . . . . . . . . . . . . . . 8
Pick > Object Types > Cloud . . . . . . . . . . . . . . . . . . . . . . . . 8
Pick > Object Types > Image Plane . . . . . . . . . . . . . . . . . . . . . 8
Pick > Object Types > All Objects/Lights . . . . . . . . . . . . . . . . . . 9
Pick > Object Types > Pick by Shader . . . . . . . . . . . . . . . . . . . . 9
Pick > Locator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Pick > Pick Visible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Chapter 2
Transform palette . . . . . . . . . . . . . . . . . . . . . . . . . 11
Transform > Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Transform > Rotate . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
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Paint palette . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Paint > Pencil . . . . . . . . . . . . . . . . . . . . . . . . .
Paint > Marker . . . . . . . . . . . . . . . . . . . . . . . . .
Paint > Airbrush . . . . . . . . . . . . . . . . . . . . . . . .
Paint > Pastel Soft . . . . . . . . . . . . . . . . . . . . . . .
Paint > Solid Brush . . . . . . . . . . . . . . . . . . . . . .
Paint > Eraser . . . . . . . . . . . . . . . . . . . . . . . . .
Paint > Eraser > Clear Canvas Layer . . . . . . . . . . . . . .
Paint > Effect Brush > Sharpen Brush . . . . . . . . . . . . .
Paint > Effect Brush > Blur Brush . . . . . . . . . . . . . . .
Paint > Effect Brush > Smear Brush . . . . . . . . . . . . . .
Paint > Effect Brush > Clone Brush . . . . . . . . . . . . . .
Paint > Effect Brush > Dodge Brush . . . . . . . . . . . . . .
Paint > Effect Brush > Burn Brush . . . . . . . . . . . . . . .
Paint > Flood Fill . . . . . . . . . . . . . . . . . . . . . . .
Paint > Pick Layer by Color . . . . . . . . . . . . . . . . . .
Paint > Select > Magic Wand . . . . . . . . . . . . . . . . .
Paint > Select > Marquee . . . . . . . . . . . . . . . . . . .
Paint > Select > Toggle Marquee . . . . . . . . . . . . . . . .
Paint > Select > Invert Marquee . . . . . . . . . . . . . . . .
Paint > Select > Clear Marquee . . . . . . . . . . . . . . . .
Paint > Select > Transform Marquee . . . . . . . . . . . . .
Paint > Shape > Make Image Shape . . . . . . . . . . . . . .
Paint > Shape > Make Mask Shape . . . . . . . . . . . . . .
Paint > Shape > Make Invisibility Mask Shape . . . . . . . .
Paint > Text Image . . . . . . . . . . . . . . . . . . . . . . .
Paint > PaintSymmetry > Modify Canvas Brush Symmetry .
Paint > PaintSymmetry > Toggle Canvas Brush Symmetry . .
Paint > Color Editor . . . . . . . . . . . . . . . . . . . . . .
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iv | Contents
Chapter 5
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Contents | v
Chapter 6
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vi | Contents
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Contents | vii
Chapter 9
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viii | Contents
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Chapter 11
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Chapter 13
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Contents | ix
Chapter 14
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Chapter 16
x | Contents
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Contents | xi
Export options . . . . . . . . . . . . . . . . . . . .
UGS-NX export options (Windows only) . . .
DBVIEW export options (Windows only) . . .
CAI export options (Windows only) . . . . . .
CATIA V5 export options (Windows only) . .
STEP export options . . . . . . . . . . . . . .
PTC Granite export options (Windows only) .
OBJ export options . . . . . . . . . . . . . . .
DWF export options (Windows only) . . . . .
DWG export options (Windows only) . . . . .
DXF export options (Windows only) . . . . .
DES export options . . . . . . . . . . . . . .
VDAFS export options . . . . . . . . . . . . .
C4 export options . . . . . . . . . . . . . . .
JAMA-IS export options . . . . . . . . . . . .
VDAIS export options . . . . . . . . . . . . .
IGES export options . . . . . . . . . . . . . .
WIRE export options . . . . . . . . . . . . . .
File > Reference Manager . . . . . . . . . . . . . .
File > Print Setup . . . . . . . . . . . . . . . . . . .
File > Print . . . . . . . . . . . . . . . . . . . . . .
File > Show Image . . . . . . . . . . . . . . . . . .
File > Image References > Image References . . . . .
File > Image References > Extract Image References .
File > Exit . . . . . . . . . . . . . . . . . . . . . . .
Chapter 17
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Chapter 18
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xii | Contents
Chapter 19
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Chapter 20
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Contents | xiii
Chapter 21
Chapter 22
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Chapter 23
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. 769
Contents | xv
Chapter 26
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xvi | Contents
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Chapter 27
Windows
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menu . . . . . . . . . . . . . . . . . . . . . . . . . 993
Contents | xvii
Chapter 28
Preferences
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Chapter 30
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menu . . . . . . . . . . . . . . . . . . . . . . . 1071
Chapter 29
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xviii | Contents
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Chapter 32
Chapter 33
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Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1183
Contents | xix
xx
Tool Palettes
Pick palette
Tools on this palette are used to select different types of objects or parts of objects.
continues the process until all pickable descendants of all selected nodes are
found.
By default, Pick according to layers is OFF, and Pick > Object ignores
layer state attributes. This example shows how results can differ depending
on this option.
NOTE Pick according to layers affects only modeling windows. In the SBD
window, components are picked whether a layer is inactive layer or not.
See also:
These icons enable you to set the type of objects (the pick mask) that can be
picked without opening the option box. If the button is white, that type of
object can be picked. If it is the same color as the menu bar, that type of object
cannot be picked. Change the status of what can be picked by clicking the
icon.
See also:
Pick CV Options
Use Lasso Dragging the mouse draws a lasso around the CVs you want to
pick, instead of a box.
See also:
Create clusters
Blend curves
Image planes
Pick locators
Transform palette
Move Options
Global Move objects in the global X, Y, Z coordinate system.
Local Move each picked object along its own local axes (displayed at the objects
pivot point).
To...
11
See also:
Move items
2D best practices
Rotate Options
Global Rotate objects by incrementing their Euler rotation angles.
This means that the rotation is done first to Z, then Y, then X. Consequently,
the X rotational axis depends on the Y and Z rotations already done.
Rotations done on DAG nodes above the current node also affect the rotational
axis.
Local Rotate each picked object around its local X, Y, and Z axes (displayed
at each objects pivot point).
Universe Rotate objects around the world X, Y, and Z axes.
To...
See also:
Create clusters
Rotate objects
Relative scaling is based on the current original size of the object. For
example, if you scale to 1.5 and then scale again to 2.0, the object is now
three times as big as when you started.
Absolute scaling is based on the original size of the object. For example,
if you scale to 1.5 and then scale again to 2.0, the object is now twice as
big as when you started.
See also:
Create clusters
Edit a shape
This tool is like Transform > Scale on page 13 , except that you type a
different scale factor for each scale dimension. If you type in only one
value, it is used for the first dimension.
For information on scale pivot points, see Change an objects pivot point.
The effect of Non-p Scale is based on the location of the scale pivot point
of the object.
For either direction, you can scale to an absolute size or relative to the
current size (scale factor) of the object in any dimension.
NOTE You cannot scale a curve-on-surface element, since it is a projection.
Preceding # Specifies the number of CVs before the primary CV that you
want to include in the region definition along the U and V parametric
directions.
The CVs that are affected by the operation range from 0 (the default) to N,
where N is the maximum possible number of CVs in that direction for the
object. Hence, to select all CVs in a direction, simply drag the slider all the
way to the right.
Succeeding # Specifies the number of CVs after the primary CV that you want
to include in the region definition along the U and V parametric directions.
The CVs that are affected by the operation range from 0 (the default) to N,
where N is the maximum possible number of CVs in that direction for the
object. Hence, to select all CVs in a direction, simply drag the slider all the
way to the right.
NOTE For a curve, only the U direction is used.
Revert button
Undoes all your modifications since you selected the currently active CVs.
See also:
To move CV normals
1 In the Tool Palette, select Transform > Modify > Move CV Normal
or click the Move CV Normal icon. The system prompts you to select
surface CVs.
2 Click a CV to select it. To select several CVs, hold down the Shift key as
well. You can also click a hull line to select an entire row of CVs at once.
The system prompts you to use the mouse buttons to move CVs.
left mouse button drags along the normal and back again
middle mouse button drags along a U curve of the surface (the height
of the CV above the surface is maintained)
right mouse button drags along a V curve of the surface (the height
of the CV above the surface is maintained)
To use the tool, pick the object, or use Utilities > SBD > Open SBD Window
on page 1098 to pick the group, then choose Transform > Zero Transforms
.
NOTE Selecting Transform > Zero Transforms for a light, camera, or 3D
texture placement object causes the object to render incorrectly (for example,
incorrect lighting, view, or texture placement).
NOTE Do not select Transform > Zero Transforms for a light, camera, or 3D
texture placement object. If you do, you must go through the affected portion of
the DAG, and ungroup and retransform the light, camera, or 3D texture placement
object.
Duplicate place
This tool is the main (and default) tool which
performs the duplication and positioning of the target object(s).
See Position multiple copies of an object along a curve for a description of the
workflow.
Double-click or Shift-click this icon to open the option window. You can only
open the window after a target has been selected and accepted. Use the settings
in the window to:
Revert
Click this tool to delete the duplicated geometry (output) and
remove the construction history, returning you to your starting point.
Commit
Click this tool to remove the construction history. From this
point on, you cannot modify the duplicated geometry (output) by changing
the options in the option window, or modifying the input geometry.
Click the check boxes to set the entity types that can be selected. Only the
applicable entity types are available at each step of the operation.
When this option is turned off (default), the tool takes each curve and places
the specified number of duplicates equidistant to each other. In this way, the
spacing is different for each curve, as seen in the following image.
Keep target orientation If this option is on, the duplicates are not rotated to
fit the surface normal (or free curve tangent). Instead, they retain their original
orientation. In the image below, the top version is the default behavior (option
turned off), where the target cones are rotated to match the surface. The
bottom version is with the option turned on, and the cones retain their original
orientation.
From Origin, From Vector, From Plane X, Y, Z coordinates of the three points
selected on the source object (from points). When these values are edited,
the position of the corresponding point updates in the modeling windows.
Paint palette
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was saved
to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
27
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Color The color of the brush paint. See Set brush paint color.
Preserve Color ON When you save the brush to a shelf, its current color is
saved with it. When you later select the brush from the shelf, its color will be
the same as when you saved it to the shelf. When you save the brush to a
palette, its current color is not saved when exiting .
OFF When you save the brush to a shelf, its current color is not saved with
it. When you later select the brush from the shelf, its color will be the current
color.
See Set brush paint color.
Min Radius The radius of the brush (measured in pixels) when you press the
stylus lightly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Max Radius The radius of the brush (measured in pixels) when you press the
stylus strongly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Min Opacity Controls how see-through the paint applied by the brush is
when you press the stylus lightly against the tablet. If Min Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
Marker Properties
Wetness The wetness or dryness of the marker. The valid range is 0 ( dry like
an old marker) to 1 (wet like a brand new marker). See Set marker wetness.
Stamp tab
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
OFF When you save the brush to a shelf, its current color is not saved with
it. When you later select the brush from the shelf, its color will be the current
color.
See Set brush paint color.
Min Radius The radius of the brush (measured in pixels) when you press the
stylus lightly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Max Radius The radius of the brush (measured in pixels) when you press the
stylus strongly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Min Opacity Controls how see-through the paint applied by the brush is
when you press the stylus lightly against the tablet. If Min Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Aspect Controls how flat or circular the brush stamp is. The valid range is
0.01 (flat and thin) to 1 (circular). See Set brush size, shape, and profile.
Rotation The angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0)
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
OFF When you save the brush to a shelf, its current color is not saved with
it. When you later select the brush from the shelf, its color will be the current
color.
See Set brush paint color.
Min Radius The radius of the brush (measured in pixels) when you press the
stylus lightly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Max Radius The radius of the brush (measured in pixels) when you press the
stylus strongly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Min Opacity Controls how see-through the paint applied by the brush is
when you press the stylus lightly against the tablet. If Min Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Aspect Controls how flat or circular the brush stamp is. The valid range is
0.01 (flat and thin) to 1 (circular). See Set brush size, shape, and profile.
Rotation The angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0)
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Aspect Controls how flat or circular the brush stamp is. The valid range is
0.01 (flat and thin) to 1 (circular). See Set brush size, shape, and profile.
Rotation The angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0)
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Sharpen Properties
Sharpness Controls how much the brush sharpens paint on the active image
layer. The valid range is 0 (no sharpening) to 10 (strong sharpening). See
Sharpen paint.
Sharpen Strength Controls the extent that the brush sharpens paint on the
active image layer. Each pixel in the image layer is sharpened by comparing
it with a certain number of its surrounding pixels based on the Sharpen
Strength value. For example, if Sharpen Strength is set to 4, then each
pixel is sharpened by comparing it with all surrounding pixels within a 4-pixel
radius. The valid range is 0 - 4. See Sharpen paint.
Stamp tab
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Aspect Controls how flat or circular the brush stamp is. The valid range is
0.01 (flat and thin) to 1 (circular). See Set brush size, shape, and profile.
Rotation The angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0)
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Blur Properties
Blur Strength Controls how much the brush blurs paint on the active image
layer. The valid range is 0 (no blurring) to 32 (strong blurring). See Blur paint.
Stamp tab
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Stamp tab
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Min Radius The radius of the brush (measured in pixels) when you press the
stylus lightly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Max Radius The radius of the brush (measured in pixels) when you press the
stylus strongly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Min Opacity Controls how see-through the paint applied by the brush is
when you press the stylus lightly against the tablet. If Min Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
Stamp tab
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Dodge Properties
Selection
Dodge Strength
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
Brush Mode Controls whether the brush will:
Min Radius The radius of the brush (measured in pixels) when you press the
stylus lightly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Max Radius The radius of the brush (measured in pixels) when you press the
stylus strongly against the tablet. The valid range is 0 - 255. See Set brush size,
shape, and profile.
Min Opacity Controls how see-through the paint applied by the brush is
when you press the stylus lightly against the tablet. If Min Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Max Opacity Controls how see-through the paint applied by the brush is
when you press the stylus strongly against the tablet. If Max Opacity is less
than 1, and you sketch several times in the same spot, the paint builds up and
becomes more opaque. The valid range is 0 (fully transparent) to 1 (fully
opaque). See Set brush and paint opacity.
Aspect Controls how flat or circular the brush stamp is. The valid range is
0.01 (flat and thin) to 1 (circular). See Set brush size, shape, and profile.
Rotation The angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0)
or more vertical (90). The valid range is 0 - 360. See Set brush size, shape, and
profile.
Burn Properties
Selection
Burn Strength
Stamp tab
Texture and Shape
Capture Mode Off No capture takes place.
Shape The next click of the mouse on the image captures the Shape (the
alpha channel) directly beneath the brush as a snapshot to use for a brush
stamp.
Shape and Texture The next click of the mouse on the image captures
both the paint and the Shape directly beneath the brush as a snapshot to use
for a brush stamp. Any transparency on the image layer is captured, as are the
colors.
Use Stamp Off Do not use any stamp. Use the regular brush.
Shape Use the captured shape (alpha channel) for the brush.
Shape and Texture Use the captured shape (alpha channel) and texture
(color) for the brush.
Profile
Brush Profile Controls the softness or hardness of the brush stamp edges. See
Set brush size, shape, and profile. Select one of Regular, Solid, Hard Solid,
or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item.
To create a custom brush profile, double-click any brush icon in the Sketch#2
shelf to open the brush editor.
Stroke tab
Changing these settings changes the appearance of a sequence of brush profiles
laid down by dragging the stylus or mouse across the image layer.
Spacing Bias Controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 - 255. See Set brush
stroke properties .
Spacing Noise The amount of random variation in the space between stamps
in a stroke. The valid range is 0 (no random variation) to 25 (high random
variation). See Set brush stroke properties .
Rotate to Stroke ON The brush stamp rotates in the direction of the brush
stroke as you sketch.
OFF The brush stamp always remains in the same direction and does not
rotate in the direction of the brush stroke.
See Set brush stroke properties .
Rotation Jitter The amount of random variation in the brush stamp direction.
The valid range is 0 (no random variation) to 255 (high random variation).
See Set brush stroke properties .
Brush Options
NOTE Some of these options are also available in the Paint Panel when this tool
is active.
Reset Resets all Brush Options to their default settings. If brushes have been
saved to the shelf, Reset resets to those settings at the time the brush was
saved to the shelf.
Properties tab
NOTE These options are also available in the Paint Panel when this tool is active.
Marquee Options
Proportional Turn on this option to create circle or square marquees from
the Marquee (ellipse) and Marquee (rectangle) tools respectively.
Marquee Selection Mode Allows you to create a selection area (New), add
to the selection area (Add), or subtract from the selection area (Subtract).
NOTE Use the = key to Add and the - key to Subtract. These hotkeys are
customizable.
NOTE These options are also available in the Paint Panel when this tool is active.
2 Click each curve to include in the shape. (Make sure that you click the
part of the curve that you want to include in the shape boundary.)
NOTE Do not drag a pick box around complex curve structures, or the shape
may not appear as you expect.
2 Click each curve to include in the shape. (Make sure that you click the
part of the curve that you want to include in the shape boundary.)
NOTE Do not drag a pick box around complex curve structures, or the shape
may not appear as you expect.
The curves are highlighted. You are prompted to
Select another curve. If done, press ACCEPT button.
1 Choose Paint > Shape > Make Invisibility Mask Shape on page 70
from the palette.
The Shape Editor opens, and you are prompted to
Select a curve
2 Click each curve to include in the shape. (Make sure that you click the
part of the curve that you want to include in the shape boundary.)
NOTE Do not drag a pick box around complex curve structures, or the shape
may not appear as you expect.
The curves are highlighted. You are prompted to
To create a text layer, click in a blank area on a canvas. The text cursor is
shown, ready for you to type some text. Each time you create a text string,
it is placed on its own layer.
To change the color or font, click inside the text boundary to select and
highlight the text. The text cursor locates at the nearest character.
To create a text layer, click in a blank area of the canvas and drag the
mouse. The text cursor follows the mouse.
Move the double-arrows along the axis to change the rotation pivots.
Click the Reset button at the bottom of the window to reset the axis
to its original position.
Drag the red double-arrow to change the orientation of the axes (by
rotating them around the center point).
Click the Reset button at the bottom of the window to reset the axes
to their original position.
Choose Paint > PaintSymmetry > Toggle Canvas Brush Symmetry on page
74.
See also:
76
NOTE To move only horizontally or vertically, hold the Shift key and move the
mouse in the desired direction. You can also use the arrow keys to move by small
increments.
77
Transform
Translate (pixel) Enter values for the horizontal and vertical translation
amounts (in pixels).
Rotate (degree) Enter a value for the rotation angle (in degrees). Positive
values rotate counter-clockwise around the rotation pivot.
Scale (%) Enter a value for the scale factor, as a percentage of the original size
(100%).
A negative value mirrors the image.
Buttons
Accept Click this button once you are happy with the new
position/orientation/size of your image and want to bake the transformed
image into your layer.
The transformation can still be undone afterwards by using Edit > Undo on
page 525.
Reset Pivot Click this button to reposition the pivot at the geometrical center
of the layer.
Reset All Click this button to undo all the transformations applied to the
layer either through the manipulator or the option box.
Reset All does not undo transformations that have already been applied by
clicking the Accept button.
Choosing Perspective changes the midpoint of the image as you change the
control points, and changes the image so it looks like it has been tilted away.
Choosing Distort reshapes the image, but does not attempt to force a
perspective view.
Selecting Skew for the constraint type mirrors the change on one side or
corner to the opposite side or corner.
Interactive Display gives you the choice of seeing the changes as you distort
the image, or speeding the action by only showing the result of the distortion
when you release the mouse button.
Guidelines are created based on the position of the point when you start to
drag it. Using the guidelines can help you make changes that are controlled
by the borders of the image layer.
Image Deform operations can be undone using the standard Edit > Undo on
page 525 menu item.
When Image Deform is selected, the options are added to the Paint panel.
All Alias snap modes (grid, point, and curve) work with image deformation,
allowing the manipulator handles to be snapped to geometry.
3 Choose Paint Edit > Make Warp Shape. Click the curve or curves
you want to be warp shapes.
4 A check mark appears next to each curve.
5 Click Accept to convert the curves to warp shapes.
6 Now that you have created warp shapes, drag CVs, scale curves, or perform
other actions upon the shape. The image warps interactively, based on
the movement of the curve or CVs on the curve.
A new section appears in the Paint Control panel while you are warping
an image.
Note the grid distortion where the roof line has been moved.
See also:
Modify only certain colors from the image without the need to use masks
or marquees
Switch the display between the preview and the original image
Preserve the capability to zoom and pan in the active window while in the
tool
Undo, immediately after exiting the tool, modifications which have been
accepted
Hue Adjustment Shift Hues Shifts all colors by the same hue value.
Colorize Hues Changes all colors to the selected Hue value. Gray areas
(without hue) remain gray.
Colorize Hues & Grays Changes all colors to the selected Hue value,
including gray areas.
Hue Strength When this slider is set to 1.0, the Hue setting takes precedence
over the current hue. When it is set to 0.0, the Hue setting has no effect.
Intermediate values blend the Hue setting with the current colors.
Hue When Hue Adjustment is set to Shift Hues, this slider adjusts the
magnitude of the shift in hue. Otherwise, it lets you select a specific hue which
is blended with the original colors according to the value of Hue Strength.
Saturation Move the slider to the right to increase the saturation, and to the
left to decrease it. This change affects all colors in the image.
Luminance Move the slider to the right to increase the luminance, and to
the left to decrease it. This change affects all colors in the image
Brightness This slider increases or decreases the brightness of the entire image,
regardless of color.
Contrast This slider increases or decreases the contrast of the entire image,
regardless of color.
Highlights Makes the highlights brighter or darker.
Light Midtones Makes the light midtones brighter or darker.
Dark Midtones Makes the dark midtones brighter or darker.
Shadows Makes the shadows brighter or darker.
ByColors tab
Sliders in this tab affect predefined portion of the image based on colors. It is
useful to change one general color quickly into another.
The full-color spectrum has been divided into eight overlapping colors which
can be simultaneously manipulated. The colors are overlapping so hard breaks
are not created in the resulting image.
You can change the Hue, Saturation, and Luminance individually for
each of the eight colors: Red, Orange, Yellow, Green, Turquoise, Blue, Violet,
Magenta.
Replace tab
This tab lets you select the color that you want to replace (Replace From),
as well as the color you want to replace it with (Replace To).
The Replace From color can be specified as a range by adding several colors
using the color picker.
These controls are used to refine the modifications made using the ByColors
tab.
Dropoff Use this slider to increase or decrease the tolerance for the selected
colors.
Replace From Select the color to replace by clicking the color picker
then clicking the color you want to replace in the image. Use the
to add additional colors to the selection. Use the
from the selection.
,
icon
Buttons
The four buttons at the bottom of the window behave as follows:
Only highlight
Only midtones
Only shadows
Adjust the Brightness Factor and Contrast Factor sliders to update the
image on the bottom left, for comparison with the original image at the top.
The slider values can be negative. The defaults are 0.0.
The smaller the values (both positive and negative), the finer the adjustment.
Only highlight
Only midtones
Only shadows
Adjust the Saturation Factor and Value Factor sliders to update the image
on the bottom left, for comparison with the original image at the top. The
slider values can be negative. The defaults are 0.0.
The smaller the values (both positive and negative), the finer the adjustment.
Only highlight
Only midtones
Only shadows
Adjust the Dodge Factor and Color sliders to update the image on the
bottom, for comparison with the original image at the top. The smaller the
values, the finer the adjustment.
To change the color of the light, click the color swatch to open the color
editor.
Only highlight
Only midtones
Only shadows
Adjust the Burn Factor and Color sliders to update the image on the bottom,
for comparison with the original image at the top. The smaller the values, the
finer the adjustment.
To change the color of the paint, click the color swatch to open the color
editor.
See also:
Adjust colors
Choose Paint Edit > Color Correction > Color Replace (HSV) to replace
colors in an image with new colors.
Select a range on the original image using either the eyedroppers or by dragging
the sliders on one of the three bars (Hue, Saturation, or Value). The sliders
offer the ability to fine-tune the edges of the selection as well as the ability to
move the whole range without affecting the size of the range.
Select a range on the original image using either the eyedroppers or by dragging
the sliders on one of the three bars (Hue, Saturation, or Value). The sliders
offer the ability to fine-tune the edges of the selection as well as the ability to
move the whole range without affecting the size of the range.
Sharpen paint
pixels within a 4-pixel radius. The valid range is 0 (no blur) to 32 (maximum
blur).
See also:
Blur paint
Duplicate Layer
Merge Below
These tools are made available in the Palette so they can be assigned hotkeys
to speed up your workflow.
For an explanation of how to create hotkeys, see Create and edit hotkeys.
See also:
100
Curves palette
Circle Options
Periodic Circle When this option is turned on (check mark) the circles are
closed curves, with the first and last span overlapping. (The result corresponds
to the circle primitives created in previous versions of the software.)
When this option is turned off (no check mark), the circles are open curves,
with only the first and last CV touching. They can be opened by moving those
CVs apart. They also use an algorithm that produces better quality circles and
the ability to specify a range of degrees (see the following options).
The following options only appear when Periodic is turned on.
Object Degree The degree of the NURBS curve, either 1 (polygonal) or 3 (cubic).
Sections The number of subdivisions (spans) on the curve.
The default is 8. A workable primitive shape usually has at least 4 subdivisions.
It is not usually necessary to use more than 20 subdivisions.
The following options only appear when Periodic is turned off.
Sweep Angle The degrees of rotation around the center of the circle.
For example, if you enter 180 degrees, Alias creates a half circle.
Degree Specifies the degree of the circle. The values range from 2 to 7. The
default is 5.
101
Spans Specifies the number of spans in the circle. The values range from 1 to
14. The default is 1.
NOTE The sum of the degree and number of spans cannot exceed 16. When
creating rational geometry, as set in Preferences > Construction Options on page
1088 , the Arc Spans option is not available.
See also:
SweepsControl menus
File menu
Import Sweeps Imports the contents of a saved sweeps file into your
user-defined sweeps library.
Save Sweeps Saves your user-defined library of sweeps to a file. Other users
can then import the file into their own library.
Edit menu
Add Sweeps Adds any picked curves to your user-defined library as individual
sweeps.
Delete Selected Sweep Deletes the selected sweep from your user-defined
library.
View menu
Show Sweep Names Shows the name of the sweep (the name of the sweep
is the name of the original object that was added to the library).
See also:
Blend curves
Continuity
Chord The chord length parameterizes the new curve edit points in current
units. The chord length is the cumulative straight line distance between
consecutive edit points. The starting point of the curve has the parameter 0.0,
and the ending point has the parameter equal to the total chord length of the
curve.
Uniform The new curve edit points have integral parameters: the first edit
point is parameter 0.0, the second is 1.0, and so on. This is the default.
Curve Degree The mathematical degree of the curve created, which control
the number of CVs per span: 1 (linear), 2 (quadratic), 3 (cubic), 5 or 7. The
default is 5.
Auto Align at Surface Corners When this option is checked on (default), a
blend curve that is snapped to the corner of a surface (or trim surface) is
automatically aligned with tangent continuity to one of the edges (or trim
edges).
If an end point of a blend curve is active, using this tool extends the blend
curve.
To add a point interior to a blend curve, choose Pick > Nothing on page 3
and then click and drag on the blend curve to place a new point.
See also:
See also:
Notes
If the blend curve is attached at its ends, the plane is created from those
two points and the view direction.
If you pick blend points (constraints) instead of the entire blend curve,
the plane is created from the locations of the blend points.
See also:
Blend constraint parallel Constrains the curve to pass through the blend
point along a certain line (in either direction). Set the line with BlendCrv
Tools > Blend Curve Edit on page 107 .
Parametric curvature
Align the curvature to an isoparametric direction of the surface.
This type of curvature is especially useful to achieve curvature continuity
with the edge of a surface.
Geometric curvature
Construct a plane from the surface normal and the constraint direction
(or the normal and the tangent of the curve at the attach point for
location constraints).
NOTE Most tools that work on normal curves also work on keypoint curves.
See also:
Circle Options
Degree Specifies the degree of the curve. The values range from 2 to 7. The
default is 6.
Spans Specifies the number of spans in the curve. The values range from 1 to
14. The default is 1.
NOTE The sum of the degree and number of spans cannot exceed 16. When
creating rational geometry, as set in Preferences > Construction Options on page
1088 , the Spans option is not available.
3 Click the center of the ellipse, or type a 3D coordinate to place the point
exactly.
4 Click the end of the ellipse, or type a 3D coordinate to place the point
exactly.
As you drag the end point, the Ellipse tool displays the length of the
two radii in current linear units.
3 Click the first end of the ellipse, or type a 3D coordinate to place the
point exactly.
4 Click the opposite end of the ellipse, or type a 3D coordinate to place the
point exactly.
As you drag the end point, the Ellipse tool displays the length of the
two axes in current linear units.
2 Click the start point of the arc, or type a 3D coordinate to place the point
exactly.
If you click the endpoint of an existing keypoint curve, the new arc
attaches itself to the end of that curve. Dragging the common endpoint
moves both curves.
3 Click a second point to lie on the arc, or type a 3D coordinate to place
the point exactly.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
4 Click the end point of the arc, or type a 3D coordinate to place the point
exactly.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
As you drag the end point, the Arc (Three Point) tool displays the
radius of the arc in current linear units.
2 Click the start point of the arc, or type a 3D coordinate to place the point
exactly.
If you click the endpoint of an existing keypoint curve, the new arc
attaches itself to the end of that curve. Dragging the common endpoint
moves both curves.
Keypoint Curve Tools > Arcs > Arc (Two Point) | 117
3 Click the end point of the arc, or type a 3D coordinate to place the point
exactly.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
4 Click the center point of the arc, or type the radius of the arc.
As you drag the center point, the Arc (Two Point) tool displays the
radius of the arc in current linear units.
2 Click the start point of the new arc on the curve it will be tangent to.
3 Click the end point of the arc, or type a 3D coordinate to place the point
exactly.
Click the left mouse button button to add the point freely.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
As you drag the end point, the Arc Tangent to Curve tool displays
the radius of the arc in current linear units.
Keypoint Curve Tools > Arcs > Arc Tangent to Curve | 119
3 Click the start point of the arc, or type a 3D coordinate to place the point
exactly.
As you drag the start point, the Concentric Arc tool displays the distance
between the two radii.
4 Click the end point of the arc, or type a 3D coordinate to place the point
exactly.
Concentric arcs are always drawn in the direction that creates the smallest
sweep angle. If you want an arc of more than 180 degrees, open the
2 Click to place the starting point for the line, or type a 3D coordinate to
place the point exactly.
If you click the endpoint of an existing keypoint curve, the new line
attaches itself to the end of the existing curve. Dragging the common
endpoint moves both curves.
3 Click to place the end point for the line, or type a 3D coordinate to place
the point exactly.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
As you drag the end point, the Line tool displays the length of the line
in current linear units.
Click the middle mouse button to align the point horizontally to the
first point.
Click the right mouse button to align the point vertically to the first
point.
As you drag the end point, the Polyline tool displays the length of the
line in current linear units.
4 You can now:
You can use guidelines and curve snapping curve to draw parallel lines,
tangent lines, perpendicular lines, and right angles quickly.
You can use Edit > Undo on page 525 to undo points in a polyline all the
way back to the start point.
Guidelines are added for the curve, allowing you to line up the start
and/or end points of the new line.
If you click a curved line, the new line is parallel to the tangent where
you click.
3 Click the start point of the parallel line, or type a 3D coordinate to place
the point exactly.
As you drag the start point, the Parallel Line tool displays the distance
between the lines in current linear units.
4 Click the end point of the parallel line, or type a 3D coordinate to place
the point exactly.
As you drag the end point, the Parallel Line tool displays the length
of the line in current linear units.
2 Click the start point of the new line on the curve from which it will angle
off.
If you click a curved line, the new line is drawn at an angle to the line
that passes through the end point of the curve.
3 If you want to project the line at an exact angle, type the value of the
angle and press Enter (Windows) or Return (Mac). The Line at Angle tool
adds a new guideline at that angle.
You can continue to change the offset distance (for parallel lines) or angle
in the Information window. (See the Interface section of the Basic
Tools book.)
These special relationship attributes remain with the lines until you
manually modify one of the lines.
The relationship attribute for lines created with the Line at Angle tool
is called Rel Angle (Relative angle). All lines have an attribute called
Keypoint Curve Tools > Line Tangent & Perp > Line
Tangent to Curve
Allows you to draw a keypoint line tangent to an existing curve.
If it finds more than one tangent, it uses the tangent closest to where
you clicked.
Keypoint Curve Tools > Line Tangent & Perp > Line
Tangent from/to Curve
Allows you to draw a keypoint line tangent to two curves.
If it finds more than one tangent, it uses the tangent closest to where
you clicked.
Keypoint Curve Tools > Line Tangent & Perp > Line
Perpendicular
Allows you to draw a keypoint line perpendicular from, or to, an existing curve or
surface curve (curves on surface, surface edges, isoparms).
The surface curves are treated like normal curves, so that the line is
perpendicular to the surface curve, but not normal to the surface. A line
perpendicular to a 3D curve at a given point can lie anywhere in a plane
normal to the tangent of the curve at that point. The second point selected
determines the specific direction of the line, as well as the choice of the True
or Projected option.
Keypoint Curve Tools > Line Tangent & Perp > Line Perpendicular | 127
Degree The degree of the Line Perpendicular. Values range from 1 (default)
to 7.
Type True The line is perpendicular to the curve in 3D space (as seen in
the Perspective window) although it may not appear perpendicular in all
orthographic views.
Projected The line appears perpendicular to the given curve in the active
orthographic view. For a Perspective window, turn off Perspective in the
Viewing Panel to get an orthographic view.
Select From Curve The line extends from the selected point on the curve,
perpendicular to the curve, and ends as close to the second point as possible.
If the second point is selected on a curve, the line ends on that curve.
To Curve The line extends from the selected point to the selected curve
and is perpendicular to the curve.
See also:
Click the middle mouse button to align the point horizontally to the
previous point.
Click the right mouse button to align the point vertically to the previous
point.
As you drag the end point, the Line-arc tool displays the length of the
line in current linear units.
Click the middle mouse button to align the point horizontally to the
previous point.
Click the right mouse button to align the point vertically to the previous
point.
As you drag the end point, the Line-arc tool displays the radius of the
arc in current linear units.
Arcs segments are always convex (the arc always projects forward from
the previous line). You cannot create concave arcs with the Line-arc tool.
To get concave arcs, you must go back and edit the curve after creating it.
See Edit keypoint curves.
Click the endpoint of a segment twice to make the next segment the same
type.
For example, click the endpoint of a line segment twice to make the next
segment a line. Click the endpoint of an arc segment twice to make the
next segment an arc.
See also:
Keypoint Curve Tools > Break & Join > Break Curve at
Keypoint
Detaches a keypoint curve when you click a keypoint.
See Edit keypoint curves.
Keypoint Curve Tools > Break & Join > Join Curves
Attaches two curves together to form a single curve. This tool works on regular curves
as well as keypoint curves.
To join two curves at their endpoints, make sure that their endpoints overlap
(are coincident), then choose the tool and click the overlapping keypoint or
edit point.
See Edit keypoint curves.
Keypoint Curve Tools > Break & Join > Break Curve at Keypoint | 131
See also:
Click the middle mouse button to place a point with the same U
coordinate as the previous one.
Click the right mouse button to place a point with the same V coordinate
as the previous one.
4 Use Ctrl + Z or Edit > Undo on page 525 to remove the last point. Use Edit
> Redo on page 526 to put it back.
NOTE As with any other operation, the maximum number of undos is set
to 11 but can be modified in the Miscellaneous section of Preferences >
General Preferences on page 1076.
Curves-on-surface
Trimming
Trim a surface
Use Utilities > SBD > Expand SBD on page 1100 to see the full hierarchy for text.
Double-clicking the tool opens the option window. A string of text is created
as a single object; however, characters can be made into individual objects by
choosing Edit > Ungroup on page 532 . Each text character can be made of
more than one curve. Initially, these curves are grouped together, but they
can be separated by choosing Edit > Ungroup on page 532 .
To create a surface from text curves, choose Surfaces > Planar Surfaces > Set
Planar on page 245 and create a trimmed surface. Choose all the curves necessary
to make a region, or all the curves for a character. Curves can form separate
groupings of surfaces, but each set of curves must form a closed loop (a region)
to create a surface.
NOTE The text tool does not support multi-byte languages such as Japanese,
Korean, or Chinese.
Control Options
Smoothing After duplicating, automatically switch to the Smooth tool to allow
you to smooth the resulting curve.
Interactive Allows you to specify an arbitrary surface isoparametric curve to
duplicate, rather than a visible one.
MixMax Display Automatically create a Min-Max deviation comb between the
original and duplicated/rebuilt curves.
Auto Recalc. Automatically update the new curve when the values in the
Duplicate Curve window change.
135
Buttons
Recalc When Auto Recalc. is turned off, use this button to update the
duplicated curve with the current values.
Undo Undo all the changes made by the Duplicate Curve tool and return
to the original curve.
Next Finish duplicating the current curve and prompt for a new curve to
duplicate.
6 Combine Curves creates the curve by projecting the two planar curves
into a 3D curve.
In some cases, more than one solution may be possible. In these cases,
Combine Curves creates all the possible curves. When it is finished,
delete the curves you do not want.
If the Create History option is on, you can edit the profile curves and
the 3D curve automatically updates.
Use the Rebuild curve tool in most cases to reduce the complexity of
the resulting curve.
3 Click the first curve approximately where you want the fillet to touch
the curve.
If the two curves intersect, click the segment of the first curve that you
want to create a fillet for. If Trim Curves is on, click the segment of the
first curve that you want to keep.
4 Click the second curve approximately where you want the fillet to touch
the curve.
If the two curves intersect, click the segment of the second curve that
you want to create a fillet for. If Trim Curves is on, click the segment
of the second curve that you want to keep.
Alias displays a preview of the fillet.
5 If you want a different radius from the default (displayed in the prompt
line), type the new radius, or drag the mouse to change the radius
interactively. Dragging the mouse left or down decreases the radius.
Dragging the mouse right or up increases the radius.
If the current radius is too small or too large to build a fillet near the
point you clicked, the Fillet Curves tool reports an error. Type a new
radius and try again.
If you do not want to create the fillet, select Pick > Nothing on page 3
.
6 Click Accept.
Alias builds the fillet.
When the fillet is built, the original curves are trimmed to both ends of
the fillet. To keep the curves intact, turn off the Trim Curves option.
3 Click the first curve at the point you want the fillet to begin.
4 Click the second curve at the point you want the fillet to end.
Drag the locators to move the contact points of the fillet on the curves.
6 If Blend Control is on, after the fillet is created you can click the
Tangent and Blend buttons in the bottom right corner of the view
window to see the different types of fillet. Click Go again to finish the
fillet.
If Create History is on in the options, you can edit the curves and the
fillet automatically updates.
Freeform Type Tangent Project the tangents at the two contact points,
and create the fillet in the direction of the tangent intersection.
Blend Average the positions of the two contact points to create the fillet.
Blend fillets sometimes have an inflection and tend to be shallower than
Tangent fillets.
Radius The default radius of circular fillets. You can enter a new value at the
prompt line when you use the tool.
Calculate Lead Radius When you set the Radius value, Alias automatically
updates the Lead Radius value.
Knee Ratio When you set the Radius value, Alias automatically updates
the Knee Ratio value.
Lead Radius The radius of the fillet where the fillet blends with the original
curves.
Knee Ratio Specify a radius at the center (or knee) of the fillet as a ratio (or
multiple) of the original radius.
The resulting fillet is not truly circular, but its endpoints correspond to the
endpoints of a circular fillet with the original radius.
Blend Control Allows you to change the fillet type (Tangent or Blend) after
it is created.
Trim Curves Automatically trim the original curves back to the endpoints of
the fillet.
Create History Save the Fillet curves history for later editing. If you turn
on Create History, you can edit the original curves and the fillet
automatically updates.
By moving the curve so that it intersects the first rail, then rocking
(rotating) it so that it intersects the second rail.
5 Turn on Curve Snap mode by holding down the Ctrl and Alt (Windows)
or Control and Command (Mac) keys (or Magnet mode by holding down
Ctrl (Windows) or Control (Mac) only).
6 Click the first rail curve. Drag to change the position of the intersection.
The input curve is translated so that the first control handle intersects
the first rail.
7 Click the Rotate button in the window.
The second control handle turns white. A manipulator appears at the
location of the first control handle. Use the manipulator to specify the
plane of rotation: XY, YZ, XZ. By default, the curve rotates in its own
plane.
8 Turn on Curve Snap mode by holding down the Ctrl and Alt (Windows)
or Control and Command (Mac) keys.
9 Click the second rail curve.
The input curve rotates in the specified plane of rotation, using the first
intersection as its rotation pivot, so that it now intersects the second rail.
The shape of the curve does not change.
Click one of the three axes to change the plane of rotation to the plane
perpendicular to that axis.
The circle is redrawn in that plane.
NOTE Currently, the only way to go back to using the plane of the curve as
plane of rotation is to re-enter the tool, click the curve and then click the Rotate
button again.
Curvature options
These options appear when Rebuild Type is Curvature.
Tolerance The amount of deviation from the original curve permitted during
the rebuild (in current linear units).
A low number matches the original more exactly, and inserts more points. A
high number does not match the original as well, and inserts fewer points.
Max Spans Type Absolute The maximum number of spans in the new
curve is equal to Max Spans.
Relative The maximum number of spans in the new curve is equal to the
current number of spans times the Max Spans Factor.
Max Spans This option appears when Max Spans Type is Absolute.
Specify the maximum number of spans allowed in the new curve, when Max
Spans Type is Absolute.
Max Spans Factor This option appears when Max Spans Type is Relative.
Specify a multiplicative factor. When Max Spans Type is Relative, the
maximum number of spans allowed in the new curve is the current number
of spans times this factor.
Change Degree On Change the degree of the curve as it is rebuilt. A slider
appears allowing you to set the degree of the rebuilt curve. Curves on surface,
trim curves, and isoparametric curves can only be rebuilt as degree 1 or 3.
Off Do not change the curve degree.
A low number matches the original more exactly, but does not simplify the
curve as much. A high number does not match the original as well, but
simplifies more.
Control Options
Smoothing After rebuilding, automatically switch to the Smooth tool to
allow you to smooth the resulting curve.
Interactive Specify an arbitrary surface isoparametric curve to rebuild, rather
than a visible one.
MixMax Display Automatically create a Min-Max deviation comb between
the original and rebuilt curves.
Auto Recalc. Automatically update the new curve when the values in the
Rebuild Curve window change.
Keep Originals Keep the original curve after creating the rebuilt curve.
Buttons
Recalc When Auto Recalc. is turned off, use this button to update the rebuilt
curve with the current values.
Undo All Undo all the changes made by the Rebuild curve tool and return
to the original curve.
Next Finish rebuilding the current curve and prompt for a new curve to rebuild.
See also:
Simplify objects
Edit objects
Next Crv Keep changes to the current curve and pick another curve to modify.
Done Keep changes to the current curve and close the Adjustment control
window.
Specific parameters.
When you change these values, they are preserved for subsequent uses of the
tool during the current session. You can save different combinations of options
to a shelf.
Curve Name Enter a name for the new curve.
Curvature Turn on this option to show a curvature comb locator on the new
curve.
You can change the comb scale and other settings through the Curvature
tool in the Control Panel.
Deviation Show a maximum deviation locator between the new and original
curves.
Degree Set the degree of the new curve. Increasing the degree allows a better
fit, however not all CAD systems support curve degrees higher than 3.
Spans Set the number of spans in the new curve. Increasing the number of
spans gives a better fit, but also increases the complexity of the model.
Modify target This option is only available when fitting a single curve to a
curve-on-surface.
Buttons
Reset Clicking this button removes all the fit curve segments on the current
target curve. It also restores the original curve-on-surface if it was previously
modified by Modify target, but does not restore its construction history.
See also:
Click the left mouse button and drag along the curve to examine the
tangent direction.
Click the middle mouse button or the Reverse Active button in the
window to reverse the curve you clicked.
Click the right mouse button or the Reverse All button in the window
to reverse all selected curves.
158
Attach Options
Connect Create a single, straight span between the objects to attach them.
If the endpoints of both objects already coincide, they are joined together with
a multi-knot.This option does not modify the shapes of the original objects.
The new span is connected to the original objects with multi-knots. Attempts
to edit the resulting object at the attachment points can result in cusps. The
Knot Insertion option has no effect with the Connect type.
159
Position Percentage distance (0 - 1), along the last span of the objects being
attached, where new edit points are inserted when Knot Insertion is on.
The default is 0.1000.
Blend Bias (Only the Blend type uses this option.).
The percentage preference (weighting), from 0 (first object only) to 1 (second
object only), between the two original objects when blending.
A value of 0 moves the end of the first object to the end of the second
object.
A value of 0.5 modifies both objects equally so their ends meet halfway.
A value of 1 moves the end of the second object to the end of the first
object.
Insert Spans Insert additional edit points near the ends of the curves to create
smoother attachments (decrease the probability of Attach having to modify
the shape of the original objects).
Keep Originals On Keep the original objects in addition to the new,
combined object.
Off Delete the original objects after the Attach operation is complete.
See also:
Detach Options
Keep Originals On Keep the original object in addition to the new, detached
objects.
Off Delete the original object after the Detach operation is complete.
See also:
The Insert tool shows the new hull shape in green, enabling users to insert
CVs with greater visual control over the shape of the curve.
Ensure that display of CVs and hulls are turned on to benefit from this feature.
See also:
The Merge option creates a multi-knot at the connection point for Linear
extensions. Curves with multi-knots may not be usable as construction
curves, and CAD packages cannot import them.
Extrapolate Extend the curve or surface with the same rate of change in
curvature as at the endpoint or edge.
This option produces the smoothest and most seamless extension without
adding any edit points to the original surface.
TIP To fix rough rendering that may result, increase the subdivisions in Render >
Editors > Render Stats on page 622 .
Merge Merge the extended part with the original surface to form one object.
It is turned on by default.
Chain Select If this option is checked, you can select a series of tangent
continuous surface edges by clicking any one of them.
Distance Default length of the extension when it is first created.
Distance is expressed in the current linear units, and is originally set to 0.0.
See also:
Moving the bottom CV automatically moves its symmetric twin (blue circle)
in the opposite direction to maintain the symmetry.
After the curve or surface has been made symmetric, any transformation tool
can be applied to the controls.
Inputs and selection
Any type of curve or surface can be selected. The modified controls can be
CVs, edit points, and blend points. If moving keypoints, the curve loses
its keypoint attributes.
For blend curves, only the position of the blend points is supported by
symmetric modeling (and not other constraints such as tangent scaling).
Blend curves where any blend point is connected to geometry are not
supported.
Several curves and surfaces can be selected at once, either before or after
entering the tool.
Modification
If the input curve or surface is not symmetric, the tool modifies the controls
of the model to ensure that it is symmetric. It applies the position of the
controls from the beginning of the curve or surface to the symmetric
partners at the end of the curve or surface. Click the Flip Master Side
button to have it work the other way around.
NOTE If the curve or surface was already symmetric, the Flip Master Side
button does not appear.
Symmetry plane
The initial symmetry plane location and axis direction is defined by the
layer symmetry plane. By default this plane is defined as Y=0 (XZ plane).
The symmetry plane for a layer can be modified through Layers > Symmetry
> Set Plane on page 590. This does not affect the symmetry plane assigned
to any curve or surface through the Symmetric Modeling tool.
Undo
You can return a curve or surface to its normal state (without symmetric
constraint), while maintaining the modifications to the controls, by
removing the construction history with Delete > Delete Construction
History on page 537, or by using the History View window.
See also:
Align Options
NOTE If Project is selected, a Vector Options section appears to let you define
a vector. The default vector direction is based on the current view. (See Vector
Options on page 175)
U/V This option only appears when aligning a curve to a surface.
The curve is aligned to either the U or V direction of the surface.
When checked on, the CVs of the tangent row are adjusted so that the ratio
of the start and end tangent lengths on the Input surface matches that of the
Master. The same applies to the curvature row CVs if Curvature is on. The
inside CVs are also adjusted so that the Inputs hull (for the tangent and
curvature rows) mimics the shape of the Masters.
Partial The Partial checkbox is always off by default when a surface is aligned.
Initially, the input surfaces edges are aligned to the full extent of the masters
edge. If Partial is turned on, the closest points on the master surfaces edge
(or curve) are used.
The Partial Join manipulators are always displayed. Use the manipulators (or
the Partials sliders) to control the extent. The Partial option applies when
a surface edge is aligned to another surface edge, isoparm, curve-on-surface,
or free curve
Partial is turned off automatically if the manipulators are dragged to the
ends of the masters edge. It is turned on automatically when the manipulators
are dragged away from the ends.
Turning on Partial always resets the manipulators to the closest points on
the masters edge. Conversely, turning off Partial sets the manipulators to
the ends of the master's edge.
Explicit Control Checking on this option gives you access to the Explicit
Control Settings where you can adjust the degree and number of spans for
the Input. These settings only appear once both the Input and Master
geometries have been selected. The degree and span settings initially
correspond to those of the Input curve or surface.
Increasing the degree or adding spans can provide greater flexibility for the
curve or surface to align to continuity, or create a more subtle blend. Explicit
Control is checked on by default.
If Explicit Control is not checked, the alignment will first raise the degree
of the Input to match that of the Master, before attempting to insert spans to
achieve continuity.
Position Influence This slider only appears when Alignment Type is set
to Edge and Vector is off.
When Position influence is set to 0.0 (default), the alignment process
attempts to maintain the parameterization of the Input surface. This alignment
causes minimal CV movement.
When Position influence is set to 1.0, the alignment attempts to match
the parameterization of the Input surface to the parameterization of the Master
as closely as possible. This alignment has more freedom to produce a closer
fit (better continuity), but can cause the lateral spacing of position, tangent,
and curvature CVs on the Input to change. However, tangent and curvature
lengths are not affected by Position Influence.
NOTE This sometimes results in the CV structure of the Input conforming itself
to the Masters, typically when both edges have the same degree and number of
spans.
The slider provides for incremental interpolation between maintaining
parameterization on the Input and providing continuity with the Master.
Blending Options
Extra CV Rows Number of CV rows affected by the blending. These rows are
located beyond the rows of CVs needed to maintain continuity, which are
not touched.
Blend factor The degree to which the influence of the alignment decreases
or increases as it moves out to the extra CV rows. (This option is only available
if Extra CV Rows is greater than zero.)
A positive value indicates that the influence decreases exponentially. The
higher the value, the more rapidly the influence drops.
A zero value indicates no drop in influence; the change is constant row by
row.
A negative value indicates that the influence increases exponentially. The
higher the absolute value, the more rapidly the influence increases.
Vector Options
X,Y, Z Select one of these options to specify a vector along that axis.
View Select this option to specify a vector normal to the current view. The
vector is not drawn in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
Picked Selecting this option lets you specify the name of an existing vector
in the Picked Vector field, or pick the vector in the view.
Outer Edge
The following section only appears when Alignment Type is Edge, and
Continuity is set to Tangent or Curvature.
These options control the direction of the tangent (within the tangent plane)
along the outer edges of the Input surface.
Align Start/End Together When this box is checked, the setting for Start
Align and End Align is kept the same.
Start Align/End Align Edge Align The edge is aligned to either the natural
boundary or to a trimmed edge.
Skew The edge is rotated by the specified Skew Angle while remaining in
the tangent plane.
Click the label in the view window to toggle between Edge Align and Skew.
Start Skew Angle/End Skew Angle The angle of rotation (in degrees) of the
start or end outer edge.
These values can also be adjusted by using the small circle manipulators in
the view windows.
Partials
Start Partial/End Partial These sliders values range from 0.0 to 1.0 and specify
the percentage of the way that the start or end of the Input surface extends
from the end of the Master surface (in parameter space).
These values can also be adjusted by using the Partial slider manipulators
along the boundary. The manipulators indicate they have been positioned at
the full extent of the edge of the Master by displaying only the internal arrow.
Double arrows indicate that the Input edge is not positioned at the full extent
of the edge of the Master.
The Partial slider manipulators also snap to the options set in the Snap
Options window (except for Snap to Center and Pivot).
Attach Point
This section applies to curve alignment only.
Attach Point Point on the Master curve that the Input curve is aligned to.
The slider value ranges from 0.0 to 1.0 and specifies the percentage of the way
from the start of the Master curve.
Control Options
Create History Saves the construction history of the alignment so you can
edit the aligned objects or the tool options and the alignment automatically
updates.
NOTE When a curve or surface is aligned to two masters, it only has a single
history item.You can still edit both Align operations separately by using Object
Edit > Query Edit on page 238 and clicking near the appropriate end/edge of the
aligned geometry.
Buttons
Revert Click this button to cancel all changes to the Input and return it to its
original shape, as if the tool was never invoked. All history is deleted.
NOTE When a curve or surface is aligned to two masters, Revert first reverts the
active side. The history then applies only to the remaining side. Clicking Revert
again deletes the history and returns the input geometry to its original shape.
Accept/Restore Each time the Accept button is clicked, a configuration of
the tool and the current Input geometry is saved.
The Restore button is only available when the Accept button has been
clicked at least once. Each time the Accept button is used, the state is stored,
and can be retrieved by using the Restore button. This way, it is possible to
append a series of alignment operations.
NOTE Edit > Undo (Ctrl +Z (Windows) or Command +Z (Mac) ) can be used
multiple times to restore modifications to the scaling of tangency, curvature, or
partial edge location. Undo lets you explore modifications and still return to a
preferred alignment. Undo cannot be used immediately after clicking Accept or
Restore.
Tangent length and curvature length along the outer edges, when Tangent
Balance is off. A center manipulator lets you keep the existing length
ratio between both ends (akin to sliding the hull). You can also click
and drag the hull line.
Tangent and curvature scale for surface alignment when Tangent Balance
is on, so that all tangent and curvature lengths on the input surface are
scaled proportionally, to maintain the surface shape.
Partial join manipulators. These change from double to single arrows when
snapping to the edge of the Master surface.
If the first curve selected has one end point touching another curve (or surface
isoparm), then the Align tool aligns the curve at the location of the
intersection, rather than at the end point.
NOTE The Max. Gap Distance tolerance is used to determine whether the curves
intersect.
Intersection This option is only available when Continuity is Tangent or
Curvature and Modify is set to Both.
Fixed Keeps the endpoints fixed and moves the tangent CVs to achieve
continuity.
Free Keeps the tangent CVs fixed and moves the endpoints to achieve
continuity.
Alignment Type DEFAULT Moves the CVs of the surface so they have the
same proportional layout as the CVs of the target object.
Default is the standard alignment, and gives the most mathematically
correct geometric alignment.
Default may show the effect of the alignment more than other alignment
types.
ALIGN BY PROJECT Projects the tangents of the modified surface onto
the tangent ribbon of the target surface along the common edge.
COLINEAR Aligns the hulls of the modified object with the hulls of the
target object.
This alignment allows you to impose the CV/hull layout of one object on
another, by forcing the hulls of the aligned object to be parallel.
DIRECTIONAL Only allows the CVs to move along one direction. The
Align tool attempts the best alignment given this constraint.
Directional is useful for creating the proper visual alignment in one view,
saving the alignment with the Accept button, and then aligning again in
another view.
When Alignment Type is Directional, you can use the Vector Options on
page 183 to specify a vector that defines the direction along which CVs can
move.
NOTE When aligning two curves, or when Continuity is Position, all alignment
types are the same except Directional.
TIP Remember that this alignment type only allows the CVs to move along a single
direction. Some of the controls in the Align window (such as skew) may behave
counter-intuitively because the CVs are so constrained.
Vector Options
These options only appear when Alignment Type is set to DIRECTIONAL.
X,Y, Z Select one of these options to specify a vector along that axis.
View Select this option to specify a vector normal to the current view. The
vector is not drawn in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
Picked Selecting this option lets you specify the name of an existing vector
in the Picked Vector field, or pick the vector in the view.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified.
Retain Vector Click this button to create a vector construction object in the
view windows. If you do not click this button, the tool uses the vector direction
you specified, but you are not able to see and to re-use the vector.
Click a vector reference object to use it. You can also manually type the name
of a vector object.
Directional Align Vector A manual vector value that defines how the CVs
can move when the Alignment Type is Directional.
Control Options
Create history Saves the construction history of the alignment so you can
edit the objects aligned or the tool options and the alignment automatically
updates.
Auto recalc. Automatically recalculates the alignment as you change controls
in the window.
Continuity check Adds a surface continuity locator to the aligned edge, giving
a pass/fail indication on continuity and showing any discontinuities.
See Check the deviation and continuity on surface edges.
Specify continuity check, Continuity check type Turn Specify Contin.
Check on to show the Continuity Check Type option, which allows you
to check for a specific level of continuity.
When Specify Contin. Check is off, the tool checks for the continuity you
specified for the alignment (with the Continuity option).
These options appear when Continuity check is on.
Buttons
Recalc. Updates the surface to match the current options when Auto recalc.
is off.
Revert Reverts to the last time you saved the alignment by clicking Accept.
If you have not clicked Accept, this button reverts to the unaligned state or
to the state at which the file was opened.
Accept Saves the current state of the alignment, locking in the current shapes
of the objects. Further editing takes place on top of this state, and clicking
Revert returns to this state.
See also:
Offset Settings
Curve Break Connection Controls how the offset curve connects breaks
caused by corners in the original curve. This option does not apply to surface
offsets.
Off Do not connect the break. This option can create two or more separate
new curves.
Linear Connect the break with tangential lines.
Circular Connect the break with an arc.
NOTE Curve break connection is not used for curves created with the Keypoint
Curve Tools > Lines > Polyline on page 122 tool or degree 1 curves. In both of these
cases, the result is like linear.
Curve Offset Plane Active View The copy is offset in the plane of the
active view. For example, in Z-up environment, the Top view would offset in
the XY plane.
Geometry Average The copy is offset in the average plane of the curve.
Planar curves are offset in the plane of the curve plane, 3D curves are offset
in 3D.
Distance The distance between the original and the offset copy.
Curve Cutting Radius Set this value greater than 0 to create a smooth arc
with the given radius where the Offset tool cuts loops, instead of a corner.
Curve Loop Cutting Remove loops caused by concave angles in the original
curve.
Curve Loop Cutting creates multi-knots, which can cause problems for
some surface creation tools such as Rail Surface.
TIP When Curve Loop Cutting is on, you can drag the middle mouse button to
change the curve cutting radius while using the tool.
Copy Curves on Surface Create curves-on-surface on the offset surface to
match any curves on surface on the original.
When Create History is on, the curves-on-surface on the offset surface are
linked to the curves-on-surface on the original.
Explicit control Gives you control over the number of extra spans the tool
inserts in the offset surface.
Max Spans Factor The maximum number of times the offset geometry is
subdivided for more accurate approximation of the original. The default is 5
(each span of the original can be represented by up to 5 spans on the offset
copy).
If you do not mind extra edit points (a more complex curve), you can increase
this number for a more accurate offset copy of complex geometry.
Control Options
Create History Link the offset object to the original through construction
history, so changes to the original affect the offset object.
Auto Recalc Automatically updates the object as you change options in the
window.
See also:
Object Edit > Dynamic Shape Modeling > Transformer Rig | 191
The geometry tagged as targets in the rig now shows up in dark green, which
shows it has construction history. To modify the rig (such as adding or
removing modifier geometry, targets, and constraints), query edit any target
geometry to re-enter the tool.
If the transformer rig setup has any problems, the output geometry is shown
with dashed lines to indicate that it has errors that must be corrected. For tips
on how to correct problems, see Troubleshooting.
Transformer Rig
This tool is the first tool to choose when adding a rig to a model. It enables
you to choose what to modify. See Transformer Rig general workflow for
information about how to create a rig.
Double-click or Shift-click this icon to open the option window. You can only
open the window after a target has been chosen. Use the settings in the window
to:
Object Edit > Dynamic Shape Modeling > Transformer Rig | 193
Flexible targets are surfaces, curves, or meshes that can have their shapes
changed by applying transformations to the rig.
To add flexible targets, click this icon and select the geometry to assign as
targets, then click Accept Targets. To remove targets, choose the Remove
from Rig tool in the toolbox.
Add Rigid Targets
Rigid targets are surfaces, meshes, or curves. They transform (translate and/or
rotate) along with the modification, but keep their shape; that is, the targets
do not scale or shear.
To add rigid targets, click the icon and select the geometry, then click Accept
Targets. To remove targets, choose the Remove from Rig tool in the
toolbox.
Use the right mouse button on a target to open a pop-up menu that enables you
to lock the movement direction for the rigid targets.
If Rigid is selected, the target is free to rotate and translate in all directions.
Rigid Translate only allows translation to occur: the target is not rotated.
Further restrictions can be used with the X, Y, and Z constraints, which allow
translation to occur in only one specific world-space axis direction (note: this
does not respect construction planes). You can also change the type of target
from Rigid to Flexible, or vice-versa.
Add Free Modifiers
A free modifier is a surface or curve used for shaping all the selected targets
at one time. Use this tool to designate geometry as free modifiers, and then
manipulate this geometry using regular Alias functionality to effect changes
to the target geometry.
Add Predefined Modifiers
The modifier selected second indicates the shape the targets should have
after the modification.
First select the geometry that is the origin, and click Accept Origin.
Then click the geometry that represents the final shape, and click
Accept Destination.
Add Constraints
Object Edit > Dynamic Shape Modeling > Transformer Rig | 195
Constraints define a region of the model that should not be modified, and
also delimit the range of modification. The continuity along the constraint
can be fixed as positional or tangential. Using the right mouse button to click
a constraint opens a pop-up menu to change the continuity quality of the
constraints. The default is for the constraints to be tangentially continuous.
Add Clampers
Clampers can help the software recognize regions of the model that should
not be modified. These regions are usually defined by the constraints, but in
some cases, the help of a clamper or clampers is needed. These regions can be
identified with the help of the green and red dots that appear when setting
constraints. These dots appear when Clamp Visualization is checked in
the option box.
The region with green points is the region that is free to be modified. The
region with red points is fixed, and will not change. To improve the
visualization temporarily, pick a dot with the middle mouse button to make
the colors more vivid.
When targets are added to the rig, they are duplicated. The shape modifications
are performed with this duplicated geometry. To restore the original geometry
and to delete the modified geometry and history, click Revert. Notice that
the manipulated modifiers do not return to their status before the dynamic
modeling.
Commit
Click Commit to confirm the dynamic shape modification and delete the
original geometry and the history.
Show Pick Mask
Object Edit > Dynamic Shape Modeling > Transformer Rig | 197
This tool helps when selecting items for use in the rig, because you cannot
use the Pick > Components tool inside the Transformer Rig. Notice that
the edge of a trimmed surface is not a surface isoparm, it is a surface trim edge.
Show Original Geometry If checked, this box enables the display of geometry
as it was before the Transformer Rig tool was applied. If unchecked, the current
version of modified geometry is displayed. Use this feature to flip and compare
before and after geometry.
Show All Geometry If checked, this box enables the display of both the
original and deformed geometry.
NURBS Control
The fields in this section control the way the Transformer Rig tool modifies
NURBS target surfaces. Settings in this window have no effect on meshes that
were selected as targets. If all targets are meshes, or if Mesh Output is set,
this section of the control window is hidden.
Object Edit > Dynamic Shape Modeling > Transformer Rig | 199
Warp Control
The controls in this section can be used to adjust how the modifier and the
constraints influence the target geometry.
creates too many sample points. Sample points can be viewed by turning on
the Draw Modifier Sampling check box. To correct the error, either increase
the Maximum Number of Samples field, or reduce the number of samples
by decreasing the Sampling Density field or eliminating unnecessary
modifiers and constraints.
Draw Modifier Sampling If this box is checked, this value enables you to
visualize the sampling of the modifiers and constraints.
NOTE Eight tangent constraint points also appear at the corners of a box twice
the size of the bounding box for the rig. These widely spaced tangent constraints
help prevent exaggerated deformations for cases where there are few or no
constraints.
Object Edit > Dynamic Shape Modeling > Transformer Rig | 201
Draw Clamp Visualization If this box is checked, the Transformer Rig tool
draws a visualization to improve understanding of the clamp regions.
Sampling Density Determines the number of samples on the modifier and
constraint geometry. These sample points guide the shape modeling process.
As the number of sample points increases, so does the accuracy of the warp
the time it takes to perform the modification also increases.
Number of Samples Shows the number of samples used to compute a shape
modification.
Maximum Number of Samples Allows control of the maximum number of
samples used to compute a shape modification. You can increase this number
if you must, but remember that shape modifications could take longer.
Status Indicates the status of shape modification, including failure modes.
Control Options
Auto Recalc If checked, any changes in any field in the control box lead to
an automatic update of the model display. If Auto Recalc is not checked,
click the Go button in the active window to update the display after any
changes. Normally, if you have a very large model that takes a long time to
update, leave the Auto Recalc box unchecked.
Go button
If Auto Recalc. is on, the Go button is not shown. Any changes to the rig
(parameters or constructors) cause the history to re-evaluate automatically
and immediately.
If Auto Recalc. is off, the Go button is displayed. Any changes to the rig
cause the Go button to be enabled, and when you click Go, the re-evaluation
occurs. History itself exists the moment you enter the tool not clicking the
Go button does not change this, and you do not lose history by prematurely
leaving the tool.
While a recalculation is occurring, a progress bar is shown on screen. If you
feel the evaluation is taking longer than you care to wait, you can cancel it
by pressing the Esc key.
Mesh Output If checked, NURBS targets are tessellated and output as mesh
surfaces.
Object Edit > Dynamic Shape Modeling > Lattice Rig | 203
4 Adjust the lattice box to the shape of your targets by splitting the box
(which adds more points) and transforming lattice points using their
handles.
5 When the lattice has the right shape, click the Toggle Lattice Engage
State tool. The lattice box changes to solid lines in this mode.
Object Edit > Dynamic Shape Modeling > Lattice Rig | 205
All modifications made to the engaged lattice influence the shape of the
targets enclosed by the lattice.
All the geometry not enclosed by the lattice are constrained. To show
that these areas have been constrained, the lattice points and edges that
intersect the geometry are shown in red.
6 Modify the lattice using the scale and translate manipulators.
NOTE Diagnostic shading is lost for deformed objects with the lattice rig.
When using the lattice rig tools (Object Edit > Dynamic Shape Modeling
> Lattice Rig), any objects you request to be deformed lose their diagnostic
shading.
NOTE The software creates new surfaces for these objects. Whenever a tool
creates new surfaces, these surfaces do not display diagnostic shading. Click
diagnostic shading in the Control Panel to reapply it to the objects.
Toggle pick
Exclusive pick
Remove pick
the middle mouse button and draw a pick box outside the lattice.
rather than using Pick > Nothing from the tool palette, which causes
you to leave the Lattice Rig tool.
Object Edit > Dynamic Shape Modeling > Lattice Rig | 207
When the lattice is in disengaged mode, its lines are drawn as dashed lines,
and changing the lattice does not change the target geometry. To engage the
lattice, click the tool; to disengage, click the tool again. The tool works as a
toggle between the two modes.
Split lattice edge
The split tool adds new lattice segments like a belt wrapped around the lattice
box. The split tool is only accessible while in disengaged mode. To split an
edge of the lattice, click this tool, and then click the edge that you want to
split. The split is perpendicular to the edge you have selected.
To split the lattice right in the middle between two lattice points, press Ctrl
(Windows) or Control (Mac) while dragging the new split along the lattice. To
confirm the location of the split, click Accept Split. When you have finished
splitting the box, click the DONE button.
Delete lattice edge
This tool deletes the belts from the lattice box that were inserted.
Center lattice pivot
This tool allows you to center the lattice pivot. This pivot is the point about
which the lattice points are scaled.
Lattice clear selection
Object Edit > Dynamic Shape Modeling > Lattice Rig | 209
When targets are added to the rig, they are duplicated. The shape modifications
are performed with these duplicated geometry. To restore the original geometry
and to delete the modified geometry and history, click Revert. Notice that
the manipulated modifiers do not return to their status before the dynamic
modeling.
Commit
Click Commit to confirm the dynamic shape modification and delete the
original geometry and the history.
Show Pick Mask
This tool helps when selecting targets for use in the rig. It is only usable when
you first enter the Lattice Rig.
Show Original Geometry If checked, this box enables the display of geometry
as it was before the Lattice Rig tool was applied. If unchecked, the current
version of modified geometry is displayed. Use this feature to flip and compare
before and after geometry.
Show All Geometry If checked, this box enables the display of both the
original and modified geometry.
NURBS Control
The fields in this section control the way the Lattice Rig tool modifies the
NURBS target surfaces. Settings in this window have no effect on meshes that
were selected as targets. If all targets are meshes, or if Mesh Output is set,
this section of the option window is hidden.
Fitting Objective The available methods are:
Hull Shape (Explicit) Optimizes fitting for hull shape. This option allows
for explicit control of minimum degree and spans. If the Boundary field is
checked, the fitting is optimized for patch boundaries.
Object Edit > Dynamic Shape Modeling > Lattice Rig | 211
Warp Control
The controls in this section can be used to adjust how the modifier and the
constraints influence the target geometry.
Scale Tangent Scales the length of the tangency at regions where the targets
cross from outside to inside the lattice. A value of zero gives tangent continuity,
and as you increase this number, the length of the tangency increases. This
value can be adjusted to non-integer values as well.
Auto Recalc If checked, any changes in any field in the control box lead to
an automatic update of the model display. If Auto Recalc is not checked,
click the Go button in the active window to update the display after any
changes. Normally, if you have a very large model that takes a long time to
update, you should leave the Auto Recalc box unchecked. Auto Recalc is
checked on by default.
Go button
If Auto Recalc. is ON, the Go button is not shown. Any changes to the rig
(options or constructors) causes the history to re-evaluate.
If Auto Recalc. is OFF, the Go button is displayed. Any changes to the rig
cause the Go button to be enabled, and when you click Go the re-evaluation
occurs. History itself exists the moment you enter the tool not clicking the
Go button does not change this, and you do not lose history by prematurely
leaving the tool.
Mesh Output If checked, NURBS are tessellated and output as mesh surfaces.
Apply Trim-Shrink to Output Turn on this option for trimmed surfaces if
you want the associated output surfaces to be trim-shrunk before any shape
change. This option changes only the output surfaces, not the inputs. You
may find a performance improvement and better results using this option.
Object Edit > Dynamic Shape Modeling > Twist Rig | 213
Initially, the Twist Rig inserts four Twist Handles along various points of the
axis.
Also, notice that the Twist Rig has highlighted the axis curve in bright green.
Twist handles are visual representations of the Twist Profile, a set of value
pairs showing the position and angle of twist, called the Twist Angle. A twist
profile can have one or more twist angles. If there is a single twist angle, the
twist is equivalent to a rotation about the twist axis.
Select one or more twist angles by clicking the twist handle. Click any
selected twist handle to deselect it.
When a twist handle is selected, it turns white. The angle and position
represented by the handle are displayed numerically, as shown in the
next image. T90.000 is the angle of rotation for the twist handle, and
0.90 within the red box is the relative position of the handle along the
axis curve, which is parameterized from 0 through 1.
Choose the object to be twisted. After a target object has been chosen,
double-clicking (or Shift-clicking) this tool opens the option box.
Add Twist Handles
Object Edit > Dynamic Shape Modeling > Twist Rig | 215
Add more twist handles by using the add twist angle tool. All selected twist
handles are deselected in favor of the new handle. The new handle is
positioned between the pair of existing twist handles with the largest
separation.
Remove Twist Handles
To remove twist handles, select one or more twist handles to be deleted, then
click the Remove Twist Angle tool to remove them. The twist tool prevents
you from removing the last handle, because the rig must have at least one
handle.
Revert
When targets are added to the rig, they are duplicated. The shape modifications
are performed with these duplicated geometry. To restore the original geometry
and to delete the modified geometry and history, click Revert. Notice that
the manipulated modifiers do not return to their status before the dynamic
modeling.
Commit
Click Commit to confirm the dynamic shape modification and delete the
original geometry and the history.
Show Pick Mask
This tool helps when selecting targets for use in the rig. It is only available
when you are selecting either targets or the twist axis.
Show Original Geometry If checked, this box enables the display of geometry
as it was before the Twist Rig tool was applied. If unchecked, the current
version of modified geometry is displayed. Use this feature to flip and compare
before and after geometry.
Show All Geometry If checked, this box enables the display of both the
original and modified geometry.
NURBS Control
The fields in this section control the way the Twist Rig tool modifies NURBS
target surfaces. Settings in this window have no effect on meshes that were
selected as targets. If all targets are meshes, or if Mesh Output is set, this
section of the option window is hidden.
Minimum Degree (u,v) Specifies the minimum degree of resulting patches.
If a patch target has degree less than the specified degree, its degree is raised
to the specified degree. This has the result of making the math heavier, but
in general the results of the shape modification are more accurate.
Minimum Spans (u,v) Specifies the minimum number of spans in the U and
V directions. If necessary, existing spans are subdivided. This has the result of
making the math heavier, but in general the results of the shape deformation
are more accurate.
Object Edit > Dynamic Shape Modeling > Twist Rig | 217
Control Options
The controls in this section can be used to adjust the output geometry.
Auto Recalc If checked, any changes in any field in the control box or to the
twist profile lead to an automatic update of the model display. If Auto Recalc
is not checked, click the Go button in the active window to update the display
after any changes. Normally, if you have a very large model that takes a long
time to update, you should leave the Auto Recalc box unchecked. Auto
Recalc is checked on by default.
Go button
If Auto Recalc. is ON, the Go button is not shown. Any changes to the rig
(options or constructors) causes the history to re-evaluate.
If Auto Recalc. is OFF, the Go button is displayed. Any changes to the rig
cause the Go button to be enabled, and when you click Go the re-evaluation
occurs. History itself exists the moment you enter the tool not clicking the
Go button does not change this, and you do not lose history by prematurely
leaving the tool.
Mesh Output If checked, NURBS are tessellated and output as mesh surfaces.
Apply Trim-Shrink to Output When checked, the associated output surfaces
are trim-shrunk before any shape change. This option changes only the output
surfaces, not the inputs. You may find a performance improvement and better
results using this option.
free curves,
trim curves-on-surface, or
You can even use curves that are created by increasing patch precision.
Furthermore, you can use a sequence of curves that are continuous to
define a single bend axis. The only requirement is that the curves form
a sequence: each curve in the sequence should be positionally continuous
to the previous one and the next one in the sequence. The curves need
not be of the same type. As an example, the following image shows the
combination of curves-on-surface and a free curve together to form a
valid bend axis.
Object Edit > Dynamic Shape Modeling > Bend Rig | 219
After the targets have been selected, the tool examines the bounding box
of the targets to see which (X, Y, or Z) axis will be used to map to the
bend axis. Typically, the longest axis of the bounding box is used. Also,
we refer to the midpoint of the bottom face of the bounding box as the
contact point. The contact point is the point-of-reference when you
change the placement of the bent target with respect to the bend axis.
Notice that by default, the Bend rig preserves the size and length of your
targets. In this example, the bend axis is longer than the length of the target,
so the bent cube only takes up part of the bend axis in the middle.
Inside the Bend Rig tool, you can adjust how the targets are mapped to the
bend axis.
Using the GO buttons at the bottom of the modeling window, you can choose
to be in translate, rotate, or scale mode.
In Translate mode, you can translate the bent targets along the bend axis. The
translation is defined at the contact point, which can be positioned at any
point along the curve. In the Bend rig, the contact point is defined as the
midpoint of the target.
If there are parts of the target that extend beyond one or both ends of the
bend axis, the tool extrapolates tangentially with respect to the bend axis.
To translate, click the Translate button and click-drag along the bend axis
the target follows. While dragging, a bright green outline can be seen (the
proxy, which is a lightweight approximation of your target). The proxy allows
for real-time interactive update. The targets update for real when you release
the mouse button. You can also type in the translation in the current linear
working units in either REL (relative) or ABS (absolute) mode. This is the
absolute position of the contact point of the target on the curve.
Object Edit > Dynamic Shape Modeling > Bend Rig | 221
In rotate mode, rotate the target about the bend axis. Click-drag any mouse
button to the left or right to adjust the angle. You can also type in the angle
in relative (REL) or absolute (ABS) forms.
In scale mode, you can adjust the size of the targets relative to the bend axis.
Again, if you managed to scale your target such that it extends beyond the
bend axis, the tool extrapolates tangentially. If you use the left mouse button
to scale (click-drag left or right), you scale the targets proportionally. If you
use the middle mouse you scale only along the curve direction (making the
target longer or shorter) and with the right mouse you can scale how fat
the targets are.
Related to the scale mode is the option to Scale target to full axis length. If
this option is on, the target is non-proportionally scaled so that its length
matches that of the axis, while its girth is untouched.
You can also change which initial axis along the middle of the bounding box
of targets are used for the mapping. Using the Axis Line tool you can choose
the X, Y, or Z axis through the middle of the bounding box of the input targets.
If you used as a bend curve a curve related to a surface, the Respect surface
normal option may be of interest. When this option is On, in addition to
the target following the shape of the curve after the tool is executed, the target
also is twisted so that it follows the surface normals that are found along the
specified bend axis. This option is not applicable if the bend axis is a free curve
an arbitrary orientation frame is chosen to minimize twisting of the target
along the bend axis. If the option is off when using a surface-related curve as
a bend axis, the tool treats the surface curve the same as a free curve.
Object Edit > Dynamic Shape Modeling > Bend Rig | 223
On the left, you can see that original set-up for the bend axis two surface
boundaries with a blend curve between. The two surfaces have very different
normal directions. On the right, you see that an elongated cube bent onto
this axis twists to accommodate the surface normal direction when the
Respect surface normal option is turned on.
Choose the X, Y, or Z axis through the middle of the bounding box of the
input targets.
Revert
When targets are added to the rig, they are duplicated. The shape modifications
are performed with these duplicated geometry. To restore the original geometry
and to delete the modified geometry and history, click Revert. Notice that
the manipulated modifiers do not return to their status before the dynamic
modeling.
Commit
Click Commit to confirm the dynamic shape modification and delete the
original geometry and the history.
Show Pick Mask
This tool helps when selecting targets for use in the rig. It is only available
when you are picking the targets or the bend axis.
Object Edit > Dynamic Shape Modeling > Bend Rig | 225
NURBS Control
The fields in this section control the way the Bend Rig tool modifies NURBS
target surfaces. Settings in this window have no effect on meshes that were
selected as targets. If all targets are meshes, or if Mesh Output is set, this
section of the option window is hidden.
Minimum Degree (u,v) Specifies the minimum degree of resulting patches.
If a patch target has degree less than the specified degree, its degree is raised
to the specified degree. This has the result of making the math heavier, but
in general the results of the shape modification are more accurate.
Minimum Spans (u,v) Specifies the minimum number of spans in the U and
V directions. If necessary, existing spans are subdivided. This has the result of
making the math heavier, but in general the results of the shape deformation
are more accurate.
Control Options
The controls in this section can be used to adjust the output geometry.
Auto Recalc If checked, any changes in any field in the control box or any
modifiable parameters (translate, rotate, or scale) lead to an automatic update
of the model display. If Auto Recalc is not checked, click the Go button in
the active window to update the display after any changes. Normally, if you
have a very large model that takes a long time to update, you should leave
the Auto Recalc box unchecked. Auto Recalc is checked on by default.
Go button
If Auto Recalc. is ON, the Go button is not shown. Any changes to the rig
(options or constructors) causes the history to re-evaluate.
If Auto Recalc. is OFF, the Go button is displayed. Any changes to the rig
cause the Go button to be enabled, and when you click Go the re-evaluation
occurs. History itself exists the moment you enter the tool not clicking the
Go button does not change this, and you do not lose history by prematurely
leaving the tool.
Mesh Output If checked, NURBS are tessellated and output as mesh surfaces.
Apply Trim-Shrink to Output When checked, the associated output surfaces
are trim-shrunk before any shape change. This option changes only the output
surfaces, not the inputs. You may find a performance improvement and better
results using this option.
Object Edit > Dynamic Shape Modeling > Conform Rig | 227
or a surface point, the target is still mapped onto the surface to which
these entities belong. The curve or point merely acts as a constraint on
the placement of the target.
The Conform operation takes the target geometry and, as if it was a thick
stamp, applies it onto the destination surface. Initially, the targets are assumed
to lie on the X-Y plane. This can be changed later after the rig has been set
up.
By default, the Conform Rig preserves the size and length of your targets,
and also the shape of your targets. The Conform Rig is designed to retain the
shape of the footprint. You can see in the previous screen shot that the top
of the target has been stretched. Later we will discuss the option to change
that.
Inside the Conform Rig tool, you can adjust how the targets are mapped to
the destination.
Using the GO buttons at the bottom of the modeling window, you can choose
to be in translate, rotate, scale, or elevate mode.
Use the Translate mode to choose the position of the target with respect to
the destination. Each set of targets defines a point called the contact point.
When the rig is first set up, the contact point is positioned at the midpoint
of the base of the bounding box of the targets. The translation is based on the
contact point of your target. When the destination is an entire surface or a
mesh or a set of stitchable surfaces, this contact point can be positioned at
any point on the destination. Otherwise, if the destination is a surface curve,
the contact point is constrained to move along the curve. If the destination
is a single surface point, the target cannot be moved at all; however, if you
move the surface point itself, the target follows.
Furthermore, if the destination is a surface curve, regular snapping (using one
of the three tools) is available. You can snap the contact point to the associated
curve division, curve intersection, and so on. Using the surface curve as the
conform destination allows for precise placement of the target on the
destination.
If there are parts of the target that extend beyond the ends of the destination,
the tool extrapolates tangentially with respect to the destination:
To translate, click Translate button and click-drag along the destination surface
the target follows. While dragging, a bright green outline can be seen (the
proxy, which is a lightweight approximation of your target). The proxy allows
for real-time interactive update. The targets update for real when you release
Object Edit > Dynamic Shape Modeling > Conform Rig | 229
the mouse button. The green display for the contact point on the destination
and the gray curve updates when you click-drag.
Use the Rotate mode to rotate the target about the contact point on the
destination. Click-drag any mouse button to the left or right to adjust the
angle. You can also type in the angle in relative (REL) or absolute (ABS) forms.
Use the Scale mode to adjust the size of the targets relative to the destination,
using the contact point as the scale pivot. Again, if the target is scaled to
extend beyond the destination, the tool extrapolates tangentially. Use the left
mouse button to scale (click-drag to the left or right) the targets proportionally.
Use the middle mouse to scale along the destination surface (making the target
bigger but not thicker); use the right mouse button to scale how thick the
target becomes.
The surface on the right shows a tall version of the target, and also shows how
conform works: by default, it uses the local surface normal to determine how
to map the higher parts of the target, and for destinations that are very curved,
this introduces distortions by stretching the top of the target because the
normal directions diverge.
The Conform Control option window has a Parallel normal mode slider.
If the value is 0.0 (as in the left objects of the next screenshot), you use 100%
of the local normal of the destination. A value of 1.0 (on the right of the
screenshot) means the normal of the destination found at the center of the
target is used universally. The result is that the sides of the target appear parallel
hence the name. The default for this slider is 1.0. You can also use the slider
to blend between the two effects (the middle objects in the screenshot use
0.5):
Use Elevate mode to choose to lift the targets up and away from the
destination, or lower and sink the target into the surface. You can do so by
click-dragging up and down in Elevate mode. You can also type in the elevation
value in either absolute mode or relative mode, using the current linear unit.
Object Edit > Dynamic Shape Modeling > Conform Rig | 231
The Conform tool respects the orientation of the destination surface. Initially,
the target is conformed to the outward facing side of the surface (the side that
shows as blue in the Orient Normals tool). If the target must be on the
reverse side of the surface, click the Flip button, or click Revert and reverse
the orientation of the surface before reapplying the Conform tool. Conform
history does not react to changes in orientation made with the Orient Normals
tool after the conform operation has been applied.
Using the manipulator, you can move the contact point relative to the targets
in their original position. As soon as you change the position of the contact
point, the conformed targets update to show the effects of the change. You
can also use the manipulator to snap the contact point to a particular point
of the original target click the light blue point at the center of the
manipulator. After it turns white, you can use normal curve-snapping
techniques to snap the contact point onto any part of the original targets, as
shown here:
After you have moved the contact point, further rotation or scale operations
within the Conform Rig tool will use the new position of the contact point
as the pivot for the targets.
You can also change the orientation of the reference plane. The reference
plane is initialized parallel to the XY plane. If your targets have a different
orientation, the results of the conform operation may not make sense. Using
the rotational handle of the manipulator allows you to rotate the reference
plane to make a better fit with the original surface.
In the following screenshot, the target has been rotated so that the bottom
no longer lies on the XY plane. If the rotated target is used in the Conform
Rig tool as-is, the result of the conform operation is not what is expected.
Using the Change Contact Point tool to rotate the reference plane fixes the
problem without having to change the original target.
Object Edit > Dynamic Shape Modeling > Conform Rig | 233
Conform toolbox
Conform
Use this tool to select the target objects to be applied to another object.
Contact
the contact point serves as the pivot for the scale and rotate operations. It also
defines the placement of the targets after conform. By default, the Conform
tool puts the contact point at the center of the bottom of the targets.
Revert
When targets are added to the rig, they are duplicated. The shape modifications
are performed with these duplicated geometry. To restore the original geometry
and to delete the modified geometry and history, click Revert. Notice that
the manipulated modifiers do not return to their status before the dynamic
modeling.
Commit
Click Commit to confirm the dynamic shape modification and delete the
original geometry and the history.
This tool helps when selecting targets for use in the rig. It is only usable when
you pick targets or select Conform destinations.
NURBS Control
The fields in this section control the way the Conform Rig tool modifies
the NURBS target surfaces. Settings in this window have no effect on meshes
that were selected as targets. If all targets are meshes, or if Mesh Output is
set, this section of the option window is hidden.
Minimum Degree (u,v) Specifies the minimum degree of resulting patches.
If a patch target has degree less than the specified degree, its degree is raised
to the specified degree. This has the result of making the math heavier, but
in general the results of the shape modification are more accurate.
Minimum Spans (u,v) Specifies the minimum number of spans in the U and
V directions. If necessary, existing spans are subdivided. This has the result of
making the math heavier, but in general the results of the shape deformation
are more accurate.
Object Edit > Dynamic Shape Modeling > Conform Rig | 235
Control Options
The controls in this section can be used to adjust the output geometry.
Auto Recalc If checked, any changes in any field in the control box or any
tool operations lead to an automatic update of the model display. If Auto
Recalc is not checked, click the Go button in the active window to update
the display after any changes. Normally, if you have a very large model that
takes a long time to update, you should leave the Auto Recalc box unchecked.
Auto Recalc is checked on by default.
Go button
If Auto Recalc. is ON, the Go button is not shown. Any changes to the rig
(options or constructors) causes the history to re-evaluate.
If Auto Recalc. is OFF, the Go button is displayed. Any changes to the rig
cause the Go button to be enabled, and when you click Go the re-evaluation
occurs. History itself exists the moment you enter the tool not clicking the
Go button does not change this, and you do not lose history by prematurely
leaving the tool.
Mesh Output If checked, NURBS are tessellated and output as mesh surfaces.
Apply Trim-Shrink to Output When checked, the associated output surfaces
are trim-shrunk before any shape change. This option changes only the output
surfaces, not the inputs. You may find a performance improvement and better
results using this option.
of construction history. You can also modify the input target geometry and
the conformed targets update accordingly.
Commit and Revert tools work the same as in the Transformer Rig and Lattice
Rig.
Close Options
Preserve Shape On Add or delete edit points to preserve the shape of the
object.
Off Close without adding edit points.
See also:
Press the left mouse button to edit the construction history of an object.
For example, click a surface created with the Rail Surface tool to open
the options window for that surface.
Curves and surfaces used to construct the object are drawn in green.
Curves and surfaces built from the object are drawn in blue.
See also:
Shells
240
Surfaces palette
Sphere Options
Sphere Type Surface Create sphere from a single NURBS surface.
Shell Tennis Ball Create a sphere from two interlocking surfaces stitched
into a shell like a tennis ball.
Shell No-Pole Create a sphere from eight surfaces stitched into a shell.
Object Degree The degree of the curves or surfaces used to create the object.
Choose 1 (linear) or 3 (cubic).
Sweep The degrees of rotation around the center of radial primitives.
For example, if you enter 180 degrees in the sphere tool, Alias creates a
hemisphere.
Sections The number of subdivisions (spans) on the surface.
The default is 8. At least 4 subdivisions are usually needed to create a workable
primitive shape. It is not usually necessary to use more than 20 subdivisions.
See also:
241
Torus Options
Sweep The degrees of rotation around the center of radial primitives.
For example, if you enter 180 degrees in the sphere tool, Alias creates a
hemisphere.
Size Size can be either Absolute or Relative, and determines which of the
following parameters can be set.
Major radius The distance between the center of the ring and the center of
the tube. This option is only available if Size is set to Absolute.
Minor radius The radius of the tube. This option is only available if Size is
set to Absolute.
Ring Thickness The diameter of the ring relative to the diameter of the entire
torus. This option is only available if Size is set to Relative.
As the ring thickness approaches 0.5, the hole gets smaller. At 0.5 the torus
has no hole. See the following figure.
See also:
Cylinder Options
Object Degree The degree of the curves or surfaces used to create the object.
Choose 1 (linear) or 3 (cubic).
Sweep The degrees of rotation around the center of radial primitives.
For example, if you enter 180 degrees in the sphere tool, Alias creates a
hemisphere.
Sections The number of subdivisions (spans) on the surface.
The default is 8. At least 4 subdivisions are usually needed to create a workable
primitive shape. It is not usually necessary to use more than 20 subdivisions.
Caps Creates trimmed surfaces to close the ends of the cylinder. Choose 0 (no
caps), 1 (a cap at one end), or 2 (caps at both ends).
See also:
Cone Options
Object Degree The degree of the curves or surfaces used to create the object.
Choose 1 (linear) or 3 (cubic).
Sweep The degrees of rotation around the center of radial primitives.
For example, if you enter 180 degrees in the sphere tool, Alias creates a
hemisphere.
Sections The number of subdivisions (spans) on the surface.
The default is 8. At least 4 subdivisions are usually needed to create a workable
primitive shape. It is not usually necessary to use more than 20 subdivisions.
Caps Creates a trimmed surface to close the open end of the cone.
See also:
Cube Options
Object Degree The degree of the curves or surfaces used to create the object.
Choose 1 (linear) or 3 (cubic).
See also:
Plane Options
Object Degree The degree of the curves or surfaces used to create the object.
Choose 1 (linear) or 3 (cubic).
See also:
Bevel Options
Sides Single Only bevel one side of the extrusion.
Double Bevel both sides of the extrusion.
Corner Type Arc Circular rounded bevel.
Line Straight line bevel.
Front Cap, Back Cap Create a face to cap the front/back side of the extrusion.
Bevel Width, Bevel Depth, Bevel Extrusion Depth Enter initial values for
the bevel parameters. You can change them when you use the Bevel tool.
Keep Originals Do not delete the original curves used to create the surface.
See also:
Revolve Options
Revolution Axis The initial axis around which to revolve the surface (X, Y,
or Z). After creating the surface, you can move and rotate this axis using the
manipulator handles.
Axes Local Revolve around the objects (or groups) pivot point and local
axes.
Global Revolve around the global (world) or the origin and axes of the
current construction.
Surface Degree The degree of the V direction of the new surface: 1 (linear),
or 3 (cubic, the default).
Sweep Angle The angle of revolution (in the current angular units). After
creating the surface, you can change this angle by using the manipulator
handles.
Sections The number of spans in the revolved surface.
For sweeps of 360 degrees, 6 - 8 sections is usually sufficient. Using more than
12 section is not recommended and generally does not improve the surface.
Create History Save the history of the new surface for later editing. If you
turn Create History on, when you modify the curve that was revolved to
create a surface, the surface updates. You can also bring back the manipulator
handles for further editing.
See also:
Skinning Options
Skinning Mode This option controls the V parameterization of the new
surface.
Interpolate Place V isoparametric curves at the locations of the original
curves. This is the default setting.
Cubic Fit This option cannot be used when creating a degree 1 surface.
Place V isoparametric curves according to a fitting algorithm. In some cases,
this option can eliminate unwanted variations in the skinned surface.
Topology Open Leave the resulting surface open.
Closed Connect the first curve to the last curve to create a closed (periodic)
surface.
U Knot Spacing The U direction of the surface runs along the original
construction curves. This option controls how the U parameters relate to the
actual surface.
Uniform The isoparametric curves corresponding to edit points on the
original construction curves have integral parameters: the first edit point is
parameter 0.0, the second is 1.0, and so on.
Arc Length The new edit points for the curve are parameterized by the
average length along the original construction curves at those points.
The starting edge of the surface has the parameter 0.0, and the opposite edge
has the parameter equal to the average total length of the original construction
curves.
V Knot Spacing The V direction of the surface runs between the original
construction curves. This option controls how the V parameters relate to the
actual surface.
Uniform The isoparametric curves corresponding to the original
construction curves have integral parameters: the first edit point is parameter
0.0, the second is 1.0, and so on. This option only applies to Interpolate
skinning mode.
Chord Length The edit points of the new curve are parameterized by the
length of the surface.
The starting edge of the surface has the parameter 0.0, and the opposite edge
has the parameter equal to the length of the surface.
Surface Degree The degree of the V direction of the new surface: 1 (linear),
or 3 (cubic, the default).
This option is only available when Skinning Mode is Interpolate.
Number of Spans This option controls the number of spans between the
original isoparametric curves of the skin surface (as determined by the
Skinning Mode).
Rebuild Before building the surface, rebuild the other construction curves to
match the parameterization of the first curve.
When using this option, make sure that the first curve you click has the
parameterization you want for the new surface.
NOTE If Rebuild is on, the U knot spacing is affected.
Auto Recalc Automatically update the surface as curves are added.
This option changes the procedure for using the tool. When Auto Recalc is
on, you must hold down Shift when you click more curves to add to the surface.
Create History Save the history of the new surface for later editing. If you
turn Create History on, when you modify the curves that were used to create
the surface, the surface updates.
See also:
Generation Curves
2/2+
2+
Rail Curves
When you are satisfied with the new surface, you can delete the history
information with Delete > Delete Construction History on page 537 .
3 Click the generation curve. This is the curve that is swept along the rail
curve to create the surface.
The generation curve can be a free curve, isopam curve, curve on surface,
or trim edge.
4 If Curve Segments is on, use the locators to place the start and end edit
points of the generation curve.
5 If Sweep Pivot is On Curve or Off Curve, use the locator to set the
pivot point of the generation curve.
Click the locator and drag to move the locator along the curve (On
Curve) or in space (Off Curve).
Click Go to continue.
6 Click the rail curve. This is the path along which the generation curve
travels.
The rail curve can be a free curve, isoparametric curve, curve on surface,
or trim edge.
7 If Curve Segments is on, use the locators to set the start and end edit
points of the rail curve.
8 If Sweep Pivot is On Curve or Off Curve, use the locator to set the
pivot point on the rail curve.
Click the locator and drag to move the locator along the curve.
Click Go to continue.
9 If the Sweep Mode is Spine, click the spine curve. This curve controls
the orientation of the generation curve as it travels along the rail curve.
6 Click the first rail curve, then click the second rail curve.
The generation curve(s) must intersect both rail curves.
The rail curves can be free curves, isoparametric curves, curves on surface,
or trim edges.
5 A 3D locator appears and you are prompted for the generation curve
pivot. Use magnet snapping to move it to the center of the generation
curve. Then click Go.
6 Click the rail curve.
7 A curve locator appears for the rail curve pivot. Move the locator to the
starting point of the rail curve. Then click Go.
8 In the Scale Transform field, enter the factor by which you want the
generation curve to grow as it travels along the rail curve.
For example, if you enter 2, the generation curve grows twice as large as
it travels the length of the rail curve. If you enter 0.5, it shrinks by half.
The Spine sweep mode can be very tricky. If you have trouble with it, try
the following:
Reshape the spine curve in small steps and observe the effect on the
surface.
After you start a surface in Natural, Parallel, or View mode, you cannot
convert it to Spine mode.
You cannot create a rail surface along a rail curve with multi-knots or
weighted CVs.
Turn on the Rebuild option for all rail curves to remove multi-knots and
set the weight of all CVs to 1 before creating the surface.
It is the generation curve pivot that travels along the rail curve. If the pivot
is not on the generation curve, the new surface will be offset.
Changing the settings after you have clicked the generation curve does
not affect the rest of the procedure for using the Rail Surface tool.
For example, if you turn on the Curve Segments option after you have
already picked the generation curve, you will not be asked to define curve
segments. However, after the surface is built, text boxes will appear in the
Rail Surface Control window where you can change the start and end
parameters for the curve segments. You can also click the Next button
and start again.
The Rail Surface tool does not support rail curves with sharp corners
(cusps).
Use curve snapping to make sure the generation curves intersect the rail
curves.
The Rail Surface tool tests whether the curves intersect using the Curve
Fit Distance value in Construction Options. The default tolerance
depends on your Alias product. If the curves are within the default tolerance
of each other, they are seen as intersecting.
To change the Curve Fit Distance option, choose Construction
Options from the Preferences menu.
When using two or more generation curves, after you pick the first
generation curve you can unpick it by clicking it. You can then pick a
different first generation curve.
The Rail Surface tool can produce poor surfaces with long generation
curves.
In these cases, try reversing the choice of generation and rail curves, and
choose the shorter, simpler curves for the generation curves and long,
winding curves as the rails.
Generation Curves 1 Sweep one generation curve along the rail curves.
2 Blend between a start and end generation curve along the rail curves. Use
the Gen. Blend Value slider to control the midpoint of the blend.
2+ Blend between a series of generation curves along the rail curves.
Rail Curves The number of paths to sweep the generation curve(s) along:
either 1 or 2. The default setting is 2.
Setting Rail Curves to 1 is similar to using the original Swept tool (in
Alias 9.5). Setting Rail Curves to 2 is similar to using the original Birail
tool.
Continuity table
The Continuity Table displays one row for each boundary curve involved
in the rail operation.
Use the pop-up menu next to each curve to set the level of continuity you
want across that curve.
Use the Continuity pop-up menu above the table to set the continuity
you want for all of the curves at once.
Click the checkboxes at the end of each row to rebuild the curves to reduce
data and improve parameterization.
Use the Rebuild pop-up menu to set rebuild on or off for all the curves
at once.
For example, before creating the surface, rebuild the first rail curve, second
rail curve, first generation curve, and/or last generation curve. (To rebuild
interior generation curves, use the Rebuild Interior Gen. Curves option
below.)
This can improve the parameterization and reduce the complexity of the
new surface when the curves are complex.
Rebuilding curves can also remove multi-knots and reset the weight of all
CVs in the rail curve(s) to 1. This is necessary for rail curves with
multi-knots or CV weights.
Curvature Try to keep curvature continuity with a surface that shares this
edge.
Rebuild Interior Gen. Curves Rebuilds all interior generation curves. This
option is only available when Generation Curves is 2+.
This option is only available either when Rail Curves is 1 or when Rail
Curves is 2 and at least one rail curve is being rebuilt.
Sweep Mode Proportional Rebuild the rail curves to create a surface with
proportionally spaced spans and smooth parameterization based on the first
rail curve.
This option is only available when Rail Curves is 2 and at least one rail curve
is being rebuilt.
Natural As the generation curve sweeps along the rail, it pivots to maintain
the same angle relative to the rail curve.
This option is only available when Rail Curves is 1. It has the same effect as
the Tube option in the Extrude tool..
Parallel As the generation curve sweeps along the rail, it maintains its
original orientation.
This option is only available when Rail Curves is 1. It has the same effect as
the Flat option in the Extrude tool.
View As the generation curve sweeps along the rail, it only rotates in one
plane (choose the plane with the Sweep Projection pop-up menu). This
maintains the visual angle between the generation and rail curves.
Spine Use a spine curve to control the orientation of the generation curve
as it sweeps along the rail.
Sweep Projection This option controls the plane in which the generation
curve is allowed to rotate when the Sweep Mode is View.
This option appears when Sweep Mode is View.
Active Take the rotation plane from the current view window.
The point on or off the generation curve (the Generation Pivot) that stays
on the rail curve as the generation curve sweeps. The generation curve
rotates around and scales from this point.
The point on the rail curve (the rail pivot) that corresponds to the
generation curve before it is swept. In other words, the part of the surface
corresponding to this point on the rail curve will have the exact cross
section of the generation curve.
You can have Rail Surface set the pivot points automatically (as in Extrude),
or set them manually for the generation and rail curves.
Closest Set the pivots to the closest points on the two curves.
This option is the default. It works best when the generation curve is close to
the start or end points of the rail curve.
On Curve Set the pivots to specific parameters on the two curves.
Use the Gen. Pivot Parameter and Rail Pivot Parameter sliders to
set the parameters for each curve.
Off Curve Set the pivots to a specific parameter on the rail curve and a 3D
point in space for the generation curve.
Use the Rail Pivot Parameter slider to set the parameter for the rail
curve.
Use the Gen. Space Pivot text boxes to set the 3D pivot point for the
generation curve.
Transform Control This option controls how the Rail Surface tool modifies
the generation curves to stay on the rail curves during the sweep. It is only
available when Rail Curves is 2.
Scale Scale the generation curve proportionally, to the size necessary for
the curve to stay on both rails.
Non-Prop Scale Scale the generation curve non-proportionally, along the
vector connecting the rail curves.
Rotate & Trim Rotate the generation curve around the intersection with
the first rail curve, so that the generation curve stays on both rails. Trim away
any part of the new surface that goes beyond either rail curve. The generation
curve is not scaled.
This option only applies when Generation Curves is 1.
Rotate No Trim Rotate the generation curve around the intersection with
the first rail curve, so that the generation curve stays on both rails. The
generation curve is not scaled.
This option only applies when Generation Curves is 1.
Blend Control Enable the Gen. Blend Value slider to control the
midpoint of the blend between the two generation curves.
This option appears when Generation Curves is 2.
Gen. Blend Value The percentage of the distance (from 0 to 1) along the
rails where the influence of both generation curves is equal.
For example, a value of 0.5 (the default) blends the two curves equally, so that
the halfway point of the blend occurs at the midpoint of the rails.
A value of 0.25 places the halfway point of the blend 25% of the distance
along the rail curves, hence giving more influence to the second generation
curve. Conversely, a value of 0.75 would give more influence to the first
generation curve.
The values 0.0 and 1.0 still blend the two curves a minimum amount.
Fixed Curve This option determines which of the curves will be moved in
order to make the two pivot points coincide before the sweep. This in turn
controls where the new surface will be created.
This option is only available when Rail Curves and Generation Curves
are both 1.
GEN. Keep the generation curve fixed and move the rail. The new surface
is built beginning at the generation curve.
RAIL Keep the rail fixed and move the generation curve. The new surface
is built along the rail curve.
Rotate Xform Available only when Rail Curves and Generation Curves
are both 1.
The degree of rotation as the generation curve sweeps along the rail curve.
For example, if Rotate Transform is 45, the generation curve will rotate 45
degrees as it sweeps along the length of the rail curve. Use negative numbers
to rotate in the opposite direction.
Scale Xform Available only when Rail Curves and Generation Curves
are both 1.
The scale factor as the generation curve sweeps along the rail curve.
For example, if Scale Transform is 2, the generation curve will double in
size as it sweeps along the length of the rail curve. If Scale Transform is
0.5, the generation curve will shrink by half as it sweeps.
Curve Segments This option only applies when Generation Curves is 1.
Specify sections of the generation and rail curves to use in the sweep.
When this option is on, you will be prompted during the sweep procedure to
click start and end edit points on the first rail curve and possibly (depending
on the other settings) on the second rail and/or the generation curve.
After the surface is built:
Use the locators (in each corner of the surface) to change the start and end
parameters of the generation and rail curves.
or
Use the Gen. 1 Segment and/or Gen 2. Segment text boxes to change
the start and end parameters of the generation curve(s). Use the Rail 1
Segment and Rail 2 Segment text boxes to change the start and end
parameters of the rail curves.
Explicit Control Turn on this option to open the Explicit Control Options
section that allows you to explicitly specify the degree and number of spans
of the rail surface in both the U and V direction.
Rail Degree (U) Degree of the rail surface in the U direction (along the rail
curves).
Gen. Degree (V) Degree of the rail surface in the V direction (along the
generation curves).
Rail Spans (U) Number of spans of the rail surface in the U direction.
Gen. Spans (V) Number of spans of the rail surface in the V direction.
Continuity Options
Max. New Spans Specify the maximum number of spans that can be added
to the surface (in both the U and V direction) when attempting to maintain
the requested levels of continuity.
If this number is too small, continuity may fail along some of the edges.
Max. New Spans is not available when Explicit Control is turned on.
Insert at Midpoint On Insert extra edit points at the midpoint of the span
with the largest continuity deviation. This is the default, and results in a better
distribution of the isoparametric curves.
Off Insert extra edit points at the location of the largest continuity deviation.
Insert at Midpoint is not available when Explicit Control is turned on.
Colinear Options
Gen.1/Gen.2/Rail 1/Rail 2 Check the boundaries across which you want the
isoparametric curves of the new surface to line up with adjacent surfaces.
This is similar to turning off Skews in the Align tool.
Control Options
Create History Save the history of the new surface for later editing. If you
turn Create History on, you can modify the curves that were used to create
the surface, and the surface will update.
Auto Recalc Update the new surface automatically as you change the values
in the Rail Surface Control window.
Boundary Labels Label the generation, rail, and spine curves in the view
windows. The labels also show
Buttons
Recalc Recalculate the surface with the current values in the Rail Surface
Control window.
Next Finish the current surface and prompt for new curves.
See also:
Extruding a curve
Create a new surface by extruding a generation curve along a path curve.
Normally used to make tubular objects with symmetrical cross sections.
1 Create the curves you will use for the profile and path.
The generation curve does not have to be near or intersect the path curve.
However, placing it as near as possible will help you visualize the result.
If you need more control over how the surface is created, use the Rail
Surface tool.
This tool works best for closed and/or symmetrical profile curves. If you
need to control the twist of the profile, use the Rail Surface tool.
In most cases, you will want the profile curve to be perpendicular to the
starting point of the path.
To accomplish this, use the Plane tool to create a construction plane at
the start of the path curve, perpendicular to the tangent. Then create the
profile curve on the new construction plane.
If the path curve has severe bends or corners, the extruded surface may
have unwanted twists.
To correct this problem, use the Insert tool to increase the number of edit
points/CVs on the path curve in the problem areas, so that transitions
between CVs are more gradual.
Extrude Options
Create History Save the history of the new surface for later editing. If you
turn Create History on, you can modify the curves that were used to create
the surface, and the surface will update.
NOTE If you have an extrude history command built from a face (created prior
to Alias 13) the caps will be lost if you update the history.
Style Tube As the profile curve sweeps along the path, it pivots to maintain
the same angle to the path curve.
Flat As the profile curve sweeps along the path, it maintains its original
orientation.
Create caps Caps can be created at the ends of the surfaces if the extruded
objects are closed planar curves.
Off Do not create caps at the ends of the extruded surface.
Cap Start Create a trimmed surface to cap the first end of the extruded
surface.
Cap Both Create trimmed surfaces to cap both ends of the extruded surface.
Extrude Pivot This option controls which pivot point to use when you are
extruding more than one profile curve.
This option appears when Style is Tube.
Closest Pivot the profile curves around the endpoint of the path curve
closest to the bounding box of all the profile curves.
This option is the default. It works best when you have a profile curve near
the start or end points of the path curve.
Component Pivot each curve around its own individual pivot point.
This option works best when you want to extrude text.
See also:
Set keyframe.
Set motion.
You can animate the whole curve, and/or the CVs of the curve.
If the Sweep option is set to Snapshots, the Anim Sweep tool asks
you whether you want to keep the curves. If the snapshot curves look
wrong and you want to change the animation and try again, click
No.
When the Sweep option is set to Connect Snapshots and you pick the
curve in the SBD window, you must pick the node directly above the curve.
Limitations
In Surfaces > Swept Surfaces > Anim Sweep on page 272 , the ABOVE option
does not work.
If an object is animated hierarchically, a non-root node is selected, and
Anim sweep is invoked with hierarchy set to ABOVE, animations above
the picked node are ignored. Similarly, if the option is BOTH and there
is animation above, it will not be recognized.
Copy the geometry, delete the other branches, and anim sweep from
around the root node with hierarchy set to BELOW.
Click a point on the curve (to use as a corner) by holding down either
the Ctrl (Windows) or Control (Mac) key or the Ctrl and Alt (Windows) or
Control and Option (Mac) keys.
You can use free curves, curves on surface, isoparametric curves, and/or
trim edges.
You can use a segment of a longer curve. The Square tool will use
the section of the curve bounded by the other curves you click.
or
Click a grid point (to use as a corner) by holding down the Alt (Windows)
or Option (Mac) key.
3 Click the remaining curves and/or points (corners) in clockwise or
counter-clockwise order.
You can select either four curves, four corners, one corner and two
curves, or two corners and one curve.
If you select both curves and corners, you must select the curves first.
You can only use a snapping mode to select the first corner.
4 Move the corner locators (if any) by clicking them and dragging to change
the position of the corners.
5 Use the options in the Square Control window to set the continuity
you want at each edge (see below).
This manipulator appears when you set an edge to Tangent Angle in the
Square Control window (see below).
Click an axis line to set the tangent angle to 0, 90, 180, or 270 degrees.
Click an arc, then drag the mouse left and right to change the angle value,
or type a number to set the value exactly.
Curve snapping
Use the Project Tangent tool to make sure the curves are already
continuous before creating the surface. This will ensure the Square tool
can achieve continuity and decrease calculation time.
The first curve you click defines the U direction of the new surface. The
second curve defines the V direction.
You can select several boundary curves at a time by dragging a pick box
around them, but you cannot control in what order they will be picked.
In these cases, the Square tool will guess which segment to use. If it guesses
incorrectly, detach the ambiguous curve to create two separate,
non-ambiguous curves.
For the continuity options to work for some edges, the adjacent edges (for
example, edges 2 and 4 are adjacent to edge 1) must usually be free.
If you have continuity constraints on all edges, the constraints may
sometimes conflict and fail.
If your surface has a bulge or dent, try reducing the Influence slider for
the edges whose continuity is Fixed or Free.
The Influence sliders are found in the Square Control window when
Blend Type is Cubic.
When you specify the four corners of a Square surface, you must specify
the first corner using a snap mode (that is, holding down either the Alt
(Windows) or Command (Mac) key, the Ctrl (Windows) or Control (Mac)
key, or the Ctrl and Alt (Windows) or Control and Command (Mac) keys).
However, you can specify the remaining corners with or without using a
snap mode.
There are several techniques to try when Square does not produce the
intended results:
Adjust the influence sliders to adjust the shape of the resulting surface.
Verify that the square surface doesnt have a corner where the U and
V edges are colinear.
Square Control
Continuity table
The Continuity Table displays one row for each boundary curve involved
in the Square operation.
Use the pop-up menu next to each curve to set the level of continuity you
want across that curve.
Use the Continuity pop-up menu above the table to set the continuity
you want for all of the curves at once.
Click the checkboxes at the end of each row to rebuild the curves to reduce
data and improve parameterization.
Use the Rebuild pop-up menu to set rebuild on or off for all the curves
at once.
the surface to create the other half, the seam will already be continuous. For
this to work across a symmetry plane, you must make sure the ends of the
curves are tangent across the symmetry plane (that is, the tangents are
perpendicular to the symmetry plane).
Tangent Angle Try to keep tangency at an angle with a surface that shares
this edge.
When you set this continuity type for an edge, a manipulator appears on
the edge. Use the manipulator to set the tangent angle.
The two adjacent edges of the new surface should be Free to allow the
Tangent Angle edge to move.
Tangent Try to keep tangency with a surface that shares this edge.
Curvature Try to keep curvature continuity with a surface that shares this
edge.
Blend Type Linear Create the new surface by blending the free CVs (CVs
not controlled by the continuity options) of the four boundary curves.
Cubic Create the new surface by interpolating the boundaries (as in Linear),
plus the tangent and curvature ribbons. The interpolation is cubic (if only
tangent continuity is needed) or quintic (if curvature continuity is needed).
Depending on how much the tangent and curvature ribbons change, Cubic
blends can be much wavier than Linear blends.
1-3/2-4 Boundary Blend These sliders control the point of equal influence
of opposite boundaries (in other words, the midpoint of the blend between
opposite boundaries): that is, between 1 and 3, and between 2 and 4. Values
can effectively range from 0.17 to 0.83.
Changing the surface using the Boundary Blend sliders is slow, because
continuity must be recalculated. For very complex surfaces, or when using
Curvature or Tangent Angle continuity, you may want to turn off the
Auto Recalc option.
1-3/2-4 Influence These sliders control how much each set of boundary curves
influences the new surface.
They only appear when Blend Type is Cubic.
For example, if you set the 2-4 Influence slider to 0.0, the new surface will
mostly blend between edges 1 and 3, and will have little of the shape of edges
2 and 4.
Changing the surface using the Influence sliders is much faster than with
the Boundary Blend sliders, because continuity is not affected.
Explicit Control Turn on this option to open the Explicit Control Options
section that allows you to explicitly specify the degree and number of spans
of the surface in both the U and V direction.
Continuity Options
The following two options only appear if Explicit Control is turned off.
Max. New Spans Maximum number of spans the Square tool can insert on
each edge of the new surface as it tries to achieve continuity.
If the Square tool cannot achieve tangency without inserting more than the
allowed number of spans, it displays an error in the prompt line.
Max. New Spans is not available when Explicit Control is turned on.
Insert at Midpoint On Insert extra edit points at the midpoint of the span
with the largest continuity deviation. This is the default, and results in a better
distribution of the isoparametric curves.
Off Insert extra edit points at the location of the largest continuity deviation.
Insert at Midpoint is not available when Explicit Control is turned on.
Colinear Options
Boundary 1,2,3,4 Check the boundaries across which you want the
isoparametric curves of the new surface to line up with adjacent surfaces.
This is similar to turning off Skews in the Align tool.
Control Options
Create History Save the history of the new surface for later editing. If you
turn Create History on, you can modify the curves that were used to create
the surface, and the surface will update.
Auto Recalc Update the new surface automatically as you change the values
in the Square Control window.
Boundary Labels Label the boundary curves in the view windows. The labels
also show
Buttons
Recalc Recalculate the surface with the current values in the Square Control
window.
Next Finish the current surface and prompt for new curves.
See also:
Unlike the Boundary tool, triangular surfaces created by N-sided are not
degenerate (that is, they do not have a zero-length side). The surface is only
trimmed to appear triangular.
You can use free curves, isoparametric curves, curves on surface and/or
trim edges.
4 Use the options in the N-sided Control window to set the continuity
you want at each edge (see below).
For best results, use the snapping tools to make sure the curves intersect
at their endpoints. This is not required, but it makes the resulting surface
more predictable.
If you want to see only the effects of the Center Adjust options, set all
the edges to Free continuity, since free edges have the fastest interaction.
The N-sided tool does not use labels to show whether the desired continuity
was achieved. Instead you must look in the Surface Continuity
Feedback section of the N-sided Control window.
Click an edge named in the N-sided Control window to view the
continuity feedback for that edge.
Lines of text indicate whether continuity was achieved. If it was not
achieved, text boxes show how far out of tolerance the current edge is for
each type of continuity.
Use the pop-up menu next to each curve to set the level of continuity
across that boundary.
Use the Continuity pop-up menu above the table to set the level of
continuity across all curves at once.
Click the checkboxes at the end of each row to rebuild the curves to reduce
data and improve parameterization.
Use the Rebuild pop-up menu to set rebuild on or off for all the curves
at once.
Curve on Surf. Type This option controls the degree of the curve on surface
used to trim the new surface.
Linear The trim edges will be linear curves (degree 1).
Cubic The trim edges will be cubic curves (degree 3).
Note that Linear is much faster than Cubic.
Surface Degree This slider controls the degree of the new surface (from 1 to
7). The default is 3.
Center Height Increase or decrease the distance of the locator along the surface
normal. This has the effect of pulling on or pushing in the center of the surface.
Center Weight Increase or decrease the influence of the locator on the surface.
Decreasing this value increases the distance between the center point you
specify and the actual center point on the surface. The locator displays this
distance.
Control Options
Create History Save the history of the new surface for later editing. If you
turn Create History on, you can modify the curves that were used to create
the surface, and the surface will update.
Auto Recalc Update the new surface automatically as you change the values
in the N-sided Control window.
Buttons
Recalc Recalculate the surface with the current values in the N-sided Control
window.
Next Finish the current surface and prompt for new curves.
The ratio is the ratio of the peak radius to the tangent offset, that is
Peak Radius Ratio = Peak Radius / Tangent Offset
It can be used for a Construction Type setting of Radius or Chord, with
Variable Fillets on or off..
The following illustration shows the difference peak curvature can make to a
fillet.
Lead Creates a fillet with a center radius and tangent offset that define the
point of contact with the input surfaces. This type maintains tangent
continuity with the surfaces on either side.
Circular Creates a fillet with circular cross-section, tangent to both sets of
surfaces. This type maintains tangent continuity with the surfaces on either
side.
Surface Type Single surface A single fillet surface is built.
Multiple surfaces Multiple surfaces, corresponding to the boundaries
between the original surfaces, are created. (Extra spans are added if necessary,
and subject to Max. Spans, to meet tangent or curvature requirements.) This
gives you much lighter fillet surfaces and better continuity with the original
surfaces.
If curves-on-surface are created at the edges of the fillets (see Trim Type
option below) they are segmented to correspond to the multiple fillet surfaces.
Variable Fillets If this option is checked, you can set the radius or chordal
distance/tangent length at different points along the length of the fillet.
Curvature This option is only available when the Section Type option is
set to Bias or Curvature.
None Do not maintain curvature continuity.
Side 1, Side 2 Make the fillet surface curvature continuous with the first
or second set of surfaces.
Both: Make the fillet surface curvature continuous with both sets of surfaces.
the radius of a constant radius fillet surface that Alias uses as a basis for you
to specify the various radii for the final fillet. You will set the final fillets radii
at different points along the surface.
When Section Type is Circular, this is the radius of the fillet.
When Section Type is Lead, this is the radius around the centerline of the
fillet.
When Section Type is Curvature, this is the radius the tool will attempt
to achieve while maintaining curvature continuity.
The Peak Radius slider appears only when Section Type is Bias or
Curvature, and Specify is set to Peak Radius. The peak radius is the
minimum radius that the fillet is allowed to have at the top.
Bias Factor Moves the center rail of the fillet surface closer to one side. A value
of 0 is centered. Negative values bias toward the first set of surfaces. Positive
values bias toward the second set of surfaces.
Tangent Offset/Default Tangent Offset The distance between the intersection
line of the two sets of surfaces and the contact lines (the lines along which
the new fillet surface touches the surfaces on either side).
This option is only available when Construction Type is Radius.
Specify Chooses whether you want to specify the Peak Radius (or Tangent
Offset) or the Knee Ratio (or Peak Ratio). Since those numbers offer
different ways of measuring the lead distance, it does not matter which way
you prefer to specify it.
The lead distance expresses how much a fillet extends into the adjacent slab
surfaces. A longer lead distance provides a smoother transition and better
continuity.
Knee Ratio The ratio between the center radius and the tangent offset distance.
NOTE knee ratio = center radius divided by tangent offset.
Use Peak Radius When Section Type is Curvature, turn on this option to
give you access to the Peak Radius or Peak Radius Ratio.
Peak Radius Ratio This is the ratio between Peak Radius and Tangent
Offset. It is only available when Section Type is Curvature.
Chordal Type Chordal length a chordal length is specified in the field
below.
Tangent length a tangent length is specified in the field below.
This option is only available when Construction Type is Chord.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the new fillet surface.
Flow Control
Start/Interior/End Controls how the fillet surface(s) edges (in the V direction)
meet up with the edges of the boundary surfaces.
Edge align The tool tries to colinearly align the fillet surfaces edges or
isoparms (for single surface) to the edges of the boundary surfaces in the V
direction.
Extend The fillet is extended so that it reaches to the end of the longest
boundary surface, at its start and/or end.
Default or Free The edges (in the V direction) of the fillet meet the
boundaries at a 90 degree angle.
Control Options
Trim Type Off Does not trim the original surfaces.
Curves-on-surface Creates curves on surface along the contact lines,
allowing you to trim manually.
Automatic Automatically trims the original surfaces back to the contact
line.
Curvature Comb Displays a curvature comb plot across the resulting surface.
Continuity Check Displays a manipulator indicating continuity achieved
with the existing surfaces along the fillet edges.
This option is only available when Trim Type is Curves-on-surface or
Automatic.
Auto-Recalc Automatically updates the fillet surface as you change options.
If your surface is very complex and takes a long time to update, turn this
option off and click the Recalc button when you want to update the surface.
TIP The Esc key can be used to interrupt lengthy surface fillet computations.
Buttons
Recalc Updates the surface with the current settings when Auto Recalc is
off.
Undo All Reverses any effects of the tool.
Next Resets the tool to begin a new surface.
See also:
G2 curvature continuity means that the curvature (which is the inverse of the
radius of curvature) is the same on both sides across the blend surfacess
boundaries.The V degree of the blend surface is adjusted so that the surface
has enough CVs to provide the required continuity on both sides. Degree 4
is needed for G2 continuity on one side, and degree 5 is needed for G2
continuity on both sides
G3 curvature continuity means that the curvatures rate of change is the same
on both sides across the blend surfacess boundaries. The V degree of the blend
surface is adjusted so that the surface has enough CVs to provide the required
continuity on both sides. Degree 6 is needed for G3 continuity on one side,
and degree 7 is needed for G3 continuity on both sides.
Surface Type If you choose Single surface, a single blend surface is built.
If you choose Multiple surfaces, multiple surfaces, corresponding to the
boundaries between the original surfaces, are created. (Extra spans are added,
if necessary, to meet tangent or curvature requirements.) This gives you much
lighter blend surfaces and better continuity with the original surfaces.
Short Edge Tolerance In the case of cross-knot insertion, the system will not
allow spans of a linear distance less than the Short Edge Tolerance.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Lock Shape Controls When this option is checked on, the values of Side 1
Shape and Side 2 Shape are kept the same.
Side 1 Shape Provides control over the looseness or tightness of the blend
surface toward the first boundary. If the value is greater than 1.0, the result is
a blend that fits tighter to the corner of the input surfaces; if the value is less
than 1.0, the result is a rounder blend that fits closer to the edge of the first
surface.
Side 2 Shape Provides control over the looseness or tightness of the blend
surface toward the second boundary. If the value is greater than 1.0, the result
is a blend that fits tighter to the corner of the input surfaces; if the value is
less than 1.0, the result is a rounder blend that fits closer to the edge of the
second surface.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the new blend surface.
Flow Control
Start/Interior/End Controls how the blend surface(s) edges (in the V direction)
meet up with the edges of the boundary surfaces.
Edge align The tool tries to colinearly align the blend surfaces edges or
isoparms (for single surface) to the edges of the boundary surfaces in the V
direction.
Connect ends The edges of the blend surfaces meet the start and/or end
points of the boundaries exactly.
Default or Free The edges of the blend surface(s) (in the V direction) meet
the boundaries at a 90 degree angle.
Control Options
Chain Select If this box is checked, selecting a boundary input curve also
selects all other boundary curves that are tangent continuous with it.
Continuity Check Displays a manipulator indicating continuity achieved
with the existing surfaces along the blend surface edges.
Auto Recalc. Automatically updates the blend surface as you change options.
If the surface to be built is very complex and takes a long time to update, turn
this option off and click the Recalc button when you want to update the
surface.
See also:
has enough CVs to provide the required continuity on both sides. Degree 4
is needed for G2 continuity on one side, and degree 5 is needed for G2
continuity on both sides
G3 curvature continuity means that the curvatures rate of change is the same
on both sides across the blend surfacess boundaries. The V degree of the blend
surface is adjusted so that the surface has enough CVs to provide the required
continuity on both sides. Degree 6 is needed for G3 continuity on one side,
and degree 7 is needed for G3 continuity on both sides.
NOTE If more than one blend surface is created, we do not guaranteed curvature
continuity between them, even if the primary surfaces are curvature continuous.
We guarantee (at most) tangent continuity.
Surface Type If you choose Single surface, a single blend surface is built,
with isoparms that line up with the boundaries of the primary surfaces, on
both sides.
If you choose Multiple surfaces, multiple surfaces are created, breaking at
the boundaries between the primary surfaces, as long as their edge in the U
direction is longer than the Short Edge Tolerance. Extra spans are added,
if necessary, to meet tangent or curvature requirements.
Short Edge Tolerance This tolerance controls the minimum length of a blend
surface (in the U direction), or the minimum distance between isoparms for
a single surface.
Blend surfaces will only break at boundaries if their U-length is larger than
this tolerance. The distance between the isoparms of a single blend surface
will be larger than this tolerance.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Interior Edge Align If this box is checked, the tool tries to colinearly align
the blend surfaces edges or isoparms (for single surface) to the edges of the
boundary surfaces in the V direction. The level of continuity (position, tangent
or curvature), depends on the Continuity setting.
If the box is unchecked, the interior edges (in the V direction) meet the
boundaries at a 90 degree angle.
Explicit Control If this box is checked, you can specify the degree and
maximum number of spans for the blend surfaces in the U direction.
Control Options
Chain Select If this box is checked, selecting a boundary input curve also
selects all other boundary curves that are tangent continuous with it.
Continuity Check If this box is checked, continuity locators appear along
the boundaries between primary surfaces and blend surfaces indicating the
level of continuity.
Auto Recalc. If this box is checked, blend surfaces are recalculated
automatically when an option is changed, or when input curves are modified,
added, or removed.
See also:
Wall
Type Set to either Draft or Normal. In Draft mode, the wall is defined by
a pull direction vector plus a draft angle. Wall (for both Draft and Normal)
defines the configuration of the fillet tangent. For Draft, a pull direction vector
must be picked. The vector is highlighted in light blue (the same color is used
for showing the wall). Normal builds a normal-based wall.
Angle/Draft Angle The angle to the input surface normal at each point of
the input curves, or the Draft Angle if Draft has been selected as the Type
Flip Enables you to put the wall on top of or underneath the surfaces.
Fillet
Continuity Choose either Tangent or Curvature continuous to the base
surfaces.
If Curvature is selected, Use Peak Curvature options can be set (see below).
Radius Defines the radius of the fillet. You can create a variable radius
interactively by adding more radius manipulators along the curve.
Surface Type Single surface A single fillet surface is built.
Multiple surfaces The fillet is split at curve boundaries, which also include
surface boundaries, since a curve cannot span more than one surface.
Curves-on-surface created at the edges of the fillets (visible when Auto Trim
is off) are segmented to correspond to the multiple fillet surfaces.
Flip Enables you to flip the fillet on the other side of the wall. This option is
grayed out if at least one of the input curves is an edge, and thus, its possible
to build a fillet only on one side of the wall.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the fillet surface.
U Degree The degree of the fillet surface in the U direction (that is along the
edge). Enter a whole number from 2 to 9. This option is only available when
Explicit Control is checked.
V Degree The degree of the fillet surface in the V direction. Enter a whole
number from 3 to 6. This option is only available when Explicit Control is
checked.
Max. Spans If Surface Type is set to Multiple surfaces, this value specifies
the maximum number of spans for each fillet surface. If Surface Type is set
to Single surface, it specifies the maximum number of spans for each piece
of the original surfaces.
This option is only available when Explicit Control is checked, and Bzier
Surfaces is not checked.
Use Peak Curvature If Continuity is set to Curvature, check on Use
Peak Curvature to set its options.
The Specify parameter is only visible if a single radius manipulator is used.
If it is visible, you can specify either a Peak Radius or a Peak Ratio. If the
fillet has more than one radius, you can only specify the Peak Ratio.
The Peak Ratio is the ratio of the Peak Radius to the Radius, and can be
used for either variable or fixed radius fillet.
The following illustration shows the difference peak curvature can make to a
fillet.
Flange
Type Set to either Sweep Angle or Parting Line. Sweep Angle defines
where along the fillet the flange will be tangent to the fillet. Parting Line
uses a vector and draft angle that determines the direction of the flange.
If you select Parting Line, you must pick a vector or specify it through the
Parting Line Vector Options, unless Wall Type is set to Draft, in which
case the draft vector (shown in blue) will be used as the parting line pull
direction by default. To specify a different vector for the parting line, Shift-pick
it, or use the Parting Line Vector Options.
Sweep Angle or Draft Angle Provides a slider to control the angle. The default
is 90 degrees for Sweep, and 0 for Draft angle. Either angle can be variable.
Create Flange Determines whether or not a flange will be built off the edge
of the fillet. Note that the fillet will be trimmed according to the Sweep Angle
or Parting Line settings, even if Create Flange is off.
Length Determines the length of the flange that will be built, if Create
Flange is on. Length can be variable.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the flange surface.
U Degree The degree of the flange surface. Enter a whole number from 2 to
9. This option is only available when Explicit Control is checked.
Max. Spans The maximum number of spans in the entire flange surface if
Surface Type is set to Single surface, or per surface if Surface Type is
set to Multiple surfaces. This option is only available when Explicit
Control is checked.
Control Options
Note that only one of the three parameters can be variable. For example, it is
not possible to create a variable radius fillet with a variable length flange.
Variable Gives you the ability to interactively modify the Flange Length,
Flange Angle, or Radius.
Short Edge Tolerance In the case of cross-knot insertion, the system will not
allow spans of a linear distance less than the Short Edge Tolerance.
Auto Trim Choose whether to have the surfaces automatically trimmed, or
just to place the curves-on-surface.
Continuity Check Choose whether to get visual feedback about continuity
(set in the Fillet section). Green indicates success; yellow indicates that the
continuity condition has not been met.
Chain Select If this box is checked, selecting a surface curve also selects all
other surface curves that are tangent continuous with it.
Show Wall Displays the imaginary wall that is used in the calculation of the
fillet.
Auto Recalc Choose between updating changes by selecting the Recalc
button, or automatically updating changes.
TIP If Auto Recalc is set off, use the spacebar to press the Recalc button.
For all of the following operations, use the left mouse button, unless stated
otherwise.
To activate a handle, click it.
To de-activate the currently active handle and switch back to the picking
mode, click anywhere on the screen (without dragging the mouse).
To add a new manipulator, click the desired point on the rail.
To move a manipulator, drag the slider using the left mouse button. Alternatively,
activate the slider and type in the position (in the range from 0 to 1) along
the rail.
To adjust the parameter value, click and drag the value handle. Once the
handle is active, the mouse can be dragged anywhere on the screen.
Alternatively, activate the handle and type in the value in current units.
To delete a manipulator, Shift-right click it.
If a single manipulator is used, the parameter is constant, and its value can
also be adjusted in the control box. As soon as another manipulator is added,
the value in the control box is grayed out.
See also:
Building primary and transition surfaces using the fillet flange and tube
flange tool
Tube
Continuity Choose either Tangent or Curvature continuous to the base
surfaces.
If Curvature is selected, Use Peak Curvature options can be set:
The peak radius parameter is only visible if the fillet/tube radius/tangent offset
is not variable. If is visible you can specify either a radius or a ratio.
The ratio is the ratio of the radius/tangent offset to the peak radius, and can
be used for either variable or fixed radius fillet.
The following illustration shows the difference peak curvature can make to a
fillet.
Radius Defines the radius of the tube. This option is grayed out if Variable
is set to Radius and more than one manipulator is used. You must define the
radius interactively on the model by dragging the manipulator in that case.
Surface Type If you choose Single surface, a single tube surface is built. If
you choose Multiple surfaces, the tube is split at curve boundaries, which
also include surface boundaries, since a curve cannot span more than one
surface.
Flip Enables you to put the tube on top of or underneath the surfaces.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the tube surface.
U Degree The degree of the tube surface. Enter a whole number from 2 to 9.
This option is only available when Explicit Control is checked.
Max. Spans If Surface Type is set to Multiple surfaces, this value specifies
the maximum number of spans for each tube surface. If Surface Type is set
to Single surface, it specifies the maximum number of spans for each piece
of the original surfaces.
This option is only available when Explicit Control is checked, and Bzier
Surfaces is not checked.
Explicit control applies to Tube only: a separate control is provided for
Flange.
Flange
Type Set to either Sweep angle or Parting line. Sweep angle defines
where along the tube the flange will be tangent to the tube. Parting line
uses a vector and draft angle that determines the direction of the flange. If
you select Parting line, you must pick a vector, or specify it through the
Parting Line Vector Options.
Sweep Angle or Draft Angle Provides a slider to control the angle. The default
is 90 degrees for Sweep, and 0 for Draft angle. Either angle can be variable.
Flip Enables you to flip the direction of the flange. This option is grayed out
if at least one of the input curves is an edge, and thus, theres only one valid
orientation of the flange.
Create Flange Determines whether or not a flange will be built off the edge
of the tube. To create a full tube, use a Sweep Angle of 360 degrees. Note
that the tube will be trimmed according to the Sweep Angle or Parting
Line settings, even if Create Flange is off.
Length Determines the length of the flange that will be built, if Create
Flange is on. Length can be variable.
Explicit Control Gives you controls of the surface degree and maximum
number of spans in the flange surface.
This controls the flange only.
U Degree The degree of the flange surface. Enter a whole number from 2 to
9. This option is only available when Explicit Control is checked.
Max. Spans The maximum number of spans in the entire flange surface if
Surface Type is set to Single surface, or per surface if Surface Type is
set to Multiple surfaces. This option is only available when Explicit
Control is checked.
Control Options
Note that only one of the three parameters can be variable. For example, it is
not possible to create a variable radius tube with a variable length flange.
Variable Gives you the ability to interactively modify the Flange Length,
Flange Angle, or Radius.
Short Edge Tolerance In the case of cross-knot insertion, the system will not
allow spans of a linear distance less than the Short Edge Tolerance.
Chain Select If this box is checked, selecting a surface curve also selects all
other surface curves that are tangent continuous with it.
Continuity Check Choose whether to get visual feedback about continuity
(set in the Tube section). Green indicates success; yellow indicates that the
continuity condition has not been met.
Auto Recalc Choose between updating changes by selecting the Recalc
button, or automatically updating changes.
TIP If Auto Recalc is set off, use the spacebar to press the Recalc button.
Variable controls for this tool are provided in the modeling window.
For all of the following operations, use the left mouse button, unless stated
otherwise.
To activate a handle, click it.
To de-activate the currently active handle and switch back to the picking
mode, click anywhere on the screen (without dragging the mouse).
To add a new manipulator, click the desired point on the rail.
To move a manipulator, drag the slider using the left mouse button. Alternatively,
activate the slider and type in the position (in the range from 0 to 1) along
the rail.
To adjust the parameter value, click and drag the value handle. Once the
handle is active, the mouse can be dragged anywhere on the screen.
Alternatively, activate the handle and type in the value in current units.
To delete a manipulator, Shift-right click it.
If a single manipulator is used, the parameter is constant, and its value can
also be adjusted in the control box. As soon as another manipulator is added,
the value in the control box is grayed out.
See also:
Building primary and transition surfaces using the fillet flange and tube
flange tool
Surface With the Tube option, the resulting geometry can be a full tube.
Using the Groove option results in the part of the tube on either side of the
surfaces which the tube intersects. Choose None to create no geometry.
Radius Defines the radius of the tube. Create a variable radius interactively
by adding more radius manipulators along the curve. Adjust the radius of the
tube interactively by dragging its manipulator.
Surface Type If you choose Single surface, a single tube surface is built. If
you choose Multiple surfaces, the tube is split at curve boundaries, which
also include surface boundaries, since a curve cannot span more than one
surface.
If curves-on-surface are created at the edges of the tube surfaces (see Trim
Type option below) they are segmented to correspond to the multiple tube
surfaces.
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Flip The Flip option (only available if you have chosen the Groove option)
enables you to flip the groove onto the other side of the input surfaces to
create a bump. On-screen manipulators indicate which side the tube will be
built on.
This image shows a surface created by using the Tubular Offset tool with
Groove option. Notice the top surface can be trimmed to reveal the groove.
This option is useful for representing parting or cut lines.
Tangent Offset, Normal Offset The tube can be offset from the original input
data along the tangent from the input data, or normal to the surface from the
input data. On-screen manipulators update interactively to show the position
of the tube.
Trim Type The options in Trim Type enable you to select between the
creation of curves-on-surface where the tube surface intersects the base surfaces,
or to automatically trim away the area of the input surfaces that is contained
within the tube. If the Trim Type is set to Off, the input surfaces are left
untouched.
To de-activate the currently active handle and switch back to the picking
mode, click anywhere on the screen (without dragging the mouse).
To move a manipulator, drag the slider using the left mouse button.
Alternatively, activate the slider and type in the position (in the range
from 0 to 1) along the rail.
To adjust the radius value, click and drag the radius handle. Once the
handle is active, the mouse can be dragged anywhere on the screen.
Alternatively, activate the handle and type in the radius in current units.
If a single manipulator is used, the radius is constant, and its value can
also be adjusted in the control box. As soon as another manipulator is
added, the value in the control box is grayed out.
See also:
handle mitred corners (when one of the edges has a filleting radius of
0.0)
Workflows exist to create fillets only, along multiple surface edges, as well as
fillets and rounded corner surfaces (regular or mitred). The fillets can have a
variable radius.
See Create rounded edges and corners.
Like other surface tools, the new Round tool also maintains construction
history on the new surfaces.
Round Control
Trim Type Automatic Trims the surfaces to the edges of the fillets
Curves on Surface Creates curves-on-surfaces at the edges of the fillets
but does not trim the surfaces.
Off Does not produce curves-on-surface
Mitred Corner Specifies how the outer edges of the two surfaces (away from
the zero-radius edge) meet at a mitred corner (see picture below).
Blended The edges meet in a smooth blended fashion
Sharp The edges form a sharp corner
Four Sided Specifies the initial type of geometry to be built at a corner where
four edges meet.
Buttons
Build Press this button to build the fillets and corner surfaces after all your
edges and radii have been specified. You can still add or modifiy the radii
afterwards, and press Build again to modify the surfaces.
Revert Press this button to remove the newly built surfaces. The radius
manipulators are still present and can be modified. You can also add new
edges, or delete edges by holding the Shift key.
Type Normal Creates a surface that extends away at a given angle from the
normal of the underlying surface(s). By default, the new surface is normal to
the underlying surface(s).
Draft Creates a surface that extends away at a given angle from a specified
pull direction vector. By default, the surface is parallel to the pull vector.
TIP Use Construction > Vector on page 405 to create a vector object.
Angle/Draft Angle The initial angle between the new surface and the normal
of the original surface (Normal type), or pull vector (Draft type). The default
is 0.0. You can also change this value using the angle/height manipulator
when you use the tool. (See Variable option below).
Height The initial height of the surface from the original curves. You can also
change this value using the angle/height manipulator when you use the tool.
(See Variable option below).
Surface Type If you choose Single surface, a single surface is built. If you
choose Multiple surfaces, a separate surface is created for each of the input
curves you selected, and the surfaces are grouped.
NOTE Creating a single surface might add additional spans.
Flip Reverses the direction of the new surface(s).
Bzier Surfaces This option only appears if Surface Type is set to Multiple
surfaces. If it is checked on, each surface will be a Bzier patch.
Bzier patches have a single span, and their maximum degree in the U direction
is set through the Explicit Control section. The default is degree 5.
Explicit Control Turn on this option if you want to specify the exact degree
and maximum number of spans in the new surface.
X,Y, Z Select one of these to specify a pull direction along that axis.
View Select this option to specify a pull direction normal to the current view.
The vector is not drawn in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
Picked Selecting this option lets you specify the name of an existing vector
in the Picked Vector field, or pick the vector in the view. This vector defines
the pull direction.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified.
Retain Vector Click this button to create a vector construction object in the
view windows. Unless you do this, the vector direction you specified is used
by the tool, but you will not see and be able to re-use the vector.
Control Options
Variable Gives you the ability to interactively modify the angle or height of
the new surface by clicking and dragging the manipulators.
Angle Allows you to adjust the angle of the surface. You can create any
number of manipulators by clicking along the input curves, and then adjust
the angle individually at those points.
Height Allows you to adjust the height of the surface. You can create any
number of manipulators by clicking along the input curves, and then adjust
the height individually at those points.
NOTE Note that only one of the two parameters can be variable (Angle or
Height). For example, it is not possible to create a variable angle draft surface
with a variable height.
Chain Select If this box is checked, selecting a surface curve also selects all
other surface curves that are tangent continuous with it.
Auto Recalc. Turn on this option to have the new surface automatically
re-calculated and displayed as you modify the option values or make
adjustments to the manipulators.
If it is off, you must press the Recalc button in the lower right corner of the
window to update the surface(s).
TIP If Auto Recalc is turned off, you can also use the spacebar to press the Recalc
button.
Continuity Check Turn on this option to see the level of continuity between
the newly created surface(s) and the original surface(s):
P Positional continuity
T Tangent continuity
C Curvature continuity
For all of the following operations, use the left mouse button, unless stated
otherwise.
To de-activate the currently active handle and switch back to the picking
mode, click anywhere on the screen (without dragging the mouse).
To move a manipulator, drag the curve slider ball using the left mouse
button. Alternatively, activate the slider ball and type in the position (in
the range from 0 to 1) along the curve.
To adjust the parameter value, click and drag the value handle. Once the
handle is active, the mouse can be dragged anywhere on the screen.
Alternatively, activate the handle and type in the value in current units.
If a single manipulator is used, the parameter is constant, and its value can
also be adjusted in the option box. As soon as another manipulator is added,
the value in the option box is grayed out.
Draft surfaces start from a set of curves and extend away from the curves
at an angle to a pull direction.
Use Draft when you want to make sure a surface can be extracted from
an injection mold.
Double Sided Turn this option on to build draft surfaces on both sides of a
curve simultaneously.
Single Surface This option only appears if Double Sided is on. Turn it on to
build only one surface, extending on both sides of the curve.
Explicit Control Turn this option on if you want to specify the exact degree
and number of spans of the Draft or Flange surface.
Degree The Degree and Spans options only appear if Explicit Control is
turned on.
Degree of the draft or flange surface in the U direction. (The surface is always
of degree 1 in the V direction.)
Spans Number of spans of the draft or flange surface in the U direction. (The
surface always has a single span in the V direction.)
Pull Direction This option appears only when Construction Type is Draft.
User Defined You will explicitly set the initial pull direction vector.
Automatic The Draft tool will automatically figure out the best initial pull
direction each time you use the tool.
The following Vector Options appear only when Pull Direction is User
Defined.
Vector options
These options appear only when Construction Type is Draft.
X,Y, Z Select one of these to specify a pull direction along that axis.
View Select this option to specify a pull direction normal to the current view.
The vector is not drawn in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
Picked Selecting this option lets you specify the name of an existing vector
in the Picked Vector field, or pick the vector in the view. This vector defines
the pull direction.
Manip This option is selected automatically when you update the pull
direction by manually modifying the manipulator in the view.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified.
Retain Vector Click this button to create a vector construction object in the
view windows. Unless you do this, the vector direction you specified is used
by the tool, but you will not see and be able to re-use the vector.
Control options
Create History Save the Draft history for later editing. If you turn on Create
History, you can edit the original curves and the draft/flange surface will
automatically update.
Blend curves
See also:
Overview
Often it is easier to model a complex shape with several surfaces, rather than
one large surface.
However, these kinds of composite surfaces cannot be used in some
circumstances. You may want to use a tool that only works on single surfaces,
or your manufacturing system may require a single surface.
The Combine Surfaces tool allows you to combine several surfaces into one
surface. It has the following limitations:
The combined outer boundary of all the surfaces must have exactly four
sides.
As you add surfaces, the surface boundaries change color. Green means
the current group of surfaces has a four-sided boundary and can be
combined. Yellow means they cannot be combined.
3 When you have picked all the surfaces you want to combine and the
boundary is green, click Go.
4 The system prompts you to click the edges that must be continuous with
adjacent surfaces.
Click the label to change the continuity type. Each click cycles through
positional (pos), tangent (tan), and curvature (cur).
5 Click Go.
Using very tight tolerances does not guarantee that the resulting surface
will match the original surfaces with higher accuracy.
Combine Surfaces tries to achieve tighter tolerances by:
The result is often a surface with more complexity than you need.
This tool can often achieve good fits with relatively loose tolerances. If
you relax the tolerances, it also reduces the time it takes to create the new
surface.
Try using loose tolerances to begin with, and increase them if you are not
achieving the accuracy you need.
Pivot Curve Length Ratio Specifies the ratio between the chord length of the
pivot curve (top of the ball corner) and the chord length of the opposite edge
on the ball corner. A ratio of 1.0 means both chord lengths are equal.
Both end points of the pivot curve are moved the same distance from the apex
(intersection point between the two top fillets). Use this control to make the
pivot curve symmetric.
Start Length Ratio Modifies the length of the first half of the pivot curve
only, in the manner described for Pivot Curve Length Ratio.
End Length Ratio Modifies the length of the last half of the pivot curve only,
in the manner described for Pivot Curve Length Ratio.
Build Surface If checked, any changes in any field in the option window leads
to an automatic update of the ball corner surface. This is the default.
If this is not checked, the ball corner surface, if any, is deleted, and only the
hole is constructed.
Control Options
Show Helper Curves If this option is checked, special helper curves used to
build the ball corner are displayed.
Continuity Check If this box is checked, continuity locators appear along
the boundaries between the ball corner surface and input surfaces, indicating
the level of continuity.
P Positional continuity
T Tangent continuity
C Curvature continuity
Green means achieved; yellow means not achieved.
Trim Primary if checked, the primary surface is trimmed to the intersection
with the transitional surfaces (that is, to the pivot curve of the ball corner).
338
Project Options
Create Curves-on-surface The projection results in curves-on-surface.
Curves The projection results in free curves.
Curve fit This option is only available if Create is set to Curves.
If this option is checked, a fitting algorithm is used to fit a free curve to the
projected curve-on-surface. You have explicit control on the degree and number
of spans through the Degree and Spans sliders.
Match original This option is only available if Create is set to Curves.
If this option is checked, the edit points from the original curves are projected
on the surface(s), and the projected curves interpolate them, resulting in a
similar number of spans.
339
Vector Options
X, Y, Z Specifies a projection vector along that axis.
View Specifies a vector normal to the current view. The vector is not drawn
in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
Picked Lets you specify the name of an existing vector in the Picked Vector
field, or pick the vector in the view.
Normal The projection is done along the surface normals instead of using a
single vector direction.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified
Retain Vector Click this button to create a vector construction object in the
view windows.Otherwise, the tool uses the vector direction you specified, but
you are not able to see and re-use the vector.
Control Options
Create History Save the history of the projection for later editing. If you turn
Create History on, you can modify the curves and surfaces that were used
to create the projected curves, and the projected curves will update. See
Troubleshooting trimmed surfaces.
See also:
Intersect Options
Create Curves on Surface On First Surface Create curves-on-surface on
the target surfaces, but not on the intersecting surface(s) you selected.
Arc Length Base Proportionally map the defined area of world space to
the arc length of the surface.
Map Min/Max U/V Axis These values define the area of world space that
corresponds to the U and V parameter space of the surface.
For example:
You are mapping a curve in the XY plane, and you want the curve to fill
the mapped surface.
Create History Save the history of the projection for later editing. If you turn
Create History on, you can modify the curves that were used to create the
projected curves, and the projected curves will update.
Trim Control
3D Trimming If this box is checked, you can select curves to project onto the
surface while within the tool. By default it is unchecked.
Vector Options
These options are only available if 3D Trimming is turned on.
X, Y, Z Specifies a projection vector along that axis.
View Specifies a vector normal to the current view. The vector is not drawn
in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
NOTE You can project different curves along different views vectors. However, if
you click Refresh View Vector, or select a different vector option, all
curves-on-surface are updated to match the current projection vector.
Picked Lets you specify the name of an existing vector in the Picked Vector
field, or pick the vector in the view.
Normal The curve is projected onto each point on the surface along the
normal at that point, instead of along a single vector direction.
Picked Vector This text field only appears when Picked is selected. It displays
the name of the selected vector object. Alternatively, you can type in the name
of a vector object.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified
Retain Vector Click this button to create a vector construction object in the
view windows.Otherwise, the tool uses the vector direction you specified, but
you are not able to see and re-use the vector.
Display Options
Show Intersections If this box is checked, green locators indicate the
intersections between the trim curves, and between the trim curves and trim
surfaces. Yellow locators indicate trim curve endpoints that do not intersect
any other curve-on-surface or trim surface edge.
Region Selector U Size/V Size The relative size of the trim region selectors
in the U and V parametric directions on the surface. Adjust these sliders if the
selectors (crosses) appear too small or too large on your model. The values
range from 0.01 to 2.0.
NOTE The Shrink Surface option has been replaced by a plug-in called
shrinkToTrim which can be loaded through Utilities > Plug-in Manager on page
1097 . shrinkToTrim shrinks the UV parameters of the underlying surface to cover
only the visible (non-trimmed) parts of the surface. This functionality is useful
when applying label-style textures to the surface.
Control Options
Chain Select If this box is checked, selecting a curve to project also selects all
other curves that are tangent continuous with it.
Create History If this box is checked, the projected curves have construction
history. Editing or transforming the curves and surfaces causes the projection
and trim operations to be re-executed.
This option is only available if 3D Trimming is turned on.
See also:
Trim a surface
Untrim Options
Untrim Stages Last Undo the last trim operation on the surface.
All Undo all trims on the surface.
See also:
Vector Options
These options are only available if 3D Trimming is turned on.
X, Y, Z Specifies a projection vector along that axis.
View Specifies a vector normal to the current view. The vector is not drawn
in the view windows.
If the current view is changed, click Refresh View Vector to update the
vector.
NOTE You can project different curves along different views vectors. However, if
you click Refresh View Vector, or select a different vector option, all
curves-on-surface are updated to match the current projection vector.
Picked Lets you specify the name of an existing vector in the Picked Vector
field, or pick the vector in the view.
Normal The projection is done along the surface normals instead of using a
single vector direction.
Picked Vector This text field only appears when Picked is selected. It displays
the name of the selected vector object. Alternatively, you can type in the name
of a vector object.
Refresh View Vector This button only appears if View is selected. Click it to
update the vector if the view has been modified
Retain Vector Click this button to create a vector construction object in the
view windows.Otherwise, the tool uses the vector direction you specified, but
you are not able to see and re-use the vector.
Control Options
U Degree, V Degree The degree of the new untrimmed surface in the U and
V directions.
U Spans, V Spans The number of spans of the new untrimmed surface in the
U and V directions.
Switch U/V Turn on this option to change the orientation of the U and V
axes on the new trim converted surface.
Display Options
Show Intersections If this box is checked, green locators indicate the
intersections between the trim curves, and between the trim curves and trim
surfaces. Red locators indicate trim curve endpoints that do not intersect any
other curve-on-surface or trim surface edge.
Region Selector U Size/V Size The relative size of the trim region selectors
in the U and V parametric directions on the surface. Adjust these sliders if the
selectors (crosses) appear too small or too large on your model. The values
range from 0.01 to 2.0.
NOTE The Shrink Surface option has been replaced by a plug-in called
shrinkToTrim which can be loaded through Utilities > Plug-in Manager on page
1097 . shrinkToTrim shrinks the UV parameters of the underlying surface to cover
only the visible (non-trimmed) parts of the surface. This functionality is useful
when applying label-style textures to the surface.
See also:
Convert a trimmed surface into an untrimmed surface with the same shape
Stitch Control
Use construction options Turn on this option to use the Maximum Gap
Distance from the Preferences > Construction Options on page 1088 as the
stitching tolerance. Turn it off to set the tolerance using the Tolerance slider.
Tolerance This slider only appears when Use construction options is
turned off. If the gap between two edges is within this tolerance, the edges
are joined. The range is 0.0001 to 1.0000
Detach periodic surfaces Detach the seam of periodic surfaces (that is, closed
surfaces such as cylinders and surfaces created with the Revolve tool) before
stitching them into a shell.
This option is sometimes necessary when the stitch function does not notice
that a surface edge is attached to another edge on the same surface. This is a
common problem in CAD systems.
Detach single curve boundaries Detach trim edges made from single curves
on surface (such as a round hole in the middle of a plane).
Some CAD systems have problems with these kinds of trims. Turn this option
on to allow export to those systems.
Keep originals Keep the original surfaces after the shell is created.
Depending on how you set the options, a shell may not match the original
surfaces exactly. In this case, unstitching does not produce surfaces that match
the originals exactly either; it is a good idea to keep originals. The default is
to keep the original surfaces.
See also:
Hull Planarize
Type Single Affects a single CV row.
All U Affects all CV rows in U direction (except possibly the first and last).
All V Affects all CV rows in V direction (except possibly the first and last).
U and V Affects all CV rows in both U and V directions (except possibly
the first and last).
For the last three settings, the first and last rows of CVs are only planarized if
Include Edges is turned on.
Plane View based The plane is calculated from the view vector
(perpendicular to the active window) and the vector joining the end CVs of
the row.
Best fit The plane is chosen as the one that best fits the set of CVs (similar
to a least-square fitting) while going through both end CVs.
Iterations This option appears only when Type is set to U and V. It controls
the number of times the position of the CVs is recalculated in both the U and
V direction.
NOTE Because the positions of the CVs already planarized in U are affected when
planarizing in V, increasing the number of iterations normally makes those positions
converge toward some optimal values.
Include Edges If this option is checked, the first and last row of CVs (in U
and/or V) are also planarized. The corresponding surface edges appear as
straight lines on the planes of projection.
This option is not available when Type is set to Single.
Project Vector This option determines the direction of projection for each
CV.
Adaptive The direction of projection is along the hull line that is closest
to the perpendicular of the plane.
Closest point The direction of projection is perpendicular to the plane.
Closest boundary The direction of projection is along the hull line toward
the closest surface boundary.
Rebuild options
These options appear when Rebuild Type is Rebuild.
Rebuild Direction U and V Rebuild the surface in both directions.
V Only Rebuild the surface in the V direction only. (Edges in the U direction
are not affected.)
U Only Rebuild the surface in the U direction only (Edges in the V direction
are not affected.)
Change Number of CVs On Change the number of CVs (and hence of
spans) in the rebuilt surface. Either a slider or two number fields appear(s)
allowing you to set the number of spans in the U and/or V direction(s).
Off The number of CVs in the rebuilt surface is equal to the number of CVs
in the original.
Change Surf. Degree On Change the degree of the surface as it is rebuilt.
Either a slider or two number fields appear(s) allowing you to set the degree
of the rebuilt surface in the U and/or V direction(s).
Off Do not change the surface degree.
Non-rational options
This setting appears when Rebuild Type is Non-rational.
Tolerance The maximum amount of deviation from the original surface
permitted during the rebuild (in current linear units).
A low number matches the original more exactly, but does not simplify the
surface as much. A high number does not match the original as well, but
simplifies more.
Continuity Angle The maximum angle allowed between the normals of the
original and rebuilt surfaces. A smaller value matches the original more exactly,
but usually requires the tool to add more spans to the surface.
Off The number of CVs in the rebuilt surface is equal to the number of CVs
in the original.
Change Surf. Degree On Change the degree of the surface as it is rebuilt.
Either a slider or two number fields appear(s) allowing you to set the degree
of the rebuilt surface in the U and/or V direction(s).
Off Do not change the surface degree.
Control Options
Keep Originals Keep the original curve after creating the rebuilt curve.
Auto Recalc. Automatically update the new curve when the values in the
Rebuild Curve window change.
MixMax Display Automatically create and display min, mean and max
locators between the original and rebuilt surfaces.
Max Deviation Show the maximum deviation between the original and rebuilt
surfaces on the prompt line, as well as the (U,V) location where it occurs.
Buttons
Recalc When Auto Recalc. is turned off, use this button to update the rebuilt
curve with the current values.
Undo All Undo all the changes made by the Rebuild curve tool and return
to the original curve.
Next Finish rebuilding the current curve and prompt for a new curve to rebuild.
See also:
Simplify objects
Edit objects
ClayMate Options
Claymate Offset Change the function of the tool to create offset copies of
the surfaces you pick, and maintain the continuity between them.
When you turn this option on and click Go, the parameters available in the
Claymate Control window change.
Keep Originals Turn this option on to keep the original surfaces in addition
to the new surfaces created by the Claymate tool.
Turn this option off to delete the original surfaces after the Claymate tool
creates the surfaces.
ClayMate Control
When Claymate Offset if off, the following control window appears.
Modification Parameters
Region Cutoff A number of CVs affect every point on a surface. For example,
on a bicubic surface (a surface which is degree 3 in both U and V directions),
up to 16 CVs control each point.
Each of those CVs exerts a certain amount of influence over the point on the
surface, measured from 0 through 1. The CVs closest to the selected point on
the surface have the greatest effect on that point. For example, if the influence
of a CV on a point is 0.5, then moving that CV 5 units moves the surface
point 2.5 units. If the influence is 1.0, then moving the CV 5 units moves the
surface point 5 units.
This value controls which CVs the Claymate tool moves. For each sampled
point on the surface, the Claymate tool only moves CVs whose influence is
greater than this value.
Enter a value from 0.000 to 1.000. The default is 0.000. You can set the value
to less than 0.001, but it is not recommended.
If the value you enter cuts off all CVs affecting a point, a value of 0.001 is used
instead.
Min. Mod. Dist., Max. Mod. Dist. The minimum and maximum distance
between a point on the surfaces to be modified and the corresponding point
on the modifier curves.
If the distance is less than the minimum or greater than the maximum at a
point, the modifier is ignored at that point.
Enter values greater or equal to 0 for the Min, greater than 0 for the Max.
Modification Control
Boundary Mod Type Default Modify surface boundaries and internals.
Do not modify tangents. This is the recommended option for closed (periodic)
surfaces.
Exclusive Modify surface boundaries only. Do not modify internals or
tangents.
Fix Position Keep position of surface boundaries locked.
Fix Tangent Keep position and tangents of surface boundaries locked.
The Fix Position and Fix Tangent options only work on actual surface
boundaries, and do not affect trim edges. We do not recommend using Fix
Position or Fix Tangent when you have more than one surface to modify.
Modif. Resistance The amount of resistance to modification, from 0.0 to 1.0.
At 0.0, the surfaces are free to change shape to fit the modifier curves. At 1.0,
the shape of the original surfaces is maintained.
Use this option to dampen the modification of the original surfaces if the
changes caused by the modifier curves are too radical.
Modification Direction
Use Spec. Direction Turn this option on to use the Specified Direction
vector.
Buttons
Recalculate Update the surfaces after changing options.
If the Auto Recalculate option at the top of the window is on, the surfaces
are updated automatically whenever you change an option.
Undo Undo the most recent changes made by the Claymate tool.
Next Finish with the current surfaces and prompt for new surfaces.
When Claymate Offset is on, the following control window appears.
Number of Samples The number of samples per span or per surface (depending
on the setting of the Sampling Type option) to take on the surfaces to be
offset.
The time required increases with the square of the number of samples on the
surfaces to be offset.
Sampling Type Per Span the number of samples is taken for every span.
Per Obj the number of samples is taken for every surface.
See also:
Surfaces facing toward the camera are shaded in blue; surfaces facing
away from the camera are shaded in yellow.
2 To change the orientation of a surface:
click the surface with the left mouse button to orient it toward the
camera.
click the surface with the middle mouse button (or Shift + left mouse
button) to orient it away from the camera.
NOTE You can click anywhere on the surface (not only the wireframe).
After orienting all the surfaces to face toward the camera, all the surfaces
in the scene should be blue.
See also:
2 Pick all the surfaces to be unified, and then click the Classify button in
the lower right corner of the active window.
Based on the Topology Distance tolerance value (set in Preferences >
Construction Options on page 1088 , under the Tolerances: Topology
subtab), the surfaces are grouped into sets of adjacent patches. Each set
consists of those surface patches that are within the Topology Distance
tolerance. The sets are drawn in different colors to help differentiate them.
An arrow shows the direction of the unified surface orientation on each
set. To change the orientation of the set, click the arrow.
3 When all surface normals are oriented correctly, click the Unify button.
You can continue changing surface orientations, then clicking Unify
again, until you select another tool.
Unify Surface Orientation is a continuous function. To finish using this
tool, select another tool.
See also:
A yellow arrow means that the surface is facing away from you.
See also:
Map a texture
Mesh palette
10
365
Max edge length Specifies the maximum length of any triangle edge (in
current linear units).
Tessellate shells When checked, this option ensures that shells are converted
to meshes that contain no gaps or T-edges, hence producing better results for
visualization and conversion to STL format.
Merge Type This option is only available when Tessellate shells is turned
on.
Modeling Coincident vertices are merged and normals are averaged at the
merged vertices. This is the recommended option for modeling purposes. It
also reduces file size.
Visualize Normals are preserved. Hence, coincident vertices are only merged
if they also have coincident normals. This is the default, as it is the
recommended option to use on shells that have been converted to meshes
for visualization purposes.
See also:
Merge meshes
Use this selection to find a starting point for the tolerance values. If you find
problems with the mesh, adjust the tolerances and recalculate the mesh again.
NOTE A check mark does not appear when you click the box.
Unify Normals Check this box if you want the mesh to have consistent
normals.
Limit edge length Check this box to prevent creation of large triangles, then
enter the maximum side length in the Max edge length box.
Max edge length Enter the maximum allowable edge length for the mesh
you want to create.
Max hole edges If holes in the mesh have no more boundary edges than the
value in this field, they are automatically filled.
See also:
Cut meshes
Divide up meshes
Cut meshes
Merge meshes
Cut meshes
Divide up meshes
See also:
Cut meshes
Trim a surface
Control Options
Auto Recalc. When this option is turned on, the curves are recalculated
automatically when a value is changed in the option window, without the
need to click the Recalc button.
See also:
Where the value of the deviation is between the Acceptable Distance and
the Ramp Distance, the mesh displays intermediate colors as shown on the
ramp.
NOTE The Ramp Distance must be kept larger than the Acceptable Distance.
Absolute Value Ramp Turn on this option if you are not concerned with the
direction of the deviation and simply want to view absolute deviation values.
Use Bands Turn on this option if you want the ramp to display solid bands
of color instead of slowly varying colors.
Vertex Movement
Greatest Non-editable field displaying the maximum vertex deviation.
Restrict If this option is checked, the smoothing process stops when the
maximum vertex deviation between the original mesh and the smoothed
mesh reaches the value of Maximum Permitted.
Maximum Permitted Maximum vertex deviation allowed between the original
and smoothed mesh.
This option only appears when Restrict is turned on.
See also:
Smooth a mesh
See also:
Buttons
Fill All Attempts to fill all the holes that have a number of edges smaller than
Maximum Hole Size.
See also:
The tests are executed sequentially, and feedback is provided through the
option window and prompt line after each repair step. Meshes are repaired
by removing the troublesome triangles.
NOTE Mesh tools such as Mesh Cut, Mesh Offset and Mesh Collar can
automatically repair a mesh before proceeding, without you having to exit and
use Mesh Repair.
A few definitions
degenerate: contains duplicate triangles (that is, the same three vertices
describe two triangles) , or triangles with two or three overlapping vertices.
manifold: no vertex is adjacent to more than two boundary edges, and no
edge is shared by more than two triangles.
oriented: the winding of the vertices around the triangles is such that all
normals have the same orientation.
self-intersecting: the mesh intersects itself.
folded edges: the angle between any pair of adjacent triangles is less than a
given angle.
Display
Display problem locations with arrows If this option is checked, arrows
point to the troublesome triangles in the mesh.
Show boundaries with arrows If this option is checked, it displays an arrow
next to each boundary at the end of the repair process. This helps to identify
small and hard to detect boundaries.
See also:
Control Options
Show Surface Deviation If checked, min and max locators appear at the
points of smallest and largest deviation between the collar and the mesh.
Show Deviation Map If checked, a color deviation map displays the deviation
between the collar and the mesh. A deviation scale (ramp) also appears. This
shows you what areas of the mesh have been affected, and by how much.
Where the value of the deviation is between the Acceptable Distance and
the Ramp Distance, the mesh displays intermediate colors as shown on the
ramp.
NOTE The Ramp Distance must be kept larger than the Acceptable Distance.
Absolute Value Ramp Turn on this option if you are not concerned with the
direction of the deviation and simply want to view absolute deviation values.
Use Bands Turn on this option if you want the ramp to display solid bands
of color instead of slowly varying colors.
History
Create History Turn this option on to save the collars construction history
for later editing.
You can use Object Edit > Query Edit on page 238 or the History View window
and select the collar to re-enter the tool and modify the option values and
input points. However, changing the geometry of the mesh boundary or
curve-on-mesh used to build the collar will destroy the collar history.
See also:
Offset meshes
Some tools such as Mesh > Mesh Offset on page 382 , require that all
components of a mesh have their normals pointing in the same direction.
See also:
Positioning Controls
Transform Mode Translate and Rotate The source mesh can be both
translated and rotated during alignment.
Translate Only The source mesh can be translated only.
Rotate Only The source mesh can be rotated only.
Translate Direction The source mesh is translated along the selected axes:
X, Y and/or Z.
Rotational Axis The source mesh is rotated along the selected axis (X, Y or
Z), or along all three axes (Free).
Show Deviation Map Turn on this option to show the color-coded deviation
map.
Calculate map over selected region The color-coded deviation map is only
calculated over the selected region(s) on the mesh. The rest of the mesh is
shaded in a uniform color.
Ramp Distance Maximum distance between source mesh and targets shown
on the color ramp. Areas on the source mesh where the deviation is larger
than this value are displayed in a solid color (red or purple).
Acceptable Distance Upper limit for the acceptable deviation between source
mesh and target(s). Regions of the source mesh where the deviation is smaller
than this value are colored in green.
Where the value of the deviation is between the Acceptable Distance and
the Ramp Distance, the surfaces display intermediate colors as shown on
the ramp.
The Acceptable Distance also affects the stopping criteria when matching
the source mesh to the destination.
NOTE The Ramp Distance must be kept larger than the Acceptable Distance.
Absolute Value Ramp Turn on this option if you are not concerned with the
direction of the deviation and simply want to view absolute deviation values.
Use Bands Turn on this option if you want the ramp to display solid bands
of color instead of slowly varying colors.
Advanced Controls
Sample density Choose how many sample points are used from the selected
regions of the source mesh.
Automatic Uses an internal number of samples.
By percentage Uses the Percentage of vertices value to calculate the
number of samples.
Percentage of vertices Percentage of the vertices from the selected regions of
the source mesh that are used in the calculation.
A smaller value makes the calculations faster.
This option only appears if Sample density is set to By percentage.
Increase overlap by sliding mesh Choose High, Medium, or Low to specify
the degree to which overhangs (that is, regions of the source mesh that extend
past the destination) are included in the calculations.
If you select Do not change, only the overlapping surface regions are
sampled; overhangs are excluded.
In summary, High includes the most overhangs, while Do not change
includes the least.
Consider local features(+/-) Choose High, Medium, or Low to specify the
degree to which local features (for example dips, or bumps) are taken into
account in the calculations when positioning the source mesh.
A value of Low helps discard regions where the source mesh or destination
presents some dips or bumps that do not have an equivalent on the other.
See also:
Sampling factor This value multiplies the Sample edge distance to specify
the maximum distance from the outside of the tube that are included in the
calculations.
Ensure that this distance covers mostly flat regions, and does not include other
sharp features.
Create Fillet Turn on this option to build a fillet between the NURBS surfaces
that meet along the reconstructed edge.
Fillet Type Constant Radius Builds a circular fillet of constant radius.
Chordal Builds a fillet with a constant distance between the two edges of
the fillet.
Fillet Radius This option appears when Fillet Type is set to Constant
Radius and lets you set the radius of the fillet. This value must be smaller
than the Surface Edge Distance value.
Fillet Chordal Distance This option appears when Fillet Type is set to
Chordal and lets you set the distance.
See also:
View palette
11
Viewing Options
Tumble Center These options rotate the camera about the viewpoint of the
perspective camera or about any given world point.
View Center To rotate the perspective camera about its viewpoint.
World Point Causes the view to rotate around the point in world space
specified by the World Point sliders (for example, 0, 0, 0).
Eye/View/Up These sliders let you define a view by positioning the camera.
The Eye position, View point position, and Up vector end point determine
the view. The nine fields that define these positions contain decimal numbers.
They represent, from left to right, the X, Y, and Z Coordinates for each of the
three camera parameters. To see the camera as you modify it, use WindowDisplay
> Toggles > Cameras on page 585 .
387
NOTE For orthographic windows, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they are
all different or all the same, the results are unpredictable. This is because viewing
operations on orthographic windows are done on the window rather than the
camera.
Zoom The Zoom slider also takes a decimal number which defines the extent
of the field of view of the camera. Values must be positive in the range of 0.2
to 179.
World Point These sliders specify the position of the tumble center in world
space.
See also:
Viewing Options
Eye/View/Up These sliders let you define a view by positioning the camera.
The Eye position, View point position, and Up vector end point determine
the view. The nine fields for these options contain decimal numbers. They
represent, from left to right, the X, Y, and Z Coordinates for each of the three
camera parameters. To see the camera as you modify it, use WindowDisplay
> Toggles > Cameras on page 585 .
Zoom The Zoom slider also takes a decimal number which defines the extent
of the field of view of the camera. Values must be positive in the range of 0.2
to 179.
For orthographic windows, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they
are all different or all the same, the results are unpredictable. This is because
viewing operations on orthographic windows are done on the window rather
than the camera of the window.
See also:
Viewing Options
Eye/View/Up These sliders let you define a view by moving the camera. The
Eye position, View point position, and Up vector end point determine the
view. The nine fields that define these positions contain decimal numbers.
They represent, from left to right, the X, Y, and Z Coordinates for each of the
three camera parameters. To see the camera as you modify it, use
WindowDisplay > Toggles > Cameras on page 585 .
Zoom The Zoom slider takes a decimal number that defines the extent of the
field of view of the camera. Values must be positive in the range of 0.2 to 179.
NOTE For orthographic window, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they are
all different or all the same, the results are unpredictable. This is because viewing
operations on orthographic windows are done on the window rather than the
camera of the window.
Auto Dolly If this option is checked (default), holding down a mouse button
without dragging in an orthographic window dollies smoothly in (left mouse
button), or out (middle or right mouse buttons).
If this option is unchecked, or if you drag the mouse immediately, a dolly box
is drawn and the view dollies in (if you drag right) or out (if you drag left) in
discreet increments.
See also:
After selecting the tool, you can use modifier keys with the mouse. The
following list shows the modifier keys and related actions.
Modifier key
Action
none
Track
Tumble
Dolly
Shift
Pick
Look at
Reset view
When you are working on a large model, screen updates are faster if you
decrease Motion Precision in the Preferences > Performance Options on
page 1086 window.
See also:
Twist Options
Eye/View/Up These sliders let you define a view by moving the camera.
The Eye position, View point position, and Up vector end point determine
the view. The nine fields that define these positions contain decimal numbers.
They represent, from left to right, the X, Y, and Z Coordinates for each of the
three camera parameters.
To see the camera as you modify it, use WindowDisplay > Toggles > Cameras
on page 585 .
NOTE For orthographic windows, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they are
all different or all the same, the results are unpredictable. This is because viewing
in orthographic windows is done on the window rather than on a camera.
Zoom The Zoom slider also takes a decimal number that defines the extent
of the field of view of the camera in degrees. Values must be positive in the
range of 0.2 to 179.
See also:
NavBar Tools
2 In the Tool Palette, select Azimuth/Elevation from the View > Local
Move Camera cascading menu or click its icon.
As the cursor moves, the view rotates about the center of interest (initially
the origin).
To rotate the view both horizontally and vertically, click and drag the left
mouse button.
To rotate the view horizontally about the up point of the camera (azimuth),
press either the left or right arrows.
To rotate the view vertically (elevation), press either the up or down arrow.
Azimuth/Elevation Options
Eye/View/Up These sliders let you define a view by moving the camera.
The Eye position, View point position, and Up vector end point determine
the view. The nine fields that define these positions contain decimal numbers.
They represent, from left to right, the X, Y, and Z Coordinates for each of the
three camera parameters.
To see the camera as you modify it, use WindowDisplay > Toggles > Cameras
on page 585 .
NOTE For orthographic windows, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they are
all different or all the same, the results are unpredictable. This is because viewing
in orthographic windows is done on the window rather than on a camera.
Zoom The Zoom slider takes a decimal number that defines the extent of the
field of view of the camera. Values must be positive in the range of 0.2 to 179
degrees.
See also:
NavBar Tools
NOTE Yaw/Pitch can be used only in a Perspective window. It does not apply
to orthographic windows. Yaw/Pitch is always relative to the current position.
horizontally
middle
vertically
right
left
NOTE With a large model, screen updates caused by moving the camera are faster
if you decrease Motion Precision in the Preferences > Performance Options on
page 1086 window.
moved depends on the Arrow key step size set in the Input section of
Preferences > General Preferences on page 1076 . The default is one pixel.
To rotate the viewpoint left or right (yaw), press the left or right arrow key.
To rotate the view and up points (pitch), press the up or down arrow key.
Be careful to keep the cursor in the window when using the cursor keys.
Type the angles separated by a space or comma, and press Enter (Windows) or
Return (Mac).
Yaw/Pitch Options
Eye/View/Up These sliders let you define a view by moving the camera.
The Eye position, View point position, and Up vector end point determine
the view. The nine fields that define these positions contain decimal numbers.
They represent, from left to right, the X, Y, and Z Coordinates for each of the
three camera parameters.
To see the camera as you modify it, use WindowDisplay > Toggles > Cameras
on page 585 .
NOTE For orthographic windows, two of the three Eye and View values must be
the same, and two of the three Eye and Up values must be the same. If they are
all different or all the same, the results are unpredictable. This is because viewing
in orthographic windows is done on the window rather than on a camera.
Zoom The Zoom slider also takes a decimal number which defines the extent
of the field of view of the camera. Values must be positive in the range of 0.2
to 179 degrees.
Zoom operates like changing the lens on a camera. A value smaller than the
default is like using a telephoto lens, whereas a value larger than the default
provides a wide angle lens effect.
NOTE Zoom does not apply to an orthographic view.
Zoom Options
Eye/View/Up You can use these sliders to define a view by positioning the
camera. The eye position, view point position, and up vector end point
determine the view. These nine fields contain decimal numbers. They represent,
from left to right, the X, Y, and Z Coordinates for each of the three camera
parameters. To see the camera as you modify it, use WindowDisplay > Toggles
> Cameras on page 585 .
Zoom The Zoom slider also takes a decimal number which defines the angle
of the field of view of the camera. Values must be positive in the range of 0.2
to 179.
NOTE For windows other than the Perspective window (orthographic), two of
the three Eye and View values must be the same, and two of the three Eye and
Up values must be the same. If they are all different, or are all the same, the results
are unpredictable. This is because viewing operations on orthographic windows
affect the window rather than the windows camera.
See also:
Look At Options
Fit to View If Fit to View is turned on, using Look at also dollies in on the
object as it is centered in the window. By default, Fit to View is on.
When Fit to View is off, using Look at changes the view point but not
the eye point.
Exclude Lights If you use Look at when nothing is picked, the camera
includes all objects in the view. If Exclude Lights is turned on, lights are
excluded.
Exclude Textures If you use Look at when nothing is picked, the camera
includes all objects in the view. If Exclude Textures is turned on, texture
placement objects are excluded.
NOTE Texture objects are created when using environment or solid textures, and
appear as green boxes with arrows in the view.
Include Symmetric Objects If this option is turned on (default), Look at
takes into account the symmetric instances of objects (on layers with symmetry
planes) when determining a new camera position.
Orient to Ground Plane If this option is turned on, Look at re-orients the
view to place the ground plane at the bottom of the screen. This option is off
by default.
When a construction plane is selected in the Perspective window, the Look
at tool orients the view flush to the plane (that is, the view vector becomes
perpendicular to the plane).
See also:
See also:
In Alias for Windows, you can specify the resolution of the display as well;
this is useful for sketching.
See also:
NOTE To make this tool available, stereo viewing capability must be turned on
through the graphics card.
To improve performance and visibility as you work, Alias does not draw objects
that are very far away or very close in the view windows. This tool lets you
adjust these distances.
Do any of the following:
Drag the left mouse button to adjust the near clipping plane.
In a perspective window, you can drag the middle mouse button to adjust
the focal plane.
Drag the right mouse button to adjust the far clipping plane.
Sets the positions of the clipping planes and adjusts the focal plane for the
camera associated with a modeling window.
Clipping planes are used to cut off display of the scene at a certain distance
from the camera. Objects are not visible outside the volume defined by the
near plane and the far plane.
The focal plane is the plane where objects are in focus when the scene is
rendered. The focal plane can be adjusted only for a perspective camera.
NOTE Clipping planes are not used in RayTracing.
Options
Reference Length The world space length (in current linear units) of the
distance measurement as it first appears on your screen. Choose between 1,
10, 100, or User defined, to adjust this value.
User Defined Length If Reference Length is set to User defined, this field
allows you to enter any value for the length of the initial distance
measurement.
Displayed Length True length of the distance measurement as measured on
the screen with a measuring tape or ruler.
See also:
404
Construction palette
12
405
See also:
A reference plane can be used with certain tools, including the Curve Edit >
Curve Planarize on page 153 tool, Curve Edit > Curve Section on page 153 tool,
and the Cross Section Control section of the Control Panel.
A construction plane allows you to temporarily use a separate coordinate
system that can be arbitrarily oriented with respect to the world space
coordinate system.
You can easily convert a reference plane to a construction plane and vice
versa.
However, there will be times when you need to align objects in a specific
context, where the orientation, position and rotation are different from those
of the world space axes and origin.
In these cases, construction planes let you create and work in an alternative
coordinate system that can be displaced and rotated from the world space
coordinate system.
You can create construction planes that you position and rotate in relation
to the world space coordinate system. Construction planes are useful when
you are modeling objects that must have an absolute orientation that is not
aligned with a major axis.
You can also create construction planes that you position and rotate in relation
to a curve or surface. These tools are very powerful, and are useful in a wide
variety of modeling contexts.
There can only be one construction plane in a scene (that is, the current
construction plane). All other planes are referred to as reference planes. You
can convert a reference plane to a construction plane (and vice versa) at any
time. You can also use reference planes with certain tools (Curve Planarize
tool, Curve Section tool, and the Cross-Sections button in the Control
Panel).
Example
For example, consider the following curve. We want to create a surface
perpendicular to the curve at its end.
Now we can draw the curves for the new surface much more easily. The grid
is perpendicular to the end of the original curve, and the origin of the new
coordinate system is the endpoint of the original curve.
Finally we use the Toggle Construction Plane tool to return to the world
space coordinate system. The new construction curve is exactly perpendicular
to the endpoint of the original curve. Now we can use Set planar or other
surface building tool.
Drawing curves.
Moving objects.
middle mouse button button moves along the Y axis of the plane
or
Planar:
left mouse button button moves freely across the X and Y axis of the
plane
To change between the two control schemes, choose Preferences > General
Preferences on page 1076 , go to the Input section, and set the Mouse
mapping for perspective move: On construction plane option.
Perspective Grid Extent The size of the grid in the perspective window, in
current linear units. Type a value from 1 to 1000000.
Labels Label the grid and subdivision lines with their unit values.
The labels only appear in the orthographic windows.
Label Font Properties This option only appears if Labels is on. The Default
setting gives you a font size of 10. Custom lets you select a Label Font Size
between 8 and 72.
See also:
412
Locators palette
13
Create a label
Create a label
413
Distance Options
Length True The true measurement in 3D world space (such as seen in the
Perspective window).
Projected The measurement reports the distance/angle as it appears in the
window in which the measurement was created.
See also:
Angle Options
Angle True The true measurement in 3D world space (such as seen in the
Perspective window).
Projected The measurement reports the distance/angle as it appears in the
window in which the measurement was created.
See also:
This tool creates a locator showing the deviation between the two objects,
labeling the minimum, maximum, mean, and displaying a deviation comb
indicating the deviation across the length of the objects.
Objects in reference layers can be selected from within this tool.
This tool creates a locator showing the deviation between the two objects,
labeling the minimum and maximum.
Objects in reference layers can be selected from within this tool.
Radius The quill lengths indicate the radius at that point on the curve.
Unit Normal The quill length is constant, so the quills only indicate the
direction of the normal at that point on the curve.
Surf Relative Display the curvature quills, for surface curves, in the direction
of the surface normals.
This option has no effect on free curves.
Auto Scale If this option is checked, the scale of the curvature comb is
automatically calculated to be proportional to the size of the object.
When this option is unchecked, a Scale Value slider appears, allowing you
to set the scale of the comb at the time of creation.
Scale Value The scale applied to the comb quills.
NOTE The Scale Value option uses a logarithmic scale.
Samples The initial sampling density per curve. Change this value after
creating the comb by dragging the middle mouse button.
Display Comb Show the comb quills only.
Outline Show the comb outline (the line connecting the endpoints of the
comb quills) only.
Comb + Outline Shows both the comb quills and the comb outline.
The comb and outline are drawn in different colors.
Torsion Show torsion quills on the curve
Inflection Points Show the inflection points on the curve with small red
arrows.
To speed up display, the arrows are only close approximations. To see the true
inflection point, look for the point where the comb outline crosses the curve.
Show Radius Limit Display regions of the curvature locator using different
colors based on the radius value and the Min. Radius Limit and Max.
Radius Limit values.
Min Max Radius Indicates the points of maximum and minimum radius of
curvature.
Min. Radius Limit, Max. Radius Limit Regions of the curvature locator
between the Min. Radius Limit and the Max. Radius Limit are drawn in
with green quills. Regions of the curvature locator less than the Min. Radius
Limit or greater than the Max. Radius Limit are drawn in with rose quills.
These options are only available when Show Radius Limit is on.
Enable Comb Cutoff Limits the length of quills by the Cutoff Value.
Cutoff Value Limit quills to this length.
This option is necessary because some plot values, such as the radius of a
straight line, are infinite, or very large.
These options are also found in the Information Window when a Curve
Curvature locator is selected. The Information Window has the following
additional controls:
Window Choose whether the annotation appears in all windows or only the
current window.
Font Properties Choose whether the text in the annotation uses a Default
or Custom font.
Font Size Adjust the size of the text when Font Properties is set to Custom.
See also:
Curvature
Evaluate palette
14
Display Options
Locator Persistence If this option is toggled on, the surface continuity indicators
have the ability to become a persistent locator which updates with changes to
the geometry.
421
NOTE Locator Persistence only takes effect if boundaries are explicitly selected
by clicking them (not by selecting surfaces with a pick box or before selecting the
tool).
Check Interior If this option is toggled on, continuity is checked and displayed
along multiple-knot iso-parametric curves in the interior of the surface.
Show Max Labels If this option is toggled on, points of maximum positional,
tangency angle and curvature deviation are shown. Note however that these
labels only appear if part of the boundary has discontinuities (gaps, tangent
or curvature breaks) that are out of tolerance.
Show Edge Labels If this option is toggled on, indicators showing areas of
discontinuities (O, C and T labels) are initially displayed along the
boundaries. Red symbols indicate areas of maximum discontinuity. Blue
symbols indicate areas of minimum discontinuity.
Show Comb This option only appears if Show Edge Labels is on. Toggle it
on to see the comb lines for gaps, tangency breaks, and curvature breaks.
Auto Scale This option only appears if Show Combs is on. When Auto
Scale is checked (default), the scale of the deviation combs is automatically
calculated to be proportional to the size of the object.
When this option is unchecked, three Scale number fields appear (for
Positional, Tangent, and Curvature deviation), allowing you to set the scales
of the comb at the time of creation.
Scale Three values (for Positional, Tangent, and Curvature deviation
respectively) that allow you to adjust the scale of the combs at the time of
creation. These values are only available if Auto Scale is turned on.
See also:
Messages
The Curve curvature tool prints messages in the prompt line about the
continuity at the intersection you clicked:
The curves are not exactly curvature continuous, but are still within the
tolerance set in Preferences > Construction Options on page 1088 .
<deviation> is the difference in curvatures at the intersection.
The curves are not exactly tangent continuous, but are still within the
tolerance set in Preferences > Construction Options on page 1088 . <angle>
is the angle between the curves tangents at the intersection.
The curves are not tangent continuous. <angle> is the angle between the
curves tangents at the intersection.
You did not click a point where two curves (and only two curves) intersect.
tool is no longer active). This allows you to monitor curve continuity as you
edit curves.
Simple Display The locator appears only as a green circle (the curves are
continuous) or a red circle (the curves are not continuous).
Display The locator indicates whether the position, tangents, or curvature of
the curve are continuous.
See also:
Highlights Control
Light Origin The 3D coordinates of the origin of the first light (center point).
You can set the origin with the highlight manipulator when you use the tool.
Direction Type Select either Rotation or Vector.
Light Direction The direction in which the light sources point.
You can set this vector with the highlight manipulator when you use the tool.
Number of Lights The number of lights from which to create curves-on-surface
highlights.
If you use more than one light, the multiple lights are always parallel to each
other.
Light Width The width of the single light source. This option is only available
if Number of Lights is 1.
Set the width to 0 to create a single curve-on-surface. Set the width greater
than 0 to create two curves-on-surface corresponding to the edges of a wide
highlight.
This option has no effect if Visual is turned on.
Light Spacing The spacing between multiple light sources. This option appears
when Number of Lights is greater than 1.
Subdivision The quality of the curve-on-surface projection, from 1 to 6. The
higher the value, the more precise the result. Use low values for draft quality,
use higher values for final results.
Visual Draw fast polylines instead of curves-on-surface.
These lines are mainly for display purposes. Although you can pick them (to
delete them, for example), you cannot use them to create geometry.
Vector/Plane/Point Enter the name of a point/vector/plane to position/align
the Surface Evaluate manipulator with it. (You can also click a
point/vector/plane to align the Surface Evaluate manipulator with it. Or you
can select the point/vector/plane and the surface before selecting the tool.)
Control Options
Create History Save the history of the new curves-on-surface for later editing.
If you turn Create History on, you can modify the surfaces and the
curves-on-surface update.
Auto Recalc. Update the curves-on-surface as you change the values in the
window.
Buttons
Recalc When Auto Recalc. is off, use this button to update the curves on
surface to correspond to the current options.
Undo All Undo all the changes made by the tool and return to the original
surface.
Next Finish creating curves-on-surface on the current surface and prompt for
a new surface to evaluate.
See also:
Curvature Control
Curvature Type Choose the method of calculating curvature on the surface:
Mean Average the two principal curvatures at each point on the surface.
Gaussian Multiply the two principal curvatures at each point on the surface.
Principal Min/Principal Max Use the minimum or maximum curvature
values (that is, the curvature of the steepest or flattest curves that pass through
each point).
Mean or Gaussian curvature is most useful for detecting surface irregularities.
Principal Min or Max curvature is most useful for detecting inflection
points.
Curvature Value Enter the curvature value for the iso-curvature lines you
want to create.
Control Options
Create History Save the history of the new curves-on-surface for later editing.
If you turn Create History on, you can modify the surfaces and the
curves-on-surface update.
Auto Recalc. Update the curves-on-surface as you change the values in the
Curvature window.
Buttons
Recalc When Auto Recalc. is off, use this button to update the curves on
surface to correspond to the current options.
Undo All Undo all the changes made by the tool and return to the original
surface.
Next Finish creating curves-on-surface on the current surface and prompt for
a new surface to evaluate.
See also:
Contour Control
Plane Origin The 3D coordinates of the origin of the plane which intersects
the surfaces to create curves-on-surface.
You can set this origin with the contour manipulator when you use the tool.
Direction Type Select either Rotation or Vector.
Plane Normal The vector perpendicular to the plane.
You can set this vector with the contour manipulator when you use the tool.
Vector/Plane/Point Enter the name of a point/vector/plane to position/align
the Contour manipulator with it. (You can also click a point/vector/plane
to align the Contour manipulator with it. Or you can select the
point/vector/plane and the surface before selecting the tool.)
Control Options
Create History Save the history of the new curves-on-surface for later editing.
If you turn Create History on, you can modify the surfaces and the
curves-on-surface update.
Auto Recalc. Update the curves-on-surface as you change the values in the
Surface Evaluate window.
Buttons
Recalc When Auto Recalc. is off, use this button to update the curves on
surface to correspond to the current options.
Undo All Undo all the changes made by the tool and return to the original
surface.
Next Finish creating curves-on-surface on the current surface and prompt for
a new surface to evaluate.
See also:
Horizon Control
Horizon Type Choose how to project the horizon line onto the surfaces.
Perspective Use the horizon as seen from a certain point in space.
Orthogonal View the horizon from a certain direction. With this technique,
the sightlines are parallel and the viewpoint is infinity.
NOTE If the horizon does not cross the surfaces when viewed from this point or
direction, the Surface evaluate tool does not create any curves on surface.
View Point The point in space from which to look at the picked surfaces and
the horizon.
You can set this point with the viewpoint locator when you use the tool.
This option appears when Horizon Type is Perspective.
Point Enter the name of a point to position/align the Horizon manipulator
with it. (You can also click a point to align the manipulator with it. Or you
can select the point and the surface before selecting the tool.)
This option appears when Horizon Type is Perspective.
View Direction The view direction from which to look at the picked surfaces
and the horizon.
This option appears when Horizon Type is Orthogonal.
Vector Enter the name of a vector to position/align the Horizon manipulator
with it. (You can also click a vector to align the manipulator with it. Or you
can select the vector and the surface before selecting the tool.)
This option appears when Horizon Type is Orthogonal.
Control Options
Create History Save the history of the new curves-on-surface for later editing.
If you turn Create History on, you can modify the surfaces and the
curves-on-surface update.
Auto Recalc. Update the curves-on-surface as you change the values in the
Horizon window.
Buttons
Recalc When Auto Recalc. is off, use this button to update the curves on
surface to correspond to the current options.
Undo All Undo all the changes made by the tool and return to the original
surface.
Next Finish creating curves-on-surface on the current surface and prompt for
a new surface to evaluate.
See also:
Visual Clip
These options let you visually clip the wireframe and shaded model, leaving
the sections visible.
Visual Clip Check this option to display only the part of the model with the
sections (on one side of the sectioning plane).
Flip Check this option to display only the part of the model that does not
have sections. The sections on the invisible part are still displayed.
Clip Offset This option is only available if Visual Clip is turned on.
When checked on, a second clipping plane appears, and the display of
surfaces/meshes is clipped to the location and direction of that second plane
as well, leaving only the part of the model between the two planes visible.
The Clip Offset slider specifies the offset distance of the second clipping
plane from the first.
Section Origin
Translate These fields specify the position (X,Y,Z) of the sectioning planes
origin. They let you cut a section at a precise location along one of the main
world axes (for example x = 100).
Rotate These fields specify the rotation angle of the sectioning plane around
the world X,Y,Z axes.
Click the Rotation Reset button in the view window to reset all rotations
to 0.
See also:
The mold parts are pulled away from the object in a straight line, the pull
vector.
If the sides of the mold are too steep, the object cannot leave the mold.
As well, the object cannot leave the mold if the mold undercuts itself.
The minimum allowable angle between the sides of the mold and the pull
vector is the draft angle.
If part of a surface has an angle less than the draft angle, it is said to be
out-of-draft.
Control Options
Create History Save the history of the new curves-on-surface for later editing.
If you turn Create History on, you can modify the surfaces and the
curves-on-surface update.
Auto Recalc. Update the curves-on-surface as you change the values in the
window.
Buttons
Recalc When Auto Recalc. is off, use this button to update the curves on
surface to correspond to the current options.
Undo All Undo all the changes made by the tool and return to the original
surface.
Next Finish creating curves-on-surface on the current surface and prompt for
a new surface to evaluate.
See also:
NOTE This check does not report multiple knots for which a separate check already
exists (see Multiple Knots).
Minimum Radius of Curvature Report surfaces that have a radius of curvature
smaller than a user-defined value. The smallest radius found on those surfaces
is reported.
Curve or Surf-Boundary Self-Intersect Report curves, surface boundaries, or
trimmed surface boundaries that contain interior self-intersections. A
self-intersection refers to the curve or surface boundary intersecting itself at
one or more locations that are not both endpoints.
Trimmed-Surf Boundary Intersect Report trimmed surfaces containing
boundaries that intersect other boundaries on the same surface, within the
tolerance supplied in the text field.
Maximum Degree Check for objects with a degree higher than the number
specified in the text field.
Maximum Spans Report curves and surfaces that contain a number of spans
exceeding the value specified in the text field.
Surface or Planar Curve Waviness Report surfaces or planar curves that have
more than a user-defined number of inflections (change in curvature sign)
over their entire length (or width for surfaces). The maximum number of
inflections allowed is entered in the text field (default is 3).
Allowed Inflections Per Span This field only appears when Surface
Curvature Waviness is ON. When turned on, it controls the maximum
number of inflections per span allowed for a surface to pass the waviness test,
in addition to the overall number of inflection permitted (see previous option).
The default is 1.
Normal Consistency Check for surfaces whose normal direction is inconsistent
with the normal direction of adjacent surfaces.
NOTE The Topology Distance tolerance (in Preferences > Construction Options
on page 1088 ) must be larger than the Maximum Gap Distance for this check
to find inconsistent normals.
Max Gap Distance - G0 Report objects that exceed a user-defined tolerance
for positional continuity between adjacent curves or surfaces.
The tolerance value is given by Maximum Gap Distance in the Tolerances
Continuity section of Preferences > Construction Options on page 1088 .
NOTE The Topology Distance tolerance (in Preferences > Construction Options
on page 1088 ) must be larger than the Maximum Gap Distance for this check
to find gaps.
See Maximum Gap Distance on page 1091.
Tangent Angle - G1 Report objects that exceed a user-defined tolerance for
tangent continuity between adjacent curves or surfaces.
The tolerance value is given by Continuity Angle in the Tolerances
Continuity section of Preferences > Construction Options on page 1088 .
NOTE The Topology Distance tolerance (in Preferences > Construction Options
on page 1088 ) must be larger than the Maximum Gap Distance for this check
to find tangent discontinuities.
See Continuity Angle on page 1091.
Curvature - G2 Report objects that exceed a user-defined tolerance for
curvature continuity between adjacent curves or surfaces.
The curvature deviation is calculated as:
Report Parameters
Tangent Angle Maximum Maximum angle allowed between the tangents
(or normals) of objects for them to be included in the G1 continuity test.
Curvature Maximum Maximum curvature deviation allowed between objects
for them to be included in the G2 continuity test.
NOTE G0, G1, G2, and Normal Consistency checks are only performed if the
maximum distance between the objects is less than the Topology Distance
found in Preferences > Construction Options on page 1088 .
See also:
See also:
Before analyzing the model, ensure that normals are unified. If they point in
different directions, results can be unreliable.
the surface. In other words, areas where the sphere can fit (shaded green) and
areas where the sphere cannot fit (shaded blue-gray).
Radius The radius of curvature of the surfaces being examined. Any part of a
surface with radius of curvature equal to or smaller than the specified value
is highlighted in red. This radius is used to check for sharp areas.
Triangulation Angle Tolerance Triangulation angle tolerance is the size of
the angle formed between the normals of two disjoint surfaces lying close to
one another. If this angle is greater than the triangulation angle tolerance,
those boundary vertices of the two disjoint surfaces that lie close to one another
are shaded red, indicating a sharp edge.
Pedestrian height
Width of the impact zone (on each side of the center line)
Ground height
The output is a degree 1 curve (polyline) that lies on the hood and indicates
where the top of the head of a pedestrian of the given height would impact
the selected surfaces if the pedestrian was hit by the car and fell across the
hood. The number of spans corresponds to the value of Impact Curve
Samples in the control window.
This impact curve produced by the Pedestrian Protection tool has
construction history and updates when the input values (such as pedestrian
height) or target surfaces are modified.
The input values can be modified through the control window or using the
manipulator, and the curve is re-calculated.
NOTE We assume that the Z axis is the vertical axis and that the centerline of the
car is along the X axis (see illustration above).
Control Options
Impact Curve Samples Number of points calculated for the output curve.
This also corresponds to the number of spans since the curve has degree 1.
Auto Recalc When this is checked on, the impact curve updates as you change
the values in the Pedestrian Protection control window.
Create History When this is checked on, construction history is created for
the impact curve. After leaving the tool, you can modify the surfaces and the
impact curve will update.
Buttons
Evaluate Click this button to re-calculate the impact curve if Auto Recalc
is turned off.
Undo All Removes the impact curve and de-select the surfaces. The values in
the control window are not reset.
See also:
15
447
Initial Projection Same Number Spans The projected curve has the same
number of spans as the original curve.
To Tolerance The projected curve fits the point cloud within the tolerance
you set.
Point Location Method Approximate Quicker but less accurate projection.
Use this option with cross-sectioned data, or when you do not require high
precision.
Surface Intersection Slower but more accurate projection.
Maximum Iterations The maximum number of iterations to try when fitting
within a tolerance. More iterations is slower but may give a better fit.
You usually do not need to change this option.
Create History Save the construction history of the projected curve for later
editing. If you turn Create History on, you can modify the curve that was
used to create the projected curve, and the projected curve updates.
See also:
neighboring surfaces. Do not use this option if you have already projected
the curves onto the point cloud.
hold position This option keeps the edges of the new surface on the
boundary curves, and so keeps positional continuity with neighboring surfaces.
hold position and tangent This option keeps the edges of the new surface
on the boundary curves, and also tries to maintain tangency with neighboring
surfaces.
Fit Surface To Choose the type of data you are fitting the surface to.
For cross-sectioned data, enter the spacing between cross-section slices in the
Spacing Between Cross sections field. This allows the Gridded tool to
calculate a much better fit.
See also:
See also:
Menus
451
452
File menu
16
Create a file
453
Open a file
Create a mesh
Verify on Save Checks the integrity of every checkpoint after it is saved. This
guarantees the checkpoint files were written safely, but slows down auto save.
Clear on Exit Deletes all checkpoint files when you exit Alias.
List Changes the list to show checkpoints from the Current Stage or all
Stages With Checkpoints.
Clear Deletes the selected checkpoint.
Retrieve Loads the selected checkpoint as the current wire file.
Chkpnt Saves a manual checkpoint of the current wire file.
See also:
Save checkpoints
Illustrator format
Create a file
Create a mesh
Specifies where the animation from the SDL file should be placed:
The Before and After options are only available when using the Insert
retrieval method.
Before Causes the SDL animation to be inserted before the first keyframe
of animation on the currently picked object(s).
After Causes the SDL animation to be inserted after the last keyframe
of animation on the currently picked object(s).
From File Causes all of the keyframes from the SDL animation to be
placed at the same times as they occupy in the SDL file.
Option Window Pops up the Start Time slider which you can use to
specify the time at which the first keyframe from the SDL file should be
placed.
Spacing Allows you to specify a time gap to be left between the start and end
of an inserted segment of animation, and between subsequent copies of an
inserted or replaced segment of animation.
If the spacing is set to 0, it is possible (even likely) that the keyframes at either
end of the inserted animation will fall on the same time as one of the keyframes
in the existing animation. Since only one keyframe is allowed at any given
time, the time of the leftmost of the two keyframes is set back by 0.01 frames
to distinguish it from the other and the two are joined with linear tangents.
An exception to this is if both keyframes also have the same value; in which
case, they are merged into a single keyframe.
By explicitly setting Spacing to a value greater than 0, you can avoid the
default behavior and better fine-tune the transition between the existing and
inserted animations.
Copies Specifies the number of copies of the retrieved animation to place into
the existing animation. The first keyframe of each copy immediately follows
the last keyframe of the previous one by the gap specified in the Spacing
option.
Retrieve Joint IK If this option is selected, the IK handle information is
retrieved for the corresponding sections of a skeleton. This information is
saved with the animation in the SDL file.
Overwrite Names If this option is selected, the names of the affected existing
animation curves will be overwritten by the names of the curves retrieved
from the SDL file. If the new name conflicts with that of some other curve in
the existing animation, then a default curve name will be created.
If Overwrite Names is not selected, then the names of the existing animation
curves will be retained. Note that it is not always be possible to retain curve
names, specifically in the case where multiple-instance actions are involved.
If a curves existing name cannot be retained, then it will be given a new,
default name.
The Overwrite Names option is only available for a Replace All operation.
Replace Part and Insert always try to retain existing curve names.
See also:
Import animation
Model Guides You can set up three orthographic drawings as matte planes
to use for model building guides.
For example, in scenes with many objects, you can pre-render the objects
that you are not working on and use these renders as matte planes.
Notes
All of the above options can be changed or refined using the camera editor,
once the image plane has been loaded.
To remove an image plane from the model, use Delete > Delete Image
Planes on page 541 .
You cannot load image planes that have alphabetic characters in their
numeric extension (for example, an animated sequence having numeric
extensions). Make sure the extension only contains numbers. If the image
sequence consists of fields, use the filace utility to first interlace the fields
into frames.
You cannot use images that have extensions of five or more characters.
If there is no active canvas in the active window, the layer is imported into
a new canvas created in the active window.
See also:
Import options
Wire import options
Keep Windows Controls whether windows are retrieved. ON retrieves them,
OFF does not. The default is ON.
Keep Cameras Controls whether cameras are retrieved. ON retrieves them,
OFF does not. The default is ON.
Keep Lights Controls whether lights are retrieved. ON retrieves them, OFF
does not. The default is OFF.
Keep Shaders Controls whether shaders are retrieved. ON retrieves them, OFF
does not. The default is OFF.
Keep Animation Determines whether to retrieve animations or only models.
The default is ON.
OFF retrieves only models; ON retrieves both models and animation. If this
option is ON, a window that contains an animated camera is retrieved.
Keep Background If ON, retrieves backgrounds contained in a wire file. The
initial default is ON.
Keep Construction Options If ON, a prompt will appear asking the user if
they would like to Accept the construction options contained in wire file.
The initial default is ON.
Keep Render Globals If ON, brings in the render globals set for the wire file
into the system, overriding the current settings.
To set render globals, use Render > Globals (see the Rendering book).
Keep Layers If ON, brings the layers you set in the wire file into the system,
overriding the current settings.
Keep Bookmarks If ON, bookmarks are imported as before. If OFF, the
bookmarks are not imported. This helps avoid the proliferation of bookmarks
that can occur when importing several files.
(World Space), or use the flag that is present in the .IGES file (IGES Trim
Flag). IGES Trim Flag is the default. If the value is not specified, we use 3D
world space curves, and if not available, 2D parameter space trimming curves.
Shrink Surfaces When ON, Alias detects trimmed surfaces whose trim
boundaries are the same as, or iso-parametric to, the natural boundaries of
the untrimmed surface. It then converts these surfaces into Alias surfaces by
shrinking the untrimmed surface to the trim boundaries.
When OFF, Alias converts all trimmed surfaces of this type to Alias trimmed
surfaces.
Create Section Data If Create Section Data is ON, degree 1 curves are imported
as section data.
Logfile Output When ON, a logfile containing a list of path names of imported
files, and a list of warning and/or error messages, is generated. The default is
OFF.
C4 import options
Group Determines how files stored in C4 file format are retrieved. When ON,
objects are retrieved as a single group for easier manipulation.
Annotation Enables (ON) or disables (OFF) the processing of supported C4
entities that have been flagged for use as annotation.
Default Trim Curves Selects the trim curves that the processor will use. You
can select parameter space curves, model space curves, or use the flag that is
present in the.VDAIS file. If for any reason the trimming fails, the translator
will try to trim with the alternative curves.
Scale Factor Changes the size of models stored in C4 file format as you retrieve
the file.
Trimmed Surface Optimizations
Shrink Surfaces When ON, Alias detects trimmed surfaces whose trim
boundaries are the same as, or iso-parametric to, the natural boundaries of
the untrimmed surface. It then converts these surfaces into Alias surfaces by
shrinking the untrimmed surface to the trim boundaries.
When OFF, Alias converts all trimmed surfaces of this type to Alias trimmed
surfaces.
Default Trim Curves Selects the curves that the processor will use to trim
surfaces. You can select parameter space or model space curves. If for any
reason the trimming fails, the translator will try to trim with the alternative
curves.
Scale Factor Changes the size of models stored in VDAFS file format when
you retrieve the file.
Keep Color This option only appears when Import Meshes is on. If checked
on, the color for each face of tessellated data is preserved. The default if on.
Merge Vertices This option only appears when Import Meshes is on. If
checked on, all coincident vertices (within tolerance) in a mesh (tessellated
data) are merged, and normals are averaged at the merged vertices. The default
if off.
Tolerance This option only appears when Merge Vertices is on. Vertices
that are within this distance of each other are merged.
Import By Layer If this option is checked on, the geometrical sets are
converted to layers. The default if on.
Import invisible If this option is checked on, CATIA invisible (not datum)
entities are converted to Alias invisible entities.
If checked off (-v option specified for C5ToAl), CATIA invisible (hidden) entities
are ignored and are not converted. This is the default.
Import infinite If this option is checked on, CATIA entities which are
considered as having an infinite geometry (for example, lines, planes) are
imported into Alias.
If checked off (-x option specified for C5ToAl), CATIA infinite entities are
ignored and are not imported. This is the default.
Logfile Output If checked on, a report containing a list of path names of
imported file(s), and a list of warning and/or error messages will be produced.
This options is off by default.
WARNING If vertex normals are retrieved, they are frozen and are not updated.
Vertex level editing, such as moving one vertex in relation to its neighbors, can
make the frozen normals invalid, so subsequent renderings will not be correct.
However, object-level editing (such as translation, rotation, or proportional scaling)
does not cause these problems.
Input Units Specifies the major linear unit for the incoming file.
Scale Factor Specifies the scaling factor for this save. The default is 1.0.
Merge Vertices Specifies whether vertices are considered for merging.
ON (the default) Vertices are merged if they are within the position tolerance.
OFF Vertices are not merged.
Position Tol. (units) Specifies how close vertexes must be to be merged, in
the current major linear units. The default is 0.0001 unit.
an assembly a different color, so that each part will become a separate mesh
in Alias. The colors are also translated into simple Alias shaders and these
shaders are assigned to the appropriate objects.
Group Determines how files stored in the Pro/ENGINEER Render file format
are retrieved. When ON, objects are retrieved as a single group for easier
manipulation.
Input Units If the units of the Pro/ENGINEER Render coordinate data is
known, it can be set using one of the options in this popup menu so that the
data is properly converted to the linear units set in Alias. The default is
INCHES.
Scale Factor Changes the size of models stored in the Pro/ENGINEER Render
file format as you retrieve the file.
Keep Normals Vertex normals in Pro/ENGINEER Render files all point towards
the inside of objects. For rendering purposes in Alias, these normals must
point towards the outside of objects. Consequently, the translator flips all
vertex normals during the translation.
The vertex normals of meshes are usually recalculated by the Alias renderer
before it renders meshes. By default, the normals assigned to vertices in the
Pro/ENGINEER Render file are frozen so that they are used by the renderer
rather than discarded and recalculated. This allows the renderer to produce a
better quality rendering.
To suppress this behavior, set Keep Normals OFF so that the renderer will
discard the Pro/ENGINEER assigned normals and recalculate them.
WARNING If vertex normals are retrieved, they are considered frozen and they
cannot be changed, so vertex level editing, such as moving one vertex in relation
to its neighbors, may invalidate the vertex normal since it will not be updated,
and subsequent renderings will not be correct.
NOTE Object level editing, such as translation, rotation, and proportional scaling
are still valid operations on frozen normals.
Merge Vertices By default, the translator may merge the vertices of triangles
along apparent shared edges. If two vertices have the same x,y,z position
within a tolerance and have the same normal within angular tolerance, they
are merged into one vertex. This allows Alias to do smooth shading across the
edges. If two vertices have the same x,y,z position, but have different normals,
then these vertices are not merged to maintain the hard edge.
If set to OFF, no vertex merging occurs and all edges are rendered hard.
If set to ON, the POSITION/NORMAL menu becomes available.
Description
POSITION + NORMAL
POSITION
Position Tol. (units) The tolerance used for comparing vertex positions can
be specified using the Input Units option selected. The value specified is in
the same units as the data. For example, if you specified 0.01 MILLIMETERS
from the Input Units menu, the tolerance for comparing vertex positions is
0.01 millimeters.
NOTE If you change the units from the default inches, then the default tolerance
of 0.0001 may have to be changed to make sense for the units specified.
Normal Tol. (degrees) The tolerance used for normal comparisons can be
specified in degrees and is the angle between the normals of two vertices. The
default is that two vertices will be merged if their positions are equal within
tolerance and the angle between the normals is less than 1 degree.
TIP To save the entire scene (not just the picked objects), use File > Save on page
454 or File > Save As on page 455 .
The window displays different options based on the file format you choose.
Some file formats, such as OpenInventor, have no options.
For more information on the command line utilities corresponding to these
formats see Platforms and Command reference.
See also:
Hierarchy You can choose to write out the channels for just the object (None),
the object and its ancestors (Above), the object and its descendants (Below),
or the object and its ancestors and descendants (Both).
Save Joint IK If this option is toggled ON when you save an animation for a
skeleton, the IK handle information is saved for each joint of the skeleton.
Additional hierarchy information associated with the handles of the skeleton
is also saved.
Data Per Frame If toggled ON, each channel is written out as linked to a
single parameter curve action that is sampled in frame increments specified
by the By option. This is similar to replacing the channel and possibly all its
timewarp actions with a single action, as in CurveTools > Use result in the
Action Window (Animation > Editors > Action Window on page 871 ).
Time Range If Data Per Frame is toggled ON, the following Time Range
options are displayed. You can write out the animation on a channel for its
complete range, or only within the specified time.
All Each channel is written out as a parameter curve action defined over
the complete range of the channel using the By slider.
Option Window The channel is sampled only between the specified Start
and End values, with an interval determined by the By value.
Limitations
Either rename the existing curve before retrieving the animation, or edit
the Anim SDL file and rename both the curve and the expressions reference
to it.
See also:
The choice will be reflected in the output .slc files headers keyword TYPE.
Auto Range If toggled ON (default) this option uses the bounding box of the
object to determine where to compute the slices (contour data). The slices will
be produced for the entire object, no matter what its position is in space, If
toggled OFF, two extra sliders are displayed.
Thickness Specifies the spacing (in mm) of the slices (contoured layers). By
default the value is 0.01 mm.
The Header Section The header section of the .slc file is an ASCII character
string (up to 2048 bytes) containing global information about the model.
Vender package and version number (which produce the SLC file
(-PACKAGE ALIAS STUDIO V10.0)
Calculations and sets from SLC output x,y,z extends of the model
(-EXTENTS mx,Mx,my,My, mz,Mz)
See also:
Create valid output for Rapid Prototyping (STL and ZPR files)
JPEG
TIFF
JPEG
TIFF
Specify Image Size If checked, two sliders enable you to set (in pixels) the
dimensions of the output image.
Maintain Aspect Ratio If this option is checked, the Vertical Size value is
first adjusted so that the aspect ratio corresponds to that of the current window.
Changing the horizontal or vertical size will then automatically adjust the
other slider so that the aspect ratio of the image is preserved.
This option only appears when Specify Image Size in on.
Horizontal / Vertical Size Size (in pixels) of the output image.
These options only appear when Specify Image Size in on.
Quality Level This option only appears when the File Type is jpeg.
Use the pull-down menu (Maximum, High, Medium or Low) or the slider
(values from 1 to 100) to adjust the quality of the jpeg image. A higher quality
will result in a larger file size.
values specified in Render > Editors > Render Stats on page 622
unless
the Quality Type is set to GLOBAL in the Render Globals Quality Parameters
Push buttons
Save Saves the current settings in the window.
Go Starts the conversion.
During conversion, this button changes to Abort. Click it again to stop the
conversion.
Exit Closes the translator window.
Text section
This section appears at the top of the window. Type a comment for saving
with the scene. To clear its contents, click Clear text.
Animation section
The text at the top of this section indicates the animation frames available
for export. If you add frames while this window is open, this number will no
longer be accurate. (Click Update to update the frame count.)
Start Frame and End Frame Specify the start frame and end frame of the
animation you want to convert.
Frame step Defines the number of animated frames between exported frames.
Frames per sec Specifies the playback speed of the converted animation.
Animate Lets you choose what to animate. Select one or more of
transformations, vertices, shaders, and lights.
View frames When checked, lets you view animation frames in the Alias view
windows while you export them.
Hierarchy section
Hierarchy World Do not export hierarchy (all vertices use world space)
Flat One level of hierarchy: transformations use world space, vertices use
local space
Full Export the full DAG tree hierarchy: transformations and vertices use
local space
Export All Export everything visible in the scene
Picked Export everything picked in the scene (items lower in the DAG tree
from the DAG nodes of picked objects are not included).
Active Export everything picked in the scene (items lower in the DAG tree
from their DAG nodes of picked objects are also included).
Navigation section
These settings control the initial set-up of the VRML browser when it opens
the .wrl file:
Viewer The initial type of navigation.
Headlight When ON, the viewer will cast light on the scene.
Other options
Textures Export textures.
Normals Export normals.
Color per vertex ON Calculate color for each vertex.
OFF Calculate color for each polygon.
Long Lines ON Save the VRML text file with long lines.
OFF Break the VRML text file into short lines (each value on a separate line).
Turn this option OFF if you want to edit the output file with a text editor that
does not handle lines longer than 80 characters well (such as vi). This will
increase the size of the output file.
Auto launch viewer When ON, opens the new VRML file in Netscape
Navigator after export.
To view VRML files in Netscape Navigator, you must have the Navigator VRML
plug-in installed.
Sample Textures Converts procedural textures to image files.
Textures Imbedded Includes texture image data in the .wrl file (not
currently supported).
SGI image file Converts texture images to SGI format and reference.
Use texture path in URL Includes the texture path in the URL of the .wrl
file.
Texture path Save textures to this directory.
Output section
Scene name Base name for the scene, to which the translator will add the
suffix .wrl.
Export options
UGS-NX export options (Windows only)
NOTE When saving a file with the same name you will be prompted with: File
already exists. Do you want to replace it?
Output Units Export in inches or millimeters.
Convert Facets When ON, meshes are converted to Facet entities.
Convert Nurbs When ON, NURBS geometry (curves, surfaces, shells) is
converted.
Convert Curves When ON, curves are converted.
Convert Points When ON, space points are converted.
Split surface at internal discontinuity If this option is checked, surfaces will
be split at multi-knots which have G1 discontinuity.
Use Fixed Tolerance 0.00001 (mm) If this option is checked (default), this
value is output in the UG file as the model defined distance tolerance. It
corresponds to the UG session linear precision which is 1e-08 m in UG files.
Logfile output If chosen a report containing a list of path names of imported
files, a list of warnings and/or error messages, a detailed entity mapping report
and a table that documents the number of each type of entity processed during
the import, will be produced
Edit File Comments When you click in this field, an editor window is
displayed where you can type comments specific to the file you are saving.
This editor window can be specified in the General section of Preferences >
General Preferences on page 1076.
The user can save the model and all the geometry in an Alias Stage, into a
STEP product. This is performed by choosing the Hybrid Models option (the
default).
If, because of contractual or system limitations on the receiving side, a Hybrid
model cannot be used, you can select single model representations, as
explained in the following table.
Any Alias Geometry
Hybrid Models
G5 BREP Solids
G3 Manifold Shells
Alias Surface
G2 Surface Models
Alias Curves
G2 Wireframe Models
operations that require a sharp turn in a curve. Note: many CAD packages
will not accept models with multi-knots. Default is ON
STEP Header Information Allows you to attach configuration data to your
STEP file.
Tesselation
Tessellator When the tessellator is set to Fast, models are triangulated more
quickly and less accurately. When the tessellator is set to Accurate, models
are triangulated more accurately and slowly.
Tolerance The value specifies the amount the polygonal surface can deviate
from the original NURBS surface.The default value is 0.01.
Limit Edge Length If checked, a Max edge length slider appears to control
how large the triangles can get. If unchecked, there is no limit on the size of
the triangles.
Max Edge Length Specifies the maximum length of any triangle edge (in
current linear units).
making non rational curves and surfaces where rational ones existed before
When Rebuild Surface is set ON, the resulting curve or surface is forced to be
at most degree three, with the weight of all CVs equal to a value of 1.
For example, if your model contains curves or surfaces that are rational (with
some weights that are not equal to 1.0) or high degree (higher than cubic or
bi-cubic), then it is sampled at a number of checkpoints and the data is fit
with a cubic or bi-cubic, non-rational curve or surface. Knots are inserted until
the fit is within the specified tolerance.
NOTE When Rebuild Geometry is set OFF, rational geometry is automatically
rebuilt to be non-rational because the VDAFS format supports high degree
geometry but not rational geometry.
Scale Factor Lets you save the wire model at a scale other than it was
constructed. 1.0 is the default value.
Filename Extension Some receiving systems require that CAD files have a
specific filename extension before they can be recognized. The filename
extension specified here is automatically appended to the filename of the
exported file.
The default is.vda.
NOTE There is no Output Units option for VDAFS because coordinate data
exported to VDAFS files is always in millimeters, regardless of the linear units set
in Alias. This is a requirement of the VDAFS standard.
Edit File Header When you click this field, a File Header Information menu
is displayed with fields specific to the file format youve chosen. Use these
fields to communicate information about the model being exported and the
sender and receiver of the data. This information is exported in the file header
of the file.
These fields are optional.
TIP Review IGES/VDAIS output environment variables option definitions on page
503 for more information.
Edit File Comments When you click in this field, an editor window is
displayed where you can type comments specific to the file you are saving.
This editor window can be specified in the General section of Preferences >
General Preferences on page 1076.
C4 export options
Output Style Choose to preserve surfaces or (depending on your drafting
packages) convert them to curves.
If you choose to convert surfaces to curves and have set the patch precision
to a number greater than the default, all isoparametric curves are stored in
the file.
The default is PRESERVE SURFACES.
Include Comments Determines whether or not comments entered in the
Edit File Comments section (found in the C4 File Header Information window)
are included in the exported file. The default is OFF.
Rebuild Geometry When set OFF (default is OFF) the degree of the resulting
surface and the weights on the CVs do not change.
When set ON, your models are modified so that all curves and surfaces are
compatible with CAD systems or neutral file formats that cannot fully support
NURBS and/or high degree geometry by:
Making non rational curves and surfaces where rational ones existed before.
When set ON, the resulting curve or surface is forced to be at most degree 3,
with the weight of all control vertices equal to a value of 1.0.
For example, if your model contains curves or surfaces that are rational (with
some weights that are not equal to 1.0) or high degree (higher than cubic or
bi-cubic), then it is sampled at a number of checkpoints and the data is fit
with a cubic or bi-cubic, non-rational curve or surface. Knots are inserted until
the fit is within the specified tolerance.
Scale Factor Lets you save the wire model at a scale other than it was
constructed. 1.0 is the default value.
Significant Digits The number of significant digits for coordinate data in the
exported file can be specified in this field. The minimum number is 1 and the
maximum number is 15.
Output Units Lets you choose either millimeters or inches as the data units
used for exported coordinate data. The exported coordinate data is converted
from the current linear units set in Alias to the selected units. MILLIMETERS
is the default.
The C4 standard allows only inches and millimeters, so these are the only two
choices available.
NOTE The C4 standard requires the file extension of a C4 conforming file to be
.c4x. This file extension is automatically appended to the filename of the exported
file
Edit File Comments When you click in this field, an editor window is
displayed where you can type comments specific to the file you are saving.
This editor window can be specified in the General section of Preferences >
General Preferences on page 1076.
For B-SPLINE, curves are written as NURBS curves (entity 126) in VDAIS
and surfaces as NURBS surfaces (entity 128). This is the default.
For PARAMETRIC, curves are written as parametric curves (entity 112) and
surfaces as parametric surfaces (entity 114).
The PARAMETRIC option does not support high degree or rational geometry.
When using this option, any high degree and/or rational geometry is
automatically rebuilt to be, at most, cubic and non-rational.
Output Style Converts surfaces to curves for some drafting packages. If you
choose to convert surfaces to curves and have set the patch precision to a
number greater than the default, all isoparametric curves are stored in the file.
The default is PRESERVE SURFACES.
Surface Type Determines whether trimmed surfaces are written as trimmed
or bounded. The default is TRIMMED SURFACES.
For TRIMMED SURFACES, trimmed surfaces in the modeler are written as
trimmed surface entities (entity 144) and (trim) surface curves are written as
curve on surface entities (entity 142) in the VDAIS file.
Level Mapping Determines the type of Alias information exported as VDAIS
Level information.
For LAYER, Alias Layer number information associated to each entity is
exported as IGES Level information in the Directory Entry of this VDAIS entity
in (field number 5). In this case, Alias SET information is ignored and not
exported to VDAIS.
For SET, Alias Set information is exported as IGES Level information. If an
Alias Set is given a name of the form LEVEL<n>, where <n> is an IGES level
number and greater than 0, then the corresponding VDAIS entity for each
member of the Alias Set is assigned to level<n> in the VDAIS file.
For example, the VDAIS entities corresponding to each member of the set
LEVEL42 are assigned to level 42 in the VDAIS file. Alias Multi-sets information
is exported as VDAIS (type 406, form 1) Property entity definition levels. If
an Alias object is a member of several multi-sets that conform to this naming
convention, then the VDAIS file contains a Property Entity 406 form 1
(Definition Levels) listing the VDAIS levels to which the corresponding entity
belongs. In this case, Alias Layer information is ignored and not exported to
VDAIS.
Include Comments Determines whether or not comments entered in the
Edit File Comments section (found in the VDAIS File Header Information
window) are included in the exported file. The default is OFF. See File Header
Information page 46 for details.
Rebuild Geometry When set OFF (the default), the degree of the resulting
surface and the weights on the CVs do not change.
When set ON, models are updated so that all curves and surfaces are compatible
with CAD systems or neutral file formats that cannot fully support NURBS
geometry by:
Making non rational curves and surfaces where rational ones existed before.
The resulting curve or surface is forced to be at most degree 3, with the weight
of all CVs equal to a value of 1.0.
For example, if your model contains curves or surfaces that are rational (with
some weights that are not equal to 1.0) or high degree (higher than cubic or
bi-cubic), then it is sampled at a number of checkpoints and the data is fit
with a cubic or bi-cubic, non-rational curve or surface. Knots are inserted until
the fit is within the specified tolerance.
Scale Factor Lets you save the wire model at a scale other than it was
constructed. 1.0 is the default value.
Significant Digits Lets you specify the number of significant digits for
coordinate data in the exported file. The minimum number is 1 and the
maximum number is 15.
Filename Extension Some receiving systems require that CAD files have a
specific filename extension before they can be recognized. This filename
extension specified is automatically appended to the filename of the exported
file. The default is.iges.
NOTE There is no Output Units option for VDAIS because coordinate data
exported to VDAIS files are always in millimeters, regardless of the linear units set
in Alias. This is a requirement of the VDAIS standard.
Curves and surfaces are written to IGES as NURBS curves and surfaces. Layer
Number information is exported as IGES Level information and can be
recognized by each IGES entity. Alias Set information is not exported.
Surface Type Determines whether trimmed surfaces are written as trimmed
or bounded. The default is TRIMMED SURFACES.
Output Style Lets you preserve surfaces or convert them to curves for some
drafting packages. If you choose CONVERT TO CURVES to convert surfaces
to curves and have set the patch precision to a number greater than the default,
all isoparametric curves are stored in the file. The default is PRESERVE
SURFACES.
Scale Factor Lets you save the wire model at a scale other than it was
constructed. 1.0 is the default value.
Significant Digits The number of significant digits for coordinate data in the
exported file can be specified in this field. The minimum number is 1 and the
maximum number is 15.
Output Units Lets you choose any of the data unit types supported by the
IGES standard, including miles, feet, inches, mils, microinches, kilometers,
meters, centimeters, millimeters, and microns. The exported coordinate data
is converted from the current linear units set in Alias to the units selected
here.
An additional choice is available called MODEL, which keeps the output units
in the exported file the same as the linear units in Alias (IGES option only).
File Extension Some receiving systems require that CAD files have a specific
filename extension before they can be recognized. The filename extension
specified here is automatically appended to the filename of the exported file.
The default is.igs.
IGES Version Use the items in this menu to set the IGES version number in
the exported IGES file to 5.0 for systems that require it. The default is IGES
version 5.3.
NOTE Some receiving systems may not yet support the IGES 5.3 format.
Logfile Output When ON, a logfile containing a list of path names of exported
files, and a list of warning and/or error messages, is generated. The default is
OFF.
WARNING
If you create in Alias a surface of revolution with negative angle sweep (the
starting angle or/and angle negative) this surface of revolution will be exported
to IGES format as a NURBS Surface (IGES entity type 128) and not an IGES
Surface of Revolution (IGES entity type 120).
All curves and surface isoparametric curves higher than degree 1 are
converted to linear curves and output as IGES entities 106, copious data
form 12.
When set to 1 and used in conjunction with the PRESERVE SURFACE option:
All curves higher than degree 1 are converted to linear curves and output
as IGES entities 106, copious data form 12.
Surfaces higher than degree 1 are converted to linear b-spline surfaces and
output to IGES entities 128, b-spline surface or 114 parametric surface. The
linear mesh is defined by the surface isoparametric curves, and the density
of the mesh is controlled using Object Edit > Patch Precision on page 238
.
IGES_OUT_SURF_AS_TRIM Setting this variable to 1 causes all untrimmed
surfaces to be output as trimmed surfaces. The default of 0 produces no change
in surface output.
IGES_OUT_INSTANCE_COPIES With the default of 1, Alias instances are
output as transformed copies of the geometry that they instance. When set
to 0, Alias instances are not stored.
IGES_OUT_POLYLINE_TYPE With the default of 0, multi-span linear spline
curves (polylines) are output as copious data IGES entities (106), and when
set to 1, as IGES entity Rational B-spline curve (126), or the IGES/VDAIS Output
Style option.
IGES_OUT_OUTPUT_STYLE When set to 1, surfaces are converted to curves.
With the default of 0, surfaces are preserved in the IGES or VDAIS file. The
value of this variable is reflected in the IGES or VDAIS Output Style option.
IGES_OUT_SURFACE_TYPE With the default of 0, Alias trimmed surfaces are
written as IGES entity 144 and curves on surface are written as IGES entity
142.
When set to 1, trimmed surfaces are written as IGES Bounded Surface entities
(143), and curves on surface are written as IGES Boundary entities (141). The
value of this variable is reflected in the IGES or VDAIS Surface Type option.
IGES_OUT_MONOTONE_2D_TRIM This variable controls the output of 2D
parametric space trim curves. When set to 1, 2D parametric space trim curves
are output in monotone increasing/decreasing pieces. When set to 0, these
trim curves are output whole.
IGES_OUT_CUBIC_2D_TRIM When set to 1, all 2D parametric space trim
curves are degree raised to cubic if necessary. When set to 0, these trim curves
may be of degree 1, 2 or 3.
IGES_OUT_LINEAR_2D_TRIM When set to 0, linear 2D parametric space
trim curves that lie on a natural surface boundary are output as IGES entity
type 110 Line. When set to 1, these curves are output as linear b-splines in
the form of IGES entity type 126 Rational B-Spline Curve, or the IGES/VDAIS
Spline Type option.
IGES_OUT_CONS_PREF Controls the value of the PREF flag (preferred
representation in sending system) of IGES entity type 142 Curve on a
Parametric Surface. Some receiving systems require a specific value for this
field. The set of values for this variable correspond to the valid range of values
for the PREF flag.
The values are: 0 = Unspecified; 1 = 2D parameter space curve; 2 = Model Space
Curve; 3 = Both 3D and 2D curves equally preferred.
IGES_OUT_DEGEN_TRIM When set to 0, degenerate 3D model space trim
curves (that occur at the poles and seams of periodic geometry) are removed
from trim boundaries before these boundaries are output to IGES or VDAIS.
When set to 1, degenerate 3D model space trim curves are not removed
(0=none, 1=poles, 2=seams, 3=poles and seams).
IGES_OUT_SCALE This variable specifies the scale factor applied to the wire
model when it is exported. The default is 1.
When set to 1, degenerate 3D model space trim curves are not removed
(0=none, 1=poles, 2=seams, 3=poles and seams).
IGES_OUT_VERSION This variable controls the version of IGES used for the
output file. When set to 6, the output file conforms to IGES V4.0. When set
to 8, the output file conforms to IGES V5.0. When set to 11, the output file
conforms to IGES v5.3. No other versions of IGES are supported on output
(this parameter is not applicable for VDAIS). For VDAIS files, this variable
always has a value of 6.
IGES_OUT_UNITS This variable controls the units of measure used for the
model in the output file.The valid ranges of values for units are:
Value
Unit
Value
Unit
Inches
Kilometers
Millimeters
Mils
Model
Microns
Feet
10
Centimeters
Miles
11
Microinches
Meters
No other units are supported. If set to 3, then the linear units set in the Alias
modeler are used. For VDAIS compatibility, this parameter is ignored since
the units must be millimeters.
IGES_OUT_FILE_TYPE This variable specifies the output file type: 1 = IGES
(default), 2 = VDAIS, 3 = JAMAIS, 4 = C4.
IGES_OUT_FILE_EXT This variable specifies what the file extension of the
output file will be. It can be set as anything valid for UNIX, but the value must
begin with a '.'. For example, some systems require .igs. If the value is invalid
or not present, the default .igs is used.
Wire Options
Embed Image References If toggled ON, all file texture and environment
images used in a scene are embedded into the wire file. This improves your
ability to move files around without losing texture and environment images
required to render the scene.
Extract embedded images using File > Image References > Extract Image
References on page 523 .
NOTE You can use a stand-alone utility called EmbedTextures.exe if you want to
convert a number of files all at once.
Include Installed Images If toggled ON, texture and environment images
from the installed visualization library are embedded into the wire file.
Recommended for file sharing with users running older versions of Alias.
amounts of design data and providing alternative shading and comparisons for design
reviews.
Remove Alternative Removes the selected Alternative (on the right side of
the Reference Manager window). This has the same effect as right-clicking on
the Alternative and choosing Remove Alternative from the menu.
New Alternative Creates a new Alternative (on the right side of the Reference
Manager window). If reference files were selected, they become part of the
Alternative.
Duplicate Alternative Makes a copy of the selected Alternative. The copy is
place below the selected alternative and called Copy of <alternative name>.
Promote Geometry Copies and transforms selected parts of the reference data
into real geometry. (Use Pick > Pick Reference on page 5 to select individual
components in the view windows.)
Promote Shader Places the shader from the selected reference object in the
Multi-lister, so it can be re-used. (Use Pick > Pick Reference on page 5 to select
individual components in the view windows.)
Retessellate Re-translates the selected reference file according to the new
tessellation options in the option box.
View menu
Reference Files Shows only the left side of the Reference Manager window.
Alternatives Shows only the right side of the Reference Manager window.
Both Shows both sides of the Reference Manager window (Reference Files and
Alternatives).
+/- All Expands or collapses the content of all the reference files and
Alternatives.
Output tab
Printer The printer to output to. This pop-up menu shows all the printers
available to your local system.
On Windows, this is all the printers in your Printers folder (Start > Settings
> Printers).
Output Style The page description language used by your printer.
If you are printing to a PostScript printer, choose PostScript.
If you are printing to an HP/GL printer, choose one of the HP/GL options. If
your printer supports color, choose HP/GL2. Otherwise, check your printer
manual to find out which protocol your printer uses.
To output sketching curves to an Adobe Illustrator format file, choose
Illustrator. Note that only sketch shapes are output to Illustrator: no NURBS
curves or surfaces will be output.
Output to Output to a printer, or redirect the output to a file.
Appearance Print in Color or Black and White.
Print Range Choose which pages of all the possible pages to print (for layouts
that spread over multiple pages).
All Prints all pages.
Page placement Allows you to choose which part of the drawing will
appear on the page by dragging a representation of the page around the print
preview with the middle mouse button. This only works when Viewing type
is Scale.
Range Choose a start and end page to print.
Selection Print only the pages currently selected in the print preview
window (File > Print on page 517 ).
Number of Copies The number of copies to print to the printer. Not available
when output is directed to a file.
PostScript features Click to show a dialog box for setting low-level
PostScript-specific options.
Paper tab
Paper Type The type of paper used by your printer.
For printers fed by a continuous roll of paper, set the paper type to Rollfeed.
For normal printers fed by a tray with sheets of paper, set the paper type to
Pre-cut.
Standard Controls which international paper-size naming standard is used
to choose a paper size.
Size The paper size to output to.
Orientation Portrait (top of the output is at the top of the page) or
Landscape (top of the output is at the right edge of the page).
Margins The amount of space between the edge of the printers printable area
and the output.
Info tab
Draw Titlebox Whether to show the information box on the output.
Information fields The information that will appear in the information box.
Drawing Scale This value is automatically calculated based on the current
settings in the Viewing tab. You cannot edit it directly.
Units This value is taken from the units used in your model (Preferences >
Construction Options on page 1088 ). You cannot edit it directly.
Titlebox Font Size The font size of the text in the information box.
Viewing tab
Objects Output only picked (Active) or All objects in the model.
Viewing Type Scale Manually control the Layout Style and Scale.
Scale To Fit Automatically scale to accommodate a manually controlled
Layout Style.
Screen Match the layout and scale to the programs view windows.
Screen scale Match the layout of the programs view windows with manual
control over Scale in orthographic views.
Layout Style The layout of orthographic and perspective windows in the
output.
Scale Type Controls how you specify the scaling factor.
Ratio Enter the ratio between the output and the model, separated by a
colon (:).
Percent Enter the percentage of the models size to output.
Scale The scaling ratio or percentage (as specified in Scale Type).
Sync Viewing Axis Locks the axes of the orthographic views together, so
moving one view automatically moves the other views.
Match Paper Border Automatically fit the views to fill the available area on
the page.
Image Controls what color space is displayed in the print preview.
The colors in most images are specified using RGB values. The RGB color space
cannot be completely reproduced on a CMYK printer. This option lets you
preview what the images will look like when printed on a CMYK printer.
Drawing tab
Draw Grid Shows the grid in the output.
Draw Rulers Shows unit rulers along the edges of the views.
Crop Marks Shows crop marks around the edges of the output to allow for
easier registration.
Draw Border Shows borders around the views.
Border Thickness The width of the lines used to create the borders.
Grid Thickness The width of the lines used to draw the grid.
Ruler Font Properties Overrides the default font size for ruler text.
Ruler Font Size The font size of ruler text labels.
Edit Layer Print Attributes Click to show a dialog box allowing you to set
print attributes by layer.
Line Thickness The width of the lines used to draw the model.
Locator Color The color used for drawing locators, on color printers.
Filled Arrow Fills arrowheads with color.
Arrow Width The width of arrowheads in the output.
Arrow Length The length of arrowheads in the output.
Font Properties Overrides the default font size for locator text.
Locator Font Size The font size of locator text labels.
If you have surfaces behind other surfaces that you want to be plotted (for
example, dials behind a transparent plastic shield), make the transparent
surfaces wireframe invisible before choosing Print; because hidden line
plotting doesnt recognize shader transparency.
Print Setup... Opens the Print window where you can choose a printer, set
the printer properties, number of copies, and so on.
Page Setup Opens the Page Setup window where you can choose the paper
size, orientation, and the printer tray.
Orientation Choose Portrait or Landscape. You can also set this value
from the Page Setup window (see above).
Fit to Page Check this box if you want the image to be automatically sized
to fit on the paper. If it is unchecked, the following options appear.
Height/Width Specify the height and width of the image (in either centimeters
or inches, depending on the units set in Preferences > Construction Options
on page 1088).
Center Image Check this box if you want the image to be automatically
centered on the paper. If it is unchecked, the following options appear.
Top/Left Specify the top and left margins (in either centimeters or inches,
depending on the units set in Preferences > Construction Options on page
1088).
See also:
Illustrator format
Buttons
Mode Determines what will get printed.
Plot Print The three orthographic views are printed by default, with an
information box in the lower right corner. The current canvas and wireframe
are printed, but not shaded geometry.
Print Canvas The current canvas is printed. The Preview area shows the
current canvas only. Use the Views lister to select a different canvas to print.
Click the Setup button to open the Print Setup window that lets you specify
the Image Size and Position. The image will always be adjusted to fit on the
page.Only the canvas is printed, without any geometry.
Print Window The whole content of the window is printed, including
shaded geometry and canvas. This is the same content as what gets saved
when using File > Export > Current Window on page 481. The Preview area
shows the active window only. Use the Views lister to select a different
window to print. Click the Setup button to open the Print Setup window
that lets you specify the Image Size and Position. The image will always be
adjusted to fit on the page.
Print Sends the output to the printer/file.
Preview area
The content of the Preview area depends on the Mode selected.
If Mode is set to Plot Print (the default), the Preview area shows the
following:
NOTE To export a curve to Illustrator using File > Print, shape attributes must
be assigned to the 2D curve. 3D NURBS curves, isoparametric curves, curves on
surface, or boundary curves will not be exported.
No. of papers Shows the total number of columns and rows of pages in the
output.
Page Size Shows the Paper Size, as selected in the Print Setup window.
Print Mode Shows the setting of the Mode button, Plot in this case.
Edge handles Drag these handles to change the size of a row or column of
views in the output.
Center handle Drag this handle to change the relative sizes of views.
View Move the mouse over a view and hold Shift + Alt (Windows) or Shift +
Option (Mac) to show the view panel, then choose the view direction by clicking
an arrow or car icon, or click Perspective.
Information box Shows the information you enter in the Info tab of the
Print Setup window.
Control the display of this box using the settings on the Drawing tab of the
Print Setup window.
Page Display menu Controls how to display a multiple page layout:
Show multiple pages Show the pages disconnected, allowing you to see
exactly what will show up on each page.
Show page by page Show one page at a time individually. Use the Prev
Page and Next Page buttons at the bottom of the window to show different
pages.
Show all pages Show the pages connected, as one large display, with dotted
lines showing the page divisions.
BookMarks menu Controls which bookmarked view you are currently
showing. This menu only appears when at least one bookmark has been created
with the BookMark button.
If Mode is set to Print Canvas, the Preview area shows the following:
No. of Papers/Page Size/Print Mode When Print Mode is Print Canvas, No.
of Papers is always 1 x 1 (that is, the canvas is printed on a single page), and
Page Size is always Custom page size (that is, you can set the size from the
Print Setup window).
Views Choose which canvas will get printed from the list. The content of the
canvas appears in the Preview area. If you create a new canvas, it is added to
the list.
If Mode is set to Print Window, the Preview area shows the following:
No. of Papers/Page Size/Print Mode When Print Mode is Print Window, No.
of Papers is always 1 x 1 (that is, the content of the window is printed on a
single page), and Page Size is always Custom page size (that is, you can set the
size from the Print Setup window).
Views Choose which view will get printed: Top, Left, Back, or Camera
(Perspective). The content of the view appears in the Preview area. If you create
a new window (for example, Front), it is added to the list.
See also:
NOTE The Offset View coordinates must be smaller than the image size.
524
Edit menu
17
525
Paste Options
Layers options
Same layers Pastes objects into the layers they were cut or copied from. If the
layer does not exist, it is created.
Creation layer Pastes objects into the current creation layer. This is the layer
whose name appears with a yellow background in the Layer Bar.
Always ask When this option is checked, a menu always appears when the
tool is invoked, letting you choose where to paste the objects.
same layers Pastes objects into the layers they were cut or copied from. If
the layer does not exist, it is created.
duplicate layers If objects from a layer with a name identical to an existing
layer are pasted (for example when copying and pasting between stages), the
layer is duplicated and a number appended to its name. For example, if the
original layer is called curves, the duplicated layer will be called curves#2.
To merge the contents of all duplicate layers into the original (and delete the
duplicate layers) use Layers > Delete > Merge Duplicate Layers on page 589 . In
the example above, the contents of layer curves#2 will be added to layer
curves, and layer curves#2 will be deleted.
new layer Pastes objects into a new layer. A confirm box appears where
you can type the name of the new layer.
DefaultLayer Pastes objects into the DefaultLayer.
You can also paste into any of the existing layers by selecting it from the list
(for example, L1, L2, etc)
See also:
See also:
Image planes and the model are drawn in the following order, from back to
front:
Image planes with Depth Type set to Priority and Depth of 0.0 or less,
from lowest to highest depth.
Image planes with Depth Type set to Priority and Depth greater than
0.0, from lowest to highest depth.
Hence, an image plane with depth greater than 0.0 appears in front of the
model, whereas other image planes appear behind the model. Depth drawing
is in sorted order so an image plane with a depth of 2.0 appears behind an
image plane with a depth of 3.0, and an image plane of depth -3.0 appears
behind an image plane of depth -2.0.
Crop to Window Crop the image to fit in the current window.
Dim Image Wash-out the image to create a low-contrast background. This is
useful for tracing from the image or using the image as a reference.
See also:
Introduction to masks
Animation
Copy Animation Copy animation applied to the object.
To duplicate an animated light, use Edit > Copy on page 526 in the
Multi-lister.
Parameters Use these check boxes to copy channels for All, Global, or Local
parameters. To find out how to turn animation parameter controls on or off,
see Animation > Editors > Param Control on page 928 .
Hierarchy NoneCopies only the animation for the picked object.
Above Copies the animation from picked nodes and the nodes above them.
Below Copies the animation from the picked nodes and the nodes below
them.
Both Copies all animation from the picked nodes, the nodes above them,
and the nodes below them.
Time Offset Change the start time of the animation of the object being copied.
This setting is applied to all nodes of the chosen hierarchy, not just the picked
node.
Animation notes
If the object being copied has time warps applied to its channels, all the
time warps for each parameter are also copied. In this case, time offsets
are achieved by adding a time shift warp, not by moving the animation
curve.
See also:
Create clusters
Duplicate objects
2D best practices
Mirror Options
Mirror Type Duplicate Lets you pick a branch as the source branch. The
tool duplicates the branch and mirrors its nodes on the new branch.
Reshape Lets you pick an existing branch as the destination (rather than
have the tool create it). Geometries are not mirrored for this option.
Mirror Across Mirror provides three mirroring planes under world space.
This option specifies the plane to use for later mirror operations: XY, YZ or
XZ mirroring plane.
See also:
Draw a skeleton
Ungroup Options
Ungroup Method
This option controls how ungrouping the geometry affects the DAG.
Delete Node The picked node and all its descendants are ungrouped from its
parent DAG node.
If the node picked is a root node, the node is deleted and all its children are
now root nodes.
If the node has siblings, the node gets adopted by its grandparent (that is,
it moves up one level in the hierarchy).
Copy Node The picked node and all its descendants are ungrouped from its
parent DAG node.
The parent DAG node and all its transformations are copied, and the copy
becomes the new parent DAG node for the picked node.
The picked node must have a sibling for this method to work.
Copy Node makes the current node have its own parent, if it doesnt have
one already.
All nodes from the picked node to, but not including, the leaf nodes are
deleted. The accumulated transformations are then applied to the geometry
of the leaf node. The transformations of the leaf nodes are reset and the
pivots are set to zero. The leaf nodes are then grouped under the picked
nodes parent. If there is no parent, the leaf nodes become root nodes.
Depending on the node that you picked, there may be some collapsing,
but no ungrouping. When collapse occurs, all the branches under the
picked nodes, including the picked node itself, are collapsed.
If CVs or edit points are picked, no collapsing occurs. To warn you that
this is happening, the following message appears: No DAG compression
was done.
Extract The picked nodes and all their descendants are ungrouped from the
parent DAG node. The picked nodes become root nodes.
Move Up The picked nodes and all their descendants move up one level in
the hierarchy (that is, the picked nodes become siblings of their parent DAG
node).
Preserve Position
These check boxes are not available when the Ungroup Method is Copy
Node (since position is always preserved in that case).
Yes The world space positions of all objects are preserved after ungrouping.
A transformation is applied to the CVs of the objects being ungrouped.
You cannot ungroup hierarchies that contain instances if you have Preserve
Position set to Yes.
No The ungrouped objects lose the transformations of their old parent
hierarchy.
See also:
Group Options
Null Node Grouping Controls how null nodes (objects without geometry)
are grouped:
Under The grouped node will be grouped under the null node as a child
node.
Beside The grouped node will be grouped beside the null node as a sibling
node.
536
Delete menu
18
Delete objects
537
Delete objects
Delete objects
Click the small pick icon pick canvas to the left of the canvas planes
name in the Construction Plane Editor (Windows > Editors >
Construction Plane Editor on page 1001 ).
2 Choose Delete > Painting > Delete Canvases from Construction Plane on
page 539 .
All the paint information (brush strokes, masks, background color, opacity,
etc) is removed from the canvas plane, but the plane itself remains in the
scene and can be used as a regular construction plane. (See Create or edit
a reference plane and Work with the construction plane.)
NOTE To delete the canvas plane as well as the paint, pick it, then either
press the Delete key, or choose Delete > Delete Active on page 537 .
Delete > Painting > Delete Canvases from Construction Plane | 539
All overlays Choosing this option removes all overlay planes only.
All canvases Choosing this option removes all canvas planes only.
Unbookmarked overlays Choosing this option will only remove overlay
planes that do not have bookmarks associated with them.
NOTE Use this tool carefully, as it does not offer an Undo capability.
See also:
Delete masks
Delete objects
NOTE If you have keyed channels on shaders, lights, and so on, directly with the
Key button, these channels may not correspond with the objects Local or Global
parameter settings, and you will have to use All to delete them.
Parameters All All channels of the object are deleted.
Global/Local Animation channels are deleted only from objects whose
animation parameters are selected in the Global or Local parameter control
windows.
TIP Choose Animation > Editors > Param Control on page 928 to select different
global or local animation parameters.
Hierarchy None Animation is deleted only from the selected objects.
Belowanimation is deleted from the selected objects and all objects below
them.
NOTE For DAG nodes, CVs and cameras, the hierarchy refers to the hierarchy as
represented in the SBD window. For shaders, textures, and lights, it refers to the
implicit hierarchy in the Multi-lister (see Render > Multi-lister on page 683 > List
all). If a light DAG node is picked and hierarchy is set at Below, then animation
on the light parameters is deleted as well.
See also:
NOTE For information about the multi-lister, see the Rendering book.
Parameters All Deletes static actions from All parameters.
Global Deletes static actions only from those parameters specified in the
Global Parameter Control window.
Local Deletes static actions only from those parameters specified in the
Local Parameter Control window.
TIP To set different global or local parameters, use Animation > Editors > Param
Control on page 928 .
Hierarchy None Deletes static actions only from the picked objects
themselves.
Below Deletes static actions from the picked objects and their descendants
in the hierarchy.
NOTE For DAG nodes, CVs and cameras, the hierarchy refers to the hierarchy as
represented in the SBD window. For shaders, textures, and lights, it refers to the
implicit hierarchy in the Multi-lister.
See also:
Delete Constraints
In the SBD window, empty nodes are brown rectangles with nothing
underneath.
Null nodes are not deleted if they are animated nodes, skeleton joint nodes,
or construction plane nodes.
546
Layouts menu
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547
In the example above, the blue lines show locations where window edges will
snap.
Window Options
Show Grid
Type Controls the type of window that is created. The default is Front.
Tips
You can create several different views of the same window using this option.
For example, to create three perspective windows, each with a different
view, select the Perspective option, click Go, then select New window
two more times. Adjust each view using the camera tools.
To create several cameras in the same window, use the View > New Camera
on page 400 tool from the Tool Palette.
20
553
Visible Options
Scope All Makes all invisible objects visible.
Pick Makes only the picked nodes in the SBD window visible. To open the
SBD window, select Utilities > SBD > Open SBD Window on page 1098 .
Objects Choose whether the action will apply to objects.
Locators Choose whether the action will apply to locators.
DrawStyle Options
Surface
Surface Boundary Choose SINGLE or DOUBLE for the thickness of surface
boundaries.
Patch Precision Choose DOTTED or SOLID for the line style of additional
isoparametric curves introduced when setting the patch precision to a value
greater than the default of 2.
See Object Edit > Patch Precision on page 238 for details.
CV Icon Click a button to choose the icon that represents CVs on surfaces.
Curves
Line Width Choose SINGLE or DOUBLE for the curve thickness.
BlendPoint Style Choose SMALL or LARGE for the size of the blend point
icons on blend curves.
CV Icon Click a button to choose the icon that represents CVs on curves.
EP Icon Click a button to choose the icon that represents edit points on curves.
Section data
Point icon Click a button to choose the icon that represents section data
points.
NOTE To display section data as points, you must turn on CVs and hulls. You can
do this either in the ObjectDisplay > Control on page 553 window or in the
Control Panel.
Show Lines Click to control whether section data is displayed with lines
connecting points.
Line Style Choose DASHED or SOLID for the section data line style.
Symmetry
Line style Choose either DASHED or SOLID. This setting is used for Layers
> Symmetry tools.
See also:
Diagnostic Shading
Tolerance Controls how accurately surfaces are tessellated when Tessellator
is Fast. The slider range is 0.0001 to 1.0. The default value is 0.1.
The same tolerance value is found in the option window of WindowDisplay
> Hardware Shade on page 567 .
Tessellator Fast Tessellates more quickly and less accurately.
Accurate Tessellates more accurately and more slowly.
The same option is used in the option window of WindowDisplay > Hardware
Shade on page 567 .
Crv V, Crv U, Crv Z, Crv Y, Crv X, Mean, Gaussian, Princ Min, and Princ Max
types of evaluation
The following options are available for the Crv V, Crv U, Crv Z, Crv Y, Crv
X, Mean, Gaussian, Princ Min, and Princ Max surface evaluation types:
Curvature Color Scale Scales the radius ramp to show finer details of curvature
variation.
This option is not available when Min. Radius Limit or Max. Radius
Limit are turned on (see below).
Radius Ramp Shows the range of colors that will be applied to the curvature
map (and their corresponding curvature radius values) in the active modeling
window.
If the +/- band is set to 0.0, the curvature map is relative, and the ramp colors,
from left to right, represent increasing curvature values. (The colors are not
associated to specific values.)
If you adjust the Curvature Color Scale value, the radius ramp updates.
Min. Radius Limit Surface regions having a radius less than the Min. Radius
Limit value are indicated by one color, and surface regions having a radius
greater than the Min. Radius Limit value are indicated by a different color.
This option is only available for the Princ Max evaluation type.
Max. Radius Limit Surface regions having a radius larger than the Max.
Radius Limit value are indicated by one color, and surface regions having
a radius less than the Max. Radius Limit value are indicated by a different
color.
This option is only available for the Princ Min evaluation type.
Transparency Sets the transparency of the shaded surfaces, from 0.0 (totally
opaque) to 1.0 (totally transparent).
Lock Texture Normally the highlights are projected from the camera, so the
projection changes as you move around the surface. (This is the unlocked
mode.) You can turn this option on so that the texture remains locked relative
to the surface.
Repeats Sets the rate at which the texture repeats. Increasing this number will
increase the number of highlight lines on the surfaces.
Transparency Sets the transparency of the shaded surfaces, from 0.0 (totally
opaque) to 1.0 (totally transparent).
Vector Displays values (that you can edit) for the X, Y, and Z coordinates
of a vector that defines the pull direction.
Update From Selection Click this button to set the pull direction to be that
of an already selected (picked) vector or plane. In the case of a plane, the
direction perpendicular to the plane is used.
The X, Y, Z fields are automatically set to the coordinates of the picked vector.
Draft Angle Angle defining the boundary between in-draft (blue) and
out-of-draft (red).
Tolerance Displays a pink tolerance region between the in-draft and
out-of-draft regions. The Tolerance value represents an angle measured in
degrees. If the Tolerance value is 0, no tolerance region is displayed.
Transparency Sets the transparency of the shaded surfaces, from 0.0 (totally
opaque) to 1.0 (totally transparent).
The tool internally creates a sphere, to judge where the head could contact
the surface model. For example, some spaces, like between the steering wheel
and the dash board, are too small for the head to fit into. Only the areas where
a head can actually fit in the case of an accident are examined for sharpness
and safety issues.
Before analyzing the model, ensure that normals are unified. If they point in
different directions, results will be unreliable.
This mode acts as a toggle. It only displays the shading once it has been
calculated once through the use of Evaluate > Contact Analysis on page 442 .
566
WindowDisplay menu
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567
Preview accuracy
Hardware shading attempts to show as realistic an image as possible while
maintaining interactive speeds. Because of these speed considerations, not all
rendering attributes are supported, and the hardware shading accuracy depends
on your graphics cards capabilities. Per-vertex shading does not support as
many rendering attributes as per-pixel shading.
The following rendering attributes are shown in the preview:
File texture support for label mapping and the Special effects section of
the Shader editor.
Cube map environment texture (on graphics cards which have cube map
support).
Ambient occlusion.
Tessellation
Before surfaces can be rendered, they must be tessellated, that is, polygonal
objects approximating the surfaces have to be calculated. WindowDisplay >
Hardware Shade on page 567 displays a progress bar during tessellation,
indicating the approximate time to completion. It is also possible to escape
tessellation by pressing the Esc key.
Limitations
Although unlikely, you may experience the following limitations when viewing
shaded surfaces:
Shading method Per vertex provides you with the same quality of shaded
mode as was available previously in Alias. Choose Per vertex for a fast
approximation of the surface while modeling. Per pixel provides highlights
close to the look obtained with the RayCaster, and requires a graphics card
that supports this mode. For further information about qualified graphics
cards, see http://www.alias.com/qual_charts/.
Shader Glow Enables shader glow. Most settings are found in the ShaderGlow
on page 724 section of the Environment editor. Be aware that glows require
significant calculations that may slow performance. Reflected objects and the
ground plane will not show the glow.
Glow Quality If Shader Glow is enabled, this slider enables you to trade off
speed vs. quality of the glow in hardware shade.
Linear Reflection If enabled, shows the model as if it were surrounded by
long fluorescent light fixtures. The linear reflection tool is only available in
hardware shade mode. Settings for this feature are found in Linear Reflection
controls on page 729 in the Environment editor.
Edit Environment Click this button to open the Environment editor.
Shade a mesh
Preview rendering
Bookmark workflows
Building primary and transition surfaces using the fillet flange and tube
flange tool
Tessellation
Use existing tessellation If this option is unchecked, the model is re-tessellated
using the options below. It is checked by default.
Tessellator Fast Tessellates more quickly and less accurately.
Accurate Tessellates more accurately and more slowly.
Tolerance This value controls how accurately surfaces are tessellated.
Limit edge length This option only appears if Tessellator is set to Accurate.
If checked, a Max edge length slider appears, to control how large the
triangles can get. If unchecked, there is no limit on the size of the triangles.
Max edge length Specifies the maximum length of any triangle edge (in
current linear units).
See also:
control over line thickness for both single and double lines. Wireframe
anti-aliasing is turned On by default.
Samples Sets the number of samples that will be taken and averaged. Generally,
you should choose values lower than 36. Choosing a value that is too high
for your scene may result in some artifacts, like banding.
Pixel Sample Radius To create a smooth image, the technique used moves
the camera slightly. Setting a value lower than 1 in this option means the
camera jitters less than a pixel; values greater than 1 jitter it more than 1 pixel.
Choosing a value that is high results in greater blurring than choosing a low
value.
Hardware Anti-Alias Set this option to 4x or 8x to use hardware anti-aliasing.
You need to restart the application for this setting to apply. The default setting
is Off.
Once you have chosen the appropriate settings in the option boxes, you only
need to select the menu items to turn the anti-aliasing on (check mark) or off
(no check mark).
Transparency Options
The following sliders range from 0.0 (fully opaque) to 1.0 (fully transparent).
Controls Changes the transparency of all CVs, hulls, edit points, blend points,
and so on.
Curves and COS Changes the transparency of all free curves and
curves-on-surface.
Surfaces Changes the transparency of all surfaces.
Meshes Changes the transparency of all meshes.
Locators and Visual Sections Changes the transparency of all locators,
evaluation objects, construction objects (points, vectors, planes, canvases),
visual cross-sections, and visual curves-on-surface.
Canvases Changes the transparency of the paint on all images layers on all
canvases.
Reference Files Changes the transparency of all reference data. Reference
datat is created when importing a reference file through File > Reference
Manager on page 507.
See also:
Obscured geometry is drawn partially transparent to show that it is on the back side or inside the
shaded objects.
Controls When on, CVs, edit points, and blend points are visible through
shaded geometry.
Hulls When on, hulls are visible through shaded geometry.
Model When on, the model wireframe is visible through shaded geometry.
Locators When on, locators are visible through shaded geometry.
Pivots When on, pivot points are visible through shaded geometry.
KeyPoints When on, keypoints are visible through shaded geometry.
(Keypoints appear on geometry created from tools in the Curves > Keypoint
Curve Toolbox on page 112.)
Visibility Controls the level of transparency of the shaded geometry. A value
of 1.0 means completely transparent, and a value of 0.01 means virtually
opaque. The default is 0.15.
See also:
Show Options
Mode Show Choose this setting to make checked items visible, and
unchecked items invisible.
Toggle Change the visibility state of checked items from their current state.
All/None The All and None buttons offer a quick way to check or uncheck
all the item check boxes at once.
Model Shows or hides wireframe models. This does not affect the ability of
the model to be rendered: its the wireframe display that is turned off.
Pivots Shows or hides green rotation and scale pivots.
Grid Shows or hides window grid.
Guidelines Shows or hides guidelines (usually created by keypoint curve tools).
Locators Shows or hides objects created using the Locators palette.
Construction Objects Shows or hides construction points, vectors, and planes.
Canvas Planes Shows or hides canvas planes.
Lights Shows or hides light icons as shown in modeling windows. This does
not affect their ability to be rendered.
Textures Turns texture placement box icons off or on if they are enabled in
the multi-lister and renderer. This does not affect the ability of the textures
to be rendered.
Cameras Shows or hides camera icons
Image Planes Shows or hides image planes (created using File > Import >
Image Plane on page 460 ).
Clouds Shows or hides display of cloud point data.
All Windows Check this box to change the display in all windows. Uncheck
it to change the display in the current window only.
NOTE Item visibility can also be toggled from the Show menu in the title bar of
each view window.
See also:
Notes
Pivot points are displayed only for active items or items with active CVs
or active edit points. You can find an objects pivot point from its
Information Window (Windows > Information > Information Window
on page 994 ).
WindowDisplay > Toggles > Pivots on page 582 overrides the pivot settings
in the Optimization Options of Animation > Editors > Playback Options
on page 921 .
If you have selected WindowDisplay > Toggles > Pivots on page 582 , pivots
are not rendered during playback, even if you have unchecked Pivots or
Cluster Pivots in Playback Optimization Options.
See also:
Notes
The icons are displayed in the active color only if the component of the
camera they represent is active. For example, the forward vector is displayed
in the active color if either the eye or viewpoint is active.
See also:
Layers menu
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587
Do this
592
Canvas menu
23
593
Canvas Name Remove the default name, and type a meaningful name for
your canvas in this field.
The name can also be changed later in the Construction Plane Editor.
See also Windows > Editors > Construction Plane Editor on page 1001 .
Orientation Specify the orientation of your canvas in 3D space by choosing
which orthographic view it will lie in: Top, Left, Front, or Back. Choose
Top|Left|Front or Top|Left|Back to create three orthogonal canvases at
once.
Background layer color Choose whether you will be painting on a canvas
that is initially transparent, like an acetate, or opaque (black, white, or the
current brush stroke color).
in (or cm) Specify the width and height of the canvas in inches or centimeters.
This option is only available when Paper Size is set to Custom.
Pixels per in (cm) Specify the number of pixels per inch (or cm), that is, the
resolution of your canvas.
Portrait/Landscape Choose between a Portrait (vertical) or Landscape
(horizontal) orientation for your canvas.
See also:
2D best practices
See New Canvas Options on page 594 for a definition of the options.
After creating the canvas on the construction plane, this tool will also
find/create a Paint window to display the canvas in, and do a look at on the
new canvas.
See The Paint window for more information on paint windows.
Click on the Look-At icon at the top of the Canvas Layer Editor
Select the overlay canvas from the pull down menu in the Paint window.
See Windows > Editors > Construction Plane Editor on page 1001 .
See Bookmark an annotated model.
To create a new overlay plane, choose Canvas > New Overlay Canvas on page
596 . The options are almost identical to Canvas > New Canvas on page 593 .
Canvas Name Remove the default name, and type a meaningful name for
your overlay canvas in this field.
The name can also be changed later in the Construction Plane Editor or
the Canvas Layer Editor..
See also Windows > Editors > Construction Plane Editor on page 1001
Grab window If this option is checked, you can grab a screen shot of a work
in progress, and use the 2D image as a basis for further painting. The image
is added to the overlay canvas as a new layer called Screen Grab.
NOTE The Screen Grab layer is completely opaque and will obscure any layers
and geometry below it.
To provide numeric input,or to scale the plane, choose Canvas > Resize
Canvas to access the control window.
Resize Mode Scale Resize the canvas (including the content of its images
layers) by changing its width or height). Scaling is always done with respect
to the center point.
Crop/Expand Resize the canvas by cutting or adding material around
its edges, relative to an anchor point. The resolution (pixels per in/cm) does
not change. The content of the image layers does not change size but gets
cropped along with the canvas. This is the default behavior.
Image Pixels
Width Width of the canvas in pixels
Height Height of the canvas in pixels
Image Size
This section displays only when Resize Mode is set to Crop/Expand.
Unit Choose either Inches or Millimeters as the world size units for the
two measurements below.
Width True width of the canvas in the units given by Unit.
Aspect Ratio
Lock Aspect Ratio If this option is checked (default), the aspect ratio (width
to height ratio) of the canvas is maintained when either the width or height
of the canvas is modified.
Anchor
This section displays only when Resize Mode is set to Crop/Expand.
Horizontal Choose Right, Center, or Left to specify what part of the canvas
remains fixed as it is cropped or expanded in the horizontal direction.
This option only appears when Resize is set to Crop/Expand.
Vertical Choose Top, Center, or Bottom to specify what part of the canvas
remains fixed as it is cropped or expanded in the vertical direction.
This option only appears when Resize is set to Crop/Expand.
See also:
To crop a canvas
1 Select the area to be cropped or extended with Paint > Select > Marquee
on page 67 (rectangle) , Paint > Select > Marquee on page 67 (ellipse)
, or Paint >
If the selected area is smaller than the image plane, the image plane
will be cropped. If the selected area is larger than the image plane,
the image plane will be extended.
If you select the area using either the lasso, polyline, or ellipse
marquee, the image plane will be cropped or extended to the edges
of a bounding box encompassing the marquee.
See also:
show through. Previously, it would delete any layering for the surface and
assign a new shader. Hardware Shade now supports projective transparency.
Texture quality levels in Hardware Shade mode have been improved, as well,
so you may find the Low setting satisfactory in terms of performance and
shading.
To view your sketches in Shaded mode, choose WindowDisplay > Hardware
Shade on page 567 and turn ON the layered shaders flag.
NOTE You can also project a sketch onto objects through the Canvas Layer Editor
(Windows > Editors > Canvas Layer Editor on page 1006 ) by choosing Project >
Project sketch in the menus. In the editor, turn off the visibility of the layers you
do not want to project.
To update a sketch projection after modifying the canvas or its layers, simply
re-select the Project sketch tool.
Sketch projection creates temporary textures on disk with the naming
convention WireFileName_CameraName.tiff. If you project a sketch from a
window, it automatically writes to this file on disk regardless of whether it
already exists or not.
Now you can sketch project an image plane that is added to a camera but has
no sketch.
To delete a sketch projection, choose Delete > Painting > Delete Sketch
Projection on page 540 . The option box gives you the choice of deleting sketch
projections in all windows or the active window only.
604
24
Render menu
MIN/MAX
605
GLOBAL
Frame Start,End, By The first (Frame Start) and last (End) frame number
of the animation to render, and the increment between frames (By). These
parameters are only available when Animation Range From is GLOBAL.
Global Quality Level Controls the overall quality level of rendered images
by automatically setting the Global Quality Parameters, Anti-aliasing
Levels, and Raytracing Maximum Limits to preset values. The default
setting is MEDIUM.
then leading zeros are added to the extension. For example, if the frame
number is 12, and the Extension padding value is 4, the image file will
have the extension <pixfile>.0012. The valid range is 0 to infinity. The slider
range is 1 to 10. The default value is 1.
Extension format
GLOBAL
UNIFORM
Anti-aliasing Levels
The Anti-aliasing Levels control the quality of anti-aliasing used during
rendering. The default values listed are for the MEDIUM Global Quality
Level.
If you are rendering a scene with a few small details that can easily be missed,
try setting the Minimum value to 0 or 1, the Maximum value from 4 to 8,
and the Threshold value from 0.9 to 1.0. This gives very short rendering
times and excellent image quality.
Minimum The minimum number of subdivisions (or super samples) per pixel.
The higher the Minimum value, the better the anti-aliasing; however, a large
Minimum value can significantly increase rendering times. The valid/slider
range is 0 to 32. The default setting is 0.
Maximum The maximum number of subdivisions (or super samples) per
pixel. The higher the Maximum value, the better the anti-aliasing.The valid
range is 0 to 32. The default setting is 4.
If the Minimum value is greater than the Maximum value, the Minimum
value is automatically reset to the Maximum value.
Threshold Uses the colors at each corner of a pixel to determine if finer
anti-aliasing is required. If the value differences at each pixel corner are greater
than the Threshold value, the pixel is subdivided again. The valid/slider
range is 0 to 1 (the maximum number of samples is always taken). The default
value is 0.7.
Reduced Samples Uses a sampling technique that avoids anti-aliasing every
pixel at the most expensive level. An occasional pixels anti-aliasing is skipped
if it will not be very noticeable (speeding up the rendering process). This
option, however, may produce artifacts. The default setting is OFF.
Maximum Reflections The maximum number of times that a camera ray can
be reflected. The Maximum Reflections value overrides (that is, limits) all
shaders Reflect Limit values (see Reflect Limit on page 743). The valid range
is 0 to infinity. The slider range is 0 to 10. The default value is 4.
Maximum Refractions The maximum number of times that a camera ray
can be refracted. The Maximum Refractions value overrides (that is, limits)
all shaders Refract Limit values (see Refract Limit on page 744). The valid
range is 0 to infinity. The slider range is 0 to 10. The default value is 4.
Max Shadows Levels The maximum number of times any surface can be
reflected or refracted and still receive shadows (in the reflection/refraction).
The Max Shadows Levels value overrides (that is, limits) all shaders
Shadow Limit values (see Shadow Limit on page 744). The valid range is 0
to infinity. The slider range is 0 to 10. The default value is 4.
Memory Options
The Memory Options include the Raytracing Memory Options and the
Texture Caching Memory Options.
PARTIAL
NONE
AUTOMATIC
SHOWROOM
a more optimal and automatic determination of voxel resolution for scenes with a
large overall environment and a small section of space occupied by very complex
geometry (for example, a showroom)
Nth ROOT
Texture Caching Controls how File textures are stored in memory. The
default setting is OFF.
OFF
ON
PER TEXTURE
Cache Size The largest memory size needed for all texture files if Texture
Caching is turned ON. The default setting is 256K.
Disk Cache Limit (Mbytes) The most disk space that texture caching can use.
The range is 30 to 5000. The default value is 30.
Blur Effects
You use the Blur Effects parameters to do post-rendering anti-aliasing and
motion blur during animations.
Post Filter Does more anti-aliasing after rendering is complete, using a 3 pixel
by 3 pixel Bartlet filter for each pixel. This produces softer edges and improved
image quality. If Post Filter is ON, the Post Center, Post Adjacent, and
Post Diagonal parameters become available. The default setting is OFF.
A Bartlet filter blurs each pixel in an image using a 3 pixel by 3 pixel sample.
The filter applies a weight to the color of the center pixel, the adjacent pixels,
and the diagonal pixels. The ratio between the weighted center pixel color
and the weighted surrounding pixel colors determines how much the center
pixels color is blended with the surrounding pixel colors.
Post Center The center pixel weight for the 3 pixel by 3 pixel Post Filter
(Bartlet filter). The valid range is 0 to 1000. The slider range is 0 to 20. The
default value is 8.
Post Adjacent The edge pixel weights for the 3 pixel by 3 pixel Post Filter
(Bartlet filter). The valid range is 0 to 1000. The slider range is 0 to 20. The
default value is 1.
Post Diagonal The corner pixel weights for the 3 pixel by 3 pixel Post Filter
(Bartlet filter). The valid range is 0 to 1000. The slider range is 0 to 20. The
default value is 1.
Motion Blur Blurs the motion of objects to produce smoother animations.
Motion blur is only calculated for objects which have Motion Blurred on
(see Motion Blurred on page 625) and for cameras which have Motion Blur
ON (see Motion Blurred on page 625). By default, all objects have Motion
Blurred turned on, and all cameras have Motion Blur turned off. If Motion
Blur is OFF, motion blur is not calculated regardless of individual object
settings. If Motion Blur is ON, the Shutter Angle parameter becomes
available. The default setting is OFF.
Motion blur is only available during raycasting.
NOTE Lights and shadows are not motion blurred.
Shutter Angle The angle (in degrees) that the camera shutter remains open.
The greater the angle, the greater the motion blur effect. For example, if the
Shutter Angle value is 180, moving objects are blurred over half of the frame
step time. The Shutter Angle parameter is only available when Motion
Blur is ON. The valid/slider range is 1 to 360. The default value is 144.
Miscellaneous
Textures Determines if textures are rendered. The default setting is ON.
No Transp. in Depth Controls whether transparent objects appear in the
cameras depth file (see Depth on page 618). If No Transp. in Depth is OFF,
Attenuate Transp. acts the same as the -j option for the command line
renderer.
Invis. Obj. Cast Shadows Lets invisible objects cast shadows (for example,
to create special effects). The default setting is OFF.
Raytraced Shadow Bias Set this slider if there are self-shadowing artefacts.
Increase the bias beyond the default zero until the artefacts disappear: the
amount this will require depends on the scale of the scene, and will require
trial-and-error test renderings.
TIFF16
Depth Format The camera depth file is output and saved in this file format
(see Depth on page 618). The default setting is ALIAS.
ALIAS
COMPOSER
frames
BOTH
ODD
EVEN
This parameter defines the order that the fields are rendered. The default
setting is ODD FIRST.
ODD FIRST
EVEN FIRST
You can use field-rendered Pix Backdrops when rendering Fields. If you
render fields, the renderer uses pixbackdrop.*e during the even field rendering
and pixbackdrop.*o during the odd field rendering. The field-rendered Pix
Backdrop files is used only if the frame-rendered files (pixbackdrop.1,
pixbackdrop.2, and so on) do not exist. See Backdrop on page 721.
NOTE You can also render even fields first by setting the
ALIAS_SWITCH_SCANLINES_EVEN_ODD_SENSE environment variable.
Ignore Film Gate Does not render the region outside the filmback. The default
setting is OFF (the region outside the filmback is rendered).
Gamma Correction A color correction factor applied to the rendered image.
The valid range is 0 to infinity. The slider range is 0 to 2. The default setting
is 1.
The Gamma Correction value (gamma_value) is applied to each color
channel (RGB), according to the following formulas:
Camera Toggles
Image The renderer produces an RGB image (see Format on page 616). The
default setting is ON for the perspective camera, and OFF (no image produced)
for the orthographic cameras.
Mask The renderer produces an 8-bit mask or matte file for use with
compositing or paint software. If Mask is ON and the image file output
Format is TIFF, TIFF16, RLA, or SGI, the renderer produces not a separate
mask file but a four-channel Image file (RGBA). The fourth channel (A)
represents the mask information. The default setting is OFF (no mask file
produced) for all cameras.
Depth The renderer produces a camera depth file (see Depth Format on page
616). The default setting is OFF for all cameras.
Image XY Ratio Lock Maintains the ratio between the X Resolution and
Y Resolution values (that is, if you double one value, the other value doubles
automatically). If Image XY Ratio Lock is OFF, you can set the X
Resolution and Y Resolution values independently. The default setting is
OFF.
X Resolution, Y Resolution The X and Y resolution of the rendered image.
The valid range is 0 to infinity. The slider range is 0 to 2048. The default setting
is 645 for X Resolution and 486 for Y Resolution.
If Image XY Ratio Lock is ON, then you cannot set the X Resolution and
Y Resolution values independently. You can also set image resolution using
several predefined values (see Predefined Resolutions on page 620).
Pixel Aspect Ratio The ratio of each individual pixels width to its height for
a display or recording device. Most devices, including the monitor screen, use
square pixels, so the pixel aspect ratio is 1/1 = 1. Some devices, however, use
non-square pixels.
If you are rendering an animation that you plan to display on or record to
one of these devices, you must set the Pixel Aspect Ratio value to the
devices pixel aspect ratio value. The rendered animation will then look
squashed or stretched when you view it on the monitor screen, but will have
the proper proportions when you view it from the device. You can also set
the Pixel Aspect Ratio by selecting a predefined value (see Predefined
Resolutions on page 620). The valid range is 0 to infinity. The slider range is 0
to 1. The default value is 1.
Device
IRIS NTSC
1.0
IRIS PAL
1.0
1.0
1.33
1.125
1.33
1.11
1.0
1.0
Predefined Resolutions
The Predefined Resolutions section of the Render Globals window
contains a list of common screen resolutions. You can select a predefined
resolution by clicking on it. The corresponding Image File Output
parameters (X Resolution, Y Resolution, and Pixel Aspect Ratio) are
automatically set.
You can change the X Resolution, Y Resolution, or Pixel Aspect Ratio
values of a predefined resolution by double-clicking in the appropriate field
in the Predefined Resolutions list, and entering a new value. You can also
add a predefined resolution to the list by clicking the Add button, or delete
a predefined resolution from the list by selecting the predefined resolution
and then clicking the Delete button.
If you change a predefined resolution, the change is automatically written to
your misc_data directory in a file called resolutions. The predefined file is
located within the active project. If no file exists, the system creates the Alias
default.
Add Adds a new (blank) predefined resolution to the list which you can then
edit.
Delete Deletes the selected predefined resolution from the list.
GLOBAL
Use Fill Color The renderer colors all surfaces in the scene with the Fill Color.
If Use Fill Color is OFF, all surfaces in the scene are colored with the
background color (as though they were transparent). The default setting is
OFF.
Fill Color The color of filled regions for all surfaces in the scene.
Line Color The color of lines for all surfaces in the scene.
U Patch Lines, V Patch Lines The number of lines shown in the U and V
directions for each surface in the scene. The valid range is 0 to infinity. The
slider range is 0 to 8. The default setting is 0 (no lines drawn on the surface
other than edges).
See also:
Raycaster/Raytracer optimization
Textures
Lights
Rendering parameters
Preview rendering
Sort By menu
The Sort By menu contains tools to control how objects are listed in the
Render Stats window.
nothing Objects are not sorted.
type Sorts objects alphabetically by surface type.
name Sorts objects alphabetically by name.
The List Mode menu contains tools to control which objects are listed in the
Render Stats window.
Select menu
The Select menu contains tools which let you select objects in the Render
Stats window and in the modeling windows.
select all rows Selects all objects listed in the Render Stats window.
pick selected rows Picks objects in the modeling windows that are selected
in the Render Stats window.
Double Sided Determines whether both sides of the surface will render. If
Double Sided is ON, both sides of the surface will render. If Double Sided
is OFF, only one side of the surface will render; the side that renders is
determined by the direction of the surface normals and the setting of the
Opposite parameter (see Opposite on page 624 below). The default setting is
ON.
You may not want to render both sides of a closed object, such as a sphere,
(for both performance and memory reasons) because only one side of the
object will be visible when it is rendered. The Double Sided setting is ignored
during raytracing (both sides of all surfaces must be active).
Opposite Determines which side of the surface will renders when the Double
Sided parameter is OFF. If the wrong side of the object renders, toggle the
Opposite parameter. The default setting is OFF.
Shadows Lets the surface cast shadows during raycasting or raytracing. If
Shadows is ON, the surface casts a shadow. The default setting is ON.
Adaptive Subdiv Subdivides surfaces (patches) into triangles based on surface
curvature. (Faces cannot be adaptively subdivided.) Surfaces with high
curvature are divided into more triangles than flatter surfaces with low
curvature. The Minimum Subdiv and Maximum Subdiv values determine
the subdivision triangulation. Setting Adaptive Subdiv ON automatically
sets Uniform Subdiv OFF, and vice versa. The default setting is ON.
NOTE When Revert to V9.0 Tessellator is off in the Render > Globals on page
605 window, the Adaptive Subdiv values are dimmed in the Render Stats
window.
Minimum Subdiv, Maximum Subdiv The minimum and maximum number
of subdivisions between CVs in both U and V directions. These values are only
applicable if Adaptive Subdivision is ON. Valid values are 1, 2, 4, 8, 16,
32, 64, or 128. If you enter any other value between 1 and 128, the next highest
valid value is used. The default value is 2 for Minimum Subdiv and 4 for
Maximum Subdiv.
NOTE When Revert to V9.0 Tessellator is off in the Render > Globals on page
605 window, the Minimum Subdiv and Maximum Subdiv values are dimmed
in the Render Stats window.
Curvature Threshold The threshold for subdivision in both the U and V
directions. The higher the Curvature Threshold value, the greater the
number of triangles, and the more accurate the curvature. The valid range is
0 to 1. The default value is 0.96.
NOTE When Revert to V9.0 Tessellator is off in the Render > Globals on page
605 window, the Curvature Threshold values are dimmed in the Render Stats
window.
Uniform Subdiv Subdivides surfaces into uniformly sized triangles (that is,
without taking surface curvature into account). Trimmed surfaces must be
adaptively subdivided. The Uniform U and Uniform V values determine
the number of subdivisions. Only the Uniform U value determines the
number of subdivisions for faces. Setting Uniform Subdiv ON automatically
sets Adaptive Subdiv OFF, and vice versa. The default setting is OFF.
NOTE When Revert to V9.0 Tessellator is off in the Render > Globals on page
605 window, the Uniform Subdiv values are dimmed in the Render Stats
window.
Uniform U, Uniform V The number of subdivisions the surface will have
between CVs in both the U and V directions, regardless of surface curvature.
These values are only applicable if Uniform Subdiv is ON. The valid range
is 1 to 256. The default value is 4.
NOTE When Revert to V9.0 Tessellator is off in the Render > Globals on page
605 window, the Uniform U and Uniform V values are dimmed in the Render
Stats window.
Smooth Shading Gives meshes a smooth appearance during rendering. If
Smooth Shading is OFF, one normal of each triangular facet is used as a
representation of the triangle, giving surfaces a faceted appearance. The default
setting is ON.
Motion Blurred Blurs the motion of the surface to produce smoother
animations. To use this option, Motion Blur must be ON (see Motion Blur
on page 614). The MB Texture Samples and MB Shading Samples values
control the smoothness of the motion blur effect (see MB Texture Samples on
page 625 and MB Shading Samples on page 626 below). The default setting is
ON.
Reflect Only Determines whether the surface will be reflection raytraced only.
If Reflect Only is ON, the object is highlighted and will only appear in
reflections or refractions during raytracing, but will be invisible otherwise.
The default setting is OFF.
MB Texture Samples The number of texture samples taken over the motion
blur period (for motion blurred surfaces only). The valid range is 1 to 6. The
default value is 2.
Transparent surfaces
Raycaster/Raytracer optimization
Rendering parameters
Link Editor
The Link Editor contains three lists: Components, Current Links, and
Picklist. All lists are sorted alphabetically by name with lights appearing
before surfaces. The icons to the left of light names represent the light types
and are the same as those displayed in the SBD window and the Multi-lister.
Components
Components lists all lights and surfaces (at the component level) that were
active when you opened the Link Editor. (If you unpick an active item in
the modeling window, it will still be listed in the Components list, but it
will no longer be highlighted.) Lights and surfaces that are highlighted in the
Components list are listed in the Picklist. You can select or deselect
components in this list by clicking on them. If the auto button in the Picklist
is ON, this selection is automatically updated in the Picklist.
Click the arrow (->) beside a components name to list all the components
that are currently linked to that component in the Current Links list. If an
arrow is not highlighted, that component is not linked. Adding and removing
lights or surfaces from the Components list has no effect on the Picklist.
Select none, all Selects all or none of the elements in the list. The numeric
value to the right of these two buttons is the number of currently selected
items.
Add Adds highlighted lights and surfaces from the Picklist to the
Components list. Only lights or surfaces that are active (or are below active
DAGs) are affected.
Remove Removes highlighted lights and surfaces from the Components list.
Current links
Current Links lists all components linked to the active arrows component
in the Components list. For example, if the highlighted arrow component
is a light, Current Links lists the surfaces linked to that light.
Select none, all Selects all or none of the components in the list. The numeric
value to the right of these two buttons is the number of currently selected
components.
Picklist
Picklist lists lights or surfaces that are active in the Components list. Using
the Link and Unlink buttons, you can link or unlink lights and surfaces that
are listed in the Picklist.
auto Toggles auto update ON and OFF. If auto update is ON, selecting or
deselecting components in the Components list automatically adds or
removes them in the Picklist.
TIP Disable auto update if you are working on a large model. This will reduce the
number of times the screen has to refresh.
update Updates the Picklist to include only active components in the
Components list.The update button has no effect if auto update is ON.
Link Creates a link between the lights and surfaces listed in the Picklist.
Unlink Removes the link between lights and surfaces listed in the Picklist.
NOTE Link Editor lists are grayed out when you are in an option window or
when you choose a function that requires picking operations. While these items
are grayed out, you cannot use the Link Editor. To use it again, choose one of
the pick options.
See also:
Preview rendering
Rendering Options
Renderer Type The type of renderer used: Raycaster, Raytracer, Hidden
Line, Powercaster, or Powertracer. The icon in the Rendering Options
window changes if you change Renderer Type. If Renderer Type is
Powercaster or Powertracer, the Processors parameter becomes available.
The default setting is Raycaster.
Num Processors The number or processors the renderer uses. This parameter
is only available if Renderer Type is Powercaster or Powertracer, and
Processors is User Defined. If you select User Defined, the initial value is
1. The valid/slider range is 1 to 32. The value you set will be saved in User
Prefs.
Test Render Automatically names the rendered image file testrender_nnnnnn,
where nnnnnn is a six-digit number. If Test Render is ON, the Test
Resolution parameter becomes available. The default setting is OFF.
4 Double-click the .mov file to open the QTVR file in QuickTime, or drag
and drop the output .mov file into a QuickTime-enabled web browser.
QuickTimeVR Options
Choose Render > Render to QuickTimeVR to open the options window.
The options in Render > Render to QuickTimeVR are as follows:
Image Source Screen Grab Uses the Perspective window as the source for
the QTVR. If a Perspective window is not current, QTVR will set it to the first
available Perspective window.
NOTE This mode supports different window display styles; for example, wireframe
and Hardware Shade.
TIP To modify the output size while preserving the aspect ratio of the window,
set the Perspective window to Fixed aspect ratio first, and drag-resize your
Perspective window to the desired output size.
Render Uses the Alias software renderers (Render, PowerRender, Hidden-line,
and so on) as the source for the QTVR. Choose from one of the available
renderers, as applicable.
NOTE When using the Software Render option with Save Frames set OFF, because
of the subsequent removal of the rendered files, the Show and Logfile buttons in
the Render Monitor window are disabled when the software rendering finishes.
Saved Frames Uses frames that have previously been rendered and saved.
You can control the ability to wrap around and the number of frames, so you
can generate a partial QTVR.
Coverage how the scene is represented Complete A complete 360
degree camera navigation around all view axes.
Rotisserie Rotates about an axis perpendicular to the camera. Choose this
option if the top, bottom, and sides of an object are of interest, and the front
and back are not important.
Turntable Rotates about the up axis (usually the Z axis). Choose this option
if the front, back and sides of the object are of interest, and the top and the
bottom are not important.
Frames per revolution Controls the number of snapshots taken for the QTVR
render. If the Coverage is set to Complete, multiple axes of revolution are
used. Rotisserie and Turntable use a single revolution.
The higher the number of frames per revolution, the smoother the QTVR
navigation will be. However, the file size, and time to render and create the
QTVR, increase proportionately.
Total Frames The total number of image frames to be rendered to create the
QTVR environment. These values are driven by the Coverage type and Frames
per revolution setting. This value is not directly editable.
View Type Object Produces an Object-style QuickTime VR file, in which
the camera orbits around the outside of the objects in the scene. The camera
rotates about its view pivot.
Panorama Produces a Panorama-style QuickTime VR file, in which the
camera pans from a fixed location. The camera rotates about its eye pivot.
Panorama
Center of Interest (available only if View Type is set to Object)
Origin Sets the Center of Interest at the world origin (0, 0, 0).
Picked Objects Sets the Center of Interest at the bounding box center of
all picked objects in the scene.
NOTE If no objects are picked, QTVR sets the Center of Interest at the bounding
box center of all visible objects in the scene.
NOTE If only one object is picked, QTVR sets the Center of Interest at that object's
rotate/scale pivot location. To make a single surface or object use its Bounding
Box center instead, use Transform > Local > Center Pivot on page 19 first.
Constrain lights to camera Keeps the lighting in a constant position relative
to the camera when it moves. When unchecked, lights are in a constant
position relative to the scene (and therefore, dont move).
Viewing Angle (available only if View Type is set to Panorama)
180 Limits the output Panorama QTVR to a 180 degree camera tilt.
360 Produces a Panorama QTVR with an unlimited camera tilt.
Codec Codec is short for compressor/decompressor. It determines how the
QTVR is compressed and optimized. The codec is used to control the output
QTVR image quality and file size. The higher the Quality setting, the larger
the output QTVR file size. In general, the current codecs available for QTVR
are older codecs, in contrast to regular (that is, non VR) QuickTime movies
that use the latest and most efficient codecs.
None No compression is used.
Graphics The Apple Graphics codec (also known as SMC). It has two
Quality settings: Low and High.
Video The Apple Video codec. Its Quality settings are from 0 percent to 100
percent, where 100 percent is highest quality.
Photo - JPEG Implements the Joint Photographic Experts Group (also
known as JPEG) compression. Its Quality settings are from 0 percent to 100
percent, where 100 percent is highest quality.
Cinepak Produced by Compression Technologies Inc. Its Quality settings
are from 0 percent to 100 percent, where 100 percent is highest quality.
Resolution Current Window Sets the output resolution for the QTVR
(screen grab or software render) to the xy dimensions of the current modeling
window.
Render Globals Sets the output resolution for the QTVR to the current
Render Globals Image File Output resolution.
NOTE This choice is not exclusive to Software Render QTVR output; it is just
another means of controlling the output QTVR resolution. It can be used, even if
Screen Grab is the chosen Image Source.
Custom Sets resolution from the custom xy sliders. The minimum allowable
QTVR resolution is 8 by 8.
Image XY Ratio Lock Maintains the ratio between the X Resolution and Y
Resolution values (that is, if you double one value, the other value doubles
automatically). If Image XY Ratio Lock is OFF, you can set the X Resolution
and Y Resolution values independently. The default setting is OFF.
X Resolution, Y Resolution The X and Y resolution of the rendered image.
The slider range is 0 to 2048. The default setting is 645 for X Resolution and
486 for Y Resolution.
If Image XY Ratio Lock is ON, you cannot set the X Resolution and Y
Resolution values independently.
Save Frames Choose this check box to save the temporary rendered files used
to produce the QTVR. They are written to a subfolder in your current projects
/pix directory.
NOTE There is no feedback that QuickTime is building the qtvr file after the .tifs
have been written to disk. This can take some time. After the frames have been
created and while the QuickTime file is being generated, the filename of the movie
file is filename (Generating).mov. When the file is ready, it is named
filename.mov.
4 Select a file in the browser to use as the starting frame. A series of files
must be numbered sequentially; for example, image.tif.1, image.tif.2,
image.tif.3, image.tif.4, and so on.
NOTE The image filename formats that are accepted are filename.num.ext
or filename.ext.num or filename.num, where num is the sequence
number and ext is the image format extension.
After the frames are chosen, an external program creates the movie in
either AVI or QuickTime format.
NOTE QuickTime format is only available if QuickTime has been installed.
The software is available at http://www.quicktime.com.
Output Specifies the type of movie that will be output: AVI or Quicktime.
Codec Specifies the coder/decoder application that will be used for
compression.
Quality This option is only enabled for codecs that support it. It may appear
as a slider with numerical values, or a pull-down with a choice of Low or High
quality.
Frames per second Specifies the number of rendered frames contained within
each second of the movie.
Control maximum number of frames If this option is turned on, you can
set the maximum number of frames to include in the movie by using the
Maximum number of frames field.
If this option is off, the tool will create a movie from all the frames in the
continuously-numbered sequence of images.
The image selected in the browser is always the first frame.
Control keyframe positions This option only applies to AVI movies. If turned
on, it lets you specify the frequency at which you want to position keyframes
through the Keyframe every field.
Control datarate This option only applies to AVI movies. If turned on, it lets
you specify the maximum data rate through the Datarate
(kilobytes/second) field.
TIP The data rate is the speed at which data can be transferred. The higher a video
file's data rate, the higher quality it will be, but the more system resources
(processor speed, hard disk space, and performance) it will take to work with it.
NOTE Quality, Control datarate and Control keyframe positions are only
enabled for codecs that support them. Some codecs also have their own
configuration windows, which can be accessed by using the Configure Codec
button.
The right mouse button menu provides four tools that perform shading functions.
For more information, see Assign a shader to a surface using the Apply Shaders
tool.
Ambient occlusion requires that all surface normals are unified. For further
information about unifying normals, see Surface Edit > Orientation > Unify
Surface Orientation on page 361 .
Ambient occlusion works best when intersecting geometry is trimmed to the
shared edge. Intersecting geometry causes confusion because the algorithim
tries to average between dark sample points on the interior and light sample
points on the exterior. Raising the Detail (resolution) minimizes the
problem but does not completely get rid of it.
There is a distinction between geometry that is the "occluder" and geometry
that is "occluded;" only spline surfaces can be occluded - not meshes. Hardware
shading tessellation is used for the calculation. You must have hardware shade
turned on.
NOTE Occlusion textures can't be computed on mesh objects. However, if you
compute ambient occlusion on a NURBS surface and then convert the surface to
a mesh, the occlusion calculation is retained.
multiplied into that distance. This scheme ensures that the initial result is
satisfactory, whether you're modeling a cufflink or a passenger jet, without
having to change any settings at all .
Now forget about the bounding box and the imaginary 512 by 512 texture.
We take the distance we've measured and multiplied and use it to measure
the occlusion texture onto each surface in proportion to its own worldspace
length in u and v. This is so that (1) there's a consistent level of detail across
the whole model and (2) none but the most dramatic changes to the model
will have the side effect of altering the level of detail you're getting with any
given slider value.
Smoothness (rays/sample) Increase this value if your image is speckled or
spotty to create a smoother, more uniform image.
The value is the number of rays traced per pixel of occlusion texture. A higher
value takes longer to compute but reduces the contrast of the noisyness of the
resulting texture.
The algorithm used for the smoothness calculation rounds the number of rays
to a multiple of 4, so try to use a multple of 4 for this value.
Filter Radius Controls the smoothing of occlusion textures.The slider range
is 1-4, however, you can enter values in the range of 0 to 7.
TIP In general, try changing the occlusion settings together: often, an increase in
resolution works well with an increase in the filter size and a decrease in the number
of rays per sample. Conversely, a decrease in resolution often works well with an
increase in the number of rays per sample and a decrease in the filter size.
NOTE Converting NURBS surfaces to meshes with Ambient Occlusion on preserves
the occlusion textures.
Use Decay Activates a distance limit for objects occluding a point on the
surface to be shaded. Objects further than this distance (Decay Distance) will
have no effect on the Ambient Occlusion of the surface at that sample point.
Decay Distance The distance (in scene units) from a sample point at which
objects no longer occlude the sample point.
Self-Shadow Correction In the event that a surface is both sufficiently concave
and very coarsely tessellated, you might see some black spots or streaks in the
model. Usually, the problem can be solved by computing occlusion with
Hardware Shade set to a finer tessellation than before. If it still has spots and
streaks, the Self Shadow Correction value can be increased, and those surfaces
recomputed to fix the artifact.
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
In addition, light manipulators are displayed in the modeling window.
(To display the manipulators for an existing light, select the Pick > Object
on page 3 tool, select the light, and select a Light tool.)
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister on page 683 > Lights), select Edit
> New Light. A new point light swatch appears in the Multi-lister, and
a new point light icon appears in the modeling windows at 0,0,0.
Double-clicking the icon opens up the Control Window that allows you
to change the light type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create Lights >
Point ), or
Double click one of the light icons from the Create shelf.
The Color, Intensity, and Exclusive options are common to all light types.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit. If Force is set (that
is, not OFF) under Active Effects, the Decay value controls how quickly
the force intensity decreases with distance.
Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
Shadows Determines whether the light casts shadows or not. The default
setting is OFF. Please note that only spotlights can cast shadows in a raycast
image.
See also:
Create a light
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
In addition, light manipulators are displayed in the modeling window.
(To display the manipulators for an existing light, select the Pick > Object
on page 3 tool, select the light, and select a Light tool.)
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Spot ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit. If Force is set (that
is, not OFF) under Active Effects, the Decay value controls how quickly
the force intensity decreases with distance.
The Decay parameter works differently for volume lights (see Decay on page
671). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Spread The angle (in degrees) from edge to edge of the spot lights beam.
Resolution problems may occur when the Spread value is greater than 170;
small objects may not cast shadows. The valid/slider range is 2 to 179. The
default value is 90.
Dropoff Controls the rate at which light intensity decreases from the center
to the edge of the spot light beam. The valid range is 0 to infinity. The slider
range is 0 to 255.
Typical values are between 0 and 50. Values of 1 and less produce almost
identical results (no discernible intensity decrease along the radius of the
beam). The default value is 0 (no dropoff).
TIP The Penumbra parameter produces an effect somewhat similar to the
Dropoff parameter.
Penumbra The angle (in degrees) over which the intensity of the spot light
falls off linearly to zero.
For example, if the Spread value is 50 and the Penumbra value is 10, then
the spot light has an effective spread of 60 (50 + 10) degrees; however, the
spot light intensity decreases to 0 between the angles of 50 and 60 degrees. If
the Spread value is 50 and the Penumbra value is -10, then the spot light
has an effective spread of 50 degrees and the spot light intensity decreases to
0 between the angles of 40 and 50 degrees.
The valid range is -90 to 90. The slider range is -10 to 10. The default value is
0.
Edge Quality The size of the blur filter used on the shadow depth map. The
valid range is 1 to 10. The slider range is 1 to 5. The default value is 2.
Resolution The size of the shadow depth map used during raycasting, which
determines the softness/sharpness of shadows. (The Spread and Edge Quality
values also affect the general softness/sharpness of shadows.)
High Resolution values produce sharp edged shadows but also use more
memory and slow down rendering. Low Resolution values use little memory
and speed up rendering. Use a Resolution value of 50 to produce very soft
and smooth shadows. The valid range is 2 to 4096. The slider range is 8 to
1024. The default value is 512.
A spot light with a low Spread value produces sharper shadows than a spot
light with a high Spread value, if their Resolution values are the same. For
example, a spot light with a Spread value of 90 requires a Resolution value
twice that of a spot light with a Spread value of 45 in order to have the same
shadow sharpness.
Fog samples Controls the quality of light fog shadows. A high Fog samples
value produces better quality fog shadows, but also increases rendering time.
The valid range is 4 to 4096. The slider range is 4 to 1024. The default value
is 50.
The default value (50) is usually good enough; however, small details may be
missed or may appear noisy. In this case, increase the Fog samples value up
to the Resolution value.
Use Depth Map Creates a spot light shadow depth map file the first time the
scene is rendered for re-use during subsequent renders. This eliminates the
need for the renderer to re-calculate the shadow depth map for each render,
and decreases overall rendering time. However, Use Depth Map is only useful
if objects do not move within the spot lights field of view (for example, during
a camera fly-by).
The file created by Use Depth Map has the same name as the spot light. The
default setting is OFF.
Min Depth The world space distance that points on shadow casting objects
are moved toward the spot light before the shadow map is calculated (during
raycasting). Adjust the Min Depth value to correct self-shadowing problems.
The valid range is 0 to infinity. The slider range is 0 to 10. The default value
is 0.05.
If the Min Depth value is 0, then an object will shadow itself by 50% (if it
casts shadows) when the light is at an inclined angle to the surface. A relatively
small Min Depth value can bring the surface out of its own shadow, especially
when combined with a small Blend Offset value. If the Min Depth value
is too high, the object may not cast shadows onto surfaces that are very close.
Also, if the surface does not have to cast shadows but only receive them, set
Shadows off for the object (see Shadows on page 624). A Min Depth value
of 0 is then fine. A typical example of this is a ground plane.
Blend Offset Proportionally scales the distance that points on shadow casting
objects are moved toward the spot light before the shadow map is calculated
(during raycasting). Adjust the Blend Offset value to correct self-shadowing
problems. The valid range is 0 to infinity. The slider range is 0 to 10. The
default value is 1.
Shadows Determines whether the light casts shadows or not. The default
setting is OFF. Please note that only spotlights can cast shadows in a raycast
image.
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
See also:
Lights
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
In addition, light manipulators are displayed in the modeling window.
(To display the manipulators for an existing light, select the Pick > Object
on page 3 tool, select the light, and select a Light tool.)
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
point light icon appears in the modeling windows at 0,0,0. Double-clicking
the icon opens up the Control Window that allows you to change the light
type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Directional ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
Shadows Determines whether the light casts shadows or not. The default
setting is OFF. Please note that only spotlights can cast shadows in a raycast
image.
See also:
Lights
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
point light icon appears in the modeling windows at 0,0,0. Double-clicking
the icon opens up the Control Window that allows you to change the light
type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Ambient ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
See also:
Lights
The diffuse component of area lights is very small. To increase diffusion, move
the light further away and increase its Intensity value. Area light shadows
are much more costly than point light shadows. The increase in processing
cost is proportional to the complexity of the scene and the size of the area
light.
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
point light icon appears in the modeling windows at 0,0,0. Double-clicking
the icon opens up the Control Window that allows you to change the light
type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Area ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit. If Force is set (that
is, not OFF) under Active Effects, the Decay value controls how quickly
the force intensity decreases with distance.
The Decay parameter works differently for volume lights (see Decay on page
671). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
Shadows Determines whether the light casts shadows or not. The default
setting is OFF. Please note that only spotlights can cast shadows in a raycast
image.
See also:
Lights
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
In addition, light manipulators are displayed in the modeling window.
(To display the manipulators for an existing light, select the Pick > Object
on page 3 tool, select the light, and select a Light tool.)
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
point light icon appears in the modeling windows at 0,0,0. Double-clicking
the icon opens up the Control Window that allows you to change the light
type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Volume ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
The Volume Parameters can be accessed by double-clicking the Volume
light swatch in the Multi-lister (Render > Multi-lister > Lights).
Volume lights have many parameters which define the shape of the volume
and the direction of the light/force in the volume.
Shape Defines the shape of the volume light as either a BOX, SPHERE,
CYLINDER, CONE, or TORUS. The default setting is SPHERE.
This option is also available from the Volume light tools option box.
You can also use the Transform tools to position or reshape a volume light.
Apply the Transform to the light icon in the modeling window or to the
DAG node above the light in the SBD window.
Specular Makes the light contribute to the specular component. (If the
Intensity value is negative, set Specular OFF.) The default setting is ON.
Decay Controls how quickly the light intensity decreases with distance within
the lights volume. (The volume light Decay parameter differs slightly from
the Decay parameter for other light types.) The slider range is 0 to 10. The
default value is 1.
0
>0
<0
The direction that light decays depends on the volume lights Shape setting.
Shape
Decay Direction
Shape
Decay Direction
TORUS
Direction Vectors
Lights
Lights
Linear light shadows are much more costly than point light shadows. The
increase in cost is proportional to the complexity of the scene and the length
of the linear light.
You can create a light using the Create light tools or using the Multi-lister.
You can use the light options to set properties for any new light you create.
By default, lights are named sequentially as you create them: Light, Light#2,
and so on. To avoid confusion, however, you should name all lights as you
create them. If you let the system assign default names and later combine two
or more files, all lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
NOTE Light#1 is not used explicitly as a name; the first light with a given name
is implicitly numbered 1.
NOTE If shelves are not visible choose Windows > Shelves on page 993 .
2 Place the light by clicking in the modeling window, or by typing a set of
coordinates in the prompt line.
A new light swatch appears in the Multi-lister, and a new light icon
appears in the modeling window. Each type of light has a unique
modeling window icon and Multi-lister swatch.
In addition, light manipulators are displayed in the modeling window.
(To display the manipulators for an existing light, select the Pick > Object
on page 3 tool, select the light, and select a Light tool.)
Most lights have one manipulator that controls the lights position. Spot
lights have two manipulators: one manipulator controls the lights
position, the other manipulator controls its direction (look-at point).
Each manipulator consists of a square icon at its center, and three colored
arrow icons radiating from the center in the X, Y, and Z directions.
By dragging a square icon you can move the light or the lights look-at
point across the view plane (in orthographic windows) or parallel to the
ground plane (in perspective windows). By holding the Alt (Windows) or
Command (Mac) key while you drag a square icon you can snap the light
to grid points.
By dragging an arrow icon you can move the light or the lights look-at
point in the X, Y, or Z direction.
In the Multi-lister (Render > Multi-lister > Lights), select Edit > New
Light. A new point light swatch appears in the Multi-lister, and a new
point light icon appears in the modeling windows at 0,0,0. Double-clicking
the icon opens up the Control Window that allows you to change the light
type and other parameters.
Select Create lights from the Render menu, then click the box beside
the name of a light type (for example, Render > Create lights
> Linear ).
Double click one of the light icons from the Create shelf.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit. If Force is set (that
is, not OFF) under Active Effects, the Decay value controls how quickly
the force intensity decreases with distance.
The Decay parameter works differently for volume lights (see Decay on page
671). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Exclusive Makes the light only illuminate objects that are linked to that light.
A light with Exclusive Link OFF illuminates objects that have no light links.
The default setting is OFF.
Shadows Determines whether the light casts shadows or not. The default
setting is OFF. Please note that only spotlights can cast shadows in a raycast
image.
See also:
Lights
Tips
The projection objects are moved by their pivot points. When they are
created, the Planar and Tri-planar projections are not centered on their
pivot points.
When you are using the Camera projection, it may be helpful to pick the
objects you want to texture first, then use the Look at tool in the View
palette before creating the projection object.
Projection Options
Each Projection tool has a similar option box.
Display editor Automatically opens the Projection textures Control
Window after you place the Texture Projection Object in the modeling
window.
Magnet snap to B-box (Magnet snap to Bounding-box) Snaps the Texture
Projection Object as you move it in the modeling windows as listed below.
SELECTION LIST
OBJECT
OFF
682
25
Editor for creating, editing, and managing shaders, textures, lights, and the environment for rendered
scenes. The submenu contains options for listing All multi-lister entities, Picked, Shaders, Lights, or
Glows.
The Multi-lister is the primary interface that you use to create, edit, manage and display
shaders, textures, lights, and the environment. You also use the Multi-lister to access the
Control Window and the Color Editor.
The Multi-lister consists of a title bar, five menu buttons, and a swatch display area. The
swatches represent the environment, shaders, textures, and lights contained in your scene.
The title bar contains tools to control the display of swatches in the Multi-lister. The menu
buttons contain tools to create, edit, manage, and display shaders, textures, lights, and the
environment.
683
| 685
Multi-lister interface
Title bar
The title bar indicates the type of swatches that are listed in the Multi-lister.
It also lets you control the display of swatches in the Multi-lister (text, small
swatches, large swatches), and lets you close, track, and minimize/maximize
the Multi-lister window.
Swatches
There are five different types of swatches used in the Multi-lister:
environment, shader, texture, layered shader, and light.
layered shaders
glows (shaders that produce a glow, and lights that produce a glow, halo,
fog, or lens flare)
Swatches are listed in the following order: the environment, shaders, lights.
Shaders and lights are listed alphabetically by name. Textures are listed next
to the environment, shader, or light that they are mapped to.
All swatches consist of an image and a frame. The image represents the
appearance of the environment, shader, texture, or light. The frame contains
the swatch name and any icons.
The type of swatch image and the way that you use the swatch are different
for different swatch types. All swatches, however, share the following features.
You can select a swatch by clicking on it. You can select several swatches by
Shift-clicking on them. By double-clicking a swatch, you open its Control
Window. You can then edit any parameter for that particular environment,
shader, texture, or light. Use the Control Window
You can edit the swatch name by double-clicking on the name and typing a
new name. You can change the resolution of the swatchs image by
click-dragging the white triangle on the right side of the swatch either up
(higher resolution) or down (lower resolution).
If an environment, shader, texture, or light has a texture mapped to one of
its parameters, the swatch will have an arrow in its bottom right corner. By
clicking on this arrow, you can toggle the display of the texture in the
Multi-lister.
If you have animated a parameter of an environment, shader, texture, or light,
the swatch will have a diamond in its bottom left corner. By click-holding on
this diamond, you can play back the animation of the swatch.
Shader swatches
See Assign or layer a shader.
A shader swatch uses a sphere to represent the appearance of a surface. By
Alt-clicking (Windows) or Option-clicking (Mac) on different parts of the sphere,
you can open the Color Editor and edit the shaders Color, Specular, or
Incandescence settings. (By Shift+Alt-clicking (Windows) or
Shift+Option-clicking (Mac) on the background, you can open the Color Editor
and edit the shader icon background color.) By click-dragging on the spheres
highlight, you can interactively edit the shaders Shinyness or Eccentricity
value.
NOTE The shader swatch is only a preview image and may not exactly correspond
to the appearance of the shader in a rendered image.
can open the Color Editor and edit the textures Rgboffset setting. By
click-dragging anywhere in the swatch, you can interactively edit the textures
Urepeat and Vrepeat values.
A surface texture swatch has two texture mapping symbols in its bottom right
corner. By clicking on one of these symbols you activate either 2D mapping
or 3D mapping.
See Use 3D mapping to position a texture on a surface.
The Stencil texture appears black in the Multi-lister until you specify its
Image.
The File texture appears black with a small question mark (?) icon until you
specify its Image. If the Multi-lister cannot find a File textures image file,
the File texture appears with both large and small question mark icons.
A new, empty layered shader appears black, because the layers are empty. To
add shaders to a layered shader, select one or more shaders from the Multilister
window, then click Add. You can select multiple shaders by pressing the Shift
key while you select shaders.
To remove shaders from a layered shader, select one or more of the listed
shaders in the Layered Shader editor, then click Remove. You can select
multiple shaders by pressing the Shift key while you select shaders.
Use the middle mouse button in the Layered Shader editor to rearrange the
layers.
The window shows the layers of shaders that have been applied to a simple
sphere. You can now assign this layered shader to other objects.
The Ball, Cube, Sphere, Projection, and Volume textures appear black
in the Multi-lister until you specify an image file or series of image files for
them. The sCloud texture always appears black in the Multi-lister; the
shader it is mapped to displays the actual texture.
See Set the texture placement object.
Light swatches
A light swatch represents a light as viewed from 10 units away with a 20 degree
field of view. By Alt-clicking (Windows) or Option-clicking (Mac) the swatch
you can open the Color Editor and edit the lights Color parameter.
A light swatch has a light type symbol in its top left corner. If the light has a
force component, the light swatch will also have a force type symbol. If the
light is linked to a surface, the light swatch will also have an L symbol. If a
lights link to a surface is exclusive, the light swatch will also have an E symbol.
See Create a light.
Multi-lister menus
The Multi-lister menus contain tools to create, edit, manage, and display
shaders, textures, lights, and the environment. To display a menu, click and
hold the mouse on a menu button at the bottom of the Multi-Lister window.
The default active menu item is displayed below each button.
File menu
The File menu contains tools to save and retrieve lights, environments,
shaders, and textures.
Shader Browse Opens the File Requestor and lets you retrieve any shader
that was previously saved using File > Save on page 454 in the Multi-lister.
The default directory is the directory that you last used to save.
Texture Browse Opens the File Requestor and lets you retrieve any texture
that was previously saved using File > Save on page 454 in the Multi-lister,
into the active Multi-lister swatch (environment, shader, texture, or light).
The retrieved texture is automatically assigned to the Color parameter (if the
active Multi-lister swatch is an environment, shader, or light) or to the
Rgbmult parameter (if the active Multi-lister swatch is a texture). Only
one Multi-lister swatch can be active when using Texture Browse.
Light Browse Opens the File Requestor and lets you retrieve any light
(including glows) that was previously saved using File > Save on page 454 in
the Multi-lister. The default directory is the directory that you last used to
save.
Environment Browse Opens the File Requestor and lets you retrieve any
environment that was previously saved using File > Save on page 454 in the
Multi-lister. If you retrieve an environment, it will automatically replace
your current environment. The default directory is the directory that you last
used to save.
File > Layered Shader Browse Enables you to retrieve a previously-saved
layered shader. Retrieving a layered shader also retrieves all shaders referenced
by the layered shader.
Save as, Save Saves the active environment, shader, texture or light in the
Multi-lister to a file that is independent from your scenes wire file. The
files name can either be the current environment/shader/texture/light name
(Save) or a name that you specify when saving (Save as). You can retrieve
files saved using Save as/Save into other wire files using Shader Browse,
Texture Browse, Light Browse, and Environment Browse.
Files are saved to the current projects relevant subdirectory or to the last
place that an item of that type was saved. Glows are saved in the lights
subdirectory.
Save does not prompt for a name or path. If a file of the same name exists,
it will be overwritten without confirmation.
If you save a shader that has associated textures, the shader and its textures
are saved as a single file in the current shader directory. If you save a
texture, the texture is saved as a single file in the current texture directory.
If you save a shader and a texture at the same time (that is, both shader
and texture are active in the Multi-lister), the shader is saved in the
current shader directory and the texture is saved in the current texture
directory.
When you use Save, a small icon representing the active object appears
momentarily in the lower left corner of the screen.
By default, whenever you save a wire file, the environment and all shaders,
textures, and lights are stored in the wire file. When you later retrieve the
wire file, they are all retrieved. For this reason, you do not have to explicitly
save environments, shaders, textures, and lights from the Multi-lister
(File > Save on page 454 or File > Save As on page 455 ). However, you cannot
easily access this information from other wire files.
Edit menu
The Edit menu contains tools for creating and editing environments, shaders,
textures, and lights.
New Shader Creates a new shader that is identical to the default shader. To
create a new shader based on a shader other than the default shader, use Edit
> Copy on page 526 . To change the default shader for all future sessions, save
a shader in the default shader directory with the name DefaultShader. If you
edit the default shader in the Multi-lister, but dont save it, the changes will
only last for that session.
New Light Creates a new point light (based on the last point light you created)
located at (0,0,0). To set options for the new light, change the values in the
Point Light Options box and save them before selecting New Light. To
create a new light based on an existing light, use Edit > Copy on page 526 .
New LayeredShader Creates a new, empty layered shader. Double-click the
swatch to open the LayeredShader editor.
Copy Creates a copy of the currently active shader or light. Note the following
when using Copy:
If a texture is active when you select Copy, the shader or light that the
texture is assigned to will be copied.
When you copy a light (including glows), the new light appears in the
scene in the same location as the original light. See Edit an environment,
shader, texture, or light
You cannot copy Shading Model from one shader to another. If you
attempt to copy one or more parameters that do not exist in the target
shader (for example, because the shaders have different Shading Models),
a warning message will appear, the operation will stop and no parameters
will be copied.
You can use Copy Parameters to copy textures and texture parameters.
This is particularly useful when matching Texture Placement and Label
Mapping parameters.
Convert Solid Tex Creates a new shader for selected surfaces, where all solid
textures are replaced by a file surface texture so that the appearance of the
objects does not change. These surface textures recreate the shading qualities
of the solid texture. In effect, this freezes the solid texture onto the surface.
Note the following when using Convert Solid Tex:
If you press Esc during the Convert Solid Tex operation, the files created
up to that point will be correct, but will not necessarily be assigned. Even
if you delete the shader created by Convert Solid Tex, the image files
still exist in a directory with the same name as the original shader in the
current pix directory. If you perform a second Convert Solid Tex
operation using the same shader and objects, the previously created files
are overwritten without warning.
You can only use Convert Solid Tex for spline type surfaces. You cannot
use Convert Solid Tex for faces or meshes.
Any image files created are referenced on the Per Object Images list of
the new file texture. Each surface gets its own image file for every solid
texture converted. The file textures created have no default Image file,
only per object files, therefore the shader swatch does not display the file
texture.
To display the texture on the shader swatch, copy any image file name
from the Per Object Images list to the default Image field (click in the
Object list to highlight the image file name, then click in the default
Image field with the middle mouse button to paste).
You are animating several objects that all use the same shader. Because
solid shaders can have only one texture node, the objects would appear
to flow through the solid material, changing appearance as they move.
You are using Blend Surfaces with a solid texture assigned and as the objects
change shape their textures change as the surfaces move through the solid.
You have a digitized head with a cylindrical scan image of the face. By
converting a cylindrical projection map you can animate the face and have
the skin texture behave properly.
Generally, file textures are faster to render than solid textures. Speed is
gained, however, at the cost of memory usage since file textures use more
memory, especially if they are large and numerous.
You can use several solid textures, like 3D paint brushes on a surface, by
using the Overlay mapping technique (in the Effects section of the
shaders Control Window) and turning Uwrap and Vwrap OFF for
the textures (in the Label Mapping section of the shaders Control
Window). When the desired effect is achieved, you can use Convert
Solid Tex to both bind the texture to the surface and optimize render
performance.
Edit Opens the Control Window for the active environment, shader, texture,
or light. You can also open the Control Window by double-clicking the
environment/shader/texture/light swatch in the Multi-lister.
See Use the Control Window.
Color Opens the Color Editor for the Color parameter of the active
environment, shader, or light or for the Rgbmult parameter of the active
texture. You can also open the Color Editor by clicking the color field of a
parameter in the Control Window.
See Change colors.
Texture Map Opens the Texture Procedures window for the Color
parameter of the active environment, shader, or light or for the Rgbmult
parameter of the active texture. You can also open the Texture Procedures
window by clicking the Map button beside a texturable parameter in the
Control Window.
See Open a texture procedures window.
Undo Cancels all changes made to the active environment, shader, texture,
or light since it became active. This includes all changes made to any textures
assigned to it.
List menu
The menu item you use to open the Multi-lister determines the type of
swatches initially displayed in the Multi-lister (see Open the Multi-lister).
The List menu lets you change the type of swatches that are displayed in the
Multi-lister. The Multi-lister title bar indicates the type of swatches
currently displayed in the Multi-lister.
All Displays the environment and all shaders, layered shaders, textures, lights,
and glows currently in memory.
Shaders Displays the environment and all shaders currently in memory,
including textures that are assigned to the environment or to any shader.
Lights Displays all lights in your scene that have a Light component,
including textures that are assigned to any of these lights.
Glows Displays all lights in your scene that have a Glow, Halo, Fog, or Lens
Flare component and all shaders currently in memory that have a Glow
component, including textures that are assigned to any of these lights or
shaders.
See Active Effects on page 810 and Glow Intens (Glow Intensity) on page 741.
Picked Displays all lights in your scene that are picked (active) and all shaders
currently in memory that are assigned to active objects, including textures
that are assigned to any of these lights or shaders. Selecting List > Picked
displays lights with or without a Light component.
Linked Lights Displays all lights in your scene that are linked to surfaces,
including textures that are assigned to any of these lights. Selecting List
> Linked Lights displays lights with or without a Light component.
See Link a light.
Non-excl Lights Displays all lights in your scene that have a Light component
and are not exclusively linked to surfaces, including textures that are assigned
to any of these lights.
See Exclusive Link on page 815.
List > Layered Shaders Removes from display all items that are not layered
shaders.
Delete menu
The Delete menu contains tools to delete shaders, textures, and lights from
the Multi-lister. You cannot delete the environment or the default shader.
If you try to delete either of them, they will reset to their default parameters.
Active Deletes all selected shaders, textures, and lights, including textures
that are assigned to them. To select multiple shaders, textures, and lights, click
one shader/texture/light, then hold the Shift key and click any other
shaders/textures/lights.
All Deletes all shaders, textures, and lights.
Lights Deletes all lights, including textures that are assigned to lights. Selecting
Delete > Lights deletes lights with or without a Light component.
Shaders Deletes all shaders, including textures that are assigned to shaders.
Unused Shaders Deletes all shaders not currently assigned to objects in your
scene, including textures that are assigned to any of these shaders.
Delete > Layered Shaders Deletes all layered shaders from the multilister.
Shading menu
The Shading menu contains tools to assign and layer shaders to objects, link
and unlink lights, and pick and list objects.
Assign Shader Assigns the active shader to all active objects (surfaces or
meshes) in your scene.
If a shader is already assigned to an active object when you select Assign
Shader, the active shader replaces it. If you assign a shader to the wrong
object or overwrite an existing shader assignment, you must re-assign the
original shader to the object.
Layer Shaders Layers the active shader onto all active objects in your scene,
on top of any shaders previously assigned or layered. The Transparency
setting of a shader layered on top of another shader determines the visibility
of shaders beneath it.
You can achieve an effect like that of layered shaders by mapping a Stencil
texture to a shader parameter (for example, Color). See Stencil texture
parameters on page 782. The main advantage of using layered shaders is
that each shader can have a different Shading Model and different
Shading Parameters. For example, you can use layered shaders to
simulate rust or dirt (low reflectivity) on metal (high reflectivity).
Typically, the first shader that you assign to an object represents its material
properties. You can then layer more shaders on top of it to create effects.
For example, you can layer a shader having a fractal color map, bump map,
and transparency map onto a smooth, shiny shader to simulate rust or
dirt on metal. Or you could layer a shader having a fractal incandescence
map, bump map, and transparency map onto a granite shader to simulate
phosphorescent lichen or fungus on stone. You can also use layered shaders
to create labels.
Alias may consider a layered shader partially transparent if even one of its
layers is partially transparent. For example, shadows cast by a surface that
uses a layered shader may appear faint, colored, or not at all.
List Objects Displays a window that lists all objects to which the active shader
is assigned or all objects to which the active light is linked.
The Objects window lists lights with or without a Light component. If you
select a different shader or light while the Objects window is still open, the
list is updated. Active objects appear highlighted in the Objects window.
Pick Objects Selects all objects to which the active shader is assigned or all
objects to which the active light is linked (including the light itself).
Although you can select Shading > Pick Objects with multiple shaders or
lights selected, only the first shader or light that you select is used to pick
objects.
Link Lights Links active surfaces to the active light. See Link a light. Selecting
Shading > Link Lights links lights with or without a Light component.
Unlink Lights Removes the link between the active light and the active
surfaces. Selecting Shading > Unlink Lights unlinks lights with or without
a Light component.
Control Window
The Control Window is sometimes referred to as the Environment Editor,
Shader Editor, Texture Editor, or Light Editor.
The Control Window is the interface that you use to edit shaders, textures,
lights, and the environment. You can also use the Control Window to access
the Color Editor.
The Control Window contains a list of parameters for the selected swatch
in the Multi-lister, and allows you to edit these parameter values or settings
interactively. There are four different types of Control Window:
environment, texture, shader, and light.
Title bar
The title bar indicates the name of the active environment, shader, texture,
or light in the Multi-lister. It also contains buttons or icons that let you set
a keyframe for a parameter, or scroll through the Multi-lister swatches.
Parameters
Parameters control the appearance of shaders, textures, lights, and the
environment. Each parameter has a name, which describes the parameter,
and a field, which specifies (and allows you to change) the parameters setting
or value. The Control Window contains several different types of fields:
name fields, file name fields, toggle fields, menu fields, numeric fields, and
color fields.
All the parameters are displayed on the Software tab; a selection of applicable
parameters is displayed on the Hardware tab. The hardware tab is labelled
either Per Pixel or Per Vertex, depending on the Shading Method selected
for WindowDisplay > Hardware Shade on page 567 .
Name fields Name fields let you change the name of a shader or texture by
clicking in the field and typing a new name. Textures also have an arrow
button on the left side of the name field, and ON and OFF buttons on the
right side of the name field. The arrow button lets you select the textures
parent swatch in the Multi-lister (that is, the environment, shader, texture,
or light that the texture is mapped to). The ON and OFF buttons let you turn
the effect of the texture on or off.
File Name fields and Browse buttons File name fields let you specify a path
and file name by clicking in the field and typing a file name. File name fields
also have a Browse button on the right side of the field. You can click the
Browse button to select a file using the File Requestor.
Menu fields Menu fields let you select from a list of menu options by clicking
the mouse on a menu button, and then releasing the mouse on the desired
option.
Numeric fields Numeric fields let you enter a number using either the
keyboard or a slider beside the field. (You can also hold down the Alt (Windows)
or Option (Mac) key and drag the mouse in the numeric field to make fine
adjustments to the value.) Each numeric field has a valid range (the range of
values you can enter by typing in the field) and a slider range (the range of
values you can enter using the slider). The slider range represents the
recommended range of values for that parameter. The valid range is negative
infinity to positive infinity for all numeric fields unless otherwise stated.
Some numeric fields also have a Map button (for example, Reflectivity).
Color fields and Map buttons Color fields let you specify the color value by
using the slider, specify the color by clicking the color field and opening the
Color Editor, or map a texture to the parameter by clicking the Map button.
If you map a texture to a color field, a red arrow button appears to the right
of the Map button. By clicking this red arrow you can open the Control
Window for that texture.
Parameter groups
In the Control Window, parameters are organized in groups. You can display
or hide a parameter group by clicking on the group name.
Color Editor
The Color Editor is the interface that you use to change the colors of
environments, shaders, textures, and lights by that have a color field in the
Control Window.
The color editor has three tabs that enable you to choose color based on your
preferred method: a color wheel and triangle; a box for blending between four
colors, and a palette of colors.
Swatches menu
Reset to Default Resets the Swatches on page 708to their default setting (except
for locked swatches).
Compress Swatches Re-arranges the Swatches on page 708 so all empty
swatches are in the bottom right corner of the Swatches on page 708 area.
Ramp Selected When several swatches in the Swatches on page 708 area are
selected, Ramp Selected creates a ramp of swatches gradually blending
between the color of the first selected swatch and the color of the last selected
swatch.
Lock Selected Locks the selected swatches in the Swatches on page 708 area
so you cannot delete them (by choosing Swatches > Delete Selected or
Swatches > Reset to Default). A locked swatch has anwhite triangle in the
upper right corner.
Unlock Selected Unlocks the selected swatches in the Swatches on page 708
area so you can delete them (by choosing Swatches > Delete Selected or
Swatches > Reset to Default).
Options menu
0->255 Sets the RGB and CMY slider ranges to 0 to 255.
0->1 Sets the RGB and CMY slider ranges to 0 to 1.
0->100 Sets the RGB and CMY slider ranges to 0 to 100.
Common elements
Color history A history of the last fourteen colors you have used is
automatically stored in a series of swatches along the top of the Color Editor.
To choose a color from the history, click its swatch.
Sliders The Sliders let you choose a color by dragging sliders or setting values
for each color component.
Color Model Controls whether the sliders use the HSL, HSV, RGB, or CMY
color model.
Active color
The active color swatch indicates the active color. The active color swatch
updates interactively as you adjust the active color or choose a new color.
Color picker
Positioned directly beside the active color swatch is a color picker. Click this
icon to change the cursor to a medicine dropper. Click the canvas to pick up
a color from the active layer.
This area lets you choose a color using a color wheel and triangle.
Color Model Controls whether the color triangle uses the HSL or HSV color
model.
Color Models on page 709
Color Wheel Lets you choose:
Swatches The Swatches area lets you choose a color from a customizable
collection of color swatches.
Color Models
The Color Editor Picker and Sliders can represent color using various
color models:
The HSL color model uses dimensions that are familiar to artists to specify
colors: hue, lightness, and saturation. These three dimensions are represented
by a double-hexcone.
There is one main difference between the HSL and HSV color models. In the
HSV color model, both fully saturated colors (for example, pure red) and white
have a value of 100%. In the HSL color model, fully saturated colors have a
lightness (value) of 50% and white has a lightness (value) of 100%. In the HSL
color model, pure white is perceived to be lighter than fully saturated colors
(for example, pure red).
Hue Hue is the quality humans use to distinguish one color from another.
For example, red, green, and yellow are hues. In the HSL double-hexcone, hue
is measured by the angle around the vertical axis. Red is at 0, green at 120,
and blue at 240.
Saturation Saturation is the quality that distinguishes a strong color from a
weak one. At 100% saturation, the hue is perceived at its strongest; 0%
saturation is grayscale there is no hue, only black, white, or a shade of gray.
In the HSL double-hexcone, 100% saturation is at the perimeter of the hexagon,
and 0% saturation is at the central axis of the double-hexcone.
Lightness Lightness distinguishes light colors from dark ones. Black has a
lightness of 0, and white has a lightness of 1 (and a saturation of 0). The
bottom point of the double-hexcone has 0 lightness; this increases along the
axis of the double-cone to 1 at the top point.
NOTE If the Lightness = 0, then the color is black, regardless of the values for hue
and saturation. Similarly, if Lightness = 1, then the color is always white.
HSV color model The HSV color model uses dimensions similar to the HLS
color model: hue, saturation and (brightness) value. These three dimensions
are represented by a single hexcone.
Hue
Hue is the quality humans use to distinguish one color from another. For
example, red, green, and yellow are hues. In the HSV hexcone, hue is measured
by the angle around the vertical axis. Red is at 0, green at 120, and blue at
240.
Saturation
Saturation is the quality that distinguishes a strong color from a weak one. At
100% saturation, the hue is perceived at its strongest; 0% saturation is grayscale
there is no hue, only black, white, or a shade of gray. In the HSV hexcone,
100% saturation is at the perimeter of the hexagon, and 0% saturation is at
the central axis of the hexcone.
Value
Value is the brightness value; it distinguishes light colors from dark ones.
Black has a brightness value of 0%, and white has a brightness value of 100%
(and a saturation of 0%). The point of the hexcone is 0% value; this increases
along the axis of the cone to 100% at the top surface.
NOTE If the Value = 0, then the color is black, regardless of the values for hue and
saturation. In other words, the absence of light is black.
RGB color model Red, green, and blue are the additive primary colors. The
RGB color model describes how red, green, or blue light combines at different
intensities to produce different colors. In Alias, each component color can
have a value from 0 (zero intensity) to 1, 100, or 255 (full intensity).
NOTE At full intensity red, green, and blue light combine to form white light. This
is the opposite of how subtractive primary colors combine to form black.
The RGB color model is useful because it relates directly to how monitors emit
light to create colors. However, it is often hard for determine what the RGB
values are for a specific color. If you are mixing a color, you may find the
HLS or HSV model more useful.
CMY color model The CMY model describes colors as different values of cyan,
magenta, and yellow (the complements of red, green, and blue respectively).
These subtractive primary colors specify what is removed from white light.
This model describes how output devices such as printers deposit color
pigments onto paper.
The title bar contains standard dolly and track icons, and full/half/resize,
minimize, and close icons. The buttons and menus located along the bottom
of the window let you interactively edit all Surface Placement and Label
Mapping parameters. There are also some additional tools along the bottom
of the window that are unique to the Texture Placement window.
Grid buttons
The Grid buttons allow you to display a grid in the window, specify the size
of the grid, and enable snapping of texture vertices to the grid.
Disp Displays a light grey grid in the window. The numeric field above the
Disp button controls the number of vertical grid lines (representing U in
parametric space), and the numeric field above the Snap button controls the
number of horizontal lines (representing V in parametric space). Click in either
of these fields to change the number of grid lines.
Snap Enables snapping of texture vertices to the nearest grid location when
you perform texture vertex transformations.
Pick buttons
The Pick buttons, Obj (Object) and TVert (Texture Vertices) allow to you
to select geometry or vertices in the modeling window, and load them into
the Texture Placement window. Picking geometry or vertices in the
modeling window is similar to using the Pick > Point Types > CV on page 6
tool:
Mouse Button
Selection Description
left
toggles selection
middle
right
The Obj and TVert buttons are mutually exclusive; only one can be active
at a time.
Obj Allows you to select polygonal geometry in the modeling window and
load it into the Texture Placement window. You can modify geometry
loaded into the Texture Placement window using the Transform tools.
If any polysets, components, or polygons are selected when you first open the
Texture Placement window, all polysets or fully selected polygons are
loaded (if all of their vertices are selected) into the Texture Placement
window. This geometry is displayed as two-dimensional parametric space
geometry. At any point after you open the window, you can change the loaded
geometry by clicking the Obj button and selecting the geometry in the
modeling window.
When the Obj button is selected, you can select polygonal geometry at the
vertex level by clicking and dragging in the modeling windows (for example,
by using the Pick > Point Types > CV on page 6 tool). Polygons are loaded
into the Texture Placement window only if all of their vertices are selected.
If you have selected polygonal geometry before opening the Texture
Placement window, the Obj button is selected by default and all Texture
Placement window tools are enabled. If you have not selected polygonal
geometry before opening the Texture Placement window, the Obj button
is not selected and all Texture Placement window tools are disabled except
for the Obj button. Selecting polygonal geometry as above enables the tools.
While using the Texture Placement window, if you select another continuous
tool (such as Transform > Move on page 11 ), all geometry is unloaded and
the Obj button is deselected. If you select the Obj button again, you can
reload all active geometry. This also exits from the continuous tool.
NOTE A continuous tool is one that remains active after you have selected it and
used it to perform an action (for example, Transform > Move on page 11 ).
TVert Allows you to select polyset vertices in the modeling window. These
vertices correspond to the vertices displayed in the Texture Placement
window. You can modify selected vertices using the Vertex tools in the
Texture Placement window.
Vertex menu
The Vertex tools let you interactively transform selected polyset vertices.
You can select vertices by several methods:
You can select all vertices associated with a polygon in the Texture
Placement window by holding the Alt (Windows) or Option (Mac) key
and clicking in the middle of the polygon. This includes all vertices that
are shared with other polygons.
You can select all vertices of a polygon in the Texture Placement window
by holding the Alt and Ctrl (Windows) or Option and Control (Mac) keys and
clicking in the middle of the polygon. This does not include vertices that
are shared with other polygons.
You can select and transform a vertex without affecting any polygons that
share that vertex. First, select the vertex using any of the methods described
above, and then press the -> (right arrow) key. A white diamond-shaped
marker is displayed in one of the polygons that shares this vertex. Press
the -> key again until the marker is in the polygon that you want to
transform the vertex for. Transform the vertex using any of the Vertex
tools. Press the <- (left arrow) key to remove the marker.
Move Lets you move selected vertices in the Texture Placement window
by clicking and dragging in the window.
Mouse Button
Move Direction
left
freeform
middle
right
Rotate Lets you rotate selected vertices about the current pivot point in the
Texture Placement window by clicking and dragging in the window. The
pivot point is indicated by a small green circle in the Texture Placement
window, and is in the bottom left corner of the window by default.
Mouse Button
Move Direction
left
clockwise
right
counter-clockwise
TIP To move the pivot point, see Set Pivot on page 717.
Scale Lets you scale selected vertices about the current pivot point in the
Texture Placement window by clicking and dragging in the window. The
pivot point is indicated by a small green circle in the Texture Placement
window, and is in the bottom left corner of the window by default.
Mouse Button or Direction
non-proportional scale
proportional scale
right or up direction
scale up (larger)
Smear Lets you smear selected vertices in the Texture Placement window
by clicking and dragging in the window. Vertices closest to the mouse pointer
are moved more than vertices further away from the mouse pointer.
Set Vertex Lets you enter numeric S and T values to re-position the selected
vertex. When you select Set Vertex, the following dialog box is displayed.
You can also select the Set Vertex function by moving the mouse pointer
over the Texture Placement window and pressing the S key.
Set Pivot Lets you move the pivot point (used during Scale and Rotate
operations) by clicking and dragging in the Texture Placement window.
The pivot point is indicated by a small green circle in the Texture Placement
window, and is in the bottom left corner of the window by default.
To center the pivot point within the selected vertices, move the mouse pointer
over the Texture Placement window and press the C key.
Freeze Transform Applies any Translate, Coverage, Rotate, Offset, or
Repeat values (set using either the Transform tools, or the actual parameters
in the textures Control Window) to all vertices loaded in the Texture
Placement window.
The texture coordinate that results from the transformation is calculated and
then assigned to the appropriate texture vertices in the Texture Placement
window. A system prompt also asks whether you want to reset the texture
transform values before you confirm the operation. If you decide to reset, then
the transformation values are set to their defaults.
The Freeze Transform tool is very useful when preparing texture coordinate
data for export to systems that do not support advanced placement options
such as Translate, Coverage, Rotate, Offset, and Repeat.
Undo Undoes the last vertex transformation you performed. You can also
select the Undo function by moving the mouse pointer over the Texture
Placement window and press the U key.
Transform menu
The Transform tools let you transform the texture relative to the active
surface it is mapped to. Any transformations you make using these tools are
automatically updated in the textures Surface Placement and Label
Mapping parameters. The origin of the texture is in the lower left corner of
the window. The U parametric direction is horizontal, and the V parametric
direction is vertical.
Translate Lets you move the texture on the surface by clicking and dragging
in the Texture Placement window. This tool controls the textures
Utranslate and Vtranslate values.
Coverage Lets you reduce the coverage of the texture on the surface by clicking
and dragging in the Texture Placement window. This tool controls the
textures Ucoverage and Vcoverage values.
Rotate Lets you rotate the texture on the surface by clicking and dragging in
the Texture Placement window. The texture is not actually rotated in the
Texture Placement window. Instead, a white border representing the edges
of the surface is rotated. This tool controls the textures Rotate value.
Offset Lets you offset the textures position on the surface by clicking and
dragging in the Texture Placement window. This tool controls the textures
Uoffset and Voffset values.
Repeat Lets you change the number of times that the texture is repeated
within the coverage area by clicking and dragging in the Texture Placement
window. This tool controls the textures Urepeat and Vrepeat values.
This changes with shapes; Urepeat and Vrepeat become Uscale and Vscale,
which represent the number of times the texture repeats over 100 pixels. So
if Uscale is set to 2, the texture will repeat twice in the U direction every 100
pixels.
Wrap menu
The Wrap tools let you repeat the texture pattern outside of its coverage area.
Toggle V Wraps the texture outside of its coverage area in the V parametric
direction. This tool controls the textures Vwrap setting.
Toggle U Wraps the texture outside of its coverage area in the U parametric
direction. This tool controls the textures Uwrap setting.
Environment parameters
The environment parameters define the appearance and properties of the
environment. All parameters except Linear Reflection controls and Ground
Plane on page 723 are available for software renders; Linear Reflection controls
are only available for Hardware Shade mode, and only if the shading method
is set to Per Pixel.
A subset of parameters are available for Hardware Shade mode, and these will
vary, depending on whether the shading mode is set to Per Vertex (a small
selection) or Per Pixel (a larger selection of parameters).
Image-Based Lighting
Reflection Map Either type the full or relative path to the High Dynamic
Range (HDR) image to be used as a reflection map or click the Browse button
to navigate to the file. HDR images are the only type of image allowed to be
used as reflection maps for Image-Based Lighting.
HDR images can be created using Photoshop CS2, HDRIshop, or purchased;
some are available on the web, as well (search for royalty-free HDR images).
See also:
Tone Mapping
The contribution of image-based lighting to illuminating the model can be
controlled by tone mapping. HDR images, since they have a wide range, may
produce a resulting rendered image that may need to be "toned" to represent
lighting that is suitable for the scene. The toning is applied near the end of
the rendering process, and the final rendering accounts for both the toned
image-based lighting and the rendering done with regular lights. The tone
mapping does not affect regular lights.
As with digital photography and images that are higher than 24 bits, the
longer the original data is maintained and the later in the process that it is
reduced to 24 bits, the more value the high dynamic range data can contribute
to the final image.
Gamma Sets the brightness of the mid-tone values of the reflection map.
Lower values create darker reflections; higher values create brighter reflections.
Exposure Sets the overall brightness of the reflection map. Lower values reduce
the exposure of the image; higher values increase the exposure compensation.
Saturation Sets the amount of color in the reflection map that will be used.
Background
The Background parameters control the appearance of the background.
Color The color of the background. The default setting is black.
no environmental fog
Constant
Layered
Min/Max
Fog Color The color of the environmental fog. Change Fog Color to simulate
smog (brown fog) or to create the illusion of great distance (blue fog). The
default setting is white.
Fog Depth Determines the distance that you can see through environmental
fog. (The color Value controls fog density in the direction of the cameras
view.) Fog Depth is the distance away that a surface must be before it has
half of its light scattered by the fog. Fog density also depends on the scale of
your scene. Small scenes require a higher Fog Depth value than large scenes
to have the same effect.
The slider range is 0 (nothing visible) to 1 (most objects visible). The default
color Value is 0.039.
Amult A scaling factor applied to the Fog Depth value when Fog Type is
LAYERED. The slider range is 0 to 1. The default value is 1.
Aoffset An offset factor applied to the Fog Depth value when Fog Type is
Layered. The slider range is 0 to 1. The default value is 0.
Density Map The image file or texture that determines the vertical density
of the fog. The Column value determines which column of the Density
Map file is used to calculate the vertical density of the fog. The default
Density Map is a smooth ramp.
TIP Use a vertical or diagonal ramp texture. If you use a horizontal ramp texture,
the fog will have a constant vertical density.
Ground Plane
Preview Enables you to see the placement of the ground plane in the Left
and Back windows while adjusting the plane Height slider. This is for display
purposes only: the plane is not real geometry and cannot be picked,
transformed, grouped, and so on.
Height Enables you to set the ground plane for reflections and shadows.
Shadows Enables shadows, and makes the Shadow Blur, Shadow Position,
and Shadow Transparency options available.
Shadow Blur Enables you to slide between Hard Shadows (0) and Soft Shadows
(1). Setting the value higher than 0.7 may cause longer processing times.
Shadow Position User Defined: The shadow is generated from either a spot
light or directional light created by the user. The appropriate light is selected
through the Multi-lister where the color and transparency of the shadow can
be modified.
Directly Above: The shadow is generated from a single light source located
directly above the model. The light source cannot be edited.This is the default.
45 degrees left: The shadow is generated from a single light source located
at 45 degrees to the left and above the model. The light source cannot be
edited.
45 degrees right: The shadow is generated from a single light source located
at 45 degrees to the right and above the model. The light source cannot be
edited.
Shadow Transparency Enables you to slide between opaque shadows (0) and
very pale shadows (0.9).
Reflection Check this box to enable ground-plane reflections of the scene.
The following options are made available.
Reflectivity Sets the amount the ground plane will reflect, from 0 (no
reflection) to 1 (mirror-like).
Reflection Depth Real life reflections fade out; Reflection Depth sets the
fade on the ground plane.
Reflection Blur Sets the amount by which the reflections are blurred on the
ground plane.
Reflection Blur Depth Similar to Reflection depth, it sets the amount by
which the blur will increase the further the distance a point on the surface is
from the ground plane.
ShaderGlow
The ShaderGlow parameters determine the type of effect produced when a
shaders glow intensity (Glow Intens value) is not zero. See Glow Intens
(Glow Intensity) on page 741.
Glow Type The type of glow a shader produces when its Glow Intensity
value is not zero. The default setting is LINEAR.
Off
No glow
Linear
Spectral
Rim Halo
Halo Type The type of halo a shader produces when its Glow Intensity
value is non-zero. The default setting is Linear.
Off
No halo
Linear
Spectral
Rim Halo
Auto Exposure Evaluates glows in the rendered scene, and based on the
maximum intensity found, automatically adjusts the intensity of shader glows.
The default setting is ON.
Although Auto Exposure is very useful, you should not use it during an
animation. This is because each frame could have a very different intensity
adjustment, resulting in glow flicker between frames. See Common glows
problems for information on eliminating glow flicker.
Quality Controls the resolution of the glow. The slider range is 0 to 5. The
default value is 0.5.
TIP Increase the Quality value to prevent very small glow sources from vanishing
when rendered.
Threshold The minimum brightness at which surfaces will glow. For example,
if the Threshold value is 0.5, only surface regions with a rendered intensity
over 127 (255*0.5) will glow. The slider range is 0 to 1. The default value is 0.
Glow
The Glow parameters control the appearance of shader glow effects. These
parameters are similar to the light Glow parameters (see Glow on page 818).
Glow Color The color of shader glows. The default color Value is 0.392.
Intensity The brightness of shader glows. The Intensity value acts as a scaling
factor applied to Glow Color. As value increases, so does the apparent size
of the shader glow effect. A negative value subtracts from other glows. The
slider range is 0 to 10. The default value is 1.
Spread Controls the size of the shader glow effect. Negative values can have
odd but useful effects. For example, a Spread of -6 and a 2D Noise of 1
produces an image of a fiery bubble. The slider range is 0 to 1. The default
value is 0.05.
Eccentricity Determines how focused the glow effect is. The slider range is 0
(concentrated glow, fast decay) to 1 (ball-like glow). The default value is 0.1.
The degree to which a glow effect can be focused is limited. For very low values
of Eccentricity (0.01), increase the Quality value. Generally, it is better to
use a glow with a low Spread value and a halo with a high Spread value.
Radial Noise Randomizes the spread of shader glows to simulate starburst
effects and eyelashes refracting light. The slider range is 0 to 4. The default
value is 0.
Negative values of Radial Noise will create a thicker noise. Use the Noise
Freq. parameter (under Radial Effects) to adjust the smoothness of this
effect.
Star Level Simulates camera star filter effects. The slider range is 0 to 4. The
default value is 0.
The Star Level parameter is often effective when combined with a high value
of Radial Noise. Use the Star Points parameter to set the number of points
on the star. Use the Rotation parameter to rotate the star.
Opacity Allows a shader glow to obscure objects. (Opacity can be thought
of as the opposite of transparency.) The slider range is 0 to 1. The default value
is 0.
Halo
The Halo parameters control the appearance of shader halo effects. These
parameters are similar to the light Halo parameters (see Halo on page 819).
Halo Color The color of shader halos. The default color value is 0.392.
Intensity The brightness of shader halos. The Intensity value acts as a scaling
factor applied to Halo Color. The slider range is 0 to 10. The default value
is 1.
Spread Controls the size of the shader halo effect. The Spread value also
controls the size of the glow if Glow Type is Rim Halo. Halo size is generally
larger than glow size when the halo Spread and glow Spread values are the
same. The slider range is 0 to 1. The default value is 0.3.
Eccentricity, Radial Noise, Star Level Control the appearance of shader halo
effects. These parameters operate the same way as the Glow parameters
Eccentricity, Radial Noise, and Star Level (see Glow on page 725).
Lens Flare Simulates a bright light source illuminating the surfaces of several
camera lenses. The intensity of the flare is determined by the halo Intensity
value. The size of the circles created is relative to the field of view of the camera.
The slider range is 0 to 1. The default value is 0
Radial Effects
The Radial Effects parameters control the appearance of shader glow and
halo radial effects (Radial Noise and Star Level).
Rotation Rotates glow and halo noise and star effects about the location of
the surface. The slider range is 0 to 180 (degrees). The default value is 0.
The Rotation value affects the following ShaderGlow Glow and Halo
parameters: Star Level and Radial Noise.
Noise Freq. (Noise Frequency) Controls the smoothness of shader glow and
halo radial noise (see Radial Noise on page 726). The slider range is 0 to 1. The
default value is 0.5.
Star Points The number of points on glow and halo star filter effects. A Star
Points value of 1 produces a comet-like effect. The slider range is 0 to 10. The
default value is 4.
Non-integer values could produce a seam or hard line at the top of a star effect
when rendered.
Photo Effects
The Photo Effects parameters control the overall appearance of the rendered
image.
Film Grain The level of graininess of the rendered image to simulate the
appearance of film stock. The slider range is 0 (no grain) to 1. The default
value is 0.
Filter The color or texture applied to the rendered image to simulate a camera
lens filter. The default setting is white (no filter).
A new visualization tool enables you to see your model as if it were surrounded
by long fluorescent light fixtures. The linear reflection tool is only available
in hardware shade mode.
4 Adjust the Environment settings to suit your model. The reflections dont
add lights to the scene, just reflections to the model that look like they
were generated from a series of fluorescent light tubes.
To place and scale the size of the light tunnel, use the interactive placement
jack:
To rotate the tube, click a sphere, which enables you to rotate about that
axis.
Shader parameters
TIP For general information on shaders, see Apply shading to surfaces.
Shader name
The name of the shader. Shader swatches in the Multi-lister are listed
alphabetically (except for the DefaultShader). If you change a shaders
name, the swatch display in the Multi-lister may also change.
Shading model
Defines the basic surface type (for example, matte, reflective). The default
setting is LAMBERT. Each Shading Model has its own set of Shading
Parameters.
LAMBERT
PHONG
A glassy or glossy surface (ABS or SAN copolymer which is often used for car
mouldings, telephones, and bathroom fittings)
BLINN
LIGHTSOURCE
Diffuse
The ability of the surface to reflect light in all directions. The Diffuse value
acts like a scaling factor applied to the Color setting: the higher the Diffuse
value, the closer the actual surface color is to the Color setting. The valid
range is 0 to infinity. The slider range is 0 (no light is reflected in all directions)
to 1. The default color Value is 0.8.
Gloss Gloss reproduces the effect of surface shinyness. A high Gloss material
has specular highlights the same color as its reflections. A low Gloss material
has specular highlights the same color as its diffuse shading. Values in the
middle blend between these.
Reflective materials with a low Gloss appearance could previously be achieved
only with a layered shader.
TIP For glossy plastic surfaces, use a whitish Specular color. For metallic surfaces,
use a Specular color similar to the surface color.
Specularity Specularity works with Gloss to determine the appearance of
specular highlights that are based on the color of the bright parts of the
environment cast on the object.
Specular reflections (the blurry ones which in the past only reflected the light
sources (point, directional, and so on) used to be colored only by Specular
Color. Now they are colored by a blend of the Specular Color and the (diffuse)
Color (which is actually the diffuse color of the surface), with the blending
being controlled by Gloss. When Gloss is 1.0, it's pure Specular Color, when
Gloss is 0.0 it's pure (diffuse) Color.
This is handy because it lets you do with one shader something that used to
require a layered shader. It's also positively irreplacable with image based
lighting (IBL), since even a layered shader wouldn't give you independent
control over reflected and specular part of IBL.
Experiment with these two parameters together in Hardware shading to get
new effects.
Low gloss and high specularity can produce a satiny, lustrous surface like a
pearl or wood with an oiled or waxed finish. High gloss and low specularity
gives small precise highlights, like highly polished enamel surfaces or wood
with a varathane finish.
Shinyness
Controls the size of shiny highlights on the surface. This parameter is only
available when Shading Model is PHONG. The valid range is 2 to infinity.
The slider range is 2 (broad highlight, not very shiny surface) to 100 (small
highlight, very shiny surface). The default value is 20.
Reflectivity
The ability of the surface to reflect its surroundings (the environment, other
surfaces), or the Reflection map, if any. Reflectivity values for common
surface materials are: car paint (0.4), glass (0.7), mirror (1), chrome (1). To
help visualize the effect of Reflectivity in the shader swatch, temporarily
assign a Reflection map to the shader.
The valid range is 0 to infinity. The slider range is 0 (no reflections) to 1 (clear
reflections). The default value is 0.5.
The ability of the surface to reflect its surroundings (the environment, other
surfaces), or the Reflection map, if any, when viewed at oblique angles. This
parameter appears only when Shading Model is BLINN. To help visualize
the effect of Spec. Rolloff in the shader swatch, temporarily assign a
Reflection map to the shader.
The slider range is 0 to 1. The default value is 0.3.
TIP Use a Spec. Rolloff value of 0.7 to simulate a wet surface (for example, wet
paint).
Eccentricity
Controls the size of shiny highlights on the surface. This parameter is only
available when Shading Model is BLINN. The valid range is 0 (no highlight)
to 0.999 (broad highlight, not very shiny surface). A value of 0.1 produces a
small highlight (very shiny surface). The default value is 0.3.
Special Effects
Bump
Makes the surface appear rough or bumpy by altering surface normals (during
rendering) according to the intensity of the pixels in the bump map texture.
A bump map does not actually alter the surface. A silhouette of the surface
appears smooth.
A two-dimensional bump map does not significantly increase rendering time.
Displacement
Makes the surface actually rough or bumpy by altering the tessellated triangle
vertices during rendering, according to the intensity of the pixels in the
displacement map texture.
Displacement mapping is similar to bump mapping, except that the surface
is actually altered. (A silhouette of the surface appears bumpy.) Displacement
mapping, however, requires more rendering time than bump mapping.
Be careful when placing surfaces with displacement maps near other surfaces.
Because the actual displacement takes place during rendering, parts of the
surfaces may intersect.
You can convert a displacement-mapped surface to a mesh, and the mesh will
be displaced according to the map. This is useful for positioning surfaces or
camera paths before rendering. See Create meshes from displacement maps.
Shading Map Applies a color map to the surface after it is rendered. The U
value of the Shading Map texture is mapped to the surfaces hue, and the
V value is mapped to the surfaces intensity (the value defined by [R+G+B]/3).
A shading map changes the shaders color, specular color, and eccentricity,
effectively creating a new type of shading model.
A Shading Map is useful for creating non-photorealistic effects (for example,
cartoon shading) or for highlighting threshold values (for example, using a
ramp texture).
Translucence
The surfaces ability to transmit and diffuse light. Light falling on a translucent
surface is first absorbed beneath the surface, and then diffused in all directions.
The slider range is 0 to 1. The default value is 0.
The Translucence value of a surface lit by a non-shadow-casting light is
effectively zero or infinite (all non-zero values).
The distance light can penetrate a surface. The slider range is 0 to 5. The default
value is 0.5.
If the Transl. Depth value is greater than 0, light can penetrate a surface
entirely and illuminate the opposite side of the surface, even though it is
facing away from the light. For example, if a texture mapped spotlight shines
on a plane, you can see the texture on the side of the plane facing away from
the light (like a rear-projection screen).
The Transl. Depth value of a surface lit by a non-shadow-casting light is
effectively zero or infinite (all non-zero values).
If the Transl. Depth value is low (for example, 0.1) and you are raycasting
with a spotlight, make sure the spotlight shadow Min Depth value is low
(0.01) and the Blend Offset value is low (0.2).
Opacity Depth
When the Opacity Depth value is 0, it has no effect (as opposed to making
an object entirely opaque).
The shader must have some Transparency to show the effect of Opacity
Depth. When Opacity Depth is non-zero, transparency controls specularity,
reflectivity, and incandescence, which are normally independent of
transparency. This makes it easier to create soft, fuzzy objects.
Also, if you use a transparency map to create holes in a surface that has specular
highlights, set Opacity Depth to a high value instead of creating a matching
specular map.
Transparent objects cast shadows in the raycaster even if the Opacity Depth
value is non-zero.
TIP Use Opacity Depth to simulate hair, fur, and clouds.
Use Back Color
Assigns the color of the background that is directly behind the object to its
surface. The object then appears invisible, except for any reflections and
shadows on its surface. The default setting is OFF.
For example, if you are using an image file of an automotive showroom as a
background, a car model reflects this background. However, the car does not
cast a shadow on the showroom floor because no actual floor exists.
You can simulate a floor by placing a plane under the car model, and setting
its shaders Use Back Color ON. Now the plane is invisible, except for the
shadow of the car on it. If the planes shader is reflective, the floor also reflects
the car. If you apply a transparency map to the plane that is more transparent
at the edges and opaque in the center, the plane blends nicely into the
background.
Matte Transp. (Matte Transparency) A transparent multiplier applied to the
surfaces alpha channel in the rendered image. If the Matte Transp. value
is 0, an opaque object has an alpha value of 1 (that is, it is entirely invisible
when composited). If the Matte Transp. value is 1, an opaque object has an
alpha value of 0 (that is, it is entirely visible when composited). For example,
to make an object gradually appear during an animation (after compositing),
animate the Matte Transp. value from 1 to 0.
The slider range is -1 to 1. The default value is 0.
Ambient Occlusion
Ambient occlusion calculates shading based on a theoretical ambient light
source to create general areas of shadow on your model. Ambient occlusion
calculations can be used both with hardware shading and software renderings.
Concentration Increasing this value causes the occlusion shadow to retreat
to the places where it is darkest.
Contrast Reduces the effect of occlusion uniformly.
Glow
The Glow parameters define the type of glow produced from light reflecting
off a surface, or from surface incandescence.
Glow Intens (Glow Intensity)
The brightness of the shader glow effect. The slider range is 0 to 1. The default
value is 0.
Shader glow appears different at different image resolutions. If the
Environments Glow Type and Halo Type are both off (in the ShaderGlow
section of the Control Window), the Glow Intens. value has no effect (see
ShaderGlow on page 724).
Hide Source
Causes the surface to become invisible when rendered, showing only the glow
effect. The default setting is OFF.
If the Environments Glow Type and Halo Type are both off (in the
ShaderGlow section of the Control Window), or if the shaders Glow
Intens value is zero, Hide Source has no effect (see ShaderGlow on page
724).
TIP Use shader glow and Hide Source to simulate gas effects (for example, an
aurora borealis).
Clearcoat Settings
The Clearcoat Settings let you control the appearance of surface reflections
to simulate various types of surface finish (for example, automotive paint).
They are available only when the Shading Model is BLINN or PHONG.
Clearcoat Makes the shader resemble the Clearcoat Material if the shader
has any reflections. Clearcoat is on by default.
Clearcoat Material The material that the shader appears to be, if the shader
has any reflections and Clearcoat is on. When you select a Clearcoat
Material, the CC Refractive Index value is automatically set. The default
setting is Sheet Metal.
CC Refractive Index
Raytrace Parameters
The Raytrace Parameters control the appearance of the surface during
raytracing only.
Refractive Material The material that the shader appear to be, if the shader
has any reflections. When you select a Refractive Material, the Refractive
Index value is automatically set. The default setting is Glass - flint.
Refractive Index
The amount that camera rays bend when passing through a transparent
object.A Refractive Index value of 1 does not bend camera rays at all.
Refractive Index values for common materials are: glass (1.6), air (1), water
(1.333), crystal (2), diamond (2.417). This parameter is only available when
Refractive Material is set to User Defined. The valid range is 0.01 to
infinity. The slider range is 0.01 to 3. The default setting is 1.6.
The shaders Multi-lister swatch only approximates the effect of the
Refractive Index parameter.
Surfaces should have thickness in order for Refractive Index to have the
expected effect. If a surface does not have thickness (for example, a plane or
face element), set the Refractive Index value to 1 and use the Surface
Width parameter to simulate surface thickness. See Surface Width on page
745.
For best results, make sure there are suitable objects in the scene to be refracted.
Reflect Limit The maximum number of times that the surface allows a camera
ray to be reflected. For example, if the Reflect Limit value is 4, the surface
reflects camera rays that have been reflected (off itself or off other surfaces) 3
times or less; the surface does not reflect camera rays that have been reflected
4 or more times. The valid range is 0 to infinity. The slider range is 0 to 10.
The default value is 1.
High values for Reflect Limit greatly increase rendering time. Test render
your scene using various settings, and use the lowest values that give you
acceptable results. Even highly reflective surfaces rarely need a Reflect Limit
value as high as 10 or more.
Refract Limit The maximum number of times that the surface allows a camera
ray to be refracted off itself or other surfaces.
For example, if the Refract Limit value is 10, the surface refracts camera
rays that have been refracted or reflected 9 times or less; the surface does not
refract camera rays that have been refracted or reflected 10 or more times.
The valid range is 0 to infinity. The slider range is 0 to 10. The default value
is 6.
In the following example, a glass sits in front of a mirror.
The number of refractions includes both the entry and exit of a camera ray
from a surface having thickness.
The physical property Total Internal Reflection (TIR) can make some
transparent objects appear not to refract light. This is a real-world property
caused by light rays reflecting inside the thickness of the object. If this occurs
in your model, increasing Refract Limit has no effect, because the rays never
leave the surface. However, because TIR is a real-world property, you may
want to keep this effect. If do not want this effect, increase the Refractive
Index.
TIP To simulate realistic looking glass, set the Refract Limit value to 9 or 10.
Shadow Limit The maximum number of times the surface can be reflected
or refracted and still receive shadows (in the reflection/refraction).
For example, if the Shadow Limit value is -1, the surface does not receive
any shadows. If the Shadow Limit value is 0, the surface receives shadows
when viewed directly by the camera but does not receive any shadows when
viewed in reflections/refractions.
If the Shadow Limit value is 1, the surface receives shadows when viewed
directly by the camera or when viewed through a single reflection/refraction,
but does not receive any shadows when viewed through 2 or more
reflections/refractions.
The valid range is -1 to infinity. The slider range is -1 to 10. The default value
is 0.
NOTE High Shadow Limit values greatly increase rendering time.
Raytrace Effects
The Raytrace Effects parameters control the appearance of the surface
during raytracing only.
Surface Width The simulated thickness (in world space units) of transparent
objects that are made from single surfaces (for example, a plane or face). The
valid range is 0 to infinity. The slider range is 0 to 1. The default value is 0.
Using Surface Width does not produce the same results as building a surface
with actual thickness. However, the effect works well when the edges of the
surface are not visible (for example, closed surfaces, or bounded shapes like a
car windshield).
Transp. Shade (Transparency Shade) Causes shadows of transparent objects
to be brighter in the center, simulating the focusing of light. The valid range
is 0 to infinity. The slider range is 0 (constant intensity shadows) to 1 (shadows
focused in the center). The default value is 0.
Transp. Depth (Transparency Depth) The distance (in world units) camera
rays can travel after passing through a transparent surface. By setting the
Transp. Depth value, you can vary the surfaces transparency based on the
distance of objects behind the surface.
If the Transp. Depth value is 0, camera rays can travel an infinite distance,
and all objects behind the transparent surface are visible no matter how far
away they are. The surfaces transparency is the same across the entire surface.
For non-zero values, after a camera ray reaches the distance of the Transp.
Depth value, its color becomes the surface color. Only objects near the
transparent surface (less than the Transp. Depth value) are visible through
the surface. Objects close to the surface are more visible (that is, the surface
is more transparent in those areas) and objects further away are less visible
(that is, the surface is less transparent in those areas). Objects beyond the
Transp. Depth value are not visible at all (that is, the surface is opaque in
those areas).
The valid range is 0 to infinity. The slider range is 0 to 10. The default value
is 0.
Chroma Abber. (Chromatic Aberration) Causes different wavelengths of
light to refract different amounts when passing through a transparent surface.
The valid range is 0 to infinity. The slider range is 0 (no chromatic aberration)
to 1. The default value is 0.
Chromatic aberration only affects light rays as they pass through the second
surface of a transparent object (that is, the first exit ray). For best results, make
sure there are suitable objects in the background to be refracted.
Refrac Jitter (Refraction Jitter)
Randomly alters the direction of refracted light rays. The valid range is 0 to
infinity. The slider range is 0 (no jitter) to 1. The default value is 0.
If the Refrac Jitter value is high, you may have to increase the Refrac
Samples value to reduce the appearance of aliasing artifacts.
TIP Use Refrac Jitter to simulate frosted glass.
Refrac Samples (Refraction Samples)
Controls the smoothness of the Refrac Jitter effect. If the Refrac Jitter
value is 0, the Refrac Samples value has no effect. If the Refrac Jitter
value is high, you may have to increase the Refrac Samples value to reduce
the appearance of aliasing artifacts (see Common aliasing problems).
The valid range is 1 to infinity. The slider range is 1 (rough) to 10 (smooth).
The default value is 1.
Use Refl. Map (Use Reflection Map) Causes the surface to have reflections
from the Reflection map only. If Use Refl. Map is OFF, the surface has
reflections from all of its surroundings, but not from its Reflection map. The
default setting is OFF.
Causes surfaces to be filled with the Fill Color during hidden line rendering.
If Use Fill Color is OFF, surfaces are filled with the background color. The
default setting is ON.
Fill Color The color that the surface is filled with during hidden line rendering,
if Use Fill Color is ON. The default color is white.
U Patch Lines, V Patch Lines
The number of lines shown on the surface in its U and V directions during
hidden line rendering. The valid range is 0 to infinity. The slider range is 0
(no lines shown on the surface except for edge lines) to 8. The default value
is 0.
Textures
Texture types
The Surface, Environments, and Solid sections of the Texture
Procedures window list all textures that you can map to the parameter of
an environment, shader, texture, or light.
Textures | 747
Texturable Values
The Texturable Values section of the Texture Procedures window
contains a button for each parameter (of the active environment, shader, light,
or texture in the Multi-lister) that you can map a texture to. The button(s)
that are pressed will have a texture mapped to them.
Texture parameters
The Color Balance, Intensity, Blur, and Effects parameters are common
to all textures.
Color Balance
The Color Balance parameters let you color correct a texture. These
parameters are not available when the texture is mapped to certain
single-channel parameters (for example, Reflectivity, Bump,
Displacement). In these cases, the Color Balance parameters (Rgbmult
and Rgboffset) are replaced by the Intensity parameters (Amult and
Aoffset). See Intensity on page 749.
Rgbmult
A scaling factor applied to the parameter that the texture is mapped to. That
is, all colors in the texture are multiplied by the Rgbmult color. For example,
you can color correct a texture that appears too green by setting the Rgbmult
color to a shade of blue.The default color is white (no effect).
Rgboffset
An offset factor applied to the parameter that the texture is mapped to. That
is, all colors in the texture have the Rgboffset color added to them. For
example, you can brighten a texture that appears too dark by setting the
Rgboffset color to a shade of gray. The default color is black (no effect).
Intensity
The Intensity parameters let you correct the intensity of the texture. These
parameters are only available when the texture is mapped to certain
single-channel parameters (for example, Reflectivity, Bump,
Displacement). In other cases, the Intensity parameters (Amult and
Aoffset) are replaced by the Color Balance parameters (Rgbmult and
Rgboffset). See Color Balance on page 748.
Amult
A scaling factor applied to the parameter that the texture is mapped to. That
is, all values in the texture are multiplied by the Amult value. The slider range
is 0 to 1. The default value is 1 (no effect).
Aoffset
Textures | 749
An offset factor applied to the parameter that the texture is mapped to. That
is, all values in the texture have the Aoffset value added to them. For example,
if the Amult value is -1 and the Aoffset value is 1, the texture is inverted.
The slider range is 0 to 1. The default value is 0 (no effect).
Blur
The Blur parameters control the sharpness of the texture. If the Blur
parameter values are both 0, the texture is perfectly sharp. However, a small
amount of blur is usually needed to reduce aliasing effects (see Common
aliasing problems).
Blurmult
A scaling factor that controls the amount of texture blur in eye space. That
is, the further an object is from the camera, the greater the blur effect.
Increase the Blurmult value (for example, to 1) only to reduce aliasing effects
caused by sharp textures (see Common aliasing problems). If you want to
actually smooth the texture, increase the Bluroffset value.
Lower the Blurmult value (for example, to 0.1) if you are using the texture
as a bump or displacement map. If the Blurmult value is high, the
bump/displacement appears smoother when the surface is further from the
camera.
The slider range is 0 (sharp texture, no blur) to 1 (good anti-aliasing). The
default value is 1.
Bluroffset
An offset factor that controls the amount of texture blur in texture space. That
is, the amount of blur is the same no matter where the object is relative to
the camera. The slider range is 0 (no blur) to 1 (completely blurred). The
default value is 0.
Effects
The Effects parameters let you create a variety of texture effects.
Invert
Reverses all texture colors (for example, black becomes white amd white
becomes black). For example, you can change a bump or displacement maps
raised regions to depressions and vice versa by setting Invert ON or OFF. The
default setting is OFF.
Overlay
Layers another texture on top of the original texture. The overlay texture
completely replaces the original texture in the region of a surface where both
textures exist.
For example, you can place multiple image file decals onto a model using this
parameter. You can also overlay another texture onto the overlaid texture,
and another texture onto that one, and so on.
Color Remap
Applies a color map to the texture. The U value of the Color Remap texture
is mapped to the original textures hue, and the V value is mapped to the
Textures | 751
Stretches the texture in the U and V directions. The intensity of the Smear
Map texture determines the magnitude of the stretch, and the hue determines
the direction (angle). For example, you can use Smear Map to create swirl
and dissolve effects using an animated fractal noise texture.
Convert to Pix Converts any procedural surface texture to an image file
texture. Because procedural textures take longer to render than image file
textures, you can use Convert to Pix to reduce rendering time. You can also
use it to reduce a texture with several overlays into a single image file texture.
If you click the Convert to Pix button, the following dialog box appears:
You can edit the Image Size value (the size of the image file) and the Image
Filename (the name of the image file), and you can turn Anti Aliasing ON
or OFF.
The Convert to Pix parameter is only available for surface textures.
Convert to Smear This parameter is only available for the Projection texture.
See Convert to Smear on page 796.
3D Placement
Texture Node The name of the textures Texture Placement Object. The
Texture Placement Object is easier to find in the SBD window if you know
its name. See Texture Placement Objects.
Ball texture
Ball Environment Parameters
Image The texture used by the Ball texture. To use a single image of a highly
reflective chrome ball in an environment, map a File texture to the Ball
textures Image parameter, and then map the image file to the File textures
Image parameter.
To use several images of a highly reflective chrome ball in an environment,
map a Volume texture to the Ball textures Image parameter, and then map
one of the image files to the Volume textures Pix Sequence parameter (see
Volume texture on page 809).
Inclination The rotation (in degrees) of the ball image about the vertical axis.
The valid range is -10000 to 10000. The slider range is 0 to 180. The default
setting is 0.
Set the Inclination value to the inclination of the camera (that is, the angle
between the cameras view and the environments YZ plane) used to generate
the image file (by photographing or rendering a reflective ball in an
environment). For example, if the inclination of the camera is 45 degrees, set
the Inclination value to 45. If the camera is parallel to the YZ plane, set the
Inclination value to 0. When creating the ball image, a camera inclination
and elevation of zero will provide the best resolution for the view you intend
to use.
Elevation The rotation of the ball image about the horizontal axis. The valid
range is -10000 to 10000. The slider range is -90 to 90. The default setting is
0.
Set the Elevation value to the elevation of the camera (that is, the angle
between the cameras view and the environments ground plane: XY plane
for a Z-up scene) used to generate the image file (by photographing or
rendering a reflective ball in an environment). For example, if the elevation
of the camera is 90 degrees (that is, it is directly above the ball), set the
Elevation value to 90. If the camera is parallel to the ground plane, set the
Elevation value to 0. When creating the ball image, a camera inclination
and elevation of zero will provide the best resolution for the view you intend
to use.
Eyespace Causes the position of the Ball textures Image file to be defined
relative to the window, not the camera view. If Eyespace is ON, the Ball
textures Image file automatically matches the environments Backdrop
image file (provided they were both originally photographed/rendered from
the same point of view), even if the camera view changes. Reflections, however,
are based on the background being infinitely far away; that is, the reflection
planes are ignored (see Projection Geometry on page 754 below). Rendering is
faster when Eyespace is ON. The default setting is OFF.
Reflect Causes the Image file to be reflection mapped onto the background.
If Reflect is OFF, the Image file is mapped using a solid texture spherical
projection (see Projection texture). This allows you to model the geometry of
the background image and then map the background image to this geometry,
for example, to add shadows, lighting effects, or fog to your scene. The default
setting is OFF.
Projection Geometry
The Projection Geometry parameters define the location of the sky or room
walls of the original environment so that the system can calculate reflections
on surfaces in the re-created environment.
For example, if the original environment consisted of a ground plane and a
sky, then you would set the Sky_radius value to the radius of the sky, and
the Bottom value to the distance between the ground plane and the reflective
ball. If the original environment consisted of a room, then you would set the
Bottom, Top, Left, Right, Front, and Back values to the distance between
each wall and the reflective ball.
In some cases you may want to use values different than the original
environment. For example, instead of using the Bottom, Top, Left, Right,
Front, and Back values to define the walls of a room, you may simply use
the Sky_radius parameter. Because Sky_radius defines a sphere, reflections
on surfaces in the simulated environment will be smoother and less likely to
become blurred. You can also combine Sky_radius with Bottom, Top, Left,
Right, Front, or Back.
Sky_radius The radius of the sky of the original environment. The valid range
is 0 to 100000. The slider range is 0 to 20. The default value is 0.
Bottom,Top, Left, Right, Front, Back The distance between the reflective
ball and each wall of the original environment. The valid range is 0 to
9.999e+13. The slider range is 0 to 20. The default value is 0.
Chrome Texture
Sky Parameters
Sky_color The color of the sky at the horizon. Overall sky color is linearly
interpolated between Sky_color and Zenith_color.
Zenith_color The color of the sky at the zenith (straight up). Overall sky color
is linearly interpolated between Sky_color and Zenith_color.
Light_color The color of the simulated fluorescent lights. These lights
produce reflections in surfaces, but they do not actually illuminate surfaces.
Light Placement
The Light Placement parameters control the size and placement of the
simulated fluorescent lights in the environment. These lights produce
reflections in surfaces, but they do not actually illuminate surfaces.
Width, Depth
The width and depth of each light. These parameters also determine spacing
between lights. The valid/slider range is 0 to 1. The default Width value is
0.5 and the default Depth value is 0.1.
Width_mult, Depth_mult
The number of lights per unit length. The valid/slider range is 0 to 1. The
default value is 1.
Width_offset, Depth_offset
Floor Parameters
The Floor Parameters control the appearance of the environments floor.
Floor_color, Horizon_color, Grid_color The color of the floor, the floors
horizon and the floors grid.
Real_floor
Grid Placement
The Grid Placement parameters control the size and placement of the floors
grid.
Width, Depth
The width and depth of the grid lines. These parameters also determine the
spacing between grid lines. The valid/slider range is 0 to 1. The default value
is 0.1.
Width_mult, Depth_mult
The number of grid cells per unit length. The valid/slider range is 0 to 1. The
default value is 1.
Width_offset,Depth_offset
Cube textures
Cube Environment Parameters
Cross Orientation Choose either Horizontal or Vertical. Also, if you are using
a cross image (rather than six discrete images), use the following option. This
(and the following option) are designed for use with cross images generated
by HDR software.
Cross Image Browse to the location of the cross image that you want used
for a cube environment texture.
Right, Left, Top, Bottom, Front, Back The image files mapped to the right,
left, top, bottom, front, and back inner surfaces of an infinite cube. (The front
of the cube faces the front orthographic window.)
Sky textures
Sky Environment Parameters
Total_bright.
Sun Parameters
Sun_bright.
The color and brightness of the sun. The default color Value is 0.5.
Halo_bright.
The color and brightness of the halo around the sun. The default color value
is 0.1.
Elevation
The angle (in degrees) of elevation of the sun relative to the floor. The valid
range is -10000 to 10000. The slider range is 0 (sunrise/sunset) to 90 (midday).
The default value is 45.
Azimuth
The angle (in degrees) of the sun in the sky about a vertical vector. The valid
range is -10000 to 10000. The slider range is 0 to 360. The default value is 145.
Size
The size (radius) of the sun. The valid range is 0 to 10000. The slider range is
0 to 20. The default value is 0.531.
Blur
The size (radius) of the halo around the sun. The valid range is 0 to 1000. The
slider range is 0 to 20. The default value is 1.
Atmospheric Settings
Sky_bright.
A scaling factor applied to the sky color. The default color Value is 0.5.
Air_density
The density of the air in the atmosphere. The denser the air, the more light
will be scattered. Think of air density in terms of low and high altitudes. High
altitude skies are almost black straight up and blue near the horizon (the
Air_density value less than 1). Low altitude skies are blue straight up and
white near the horizon (the Air_density value greater than 1). The slider
range is 0 to 3. The default value is 1.
Dust_density
The density of dust in the atmosphere. The slider range is 0 to 3. The default
value is 0.
Sky_thickness
The thickness of the atmosphere. The valid range is 0 to infinity. The slider
range is 0 to 10000. The default value is 1000.
Sky_radius
Floor Parameters
The Floor Parameters control the appearance of the environments planet
surface.
Has_floor
The color or texture of the floor. The default color value is 0.392.
Cloud Parameters
Cloud texture
The texture that determines cloud distribution in the sky. For example, the
Fractal texture creates very realistic clouds. By default, there is no cloud
texture map (and no clouds).
Cloud_bright.
The brightness and color of cloud illumination from ambient scattered light
in the atmosphere. (The amount of ambient light depends on the Elevation
value.) The default color Value is 0.5.
Sunset_bright.
The brightness and color of cloud illumination when the sun is below the
horizon and the clouds are front lit (for example, when the suns Elevation
value is 0 and its Azimuth value is 180). This is a very subtle effect and occurs
only briefly in nature during a sunrise or sunset. The effect is more noticeable
with high altitude clouds. The default color Value is 1.
Density
The density of individual clouds. The valid range is 0 to infinity. The slider
range is 0 (no clouds) to 5 (heavy clouds). The default value is 1.
Threshold
A threshold value for the Cloud texture that controls how much of the sky
is covered with cloud. As the Threshold value increases, darker areas of the
texture do not produce clouds. The valid range is 0 to infinity. The slider range
is 0 (entire sky is cloudy) to 1 (no clouds). The default value is 0.5.
Power
The clouds are scaled and positioned by adjusting the Power option. The
cloud density is achieved by subtracting the Threshold from the pixel value
clipping to 0, then multiplying the result with Density. To control the amount
of unfocusing of the Cloud_texture, adjust the Blur value (under Sun
Parameters). The valid range is 0 to infinity. The slider range is 0 to 1. The
default value is 1.
Altitude
The height of the clouds. The Altitude value does not greatly affect the
position of the clouds. Instead, it determines how much the atmosphere
obscures the clouds near the horizon. Low altitude clouds disappear into haze
much more slowly than high altitude clouds. The valid/slider range is 0 to 1.
The default value is 0.2.
Halo_Size
The size (radius) of cloud illumination from direct back lighting by the sun
(for example, when the suns Azimuth value is 0). Direct back lighting is
most noticeable near the edges of thick clouds or through thin clouds. The
valid range is 0 to infinity. The slider range is 0 to 50. The default value is 20.
Calculation Quality
The calculations required for curved atmospheres are expensive. The
Calculation Quality parameters do not greatly affect the appearance of the
sky, but do affect the speed at which the calculations are computed.
Sky_samples
The number of samples used above the cloud layer. Set the Sky_samples
value to 1 for maximum speed. The valid range is 0 to 20. The slider range is
0 to 3. The default value is 5.
Floor_samples
The number of samples used by the atmosphere between the eye and the
horizon. Increasing the Floor_samples value increases the effect of the
atmosphere along the floor. At 0, there is no atmosphere between the eye and
horizon. The valid range is 0 to 20. The slider range is 0 to 3. The default value
is 1.
Cloud_samples
The number of samples used below the cloud layer. At 0, clouds do not fade
to mist at the horizon. The valid range is 0 to 20. The slider range is 0 to 3.
The default value is 5.
Sphere texture
Sphere Environment Parameters
Source texture
Shears the Source texture in the U direction. For example, horizontal stripes
will resemble a barber pole. The slider range is -10 to 10. The default value is
0.
Shear_v
Shears the Source texture in the V direction. For example, concentric lines
at the poles will spiral inward. The slider range is -10 to 10. The default value
is 0.
Flip
Reverses the U and V orientation of the Source texture. For example, what
was the horizon now spans the two poles. The default setting is OFF.
Surface Placement
The Surface Placement parameters control how a textures pattern covers
the texture coverage area (the area the texture covers on the actual surface).
Apply surface textures
Rotate
The angle (in degrees) the texture map is rotated on the surface. The slider
range is 0 to 360. The default value is 0 (no rotation).
Urepeat, Vrepeat
The number of times the texture is repeated within the coverage area along
the surfaces U and V parametric directions. If Urepeat value or Vrepeat
value are greater than 1, the texture will be repeated several times within the
coverage area, but the size of each instance of the texture will be smaller than
the default size. Similarly, if the Urepeat value or the Vrepeat value are less
than 1, only a portion of the texture will be mapped to the surface. The slider
range is 1 to 10. The default value for most textures is 1.
Uoffset, Voffset
Offsets the texture pattern (without actually moving the texture itself) along
the surfaces U and V parametric directions. Adjust the Uoffset and Voffset
values to fine-tune the placement of a pattern on a surface. The slider range
is 0 (no offset) to 1. The default value is 0.
Mirror
Mirrors repeated patterns of the texture (when the Urepeat value or the
Vrepeat value is greater than 1) so that rows of images appear as mirrored
images of themselves. This helps to disguise the effect of seams between
repeated areas. The default setting is OFF.
Stagger
Offsets repeated patterns of the texture (when the Urepeat value or the
Vrepeat value is greater than 1) so that alternate rows are offset exactly half,
like bricks in a brick wall. When Stagger is OFF, the repeated patterns line
up horizontally and vertically. The default setting is OFF.
Chord Length
Label Mapping
The Label Mapping parameters control how the texture covers the surface.
Map a label to a shader
Ucoverage, Vcoverage
The fraction of the surface covered by the texture along the surfaces U and
V parametric directions. For example, if the Ucoverage and Vcoverage
values are both 0.5, the texture will cover half of the surface in the U direction
and half of the surface in the V direction, or one quarter of the total surface.
Areas outside of the texture coverage area have a non-texture mapped
parameter value as indicated in the shaders Control Window (for example,
the shader color). The slider range is 0 to 1. The default value is 1.
Utranslate, Vtranslate
Moves the texture coverage area along the surfaces U and V parametric
directions. Effectively, the Utranslate and Vtranslate values determine
where the texture map will be located on the surface. The slider range is 0 to
1. The default setting is 0.
Uwrap, Vwrap
Determines whether or not the texture will replicate (copy itself outside of
the coverage area) in the surfaces U and V parametric directions, when the
Utranslate or Vtranslate value is greater than 0.
By default, both Uwrap and Vwrap are ON. Toggle these parameters OFF
to prevent seams from showing on a closed surface, such as a cylinder or
sphere, or to prevent the texture from duplicating itself when you are using
the translation and coverage parameters to limit the mapping to a very specific
surface area.
The width of the texture squares in the U and V parametric directions. The
valid range is 0 to 1. The slider range is 0 to 0.5. The default value is 0.1.
Contrast
The contrast between the two texture colors. The valid/slider range is 0 (the
two colors are averaged over the entire texture) to 1. The default value is 1.
NOTE When a checker texture is mapped to a parameters that uses the alpha
channel of the texture (for example, Bump, Displacement, or Reflectivity),
then the Color 1 and Color 2 parameters are ignored. In these cases, use the
checker textures Contrast, Amult, and Aoffset parameters to control the
relative intensity of the checker pattern.
The width of the warp and weft threads. If the thread width is 1, then the
threads will fully touch with no gap between them. If the thread width is 0,
the thread will disappear. (You can randomize thread width by setting the
Width Spread parameter.) The valid/slider range is 0 to 1. The default value
is 0.75.
U Wave, V Wave
Controls the waviness of the warp and weft threads to create special weave
effects such as herringbone. The slider range is 0 to 0.5. The default value is
0.
Randomness
Randomizes the width of each thread along its length by subtracting a random
amount (between 0 and the Width Spread value) from the U Thread
Width and V Thread Width values. For example, if the thread widths are
1 and the Width Spread value is 0.75, the actual thread widths with vary
between 0.25 and 1. If the Width Spread value is greater than or equal to
the Thread Width value, then some threads will disappear entirely at certain
points along their length. The valid/slider range is 0 to 1. The default value
is 0.
Brght. Spread
The Per Object Images section lets you create a list linking image files to
objects so that different objects can use the same shader and File texture, but
different image files. During rendering this list is examined. If the object is
on the list, the corresponding image file is used. If the object is not on the
list, the default Image (under the File Texture Parameters) is used.
If the default Image field is blank, then only the objects in the Per Object
Images list will be textured. Conversely, you could turn off the file textures
for specific objects by putting them in the Per Object Images list and leaving
their Image fields blank. You must still assign the shader to the objects in
the Per Object Images list.
TIP A File texture that uses Per Object Images is sometimes referred to as a
supertexture.
Two notable uses for this feature are Alias Paint and Convert Solid Texture.
In both cases you want to create the appearance of a single texture that spans
several patches. Separate image files must be used; however, by using the Per
Object Images list you only need one shader. Image files in the Per Object
Images list are not displayed in the Multi-lister.
Add Adds a blank line to the Per Object Images list.
Delete Deletes the active (highlighted white) line in the Per Object Images
list. To make a line active, click once on it.
A scaling factor applied to all values in the texture about the textures average
value. The valid range is 0 to infinity. The slider range is 0 to 1. The default
value is 1.
Threshold
An offset factor applied to all values in the texture. The valid range is 0 to
infinity. The slider range is 0 to 1. The default value is 0.
Ratio
Controls the frequency of the fractal pattern. The valid/slider range is 0 (low
frequency) to 1 (high frequency). The default value is 0.707.
Level_min, Level_max
The minimum and maximum number of iterations used to calculate the fractal
pattern. These parameters control how fine grained the fractal pattern is. The
valid range is 0 to 100. The slider range is 0 to 25. The default value is 0 for
Level_min and 9 for Level_max.
TIP If both Level_min and Level_max are high (close to 100) rendering will
take a long time. If you want to make the fractal pattern more finely grained, lower
the Blurmult or Amult value instead.
Animated Allows you to animate the fractal pattern by setting Animated
ON and animating the Time value. The Fractal texture will take longer to
calculate when Animated is ON. The default setting is OFF.
TIP Use an animated Fractal texture to create billowing cloud or flame effects.
Time Allows you to animate the fractal pattern by setting Animated ON
and animating the Time value. If Animated is OFF, the Time value has no
effect. The slider range is 0 to 1. The default setting is 0.
The color of the spaces between the grid lines. The default color is black.
Uwidth, Vwidth
The width of the grid lines in the U and V parametric directions. The valid
range is 0 to 1. The slider range is 0 to 0.5. The default value is 0.1.
Contrast
The contrast between the Line Color and the Filler Color. The valid/slider
range is 0 (the two colors are averaged over the entire texture) to 1. The default
value is 1.
A scaling factor applied to all values in the texture about the textures average
value. The valid range is 0 to infinity. The slider range is 0 to 1. The default
value is 1.
Roughness of Features
Snow
The roughness of the snow element of the texture. The valid/slider range is 0
(perfectly smooth snow) to 1 (extremely rough snow). The default value is
0.4.
Rock
The roughness of the rock element of the texture. The valid/slider range is 0
(perfectly smooth rock) to 1 (extremely rough rock). The default value is 0.707.
Boundary
Snow Levels
Snow_alt.
The level (altitude) of the transition between rock and snow. The valid range
is 0 to infinity. The slider range is 0 to 1. The default value is 0.5.
Snow_dropoff
The suddenness with which snow no longer sticks to the mountain. The valid
range is 0 to infinity. The slider range is 0 to 1. The default value is 2.
Snow_max_slope
The maximum angle (expressed as a decimal value) over which snow will not
stick to the mountain. For example, where the slope exceeds the
Snow_max_slope value, it would be bare rock. The valid range is 0 to infinity.
The slider range is 0 to 3. The default value is 0.8.
Recursion Depth
Level_max
The maximum number of iterations used to calculate the fractal pattern, which
controls how fine grained the fractal pattern is. The valid/slider range is 0 to
40. The default value is 20.
A scaling factor applied to all values in the texture about the textures average
value. The valid range is 0 to infinity. The slider range is 0 to 1. The default
value is 1.
Threshold
An offset factor applied to all values in the texture. The valid range is 0 to
infinity. The slider range is 0 to 1. The default value is 0.
Animated Allows you to animate the noise pattern by setting Animated ON
and animating the Time value. The Noise texture will take longer to calculate
when Animated is ON. The default setting is OFF.
Time Allows you to animate the noise pattern by setting Animated ON and
animating the Time value. If Animated is OFF, the Time value has no
effect. The slider range is 0 to 1. The default setting is 0.
Interpolation Controls the way colors in the ramp are blended. The default
setting is LINEAR_RAMP.
Ramp
Each color component in the ramp has a circular color handle on the left side
of the ramp, and a square color icon on the right side of the ramp (except for
the bottom color in the ramp). The active color has a white border around its
color handle. The Position and Ramp Color parameters apply to the active
color only. That is, to edit a color components Position value or Ramp
Color, you must first click its color handle to make it the active color
component.
Only changes in Ramp Type, Interpolation, Position, and Ramp Color
are actually displayed in the ramp. Changes in all parameters are displayed
in the Multi-lister swatch.
Position The position of the active color component in the ramp. The
valid/slider range is 0 (bottom of ramp) to 1 (top of ramp).
Ramp Color, Intensity The color or intensity of the active color component.
Only one of these parameters (Ramp Color or Intensity) is available for a
particular ramp texture. If the Ramp texture is mapped to a three-channel
parameter (for example, Color), then the Ramp Color parameter is available.
If the Ramp texture is mapped to a single-channel parameter (for example,
Bump), then the Intensity parameter is available. The slider range for
Intensity is 0 to 1.
Uwave, Vwave Controls the amplitude of a sine wave offset of the texture in
the U and V directions. Increasing the Uwave or Vwave value makes the
texture appear increasingly wavy. The slider range is 0 (no wave) to 1. The
default value is 0.
TIP To increase the number of waves in the texture, increase the Urepeat or
Vrepeat values.
Noise
the texture will be unique. The slider range is 0 (no noise) to 1. The default
value is 0.
Noise Freq.
Controls how fine-grained the noise is (if the Noise value is non-zero). The
slider range is 0 to 1. The default value is 0.5.
Offsets the color hue (mottles the color). The slider range is 0 to 1. The default
value is 0.
Sat (Saturation)
Offsets the color saturation with whiteness (creates a weathered look). The
slider range is 0 to 1. The default value is 0.
Val (Value)
Offsets the color value with blackness. The slider range is 0 to 1. The default
value is 0.
Freq. Hue, Sat (Saturation), Val (Value)
Controls the graininess of hue, saturation, and value noise. For each non-zero
Freq. value, additional calculations are involved that slow down rendering.
The slider range is 0 to 1. The default value is 0.5.
The transparency of the Stencil texture. You can use the Mask parameter
either to control the overall transparency of the entire texture (by using the
numeric field or slider), or to control the transparency of select regions of the
texture (by mapping a texture to Mask). To use an image file, you must first
map a File texture to this parameter.
For example, if the Stencil texture is mapped to a shaders color, and the
Mask value is 0.5, the resulting surface will be an even mix of the shader
color and the Stencil texture color. If Mask is mapped with an image of a
black circle on white, the Stencil texture color will appear inside the circle,
and the shader color will appear outside the circle.
If you are using the Stencil texture an Overlay map, the Mask setting
determines the degree to which the texture it was applied to can be seen
through the Stencil texture. Overlay on page 751
The slider range is 0 (opaque) to 1 (transparent). The default value is 0.
Edge Blend
Controls the sharpness/softness of the edges of the texture. The valid range
is 0 to infinity. The slider range is 0 to 1. The default value is 0.
Positive Key Inverts the chroma key mask (only the colors specified in the
Color Key and HSV Range are displayed). The default setting is OFF (the
colors specified in the Color Key and HSV Range are masked).
Color Key The color to be masked in the texture. The default setting is black.
To mask a range of colors, you must also set the Hue/Sat/Val Range
parameters.
Hue Range The range of hues (H) centered on the Color Key color which
will also be masked. The valid range is 0 to infinity. The slider range is 0 to 1.
The default value is 0.5.
Sat Range The range of saturations (S) centered on the Color Key color which
will also be masked. The valid range is 0 to infinity. The slider range is 0 to 1.
The default value is 0.5.
Val Range The range of values (V) centered on the Color Key color which
will also be masked. The valid range is 0 to infinity. The slider range is 0 to 1.
The default value is 0.5.
Threshold The point at which the color state changes. The valid range is 0
to infinity. The slider range is 0 to 1. The default value is 0.5.
The number of linear waves in the texture. To create water ripples with no
linear waves, set the Numwaves value to 0. To combine linear waves with
concentric ripples, set the Numwaves value to a low number (1 to 3). The
valid range is 0 to 100. The slider range is 0 to 32. The default value is 8.
Wave_time
Controls the appearance of the waves over time. If you relate the wave effect
to the wake from a boat, the waves start off at some point with a certain
velocity and amplitude. This is time zero. As time increases, the waves travel
to shore and their appearance changes (their velocity and amplitude decrease).
The slider range is 0 to 1. The default value is 0.
To simulate moving water waves, animate the Wave_time value. The waves
will move as this value increases. The actual speed of the waves is determined
by the Wave_velocity value and the rate at which you animate the
Wave_time value.
Wave_velocity
The speed of the waves. The valid range is 0 to infinity. The slider range is 0
to 1. The default value is 1.
Wave_Amplitude
Scales the height of the waves. The valid range is 0 to infinity. The slider range
is 0 to 1. The default value is 0.05.
Wave Frequencies
Frequency
Controls the distance between primary waves. The higher the Frequency
value, the shorter the distance. The valid range is 0 to infinity. The slider range
is 0 to 20. The default value is 4.
Sub_frequency
Controls the distance between any secondary waves that ride on top of the
primary waves (for example, white caps). The valid range is 0 to infinity. The
slider range is 0 to 1. The default value is 0.125.
Smoothness
Controls the intensity of any secondary waves. The valid range is 0 to infinity.
The slider range is 0 to 5. The default value is 2.
Wind Direction
Wind_u, Wind_v
The strength of wind in the U and V directions (which determines the overall
direction of the linear wave pattern). The slider range is -1 to 1. The default
value for Wind_u is 1. The default value for Wind_v is 0.
Controls the appearance of ripples over time. For example, if you relate the
ripple effect to that of a water droplet falling into a glass of still water, at time
0 there is no ripple; the droplet has not touched the surface of the water yet.
As the time parameter increases to a value greater than 0, the droplet has fallen
onto the water surface and the ripple wave effect simulates the effect on the
water in the glass at that point in time. When time has reached a value of 1,
the effect of the droplet on the water surface is nearly complete and the water
in the glass becomes still again.
The slider range is 0 to 1. The default value is 0.
To simulate moving water ripples, animate the Ripple_time value. The ripples
will move as this value increases. The actual speed of the ripples is determined
by the Group_velocity value and the rate at which you animate the
Ripple_time value.
Frequency
Controls the distance between individual ripples. The higher the Frequency
value, the shorter the distance. The valid range is 0 to infinity. The slider range
is 0 to 20. The default value is 25.
Amplitude
Scales the height of the ripples. The valid range is 0 to infinity. The slider
range is 0 to 1. The default value is 0.05.
Drop_size
The mass of the droplet that starts the water ripples. (Imagine a water droplet
falling into a glass of still water.) A Drop_size value of 0, produces no ripple
effect because the droplet has no mass. As the Drop_size value increases, the
mass of the drop increases, causing a greater ripple effect on the water surface.
The valid range is 0 to infinity. The slider range is 0 to 1. The default value is
0.3.
Ripple Center
U_origin,V_origin
The location of the center of the ripples along the U and V parametric
directions. The slider range is 0 to 1. The default value is 0.5.
Ripple Wavelets
Group_velocity
The speed of the primary ripple. The valid range is 0 to infinity. The slider
range is 0 to 10. The default value is 1.
Phase_velocity
The speed of sub-ripples. The valid range is 0 to infinity. The slider range is 0
to 10. The default value is 2.5.
Spread_start
Determines the degree of effect that a droplet will have on a still water surface
at time 0. A concentric ripple starts as a point of disturbance in parameter
space (defined by the U_origin and V_origin values) when the Ripple_time
value is 0. The size of the disturbance at time 0 is determined by the
Spread_start value. The greater the Spread_start value, the greater the
effect of the disturbance at time 0. The valid range is 0 to infinity. The slider
range is 0 to 1. The default value is 0.005.
Spread_rate
The rate at which the primary ripple breaks up into sub-ripples. (As a ripple
expands outward, it breaks up into sub-ripples.) The valid range is 0 to infinity.
The slider range is 0 to 1. The default value is 0.3.
Ripple Reflections
The Ripple Reflections parameters define an imaginary bounding box that
ripples can reflect off. This effect, however, is nine times slower than if there
is no reflecting bounding box.
Reflect_bound
Recursion Depth
Level_min, Level_max
3D Placement
The 3D Placement parameters control the orientation of the solid texture
relative to the surface it is mapped to.
Texture Node The name of the Texture Placement Object. Texture
Placement Objects
TIP The Texture Placement node is easier to find in the SBD window if you
know its name.
Wrap
Repeats the texture outside the region defined by the Texture Placement
object. If Wrap is OFF, the texture only appears on a surface inside the region
defined by the Texture Placement object. The default setting is ON.
Blend
Gradually blends the texture into the (unmapped) value of the shader
parameter being mapped. The blend region is defined by the boundaries of
SPHERICAL
CYLINDRICAL
BALL
CUBIC
Creates six copies of the texture, and projects them from 0,0,0 in six directions. The
projection in each direction resembles a
pyramid. The overall projection resembles
a cube with a copy of the texture on each
face. There are no pinch points, so CUBIC
can be used to map repeating textures
onto a sphere.
TRIPLANAR
CONCENTRIC
Projects a random vertical slice of the texture from the center to the outside edge
of each voxel. A voxel is a volume element
(a cube). A certain amount of 3D space
contains several voxels. The size of individual voxels is based on the size of the Texture Placement Object. A surface that
has a CONCENTRIC Projection texture
mapped to it appears to be carved out of
a three-dimensional array of cubes, where
the color of each cube in the array varies
from the cubes center to its edge. For example, try using a Ramp as the Source
Texture, and scale the Texture Placement Object very small.
CAMERA
Extrudes an image plane along the cameras (or the current windows) view line.
To use this setting, see below.
The projection types described above represent the defaults. You can customize
the projection effect by transforming the Texture Placement Object (for
example, non-proportional scaling or rotating) or by varying the Noise
Parameters or the Solid Noise Frequencies parameters.
Noise Parameters
The Projection texture creates a three dimensional texture by projecting a
two dimensional texture. The Noise Parameters control the randomization
(using fractal noise) of the texture in the direction the texture is projected.
Xamplitude, Yamplitude A scaling factor applied to all values in the fractal
noise about the average value, in the textures X and Y directions. The
Projection texture is rendered more quickly if the Xamplitude and
Yamplitude values are both 0.
The valid range is 0 to infinity. The slider range is 0 (no noise) to 1 (strong
noise). The default value is 0.
Ratio Controls the frequency of the fractal noise. The valid/slider range is 0
(low frequency) to 1 (high frequency). The default value is 0.3.
the entire texture may be repeated along the seam. To remove this distortion,
set Clean Seams ON before you re-parameterize the mesh. When Clean
Seams is ON, however, UV parameters may no longer be within the 0 to 1
range. This is not a problem for meshes within Alias, but it may be a problem
for other applications to which you intend to export your data. To scale UV
parameter values back to within the 0 to 1 range, set Normalize Seams ON
before you re-parameterize the mesh.
Project to UV - Apply Mapping Re-parameterizes the selected meshes by
mapping the vertices of the polygons to the Projection texture. A surface
texture mapped to the re-parameterized mesh resembles a Projection texture.
Clean Seams Removes texture distortion at seams and poles when a mesh is
re-parameterized using a Projection texture that uses a cylindrical, spherical,
or ball projection type. If Cleans Seams is ON, UV parameters may no longer
be within the 0 to 1 range. The default setting is ON.
Normalize Seams Scales UV parameters to within the 0 to 1 range when a
mesh is re-parameterized. The default setting is OFF.
Effects
The Projection texture has an additional Effects parameter: Convert to
Smear. See Effects on page 751for a description of the other Effects parameters.
Convert to Smear Replaces the Projection texture with the Source Texture,
and applies a Smear Map so that the texture has the same visual effect on
the surface as the original Projection texture.
Often times a texture is best applied to a surface using a 3D projection, however
this can create problems when the surface is morphing. The convert to smear
feature allows surfaces to be reparameterized to match a projection by using
a smear map. This freezes the texture onto the surface. The effect is similar to
convert solid texture, but allows for more freedom after the convert is done,
and does not degrade texture resolution. One can get away with much lower
resolution maps (smear maps) and animated textures are easily handled.
Convert solid texture may still be preferred for some cases, however,
particularly when the texture may be touched up in 3D paint.
Snow texture
Snow Texture Parameters
Snow_color The color of the snow that lies on the top of the surface.
Surface_color The color of the surface that the snow lies on top of.
Threshold
Determines the maximum slope that will hold snow. The valid/slider range
is 0 (90 degrees from horizontal) to 1 (0 degrees from horizontal). The default
value is 0.5 (45 degrees from horizontal).
Depth_decay
The rate at which the snow color blends into the surface color. The slider
range is 0 to 10. The default value is 5.
Thickness
The apparent depth of the snow. Thickness controls the opacity of the snow
(deeper snow is more opaque). The valid/slider range is 0 (transparent) to 1
(opaque). The default value is 1.
sCloud texture
sCloud Texture Parameters
Color1, Color2 The two colors that are blended together to form the cloud.
Contrast The contrast between Color1 and Color2. For example, if the
Contrast value is -1, Color1 and Color2 are reversed. The slider range is 0
(the two colors are averaged over the entire texture) to 1. The default value is
0.5.
The range over which the texture becomes transparent. The Transp_range
value controls the sharpness/softness of the edges of the cloud. The valid range
is 0 to infinity. The slider range is 0 (sharp edges) to 1 (very soft edges). The
default value is 0.5.
Center_thresh, Edge_thresh
Noise Parameters
The Noise Parameters control the fractal noise used to generate the sCloud
texture.
Amplitude
Controls the strength of the fractal noise used to generate the sCloud texture.
The valid/slider range is 0 (no noise) to 1 (strong noise). The default value is
1.
Ratio
Controls the frequency of the fractal noise used to generate the sCloud texture.
The slider range is 0 (low frequency) to 1 (high frequency). The default value
is 0.707.
sFractal texture
sFractal Texture Parameters
Threshold
An offset factor applied to all values in the texture. The valid range is 0 to
infinity. The slider range is 0 to 1. The default value is 0.
Amplitude
A scaling factor applied to all values in the texture about the textures average
value. The valid range is 0 to infinity. The slider range is 0 (no noise) to 1
(strong noise). The default value is 1.
Ratio
Controls the frequency of the fractal noise. The valid slider range is 0 (low
frequency) to 1 (high frequency). The default value is 0.707.
sMarble texture
sMarble Texture Parameters
Filler_color, Vein_color The colors of the filler material and the vein material.
Vein_width
The thickness or width of the veins. The slider range is 0 to 1. The default
value is 0.1.
Diffusion
Controls the amount that the Vein_color blends into the Filler_color. (The
Contrast value also affects how the two colors blend together.) The slider
range is 0 (no blending) to 1 (smooth blending). The default value is 0.5.
Contrast
The contrast between the Vein_color and Filler_color. The slider range is
0 to 1. The default value is 0.5.
Noise Parameters
The sMarble texture creates a three dimensional texture by projecting a two
dimensional texture. The Noise Parameters control the randomization
(using fractal noise) of the texture in the direction the texture is projected.
Amplitude
A scaling factor applied to all values in the fractal noise about the average
value. The valid range is 0 to infinity. The slider range is 0 (no noise) to 1
(strong noise). The default value is 1.5.
Ratio
Controls the frequency of the fractal noise. The valid slider range is 0 (low
frequency) to 1 (high frequency). The default value is 0.707.
sRock texture
sRock Texture Parameters
Color1,Color2 The color of the two types of grains in the texture.
Grain_size
The size of grains in the texture. The Grain_size value effectively scales the
entire texture. The valid range is 0 to infinity. The slider range is 0 (no grains)
to 0.1 (large grains). The default value is 0.01.
Diffusion
Controls the amount that Color1 blends into Color2. The valid range is 0
to infinity. The slider range is 0 (no blending) to 1 (smooth blending). The
default value is 1.
Mix_ratio
Determines which of the two colors is the dominant color. The valid range is
0 to infinity. The slider range is 0 (Color1 is totally dominant) to 1 (Color2
is totally dominant). The default value is 0.5.
Leather texture
Leather Texture Parameters
Cell Color, Crease Color The color of individual cells (Cell Color) and the
medium surrounding the cells (Crease Color).
Cell Size
The size of individual cells. The Cell Size value effectively scales the entire
texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default
value is 0.5.
Density
Controls the spacing of cells in the texture. The valid range is 0 to infinity.
The slider range is 0 to 1 (fully packed). The default value is 1.
Spottyness
Randomizes the Cell Color intensity. (The Threshold value also influences
the Cell Color intensity.) The valid range is 0 to infinity. The slider range is
0 (all cells have the same intensity) to 1 (cell intensity is entirely random).
The default value is 0.1.
Randomness
Randomizes cell position. The valid range is 0 to infinity. The slider range is
0 (cells are arranged in a regular 3D lattice) to 1 (cell location is entirely
random). The default value is 0.5.
Threshold
Controls how much the Cell Color and Crease Color mix into each other.
The valid range is 0 to infinity. The slider range is 0 to 1 (no mixing, cells
appear as solid color dots). The default value is 0.83.
Creases
Granite texture
Granite Texture Parameters
Color1, Color2, Color3, Filler Color The color of the three different types of
cells (Color1, Color2, Color3) and the medium surrounding the cells (Filler
Color).
Cell Size
The size of individual cells. The Cell Size value effectively scales the entire
texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default
value is 0.15.
Density
Controls the spacing of cells in the texture. The valid range is 0 to infinity.
The slider range is 0 to 1 (fully packed). The default value is 1.
Mix Ratio
Determines which of the three colors is the dominant color. The valid/slider
range is 0 (Color1 is dominant) to 1 (Color3 is dominant). The default value
is 0.5 (Color2 is dominant).
Spottyness
Randomizes the cell color intensity. (The Threshold value also influences
the cell color intensity.) The valid range is 0 to infinity. The slider range is 0
(all cells have the same intensity) to 1 (cell intensity is entirely random). The
default value is 0.3.
Randomness
Randomizes cell position. The valid range is 0 to infinity. The slider range is
0 (cells are arranged in a regular 3D lattice) to 1 (cell location is entirely
random). The default value is 1.
Threshold
Controls how much cell colors and filler color mix into each other. The valid
range is 0 to infinity. The slider range is 0 to 1 (no mixing, cells appear as solid
color dots). The default value is 0.5.
Creases
Creates boundaries between individual cells. If Creases is OFF, the cells diffuse
uniformly into each other. The default setting is ON.
sWood texture
sWood Texture Parameters
Filler_color
The color of the space between veins. The vein color diffuses into the filler
color.
Vein_color The color of veins in the wood. The vein color diffuses into the
filler color.
Vein_spread
The amount that the vein color diffuses into the filler color. The valid range
is 0 to infinity. The slider range is 0 to 3. The default value is 0.25.
Layer_size
The average thickness of each layer or ring. (The thickness of individual layers
or rings is also influenced by the Randomness and Age values.) The valid
range is 0 to infinity. The slider range is 0 to 0.5. The default value is 0.02.
Randomness
The age (in years) of the tree from which the wood came. The Age value
determines the total number of layers or rings in the texture, and influences
the relative thickness of central and outer layers. The central rings of wood
are thinner than the outer rings because a trees growth is slower when it is
young. The valid range is 0 to infinity. The slider range is 0 to 100. The default
value is 20.
Controls the amount that the Grain_color diffuses into the surrounding
wood color. The valid/slider range is 0 to 1. The default value is 1.
Grain_spacing
The average distance between grain spots. The valid/slider range is 0.002 to
0.1. The default value is 0.01.
The location of the center of the textures concentric rings in the U and V
parametric directions. The slider range is -1 to 2. The default value is 0.5 for
Center_u and -0.5 for Center_v.
TIP Dont set the Center_u or Center_v value less than -3 or greater than 3.
Noise Parameters
The sWood texture creates a three dimensional texture by projecting a two
dimensional pattern. The Noise Parameters control the randomization
(using fractal noise) of the texture in the direction the pattern is projected.
Xamplitude,Yamplitude
A scaling factor applied to all values in the fractal noise about the average
value, in the textures X and Y directions. The sWood texture is rendered
more quickly if the Xamplitude and Yamplitude values are both 0. The
valid range is 0 to infinity. The slider range is 0 (no noise) to 1 (strong noise).
The default value is 0.1.
Ratio
Controls the frequency of the fractal noise. The valid/slider range is 0 (low
frequency) to 1 (high frequency). The default value is 0.35.
Volume texture
Volume Parameters
From, To The extension number of the first (From) and last (To) file in the
sequence. The valid range is 0 to infinity. The slider range is 1 to 16. The
default value is 1.
Pix Sequence The name of any image file in the sequence (for example,
pixfile.4).
Light parameters
To set light parameters, double-click a light within the Multi-lister.
Light type
Active Effects
Most Active Effects parameters are common to all light types. Some
parameters are limited to specific light types.
Light Controls whether a light actually emits light and illuminates surfaces.
This parameter has no effect on the Glow, Halo, or Fog parameter settings.
For example, a light can glow, but it will not illuminate surfaces. The default
setting is ON for lights.
Glows The type of glow that the light produces when viewed directly. A light
without glow can illuminate objects when the scene is rendered; however, a
light needs glow to be seen by the camera when the scene is rendered. You
can assign glow to all types of light except ambient lights.
If Glow is set for a light, the Glow, Radial Glow Effects, and 2D Glow
Noise Glow Effects parameters become available. The default setting is OFF.
OFF
No glow
LINEAR
EXPONENTIAL
BALL_GLOW
SPECTRAL
RAINBOW
Halo The type of halo that the light produces when viewed directly. Halo is
like Glow, except that the falloff is more gradual and different falloff types
are available.
The Glow Intensity value must be greater than zero for the Halo setting to
have any affect. The default setting is OFF.
OFF
No halo
LINEAR
EXPONENTIAL
BALL_GLOW
LENS FLARE
RIM HALO
Fog The type of fog that the light appears to be shining through. You can
assign fog to point lights and spot lights to simulate light scattered from either
a sphere of fog (for point lights) or a cone of fog (for spot lights). The default
setting is OFF.
OFF
No fog
LINEAR
EXPONENTIAL
BALL_GLOW
BALL_GLOW provides sharper thresholds at the edge when the fog Opacity
value is non-zero. In spot lights, the Decay value determines how fast the
light falls off from the center of the light. Shadows can be cast into volumes
of fog by using spot lights when Shadows are set ON and the Fog type is
LINEAR.
Use fog to simulate effects such as smoke or fog in the air. Light scatters
diffusely and creates a radiance around light sources. This type of radiance
fills a volume of space, and can show shadows of objects. Objects can immerse
into the glow or stand in front of it, unlike retinal glow, which is always in
front of objects. Fog glows can be visible even if the light source is totally
obscured.
Use fog to simulate illuminated fog. Smoky fog can be simulated by using the
2D Noise parameters (this noise is also available for glow). The smoke can be
animated by using the u and v offset parameters. Dark smoke can be specified
by using the opacity parameter and making the color of the light black or
negative.
Note the following when using fog:
Fog glow is 3D: a cone for spot lights and a sphere for point lights. The
camera can fly though fog glow.
If shadowing is on for shadow casting spot lights, the fog glow displays
the proper shadowing. For example, if the spot light shines through a
trimmed hole, then the glow assumes the shape of the hole.
Objects cast shadows into the volume of the fog. This can cause striking
effects when combined with the 2D noise and glow effects.
For example, imagine the light on a police car in fog. As the light cuts through
the smoke, objects cast shadows into the fog. When the light is pointing
towards the camera a flash occurs (glow for spots only occurs when the eye
is inside the spot light cone). The flash can have star and perhaps lens flare
effects. The only animation needed to accomplish this is rotating the spot
light.
Lens Flare Simulates a bright light source illuminating the surfaces of several
camera lenses. The intensity of the flare is determined by the halo Intensity
value. The size of the flare circles created is relative to the field of view of the
camera. The Lens Flare parameter is not available for ambient lights. The
default setting is OFF.
Color The color of the light. If you map a texture to this parameter, the light
projects the texture. (The exact method of projection depends on the Light
Type.) The default setting is white.
Intensity The brightness of the light. If the light exerts a force, this value sets
its strength. A light with an Intensity value of 0 produces no light. A light
with negative Intensity value removes light from a scene in the area of the
lights influence. The slider range is 0 to 100. The default value is 1.
TIP Use a negative Intensity value to reduce or remove hot-spots or glare.
Link a light
Exclusive Link Makes the light only illuminate objects that are linked to that
light. A light with Exclusive Link OFF illuminates objects that have no light
links. The default setting is OFF.
Light Radius The size (radius) of the light (in world space units). The Light
Radius value influences surface shading and determines the separation of
the shadows. (Shadows are generated to match a globe shaped light with the
specified radius.) The slider range is 0 to 1. The default value is 1.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit.
The Decay parameter works differently for volume lights (see Decay on page
832). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Shadow Parameters
The Shadow Parameters are only available if Renderer Shadows or
Toggle Shade Shadows is ON under Active Effects. The Ray Tracer
Soft Shadows parameters are not available for area lights or linear lights.
Shadow Color The color of shadows produced by the light. For example, you
can use Shadow Color to simulate shadows produced by colored glass.
Soft Shadows Makes the light produce soft shadows during raytracing.
The nature of soft shadows which are created is determined by the distance
of the light from the object casting shadows combined with the Light Radius
value. Shadows are generated to match a globe shaped light with the specified
radius (in world space units). If the light source is small or far away, hard-edged
shadows will result. Shadows become softer-edged as the light's radius increases,
as happens in the real world. However, because of super-sampling, the region
of partial shadow (penumbra) can become noisy. To correct this, increase the
number of samples, adjusting either the Shadow Samples value (on light)
or the global anti-aliasing level.
If you use a blending function, Soft Shadows can be useful even when the
Light Radius value is 0 and the Shadow Samples value is 1. This method
helps avoid jagged shadow boundaries.
Correct self shadows
Use Shadow Map Toggles the Shadow Map method ON or OFF.
Shadow Samples The minimum number of shadow feeler rays per sample
(used to create raytracer soft shadows). A large Shadow Samples value
increases rendering times but produces smoother soft shadows. The valid range
is 0 to 100. The slider range is 1 to 40. The default value is 2.
Glow
The Glow parameters control the appearance of the lights glow, and are only
available when Glow is set (that is, not OFF) under Active Effects.
Glow Color The color of the lights glow. The default setting is white.
Spread Controls the size of the glow effect. Negative values can have odd but
useful effects. The slider range is 0 to 5. The default value is 1.
Star Level Simulates camera star filter effects. The slider range is 0 to 4. The
default value is 0.
Use the Star Points parameter to set the number of points on the star. Use
the Rotation parameter to rotate the star.
Radial Noise Randomizes the spread of the glow to simulate starburst effects
and eyelashes refracting light. The slider range is 0 to 1. The default value is
0.
Negative values of Radial Noise produce thicker noise. Use the Noise Freq.
parameter (under Radial Glow Effects) to control the smoothness of this
effect.
Opacity The amount that the lights glow obscures objects behind it. Opacity
can be thought of as the opposite of transparency. The slider range is 0 to 0.5.
The default value is 0.
Halo
The Halo parameters control the appearance of the lights halo, and are only
available when Halo is set (that is, not OFF) under Active Effects.
Halo Color The color of the halo. The default setting is white.
Spread Controls the size of the halo effect. The Spread value also controls
the size of the glow if Glow is RIM HALO. Halo size is generally larger than
glow size when the halo Spread and glow Spread values are the same. The
slider range is 0 to 5. The default value is 1.
Fog Illumination
The Fog Illumination parameters control the appearance of the lights fog,
and are only available for point lights and spot lights when Fog is set (that
is, not OFF) under Active Effects.
Fog Color The color of the fog. The default setting is white.
Intensity The brightness of the fog. (The Decay value controls how fog
brightness decreases with distance.) The slider range is 0 to 5. The default
value is 1.
TIP Combine Glow or Halo with Fog to give a bright, focused center to the fog.
Spread The fog Spread value has a different effect on point lights and spot
lights. For point lights, it determines the size of the glowing spherical volume
of fog. For spot lights, it determines how the fog brightness varies across the
spot light beam. A high Spread value produces fog with uniform brightness.
A low Spread value produces fog which is brighter at the center of the spot
light beam. The spot light Decay value controls how fog brightness decreases
with distance from the light source. The slider range is 0 to 5. The default
value is 1.
Radial Noise Randomizes the spread of the fog to simulate starburst effects
and eyelashes refracting light. The slider range is 0 to 1. The default value is
0.
Negative values of Radial Noise produce thicker noise. Use the Noise Freq.
parameter (under Radial Glow Effects) to control the smoothness of this
effect.
2D Noise The strength of two-dimensional noise applied to the fog. The noise
is generated on a plane that is centered at the location of the light and always
oriented towards the camera. The slider range is 0 to 1. The default value is
0.
Opacity The amount that the lights fog obscures objects behind it. (Opacity
can be thought of as the opposite of transparency.) The slider range is 0 to
0.5. The default value is 0.
TIP Adjust the Opacity value to simulate fire and smoke effects, which frequently
do not let all the light in a scene pass through. To simulate black smoke, set the
light color near black and the Opacity value high (around 10).
Lens Flare
The Lens Flare parameters control the appearance of the lights lens flare,
and are only available when Lens Flare is ON under Active Effects.
Flare Color The color of the lens flare circles. If you map a texture onto this
parameter, each lens flare circle contains the texture scaled to fit inside it. The
default setting is RGB 160, 160, 255.
TIP Use a circular Ramp texture to create a colorful rainbow flare effect.
Intensity The brightness of the flare effect. (The Decay value controls how
the lens flare brightness decreases with distance.) The valid range is 0 to
infinity. The slider range is 0 to 5. The default value is 1.
Num Circles The number of circles in the lens flare effect. The valid range is
0 to infinity. The slider range is 0 to 30. The default value is 20.
If the Num Circles value is very large, rendering times may be long, especially
if the Min Size and Max Size values are large and the Flare Color is textured.
Min Size, Max Size The size of the circles is randomized between these two
values. The valid range is -infinity to infinity. The slider range is 0 to 5. The
default value is 0.1 for Min Size and 1 for Max Size.
Color Spread The amount that the hue of individual circles is randomized
about the Flare Color. The Color Spread value has no effect if the Flare
Color is not at least partially saturated (for example, not white or grey). The
slider range is 0 to 1. The default value is 0.5.
Focus The sharpness of circle edges. The valid range is 0 (very blurry) to 1
(totally sharp). The default value is 0.6.
Vertical, Horizontal Controls the axis of the flare effect relative to the center
of the image. If the light source moves, the flare appears to rotate through
this point. The slider range is -1 to 1. The default value is 0.
Length The length of the flare effect relative to the light location. If Length
is small, all circles overlap the light. If Length is large, the circles spread out
across the image. The Length value has no effect if the Vertical and
Horizontal values are both 0. The slider range is 0 to 1. The default value is
1.
Rotation Rotates glow and fog noise and star effects (2D Noise, Radial
Noise, and Star Level) about the center of the light. The slider range is 0 to
360 (degrees). The default value is 0.
Star Points The number of points on glow star filter effects. A Star Points
value of 1 produces a comet-like effect. A non-integer Star Points value could
render with a seam or hard line at the top of a star effect. The slider range is
0 to 10. The default value is 4.
TIP Set the Star Points value to 1, the Star Level value to 1, and the Glow
type to RAINBOW to produce a rainbow arch.
Noise Freq. Controls the smoothness of glow and fog radial noise (see Radial
Noise on page 819). The slider range is 0 to 5.The default value is 0.5.
2D Glow Noise
The 2D Glow Noise parameters control the appearance of glow and fog 2D
noise, and are only available when Glow or Fog is set (that is, not OFF) under
Active Effects.
Threshold The cutoff value for the 2D noise. As the Threshold value
approaches 0, fog and glow 2D noise breaks up into smaller patches. The slider
range is 0 to 1. The default value is 1.
TIP You can use Threshold to simulate globular clusters, ejecta from explosions,
snow and rain effects, especially when the Uscale and Vscale values are high.
You can also use it to make flames and smoke more patchy.
Uscale, Vscale Scales glow and fog 2D noise in the horizontal (Uscale) and
vertical (Vscale) directions. The slider range is 0 to 5. The default value is 1.
TIP You can use Uscale and Vscale to create layered fog or tall flames. Animate
the Uscale and Vscale values from high to low values to make the noise appear
to fly apart like an explosion.
Uoffset, Voffset Offsets glow and fog 2D noise in the horizontal (Uoffset)
and vertical (Voffset) directions. For example, you can animate the Uoffset
and Voffset values to simulate smoke, rain, or snow moving past a light.
Noise repeats after an offset of 1. The slider range is 0 to 1. The default value
is 0.
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit.
The Decay parameter works differently for volume lights (see Decay on page
832). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Dropoff Controls the rate at which light intensity decreases from the center
to the edge of the spot light beam. The valid range is 0 to infinity. The slider
range is 0 to 255.
Typical values are between 0 and 50. Values of 1 and less produce almost
identical results (no discernible intensity decrease along the radius of the
beam). The default value is 0 (no dropoff).
TIP The Penumbra parameter produces an effect somewhat similar to the
Dropoff parameter.
Spread The angle (in degrees) from edge to edge of the spot lights beam.
Resolution problems may occur when the Spread value is greater than 170;
small objects may not cast shadows. The valid/slider range is 2 to 179. The
default value is 90.
Penumbra The angle (in degrees) over which the intensity of the spot light
falls off linearly to zero.
For example, if the Spread value is 50 and the Penumbra value is 10, then
the spot light has an effective spread of 60 (50 + 10) degrees; however, the
spot light intensity decreases to 0 between the angles of 50 and 60 degrees. If
the Spread value is 50 and the Penumbra value is -10, then the spot light
has an effective spread of 50 degrees and the spot light intensity decreases to
0 between the angles of 40 and 50 degrees.
The valid range is -90 to 90. The slider range is -10 to 10. The default value is
0.
Show Spread Displays a circle representing the Spread value of the spot light
in the Spot View window. The default setting is OFF.
Penumbra Displays a circle representing the Penumbra value of the spot
light in the Spot View window. The default setting is OFF.
Up Displays the up vector of the spot light in the Spot View window. The
default setting is OFF.
Spot View
The Spot View window displays a perspective view from the spot light and
lets you interactively position the spot light. Any changes you make to the
Spot Parameters are automatically updated in the Spot View window.
Shadow Casting
Resolution The size of the shadow depth map used during raycasting, which
determines the softness/sharpness of shadows. (The Spread and Edge Quality
values also affect the general softness/sharpness of shadows.)
High Resolution values produce sharp edged shadows but also use more
memory and slow down rendering. Low Resolution values use little memory
and speed up rendering. Use a Resolution value of 50 to produce very soft
and smooth shadows. The valid range is 2 to 4096. The slider range is 8 to
1024. The default value is 512.
A spot light with a low Spread value produces sharper shadows than a spot
light with a high Spread value, if their Resolution values are the same. For
example, a spot light with a Spread value of 90 requires a Resolution value
twice that of a spot light with a Spread value of 45 in order to have the same
shadow sharpness.
Edge Quality The size of the blur filter used on the shadow depth map. The
valid range is 1 to 10. The slider range is 1 to 5. The default value is 2.
A low Edge Quality value (1 or 2) may produce slight aliasing (staircasing)
around shadow edges. Increasing the Edge Quality value will eliminate this
aliasing, but will increase rendering time. This will also cause the edges to
become softer, requiring a larger shadow Resolution value to maintain sharp
edges.
Adjust the Resolution value (not the Edge Quality value) to control the
general level of blur.
Fog samples Controls the quality of light fog shadows. A high Fog samples
value produces better quality fog shadows, but also increases rendering time.
The valid range is 4 to 4096. The slider range is 4 to 1024. The default value
is 50.
The default value (50) is usually good enough; however, small details may be
missed or may appear noisy. In this case, increase the Fog samples value up
to the Resolution value.
Use Depth Map Creates a spot light shadow depth map file the first time the
scene is rendered for re-use during subsequent renders. This eliminates the
need for the renderer to re-calculate the shadow depth map for each render,
and decreases overall rendering time. However, Use Depth Map is only useful
if objects do not move within the spot lights field of view (for example, during
a camera fly-by).
The file created by Use Depth Map has the same name as the spot light. The
default setting is OFF.
Min Depth The world space distance that points on shadow casting objects
are moved toward the spot light before the shadow map is calculated (during
raycasting). Adjust the Min Depth value to correct self-shadowing problems.
The valid range is 0 to infinity. The slider range is 0 to 10. The default value
is 0.05.
If the Min Depth value is 0, then an object will shadow itself by 50% (if it
casts shadows) when the light is at an inclined angle to the surface. A relatively
small Min Depth value can bring the surface out of its own shadow, especially
when combined with a small Blend Offset value. If the Min Depth value
is too high, the object may not cast shadows onto surfaces that are very close.
Also, if the surface does not have to cast shadows but only receive them, set
Shadows off for the object (see Renderer Shadows on page 810). A Min Depth
value of 0 is then fine. A typical example of this is a ground plane.
Blend Offset Proportionally scales the distance that points on shadow casting
objects are moved toward the spot light before the shadow map is calculated
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit.
The Decay parameter works differently for volume lights (see Decay on page
832). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
Shape Defines the shape of the volume light as either a BOX, SPHERE,
CYLINDER, CONE, or TORUS. The default setting is SPHERE.
You can also use the Transform tools to position or reshape a volume light.
Apply the Transform to the light icon in the modeling window or to the
DAG node above the light in the SBD window.
Specular Makes the light contribute to the specular component. (If the
Intensity value is negative, set Specular OFF.) The default setting is ON.
Decay Controls how quickly the light intensity decreases with distance within
the lights volume. (The volume light Decay parameter differs slightly from
the Decay parameter for other light types.) The slider range is 0 to 10. The
default value is 1.
0
>0
<0
The direction that light decays depends on the volume lights Shape setting.
Shape
Decay Direction
Shape
Decay Direction
TORUS
light) to 1 (light comes from one direction only, like a directional light). The
default value is 1.
Direction Vectors
The Direction Vectors define the direction of the directional component
of the light. If the Directionality value is 0, the Direction Vectors have
no effect.
Concentric The direction of the directional component of the light toward
or away from the volumes axis. The slider range is -1 (toward axis) to 1 (away
from axis). The default value is 1.
Directional The direction of the directional component of the light up or
down the volumes axis. The slider range is -1 (down axis) to 1 (up axis). The
default value is 0.
Radial The angle of the directional component of the light relative to the
volumes axis. The slider range is -1 (at a negative angle to axis) to 1 (at a
positive angle to axis). The default value is 0 (perpendicular to axis).
Decay Controls how quickly light intensity decreases with distance. The
Decay setting has no effect at distances less than 1 unit.
The Decay parameter works differently for volume lights (see Decay on page
832). Valid settings are 0, 1, 2 or 3. The default setting is 1.
0
836
Animation menu
26
837
Below Keyframes are set for the selected objects and all objects in the
hierarchies below them.
If Hierarchy is set to Below, and if there is geometry somewhere below a
picked DAG node, keyframes are set for all the DAG nodes below the picked
DAG node, but not for any of the CVs. To set keyframes for CVs, select the
CVs of the geometry you want to animate and set keyframes for them
separately.
Both Includes both Above and Below.
NOTE In the case of DAG nodes, CVs, image planes, and cameras, the hierarchy
refers to the hierarchy as represented in the SBD window. For shaders, textures,
and lights, it refers to the implicit hierarchy in the Multi-lister window.
IK Chain Keyframes are set for all joints between the root handle and
end-effector of the picked IK handle(s). (This includes the joints which are at
the root handle and end-effector.)
Another option, And IK Handles, appears when IK Chain is selected. Turn
ON the And IK Handles option to set keyframes for the picked IK handles.
Skeleton Keyframes are set for all joints belonging to skeletons which have
one or more picked nodes.
Frame Current Keyframes are set at the current time. The current time is
always displayed in the active modeling window, the Animation > Show >
Toggle Time Slider on page 985 , and Animation > Editors > Action Window
on page 871 .
Prompt Makes the system prompt you to enter the times at which to set a
keyframe when you invoke Set keyframe.
In Tangent Type/Out Tangent Type Click the items to the right of the In
Tangent Type and Out Tangent Type headings to display menus from
which you can select In and Out tangent types that control how the tangents
of the new keyframe are computed when the keyframe is created.
Tangents describe how an action is interpreted between the keyframes that
you have set. Each keyframe has two tangents, an in-tangent and an
out-tangent. These tangents describe the behavior of the action on the left
(in-tangent) and right (out-tangent) sides of a keyframe.
TIP To fine-tune tangents, use the Tangent Type menu in the Action Window.
The following tangent types are available:
SMOOTH Creates a smooth transition between the keyframe before and
the keyframe after the new keyframe.
The tangents are co-linear (both at the same angle). This ensures that there is
no jerkiness at the keyframe. The angle of the tangents is a weighted average
of the slopes between the two keyframes on either side of the new keyframe.
LINEAR Creates a straight line between two keyframes.
If the in-tangent type is LINEAR, the curve segment before the new keyframe
is a straight line.
If the out-tangent type is LINEAR, the curve segment after the new keyframe
is a straight line.
IN/OUT Eases out of one keyframe and into the next keyframe.
If the in-tangent type is IN/OUT, the curve segment before the new keyframe
will ease in and out.
If the out-tangent type is IN/OUT, the curve segment after the new keyframe
will ease in and out.
FLAT Causes the in and out-tangents of the new keyframe to be horizontal
(with a slope of 0 degrees).
FAST If the in-tangent type is FAST, it makes the movement slow out of
the previous keyframe and faster going into the new keyframe. For example,
a car that is accelerating.
If the out-tangent type is FAST, it makes the movement faster going out of
the new keyframe. An example is a car that is slowing to a stop.
SLOW If the in-tangent type is SLOW, it slows the movement down as it
enters the new keyframe.
This is useful for animating Boolean (ON/OFF) values such as the DAG node
visibility or the presence or absence of a lights shadows. A value greater than
0.5 turns it ON, and less than 0.5 turns it OFF.
See also:
What is animation?
Add keyframes
Use keyframes
Overview on skeletons
Animate a camera
Overview on skeletons
Above Keyframes are removed from the selected objects and all objects
above them.
Below Keyframes are removed from the selected objects and all objects
below them. Keyframes are removed from all geometry below the picked DAG
node, including any CVs.
Both Includes both Above and Below.
Cut method Keyframes Only existing keyframes between the start and
end frames are removed.
Any remaining animation is treated as follows:
Segment If there are keyframes to be cut at the start and end frames, then
the cut with the Segment option behaves the same as the Keyframes option.
If there are no keyframes at either the start or the end frames, then keyframe(s)
will be inserted at those frames, and then all the keyframes between the start
and end frames will be removed.
if Compress is toggled on, keyframes are inserted at the start and end
frame that are being cut (if these keyframes dont already exist).
if the two keyframes share the same value, then the end keyframe is
removed. If the two keyframes do not share the same value, a small time
gap (0.001 frames) is set between them. In either case, any subsequent
keyframes are moved back in time by the length of the frame range.
Compress Determines whether animation between the start and end frames
should be removed completely, or just the keyframes removed.
Frame range Prompt The system prompts you to enter the start and end
frame range to be removed.
Option window The start and end frame range to be removed are read
from the current values set in the option window.
Current The system cuts keyframes at the current frame.
Start frame/End frame These values define the frame range from which to
remove the keyframes if Option Window is selected in the Frame Range
option.
See also:
Cut keyframes
Paste keyframes
Global Keyframes are only copied from the parameters that are selected in
the GLOBAL parameter control window.
Local Keyframes are only copied from the parameters that are selected in
the LOCAL parameter control window.
Hierarchy None Keyframes are copied from only the selected objects.
Above Keyframes are copied from the selected objects and all objects above
their DAG nodes.
Below Keyframes are copied from the selected objects and all objects below
their DAG nodes. Note that keyframes are copied from all the geometry below
a picked DAG node, including any animated CVs.
Both Includes both Above and Below.
Copy method Keyframes Only existing keyframes between the start and
end frames are copied.
Segment I there are no keyframes at either the start or end frames, the
clipboard gets copies of all the keyframes between the start and end frames,
as well as newly created keyframes at the start and end frames.
NOTE If set to Segment, and if either the start frame or the end frame lie outside
the defined range of the animation, keyframes that correspond to the extrapolation
setting for the curve are copied to the keyframe clipboard.
Frame range Prompt The system prompts you to type the start and end
frames to be copied.
Option window The start and end frames to be copied are read from the
current values set in the option window.
Current The system copies keyframes at the current frame.
Start frame/End frame These values define the frame range from which to
copy the keyframes if Option Window is selected in the Frame Range
option.
See also:
Copy keyframes
Repeat Specifies the number of times the animation sequence on the clipboard
is pasted.
Gap Defines the amount of time to leave between each repeated pasting of
the animation sequence.
See also:
Cut keyframes
Copy keyframes
Paste keyframes
How to use
1 Add an IK handle by picking two joints (the root first, then the
3 Click the IK handle to make it active. The following shows how the IK
handle appears in a modeling view (on the left) and in the SBD window
(on the right).
4 After an IK handle has been picked, you can view and edit information
about it in the Information Window and the Skeleton Editor.
Delete objects
Create clusters
See Spline handle options on page 852 for information on the additional options
for this solver type.
Control Type Translation This is the default control setting, suitable for
most basic IK use. Translation means that you can move or animate the IK
handles translation channels.
Plane Rotation This setting gives you more in-depth control of the IK
handle. It lets you rotate the skeleton plane, the plane in which the joints
contained in the IK handle lie. If all the joints of the IK handle do not lie in
one plane, a best fit plane is chosen.
TIP The rotation of the plane axis can also be controlled by picking the IK handle
and using the left mouse button with the Rotate tool (Transform > Rotate on page
12 ).
Plane and Pole In some cases, the combination of translation and plane
rotation might cause the IK solution to flip uncontrollably. This setting
provides advanced, specialized control of the IK handle to avoid this situation.
Set the Pole rotate X and Pole rotate Y values (found in the IK Handle
info section of the Information Window) to alter the plane of the skeleton
while keeping the pole in the same orientation relative to the skeleton plane.
Orientation Local This option lets you control the handles orientation
relative to the root joint.
World This option lets you control the handles orientation in world space.
This means that the rotation plane is controlled by an IK handle that can be
fixed in world space instead of relative to the root joint. You can also set this
attribute from the Information Window after the IK handle is created.
Set rest pose When this option is ON, the current pose becomes the rest pose
for the joints in the chain controlled by the IK handle.
This option is the same as choosing Edit > Rest Pose > Set Rest Pose and
then Objects > Add IK handle.
Weight Type Weights are useful if you have constrained an object to more
than one other object. This way you can weight the different constraints, so
that a constrained object tends to meet one constraint more than another.
Weight You can change the weight value either by using a preset weight
(Sticky, Low, Medium, High); by clicking in the field, typing a value and
pressing Enter (Windows) or Return (Mac); or by dragging the slider bar. Weights
can be animated.
NOTE In general, if you know that you wont have conflicting constraints, or if
you want all constraints to be weighted equally, it is best to use the Sticky weight
(2.00) or some other low value for the weight. Higher weight values make the IK
stiff, and harder to solve.
Goal Type Position Selects the rotate pivot position of the joint.
Orientation Selects the same orientation as the object.
Both Selects both the position and orientation.
Create end-effector As shown in the following diagram, this option creates
an extra joint node beside the IK handle.
Create end-effector
Twist Type The Twist Type menu allows you to choose how to distribute
the twist angle defined on a handle to its joints.
Linear The joints twist equally at each joint.
Ease-in/out Joints in the middle twist more than joints at the ends.
Fast-in/slow-out The joints near the root twist less than the joints near
the end.
Slow-in/fast-out Joints near the root twist more than joints near the end.
Twist Root Set this option ON to define the twist starting from the root joint.
If set to OFF, the twist starts from the second joint.
Create Root handle Set this option ON to create a root spline handle at the
root of the chain controlled by the master spline handle. If set to OFF, only
a master spline handle is created.
Create Curve You do not have to pick an existing curve if you select this
option. Instead, a new curve is automatically created. This new curve will
match the chain defined by the new handle. The curve will be grouped as a
sibling of the root joint.
Snap Curve to Root If you do not want to create a new curve, pick an existing
curve. If you select Snap Curve to Root, the picked curve is snapped so that
the first CV matches the root joint of the new handle. Otherwise, the curve
does not move. Instead, the root and the chain move to the curve.
The spline handle solver may generate a solution in the range (-180 degree,
+180 degree) for each of its joints.
This may result in problems when rendering with motion blur or rendering
on fields, as the interpolation will not be correct if the solution jumps from
one end of the range to the other between two frames.
Use Run IK with the Motion Blur or Field compensation options or
both. Disable the handles after RunIK or the desired animation will not
be written out to SDL.
NOTE A spline handle is always constrained, so if it is turned on it will solve
and override any animation on the skeleton.
Cumulative rotations of more than 360 degrees with spline handles may
cause geometry to flip.
Use the Anti Flip Controls on the Root Handle in the Information
window to find a setting which keeps the rotations coherent.
See also:
Overview on skeletons
Run IK Options
Skeletons All If you select All, the Run IK simulation runs on all root-level
skeletons that have multi-chain IK handles, whether or not they are picked.
A root-level skeleton is a joint node with no ancestors that are joint nodes.
This joint node and all joint nodes below it make up a skeleton.
Active If you select Active, the Run IK simulation runs on all joint nodes
on the skeletons that are active.
The skeletons are defined from the picked joint node and all joint nodes below
it. Anything that is picked but is not a joint node will be ignored.
Frame Range
NOTE Multi-chain IK animation must be run from the same initial state to get the
same animation.
NOTE For Run IK with multi-chain handles, the skeleton must be in a known
starting position.
NOTE If you want to render only a subset of the frames in your animation, you
must still follow the above steps and run IK for the whole range of animation.
All The default frame range includes the range of animation for all the IK
handles attached to the picked skeletons.
Current The IK simulation starts at the current frame and runs until you press
the Esc key.
Option Window Lets you specify start and end frames. When you click this
button, these controls appear:
You can specify the frame range for the IK simulation by typing the Start
Frame and End Frame values. These values apply for running the IK
simulation only if Option Window is selected.
By Frames This is how often keyframes are set for a skeleton during the IK
simulation. If the Simplify option is ON, some of these keyframes may be
removed after the simulation is complete.
Sample Rate This is the increment at which the Run IK simulation is run.
For example, if the Sample value is 0.2 frames and the By value is 1.0, then
the IK simulation runs for 5 steps for each frame before setting a keyframe in
the skeleton.
Since the IK handle animation is sampled at different frame values, inverse
kinematics may cause a jump from one frame to another. Choosing a smaller
Sample value makes the inverse kinematics solution smoother, even though
keyframes are generated only at the By Frames increments.
Simplify If the Simplify option is toggled ON (indicated by a check-mark),
all the animation curves that were created in the skeleton during the IK
simulation are simplified after the simulation to remove as many keyframes
as possible within the given tolerance, while still preserving the shape of the
original curve.
When it is checked, the following additional controls appear:
Translation/Rotation Tol These tolerance values are used for simplifying the
curve. A tolerance specifies how much the simplified curve may differ from
the unsimplified curve at each keyframe.
These two sliders let you specify different tolerances for curves that are
animating joint rotation versus those animating joint translation. For example,
the default tolerance for rotation is higher than that of translation because a
difference of one degree of rotation is usually less noticeable than a difference
of one unit of translation.
Disable multi IK If this option is set ON, all multi-chain IK handles are
disabled after the Run IK simulation.
Redraw If this option is set ON, each time a keyframe is computed, the
skeletons are redrawn in their configuration at that frame. This gives instant
feedback for the Run IK simulation.
TIP If a large model is simulated for many frames, redrawing at every By value
can slow down the simulation. If you toggle Redraw off, the skeletons are redrawn
only at the beginning and end of the simulation.
With Single/Spline IK If this option is set on, any single-chain IK and spline
IK animation information is also translated into rotational information on
the skeleton in addition to the translated multi-chain IK. When you select
this option, the following additional controls are displayed:
Disable Single/Spline IK This option turns off the single-chain and spline IK
handles after Run IK is applied. To turn the single-chain and spline IK handles
back on, use Edit > Rest Pose > Set Rest Pose, or the Information Window.
Compensation If you are going to render an animation with Motion Blur,
or Field Render (see Render > Globals on page 605 for details), you may want
to use motion blur compensation, field render compensation, or both during
the Run IK simulation. These compensations only apply on animations
translated from single-chain or spline IK handles.
Motion Blur Run IK simulation sets extra keyframes at motion blur sample
times if interpolation between keyframes would yield wrong values for motion
blur. The Shutter Angle used for the motion blur compensation is set in
Render > Globals on page 605 > Blur Effects.
Fields Render Run IK simulation sets extra keyframes at half frames if
interpolation between keyframes would yield wrong values for half frames.
Field rendering information is set in Render > Globals on page 605 > Image File
Output.
None Compensation does not occur (this is the default).
Both Both motion blur and field rendering occur. By default,
Compensation is set to None. Otherwise, the following additional controls
appear:
When you pick a selection handle, all other items that are not attached
to the selection handle become unpicked.
If you drag over part of an object that has a selection handle, the object
is not picked unless you drag over the selection handle itself.
In the SBD window, you can pick any node, whether or not it has a selection
handle.
See also:
Notes
Face-surface CVs can be included in clusters and animated, but will not
render properly if they are not maintained in the same plane.
Limit transformations of face-surface CVs and clustered face-surface CVs
along the plane of the face-surface.
Copying a cluster with Edit > Duplicate > Object on page 529 creates a null
node.
Instead, create a new cluster and empty it.
Use the cluster editor to copy the cuts from the original cluster into a new
cluster. This will preserve the cluster percentages. Reorder the clusters so
that the new cluster immediately follows the original.
Copying cluster members with Edit > Duplicate > Object on page 529 places
the new objects in the same clusters as the original, it will not create new
clusters.
Instead, use Edit > Copy on page 526 and Edit > Paste on page 526 to create
a copy of both clusters and members.
Create clusters
Start Frame/End Frame Defines in what time range the new time warp curve
should be applied. These values are only used if the Time Range option is
set to Option Window.
See also:
Cycle Options
Objects All The new timewarp curve is applied to all currently animated
objects.
Active The new timewarp is applied to all picked objects.
Sets The new timewarp is applied to all objects in the selected sets in the
set lister. Choose Animation > Editors > Set Lister on page 946 to display the
set lister.
Parameters All The new timewarp is applied to every channel (every
animation parameter that is currently animated) of the object.
Global or Local The new timewarp is applied only to the channels whose
parameters are selected in the GLOBAL or LOCAL parameter windows.
TIP Choose Animation > Editors > Param Control on page 928 to set different
global or local animation parameters.
Hierarchy None The new timewarp is applied to only the selected objects.
Below The new timewarp is applied to the selected objects, and all objects
below them in the hierarchy.
NOTE For DAG nodes, CVs, and cameras, the hierarchy refers to the hierarchy as
represented in the SBD window. For shaders, textures, and lights, the hierarchy
refers to the implicit hierarchy in the Multi Lister.
Oscillate If toggled ON (indicated by a check mark), the new timewarp cycles
the segment of animation in the forward direction followed by the backwards
direction. The amount of time the cycled animation occupies is doubled again.
If toggled OFF, the new timewarp repeats the segment of animation in the
forward direction only.
Loop Start Frame/Loop End Frame Defines the range of existing animation
(before the timewarp is applied) that is to be affected by the timewarp (cycled).
Paste to Frame Indicates where the range of animation between Loop Start
and Loop End should be inserted on the original animation of the channel.
Between Loops Indicates the amount of time to wait before beginning the
next repetition of the cycle. This value may not be negative.
Repetitions Indicates the number of times that the range of animation between
Loop Start and Loop End of the original animation should be repeated.
See also:
Below Only the animation from the nodes at and below the picked nodes
are scaled.
NOTE For DAG nodes, CVs, and cameras, hierarchy means the node hierarchy
as represented in the SBD. For shaders, lights, and textures, hierarchy means
the implicit hierarchy in the multi-lister (see Render > Multi-lister on page 683 >
List All).
Time Range Defines the range of animation that the time warp curve should
scale.
All The range of all channels to which the time warp curve is applied is
found, and two keyframes at the minimum and maximum time of all the
animation for this channel are created.
Option Window The Start and End options are used to determine at
what time to create its new keyframes.
When you choose the Option Window option, the following sliders are
displayed:
Start Frame/End Frame Defines in what time range the new timewarp curve
should be applied. These values are only used if Time Range is set to Option
Window.
Time Scale Indicates how the new timewarp should scale the animation to
which it is applied. For example, a scale of 3 makes the animation take three
times as long to play back. A scale of 0.5 takes half as long to play back.
See also:
Translation/Rotation/Scaling
Use these sliders to specify how much to offset the animation on the
destination object from the current values of the animation on the source
object.
Translation/Rotation Adds values to the channels of the destination object
while preserving the shape of the channel.
Scaling Multiplies values to the scale channels of the destination object. This
does not necessarily preserve the shape of the scale channels.
Notes:
If the source object does not have any animation for one of the X, Y, or Z
transformations, the animation offset for that transformation is ignored.
Other parameters
Parameters You can choose to copy curves for All, Global, or Local
parameters. Local parameters are applied on the target object. All animated
channels from the source object are considered.
Choose Animation > Editors > Param Control on page 928 to find out how to
turn animation parameter controls ON or OFF.
Hierarchy Use these choices to select which parts of a hierarchical animation
are to be copied.
Notes
If the source object has time warps applied to its animation parameters,
all the time warps for each parameter are also copied. In this case, time
offsets are achieved by adding a time shift warp, not by moving the
animation curves CVs.Time offsets are ignored for any expressions which
are copied.
Toggle Copy Pivots OFF if you dont want to copy the pivot points. For
example, if an animation of a man walking is copied to the skeleton of a small
boy and Copy Pivots is OFF, both the man and the boy will walk with the
same animation, but the sizes of their skeletons will remain different.
Copy Joints If toggled ON, the information about the joints at each of the
joint nodes is also copied. Joint information for the target skeleton is overlaid
with this new information.
The joint information includes which translate and rotate joints are used,
their joint limits, and the style in which the bone is drawn (see Animation >
Tools > Bone Style on page 982 ).
Copy IK Handles If toggled ON, any IK handles on any of the joints in the
skeleton that is being copied are copied to the corresponding joints in the
target skeleton. If any of these handles are animated, the new handles on the
target skeleton are also animated.
Time Offset The value you set with this slider indicates by how much the
animation should be offset in time when it is copied. If set to 0.00 (the default),
the animation of the original and copied skeleton will occur at the same time.
A Time Offset of 5.0 means that the copied skeletons animation occurs five
frames after the original skeletons animation.
See also:
Overview on skeletons
Where both obj_3 and obj_4 are constrained by obj_2 ad obj_2 is constrained
by obj_1:
The Action Lister is always displayed on the left side of the Action
Window.
On the right side, you can display either the graph editor or the timeview.
Use one of the icons in the Lister title bar to switch between these two views.
The Action Window also has its own set of pull-down menus. See Action
Window menus on Action Window menus on page 883 for information.
There is a prompt line below the menus. It displays error message information
and prompts you for input that is required when you select certain menus.
When the prompt line is dark pink and the cursor is not in the Action
Window, you know that the window is not active. The cursor must be in
the Action Window in order for keyboard input to be recognized. The
prompt line also contains snap toggles (see Action window snap toggles on
page 873) that help you constrain movement.
Notes
Some menus or menu functions are not applicable in some situations. For
example, if the timeview display is active, you cannot use the Action
Window Pick > Tangents function, since tangents are only visible with
the graph editor. Unavailable functions appear in light gray text.
The key toggle is to the right of the prompt line. When toggled on, the time
slider bar is snapped to keyframes. When moving keyframes, they are snapped
to times or values of other keyframes as follows:
use the left mouse button to snap keyframes to the time and value of other
keyframes.
use the middle mouse button to snap keyframes to the time of other
keyframes.
use the right mouse button to snap keyframes to the value of other keyframes.
time toggle
The time toggle is to the right of the key toggle. Use this toggle to constrain
the movement when keyframes or the current time slider bar are moved.
When time is toggled on, the time slider bar and the time of keyframes snap
to integer values. When toggled off, you can move selected keyframes or the
slider time bar to any time.
value toggle
The value toggle is to the right of the time snap toggle. This toggle is used
to constrain the movement when keyframes are moved.
When value is toggled on, the value of keyframes snap to integer values.
When toggled off, you can move selected keyframes to any value.
time slider
The graph editor and timeview both have a time slider. This is the vertical bar
that crosses the window with a box at the top that contains the current time.
The time slider bar slides along a horizontal rail. You can change the current
time by clicking anywhere in that rail and dragging left or right. When you
drag to a new current time, notice that all animatable objects are updated
with their channels evaluated at this new time.
You can also double-click in the time slider box to change the current time.
(This is like choosing Animation > Show > View Frame on page 983 and selecting
a new current time at which to view the world.)
When the box turns pink, with the existing time on a grey background, type
the new current time. A single click in the time slider box updates the animated
world. This is useful if you have changed any keyframe positions, as these
changes are not automatically reflected in the animated world.
Action Lister
The Action Lister lists items with their channels and is always displayed on
the left hand side of the Action window. The contents of the Lister depends
on the settings of the List Mode menu. Objects and channels that have an
animation associated with them are displayed in a dark color, while entries
without an animation appear in a lighter color.
Parameters that have an expression attached to them also appear in a dark
color, with a pair of brackets () next to the parameter name (if Disp Tools >
Show curve names is enabled in the Action Window, the expression
appears within the brackets).
Channels animated by a single action may also have the name of the action
curve displayed next to the parameter name.
Model-Pick button
Takes the objects currently selected in the Action Window Lister and makes
them active in the modeling windows.
Parameter Filter button
Opens the filter control panel that lets you select which channels are displayed
in the Action Lister.
Filter Control panel To open and close the filter control panel, click the
Param Filter button. While the filter control panel is open, you cannot do
any other function in Alias.
The filter control panel is for DAG node channels. For other types of objects,
you can choose between the local and global settings in the Param Control
window (see Animation > Editors > Param Control on page 928 ).
A DAG node has ten animatable parameters, but the most commonly used
ones are the X, Y, and Z translate, rotate and scale parameters. The 3X3 grid
in the parameter control filter allows you to quickly turn on and off the display
of these nine parameters, controlling the amount of data in the Action Lister.
To turn a parameter on or off, click in its box. For example, clicking in the
second column of the first row turns off the Y translate parameter; clicking
in the box again turns it on. You can toggle all the translate, rotate or scale
parameters at once by clicking in the Tra, Rot, or Sca buttons. Similarly,
you can toggle all the X, Y, or Z parameters by clicking the X, Y, or Z buttons
respectively.
Below the 3 XYZ toggles are five more buttons:
The first button is a filter for animated channels. If this button is toggled
on, only channels with animation information in them are displayed in
the Lister.
The second button, Visibility, is a filter for the tenth DAG node animation
parameter. It is represented as a DAG node SBD box with a section removed
from it.
The third button is obsolete and has no function. (It duplicated the display
of time warps.)
The fourth and fifth buttons in the filter panel represent local and global
parameter filters, and are represented by a quarter and a full globe
respectively. These buttons control which animation parameters are filtered
out of the Action Lister for all animatable items other than DAG nodes.
If neither of the fourth and fifth buttons is selected, then all animation
parameters for non-DAG node items are listed. If only the local parameter
button is selected, then only those animation parameters are listed that
correspond to those selected in the items local parameter control.
The graph editor button activates the graph editor (which appears to the
right of the Action Lister). The graph editor lets you view and change action
curves for any channel.
timeview button
The timeview button activates the timeview (which appears to the right of
the Action Lister, replacing the graph editor). The timeview lets you view
overall animation timing for any channel, and create and edit expressions
and attach them to animation parameters.
To select more than one item at a time, click the first one, drag the cursor
up or down to the last one, and then release the mouse. All items between
the first and last are selected.
To add or remove an item from the currently selected list, hold down Shift
while clicking on the item. If it is already selected, it is deselected. If it is
not already selected, it is selected.
If you have selected more than one item in the list, you can use the expand
item and expand animation buttons to expand all selected items at once.
For example, if you select three out of five animated items, and then click the
expand animation button for one of the selected items, all three selected
items have their animation parameters added to the list. (For an in-depth
explanation of these buttons, see the next section.)
The icon to the left of each objects name shows the object type. For example,
a DAG node above a surface has a surface icon, a DAG node above another
DAG node has a DAG node icon, and a camera has a camera icon.
expand item button
If an object has any descendants, this button appears next to it. Select this
button to add the objects descendants to the Lister. The new sub-objects are
indented below the first object to show the objects hierarchy. For example,
if a DAG node above a surface is in the Lister, it has an expand item button.
When this button is pressed, all the surface CVs are listed with their names
indented below that of the surface DAG node.
When an object is expanded, click the same button to compress its itemsthat
is, to remove its descendants from the Action Lister.
If you hold the Shift key while clicking the expand item button, the item
expands to its children, each of the children expand to their children, and
this continues until all items below the original item are expanded.
NOTE Using the Shift key to expand does not expand leaf geometry DAG nodes
to their CVs. This restriction is made so that you can expand DAG node hierarchies
quickly without having to list the potentially large number of CVs that belong to
curves or surfaces.
expand animation button
If the item in the Lister is animatable, it has an expand animation button next
to its name (between the expand item button and the item type icon). Click
this button to display the items animation parameters in the Lister. What
appears in the Lister depends on the filter control panel settings.
When an item is expanded to show its animation parameters, press the expand
animation button again to compress the items and remove the display of the
items animation parameters from the Lister.
NOTE If the animated object is an IK handle, its parameter names may come with
special notes. For example, if the object is a single-chain IK handle, its X Rot may
be shown as X Rot[PoleX], Y Rot as Y Rot[Plane], and Z Rot as Z Rot[PoleY].
When you change the rotation order for the single-chain handle, the notes are
updated accordingly.
NOTE For other examples, the X Rot parameter becomes X Rot[Roll], and the
X Tra becomes X Tra[Pos] if it is a spline root handle. The X Rot becomes X
Rot[Twist] if it is a spline master handle.
pin object button
Use the graph editor to create and modify actions. There are also a few
operations that you can apply to channels.
The curves in the graph editor reflect what is in the Action Lister. For example,
if an item has three parameters that are animated each by a single curve
channel, then three actions are displayed in the graph editor.
If a channel has two or more actions on it (for example, a base action and
timing curves, which were created using Set motion), the channel appears
in the Lister with an expand channel button. When you click this button,
the channels animation curves are added to the Lister and to the graph editor.
If the channel is not expanded, only the resulting animation curve on the
channel is displayed in the graph editor.
The resulting curve (result curve) is the final evaluation of the channel with
all of its actions. Result curves are always displayed as dashed lines because
they are not editable. You can toggle their display on or off by choosing Tgl
result curves from the Disp Tools menu in the Action Window.
You can pick channels and animation curves in the graph editor by selecting
the name of the animation parameter in the Action Lister.
If the curves are picked using Pick > Curve, their curve names are
highlighted in the Action Lister.
one tangent on that curve is picked. The direction of the arrow indicates
whether an in or out tangent (or both) has been picked.
Action timeview
View the timeview with the following icon:
The timeview is an alternate way of viewing actions and channels. You see
only the duration of actions without the animation curves that appear in the
graph editor. The timeview is useful if you are satisfied with your animations
motion but want to adjust its timing. You can edit individual actions, single
channels of an animatable item, or channels for the whole animatable item.
You can also use this view to coordinate the movement of objects in your
scene.
A motion path action simply has a name next to it, which is the name
of its 3D NURBS modeling curve. To edit a motion path action, edit the
NURBS curve in the modeling windows.
(that is, at least one of the items channels is not editable),. Summary bars
can be edited only if all of their channels can be edited. The summary bars
of channels can be edited if the channel uses only one action and this
action is a parameter curve. If a channel cant be edited, try to expand it
and edit its parameter curves.
You can create, view, and edit expressions in the timeview. Any animation
parameter which is not currently animated can have an expression attached
to it (choose Edit > Clear to remove animation from an animation
parameter).
Double-clicking in the timeview next to an animation parameter enables
you to enter an expression.
You can also choose Edit > Edit Expression to use an external editor
to edit or create an expression.
ListMode menu
The List Mode menu lets you specify which objects are displayed in the
Action Lister.
Picked Lists all the modeling objects that are picked.
All Lists all root level items in the universe.
Picking items
For items that appear in the SBD window, only the root level DAG nodes are
listed. The hierarchical items below the DAG node can then be expanded
using the expand item button.
Other types of items that are listed in this mode include the universe and all
animatable perspective windows.
Edit menu
The Edit menu lets you do operations on items selected in the Action Lister.
Keyframe Edit Opens up the Keyframe Stats window which can be used
to edit the frame, value, and tangents of individual keyframes.
Edit Expression Opens an external ASCII editor to create or edit an expression
for the currently selected animation parameter.
Cut Deletes selected items.
To remove the animation from a parameter, for example, select the parameter
in the Action Lister and select Cut to delete its channel. Only the animation
is deleted; the parameter itself still remains in the Lister, but is now shown in
a dim color to indicate its lack of animation.
You can also delete keyframes or individual actions using Cut. If you cut
something by accident, use Undo to restore it.
If you cut only one channel or action curve, the animation is placed on the
clipboard (replacing anything that may have been there already) so you can
paste it later onto an unanimated parameter (see Paste and Paste Instance
below).
Copy Copies one channel or action curve to the clipboard (replacing anything
that may have been there already) so that you can paste it later (see Paste on
page 885and Paste Instance on page 886).
If a tangent is picked, both the tangent angle and tangent type are copied.
Paste Pastes a channel or action curve onto an animation parameter that has
no animation attached to it.
TIP If tangent information has been copied to the clipboard, Paste can be used
to alter the tangent angles and tangent types of any picked tangents.
NOTE The channel or action that is pasted onto the animation parameter is the
one that is currently on the clipboard. Actions and channels are placed on the
clipboard after a Copy or Cut operation.
Copy Segment Copies a segment of an animation curve onto the clipboard.
Use Paste Segment to insert this segment onto another curve. To copy a
segment, pick the keyframes from a curve. The segment is defined as the part
of the curve between the first and last keyframes picked on the curve.
Paste Segment or Paste Segment With Offset Inserts a curve segment from
the clipboard into an existing curve.
Paste Segment With Offset offsets the values of the pasted segment that
is, raises or lowers the segment) so that its first keyframe sits precisely on the
selected curve at the specified time. Paste Segment (without offset) leave
all of the values in the pasted segment untouched.
Type the time at which the first keyframe of the segment should be placed.
Optionally, type the number of copies of the segment to paste (this is
the Repeat option). The repeat is 1 by default. If you enter a repeat
of more than 1, you can optionally enter a gap in time to be inserted
between the segments. The default is 0.
NOTE To paste a segment onto an unanimated parameter, you must use
keyboard input.
Clear Deletes selected items without placing them on the clipboard. (If you
clear something by accident, use Undo to restore it.)
To remove animation from a parameter, for example, select the parameter in
the Action Lister, then choose Clear to delete the channel.
Only the animation is deleted. The parameter itself still remains in the Lister,
but is now shown in a dim color to reflect its lack of an animation.
Paste Instance Like a paste operation, except that the newly animated
parameter reuses the animation curve on the clipboard instead of making a
copy.
To Use Paste Instance:
1 Select a channel from one object and invoke Copy.
2 Select an unanimated parameter from the same or a different object, and
invoke Paste Instance.
The newly animated parameter and the original channel share the same
action curve(s). Now if you edit the action, the animation for both
channels is affected.
Show Instance Shows all the channels that are using a particular action curve.
Sometimes an action curve can be used by more than one channel. For
example, if you create motion path animation (Choosing Animation > Tools
> Set Motion on page 951 ) or a new time warp (Choosing Animation > Create
> New Time Warp on page 862 ), then the animation curve(s) created are shared
by more than one channel. To share an existing action with more than one
channel, use Paste Instance.
To see all the channels that are using a particular action curve, select the action
and choose Show Instance from the Edit menu.
A utility lister appears listing the name of the action. Below the action is listed,
the names of the objects and their animation parameter which use the action.
You must close the utility lister by clicking OK before proceeding with any
other operation in Alias.
Undo Undoes previous operations on keyframes, tangents, and an action itself
(such as Transform, Tangent Type and Edit operations).
Undo keeps a history of transformations, so that if you repeat Undo, it will
undo further back in the history.
NOTE Using Edit > Cut in the Action window limits the undo function. If you
choose Edit > Cut and cut more than one action on the same channel in the
Action window, Edit > Undo may not work.
NOTE Cut one action followed by the second action, or cut the channel as one
item.
Redo Recreates what was undone by Undo.
You can use Redo to reverse the last operation from Undo. You can redo as
many operations as you undid with Undo.
NOTE Delete operations outside the Action Window (for example, Delete >
Delete Active on page 537 or Delete > Animation > Delete Channels on page 542 )
delete the undo history in the Action Window.
Once the Keyframe Stats window is opened, pick a keyframe in the Action
window. Each time you pick a keyframe, the Keyframe Stats window shows
the information for the picked keyframe.
The parameters in the Keyframe Stats window are described below.
Pos X/Y The current position of the keyframe. The first number is the frame
time of the keyframe and the second number is the value of the keyframe.
You can change the position of the keyframe by clicking a number and entering
a new number.
NOTE You can not enter a time that is outside the segment in which the keyframe
is contained.
Tan In/Out The angles of the in-tangents and out-tangents on the keyframe.
The values must be between -90.0 and 90.0. If you change the value of either
of these tangents, the tangent type for that tangent becomes fixed. This
ensures that the new tangent value that you assigned to the keyframe retains
that value.
Tangent Lock Button Next to the tangent values is a tangent lock button.
Clicking this button locks in the current angle between the in-tangents and
out-tangents, so that if you modify one of them, the other is modified by a
compensating amount.
CurveTools menu
Use the CurveTools menu to create and modify action curves.
Append keyframes Adds keyframes to an existing action, or creates a new
action for a parameter that is not currently animated.
To use Append keyframes:
1 Select an unanimated parameter or a parameter curve action.
2 Do one of the following:
click in the graph editor at the place you would like the new keyframe
created, or
use the keyboard to specify the frame time and value of the new
keyframe.
The tangent types of the new keyframe depend on the current tangent
type mode. See Tangent types on page 904 for more details.
Insert keyframes Adds keyframes to an existing action.
To use Insert keyframes:
1 Choose the action in the Action Lister, or pick the action in the graph
editor (using Pick > Curve).
2 Choose CurveTools > Insert Keyframes and click and drag to the
frame at which you would like to insert the keyframe.
The keyframe is inserted using the same value as the action originally
had at that frame. The tangents of the new keyframe are adjusted to
preserve the original shape of the action.
NOTE Insert keyframes adds keyframes to a curve only between its first
and last keyframes. If you wish to extend an existing curve before its first
keyframe or beyond its last one, then use Append keyframes.
Use result Compresses all actions applied to a channel into one parameter
curve that maintains the same shape as the original animation of the channel.
This function is very useful if a channel is animated with several time warps,
and you want to edit the channel as a whole, instead of as individual actions.
To use Use result:
1 Animate an item along a motion path or apply one or more time warps
to a channel. (See Create a motion path animation for more information.)
The channels with the motion path and time warps appear as dashed
lines because they cant be edited. Compressing these non-editable
channels makes them editable, since the channel then uses only a single
parameter curve action.
2 Select the non-editable channels that you want to compress.
3 Choose CurveTools > Use result. You are prompted to enter a start,
end, and by value at which to sample the channel.
The start and end values represent the range over which the new
parameter curve is defined.
The by value is the frequency with which new keyframes are created.
(If you do not specify start, end, or by, defaults are used. The default
start and end values are the range of the channel being compressed. The
default by value is 1.)
For example, if you enter 0, 10, and 2, then keyframes are created at times
0, 2, 4, 6, 8, and 10.
Using a large by value is faster, but may give an inaccurate curve,
especially if the animation has many sudden and dramatic changes in
value. If this occurs, choose Edit > Undo to restore the original curves
and them try again with a smaller by value.
NOTE If a channel has one or more time warps, the range of the channel is
not well-defined. Specify explicitly the start and end values for the channel,
rather than relying on the default values.
If you simply press Enter (Windows) or Return (Mac), the selected actions are
simplified with default tolerances and ranges.
NOTE The default values for start and end are the complete range of the actions
selected. The default by value is 1, and the default tolerance value is 0.05.
Alternately:
Type the start and end at the keyboard to specify the frame range in which
to simplify the actions.
Use the by option to simplify the frame tolerance. The simplified action is
equivalent to the original action (within a value tolerance) at this frame
tolerance.
The fourth number to enter is the value tolerance. This specifies by how much
each frame at the frame tolerance is allowed to differ in the simplified action
from the original action.
When you choose Simplify, you can either press Enter (Windows) or Return
(Mac), type just one number or four numbers. If you type one number, this
number is used as the value tolerance. If you type four numbers, these numbers
are interpreted to be the start, end, by, and value tolerance respectively.
Tgl keyframe lock Toggles whether a keyframe is locked or unlocked.
If a keyframe is locked, it cannot change location or value when you Transform
> Move on page 11 . This is useful if you want to ensure that a specific keyframe
happens at a specific time, and you want to avoid accidentally moving it.
Locked keyframes are displayed as solid squares in both the graph editor and
the timeview.
Pick menu
Use the Pick menu to pick items in the action editor. Pick for actions is like
the standard Alias Pick, but it works on actions, channels, and keyframes.
You can pick an item by clicking on it.
To pick multiple items, click and drag. In the Action Lister, this picks several
adjacent items. In the graph and time views, it drags out a pick box; everything
inside the pick box is made active when you release the mouse button.
TIP The graph editor Pick functions have the added capability of picking while
you are in other functions. If you hold the Shift key, you are automatically in Pick
mode no matter which menu item is current.
You can also pick curves by typing the curve name in the prompt line. You
can use wildcard characters (such as *,?) to select curves with similar names.
For example,
sphere.*Translate
picks all the spheres Translate animation curves. Choose DispTools > Show
curve names to display the names of the curves.
Nothing Unpicks anything that is active in the Graph Editor, Action
Lister, or Timeview.
Any Picks whatever is contained inside the pick box. It picks channels or any
component of an action: keyframes, tangents and actions.
Since keyframes, tangents, and actions cannot be picked at the same time, a
pick priority defines what is picked if all three of these action components are
inside the pick box: keyframes, then tangents, then the action itself.
Keyframes Picks the keyframes of an action.
You can pick keyframes in a certain time range by typing the first and last
time of the range at the keyboard. Be sure that your cursor is in the Action
Window so that keyboard input goes to the Action Window. Keyframe
display can be toggled on or off using DispTools > Show Keyframes.
Curves Picks actions or channels. If a curve is picked in the graph editor, it is
also selected in the Action Lister.
Any tangents Picks a keyframes in-tangents and out-tangents.
In tangents Picks only the in-tangents of keyframes. The in-tangent is the
tangent entering the keyframe (from the left).
Out tangents Picks only the out-tangents of keyframes. The out-tangent is
the tangent where the curve leaves the keyframe.
Template Picks templated curves. A curve can be templated using DispTools
> Tgl Template.
If the Pick type is set to Keyframes, selecting an action (or a single-action
channel) in the lister toggles the pick state of every keyframe on that action,
meaning that unpicked keyframes become picked and vice-versa.
Similarly, if the Pick type is set to Any Tangents, In Tangents, or Out
Tangents, then the pick states of all the tangents on the curve, or just the
in- or out-tangents, are toggled.
Ctrl + left arrow (Windows) or Control + left arrow (Mac) walks to the next
keyframe or tangent on the same action curve.
Ctrl + right arrow (Windows) or Control + right arrow (Mac) walks to the
previous keyframe or tangent on the same action curve.
Ctrl + down arrow (Windows) or Control + down arrow (Mac) walks to the
keyframe or tangent which is at the same time in the action curve below
the current one.
Notes on pick-walking
Since curves may cross several times, the terms above and below are
somewhat arbitrary. If you walk up you may actually end up moving to
the curve which is visually below the current one at that point in the graph.
In reality, walking down traverses the action curves in the order in which
they were created while walking up traverses them in the reverse direction.
If you walk through to the end or start keyframe, the next picked is the
start or end keyframe respectively.
Transform menu
The Transform menu does operations on items selected in the Action Lister,
timeview, or graph editor.
Move Lets you move keyframes, tangents, or the whole curve.
To use Move, select any number of components using Pick and then choose
Move. Drag the cursor in the graph editor window. The picked objects follow
the cursor.
The left mouse button moves objects in both the horizontal and vertical
directions.
The left mouse button moves without constraints. Note, however, that the
in-tangent stays to the left of the keyframe and the out-tangent stays to
the right of the keyframe.
The right mouse button locks the in-tangents and out-tangents of a keyframe
so that they maintain the current angle between them.
Normally, when you are moving tangents, horizontal motion of the mouse
is ignored and the tangents move proportionally to the vertical motion of the
mouse. So, if the mouse moves one quarter of the way up the Action
Window, all the selected tangents move up by 45 degrees, which is one
quarter of their total range of movement.
If you hold down the Ctrl (Windows) or Control (Mac) key while moving
tangents, instead of proportional movement you get direct movement, where
the tangents point directly at the current position of the selection arrow:
The left mouse button causes all active tangents to immediately change
position so that they point directly at the selection arrow.
If a tangent is on the opposite side of its keyframe from the selection arrow,
it cannot point directly at the pointer and instead is pinned to point
straight up if the pointer is higher than the keyframe or straight down if
the pointer is lower than the keyframe. For this reason it is typically not
very useful to use this form of tangent movement when both in-tangents
and out-tangents are selected at the same keyframe.
The middle mouse button locks the in-tangents and the out-tangents of a
keyframe so they remain 180 degrees apart (that is, in a straight line), then
moves the nearest of each tangent pair so that it points directly at the
selection arrow. Nearest means the tangent that is on the same side of the
keyframe as the selection arrow. For example, if the selection arrow is to
the left of a keyframe, its in-tangent points directly at the pointer and the
out-tangent points directly away. If the selection arrow then moves to the
right of that keyframe, the tangents reverse roles, with the out-tangent
pointing at the selection arrow and the in-tangent pointing away.
The right mouse button locks the in-tangents and out-tangents so that they
maintain the current angle between them. The nearest tangent of each
pair (that is, the one on the same side of the keyframe as the selection
arrow) is then moved to point directly at the selection arrow, to the degree
that the fixed angle between the two tangents allows.
NOTE When you move a tangent its type changes to fixed.
2 Enter the old range of the action that you would like to scale (start and
end) followed by the range to which it should be mapped (new start
and new end). You can optionally not enter the new end time, and it
defaults to the end time.
The specified range of animation between start and end is scaled to the
new range. If there was no keyframe at either start or end, a keyframe
is inserted before the range is scaled to define the segment to be scaled.
Scale value Scales the value of picked keyframes.
NOTE If you have set fixed tangents, the shape of the curve may not be preserved.
NOTE Scale value is only available via keyboard inputnot interactively.
2 Enter the value around which you would like to scale (the pivot value)
and the amount you would like to scale by.
The new keyframe value is computed by subtracting the pivot value from
the old keyframe value to determine the current scale, multiplying this
scale by the scale factor, and then adding this resulting value to the pivot
value to obtain the new keyframe value.
For example, if the keyframe value is currently 80, and you specify a pivot
value of 70 and a scale factor of 2, then the current scale is 80 - 70 = 10.
This value is multiplied by the scale factor to obtain the new scale value
of 20. Thus the resulting keyframe value is the pivot value 70 plus the
new scale 20 to equal 90.
Randomize Assigns random values to keyframes. Randomize is useful for
animating movement with distinct but similar behavior, such as a school of
fish swimming in the same general direction but with their own individual
movements.You can randomize keyframes in their frame or value or both.
To use Randomize
1 Pick the keyframes you want to randomize.
2 Choose the Randomize function from the Transform menu. You are
prompted to make a box defining the range inside of which the
randomized keyframes should remain.
3 Click down where you want the first corner of the box, and drag to define
the size of the box. Alternately you can type in the frame and value for
the two opposite corners of the box.
4 Now click down inside of the box and move the mouse.
As you move the mouse horizontally further away from where you clicked,
the keyframes are randomized more in time. As you move the mouse
vertically further away from where you clicked, the keyframes are
randomized more in value.
Use the middle mouse button to randomize the keyframes in time only.
Use the right mouse button to randomize the keyframes in value only.
Views menu
Use the Views menu to change the view in the graph editor and timeview.
Look At Changes the view in the graph editor so that all selected curves,
keyframes, and tangents in the Action Lister are visible.
The time and location ranges displayed in the graph editor are bounded by
the lowest and highest time and location values of all selected items.
To use Look At
1 Select the items you want to look at.
2 Choose Views > Look At. The view changes to show the full extent of
the selected items. The other curves, keyframes, and tangents are still
displayed, but they may not be visible or may be only partly visible if
they do not lie fully within the bounds of the new view.
Dolly Zooms in or out of a particular view.
Click in the graph editor or timeview at the point you want as the center of
your new view. Drag the dolly box out, then release the mouse.
If you use the left or middle mouse button to make the dolly box, you
dolly in to the view encompassed inside the box.
If you use the right mouse button to make the dolly box, you dolly out so
that the current view fits inside the area of the dolly box.
If you hold down the Alt and Shift (Windows) or Option and Shift (Mac) keys
while pressing the right mouse button, you can do direct dollying (moving
the mouse to the right zooms in and moving it to the left zooms out).
Direct dollying is always available: you do not need to select the Dolly
function from the Views menu to use it.
Track Tracks the view horizontally and vertically.
Click in the graph editor or timeview, and drag your mouse around to change
the view:
Undo View Undoes previous operations on the view, such as track, dolly, or
lookat. Undo View keeps a history of transformations, so that if you repeat
Undo View, it undoes further back in the history.
Redo View Re-creates what was undone by Undo. Use Redo View to reverse
the last operation from Undo View. You can redo as many operations as you
undid with Undo View.
DispTools menu
Use the DispTools menu to change the display of various items in the graph
editor. All of its choices are toggles.
Tgl template Puts a curve in a templated mode. The curve appears in gray,
and has no keyframes or tangents on it. (This behavior is like the ObjectDisplay
> Template on page 555 function in the main Alias window.)
To template a curve, pick the curve (either in the Action Lister or using Pick
> curve), and choose DispTools > Tgl template. If the curve was templated,
pick the curve using Pick > Template on page 5 and choose DispTools >
Tgl template to untemplate it. A templated curve cannot be picked in the
graph editor, although it may still be picked in the Action Lister.
Tgl tangents Turns the display of curve tangents on or off. By default, tangents
are not displayed.
Tgl infinity Turns the display of the curve beyond the actions defined time
range on or off. See Defining actions on page 901 (Action Tools) for the various
out-of-range types.
Tgl keyframes Turns the display of keyframes on parameter curve actions on
or off. Keyframes are displayed with a small box if they are locked, and with
a small X when they are not locked.
ActionTools menu
Use the ActionTools menu to change the behavior of curves outside their
defined range. You can also add comments to your actions.
Defining actions
Actions are defined over a certain time range:
Parameter curve actions are defined over the range of time between their
first and last keyframes.
Motion path actions are defined over the range of 0 to 100. If the current
frame is outside the range of the action, the action must still take on a
value.
Constant Before/After Constant Before means that the curve retains the
same value as the value of the first keyframe (or at time 0 for motion path
actions) for all time values before this first keyframe.
Constant After means the value of the last keyframe (or at time 100 for
motion path actions) is used for all time values after the last keyframes. This
is the default out-of-range type for parameter curve actions.
Cycle Before/After Cycle Before means that the curve repeats itself before
the first keyframe. This is like the curve being copied and pasted repeatedly
before the first keyframe.
Cycle After means that the curve repeats itself after the last keyframe. This
is like the curve being copied and pasted repeatedly after the last keyframe.
Cycle Before/After with Offset Cycle Before with offset is the same as
Cycle Before, except it continues backwards vertically from where the
previous cycle left off. (It does not start from the same vertical position each
time.)
Cycle After with offset is the same as Cycle After, except it continues
vertically from where the previous cycle left off.
Identity Before/After Identity Before and Identity After means that the
curve continues in a straight line at a slope of 45 degrees (or parallel to the
line y = x starting at the first/last keyframe). This is the default out-of-range
type for time warp actions created with Anim > Time tools.
Comment Lets you add comments to your actions to remind you of
information about that action. This is like Object Edit > Edit Comment on
page 238 , which lets you add comments to objects in the modeling world.
Pick one curve in the graph editor, and choose Edit Comment. A shell
window running an editor is opened, and you can add new comments or edit
previous ones for the action. When you quit the editor, the window closes
and you can continue working.
TangentType menu
The TangentType menu is both a mode and a function, and it operates on
currently picked keyframes.
To use it as a mode, select the desired tangent type from the menu, and
then choose CurveTools > Append Keyframes or CurveTools > Insert
Keyframes to add new keyframes to an action. As each keyframe is added,
the new keyframes tangent is computed based on the current tangent
type.
To use it as a function, pick keyframes from some curves, and select the
desired tangent type from the menu. All picked keyframes have their
tangents recomputed to use the selected tangent type.
Tangents control how a curve behaves as it leaves one keyframe and enters
the next. The display of tangents can be toggled on or off using DispTools
> Tgl Tangents.
Tangent types
Keyframe tangents have tangent types. All of the tangent types except for
Fixed cause the tangents to be recomputed whenever the keyframe is moved,
so that the characteristics of the tangent type are maintained. For example,
if a keyframes in-tangent is Linear seg in, then the in-tangent of the
keyframe always points to the previous keyframe. If the keyframe is moved,
the in-tangent is updated to continue to point at the previous keyframe. If a
tangent type is Fixed, this means the tangent does not change angles when
you move the keyframe. You must explicitly move a Fixed tangent to change
its angle.
For finer control of a keyframes tangent, pick the tangents using Pick > Any
Tangents, Pick > In Tangents or Pick > Out Tangents, and then choose
Transform > Move to adjust the tangent. This causes the modified tangents
type to become Fixed.
Smooth A smooth transition is made between the keyframe before and the
keyframe after the selected keyframe. Its tangents are co-linear (that is, they
are both at the same angle). This ensures that there is no jerkiness at the
keyframe.
The angle of the tangents is a weighted average of the slopes between the two
keyframes on either side of the new keyframe. Setting a keyframe to Smooth
sets the tangent type of the in- and out-tangent of the keyframe to smooth.
Linear seg in The action is in a straight line between the previous keyframe
and the selected keyframe. The out-tangent of the previous keyframe and the
in-tangent of the selected keyframe lie along this straight line.
Setting the tangent type of a keyframe to Linear seg in changes the
in-tangent type of the picked keyframe to linear and the out-tangent type of
the previous keyframe to linear.
Linear seg out The action is in a straight line between the selected keyframe
and its next keyframe. The out-tangent of the selected keyframe and the
in-tangent of its next keyframe lie along this straight line.
Setting the tangent type of a keyframe to Linear seg out changes the
out-tangent type of the picked keyframe to linear and the in-tangent type of
the next keyframe to linear.
Slow seg in The movement slows as it enters the keyframe. Setting the tangent
type of a keyframe to Slow seg in changes its in-tangent type to slow and
the out-tangent type of the previous keyframe to fast.
Slow seg out The movement is slower at the beginning of the curve segment
following the keyframe. Setting the tangent type of a keyframe to Slow seg
out changes its out-tangent type to slow and the in-tangent type of the next
keyframe to fast.
In/Out The movement eases out of the new keyframe, and eases in to the
next keyframe. Setting the tangent type of a keyframe to In/Out changes the
out-tangent type of the picked keyframe and the in-tangent type of the next
keyframe to in-out.
Fast seg in The movement is faster going into the selected keyframe. For
example, a car accelerating. Setting the tangent type of a keyframe to Fast
seg in changes the in-tangent type of the picked keyframe to fast and the
out-tangent type of the previous keyframe to slow.
Fast seg out The movement is faster going out of the selected keyframe, as in
the example of throwing a ball. Setting the tangent type of a keyframe to Fast
seg out changes the out-tangent type of the picked keyframe to fast and the
in-tangent type of the next keyframe to slow.
Flat The in- and out-tangents of the new keyframe are horizontal (that is,
with a slope of 0). Setting the tangent type of a keyframe to Flat changes the
in- and out-tangent types of the picked keyframe to flat.
Step The out-tangent of the new keyframe is flat. The curve segment is also
flat (horizontal) until the next keyframe, at which point it jumps up or down
to the value of that keyframe.
The step tangent type is useful for animating Boolean (ON/OFF) values such
as DAG node visibility or the presence/absence of a lights shadows. A value
larger than 0.5 means ON, and less than 0.5 means OFF. Setting the tangent
type of a keyframe to Step changes the out-tangent type of the keyframe to
step.
NOTE If a keyframes out-tangent type is Step, then the in-tangent type of the
next keyframe is ignored.
Fixed The tangents of the selected keyframes become fixed at their current
angles. A tangent type that is Fixed means the value of the angles does not
change unless you explicitly modify the tangent. This can be useful if you set
a tangent to a certain angle which you would like to maintain even if the
keyframe or the segments around the keyframe are modified.
Preferences menu
Edit marking menus Let you customize a marking menu shelf.
Warning! The updates are done by viewframe operations, which may make
performance very slow. You can always turn this off and view frames by
clicking on the frame indicator in the Action Window.
Action Window Closes the Action Window and returns you to the modeling
views.
Tgl short expressions Lets you toggle between displaying expressions normally
and displaying them in short form.
For example, sphere:x_Translate is shortened to sphere:xt, and you can
type any of the following:
sphere: xt
sphere:x_Translate
Short expressions are not case sensitive. Any combination of characters and
the underscore, _ is recognized.
Object Name is the name of the object (DAG node) that you want to
refer to. CV reference is an optional qualifier which lets you specify a
CV.
mySphere
..
Paw
..\..
Shoulder
..\..\..
Fluffy
Fluffy
CV references
The parameter of any CV within a surface may be referenced as shown in this
table:
Object
surface
u#v#
plane.u3v0
curve
u#
curve.u1
c#u#
curve#3.c2u3
Valid parameters
For DAG node references, you can use these parameters:
X_Translate or tx
Y_Translate or ty
Z_Translate or tz
X_Rotate or rx
Y_Rotate or ry
Z_Rotate or rz
X_Scale or sx
Y_Scale or sy
Z_Scale or sz
Visibility
Y_Position or py
Z_Position or zp
Weight
sphere.u2v3:X_Position
..\..:X_Translate
Mathematical functions
In addition to the normal mathematical operators (+, -, *, /), you can use any
SDL functions which evaluate to a SCALAR.
The following list provides a brief description of each function, along with
the expected parameters.
acosd(degrees)
asin(radians)
asind(degrees)
atan(radians)
atand(degrees)
atan2(value, value)
atan2d(value, value)
cos(radians)
cosd(degrees)
cosh(value)
sin(radians)
sind(degrees)
sinh(value)
tan(radians)
tand(degrees)
tanh(value)
besselj1(value)
besseljn(order,value)
besselyn(order, value)
Error functions :
erf (value)
erfc (value)
Gamma function :
gamma (value)
Return 0.0 if value is 0.0, 1.0 if value is positive and -1.0 if value is negative:
sign (value)
The value of the animate function is the value of the curve action curve
at the frame given by the expression. For example, animate (curve, frame
- 2) returns the value of the animation curve at 2 frames less than the
current frame.
NOTE You can see the name of any action in the Action Window (see
DispTools > Tgl Curve Names in the Action Window).
NOTE The animate function takes an action curves, not a channel, as its first
argument. Thus, it does not reference a parameter such as
sphere:X_Translate, but rather the action curve that might be animated
such a parameter (for example, sphere.X_Translate or my_curve).
NOTE As a convenience, you can specify a parameter or channel reference
when entering an animate function into an expression by enclosing the
reference within braces, as in animate ({sphere:X_Translate}, frame).
However, note that this is immediately translated into a reference to the action
curve currently animating that parameter, so it is still not a true channel
reference.
The animate function provides two very useful capabilities:
You can refer to the position of an object at a time other than the
current frame.
Logical operations
Logical operations include:
if the distance along the X axis between a cube and a cone is less than 3
units
Expression examples
The following are a few different examples of how expressions can be used.
In the examples, expressions are written out in the form:
parameter = some expression
A simple finger
You can get some realistic finger motion by creating a simple expression
relationship between each finger joint. A finger with five joints (named joint,
joint#2, joint#3, joint#4 and joint#5, with joint#5 being the finger tip),
behaves nicely if the rotation of each joint is set to the rotation of the finger
tip. Apply the following expressions to the finger:
joint:Z_Rotate
joint#5:Z_Rotate / 2
joint#2:Z_Rotate
joint#5:Z_Rotate
joint#3:Z_Rotate
joint#5:Z_Rotate
joint#4:Z_Rotate
joint#5:Z_Rotate
This establishes the rotational relationship between the finger joints. Now as
the finger tip (joint#5) is rotated about the Z-axis (using Transform > Rotate
on page 12 ), the other joints rotate an equal amount, giving a very realistic
motion to the finger.
TIP Expressions may be copied and pasted within the Action Window just like
any other animation channel (See Edit > Copy and Edit > Paste on page 526 in
the Action Window).
Interlocking gears
Expressions may also be used to create mechanical devices; for example, gears.
A mechanical relationship with four gear objects (gear, smallGear, link#1
and link#2), with gear as the control object, could be established with the
following expressions:
smallGear:Y_Rotate
gear:Y_Rotate * -2
link#1:Y_Rotate
- gear:Y_Rotate
link#2:Y_Rotate
- link#1:Y_Rotate
Notice that the smallGear is half the size of gear, and should then rotate twice
as fast as gear. The negative sign in front of each reference causes the gears
to rotate in opposite directions.
(control:X_Translate / 2)
+ 4
rightTape:Z_Scale
.:X_Scale
leftTape:X_Scale
18.5 - rightTape:X_Scale
leftTape:Z_Scale
.:X_Scale
The next expressions establish a link between the size of the object and the
amount of rotation for the object:
rightReel:Z_Ro
tate
log10 (1 + ((rightTape:X_Scale
- 4) / 1.5)) * 36000
leftReel:Z_Ro
tate
To animate an object, set keyframes on the position of the control object itself.
(Choose Animation > Show > Playback on page 984 to see a sample animation).
(ballObject:Y_Translate <
0.25) * 500
Notice how this expression uses the logical operation to compare the position
of the ballObject, and then set the particle emission accordingly. Expressions
may be applied to any shader parameter, particle emission was chosen because
it produces an immediately visible result.
Y_Rotate channel). The other two spheres follow 5 and 10 frames behind the
lead sphere.
The expressions that define this animation are:
sphere#2:Y_Translate
sphere#2:Y_Rotate
sphere#3:Y_Translate
sphere#3:Y_Rotate
sphere#3:X_Translate
The last expression is added just to make the third sphere behave a little
differently.
Any scalar value can be used for the second parameter to animate, including
another animate function. The second parameter is simply an expression
whose value is used as the frame to evaluate the action curve. Evaluation of
the action curve outside its defined range follows the settings for the
extrapolation type for the curve (see ActionTools in the Action Window).
anim
Node:X_Ro
tate
500
The second parameter to the animate function is set to range between 0 and
60 (the original range of the keyframes). A similar result could have been
achieved by just using animate (animNode.Z_Rotate, frame) and then
changing the extrapolation on the animNode.Z_Rotate curve to cycle after.
Notice how animNode:X_Rotate is being used as a simple variable. That way
if the timing of the sequence needs to be changed, only the value of
animNode:X_Rotate needs to be changed. All other expressions are then
evaluated using the new value.
The noise function could also be used to modulate the evaluation of other
animation curves, in effect supplying a follow-type expression with a slightly
random but controllable behavior.
In the same example, sphere#2 was animated using keyframe animation, and
then sphere#3 has a follow type series of expressions, with the Noise
function being used to add a little randomness to the follow of the
X_Translate:
sphere#3:Y_Ro
tate
sphere#3:X_Trans
late
For the X_Translate, the Noise function is evaluated over the range from
60 to 75.
See also:
Playback Options
The Playback Options window contains several parameter sections to let
you view your animation in different ways.
To open a section, click the black down arrow to the left of the heading.
Show Play Blast If toggled ON, all animation previews occur in a Play Blast
window, and only in this window. To play the animation in the application
windows, toggle this option OFF.
Output Res Represents the actual screen resolution for the Play Blast window.
NOTE You can only change the X resolution because the Y resolution is computed
so that the aspect ratio of the Play Blast window is the same as the active
modeling window.
Quality If you change the Quality percentage, the Output Res updates to
reflect the new resolution of the Play Blast window. If set to 100%, the
resolution of the Play Blast window is the same as the active modeling
window.
Zoom Factor The default for Zoom Factor is 1. If you change it to a large
number, the Play Blast window becomes that many times larger than the
specified resolution by repeating pixels from the original resolution. For
example, if the Zoom Factor is 2, each pixel from the original image is
repeated twice (in each direction) to create a larger image.
Compress Determines how the Play Blast images are stored in memory. If
the Compress option is toggled ON (indicated by a check mark), the images
in memory are compressed. As a general rule, if a large number of frames are
being played back, it is a good idea to use this option.
TIP The advantage of compressing images in memory is that more frames of Play
Blast animation can be stored because they take up less memory.
NOTE However, the playback may be slightly slower with compressed images
since before displaying each frame in the Play Blast window the image for that
frame must be decompressed.
Animation Options
Objects Click to the right of the heading to display the Objects menu.
ALL Every animated object is animated during a playback.
ACTIVE Only picked objects are animated during a playback. A DAG node,
CV, or camera can be picked using the Pick menu items. A shader, texture,
or environment map is active if it is picked in the Multi-lister.
ACTIVE SETS Only the items in the selected sets in the Set Lister are
animated during a playback. Choose Animation > Editors > Set Lister on page
946 to display the Set Lister.
Parameters Click to the right of the heading to display the Parameters
menu.
ALL All channels of objects are animated during a playback.
TIP During a Play Blast, you can turn pix output on and off by clicking the
Output to Pix button on the Play Blast windows titlebar.
The camera view that is used for the images is the same view as the current
application window. To specify the window to be used for creating image files,
click in it before starting a playback.
TIP The image files created are snapshots of the screen. For best results, make
sure no other windows are covering the current application window.
After you have entered the name of a file, the playback starts. The first time
through the playback, an image file is saved for each frame. After the playback
has run once through all the animation in the given range, the Output to
Pix option automatically turns OFF, and playback continues without saving
image files.
TIP It is recommended that you set the Sync Rate (fps) in the Time Slider to 0.0
when using the Output to Pix option. If you use a non-zero frame rate, the
resulting image file animation could be very jerky.
Optimization If Optimization is OFF, the playback is not optimized. In this
case, the Optimization Options heading is not displayed since it does not
apply.
If Optimization is ON, any playback (invoked from the control panel, from
Animation > Show > Playback on page 984 , or from the Time Slider) uses
optimization options to increase the speed of the playback. Expand the
Optimization Options section to set these options.
Optimization Options
Click to the right of the heading to display the Display Windows menu.
ALL Any window that is currently open remains open, including any
opened editor.
ALL MODELING Only the modeling windows remain open and all
editors are closed.
After the playback is finished, all windows that were closed during the playback
are reopened.
NOTE SBD windows that are open will always close during a playback no matter
what the Display Windows option is set to.
the Min, Max, and By values in the Time Slider panel are currently 90,
120, and 3
the Start, By, and Num of Digits options in this window are set to 1,
1, and 2
when you invoke a playback with Output to Pix set to ON and are
prompted for a base name, you type anim
The image files that are generated have the names anim.01, anim.02,
anim.03, and so on, up to anim.11.
In the Parameter Control window, you can see all the animation parameters
(attributes) for every type of item that can be animated. For example, X
Translate is an animation parameter of a DAG node, Angle of View is an
animation parameter of a camera, and Reflectivity is an animation parameter
of a shader.
GLOBAL parameters
If you click the arrow beside GLOBAL, a list of all items that can be animated
is displayed. This includes DAG nodes, curve CVs, surface CVs, cameras, lights,
and shaders. If you click the arrow beside an animatable item, a list of all the
attributes that can be animated for that type of item is displayed.
When you expand the DAG node Global parameter settings, this is what you
find. Any box with a check represents an animatable parameter. Visibility
doesnt have a check; therefore, this parameter cannot be animated with set
keyframe at this time.
When you expand the Curve CV Global parameter settings, you will see that
Position XYZ can be animated and Weight, for the moment, cannot.
When you click the arrow beside the Shading parameters, sub-headings for
shader and texture parameters are displayed. Clicking an arrow beside a
sub-heading displays the parameter settings for that shader or texture.
NOTE The above illustrations show only a partial list of the shader and texture
choices available.For details on shader and texture parameters, see Render >
Multi-lister on page 683 > List All.
LOCAL parameters
If you click the arrow beside LOCAL, you can see a list of all animatable items
that are currently active. If you pick or unpick objects in the modeling windows
or select a new shader, texture, or light in the Multi-lister window, the items
under LOCAL change to reflect this new set of active items.
TIP Check in the LOCAL window before using an animation function that acts
on active objects. An example of such a function is Animation > Keyframe > Set
Keyframe on page 837 or Delete > Animation > Delete Channels on page 542 .
If you click the arrow beside an animatable item, you see all the attributes
that can be animated for that type of item. Usually this list is the same as in
the GLOBAL parameters for that type of item. However, in some cases, the
LOCAL animation parameters are a subset of the GLOBAL animation
parameters. For example, all lights have color, intensity, and shadow attributes.
However, only ambient lights have the Ambient shade attribute.
The LOCAL parameter window lists all items that are active.
Each animation parameter (GLOBAL or LOCAL) has a box next to it, which
contains a check mark (4) if the parameter is turned ON. To toggle it OFF,
click in the box.
Parameters
Any animation functions that have Params in their option box operate based
on the on or off condition of their animation parameter.
For example, Animation > Keyframe > Set Keyframe on page 837 ,Animation
> Edit > Duplicate Animation Channels on page 866 and File > Import >
Anim on page 457 all have the Parameters option in their option boxes.
If the Parameters option in these functions is set to Global, then the
function is only applied to the animation parameters that have a check mark
next to them in the GLOBAL parameters section of the window. If the
Parameters option in these functions is set to Local, then the function is
only applied to the animation parameters that have a check mark next to
them in the LOCAL parameters section of the window.
The difference between GLOBAL and LOCAL is that there is only one set of
GLOBAL parameters that apply to all objects. LOCAL parameters, on the
other hand, apply to each animatable item. Therefore, when you set the
LOCAL parameters of each item individually and then invoke some
animation functions with Parameters set to Local, different animation
parameters of different items will be affected.
The state of each GLOBAL parameter is set to its default each time you start
up Alias. However, LOCAL parameters for an item are saved when you store
a file. So when you retrieve a model, its latest LOCAL parameter settings are
also retrieved.
The check mark box next to each items animatable parameter gives a visual
cue about that items parameter. In particular, if the item is animated in a
LOCAL parameter (that is, a channel exists for the animation parameter of
that item), then the box next to that parameter stands out by being slanted
(just like the slanted boxes in the SBD window for animated items) and white.
To turn all the animation parameters for an item on or off click the check box
beside that items name (under both the GLOBAL and LOCAL parameter
headings).
Overview on skeletons
Draw a skeleton
Use the Skeleton Editor to create and modify joint DAG nodes and skeleton
hierarchies, and to tailor joint limits, and other properties of an IK chain.
The Skeleton Editor has two sections. On its left side is a lister containing
the names of DAG nodes; on the right is a spreadsheet listing the properties
of each joint.
Lister icons
the DAG node has a joint icon drawn in its SBD box. If off, it is light gray
instead of dark gray, indicating that the DAG node is not a joint node.
joint expansion icon
With joint DAG nodes, certain joint properties can be tailored for use with IK
handles. These properties are listed on the right side of the Skeleton Editor,
in the spreadsheet section.
Click this icon to expand the joint to see the joint components that are used
and their joint limits. The expansion state is kept so that the joint is expanded
the next time you list it. Click the icon again to collapse the joint.
pin icon
When you click this icon, the item stays on the list, whether it is picked or
not. The icon changes to a black pushed pin.
NOTE Double click the DAG node name area to change its name.
IK type icons The following icons appear left of the IK handle names to
indicate the IK handle controlling type:
The Shared joint icon indicates the joint is shared by both a single-chain
and a multi-chain.
Select the joint expansion icon for one of the joint nodes to see the values
for these joints in the spreadsheet. The values for each of the joints in the
spreadsheet are used by single-chain or multi-chain IK handles.
This screen shows the Skeleton Editor with the Show D.O.F. menu set to
All.
Select Use Joint and Use Limits column entries in the spreadsheet to set
them ON (shown by a check mark) or OFF (shown by a dash).
Use Joint
If set to OFF, the parameter does not change during a transformation. This is
useful for restricting the motion of a joint. For example, in a skeleton hierarchy
of a leg, you may restrict the knee joint so that it can only bend along the
x-axis. Therefore, the Y and Z rotations for Use Joint should be OFF.
Use Limits
If set to ON, the joint uses the limits defined in the next two columns,
Minimum and Maximum, during transformations. This is useful if you
want a joint component to move within a specified joint range. For example,
a joint node representing an elbow may have a desired range of 0 to 170
degrees. If Use Limits is ON, and these range limits are set, the elbow joint
does not take a value outside that range during a transformation.
If set to OFF, any joint limits set for that joint are ignored. To show this, the
Minimum and Maximum cells are grayed out and non-editable.
To define limits, see the description of the Set Button in the Set menu on page
943 section.
0 degrees is determined with respect to the direction in which you drew the
bone originally. If you drew the bone at a slant, the minimum and maximum
ranges in the previous example would appear as shown in the following.
Minimum/Maximum
These two columns can take any values. The values represent the minimum
and maximum values for a joint parameter. For rotation parameters, the values
are angles in degrees. For translation parameters, the values are in centimeters.
Click in the column on the row of the joint you want to change, and set the
minimum or maximum joint value.
NOTE You can also set the minimum and maximum joint values using the
Minimum and Maximum Set menu.
Restrictions are that the minimum value must be less than the maximum
value, and the rest position must be between the minimum and maximum
values. If you enter a minimum value that is greater than the maximum, or
if you enter a maximum value that is less than the minimum, the minimum
and maximum values are exchanged. If Use Limits is on, these minimum and
maximum values restrict the range that a joint parameter can assume.
Stiffness Percentage
This column contains values between 0 and 100, which represent the
percentage stiffness for each joint parameter. When dragging a chain with a
multi-chain handle, there are usually many possible solutions for the chain
to reach its goal. Applying stiffness to some joints provides greater control
over how the chain reaches its goal.
For example, if you are animating an arm reaching for an object, making the
shoulder joint really stiff makes the arm bend at the elbow to reach the object.
However, making the elbow joint really stiff keeps the arm straight, and forces
the whole arm to reach for the object.
A value of 0% means that there is no stiffness applied to that joint, and it will
move as quickly as it can to help the chains effector reach its goal. A stiffness
of 100% constrains the joint completely, and produces the same effect as not
using the joint at all (that is, as if Use Joint is OFF).
All The lister shows roots of all existing skeletons, whether they are picked or
not.
All Skeleton The lister shows all existing skeletons, whether they are picked
or not.
Any DAG node in the lister can then be interactively toggled to a joint by
clicking on the joint button in the lister. To determine which DAG nodes
appear in the lister, the system finds the root DAG node of the picked DAG
node, and lists every DAG node below that root DAG node.
Used When you click the joint expansion button of a joint node, only the
degrees of freedom that have the Use Joint column ON appear in the lister.
Set menu
The Set menu lets you set the Minimum and Maximum columns in the
currently selected rows to the current values of the corresponding joint
parameters.
Choose joints in the Skeleton Editor lister, and then choose one of these
settings from the Set menu:
Minimum The current minimum parameter value for all selected rows will
be set to the current value of the joints corresponding parameter.
Maximum The current maximum parameter value for all selected rows will
be set to the current value of the joints corresponding parameter.
For example, suppose a joints Y Rotation value is set to 60 degrees:
1 Choose the Y rotate row for that joint in the Skeleton Editor.
2 Choose Set > Maximum. The Minimum column in the joints Y
rotate row will be set to 60 degrees.
NOTE If invoking one of these Set functions makes the minimum value
greater than the maximum value, then the minimum and maximum values
are swapped so that the joint limits are still within a valid range.
To resolve this pick conflict, if ancestor and descendant DAG nodes are selected
in the Skeleton Editor lister, the lowest descendant DAG nodes that are
selected are picked in the modeling world. The DAG nodes that could not be
picked in the modeling world are deselected in the Skeleton Editor lister.
An example best demonstrates how this works. Suppose you have created a
two-legged figure:
Create clusters
NOTE If picking all the members of a set fails to pick the set, check in the SBD
window to see whether some members are invisible. If so, turn off auto if you
want to select the set in the lister (or set the member in the Set Editor).
If the auto button is not selected:
Selecting sets in the Set Lister does not affect what is picked in the modeling
window
Picking or unpicking objects in the modeling window does not affect which
sets are picked in the Set Lister.
NOTE When auto is off, you can use functions that act on sets without
affecting which objects are picked in the modeling window.
update If auto is off, you can change what is picked so that only members
of your selected sets are picked.
To do so, click the update button. All members of the highlighted sets become
picked in the modeling and SBD windows. Any other objects become unpicked.
Select
none All the sets in the lister are deselected.
all All the sets in the Set Lister are selected. Sets already selected remain
selected.
The value at the far right shows how many sets are currently selected.
NOTE Some Set Lister buttons are grayed out in the option box or when you start
a function that requires picking. This is to prevent simultaneous, conflicting actions.
NOTE When items are grayed out, you cannot select them. To activate them, use
one of the Pick options. Now that an object is selected, the other function become
available again.
NOTE Remove does not delete the actual sets. They are no longer displayed in
the Set Lister, but the sets themselves still exist.
Choose Animation > Editors > Edit Set on page 948 to open all Set Editors
for those sets whose members are all picked,
Click the > button at the left of a set name on the Set lister to open the
set editor for this set.
Sort By menu
Nothing Shows the nodes in DAG order, with the DAG type icon.
Type Sorts the nodes by type, with the DAG type icon.
Name Sorts by name (doesnt show the DAG type icon).
Select menu
Clusters
Sets
Inverse Kinematics
Animation
animate an object along a NURBS curve. The curve acts as a motion path
for the object assigned to it.
Overview
When you use Set motion, up to four different types of animation are
computed, depending on the current option settings:
Follow and Bank are then computed together to create animation curves
for rotating the object.
Flow is then computed to create animated clusters for the object, which
use the objects existing animation.
How to use
To use Set motion, choose it from the Animation menu or click its icon.
When used with the default option settings, Set motion animates an object
along a motion path with both Follow and Bank animation, using a
combination of three types of animation. These defaults ensure that the
assigned object rotates to continually point in the direction of the path curve
throughout the motion. The object will also bank appropriately through areas
of varying degrees of curvature if the Maximum Bank option is set to a
value other than zero.
The following steps show how to create a motion path with Follow:
1 Create a NURBS curve to define the motion path that you want the object
to follow.
2 Choose Surfaces > Primitives > Cone on page 243 to create a cone primitive.
3 Position the cone so that the point that you want to follow the curve (for
example, the tip of the cone) is at the origin. Orient the cone so that it
will start at the beginning of the curve to your specifications.
NOTE If the final position of the motion curve is not near the origin, make
a copy of the curve (Edit > Duplicate > Object on page 529 ) and place the
start of the copied curve at the origin. Use this curve to help you set the
orientation of the object. This curve can be deleted later.
4 Create a new group for the object in this position (Edit > Group on page
534 ). See the side examples.
1 Pick the grouped object to which you want to assign a motion path, and
then choose Animation > Tools > Set Motion on page 951 . The system
prompts:
Pick a curve to be used as a motion path.
Click directly on the curve that you want to assign as the motion path.
It is assigned as a motion path for the active object.
2 Choose Animation > Show > Playback on page 984 to view the animation.
Because Follow was toggled on, notice how the object rotates to follow
the path curve and is continually pointing straight ahead throughout
the entire frame sequence.
The Action Window displays action curves for the rotation of the object
around all three axes.
These curves represent the necessary rotation of the object to maintain
the original orientation to the path curve. You can edit any of these action
curves to fine-tune the animation of the object.
6 Click directly on the curve that you want to assign as the motion path.
A series of messages appear on the prompt line, informing you of the
animations progress.
7 Choose Animation > Show > Playback on page 984 to view the animation.
If you dont like the generated animation, you can delete the clusters that
were created to animate the snake (ensure that the clusters are the only active
geometry and then choose Delete > Delete Active on page 537 .) Since all the
flow animation was on the clusters, the snake will no longer be animated and
you can start again. You may want to try increasing the Flow Slices and/or
the Maximum Bank values to increase the amount of banking.
5 Choose Set motion to display the option window. Ensure that only
the Motion Path and Camera Up options are selected, and then click
Go to invoke the function.
6 Click directly on the curve that you want to assign as the motion path.
A new motion path is created for the Up DAG node of the camera.
7 Choose Animation > Show > Playback on page 984 to view the camera
animation. The animation may not be satisfactory because, although the
camera is moving, its lookat point is still fixed.
NOTE If you animate the camera along a motion path curve that has knot
multiplicity, the rendered animation will look different than the animation in
the perspective window. In these cases rebuild the curve or choose Curve
Tools > Use result in the Action window.
frame values if necessary. For example: if the eye and up nodes were
animated with frame values of 1 and 30, use -3 and 27.
4 Ensure that only the Motion Path option is selected, and then click
Go.
5 When prompted to select the curve to be used as a motion path, click
the same curve that is being used as the motion path for the eye DAG
node.
6 Choose Animation > Show > Playback on page 984 to view the camera
animation. It will be easier to monitor the camera animation if you toggle
the camera visible. To do this, choose WindowDisplay > Toggles > Cameras
on page 585 . Ensure that the camera is also toggled ON in the
Optimization Options section of the Animation > Show > Playback
on page 984 options window.
If Motion Path is toggled on, these DAG nodes will have positional
animation applied.
If Motion Path is toggled off, the objects must have positional animation
as a result of having previously been animated using Animation > Keyframe
> Set Keyframe on page 837 or another animation tool.
You can also have animation in the DAG node above the picked DAG node
that is just rotational animation. In the DAG node below, this appears like a
translation in an arc and Follow and Bank animation can then be computed.
NOTE When using either Follow and Bank, before invoking Set motion you
must orient the object so the system knows which way you think is the objects
up, and which way you think is the objects front (or looking ahead point). The
object should be oriented for the first frame of the animation that will be computed
for Follow and Bank. If Range is set to All, this will be the first frame of the
animation. If Range is set to Option Window, then orient the object for the
Start frame. In either case, choose Transform > Rotate on page 12 to orient the
object and Transform > Local > Set Pivot on page 18 to position the rotation pivot
of the object as the point on the object about which the Bank animation is to
occur.
Maximum Bank The maximum allowable degree of banking. If set to 0.00,
the object will not bank even if the Bank option is toggled on. The object
will bank the amount specified by the Maximum Bank option when it is
at the point on the curve with the highest curvature. It will bank a proportional
number of degrees as the curvature changes. (It will not bank at all where the
curvature is a straight line.)
Range Determines whether the animation is applied to the entire frame range
of the animation (All) or only to the frame range specified by the current
Start and End Frame values in this option window.
Start/End frame Defines the start and end frame values for the animation in
relation to the entire animation. These settings only apply when Range is
set to Option Window.
Sample By Used by the Follow and Bank options to determine how often
to sample the positional animation when computing rotational animation.
A keyframe is created for every Sample By frame.
This option is also used by the Camera Up option to determine how often
to sample the Eye DAG nodes animation of a camera. The motion path curve
that is created for the camera will have one CV for each sample of the eye
DAG nodes animation.
Be careful to choose Start, End, and Sample By values that have a sufficient
number of sample points along the length of the motion path to avoid
sampling errors. As a general rule of thumb, you will encounter sampling
errors if the change in tangency between any two adjacent sample points is
greater than or equal to 90 degrees.
Sampling error can be remedied by increasing the number of samples taken,
either by increasing the frame range or decreasing the Sample By value.
For example, animate an object using a circle primitive as the motion path,
with Start at 0.0, End at 4.0, and Sample By at 1.0. The total sample points
is 5. Since all of these sample points are 90 degrees apart, there are several
chances for sample error to creep in and flip the animated object when you
play back the animation.
Flow When you toggle Flow ON (indicated by a check mark), Flow animation
is applied to the geometry below each of the picked DAG nodes.
Flow Slices When you toggle Flow ON, the Set Motion Options window
expands to display the following slider:
This is used by the Flow option to determine the number of slices, or clusters,
that the object should be divided into for flowing.
Each cluster is animated independently. Unnecessary slices can be expensive
in terms of processing speed. As a rule, the more CVs there are lengthwise on
the object (from front to back as it travels along the path), the more slices you
need. For a simple object such as a cylinder, for example, a few slices is
sufficient.
Centroid The volumetric center of the new shape matches position with
the volumetric center of the current shape.
Scale Pivot The scale pivot of the new shape matches position with the
scale pivot of the original object.
ShapeShifter Options
When ShapeShifter Interpolation is selected, several additional options
are displayed in the Set Keyshape Options window.
Control name The Control name options determine how the name of the
control object is displayed. The control object is the object which when
transformed using Transform > Move on page 11 will cause the original object
to change shape.
Prompt A prompt is displayed asking for the name of the control object.
From target The name of the control object is derived from the name of
the target object.
Control parameter The Control parameter options determine which
translation direction of the control object will affect the ShapeShifter
interpolation.
Moving the control object in either of the other two axes has no effect on the
ShapeShifter interpolation.
X,Y,Z Translate Moving the control object in the X, Y, or Z direction
determines the amount of interpolation applied to the original object.
Control range The Control range settings determine the range of translation
of the control object that affects the ShapeShifter interpolation. These
settings also control the placement of translation of the control object on the
axis.
When the control object is positioned at the start point, the ShapeShifter
interpolation has a 0% effect (the original object is not interpolated towards
the target shape).
When the control object is positioned at the end point, the ShapeShifter
interpolation has a 100% effect (the original object assumes the same shape
as the target object).
Limit translate to range When checked ON, the control object cannot be
moved outside of this Control Range and has no effect on the ShapeShifter
interpolation. The default setting is OFF, which allows undershooting and
overshooting of the interpolation.
Add 0% cluster CVs When checked ON, all CVs are added in the original
object as a cluster, whether or not the CV will ever be affected by the
ShapeShifter interpolation.
When checked OFF, only the CVs that need to be transformed are added to
the clusters, reducing the number of CVs being affected by the cluster. The
default setting is OFF.
Create control geometry When checked ON, geometry is created (a small
triangle) and is attached to the control object so that it can be more easily
manipulated. The default setting is ON.
When checked OFF, the control object becomes a NULL DAG node, which
can be picked from the SBD window.
Create slider geometry When checked ON, geometry is created (a slider bar
with the controls name) and is attached to the control object so that the
control range can be more easily identified. The default setting is ON.
Slider position The location, in world space, of the slider geometry can be
set here. This lets you position the object anywhere that is convenient.
NOTE The slider position co-ordinates are only used to position the slider bar.
The Control Range settings override the slider position co-ordinates in the control
parameter axis. For example, with the default settings, the slider bar ignores the
X co-ordinate set for the slider position and instead uses the control range values
for the X co-ordinates.
Limitations
How to use
1 Choose Anim > Set Key Shape or click its icon.
3 Type a number and press Enter (Windows) or Return (Mac). The system
displays the message:
Setting keyframes for 4 CVs of object (curve#2)
You are then prompted to pick the curve or surface to match and set
keyframes for these elements.
4 When you select another shape for the original geometry to assume, the
original geometry immediately takes that shape during the selection
process and loses its original shape.
TIP If you want to keep the original geometry shapes, copy the original
objects before invoking the function, or set a keyframe time for the original
shape of the objects, so you can return the objects to their original shapes
by viewing that keyframe time.
The key shape animation is created by animating each of the CVs of the
original objects. The interpolation between the CVs (the process that
transforms one key shape into another) is, by default, a smooth interpolation.
You can adjust this interpolation by modifying the tangents of the animation
curves of the CVs in the Action Window.
When you complete the key shape animation, you can delete the animation
and start again if you are not satisfied with the results. However, before deleting
the animation, you may want to restore the original shape of the transforming
object. If you typed a keyframe time for the original shape, this is easily done
by choosing Animation > Show > View Frame on page 983 and typing the time
of that keyframe.
When satisfied with the animation, you can delete the intermediate objects
as their shapes are now recorded as keyframes.
Example
In this example, a sphere is used to create an interpolation animation where
the sphere takes on a diamond shape through 10 keyframes, then reverts to
its original shape through another 10 keyframes, and back to the diamond in
another 10 keyframes.
The original sphere defines the start shape and the modified sphere defines
the final interpolated shape. Although only two shapes are being used
in this example, several interpolated shapes could be used.
Set a keyshape
1 Choose Pick > Nothing on page 3 to ensure that no geometry is active,
then choose Animation > Tools > Set Key Shape on page 961 . The system
prompts:
Pick the curves or surfaces which are to change shape. Press GO
when ready.
5 Click the second sphere. The original geometry changes shape to match
the selected geometry.
If the surface you select to match does not match the topology of the
surface you select to change shape, an error message is displayed and the
system prompts:
Pick the curve or surface to match.
Example
The following example shows how ShapeShifter is used to combine features
from two separate head expressions.
The middle head combines the features from the other two heads. The head
on the left has been manipulated to exaggerate the chin and horns of a little
devil. The head on the right has a pointier head, as well as some devilishly
handsome ears.
Moving the control object of the top slider causes the middle head to acquire
some of the features of the head on the right. Notice how the middle head is
also pointier, and has begun to sprout its own pair of ears. The amount of
shape-shifting can be controlled by the position of the slider.
As you start to move the control object of the bottom slider, notice how the
middle head begins to acquire some of the characteristics of the left head as
well as retaining the effects of the right head.
NOTE The source and destination objects must share the same topology (they
must have the same number of CVs in both U and V). The interpolation is done
by determining the translation which makes the CV in the source object move to
the corresponding CV in the destination object.
To set the options:
1 Choose Animation > Tools > Set Key Shape on page 961 , then click
ShapeShifter in the Interpolation section of the option box.
2 At the prompt for the source object, select the head at the left.
3 At the prompt for the target object, select the middle head.
4 At the prompt for the control object name, type chin.
A DAG node containing 3 clusters and a DAG node for the control object
are created.
NOTE If Create control geometry is checked, a triangular object is
included in the control object DAG node.
NOTE If Create slider geometry is checked, a DAG node containing the
geometry representing a slider bar and a locator object for its name are also
created.
NOTE This last object is created in a templated state.
To match up the two objects, traverse individual geometry nodes from left
to right in the SBD window. Any non-geometry nodes are ignored during
the matching process.
First CV The first CV of the first (left-most) geometry node in each object
is used as the shape center.
Scale Pivot The scale pivot of the picked DAG node for the base and target
objects is used.
The following is an example of the SBD view with two diverse hierarchies,
which can still be used for ShapeShifter interpolations. Geometry nodes
are matched up going from left to right through each object.
3 Type the frame times at which you want to view the poses.
For example, if you want to set poses for frames 5, 23, and 40, type: 5 23
40
4 To start the pose animation sequence, open the Playback Options window
(Animation > Editors > Playback Options on page 921 ) and under the
Animation Options heading, set Pose Animation to ON. Close the
window.
5 Choose Animation > Show > Playback on page 984 to view the pose
animation.
6 Change the pose animation by redoing Animation > Tools > Pose
Animation , or temporarily disable the pose animation in the Playback
Options window by setting Pose Animation to OFF.
Time Range The method by which the pose animation keyframe times are
chosen.
Option Window Click to display the following sliders:
The Start Frame, End Frame, and By Frames values you specify are used
to create an evenly spaced time sequence (For example: Start = 1.0, End = 10.0,
By = 2.0; creates Pose sequence = 1.0, 3.0, 5.0, 7.0, 9.0)
Prompt You are prompted to type in a sequence of frame numbers to use
as the pose animation (similar to the input in the Animation > Keyframe >
Set Keyframe on page 837 tool).
Key Frames Searches the currently enabled playback channels and sets a
pose sequence frame at every defined keyframe in those channels. This is
useful for showing the defined animation poses. To set playback channels,
use the Animation Options section of the Playback Options window.
Autofly options
Auto Bank In/Out Indicates whether the camera tilts into the curve or away
from the center of the curvature while traveling along the motion path. The
Auto Bank option has no effect if the Maximum Bank value is set to 0
degrees.
Maximum Bank Degrees Indicates the maximum number of degrees the
camera banks at the maximum curvature of the eye motion path.
Start Frame/End Frame/By Frames Indicate the numbers of the first and last
frames of the animation, and the frame increment respectively.
Create SDL File If toggled ON (indicated by a check mark), the system creates
an SDL file to record the animation for rendering. In this case, you are
prompted to supply an SDL file name in which to store the animation.
NOTE Although the animation is written to the SDL file, rendering of the animation
is not automatic. To render the animation, you need to use the command-line
renderer. For further details, see the description of
renderer/raytracer/powercaster/powertracer, documented in the Utilities section
of the technical documents.
Overview
When animating the camera, think of the it as three components: camera
eye, camera view, and camera up vector.
Camera eye The camera eye can be considered the camera unit itself, which
travels along the motion path to which it is assigned. The motion path
determines the position of the camera at any given time in relation to the
scene. For example, the design of the motion path lets you move the camera
closer to or further away from an object in the scene. To visualize, think of
yourself walking along with a camera taking pictures: the route you follow
would be the motion path.
Camera view The camera view can be considered the focus point of the
camera where the camera is looking at any given time. If the camera view
is not assigned to a motion path of its own, then the view is always directly
in front of the camera. Think of yourself walking through a scene without
ever pivoting your head, your view is always directly ahead of your body. By
assigning the view to a motion path of its own, you can change the view point
of the camera at any time in relation to the camera position.
Camera up vector The camera up vector can be considered the current angle
of the camera at any given time in relation to the camera eye. The camera up
vector is the direction from the cameras eye to the cameras up. If the cameras
up is not assigned a motion path of its own, the camera remains parallel to
the path that the eye has been assigned to at all times. By assigning the camera
up to an independent motion path, the camera can be pivoted to any angle
up to 360 degrees. This can be likened to a camera on a tripod except that the
tripod could pivot a full 360 degrees.
At least one curve is needed to use Autofly. If only one curve is used, it must
be the motion path for the camera eye. The camera view then remains directly
in front of the camera throughout the animation.This might be exactly what
you want. If not, and you want to control the camera view throughout the
animation, you need at least two motion path curves.
How to use
1 In the Tool Palette, choose Animation > Tools > Autofly. (If you want
to specify options such as start and end frames, choose Autofly .)
The following prompt is displayed:
Select the motion path for the camera EYE to follow
3 To use a second curve for the camera view, click the curve that you want
to assign as the motion path of the camera view.
If you click the Go icon instead, the system uses a camera view motion
path that is straight ahead along the motion path chosen for the camera
eye.
4 Once you select the camera view motion path and clicked the Go icon,
the system prompts:
Select the motion path for the UP, or select the GO icon
To use a third curve for the camera up, click directly on the curve you
want to assign as the camera up path.
If you click the Go icon instead, the system generates the camera up
motion path. The camera is oriented in the up direction, and banks
around curves according to the current Maximum Bank degree values
set in the Autofly Options box.
5 When you are finished selecting curves, a new perspective window is
created and its camera is animated along the curves.
NOTE Motion paths are invisible during the animation.
6 To halt the animation playback, press the Esc key.
Examples
In the following diagram, only one motion path is used. The camera view is
always directly in front of the camera eye as the camera travels along the
motion path. The camera view loses sight of the objects as it weaves between
them.
In the next diagram, a second curve has been assigned as the motion path for
the camera view. In this case, regardless of the camera position on the eye
motion path, the cameras view is always directed to the cones as it weaves
between them.
See also:
Animate a camera
Constrain to Options
Choose Animation > Tools > Constrain To on page 978 to display the
Constrain To Options window.
Constraint Target The following constraint targets are available:
Object Takes an object as the target of a constraint. For a point/aim
constraint, the destination is the pivot of the constraining object. For an
orientation constraint, the destination is the local axes of the constraining
object. The constraining object can be any object having a node, including
lights and cameras.
The first keyframe coordinate is the constraint position and the second is time.
For example, a curve defined as (2,0) and (6,10) moves from position 2 to 6
during the animation while the time starts at 0 and goes to 10.
UV Takes a UV point on a surface or curve as the target of a constraint. (The
constraining object must be a geometric surface or curve.) For a point/aim
constraint, the destination is the 3D position defined by the UV coordinate
on the constraining surface or curve. For an orientation constraint, the
destination is the normal at the coordinate UV point.
To animate the U and V values of a constraint target:
1 Pick the constrained object and open the Action window.
2 Open the UV constraint node and expand the option.
3 Pick the U or V channel.
4 Choose CurveTools > Append Keyframes, and enter your start point
position.
5 Repeat step 4 for end point position on the grid.
Aim axis The Aim axis specifies which local axis of the object being
constrained will be used to aim at the constraint object.
Up Axis The Up axis defines which of the objects local axes should attempt
to point in the up direction. In Y-up, the chosen axis will try to match the
worlds Y-axis. In Z-up, the chosen axis will try to match the worlds Z-axis.
The Aim and the Up axes cannot be the same. If the object is trying to aim
at an object directly above it, then one of the objects other local axes will
arbitrarily be chosen as the Up direction.
NOTE If an aim constraint is in a configuration where the forward is exactly
parallel with the up direction, there is no unique solution, and the constraint is
not applied.
NOTE Set a keyframe at the trouble spot to force the orientation of the constraining
object to be very slightly away from the problem value.
Weight Weights are useful if you have constrained an object to more than
one object and you want to weight the different constraints so that the
constrained object will tend to meet one constraint more than another.
You can change the weight value by either clicking in the field, typing a value
and pressing Enter (Windows) or Return (Mac), or dragging the slider bar.
Weights are animatable.
See also:
object would cause the bone to stretch. Normally, you should create IK handles
(using Animation > IK > Add IK Handle on page 848 ) and then constrain the
IK handle to an object. To make this easier, if Animation > Tools > Create
Constraint is applied to a skeleton joint, an IK handle is created and a null
node is added in the SBD window.
See also:
Overview on skeletons
Delete Constraints
Edit UV constraints
Use this tool to move a selection handle away from its target object/group to
make it more accessible.
See also:
Objects Click All to affect all objects, or Active to affect only active objects.
See Draw a skeleton in the Animating manual.
Bone Style Line: draws bones with connecting lines between joints.
Round: draws bones with rounded shapes.
Pyramid: draws bones with symmetric triangular shapes. The bones have a
fixed width, so the longer the bones are, the more slender they appear. (This
style becomes Proportional when the bone length is less than 1.5 units.)
Overview on skeletons
Draw a skeleton
How to use
1 Create an animation using any combination of the animation tools, for
example Animation > Keyframe > Set Keyframe on page 837 , Auto
keyframe, or Action window, or Animation > Tools > Set Motion on
page 951 .
2 To view a frame of the animation, choose Animation > Show > View
Frame on page 983 or click its icon. The system prompts you to type the
numbers of one or more frames to view (separate a sequence of frame
Playback Options
Use Global Range Uses the range of frames set in Render Globals.
Start Enter the first frame of the animation.
End Enter the last frame of the animation.
By Enter the jump rate: if set to 1, all frames are played; if set to 2, every
second frame is played, and so on. This setting can be useful for previewing
animations without seeing all frames.
Frames Per Second Enter the number of frames to be played. Standard film
rate is 24fps; NTSC video rate is 30fps; PAL video rate is 25fps.
See also:
Add keyframes
The individual controls are described below. Note that all frame times must
lie in the range -160,000.00 to +160,000.00, inclusive.
You can change the current time by clicking and dragging on this bar. Notice
how the views of the model are updated dynamically as you move the bar.
If you choose Start/End, the Start and End values are editable. You can
change these values to alter the range of animation that will be viewed in a
playback. This is useful if you have a long animation, and only want to view
a segment of it.
If you choose Min/Max, the Min and Max values are the minimum and
maximum values over which all current animation is defined.
NOTE You cannot edit the Min and Max fields. They are automatically changed
if you create or delete an animation.
Tips
The settings for Start/End (as well as the sync rate and by value) can
be saved using Preferences > User Options > Save Options on page 1094 , and
restored using Preferences > User Options > Retrieve Options on page 1093
.
Using the right mouse button to move the current time bar will set the
current frame, but it does not update the animation for that frame. This
lets you modify an object, then set the frame, and then keyframe at the
current time.
by This field defines the time between frames. When you invoke a playback,
or use the next frame or previous frame button, the by value determines how
much to increment or decrement the current frame to reach the next or
previous frame.
fps (Sync Rate) This value specifies how many frames per second (fps or
frame rate) should be displayed when playing back an animation. Frames are
evenly spaced between the Max and Min values and by the current By value.
For example, if the range is 1 to 200, and the by value is 5, a sync rate of 24
fps attempts to display frames 1, 6, 11 to frame 116 in one second. If it cannot
display all 24 of those frames in one second, it may skip some to reach frame
116 by the time one second has elapsed (for instance, if it can only manage
to display three views in one second, it may show frames 36 and 71 and 116).
If set to 0, the animation plays back all frames as fast as it can.
NOTE With a complicated model, it may not be possible to display the frames
fast enough to play back the requested sync rate. The actual sync rate is displayed
in this field during playback. Use Play Blast to see all the frames at the correct sync
rate.
Preview buttons
first frame
Goes to the previous frame. The previous frame is the current frame less the
by value.
keyframe backward
Goes to the previous keyframe. The previous keyframe is the first keyframe
found for all active objects prior to the current frame.
play backward
Stops the playback. If the playback is using the Play Blast window, the first
click pauses the animation so you can use the other play buttons. The second
click stops the playback.
NOTE For best performance during playback, close all unnecessary windows.
play forward
Goes to the next keyframe. The next keyframe is the first keyframe found for
all active objects following the current frame.
frame forward
Goes to the next frame. The next frame is the current frame plus the by value.
last frame
Changes the current time to the Max time or End time, depending on current
time slider settings.
Draw a skeleton
Annotation The Annotation option enables you to turn off the display of
annotation text while the selection handlesare still visible.
Picking the annotation works in the same way as picking the selection handle
itself.
See also:
See also:
display looping animations - ones that play over and overview images in
a variety of image formats, including Maya IFF.
See also:
Turntable Options
Axis Determines the axis about which the active objects are rotated for
animation display. You can rotate the objects about any of the three axes. The
default is to rotate about the Z-axis.
Direction Determines whether the objects rotate in a Positive
(counter-clockwise) or Negative (clockwise) direction.
Rotate About Determines the point of origin about which the objects will
rotate.
Origin The active objects rotate about the point of origin 0, 0, 0 (where the
three world axes cross).
Average The active objects rotate about a center that is the calculated
average point of each objects rotation pivot point.
Limitations
Animation > Turntable does not rotate about the origin when grid snap
is on. It ignores the Rotate About Origin setting, in the Turntable
Options box, and rotates around the pivot point.
To avoid this problem, make sure that grid snap is turned off when you
invoke Turntable.
See also:
Animate a camera
Windows menu
27
993
Rename an object
Drag down the names or hold down the Shift key to select multiple layers.
You can also Select All and Unselect All through the Select popup
menu.
Click a cell to turn a checkmark on or off, or edit the value. If you have
multiple layers selected, the change will apply to all of them.
Click the small box to the left of the layer name to make that layer the
creation layer. That box also displays the layers color.
See Change the wireframe color of a layer.
Columns
You can sort the layers based on the values in any of the columns by clicking
on the column title. Clicking again sorts in reverse order.
Number The number of the layer. This is useful when working with external
CAD packages that expect certain objects on specific numbered layers.
To display layer numbers instead of names in the Layer Bar, choose Preferences
> General Preferences on page 1076 , go to the Modeling section and set
Modeling Layers mode to Number.
Visible Whether the layer is shown in the view windows.
Pick State The layers state: Pickable, Reference, or Inactive.
Symmetry Whether Alias displays a symmetrical half for the objects on this
layer.
See Automatically create symmetrical geometry.
Objects The type of objects contained in this layer (Curve, Surface, Locator,
and so on). Trimmed surfaces and regular surfaces are both referred to as
Surface. If a layer contains more than one type of objects, then this column
displays Mixed.
Layer Bar Whether the layer is shown in the layer bar. Turn this off to remove
the layers button from the layer bar.
Playback Whether animation on this layer plays when you click Play on the
animation bar.
Click the Category button at the left end of the Layer bar and choose
Editor from the popup menu.
There are three predefined categories which are always listed at the top of the
Categories Editor. These categories cannot be deleted.
All Layers This category automatically includes all the layers.
Reference Layers This category automatically includes all reference layers.
Selected Layers This category automatically includes all the currently
selected layers. Consequently, its content will vary.
Categories you create are added below the predefined categories.
You can:
Buttons
There are two buttons that appear before each category's name:
Eye Turns on or off the visibility of all layers in the category as well as
all objects on those layers. The visibility state of a category is automatically
passed down to all of its layers.
If the icon is:
Eye open open eye All layers in the category are visible.
Eye half closed half closed eye Some layers in the category are visible.
Eye crossed out closed eye All layers in the category are invisible.
Category menu
New Category Creates a new (empty) category and adds it to the list in the
Layer Categories editor.
Delete Category Deletes the selected category in the Layer Categories
editor.
Add Layers Adds the selected layers in the Modeling Layers Editor to the
selected category in the Layer Categories editor.
Remove Layers Removes the selected layers in the Modeling Layers Editor
from the selected category in the Layer Categories editor.
Isolate Shows only the layers and objects of the currently selected category.
To show all the layers and objects, choose Isolate for the All Layers category.
Listing: Shows only the layers of the currently selected category in the Layer
Bar and Modeling Layers Editor. It does not affect the visibility of objects.
Layer stat... Opens (or close) the Modeling Layers Editor.
NOTE Right-mouse clicking on a category name will display a similar menu,
allowing you to perform actions on that category without selecting it first.
Choose Selected Layers to show the layers currently selected in the Layer
bar or Modeling Layers Editor.
Choose a category name to display only the layers in that category. This
has the same effect as choosing Isolate from the Layer Categories editor.
The history window shows operations you have performed that are maintaining
construction history.
Icons
Arrow Click the arrow to show/hide the list of constructors (objects that were
used in this operation) and the result (the object created by this operation,
marked by an = sign).
Icon Click to edit the tool options used in this operation.
Name Click the name of an operation to select it for use with the windows
menus.
Hold the left mouse button on the name of a constructor or result to highlight
it in the view windows.
List menu
All Show all objects with history.
Active Show only the picked objects with history.
Affecting Active Show the objects contributing to the history of the picked
objects.
Affected by Active Show the objects which were created from the picked
objects.
Sort by Type Group operations together on the list by the tool used.
Rebuild menu
Global Suspend Suspend construction history updates for all objects.
Suspend Selected Suspend construction history updates for the picked objects.
Resume Resume construction history updates for all objects.
Delete menu
Selected History Items Deletes the selected construction history. This does
not delete the actual objects, only the construction history being maintained
(the same as picking the object and choosing Delete > Delete Construction
History on page 537 ).
Pick menu
Constructors Pick the object(s) used to create the selected operations.
Targets Pick the object(s) created by the selected operations.
See also:
To pick canvases
Do one of the following:
Click the Pick icon (to the left of the canvas name). To pick more than
one canvas, hold down the Shift key.
To transform canvases
1 Pick one or more canvas(es)
2 Choose Move, Rotate, Scale or Non-p scale from the Transform tab
of the Palette.
To delete canvases
1 Pick one or more canvas(es)
2 Choose Delete > Delete Active on page 537 or press the Delete key.
Meaning
Plane visibility
Visible
Invisible
Icon
Meaning
Painting is locked to this canvas
Plane type
Construction plane is unset. Click to set
construction plane
Other icons
Layer opacity
Only current canvas plane Show only the canvas plane or overlay canvas
plane that is selected in the Construction Plane Editor. Hide all other
planes (including construction and overlay planes).
Only construction planes Shows only construction planes.
Only canvas planes Shows only canvas planes.
Only overlay canvas planes Shows only overlay canvas planes.
For more information on overlay canvas planes see Canvas > New Overlay
Canvas on page 596 .
DisplayTgl menu
Canvas plane Toggle the visibility of all canvas planes except the currently
active one.
All plane borders Toggle the visibility of the borders on all planes.
Canvas menu
Canvas Layer Editor Opens (or close) the Canvas Layer Editor window.
This window lets you control the arrangement of image (paint) layers and
mask layers.
See Windows > Editors > Canvas Layer Editor on page 1006 .
Canvas General Info Opens (or close) the Canvas General Information
window. This window displays context-sensitive information about the
properties of the canvas layers. See below for details.
NOTE This window is also available through the info icon in the Canvas Layer
Editor.
Canvas name The name of the currently active canvas plane.
Pixels The width and height of the canvas plane measured in pixels.
mm (cm, inches, etc) The width and height of the canvas plane measured
in the current linear units.
Marquee Display Opacity The opacity of the Marquee Color that marquees
(selection regions) are shown in.
Marquee Color The color that marquees (selection regions) are shown in.
Mask Display Opacity The opacity of the Mask Color that masked regions
on mask layers are shown in.
Mask Color The color that masked regions on mask layers are shown in.
Warp Feedback Opacity The opacity of the non-warped area when you turn
on Feedback in the Shape Warp Options in the Paint Panel.
Warp Feedback Color The color of the non-warped area when you turn on
Feedback in the Shape Warp Options in the Paint Panel.
See Paint Edit > Make Warp Shape on page 80 .
Only the layers on the currently active canvas are displayed. Drag the mouse
over an icon to see a tool tip describing its purpose.
The editor shows the different types of layers on the current canvas. Image
layers and Mask layers are displayed separately inside a split window. This
allows you to associate one or more mask layers with any image layer, and
re-use the same mask layers for different image layers.
It is also possible to create Invisibility Mask layers in the bottom section
of the window. These are similar to mask layers, except that the hidden paint
can be shown again.
The window has a set of menus and icons for control over the layers. Some
functionality can be accessed from either a menu item or an icon.
All the functions accessible through the menus can also be associated to a
hotkey through the Special:Canvas Layer Editor section of the Hotkeys
editor (Preferences > Interface > Hotkeys/Menu Editor on page 1073 ).
NOTE Construction planes and canvas planes are managed in a different editor
window. (See Windows > Editors > Construction Plane Editor on page 1001 ).
Lavender indicates the mask or image layer(s) associated with the active
layer.
Click the Mask or Invisibility Mask layers name to determine which Image
layers are affected by it.
The affected Image layers names are highlighted in lavender.
Click mask disable to disable all the masks linked with the active layer.
Click it again to re-enable the masks.
Click mask visible to make all the masks linked with the active layer
invisible, but keep them enabled. Click it again to make the masks visible.
Click mask filter to show only the mask layers linked with the active layer
in the Canvas Layer Editor. Click it again to show all the mask layers.
Create a new folder by clicking the New Folder icon at the bottom of the
editor.
Create a new layer inside a folder, by clicking an existing layer inside the
folder then choosing Layer > New image layer.
Expand and collapse the content of a folder by clicking the small arrow
to the left of the folder name.
Drag and drop a folder to change its position within the Canvas Layer
Editor.
NOTE Folders must always contain at least one layer. When a folder is first
created, it will contain a default layer.
NOTE If the canvas is on a different stage, the pasting operation must occur
while in that stage.
Meaning
Icon
Meaning
Invisible
Layer type
Image (Paint)
Mask
Invisibility mask
Icon
Meaning
Mask shape
Text layer
Icon
Meaning
Show all masks/Show only masks linked
with the active layer in lister
New folder
Icon
Meaning
New image layer
Duplicate layer
Clear layer
Delete layer
TIP The type of browser can be changed by choosing Preferences > General
New image layer (capture current window) Create a new image layer
containing the snapshot of the current window.
New mask layer Create a new mask layer. The layer will appear in the bottom
section of the Canvas Layer Editor.
New invisibility mask layer Create a new invisibility mask layer (previously
called stencil). The layer will appear in the bottom section of the Canvas Layer
Editor.
Duplicate Makes a duplicate of the currently selected image layer, shape layer,
or mask layer. The new layer is placed above the original layer. Duplicate layers
are named by adding -1, -2, -3, etc, to the layer name.
Merge below Merges the current paint layer and the paint layer directly
beneath it, and uses the name of the lower layers name.
Merge visible Merges all paint layers that are visible. To retain some layers,
turn their visibility off by clicking the eye icon before performing a merge.
Merge all Merges all paint layers on the selected canvas or overlay plane and
discards layer masks.
Edit menu
Clear layer Removes paint from the active image layer and retains the blank
image layer.
Clear hide show Restores (shows) hidden paint on the active layer.
Rasterize layer Converts the vector-based shape or text layer into a bitmap.
Invert layer When applied to an image layer, it inverts the RGB colors in the
image. For example, red (255,0,0) becomes cyan (0, 255, 255).
When applied to a mask layer, or invisibility mask layer, it swaps the masked
and unmasked regions.
This tool does not affect Shape layers.
Invert mask Swaps the masked and unmasked regions on the active mask
layer.
When applied to an image layer, this operation inverts all the masks linked
to that layer.
Invert invisibility mask Swaps the masked and unmasked regions on the
active invisibility mask layer.
When applied to an image layer, this operation inverts all the invisibility
masks linked to that layer.
Invert marquee Inverts a marquee by making the region outside the selected
area the new selection area.
Marquees are created by using the Magic Wand and Marquee tools under
Paint > Select.
Horizontal Flip Flips the active image layer from right to left.
Vertical Flip Flips the active image layer from top to bottom.
Transform layer Moves or scales an image layer, mask layer or invisibility
mask layer. Shape layers cannot be transformed. All layers that have the layer
moveable icon turned on will be transformed.
Delete active shape Deletes the currently active shape (highlighted in yellow).
If this was the only shape on the shape layer, then the shape layer is also
deleted.
Delete active layer Deletes the currently active image layer, shape layer, mask
layer, or invisibility mask layer. The active layer is highlighted in dark purple.
Delete all invisibility mask layers Deletes the invisibility mask layers, and
gives you the option to restore the hidden paint. If you choose not to restore
the hidden paint, it will be lost.
Delete all layers in transform group Deletes all the layers that have the layer
moveable icon turned on. This is a quick way to delete several layers at a time.
Delete all invisible layers Deletes all layers that have their visibility turned
off (through the visible icon)
Delete all layers Deletes all layers on the current canvas, regardless of their
type or visibility.
Copy layers Copies all the currently selected layers to the Alias clipboard.
Paste layers Pastes the layers from the Alias clipboard into the active canvas.
Convert menu
All these tools convert a layer into a different type of layer. A copy of the layer
is made and converted to the proper type. The original is kept.
Converting a layer into its own type is equivalent to using Layer > Duplicate.
Copy layer to image Converts a mask or invisibility mask layer into an image
layer.
Copy layer to mask Converts an image, or invisibility mask layer into a mask
layer, using the image's opacity values as the mask. Areas that are fully opaque
are fully masked.
Copy layer to mask (luminance) Converts an image, or invisibility mask
layer into a mask layer , using the image's luminance values as the mask. Areas
that are 100% white are fully masked.
Copy layer to invisibility mask Converts an image, or mask layer into an
invisibility mask layer, using the image's opacity values as the invisibility
mask. Areas that are fully opaque are fully masked.
Copy layer to invisibility mask (luminance) Converts an image, or mask
layer into an invisibility mask layer, using the image's luminance values as
the invisibility mask. Areas that are 100% white are fully masked.
Marquee to mask Converts a marquee to a mask layer. The selected region
is unmasked and all other regions are masked.
Marquees are created by using the Magic Wand and Marquee tools under
Paint > Select.
Toggle menu
Hide non-current layers Allows you to see only the currently active layer on
the canvas. All other layers are made invisible.
Show all layers All layers (on the current canvas) are made visible.
Tgl marquee Lets you toggle the visibility of the marquee (selection area) on
or off.
Marquees are created by using the Magic Wand and Marquee tools under
Paint > Select.
Project menu
Project sketch Lets you project a sketch onto one or more objects. The object(s)
must be active. All visible layers from the current canvas are projected.
See also:
The values the Shape Editor displays depend on whether a Shape tool or an
existing shape is active.
If a Shape tool is active, the settings for that tool are shown.
If an existing Shape is selected (picked), the settings for that Shape are
shown.
If many Shapes are selected, the settings for the first Shape picked are
shown
Shape Options
Shape Outline When this option is turned on (checked), the shapes outline
is visible and the Shape Outline properties are displayed. When it is off
(unchecked), the outline disappears and the Shape Outline properties are
hidden. The Shape Outline properties control how the shapes outline looks.
Style Click to choose whether the outline is Solid Brush (highly defined)
or Airbrush (a softer, more undefined brush).
RGB Color Click the color swatch to set the color, or drag the slider to change
the color's brightness.
Opacity Slide to control the outlines opacity. Opacity is a way of representing
how see-through a brush's paint is. (Opacity is the opposite of transparency.)
You cannot see anything underneath paint that has an opacity of 1. The lower
the opacity, the more you can see through the paint. Paint that has an opacity
of 0 is invisible.
Width Defines the width of the brush in pixels from 0.01 to 50.
Aspect and Rotation Aspect controls how flat or circular the brush stamp is.
An aspect ratio of 1 means the brush stamp is circular. The lower the aspect
ratio, the flatter the brush stamp. The angle of a flat stamp is based on the
brush Rotation.
Rotation is the angle (measured in degrees) of the brush stamp. If Aspect is
less than 1, changing Rotation makes the brush stamp more horizontal (0) or
more vertical (90). The range is 0 to 360.
The Spacing slider controls the space between stamps in a stroke. Low values
produce smooth strokes with no spaces between stamps. Higher values produce
strokes that appear as a series of dots. The valid range is 0 to 255.
Shape Fill When this option is turned on (checked), the shape fill is visible
and the Shape Fill properties are displayed. When it is off (unchecked), the
shapefill disappears and the Shape Fill properties are hidden. The Shape Fill
properties control how the interior of the shape looks.
RGB Color Click the color swatch to set the color, or drag the slider to change
the color's brightness.
Map Click the Map button to select a texture.
Opacity Slide to control the outlines opacity. Opacity is a way of representing
how see-through a brush's paint is. (Opacity is the opposite of transparency.)
You cannot see anything underneath paint that has an opacity of 1. The lower
the opacity, the more you can see through the paint. Paint that has an opacity
of 0 is invisible.
Quality Select high, medium or low to define a textures quality.
Copy Parameters
These options let you copy and paste properties (both outline and fill) between
shapes.
Option Choose what parts of the shape are copied and pasted: Outline and
Fill, just Fill or just Outline.
Copy Click this button to copy the shape parameters from a shape, or Shape
tool instance, to the Alias clipboard.
Paste Click this button to apply the shape parameters previously copied using
the Copy button to the currently selected shape, or Shape tool instance.
Type the name of the stage set in the File field and then click the
Retrieve StageSet button.
Click the Show List button. Click to select a stage set from the list,
Select one or more stage sets from the file list. (To select more than
one item, hold down the Shift key and click again. The picture shows
an example.)
To remove the stages from the Stage Editor, leaving them unchanged
as files, Click YES.
To add the new stage set to the existing stages, click NO.
Type a file name in the File field or click the Show List button to list
your saved wire files and double-click to select one from the list.
To retrieve the file as a new stage, select the Retrieve New Stage button.
NOTE Selecting File > Open Stage in the Stage Editor is the same as selecting
File > Open on page 453 from the Alias main menu.
Click Show List and double-click a stage set icon in the list. Any
existing file that you select is overwritten with the current file.
To cancel the deletion and close the dialog box, click NO.
To create stages
1 Create a wire file that includes some of the geometry for an object (for
example, the body of a car).
2 Create another stage that includes a different set of the objects geometry
(for example, the wheels of a car).
3 Create a third stage that includes an alternate set of the objects geometry
(for example, an alternate set of wheels).
4 Create a fourth stage that includes an environment background and
camera view (for example, use the Ramp texture as a background with a
blue to white ramp).
5 Select File > Save Stage Set to make a set of all the stages. You will be
prompted for file names for each of the new stages. Later, you can select
Open stage set and all the wire files associated with the stage set will be
retrieved.
If the stage is not referenced to a wire file, the icon is labeled UNDEFINE.
If a file is retrievable but has no picture icon associated with it, the icon is
labeled NO ICON.
To change the size of the icons in the Stage Editor, click the round buttons in
the title bar of the Stage Editor.
A white padlock means that there are no write permissions and you cannot
save this stage.
A red padlock means that even though you can not save the file to that
reference, you might have made changes to it. However, you can save the
stage to a new name.
NOTE On Windows systems, the stage editor does not inform the user that
files belonging to different owners are locked.
NOTE If you are sharing files between users, establish ownership and permission
methods that give users read and write permissions for the shared files.
is accessible for the changes you want to make. Its geometry appears, in the
regular colors, in the modeling windows.
Columns
Working Level You can make changes to a wireframe model only if the
Working Level stage is checked ON for its stage. The Working Level stage
is highlighted in yellow. This helps you to organize your scene, especially if
it contains a lot of information or library objects that are used in a number
of different scenes.
NOTE Some tools may make it impossible to change the working level. (The name
fields of all the stages are grayed out.) This prevents Alias from switching levels in
the middle of geometry operations, such as building a curve or creating a patch.
So that you can switch your working stage, choose a neutral function such as Pick
> Object.
Window Source The modeling window source can be any stage. If Keep
Windows is ON in the Open File Options window and you open a file, Alias
imports the wire file and its windows to the working stage. It does not matter
which stage is selected. You can use File > Open, File > Open Only or File
> Open Always.
If you create a perspective or orthographic window, it belongs to the stage
that is the current Window Source, which might not be the working stage.
Each stage can have its own set of modeling windows.The windows that are
displayed always belong to the current Window Source stage. If that stage is
stored, its windows are also stored.
NOTE You store a stage by making it the current Working Level and using File >
Save or by clicking the stage name in the Stage Editor, then selecting File > Save
(selected) Stage in the Stage Editor.
The stored windows do not have to match the visible ones, just as the current
Working Level does not have to match the current Window Source.
NOTE Only one stage at a time can be the window source. The statistics windows
and SBD window are derived from the Working Level stage. The application
windows (perspective and orthographic) belong to the window source stage.
Background Source You use Background Source to choose which
background (environment shader) you want when you render a scene. To edit
the Background Source, set the Working Level to the same stage as the
Background Source and open the Multi-Lister.
Visible This toggle shows which stages are visible. Making a stage invisible is
like making objects invisible (ObjectDisplay > Invisible on page 554 ). The
entire stage and all its objects become invisible.
To make a stage visible or invisible without affecting other stages, click in its
Visible box.
All stages can be invisible except for the Working Level. You can remove
the Visible check mark, but the stage remains visible.
If you render a scene when all its stages are invisible, the image produced is
completely black.
Visible Menu The header at the top of the Visible column is also a button.
Click the Visible button to make all the stages at once either visible or
invisible.
To make all the stages visible, select ON.
To make all the stages invisible, select OFF.
In the following example, all stages are visible.
Auto Retrieve If you check Auto Retrieve ON beside a stage name, when
you retrieve a stage set, its wire file is retrieved. If you remove the check mark,
the file will not be retrieved.
This takes effect only when the stage set is saved. That is, if you click Auto
Retrieve during a session but you have already changed the file, it is not
retrieved.
Auto Retrieve lets you control which of the files listed in the stage set file
are loaded when the stage set file is retrieved.
More than one user can be working on a common stage set, each one owning
one or more of the referenced wire file and their own copy of the stage set
files. They can not use everything at once, but multiple users likely want to
retrieve a combination of their own files and a few from other users as reference
files.
TIP You can retrieve a referenced file at any time during a session, even if it has
already been retrieved. You get the last saved version.
Auto Retrieve Menu The header at the top of the Auto Retrieve column is
also a button. To set all stages to be retrieved automatically, click this button
and select ON.
Wire Store If you place a check mark in the Wire Store column beside a
stage name, this stage is saved when the stage set is saved. If you remove the
check mark, the stage is not saved. Therefore, it will not be overwritten
accidentally, and any changes made to the stage are not saved.
More than one user can be working on a common stage set, so if you make
changes to one of your own stages and want to use it as a default each time
you start (such as reference geometry or windows), turn the Wire Store
column OFF for that stage.
Wire Store Menu The header at the top of the Wire Store column is also a
button. To set all stages so that the wire files will be stored, click this button
and select ON.
Menus
Three menus are included at the bottom of the Stage Editor: the File menu,
the Edit menu, and the Delete menu.
File
File > Reload (selected) stage You use File > Reload (selected) stage to
replace the selected stage with its the last saved version. You can use it to
change a stage reference and update your model to the latest copy of someone
elses file or go back to an earlier, saved version of a file. If you use this option,
it writes over any changes you have made in your current work.
For instance, if you want to update someone elses file information for a stage,
you can return to the last saved version of that stage, make the updates, and
save the stage. Anyone retrieving that file now sees the new version.
A File Requestor appears so that you can select a file (stage) to retrieve:
Type a file name in the File field or click Show List and double-click an
icon to select it.
To retrieve the stage again, click the Select Stage Reference button.
File > Save stage set You use File > Save stage set to save a single stage set.
A File Requestor appears to let you save the stage set under a different name
if you wish. To save the file, click the Save StageSet button.
File > Save (selected) stage You use File > Save (selected) stage to save a
stage as a wire file. If you create a new stage and it has no wire file, the File
Requestor shows only the new file.
If you have not named the stage, the File Requestor supplies a default name
for the file. To change its name, in the File field double-click the name and
type a new one.
If there is a referenced file, the File Requestor shows the referenced file.
To save the stage, Select the Save Wire button. Notice that the icon in the
Stage editor is updated to display the icon saved with the wire file.
Edit
Select the Edit button to display the Edit pop-up menu.
Edit > Merge All You use Edit > Merge All to merge all the stages in the
Stage Editor into the working level stage.
Edit > Merge You use Edit > Merge to merge the selected stage into the
working level stage.
Edit > New You use Edit > New to create a new, empty stage called NewStage.
Delete
Delete > All Stages Select Delete > All Stages to delete all stages, including
the root stage.
NOTE Selecting Delete > All Stages in the Stage Editor is the same as selecting
File > New on page 453 from the Alias main menu.
Delete > Selected Stage Select Delete > Selected Stage to delete only the
highlighted stage.
When you delete a stage, you delete all objects, windows, shaders, lights,
cameras, and anything else that it contains.
Because there must always be a stage in Alias, when you delete all stages, a
new stage is created. It is called Stage# and includes a sequential number
indicating how many stages you have opened during your current session.
All files are saved as wire files only (for example, IGES files can not be saved
as stages).
If your referenced file is a data transfer file (for example, IGES) but does
not have a suffix such as .iges or .igs, the system adds the suffix
.wire before prompting for a name.
If the referenced file has no write permissions, the stage can not be saved
and you are not prompted to save it.
To create a rendered icon for the wire file, click the Create Icon button
in the File Browser. A small representation of the stage appears instead of
the Store icon. This thumbnail sketch icon also appears in the Stage
Editor.
Selecting File > Save stage set in the Stage Editor is the same as selecting
File > Save stage set from the Alias main menu.
Image planes are associated with the window source stage and, as such,
work across stages.
When you render a scene composed of several stages, one SDL file is created
for each stage. The SDL files are named according to the name of the stage
set in the Stage Editor. Object names are prefixed with the stage name in
the SDL file.
If you save a new stage that has no associated windows, the icon beside
its name will not be displayed.
Camera Properties
The Camera Properties control the position and orientation of the current
camera. The Twist and Perspective Gain parameters are only available for
perspective cameras.
Name The name of the current camera. You can type in this field to change
the name of the camera. If you change the name of a camera, the name in
the cameras window (in the title bar) also changes.
Camera Lock Locks the camera in place so that you are not able to dolly,
track, or move the camera in any way. This can be useful when working with
image planes. The default setting is OFF (the camera is not locked).
Auto Render Clip Makes the renderer automatically compute the near and
far clipping planes (based on the bounding boxes of the objects in your scene)
so that they include all visible objects in the current view frame.
By turning on Auto Render Clip, you can prevent certain types of image
quality problems that can be caused by inappropriately set clipping planes.
Do not turn on Auto Render Clip when you are using shadow maps or if
you are outputting depth files during rendering.
You can also produce this auto clipping behavior by editing the SDL file and
setting the near clipping plane value to 0.
Clipping planes are ignored during raytracing.
Position, Look At, Up Determines the cameras view by defining the cameras
position (Position), view point or focal point (Look At), and up vector end
point (Up). Each parameter has three fields, corresponding to the XYZ
coordinates for that parameter.
Positioning a camera by editing these parameters may be difficult, and is not
recommended for positioning orthographic cameras. If you do edit these
parameters, display the camera in the orthographic windows to help visualize
the changes (see Display camera icons).
Twist The tilt of the camera (from side to side) in degrees. The Up and Twist
parameters define the same camera property in different ways. Changing one
alters the other. For example, if you change the X Up value to 2, the Twist
value automatically changes to -63.435. The slider range is -180 to 180. The
default value is 0.
Perspective Gain Controls the speed at which you can dolly a perspective
camera. For example, doubling the Perspective Gain value will double the
speed at which you can dolly the camera. The valid range is 0 to infinity. The
slider range is 0 to 25. The default value is 1.
NOTE If the cameras point of interest is active, the Perspective Gain value has
no effect. Alias automatically determines the speed at which you can dolly the
camera based on the distance between the camera and its point of interest.
Be careful when setting these values because they are related to the cameras
Focal Length and Angle of View values.
Film Offset (inches) The horizontal and vertical offset of the film center from
the lens axis center (in inches). The default values both 0.
Make sure the Film Offset values are less than the Film Back values, or the
rendered image may appear incorrect.
Lens Properties
The Lens Properties define the properties of the current cameras lens.
A short focal length represents a wide angle of view (for example, a camera
wide angle lens). Objects that are close to the camera appear small or far
away. Objects that are very close to the camera may appear
disproportionately large relative to objects that are only slightly farther
away from the camera.
Focal Length (mm) Lets you set the cameras focal length either from a list
of standard, real world focal lengths (between 15mm and 200mm), or by
entering a value in the User Focal Length field (user). If you set Focal
Length to user, the User Focal Length parameter becomes available. The
default setting is user.
User Focal Length (mm) Lets you set the cameras focal length by typing in
any value. The valid range is 1 to infinity.
Angle of View The horizontal angle of the view seen by the film. The
valid/slider range is 0.2 to 179.
NOTE The angle of view is also known as the lens angle. It represents the width
of the film back as seen through the lens, expressed as an angle.
The Angle of View value is related to the focal length value (either the Focal
Length setting or the User Focal Length value), and the Film Back value:
If you change the Angle of View value, the Focal Length value
automatically changes (and switches to user defined if it is not already).
The Film Back values do not change.
If you change the Focal Length value, the Angle of View value
automatically changes. The Film Back values do not change.
If you change the Film Back values, the Angle of View value
automatically changes. The Focal Length value does not change.
F-Stop, and Scaling Factor. The default setting is OFF (no depth of field
calculation is performed; all objects are in focus).
The depth of field calculation is a post-rendering process, and can take from
tens of seconds to a few hours, depending on the size of the image, the camera
parameters, and the depth values, but not the complexity of the scene.
Because depth of field changes with depth, your scene must reflect its real
world size and the Main Units must be set properly in Preferences
> Construction options (under Units : Linear).
F-Stop Lets you set the cameras f-stop either from a list of standard, real world
f-stops (between 1.4 and 32), or by entering a value in the User F-Stop field
(user). The default setting is user.
Small F-Stop values (such as 1.4) tend to give a very small depth of field. That
means that the region at the specified distance from the camera that is in
focus (the region between near and far) is small. Large F-Stop values (such as
32) tend to give a larger depth of field.
User F-Stop Lets you set the cameras f-stop by typing in any value. The valid
range is 0.5 to infinity.
NOTE The Scaling Factor parameter is the same as the SDL variable
units_to_feet.
Scaling Factor A scaling factor applied to the Focal Distance value. This
parameter lets you define the Focal Distance value in units other than feet
(for example, meters) by setting the Scaling Factor value to the number of
units in one foot. For example, if you wanted to define the Focal Distance
value in meters, you would set the Scaling Factor value to 0.3048 because
there are 0.3048 meters in one foot. The slider range is 0 to 100. The default
value is 1.
Auto Focus Automatically focuses the camera on the cameras Look At point.
If Auto Focus is OFF, the Focal Distance parameter becomes available, and
the camera focuses at the Focal Distance value. The default setting is OFF.
If the Look At point is not between the near and far clipping planes, Auto
Focus will focus the camera either at the near clipping plane or at the far
clipping plane (whichever is closer to the Look At point). See ClippingNear/Far
on page 1038
Focal Distance The distance from the camera at which the camera focuses.
The valid range is 0.001 to infinity. The slider range is 0.001 to 100. The default
setting is automatically set to the Auto Focus value (based on the Look At
point) when you set Auto Focus OFF.
If the Focal Distance value is not between the near and far clipping planes,
the Focal Distance value will be automatically set to either the near clipping
plane distance or the far clipping plane distance (whichever is closer to the
Focal Distance value). See ClippingNear/Far on page 1038.
Camera/Window Properties
The Camera/Window Properties control how the cameras view appears
in the cameras window.
Aspect Ratio Fit Controls how the cameras window displays the cameras
view. If the shape of the cameras window is not the same as the shape of the
cameras Film Back, then the windows display can fit the cameras view in
one dimension only (Horizontal or Vertical). The default setting is Fill
which automatically fits the camera view in the camera window (in either the
horizontal or vertical direction) so that the camera view fills the window
Offset Offsets the camera view in the camera window. The direction of the
offset is determined by the padding created by the Aspect Ratio Fit setting,
either horizontally (if Aspect Ratio Fit is Vertical or Fill), or vertically (if
Aspect Ratio Fit is Horizontal or Fill). The valid/slider range is -1 to 1.
The default setting is 0 (no offset).
Digital Properties
ClippingNear/Far The distance to the cameras near and far clipping planes.
The default values are 0.1 and 200.
For orthographic windows, the ClippingNear/Far values are distances along
the axis that points into the screen. For example, if the Top window shows
the XZ plane, then the ClippingNear/Far values are distances along the Y
axis.
For perspective cameras, the Clipping Near/Far values are distances from
the camera.
You cannot enter a ClippingNear/Far value less than 0.1 within Alias.
However, you can enter a value less than 0.1 by editing the SDL file.
Make sure the ClippingNear/Far values are set so that the clipping planes
just barely contain the contents in your scene (see Auto Render Clip on page
1034). Setting the ClippingNear value very low or the ClippingFar value very
high may produce image quality problems during rendering.
Stereo View Creates a stereo pair of images of your scene during rendering.
The two image files are named <filename>_left and <filename>_right. If
Stereo View is OFF, only a single image of your scene is created during
rendering. If Stereo View is ON, the Parallel Offset and Eye Offset
parameters become available. The default setting is OFF.
NOTE Turn on the Stereo View parameter to control interactive stereo viewing.
Parallel Offset Offsets the Look At points of the two cameras used to generate
a stereo pair of images so that the two cameras point in parallel directions.
The default setting is OFF (the two cameras share the same, non-offset, Look
At point).
Eye Offset The distance between the two cameras used to generate a stereo
pair of images (when Stereo View is ON). Eye offset is also known as ocular
separation, and represents the distance between the viewers two eyes. The
two cameras are offset perpendicular to the Look At vector and the Up vector.
Objects that are closer to the camera than the focal point will appear to
protrude from the screen when the stereo pair of images is viewed. Objects
that are further from the camera than the focal point will appear to recede
into the screen.
The greater the Eye Offset value, the greater the stereo effect, but the narrower
the effective depth of the scene. If the Eye Offset value is too large, or the
focal point is too close to the camera, your eyes will not be able to converge
the two images into a stereo pair.
The Eye Offset value is measured in the same units that your scene uses. The
slider range is 0 to 5. The default value is 1.
NOTE When you are using interactive stereo viewing, adjust the Eye Offset value
to produce the best stereo view for your eyes
Motion Blur Blurs the entire rendered image when the camera is moving (as
opposed to blurring an object when the object is moving), for example, when
you are performing a flyby. The default setting is OFF.
Film Back The horizontal and vertical size of the film format (in inches).
Film Aspect The ratio of the horizontal and vertical size of the film format.
Squeeze Ratio A scaling factor applied to the horizontal and vertical size of
the film format (to represent non-symmetric lenses).
The Image Planes section of the Camera Editor contains a list of image
plane swatches for the current camera, and buttons that let you add a new
image plane to the camera or delete an existing image plane.
By default, a camera has no image planes, and no image plane swatches are
listed. You can add one or more image planes to a camera using the Add
button. The image planes are then listed in the Image Planes section of the
Camera Editor, and the Image Plane Parameters for the active image
plane become available. The active image plane is highlighted in white in the
image plane swatch list. You can select an image plane by clicking on its
swatch.
See Add or delete an image plane.
Add Lets you add a new image plane to the current camera by selecting an
image file with the File Requestor.
You can also add an image plane to the active windows camera by selecting
File > Import > Image Plane on page 460 (see Importing Image Planes in the
Alias Interface section of the Basic Tools book).
Delete Deletes the selected image plane.
The Image Plane Parameters represent the parameters for the active image
plane (the image plane that is selected in the Image Planes list).
Name The name of the selected image plane in the Image Planes list.
Sketch Layers If Sketch Layer is ON, the image plane is a sketch image
plane. If Sketch Layers is OFF, the image plane is an animation image plane.
See the Sketching book for more information on sketch image planes.
NOTE The Sketch Layers parameter is only available in Alias for Windows.
Display Mode Controls how the image plane is displayed in the modeling
windows and in the SBD window. The image plane will only render when
Display Mode is either Rgb or Off. The default setting is Rgb.
Outline
Rgb
Off
No display.
Image File, Image File Output The image planes source image file name. If
this file is part of a sequence (for example, image.1, image.2,...), then only
the base file name is displayed (for example, image). Image File may be an
absolute path (for example, /usr/3DCD/pix/image), or it may be a file name
relative to the current project (for example, image).
Frame Type Determines whether the image plane will use an animated
sequence of image files (Regular or Keyframe), or a single image file (Off).
The default setting is Off.
Off
Keyframe
Regular
NOTE In Alias for Windows the Frame Type parameter is only available when
Sketch Layers is OFF.
By keyframing (Animation > Keyframe > Set Keyframe on page 837 ) the Frame
parameter, you can create an animation curve for the image plane which you
can edit in the Action Window. If you do not have an image file for every
frame of your animation, then use the STEP tangent type when animating
the image files (see Animation > Editors > Action Window on page 871 ).
You can also use the Read button to automatically create keyframes for all
available image files.
Frame The image file frame number that you want to use for the current frame
of your animation. The slider range is 0 to 100. The default value is 0.
Offset The frame of your animation at which the image plane displays the
first image file of the sequence. The slider range is 0 to 100. The default value
is 0.
For example, if the image plane files are named image.1, image.7, ..., image.33,
and the Offset value is 7, then image.1 is displayed at frame 1 + 7 = 8 of the
animation, image.7 is displayed at frame 7 + 7 = 14, ..., and image.33 is
displayed at frame 33 + 7 = 40. In addition, image.1 is displayed at frames 1
to 7 because it is the first image of the sequence, and image.33 is displayed at
frames 41 to the end of the animation because it is the last image of the
sequence.
Read Scans your image file directory for images of the form image.# (where
# is the images frame sequence number), and automatically keyframes those
images at the correct frames. You can press the Read button again at any time
to include any new image files in the animation. You can also edit the
animation curve for the image planes Frame parameter in the Action
Window.
For example, if image files exist for frames 1, 7, 11, 14, 18, and 33, and the
Offset value is 7, clicking the Read button will automatically keyframe these
images at frames 8, 14, 18, 21, 25, and 40.
The Read button is very useful if you do not know which frames you have
available (for example, if someone else is generating keyframe pose images
for you at the same time that you are building the animation).
NOTE Image plane masking is similar to label masking (see Mask a label using an
image file mask).
The Mask parameters let you mask the Image File so that only portions of
the image are visible.
NOTE In Alias for Windows the Mask parameters are only available when Sketch
Layers is OFF.
Mask Type The method used to mask the image planes Image File. The
default setting is Off (no mask).
Off
Image
File
Chroma-Key
Invert Mask Reverses the effect of the mask so that masked areas become
unmasked, and vice-versa. The default setting is OFF.
Mask File The name of the image file used as a mask by the image plane.
Where the Mask File is white, the Image File will be visible. Where the
Mask File is black, the Image File will not be visible. Where the Mask File
is grey, the Image File will be partially visible. The Mask File is automatically
positioned in the same location as the Image File.
Frame Type Determines whether the image plane will use an animated
sequence of mask files (Regular or Keyframe), or a single mask file (Off).
The default setting is Off. The Mask parameter Frame Type is identical to
Image parameter Frame Type (see Frame Type on page 1043).
One use of animated Image File and Mask File is to view a pre-rendered walk
cycle for a character and evaluate the characters interaction with other
characters.
If you want to mask certain colors, or a certain range of colors, in the Image
File, set Mask Type to Chroma-Key. The Key Color, Hue Range, Sat
Range, Value Range, and Threshold parameters become available.
One use of chroma key masking is to mask out the blue background of live
action that was filmed against a blue screen.
Key Color The color to be masked in the Image File. The default color is
RGB 0,0,255. To mask a range of colors, you must also set the Hue/Sat/Val
Range parameters.
Hue Range The range of hues (H) centered on the Key Color which will also
be masked. The slider range is 0 to 1. The default value is 0.5.
Sat Range The range of saturations (S) centered on the Key Color which will
also be masked. The slider range is 0 to 1. The default value is 0.5.
Val Range The range of values (V) centered on the Key Color which will also
be masked. The slider range is 0 to 1. The default value is 0.5.
Threshold The point at which the color state changes. The slider range is 0
to 1. The default value is 0.5.
Image Placement
See Sizing and positioning an image plane.
The Image Placement parameters control how the Image File covers the
camera view. For example, you may not want to display any bad edges that
may be in your Image File, or you may want the image to occupy a very
specific region of the screen.
Depth Determines whether the image plane appears in front of or behind
your scene, and in front of or behind other image planes. If Depth is Priority,
a numeric field becomes available.
The value of the Priority numeric field determines the order the image planes
appear in. Image planes with Priority greater than 0 will appear in front of
the rendered scene. Image planes with Priority less than or equal to 0 will
appear behind the rendered scene.
In Alias for Windows, when Sketch Layers is ON, the Depth options are
Background (the image plane appears behind 3D objects) and Foreground
(the image plane appears in front of 3D objects).
Image XY Ratio Lock Maintains the image planes proportions by keeping
the Bottom Left and Top Right values at a constant ratio. The default
setting is OFF.
NOTE In Alias for Windows the Image XY Ratio Lock parameter is only available
when Sketch Layers is OFF.
Bottom Left, Top Right The position of the bottom left corner and top right
corner of the image plane measured in world units.
Size The horizontal and vertical size of the image plane measured in world
units.
Offset XY The origin of the image plane relative to the origin of the Image
File.
NOTE In Alias for Windows the Offset XY parameter is only available when
Sketch Layers is OFF.
Coverage XY The horizontal and vertical dimensions of the image plane
relative to the Image File.
NOTE In Alias for Windows the Coverage XY parameter is available only when
Sketch Layers is OFF.
See also:
Cameras
To the right of each cross-section groups name is a check box that lets you
view or hide curvature combs on the cross-sections when the objects are
selected.
The editor includes the following menus:
New This menu lets you define sections in five different ways: Axis
Increment, Axis Discrete (choice of X, Y or Z), Picked Reference, Planar,
or True (Radial).
Choosing one of these options creates the cross section group, applies the
cross section group to the selected geometry (or all geometry if Global is
turned on) and opens the appropriate option window. See Cross Section Types
on page 1053 below for details.
Delete Delete the Selected cross-section group(s) only, or All cross-section
groups (except the preset groups which cannot be deleted).
Tools The only choice is to Promote the selected cross-section groups on
the selected objects, to section data geometry. You can also pick individual
sections after you enter the Promote tool.
These three controls lie below the menus:
Global Turn on Global (check mark) to apply the selected section groups to
all visible geometry (surfaces and meshes). If you turn off Global (no check
mark), any new section group you select is only applied to the picked (active)
geometry.
Apply Click the Apply button to apply the selected cross-section groups to
newly selected geometry (surfaces and meshes).
Clear Click the Clear button to remove the display of cross-sections from
either the selected objects (if Global is off) or all objects (if Global is on).
If nothing is selected, all cross section groups are cleared from all geometry.
NOTE The cross sections are removed from the geometry, but their definition
remains in the editor, so they can be re-applied.
Axis Increment
These cross sections are perpendicular to the X, Y, and Z axes and are evenly
spaced. They start from the origin and extend in both directions.
When selecting this option from the New menu, the following control window
appears.
Axis Discrete
These are individually-created cross-sections that lie in a plane perpendicular
to the X, Y or Z axis at a specific location. That X, Y or Z location is specified
through the control window or by clicking the mouse.
When selecting this option from the New menu, the following control window
appears.
Section location Use this field to enter the location for a discrete cross-section.
The new value is added to the list below and the field is reset to 0.0. A locator
corresponding to the location is created on the model.
Double-click a value in the list to change it.
Delete Click on a location in the list (the field turns blue and the locator is
selected). Then click the Delete button to remove the corresponding
cross-section.
Picked Reference
These cross sections are created at the intersection between the geometry and
selected section data or construction planes.
NOTE Section data can be created from degree 1 NURBS by using the
crvToSection plug-in.
When selecting this option from the New menu, the following control window
appears.
Number of references This field displays how many planes or sections have
been selected as references.
Planar
These cross sections are created at the intersection between the geometry and
a (temporary) construction plane generated on the fly. You can also select an
existing construction plane.
When selecting this option from the New menu, the following control window
appears.
Number of planes The number of cross sections created. The first one
corresponds to the intersection of the construction plane with the surfaces.
Additional cross sections are created in the direction of +Z axis of the
construction plane, at Step size intervals.
Step size The spacing between the cross sections.
Mirror planes If checked, cross sections are created on both sides of the
defining plane. (For example, if Number of planes is set to 3, and Mirror
planes is on, the total number of sections will be 5).
True (Radial)
These cross-sections are created based on a driving curve you specify. Points,
equally spaced by arc length, are placed on the curve to correspond to a given
number of sections. A plane is then defined perpendicular to the tangent of
the curve at each of these points. The cross-sections are created where the
planes intersect the geometry.
NOTE The driving curve can be a free curve, a curve-on-surface, or a surface edge
or isoparm. If all curves are tangent continuous, more than one driving curve can
be selected.
When selecting this option from the New menu, the following control window
appears.
Sort sections If this option is checked on, the X, Y, and Z sections are placed
in separate color-coded layers. All other sections are assigned to a layer called
Other sections.
Merge sections If this option is checked on, cross-sections that are position
(G0) continuous, and belong to the same intersecting plane, are merged into
a single section curve. The Topology Distance tolerance from the
Construction Options is used to determine if sections should be merged.
tool.
See also:
If there are several items picked, each one will be scrolled to in turn in the
direction you have picked. When the end of the list is reached, the display
scrolls to the start.
To change the visibility of a layer, click the layer icon, or click a layer name
with the right mouse button to display a pull-down menu of layer operations
(such as Visible, Symmetry, Assign, and so on).
To change a layer color, hold the left mouse button on the layer icon or click
with the right mouse button on a layer color swatch to open the layer color
palette.
Click an object (curve, surface, and so on) with the right mouse button to display
a pull-down menu containing the following choices:
Group Creates a new group node and places the picked objects inside.
Group nodes
Categories
All layers All layers in the scene are shown in the object lister.
Reference layers Only modeling layers that have been set to Reference are
displayed in the Object Lister and scene.
Selected layers Only modeling layers that have been picked are displayed in
the Object Lister and scene. To pick layers, click their names. To pick a number
of layers, Shift-click to pick layers that are contiguous, or Ctrl -click (Windows)
or Control-click (Mac) to pick layers that are separated from each other.
Hold the Ctrl (Windows) or Control (Mac) key and click to unpick any rail object
that is not required for the group. Then create a new group node or put the
rail objects in an existing group node.
If a collapsed group node has a picked Rail object, the group node expands,
to make it easier to find the picked geometry.
You can also use the * character as a wildcard. For example, *shell* will find
all objects whose names contain the string shell, and *30 will find all objects
whose names end with 30.
Meaning
Camera
Camera eye
Icon
Meaning
Camera up
Camera view
Canvas
Construction plane
Curve on surface
Curve
Icon
Meaning
Instance
Light
Mesh
Null node
Overlay plane
Point
Scanned data
Shell
Surface
Icon
Meaning
Target
Texture projection
Trimmed surface
Unknown object
Vector
The Bookmark Lister contains the tools necessary to create, edit, delete,
view and publish bookmarks.
The tools are followed by a list of icons representing your bookmarks. (There
will not be any bookmarks until you create them). The current bookmark has
a green outline. You make a bookmark current when you click it to view it.
Selection
You select a bookmark icon by clicking it with the left mouse button. You can
select multiple bookmark icons on the current shelf (for moving, deletion or
publishing) by holding down the Ctrl key and selecting the bookmark icons.
A highlighted white border surrounds each selected bookmark. If the current
bookmark is selected, it is surrounded by a lighter green border (a mixture of
green and white pixels). The current bookmark is selected by default but can
be deselected by clicking it while holding the Ctrl key.
Shelves
You can also add and manage shelves using the standard shelf interaction
conventions.
To create a new shelf, click the right mouse button in an empty part of the
Bookmark Lister, and choosing New shelf from the drop down menu.
Enter a Shelf Name in the confirm box that appears. If two shelves are given
the same name, a sequential number is appended to create unique names (for
example, Shelf, Shelf#2, Shelf#3 and so on).
If you do not create any shelves, your bookmarks are placed on the default
shelf called BookMarks.
Tools
Put the cursor over a tool to see its name.
Delete Bookmark
Remove the selected bookmark(s) from the list.
NOTE You can also use the middle mouse button to drag selected bookmarks, or
an entire shelf tab, to the Delete tool icon (trash can).
New Bookmark
Create a new bookmark and add it to the list. The bookmark includes model
orientation (camera view), shading attributes, and sketched annotations (drawn
using tools from the Paint palette).
Prev Bookmark
View the previous bookmark in the list.
Next Bookmark
View the next bookmark in the list.
After viewing the first bookmark, Toggle Camera Only is turned On. Display attributes remain the same
when viewing the other two bookmarks.
The Toggle Camera Only Mode option is also available as a hotkey from
the Hotkey Editor.
Cycle Bookmark
View the bookmarks in a slide show fashion. The slide show starts at the
current bookmark and displays the following bookmarks in order, all the way
to the end of the shelf. It then loops around to the first bookmark.
To stop the slide show, click anywhere in the window.
Double-clicking on the Cycle tool opens its option box:
Publish bookmark
Save one or several bookmarked view(s) as image file(s) on your local disk.
Double-clicking on the Publish tool opens its option box:
Image File Type Specifies the file format of the published image.
Bookmark Publish Selected publishes all selected bookmarks.
Current Shelf publishes all the bookmarks on the current shelf.
All publishes all bookmarks from all shelves.
Specify Image Size If checked, two sliders enable you to set (in pixels) the
dimensions of the output image.
Maintain Aspect Ratio If this option is checked, changing the horizontal or
vertical size will automatically adjust the other slider so that the aspect ratio
of the image is preserved.
This option only appears when Specify Image Size in on.
Horizontal / Vertical Size Size (in pixels) of the output image.
These options only appear when Specify Image Size in on.
Quality Level This option only appears when the Image File Type is jpeg.
Use the pull-down menu (Maximum, High, Medium or Low) or the slider
(values from 1 to 100) to adjust the quality of the jpeg image. A higher quality
will result in a larger file size.
See also:
Bookmark workflows
Preferences menu
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2D best practices
2D best practices
Prompt line mode Any typing goes directly to the prompt line. You can
only use hotkeys that have a modifier key (Alt (Windows) or Option (Mac),
Shift, Ctrl (Windows) or Control (Mac)).
Single key hotkeys mode Any key presses are interpreted as hotkeys first.
To type in the prompt line, you have to click it first. Single key hotkey
mode allows you to work more efficiently by assigning tools and menu
items to single key presses.
Keep Alias Window Size Maintain the current Alias window size and position
in the vertical format.
See also:
Manage shelves
Use the middle mouse button to drag one of these spacers or dividers into the
appropriate place on a custom shelf. These are useful for visually grouping
items, which makes it easier to scan for the right tool.
The Modeling window colors section controls the colors used to draw
the view windows, including the background.
The User interface section controls the colors used to draw other
miscellaneous elements in the user interface, such as buttons.
Drag the slider to choose a color from a preset list (not available in the
User interface section).
Click the color swatch to set the color using the color editor.
See also:
Customize colors
Interface
Tool icons Click one of these radio buttons to customize the display of your
icons. This option is saved when you exit. Choose one of
Text
Small
Medium
Large
Icon labels A check mark in the check box turns on icon labels, which show
text labels beneath icons. This option is saved when you exit from Alias.
Tooltips Turn off or on text hints that appear in the interface when the mouse
cursor hovers over a tool icon for longer than 1 second.
Title bar info Turn off or on the units and grid size information on the top
of the active modeling window.
Status bar Use to turn on or off the appearance of the status bar at the bottom
of the Alias window.
Input
Default keyboard entry mode Choose either Absolute or Relative. Specifies
whether the numbers that you type for Transform functions are absolute
(ABS) or relative (REL) addresses. ABS uses the origin for placement (0, 0, 0),
and 0 degrees along the X, Y, and Z axes for rotation. REL uses the objects
current placement and rotation.
Use pick chooser Check the Pick Chooser on or off. If it is on (the default),
a small box appears under the mouse when more than one object is picked
by a mouse click. This box contains a list of all pickable items under the mouse
and allows you to choose the one you want.
Viewing
View control Select the view control to display when you enter camera move
mode in the Perspective view (Shift + Alt (Windows) or Shift + Option (Mac)).
None Displays no view control.
View panel Displays the Viewing Panel. See Using the Viewing Panel.
ViewCube Displays the ViewCube.
View transition time Specifies the time (in seconds) it takes for one view to
smoothly rotate into another. Choose a value between 0.0 and 4.0 by typing
in the numeric field or dragging the slider.
Alt/Shift Action Specifies the behavior of the mouse buttons while navigating
in the perspective view, when the Alt (Windows) or Option (Mac) and Shift keys
are held down.
This option only appears if View control is set to View panel. When using
the ViewCube, the option is part of the NavBar.
Azimuth/Twist The mouse buttons behave as follows:
Left Moving the mouse horizontally controls the azimuth. Moving the
mouse vertically controls the elevation.
Right Moving the mouse vertically dollies in and out. Moving the mouse
horizontally twists.
View step angle Specifies the angle increment when using the arrow keys to
change the azimuth (left/right arrows) or elevation (up/down arrows).
Allow axis constrained tumble Forces tumbling to happen around one axis.
Tumbling is constrained about an axis that is perpendicular to the line
described by the initial mouse movement, and once the tumble has been
started, the mouse needs to deviate substantially off the initial line in order
for the camera to no longer tumble about the initially described axis.
Constraint sensitivity Larger values make it easier for the tumbling to get
constrained to an axis. Smaller values make it more difficult.
Dolly to mouse Check on to set the dolly-in or dolly-out point to be the
mouse cursor. If not checked, the dolly-in or dolly-out point will be the origin
(0, 0, 0). If Dolly to Point is also checked, Dolly to Point takes
precedencethe point of interest will be the dolly focus if it is visible in the
active window.
Use point of interest Check on or off the visibility of the Point of Interest
Manipulator. The default is off.
Dolly to point Check on to set the dolly-in or dolly-out point to be the point
of interest on screen. If checked off, the dolly point will be the mouse cursor
if Dolly to Mouse is checked, or the origin if neither Dolly To Point nor
Dolly To Mouse is checked.
Non proportional scaling box Check on if you want the View > Set Non
Model Windows
Transform guides Check on or off the guidelines and numerical box that
appear when you use the Transform > Move on page 11 tool.
Show axis triad Check to show the red, green, and blue XYZ axis marker in
each modeling window.
Titlebar transparency Specifies the level of transparency of the window title
bars. A value of 0.0 is completely opaque, and a value of 1.0 is completely
transparent (letting you see the grid and model through the title bars).
NOTE Although you can see the model through the title bars, you cannot pick it
in that location.
Background gradient style None The window background displays with
no gradient.
Linear The window background displays with a gradient that is darker at
the top than the bottom. This is the default.
Centered The window background displays with a centered gradient that
is lighter in the middle.
Modeling
Maximum number of guidelines Set to a value between 0 and 10. This option
used to be found under Delete > Delete Guidelines on page 538 .
Paint
Paint display quality Choose Low, Medium, or High.
Show brush stamp preview Check on or off to display or hide the brush
preview. When the Brush Stamp Preview is turned on, the cursor displays
a preview image of how the brush will apply paint to the sketch.
Show paint cursor Check to show white crosshairs centered on the brushs
midpoint.
Show brush cursor outline Select one of the following options to display or
hide the brush outline:
Off Do not display brush outline
Off During Stroke Display brush outline except when creating a stroke
of paint
On Always display brush outline
Hide windows during stroke Sets the amount of time (in seconds) that it
will take before the windows reappear. Choose a value between 0.00 and 10.00
seconds.
Brush curve snap tolerance The distance in pixels within which a brush will
snap to a curve when curve snapping is on, from 4 to 128. The default is 25.
Default canvas width Sets the size (in pixels) of any new canvases that are
created. The default width is 842 pixels.
Default canvas height Sets the size (in pixels) of any new canvases that are
created. The default height is 595 pixels.
Default canvas on persp Specifies what type of canvas is created when you
start sketching in a Perspective window with no canvases.
Always prompt me The New Canvas option window appears so that
you can choose the type of canvas and canvas parameters. This is the default.
Standard canvas A standard canvas of default width and height is always
created.
Overlay canvas An overlay canvas of default width and height is always
created.
Show thumbnails in canvas layer editor Check this option to see the image
layer thumbnails in the Canvas Layer Editor.
Visualization
Shader sample size Relative size of the shader sample thumbnails in the
Visualize Control Panel.
SMALL Fits three thumbnails across the panel.
LARGE Fits two thumbnails across the panel.
Library location The location of the library of shaders that will appear in the
Visualize Control Panel.
This location can also be specified by using the Shader Library > Change
Library menu at the top of the Visualize Control Panel.
If this field is blank, a default library is used.
Animation
Draw bone style Choose one of
Line
Round
Pyramid
Proportional
Triangular
Bone tab Check this option to attach a tab bar to the bone axis. It also helps
you to detect if the bone is flipped
System
Type of file browser (Windows only) Choose Windows or Alias, depending
whether you want to search for files using the default Alias Browser or the
Windows Browser. The Windows file browser lets you store up to eight
frequently used paths in the GO menu. This option only appears in the
Windows Interface Options window.
Create .ICON files Check if you want to include a snapshot of the current
window with any saved file. If checked OFF, then no .ICON preivew snapshot
will be created, but any previous files with .ICON files will still show their
preview snapshot in both Alias and Windows dile browsers.
Checkpoint file location Set the directory for CheckPoint files to be stored.
For more information about CheckPoint files, see File > Checkpoint on page
455 . If this string is left blank, the directory defaults to
current_project/wire/Checkpoints.
MSave file location Set the directory for files to be stored in the event of
Alias terminating abnormally. If this string is left blank, the default is
current_project/wire/_M.SAVES.
You must set this option to open the online help from the Help menu.
Browser library location The location of a library of digital resources, such
as shaders or wire files. This path is available as the Library menu item in
the file browser.
Browser dumpster location The directory deleted files are moved to. If you
do not type an absolute path, the path is relative to your user_data directory.
In Windows, this defaults to the Recycle Bin.
Use default temp directory for scratch disk space This option specifies the
location that Alias will use as scratch disk space. If it is checked (default), the
users temporary directory is used. If it is unchecked, you can choose another
location using the field below. The files that Alias creates in the scratch
directory are automatically cleared when you exit the software.
Scratch Disk Space Directory Type the path to the location that you want
to use as scratch disk space, or use the Browse button.
Miscellaneous
General Undo
Limit undos Check if you want to reduce the amount of memory used to
keep track of actions that can be undone. If checked, the Maximum undos
slider becomes available.
Limit memory used Check to limit the operations that can be undone based
on RAM. If checked, the Maximum memory slider becomes available.
Maximum undos If you have chosen to limit the number of undo operations
that can be performed, choose a number between 0 (no undo operations) and
100.
Maximum memory (Mbytes) Allows you to limit the amount of RAM that
will be allocated for Undo operations. The available range is 0 megabytes (no
memory allocated for Undo operations) to 500 megabytes. The default is 300
megabytes.
Tool Basics
2D best practices
on page 11
tool, you need to hold down the Shift key to select a surface
by clicking inside the wireframe. This is to avoid inadvertently selecting a surface
while moving.
Face Selection is off by default.
Selection behavior
Left mouse button / Middle mouse button / Right mouse button Use the
drop-down menus to assign one of the following selection modes to each
mouse button.
NOTE The selection mode assigned to a mouse button also applies when using
a selection box, as well as when using the lasso option in Pick > Point Types >
CV
Add Picking an unselected object selects it. Picking an already selected object
has no effect. In other words, this mode can only add to the selection list,
never remove from it. This is the default for the middle mouse button.
Pick Only the objects you pick are selected. Everything else is deselected.
Clicking in empty space deselects everything.
This mode is useful when picking controls for direct manipulation as we only
want one control to be picked at a time.
Update Options
These controls determine when updates occur to various items: expressions,
constraints, IK handles, clusters, construction history and locators.
Each of these item updates shares the following toggles (construction history
updates share only the second one):
After Modification When After Modification is OFF, the display of expression,
constraint, IK, cluster, and locator updates is suppressed. When set to ON (the
default), updates are displayed as they happen.
NOTE Updates are stored, so if After Modification is set to OFF for a long time
and then turned ON, all the stored updates are done immediately.
During Transform When During Transform is ON, updates of the expression,
constraint, IK, cluster, construction history and locators occur as you drag the
mouse in any Transform operation (such as Transform > Scale on page 13
). When During Transform is OFF, updates occur when you release the
mouse after an Transform operation. By default, it is ON for constraint, IK,
cluster and locator and OFF for expressions and construction history.
During Playback When During Playback is ON (the default), updates of
locators, expressions, constraints, IKs, and clusters occur for each frame during
playback. When it is OFF, the updates occur at the end of the playback
operation.
Note that:
Even though construction history can update for each frame of a playback,
it may not do so for a rendering of a playback because SDL does not support
all construction history operations.
IK Updates
Sync Geom After Write SDL The IK Updates section has this option. If there
is Single Chain IK in your model, Write SDL steps through your skeleton
animation internally, and then does a viewframe at the end to restore the
skeletons state to the current frame.
If the Sync Geom After Write SDL option is OFF, it will assume that your
geometry was up to date for the current frame, and will not recompute the
deformations (recomputing the deformations could take several minutes for
heavily clustered models).
If youre doing a lot of tweaking on the model, and you dont usually do a
viewframe/playback immediately before Write SDL, you may wish to turn
the Sync Geom After Write SDL option ON, so that the geometry and
skeletons will be in sync after Write SDL completes.
Playback Other History The IK Updates section has this option. It lets you
specify that ALL construction history (not just blend surfaces) are updated
during playback. Normally only blend surfaces can be animated within the
renderer, and other construction history is held static.
During Playback If toggled OFF, the trim boundaries will not be displayed
during playback and playback will operate faster.
NOTE The benefit of these two options is only apparent when the trimmed surfaces
are being deformed. Animation at the transformation level does not benefit from
this optimization.
Notes
If you are using a CAD software preset, you cannot change the tolerances.
They are locked to the factory settings for the CAD software.
Changes to the settings in this panel are always saved automatically. You
do not have to click a Save button or choose Preferences > User Options
> Save Options on page 1094 .
Construction Presets
Copy Copy the highlighted settings profile to a new profile.
If you want to change some of the settings in one of the presets (for example,
Inventor), make a copy of the preset profile, then edit the copy.
Delete Delete the highlighted settings profile.
You cannot delete the preset settings profiles.
List of settings profiles Click a profile to use the settings in that profile.
The preset profiles (for example, Inventor) contain the settings needed for
best compatibility with various CAD systems.
Units
Linear Unit options
Scale Factor checkbox/sliders Check this box to show Scale Factor sliders
for the unit choices (Main Units, Sub Units, and Pos Units).
Use the scale factor sliders to change a unit from whole to fractional or multiple
units. For example:
Set the Scale Factor slider below the Sub Units box to 0.125.
The sub unit is now eighths of an inch rather than whole inches.
Main Units The unit of measurement for all linear measurements (in locators,
on the prompt line and in windows).
Sub Units The intermediate level of linear units.This is the unit of the second
number when you type numbers using the m:s or m:s:p form on the prompt
line. This unit is only used in keyboard input.
Pos. (positional) Units The smallest level of linear units. This is the unit of
the last number when you type numbers using the m:s:p form on the prompt
line. This unit is only used in keyboard input.
Reset Grids Set the grid spacing to 1.0 of the current Main Unit (taking into
account the scaling factor, if set).
Set the Scale Factor slider below the Sub Units box to 0.5.
The sub unit is now half minutes rather than whole minutes.
Main Units The unit of measurement for all angular measurements (in locators,
on the prompt line and in windows).
Choose Deg (degrees), Min (minutes), Sec (seconds), or Rad (radians). The
default is degrees.
Sub Units The intermediate level of angular units.This is the unit of the second
number when you type numbers using the m:s or m:s:p form on the prompt
line. This unit is only used in keyboard input.
Choose Deg (degrees), Min (minutes), Sec (seconds), or Rad (radians). The
default is minutes.
Pos. (positional) Units The smallest level of angular units. This is the unit of
the last number when you type numbers using the m:s:p form on the prompt
line. This unit is only used in keyboard input.
Choose Deg (degrees), Min (minutes), Sec (seconds), or Rad (radians). The
default is seconds.
Tolerances
Fitting
Curve Fit Distance The value and units of the maximum distance allowed
between two points for the system to consider them coincident (occupying
the same space).
For surface creation tools such as Rail Surface and Square, this value
controls the accuracy of the fit of the surface edge to the construction
curves.
For fillet surfaces, this value controls the positional accuracy of the fillet
surface.
For the Stitch tool (used to stitch surfaces into a shell), this value
determines which sides to check for gaps. However, the gap is actually
checked against the Maximum Gap Distance tolerance (see below). If
the gap is within the tolerance, the sides are joined.
Curve Fit Checkpoints The sampling rate for curve fit constraints such as
Continuity Angle and Curve Fit Distance.
Max Surf Spans The maximum number of spans to create when building
surfaces.
If maintaining continuity requires adding more than the Max Surf Spans,
the continuity will not be achieved.
Continuity
Maximum Gap Distance The maximum distance allowed between two curves
or two surfaces for the system to consider them contiguous (touching).
For the Stitch tool, this value controls whether two edges will be joined
when stitching surfaces into a shell.
For the Surface continuity tool, this value controls whether common
edges pass the check for gaps.
Continuity Angle The maximum angle allowed between two surface normals
for the system to consider the normals pointing in the same direction.
A smaller value gives better continuity, but usually requires tools to add more
spans to the surface.
Continuity Curvature The maximum deviation allowed in curvature.
A smaller value gives better continuity, but requires tools to add more spans
to the surface.
Topology
Topology distance Used to calculate which surface is adjacent to which surface
when a tool needs to know the topology of the model. This is used by Object
Edit > Dynamic Shape Modeling > Transformer Rig on page 190 , Evaluate >
Continuity > Surface Continuity on page 421 , and Evaluate > Check Model
on page 437 .
NOTE This should be set to a value greater than Maximum Gap Distance.
Curve on Surface/Trim
Trim Curve Fit The maximum deviation allowed between the original
curve-on-surface and trim edges.
Max Gap Between Curves
Rational Flags
NOTE Do not turn these options on unless you understand what rational geometry
is and why you need it. In most cases, rational geometry is slower and harder to
model with.
Primitives Create new primitives using rational geometry.
Fillets/Round Create new fillets and rounds (that is, surfaces created by the
Fillet and Round tools) using rational geometry.
Curves/Surfaces Create all other new curves and surfaces (that is, all curves
and all surfaces that are not primitives, fillets or rounds) using rational
geometry.
Fonts
Default Modeling Font Size Choose a value from the pop-up menu to adjust
the size of the font used in the modeling windows for annotations and such
text.
Text Display Mode Choose either Scale or Fixed Size. Fixed size will display
at a constant size; Scale will change based on Dollying and Zooming.
See also:
Trim a surface
A special file named Alias_options can also be loaded. Loading this file causes
Alias to set its option box contents to the default settings shipped with the
software.
To retrieve options
1 Choose Preferences > User options > Retrieve options from the
menu bar. The file browser appears.
2 If using the Alias browser, click the Show List button to display the list
of files.
3 Click the filename or double-click its icon in the file lister. If you prefer,
you can type the filename and/or the path in full, without selecting
anything in the file lister.
4 Click the Open or Restore Options button.
To save options
1 Choose Preferences > User options > Save options from the menu
bar. The file browser appears.
2 If using the Alias browser, click the Show List button to display the list
of files.
By default, the filename is set to <product_name>_user_options.
3 To change the filename, type a new name in the field. You can also click
an existing filename or double-click its icon in the file lister.
NOTE You cannot replace the system default file named Alias_options. You
must provide a different name.
4 Click the Save or Save Options button.
Shelves
Marking Menus
User Options
Colors
Hotkeys
Construction Options
Utilities menu
29
Options
Messages Specifies whether the Plug-In manager displays brief (short) or
verbose (long) information messages.
Search path There is a default library for plug-in utilities. However, you can
specify a different directory for the Plug-in Manager to search in.
1097
See also:
Managing plug-ins
Do This
Types of nodes
Geometry node The blue geometry nodes contain the internal structure
of a piece of geometry (edit points, CVs, and so on).
Different types of geometry are indicated by different icons in the blocks.
If you choose Pick > Object on page 3 and pick the cube in a view window,
the windows will show that the grouping node is picked.
If you choose Pick > Component on page 4 and turn on the Surfaces filter
button, then pick the cube in a view window, both the windows will show
that only one face plane of the cube is picked.
Instead of picking the entire group, the Pick > Component on page 4 tool
picked one of the sub-nodes.
See also:
Create clusters
The Return Borrowed License dialog is presented for your product. For more
additional information on network license borrowing, see Return a License.
Save As... Saves your license information to a text file, to assist support
and other activities. See Save License Information as a Text File.
found. The check then runs automatically every month, and updates the log
file.
If a problem is found, a diagnostic message appears.
Click the Show Log button in the diagnostic window to show the System
Diagnostics Log, a text file containing information on your current hardware
and driver (OS, CPU, graphics card, tablet, 3D peripherals), along with a
description of the problem and a link to the online Qualification Charts.
You can also run a manual check by choosing Utilities > System
Information > System Diagnostics. This will update the diagnostic log
file.
To see the diagnostic log file at any time, choose Utilities > System
Information > System Diagnostics Log.
Help menu
30
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http://local.intranet/Alias2011/Help
If the user will be accessing the Help system from Autodesks web, the
pathname should be set to
http://www.autodesk.com/alias2011-docs
You can then click for the option to Allow Blocked Content. If this is done,
youll receive a Security Warning that says:
Allowing active content such as script and ActiveX controls can
be useful, but active content might also harm your computer. Are
you sure you want to let this file run active content?
To allow this content to run without getting blocked, please follow the
following steps:
1 Open Internet Explorer.
2 Go to Tools > Internet Options > Advanced Tab.
3 Scroll down to the section labeled Security.
4 Check the box labeled Allow active content to run in files on My
Computer.
5 Click OK and then close the Internet Options window.
See also:
Drag
Track
Dolly
Help > Modifier Keys, Marking Menu Keys, and Hotkeys | 1107
Marking menus
Hold Shift + Ctrl (Windows) or Shift + Control (Mac) and press one of the mouse
buttons.
Ctrl + Shift + left mouse button(Windows) or Control + Shift + left mouse button
(Mac)
Ctrl + Shift + middle mouse button (Windows) or Control + Shift + middle mouse
button (Mac)
Ctrl + Shift + right mouse button (Windows) or Control + Shift + right mouse
button(Mac)
See also:
Picking
To...
Click or drag
Pick only
Unpick
TIP Hold Shift within a non-picking tool to temporarily switch to picking mode.
Help > Modifier Keys, Marking Menu Keys, and Hotkeys | 1109
Transforms
To transform in...
Click or drag
Hold
Grid intersections.
Or
click
Snapping
TIP Use the middle mouse button to snap only in the horizontal direction. Use the
right mouse button to snap only in the vertical direction.
See also:
Hotkeys
These are the default settings.
Menu/Tool item
Alt + S
Shift+ Command + S
Alt + R
Command + R
Ctrl + 7
Control + 7
Alt + E
Command + E
Ctrl + Z
Command + Z
Alt + 1
Option + 1
Ctrl + X
Command + X
Ctrl + C
Command + C
Ctrl + V
Command + P
Shift + Ctrl +X
Shift + Ctrl + C
Shift + Ctrl + V
Help > Modifier Keys, Marking Menu Keys, and Hotkeys | 1111
Menu/Tool item
Ctrl + U
Command + U
Ctrl + G
Command + G
Alt + A
Option + A
Alt + X
Option + X
F9 (Windows)
F4
F8
F6
F7
F5
F3
F12
Ctrl + 6
Control + 6
Alt + K
Option + K
Alt + P
Option + P
Ctrl + 5
Control + 5
Ctrl + 1
Control + 1
Ctrl + 2
Command + 2
Menu/Tool item
Ctrl + 3
Control + 3
Ctrl + 4
Control + 4
Ctrl + N
Control + N
Ctrl + O
Control + O
Ctrl + E
Control + E
Alt + M
Option + M
Ctrl + K
Control + K
Alt + H
Option + H
Ctrl + L
Control + L
Ctrl + M
Control + M
Alt + L
Option + L
Alt +O
Option +O
Alt + C
Option +C
Shift + Alt + O
Shift + Option + O
Shift + Alt + C
Shift + Option + C
Help > Modifier Keys, Marking Menu Keys, and Hotkeys | 1113
Menu/Tool item
Size
Radius
Opacity
Rotate
Aspect
Grab color
Reset clone
Menu/Tool item
Twist canvas
Marquee add
Marquee subtract
From this page, you can search the Knowledge base, participate in discussion
forums, access FAQs (frequently asked questions) and tutorials, and contact
Customer Support.
CPU/OS settings
Display-related settings
Input-related settings
Output-related settings
Storage-related settings
Software environment
Internet settings
License server
For additional information, click the Privacy Statement link in the Customer
Involvement Program dialog box.
Why you should consider participating
The Customer Involvement Program involves you directly in telling Autodesk:
You can start or stop your participation in this program at any time. Access
to the controls is available from the Alias Help menu.
How to use
1 Choose Help > Customer Involvement Program.
2 The CIP dialog window appears.
NOTE The CIP dialog window appears automatically the first time Alias is
launched
3 In the dialog window, select either:
Participate Anonymously
Do Not Participate
1120
Control Panels
These control panels can, in conjunction with the Preferences > Workflow menu items, reduce
visual clutter and help you work more effectively.
You can switch between these control panels by using the menu at the very top of the panel.
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1122
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1123
Trash
The Trash icon lets you remove tool icons or shelves from the shelf area. To get rid of an
unwanted item, drag it into the trash while holding down the middle mouse button.
This area also lets you have more window real estate by offering a compact alternative to
the main shelf window. For example, you can put all the symmetry tools in the shelf set
area and then close the main shelf and palette windows for a larger view of your model.
Shelf Options
Click the Shelf Options tab for a drop-down menu that lets you add, save, clear, and replace
shelf sets in the shelf area.
| 1125
Pick list
The Pick list isolates a single curve or surface from a collection of curves and surfaces. The
white text field displays the name of the picked component.
You can pick more than one object in Alias. The gray text box tallies all picked (and active)
components in the modeling space. To view a drop-down list of all selections, and to switch
between components, click and hold on the gray text box.
As you move the mouse pointer over an item, the object is highlighted in the view windows.
Release the mouse button over an object to pick only that one.
To rename a picked object, type the new name into the white text field.
Rebuild
The rebuild tool works with only one curve or surface at a time. Use the Pick list or the
Pick > Component tool to choose one curve or surface from a collection of curves and
surfaces.
The Rebuild options let you quickly change the degree (from 1 to 9) and the number of
spans of the picked curve or surface.
If the degree or spans of a curve or a surface are modified, this tool maintains the original
distribution of spans while creating additional ones as needed, and does not change the
parameterization of the geometry.
For a surface, changing the degree or number of spans in one direction (U or V) does not
affect edges running in the other direction.
After modifying the degree or span values, three buttons appear in the modeling window.
Click the Check Deviation button to view the maximum deviation in the prompt line
and check if the deviation from the original geometry is acceptable. If so, click the Accept
button, otherwise click the Cancel button.
Display
For a better view of your design, the Display options let you display or hide the following
items on the picked geometry:
Deviation locators
Cv/Hull
Edit points
Blend Points
Isoparametric curves
Curvature locators
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Transparency
This set of options lets you control the level of transparency of geometry and other items
such as locators and canvases.
Transparency is achieved by blending the object color into the background color.
NOTE These sliders are also available from WindowDisplay > Transparency on page 577 .
A value of 0.0 means the item is completely opaque. A value of 1.0 means the item is
completely transparent and invisible.
Quality
This set of options lets you adjust the display of your curves, surfaces, and meshes.
However, it only affects the visual display of the geometry, not the geometry itself.
Draw Precision Use this slider to control the drawing smoothness of all curves and surfaces.
The slider value goes from 0.0 (rough approximation) to 1.0 (very smooth). The default is
0.5.
This value applies to all existing curves and surfaces, as well as all new curves and surfaces
created from this point on.
Mesh Density Use this slider to control which percentage of the triangles are displayed. By
default, the slider is set to 1.0 (all the triangles are drawn). Drawing less triangles increases
performance speed.
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Flat Shade Meshes When this option is turned on (check mark visible), flat shading is
applied to the mesh when using one of the diagnostic shading modes. Each triangle is
rendered in a single color, producing a faceted effect.
For more information on meshes, see Meshes.
Diagnostic Shading
The icons under Shading shade your geometry so you can view and evaluate your surfaces.
The various shading modes provide different diagnostic information about surfaces.
Some tools in diagnostic shading, such as Horizontal/Vertical, simulate light reflecting
against the surface of your model. Reflecting light on a surface is a good way to check for
any bumps, dents, or other irregularities. Reflections also point out any surfaces that do not
meet smoothly.
Curvature Evaluation tools color-code the curvature of your surfaces. Color-coding the
curvature is useful when, for example, your model will eventually be made in a material
that only bends a certain amount before breaking.
Surface Evaluation contains a draft angle map. This diagnostic tool is useful for products
produced through injection molding. If the sides of a mold are too steep, an object cannot
part with its mold. Draft Angle evaluation shows which parts of an object are in-draft and
which are out-of-draft.
Finally, Surface Evaluation includes a way to map mesh deviations. If you have scanned an
object, and are trying to match the scan data with your model, mesh deviation lets you
know where the two surfaces are not the same.
You can continue to adjust CVs while diagnostic shading is on.
Tolerance This slider controls how accurately surfaces are triangulated when the Tessellator
is set to Fast. The slider range is 0.01 to 1.
The picture shows a surface with the tolerance slider set to 1. The portions where the shading
does not entirely meet the wireframe show the triangulation has been quick but not perfectly
accurate. This effect is called nickeling. If the slider is set to 0.01, the surfaces of the model
become completely shaded because the triangulation is more accurate, however, the process
takes longer. Choosing a tolerance value means balancing time versus appearance.
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Tessellator When the tessellator is set to Fast, models are triangulated more quickly and
less accurately. When the tessellator is set to Accurate, models are triangulated more
accurately and slowly.
When set to Accurate, a check box is added for Limit Edge Length. If this box is checked,
a slider is added for Max. Edge Length. Max. Edge Length is the maximum length (in
current units) of a triangle created by tessellation.
Shading Off
The wireframe model appears with no shading. This icon clears the wire model of its current
shading. No options are available with this shading mode.
Multi Color
The Multi Color icon shades all the picked surfaces with a single color that you can choose.
Use this shading mode to see how your model looks as a finished product, and detect any
bumps, dents or other surface irregularities.
You can control the shading qualities with the Light options.
Show Orientation When this option is checked, surfaces or mesh components that are
facing away from the camera are shaded in yellow.
(This option is only available in Multi Color mode, and only when Highlights is set to
Fast.)
Color Click the color swatch to set the color, or drag the slider to change the brightness of
the color. This option only appears with the Multi Color Icon.
Specularity Slide to change the size and intensity of highlights on the surface.
Transparency Slide to change the transparency of the shaded surfaces, from 0.0 (totally
opaque) to 1.0 (totally transparent).
Light Intensity Slide to change the brightness of the light source.
Highlights When set to Fast, the highlights are calculated more quickly and less accurately.
When set to Accurate, the highlights are calculated more accurately, but more slowly.
This option is only available in multi color mode.
Lock Light Position Normally the light source for the shading comes from the camera (like
a headlight). Turn on this option to lock the light source in its current position.
Normally, the highlights move over the model as you tumble around it. Turn on this option
to lock the light source in its current position. The highlights remain stationary as you
tumble.
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Random Color
Random color mode shades the surfaces with random colors. As a result, adjacent surfaces
show up in different colors, making it easier to see the patch structure, and how the patches
align with one another.
Color Saturation This slider sets the common saturation, or the vividness, of the color.
Curvature Evaluation
This mode includes nine ways to view curvature. The tools color-code the curvature of your
surfaces. Color-coding curvature is useful for evaluating the curvature of your model. You
can see where the curvature changes either abruptly or subtly. You can also find potential
flaws.
The Curvature Evaluation Type settings listed in the image calculate the curvature of surfaces
on each point. This calculation measures the diameter of a circle that touches the surface
at each point. Points that have a circle with the same diameter are displayed with the same
color. Each point can have several circles. The Curvature Evaluation Type settings specify
which circles are used for the calculation.
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The Crv U and Crv V settings orient the circle of each point in the U/V direction.
The Crv X, Crv Y, and Crv Z settings orient the circle of each point in the X, Y, and Z
direction.
The Gaussian setting, as demonstrated in the image, multiplies the value of the smallest
circle and the value of the largest circle. The Mean setting takes an average of the two
principal curvatures and displays average curvature.
Areas where the surface has inflections or holes can be easily detected by examining the
accompanying color bar for negative radius values. The Radius Ramp button in the Surface
Evaluation options controls the color bar.
Both the Princ. Min and Princ. Max settings measure radii size. To meet manufacturing
requirements, it is necessary to evaluate a surface model for the maximum or minimum
radii size. All radii that fall above or below a defined value must be detected. A slider can
be used to enter the value.
In the image below, the surfaces, or areas of surfaces that fall below the defined radius limit
are highlighted in red through the Princ. Max setting.
Curvature Color Scale Slide to scale the radius ramp to show finer details of curvature
variation.
This option is not available when Min. Radius Limit or Max. Radius Limit are turned
on.
Radius Ramp
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Click to show the range of colors that can be applied to the curvature map and their
corresponding curvature radius values in the active modeling window.
If you adjust the Curvature Color Scale slider, the radius ramp updates interactively.
Min. Radius Limit One color indicates surface regions having a radius less than the Min.
Radius Limit value, and a different color indicates surface regions having a radius greater
than the Min. Radius Limit value.
This option is only available for the Princ. Max evaluation type.
Max. Radius Limit One color indicates surface regions having a radius larger than the Max.
Radius Limit value, and a different color indicates surface regions having a radius less
than the Max. Radius Limit value.
This option is only available for the Princ. Min evaluation type.
Transparency Sets the transparency of the shaded surfaces, from 0.0 (totally opaque) to 1.0
(totally transparent).
Iso Angle
Highlighting helps you find surface flaws. A common use for highlighting is to identify
adjacent surfaces with mismatched tangentsin other words, surfaces that do not meet
smoothly. You can also use Surface continuity for this purpose, but highlighting gives you
a clearer view of the surfaces.
Through a light source manipulator, this mode lets you sweep a single beam across a surface.
You can see where the reflected light does not move smoothly. A jump in the reflection
indicates flaws in either the surface or its boundary with a second surface.
Multiple beams colored red, black, and white can also be used.
To control the reflection through the Iso Angle options in the Modeling panel, the reflection
must be turned on. Select the object and click the Evaluate > IsoAngle tool in the Evaluate
palette.
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Single, Multiple Click to control whether a single black and white iso-angle line is displayed
(Single) or multiple colored iso-angle lines are displayed (Multiple).
Blur Slide to change the blurriness of iso-angle line edges.
Transparency Slide to change the transparency of surfaces with iso-angle lines.
Horizontal/Vertical
Highlighting helps you find surface flaws. A common use for highlighting is to identify
adjacent surfaces with mismatched tangentsin other words, surfaces that do not meet
smoothly. You can also use Surface continuity for this purpose, but highlighting gives you
a clearer view of the surfaces.
This mode lets you sweep a multiple black and white highlights across a surface. You can
see where the highlights do not move smoothly. A jump in the highlight flow indicates
flaws in either the surface or its boundary with a second surface.
Horizontal/Vertical options
The Horizontal/Vertical options appear in the Modeling panel when you click the
Horizontal/Vertical icon.
Vert., Horz. Click to set whether the highlights are vertical or horizontal.
Lock Texture Normally the highlights are projected from the camera, so the projection
changes as you move around the surface. This is the unlocked mode. You can turn on this
option so that the texture remains locked relative to the surface.
Repeats Slide to set the rate at which the texture repeats. Increasing this number increases
the number of highlight lines on the surfaces.
Transparency Slide to set the transparency of the shaded surfaces, from 0.0 (totally opaque)
to 1.0 (totally transparent).
Ambient Light Slide to set the level of ambient light, an illumination that comes from all
directions and lights all objects uniformly. The slider ranges from 0.0 (no illumination) to
1.0 (maximum illumination).
Diffuse Light Slide to set the ability of objects to reflect light in all directions. The slider
ranges from 0.0 (no light is reflected) to 1.0 (all light is reflected).
Surface Evaluation
This mode includes three ways to evaluate different aspects of your surfaces: Draft Angle,
Deviation Map, and Contact Analysis.
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In the pictures above, the draft surface is angled in to the pull direction by 5 degrees. This
angle allows the model to be withdrawn from the injection mold.
The Draft Angle Type works best when each normal of the selected surface set points in the
same direction, either inwards, or outwards.
To gain more functionality, use the Draft Angle Type setting in the Control Panel in
conjunction with the options from the Evaluate > Parting Line on page 433 tool.
Draft Ramp In-draft points are shaded blue, while out-of-draft points are shaded red. You
can also display a tolerance region in pink through the Tolerance number field (see
Tolerance).
Show pull direction as Rotation Displays values for the X, Y, and Z rotation of a vector
that defines the pull direction.
Vector Displays values for the X, Y, and Z coordinates of a vector that defines the pull
direction.
In the three entry fields following Show pull direction as, enter 3D coordinates to define
a direction in which the object would be removed from its mold. For example, if you want
the pull vector to run along the Z axis, enter 0, 0, 1.
Update From Selection Click this button to set the pull direction to be that of an already
selected (picked) vector or plane. In the case of a plane, the direction perpendicular to the
plane is used.
The X, Y, Z fields are automatically set to the coordinates of the picked vector.
Draft Angle This entry field defines the boundary between in-draft (blue) and out-of-draft
(red).
Enter the draft angle. If the angle between a surface point and the pull vector is less than
this value, the surface point is out-of-draft, and is colored red.
If the angle between a surface point and the pull vector is more than this value, the surface
point is in-draft, and is colored blue.
Tolerance Displays a pink tolerance region between the in-draft and out-of-draft regions.
The Tolerance value represents an angle measured in degrees. If the Tolerance value is 0,
no tolerance region is displayed.
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Transparency Sets the transparency of the shaded surfaces, from 0.0 (totally opaque) to 1.0
(totally transparent).
Deviation Map
If you have scanned an object, and are trying to match the scan data with your NURBS
surfaces, the Deviation Map mode lets you know where the two objects deviate. It calculates
the distance between a set of meshes and a set of NURBS surfaces, and displays it as a
color-coded map, for a quick assessment of the severity of the gap.
Deviation Map can also show the deviation between two sets of surfaces, or two sets of
meshes.
This mode acts as a toggle. It only displays the shading once it has been calculated once
through the use of Evaluate > Deviation Map on page 441 .
See also Visualize the deviation between mesh-surface, surface-surface or mesh-mesh
Transparency Sets the transparency of the shaded surfaces or meshes, from 0.0 (totally
opaque) to 1.0 (totally transparent).
Contact Analysis
This type of surface evaluation provides you with an ability to analyze the safety of a model.
It is especially useful with car interior surface design work.
Equally capable of working with meshes and NURBS surfaces, this shading mode enables
you to examine a collection of surfaces for potential impact points with a head (represented
by a sphere).
The tool internally creates a sphere, to judge where the head could contact the surface
model. For example, some spaces, like between the steering wheel and the dash board, are
too small for the head to fit into. Only the areas where a head can actually fit in the case
of an accident are examined for sharpness and safety issues.
Before analyzing the model, ensure that normals are unified. If they point in different
directions, results will be unreliable.
This mode acts as a toggle. It only displays the shading once it has been calculated once
through the use of Evaluate > Contact Analysis on page 442 .
User-defined texture
This mode shows a texture map with a Showroom, Photo-Horizon, Diffuse, Shade-Sky,
Double-horizon, or User Defined image, depending on the setting of the Map Type
option.
Highlighting helps you find surface flaws. A common use for highlighting is to identify
adjacent surfaces with mismatched tangentsin other words, surfaces that do not meet
smoothly. You can also use Surface continuity for this purpose, but highlighting gives you
a clearer view of the surfaces.
This mode lets you sweep a texture reflection across a surface. You can see where the
reflection does not move smoothly. A jump in the reflection indicates flaws in either the
surface or its boundary with a second surface.
Showroom The abstract Showroom ramp resembles lacquer paint with a clearly defined
horizon.
Photo-Horizon The abstract Photo-Horizon ramp produces a high contrast effect often used
in stylized sketching.
Diffuse The abstract Diffuse ramp provides low contrast reflections appropriate for studying
overall form and volumes.
Shade-Sky This shading mode uses the reflection of a sky.
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Double-Horizon The abstract Double-Horizon ramp uses two reflective highlights, as though
the model was reflecting a double-horizon.
User Defined This shading mode shows one of your own textures reflected on the picked
surfaces.
Options
These options appear in the Modeling Panel for all Map Types.
Lock Texture Normally the highlights are projected from the camera, so the projection
changes as you move around the surface. This is the unlocked mode. You can turn on this
option so that the texture remains locked relative to the surface.
Repeats Slide to set the rate at which the texture repeats. Increasing this number increases
the number of highlight lines on the surfaces.
Transparency Slide to set the transparency of the shaded surfaces, from 0.0 (totally opaque)
to 1.0 (totally transparent).
Ambient Light Slide to set the level of ambient light, an illumination that comes from all
directions and lights all objects uniformly. The slider ranges from 0.0 (no illumination) to
1.0 (maximum illumination).
Diffuse Light Slide to set the ability of objects to reflect light in all directions. The slider
ranges from 0.0 (no light is reflected) to 1.0 (all light is reflected).
In additions to the options defined above, the User Defined map type has an additional
text field and browser button.
Change texture to Enter the name of a texture file to use instead of the default horizon
texture. You can use Alias PIX, SGIs, RGB, TIF, and various other image file formats. (The
GIF and JPEG file formats are not supported.)
Click the arrow button to choose the texture from a file requester.
Visual States
Click one of the three Visual State buttons to turn on hardware shading and shade the
model using the environment and shading settings associated with the button.
You can change the settings associated with each of these buttons by clicking the button
preset you want to change and using the Visual State options. The settings for the three
Visual State buttons are stored with your user preferences.
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Shade Settings Click this button to adjust the hardware shading settings in the Hardware
Shade dialog box.
Environment Editor Click this button to adjust the environment settings in the
Environment Editor.
Save To Prefs Click this button to save your changes to your user preferences.
File State
The settings for the last active environment are stored with the File State button when
you save your file. The settings are saved with the file, so anyone opening the file can set
the environment to your last active environment using this button.
You can change the settings associated with the File State button by clicking the button
and using the File State options. Save the file to save the new settings with the button.
Shade Settings Click this button to adjust the hardware shading settings in the Hardware
Shade dialog box.
Environment Editor Click this button to adjust the environment settings in the
Environment Editor.
Tools
Clicking on one of the tools in the bottom row of the Modeling Control Panel opens
up an option sub-panel for that tool. These options are described on the following pages.
CV
icon. These options let you move CVs and hulls relative to their
curve or surface, as well as along a given vector or reference plane, or in the
X, Y, or Z direction.
NOTE While you are in the Move CV tool, clicking an object temporarily turns
on its CVs. You can then select one or more CVs (using the Shift key) to act upon.
Mode Left Menu Click the left mode menu to switch between XYZ, PROJ,
SLIDE, and NUV. The left mode menu controls the action and the right mode
menu controls the object that the action affects.
XYZ This mode moves CVs along the X, Y, Z world axes. The mouse buttons
operate the same as in the Transform > Move tool.
PROJ This mode moves CVs in the direction of a hull line, a vector, or
constrains the movement to a reference plane.
SLIDE This mode moves CVs along their respective hull.
NUV This mode moves CVs along the normal, or in the U or V direction on
a surface, using the left, middle and right mouse buttons respectively.
Mode Right Menu Click the right menu to select CV or HULL. The right
mode menu controls the object that the action affects and the left mode menu
controls the action.
CV Lets you select and move individual CVs. Hold down the Shift key to
select more than one CV while within the tool.
HULL Lets you select a hull line as a way of selecting and moving all CVs
on that hull line at once. You can still add other hull lines to your selection
by holding down the Shift key.
(Lock) X, (Lock) Y, (Lock) Z Click the boxes to lock the movement of the
CV along the X, Y, and/or Z axes.
When you click the check box, a small lock icon is displayed, to show that
the CV is locked in that direction.
This option only appears when Mode is set to XYZ.
Mouse Sensitivity This slider controls the effect that dragging the mouse has
on CV movement.
The slider values range from 1 to 100 (but values larger than 100 can be typed
in the number field). This number represents the ratio between the distance
the cursor moves and the distance the CV moves, on the screen. Hence, the
default of 1 means that a CV moves the same distance as the mouse cursor.
A value of 2 means that the CV moves half the distance of the cursor, and so
on. The higher the sensitivity value, the smaller the effect that the mouse
movement has on the CV.
Step Size Check this box if you want to move the CV in increments of a given
size, for example 10.0 units. Enter the step size value in the text field.
When clicking and releasing the mouse in a given location, the CV jumps by
the chosen step size (in linear units) in the direction of the mouse click. The
step size is also applied when using the arrow keys, but not when dragging the
mouse (see Mouse Sensitivity above).
Pick Box Size This slider increases the size of the selection area, making CVs
easier to pick. The drawing of the cursor remains unchanged.
The default size is 4, meaning a pick box that is 4 pixels wide by 4 pixels high,
centered on the CV. Clicking anywhere within this box selects the CV. Pick
box size can be increased up to a value of 32 pixels.
Parallel Check this box if you want the CV(s) to move parallel to a vector or
hull line without snapping to it, when using PROJ mode.
This option only appears when Mode is set to PROJ.
Deviation options
The Deviation options appear in the Modeling Panel when you click the Show
deviations
icon.
Pick the curves or surface to enable the Deviation options. Only deviation
combs with picked curves or surfaces are modified.
Min, Max, Mean Click the check boxes to turn on or off the Minimum,
Maximum, and Mean deviation locators.
Scale Scale applied to the quills of the comb. To get a scale higher than the
one given by the slider, type the value in the adjacent text field.
Min / Max Threshold Only display the deviation where it is higher than the
Min. Threshold value and lower than the Max. Threshold value. The Min,
Max, and Mean locators are adjusted accordingly.
Use these values to eliminate rogue points from scan/section data, or to
highlight values in a specific range.
Precision Number of decimal places used for the Min, Max, and Mean values.
The default is 4.
Checks curvature on curves and surfaces with combs and min/max locators.
Use the curvature icon to view and modify curvature combs. You can view a
curvature comb on a curve, or on a surface in the U and V directions.
NOTE You only see the curvature comb display if either a curve or a surface is
selected, and Curvature U and/or V is turned on in the Display section of the
Control Panel.
Curvature options
To see the curvature options (at the bottom of the Control Panel), first select
NOTE These options also apply to curves or surface curves selected while using
the Locators > Curve Curvature on page 418 tool (in addition to options located
in the tools own option box).
Comb Scale This option scales the length of the curvature combs.
It also applies to the curvature combs on cross sections.
Samples The sampling density per curve, that is the number of quills on a
curvature comb. Increasing the samples results in a finer curvature comb.
This option also applies to the curvature combs on cross sections.
Spacing This option only applies to surfaces.
Length Evenly space the curvature combs along the length of the surface
(in U or V direction). The numbers of combs (for U and V respectively) are
given by the values typed in the Number text fields.
Parameter Place the curvature combs only on isoparametric curves (in U
and V direction).
Number Set the number of curvature combs on the surface in each direction.
Radius Min/Max Click the check boxes to turn on or off locators displaying
the points of Minimum and Maximum radius of curvature. These correspond
to the points of maximum and minimum curvature respectively.
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This area also lets you have more window real estate by offering a compact alternative to
the main shelf window. For example, you can put all the symmetry tools in the shelf set
area and then close the main shelf window for a larger view of your model.
Click the Shelf Options tab for a drop-down menu that lets you add, save, clear, and replace
shelf sets in the shelf area.
Shelf Options
Click the Shelf Options tab for a drop-down menu that lets you add, save, clear, and replace
shelf sets in the shelf area.
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Pick list
The Pick list isolates a single shape from a collection of shapes. The white text field displays
the name of the picked shape.
You can pick more than one shape in Alias. The gray text box tallies all picked (and active)
shapes in the modeling space. To view a drop-down list of all selections, and to switch
between shapes, click the gray text box.
To rename a picked shape, type the new name into the white text field.
Display
For a better view of your design, the Display options let you display or hide the following
items on the picked geometry:
CVs/Hulls
Edit points
Blend Points
Shapes
To display or hide all shapes, put a check mark in the All check box, to the right of Shapes.
Transparency
This set of options lets you control the level of transparency of geometry and other items
such as locators and canvases.
Transparency is achieved by blending the object color into the background color.
NOTE These sliders are also available from WindowDisplay > Transparency on page 577 .
A value of 0.0 means the item is completely opaque. A value of 1.0 means the item is
completely transparent and invisible.
Shape Options
The Shape options define shape properties. You can also set them through the Shape
Editor. The values are kept synchronized between the two.
See Windows > Editors > Shape Editor on page 1019.
Shape Outline When this option is turned on (checked), the shape outline is visible and
the Shape Outline properties are displayed. When it is off (unchecked), the outline disappears
and the Shape Outline properties are hidden. The Shape Outline properties control how the
shape outline looks.
Style Click to choose whether the outline is Solid Brush (highly defined) or Airbrush
(a softer, more undefined brush).
RGB Color Click the color swatch to set the color, or drag the slider to change the brightness
of the color.
Opacity Slide to control the opacity of the outline. Opacity is a way of representing how
see-through the brush paint is. (Opacity is the opposite of transparency.) You cannot see
anything underneath paint that has an opacity of 1. The lower the opacity, the more you
can see through the paint. Paint that has an opacity of 0 is invisible.
Width Defines the width of the brush in pixels from 0.01 to 50.
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Aspect and Rotation Aspect controls how flat or circular the brush stamp is. An aspect ratio
of 1 means the brush stamp is circular. The lower the aspect ratio, the flatter the brush
stamp. The angle of a flat stamp is based on the brush Rotation.
Rotation is the angle (measured in degrees) of the brush stamp. If Aspect is less than 1,
changing Rotation makes the brush stamp more horizontal (0) or more vertical (90). The
range is 0 - 360.
Spacing Brushes apply paint to a canvas plane in strokes. A stroke consists of a series of
closely spaced stamps. If you click a brush onto a canvas plane, instead of dragging the
stylus, you apply a single stamp of paint. You can control how strokes are generated from
stamps.
The Spacing slider controls the space between stamps in a stroke. Low values produce smooth
strokes with no spaces between stamps. Higher values produce strokes that appear as a series
of dots. The valid range is 0 - 255.
Shape Fill When this option is turned on (checked), the shape fill is visible and the Shape
Fill properties are displayed. When it is off (unchecked), the shape fill disappears and the
Shape Fill properties are hidden. The Shape Fill properties control how the interior of the
shape looks.
RGB Color Click the color swatch to set the color, or drag the slider to change the brightness
of the color.
Map Click the Map button to select a texture.
Opacity Slide to control the opacity of the outline. Opacity is a way of representing how
see-through the brush paint is. (Opacity is the opposite of transparency.) You cannot see
anything underneath paint that has an opacity of 1. The lower the opacity, the more you
can see through the paint. Paint that has an opacity of 0 is invisible.
A high-quality texture takes more time to display, while a low-quality texture takes less
time. The default is medium.
Fill Click to create shape regions with Fill set to Inside or Outside. Selecting Outside
fills the areas outside of the shape. Selecting Inside fills the areas inside the shape.
Copy Parameters
These options let you copy and paste properties (both outline and fill) between shapes.
Option Choose what parts of the shape are copied and pasted: Outline and Fill, Fill or
Outline.
Copy Click this button to copy the shape parameters from a shape, or Shape tool instance,
to the Alias clipboard.
Paste Click this button to apply the shape parameters previously copied using the Copy
button to the currently selected shape, or Shape tool instance.
Global Auto-Shape
You can automatically create a shape, invisibility mask, or mask as you create a curve using
the Type drop-down list in the Global Auto-Shape section in the Paint Panel.
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Invisibility mask Creates a mask from curves that hides the paint on that image layer.
Invisibility masks hide portions of the image layer, and paint applied on top of an invisibility
mask becomes invisible. However, Invisibility masks do not block paint like a mask. When
the Invisibility mask is removed, the revealed image layer is painted. More frequently, you
use invisibility masks to hide portions of a layer that you do not want to erase.
As shown above, the invisibility mask hides paint, but does not block brush tools.
Mask Creates a mask from curves.
A mask is way of protecting areas of an image layer from brushes, erasers, and from certain
image layer operations (for example, clearing an image layer, blurring an image layer, and
so on).
Like invisibility masks, masks hide a portion of the image layer. Unlike invisibility masks,
masks block brush tools.
Image (fill) and Image (outline) Creates a shape from a curve or set of curves.
You cannot create a shape in the perspective view. If the curves of a shape do not form a
closed region, then the end points of the curve ends connect by a straight line segment that
does not have any outline properties. Different properties can be assigned to the fill area
and the outline curve.
Off No shape, mask, or invisibility mask is created.
The Interactive check box controls how your shape shows changes when you modify the
curve(s).
Interactive off Modifies only the curve. The shape remains unchanged.
When the mouse button is released, the shape snaps to the new curve. If you do not like
the new shape, press Ctrl +Z (Windows) or Command +Z (Mac) to undo.
Interactive on The whole shape updates interactively as you modify the shapes curves.
Brush Options
The Brush Options are visible on the Paint Panel when you have a tool from the Paint palette
selected, or a tool from the Sketch#2 shelf selected.
This section displays frequently modified attributes of a brush.
When a brush tool is active, the cursor becomes a crosshair with the letter P (for paint) or
E (for eraser).
When you hold the cursor over the canvas, the cursor also displays a preview image of how
the brush will apply paint to the sketch.
In the Paint Panel or Brush Options box, adjust the Min Radius and Max Radius sliders or
enter values in the Min Radius and Max Radius fields. These values are measured in pixels
(of the sketch image plane). The maximum brush size is 255. Max Radius is displayed in a
solid line and Min Radius is displayed in a dotted line.
| 1163
Snap Defines whether the brush follows the center or edge of the curve.
The Crv button in the right-hand side of the Alias main menu bar must be clicked (white)
for this feature to work.
Center Snaps the brush directly onto the curve, so it follows the center of the curve.
Edge Snaps the brush to the nearest side of the curve. Depending on which edge the brush
is nearest to, the brush follows the upper or lower edge of CV.
Brush Mode
Click Mode to select a brush function.
Profile Controls the softness or hardness of the brush stamp edges. Select one of Regular,
Solid, Hard Solid, or Buzz from the pop-up menu to obtain the following brush profiles.
To use a brush profile you have customized, select the Custom menu item. Double-click
any brush icon in the Sketch#2 shelf to open the brush editor for customization.
Color Click the color swatch to set the color, or drag the slider to change the brightness of
the color.
| 1165
Min and Max Opacity You can make the brush opacity change based on how hard you
press the stylus on your tablet. The Min Opacity is the minimum opacity for the brush
(when you press lightly with the stylus) and the Max Opacity is the maximum opacity for
the brush (when you press hard with the stylus). If you do not want the opacity to vary
with stylus pressure on the tablet, set the Min Opacity and the Max Opacity to the same
value.
Min and Max Radius The size of a brush is based on its Min Radius (when you press lightly
with the stylus) and its Max Radius (when you press hard with the stylus). If you do not
want the size to vary with stylus pressure on the tablet, set the Min Radius and the Max
Radius to the same value. Small brushes are more responsive than large brushes.
Aspect and Rotation Aspect controls how flat or circular the brush stamp is. An aspect ratio
of 1 means the brush stamp is circular. The lower the aspect ratio, the flatter the brush
stamp. The angle of a flat stamp is based on the brush Rotation.
Rotation is the angle (measured in degrees) of the brush stamp. If Aspect is less than 1,
changing Rotation makes the brush stamp more horizontal (0) or more vertical (90). The
range is 0 - 360.
Wetness This slider is only available when the Marker tool is used. Controls the wetness or
dryness of the marker. The range is 0 (very dry like a very old marker) to 1 (very wet like a
brand new marker).
Capture Mode
The Brush Stamp Options let you capture a snapshot of an image to use as a brush. You can
capture just the shape, or the shape and its texture (color) as well. The capture drop-down
takes the snapshot, and immediately reverts to Off. The Stamp drop-down menu then
controls the brush. The Stamp menu lets you choose whether to paint with only shape, or
both shape and texture.
When the capture tool is active, the cursor becomes a small camera with the letter S if shape
is selected, or S,T if shape and texture is selected.
Stamp
When a brush tool is active, the cursor becomes a crosshair with the letter P (for paint) or
E (for eraser)
| 1167
Flood Fill
These options appear only when the Flood Fill tool is selected. Flood a consistently colored
area of an image layer with paint.
Color Click the color swatch to set the color, or drag the slider to change the brightness of
the color.
Opacity Slide to control the opacity of the outline. Opacity is a way of representing how
"see-through" the brush paint is. (Opacity is the opposite of transparency.) You cannot see
anything underneath paint that has an opacity of 1. The lower the opacity, the more you
can see through the paint. Paint that has an opacity of 0 is invisible.
Tolerance Controls the range of colors that are filled. A low value fills pixels having a color
very similar to the color you click. A high value fills pixels having a broader range of colors.
The valid range is 0 - 255.
Text Options
These options appear only when the Text Image tool is selected. Use to add text to your
image. When you create text, it is created on its own layer of the canvas, which allows
greater leeway for moving and manipulating the text.
Multi-byte languages, like Japanese, Korean, or Chinese, are not supported with the text
tool.
Magic Wand
These options appear only when the Magic Wand icon is chosen. Selects a consistently
colored area of an image layer.
Magic Wand Selection Mode Allows you to create a selection area (New), add to the selection
area (Add), or subtract from the selection area (Subtract).
Tolerance Controls the range of colors that are selected. A low value selects pixels having
a color very similar to the color you click. A high value selects pixels having a broader range
of colors. The valid range is 0 - 255.
| 1169
Marquee
The Marquee options appear only when one of the four marquee icons are selected: Marquee
(polyline), Marquee (lasso), Marquee (rectangle), and Marquee (ellipse).
See Paint > Select > Marquee on page 67.
Mode Allows you to create a selection area (New), add to the selection area (Add), or subtract
from the selection area (Subtract).
Allows you to edit image and mask layers in the same editor window.
The editor shows the different types of layers and shapes. It also has a set of
menus and icons for control over the layers.
Moves the view up, down, left or right, but does not change the direction in which the
camera is pointing.
This type of movement is also called tracking. When the Pan tool is active,
the cursor displays white arrows indicating the direction you can move the
view in.
Holding down the mouse buttons allows greater control over the type of
movement.
Lets you zoom in and out of the view, but does not change the direction in which the
camera is pointing. This type of movement is also called dollying.
When the Zoom tool is active, the cursor displays a magnifying glass.
In the Perspective view, the Zoom tool acts differently than in the other views.
Hold down the left mouse button to zoom in, and the middle or right mouse
button to zoom out. Release the mouse button to halt the action.
In the top, side or back views, the Zoom tool draws a square before magnifying
or minimizing. Click any mouse button and draw a square from the top left
corner down to the bottom right corner (top-down) to zoom in. Draw a square
in the opposite direction to zoom out.
33
1173
Shader Library
The Shader Library options let you customize the shelf sets and the shaders on the shelves.
Click the Shader Library tab to display its drop-down menu. The library location is defined
in Preferences > General Preferences > Visualization > Library location.
This area also lets you have more window real estate by offering a compact alternative to
the main shelf window. For example, you can put all the symmetry tools in the shelf set
area and then close the main shelf window for a larger view of your model.
The visualization panel default shelves include:
Glass
| 1175
Metal
Paint
Plastic
Rubber
Resident Shaders
Shaders determine what surfaces look like (for example, color, reflectivity, roughness). Once
you create a shader, you can assign it to one or more surfaces. You can also layer more than
one shader onto a single surface.
The shaders in resident shaders are specific to the open file, so they change from file to file.
The initial defaults are a black environment shader and a gray DefaultShader. Double-click
any shader in the shelf sets to add it to the Resident Shader shelf.
In order for a surface to have the properties of a shader, you must assign the shader to the
surface. You can assign a single shader to several different surfaces. You can also layer several
shaders onto a single surface. By default, all surfaces have the DefaultShader assigned to
them.
Double-click a sphere to open its Shader window. Through this window, the shader properties
can be changed.
Pick list
The Pick list isolates a single shape from a collection of shapes. The white text field displays
the name of the picked shape.
You can pick more than one shape in Alias. The gray text box tallies all picked (and active)
shapes in the modeling space. To view a drop-down list of all selections, and to switch
between shapes, click the gray text box.
To rename a picked shape, type the new name into the white text field.
Assigns the active shader to all picked objects. This tool allows you to shade objects or switch
between shaders.
Choose an object, select a shader, and click this tool. Then choose the Toggle Shade tool at
the bottom of the Vizualization Panel to apply the shader to the object.
If a shader is already assigned to an active object when you select Assign Shader, the active
shader replaces it. If you assign a shader to the wrong object or overwrite an existing shader
assignment, you must re-assign the original shader to the object.
This tool picks objects on a wire frame model by the current shader. Choose a shader in
Resident Shaders and click this tool to highlight where the shader is assigned to the wire
frame model.
Creates a copy of the currently active shader or light. Note the following when using Copy:
If a texture is active when you select Copy, the shader or light that the texture is assigned
to is copied.
| 1177
When you copy a light (including glows), the new light appears in the scene in the same
location as the original light.
Layers the active shader onto all active objects in your scene, on top of any shaders previously
assigned or layered. Adjusting the transparency of the second layer ensures the first layer is
seen.
Shader Parameters
The Shader Parameters options control your shader color, texture, transparencyin short,
how the shader looks.
Model Click for a drop-down menu listing Shading Models. A shading model is a
representation of how light bounces when it hits a surface. Different models simulate
different types of materials.
Specular The color of shiny highlights on the surface. A black Specular produces no surface
highlights.
For glossy plastic surfaces, use a whitish Specular color. For metallic surfaces, use a Specular
color similar to the surface color.
Spec. Rolloff The ability of the surface to reflect its surroundings (the environment, other
surfaces), or the Reflection map, if any, when viewed at oblique angles. This parameter
appears only when Shading Model is BLINN. To help visualize the effect of Spec. Rolloff
in the shader swatch, temporarily assign a Reflection map to the shader.
Use a Spec. Rolloff value of 0.7 to simulate a wet surface (for example, wet paint).
| 1179
Eccentricity Controls the size of shiny highlights on the surface. This parameter is only
available when Shading Model is BLINN. The valid range is 0 (no highlight) to 0.999 (broad
highlight, not very shiny surface). A value of 0.1 produces a small highlight (very shiny
surface). The default value is 0.3.
Reflectivity The ability of the surface to reflect its surroundings (the environment, other
surfaces), or the Reflection map, if any. Reflectivity values for common surface materials
are: car paint (0.4), glass (0.7), mirror (1), chrome (1). To help visualize the effect of
Reflectivity in the shader swatch, temporarily assign a Reflection map to the shader.
The slider range is 0 (no reflections) to 1 (clear reflections).
Reflections are calculated only during raytracing.
Use Environment Turn on this option to have your model reflect a background environment.
Several preset cube map environments are provided in the shelf sets under environments,
or you can create your own in the Multi-lister.
The reflections are applied only to shaders that have Use Environment turned on in the
Multi-Lister, and a non-zero Reflectivity value.
Toggles between wireframe and shaded view. Displays a progress bar during
triangulation, indicating the approximate time to completion.
For a description of options, see WindowDisplay > Hardware Shade on page
567.
The Multi-lister is the primary interface that you use to create, edit, manage
and display shaders, textures, lights, and the environment. You also use the
Multi-lister to access the Control Window and the Color Editor.
The Multi-lister consists of a title bar, five menu buttons, and a swatch display
area. The swatches represent the environment, shaders, textures, and lights
contained in your scene. The title bar contains tools to control the display of
swatches in the Multi-lister. The menu buttons contain tools to create, edit,
manage, and display shaders, textures, lights, and the environment.
Deletes shaders that are not referenced by any objectsin other words, shaders you
have not used.
Index
2D glow noise
lights 825
3D placement
environment texture 753
solid texture 791
3D Trimming
projection direction options
342
A
absolute
addressing with keyboard 896
Absolute Value Ramp
for Mesh Collar deviation map
for Mesh Reduce deviation map
for Mesh Smooth deviation
map 373
Accept button
in Align tool 179
Acceptable Distance
for Mesh Collar deviation map
for Mesh Reduce deviation map
for Mesh Smooth deviation
map 372
action curves
behavior outside range 900
copying segment 885
editing 881
evaluating 918
modulating 919
moving with the mouse 895
pasting and reusing 886
pasting segments 885
picking 881
reducing number of keyframes
smooth transition 904
speeding into/out of keyframe
action graph editor
in action window 881
action lister
hiding global parameters 876
381
375
380
375
891
906
1183 | Index
1184 | Index
surfaces 181
Align tool 166
Accept button 179
Alignment Type option 169
Attach Point option 178
Blend factor 175
Blending option 172
Continuity Check option 179
Continuity option 169
Explicit Control 173
Explicit Control Settings 176
Extra CV Rows 175
options 167
Outer Edge options 176
Partial option 173
Partial sliders 177
Position Influence 174
Restore button 179
Revert button 179
Tangent and Curvature options 177
Tangent Balance 171
using the manipulators 179
Vector option for surfaces 170
Vector options 175
aligning
blend curves at surface corners 106
curves and surfaces 166
outer edges 176
Alignment Type
for Align tool 169
all
link editor 628
multi-lister list 696
ambient lights 659
options 661
ambient occlusion
self shadow correction 642
angle of camera
yaw/pitch 396
angles
editing locators 414
anim sweep 273
animate
function in expressions 914
animated curves
sweeping 273
Index | 1185
1186 | Index
arcs
drawing concentric 120
drawing tangent 119
area lights 662
decay 831
options 665
assigning
shader to surface 698
assume rest pose
options 855
atmospheric settings
sky texture 760
attach objects together 159
insert spans option 160
keep originals option 160
position option 160
Attach Point
when aligning curves 178
aurora, simulating 742
Auto Align at Surface Corners
option for blend curves 106
auto button
in link editor 628
Auto Ramp
for Mesh Collar deviation map 380
for Mesh Reduce deviation map 375
for Mesh Smooth deviation
map 372
auto update
pick list in link editor 628
autofly tool 975
camera eye 975
camera up vector 975
camera view 975
axis discrete
type of cross sections 1054
axis increment
type of cross sections 1054
azimuth
perspective view 393
B
backgrounds
color 721
environment parameters
721
Blend factor
in Align tool 175
BLEND filter 772
blend objects together 159
blend bias 160
blend points
showing and hiding 553
blending
boundaries to create surfaces 275
Blending option
for Align tool 172
Blinn shader 731
parameters 732
specular rolloff 736
Blur brush
effect brush 50
blurs
blur effects parameters in render
globals 613
blur in texture parameters 750
Bookmark Lister
tools 1066
bookmarks
camera only mode 1067
selecting 1066
shelves 1066
boolean
operators (in expressions) 915
values, animating 907
BOX filter 772
brightness
modifying in image 84
browse button
in control window 703
Brush Options 1163
Brush Stamp Options 1167
brushes
Airbrush 33
blur 1165
Blur brush 50
brush mode 1165
Burn brush 61
capture a snapshot 1167
center 1164
Clone brush 56
color 1165
Index | 1187
cursor 1163
Dodge brush 58
edge 1164
erase 1165
Eraser 44
hide 1165
Marker 30
opacity 1166
paint 1165
Pastel soft 37
Pencil 27
profile 1165
radius 1166
rotation 1166
sharpen 1165
Sharpen brush 47
show 1165
size 1166
smear 1165
Smear brush 53
snap 1164
Solid brush 40
wetness 1166
bulge texture
parameters 769
bumps
bump maps 737
creating 738
simulating appearance of 737
special effects 737
Burn brush
effect brush 61
buttons
in action window 875
in skeleton editor 940
in surface evaluation 425, 427, 429
430, 435
C
C4 formats
save options 496
Cache toggle 772
calculation quality
sky texture 764
1188 | Index
cartoons
shading 738
CATIA V5
import options 470
center of interest
identifying in perspective view 393
changing
action curves 877
resolution of swatches 687
channels
adjusting timing 882
animated channel range 882
copying 884
deleting 884
deleting, options 542
displaying animated or all 876
displaying in action window 875
editing in graph editor 881
editing whole channel 890
hiding action curves 880
in action window 877
pasting 885
picking 881
removing animation 883
result curves 881
sharing action curves 886
sharing an action 886
undoing deletion 884
viewing action curves 880
Check Deviation
when rebulding 1127
Check Model tool
options 437
checker texture
parameters 769
chordal distance
in surface fillet 293
chroma key mask type
image plane properties 1046
image planes 1046
chromatic aberration 746
chrome texture 757
floor parameters 756
grid placement 756
light placement 755
circle primitive
adjusting spans and degree 101
circular arc 113
circular fillets
between curves 137
clampers, in transformer rig 192
Claymate
control window 355
options 355
Clear button
in Cross Section Editor 1053
clearcoat
settings in shaders 742
clearing
cross sections 1053
Clip Offset
Dynamic Section option 432
clipping planes
in Dynamic Section tool 431
setting positions of 401
Clone brush
effect brush 56
closing
curves 237
surfaces 237
cloth texture 770771
parameters 770
cloud parameters
sky texture 762
Cloud to mesh
options 366
clouds
minmax deviation from a
surface 418
simulating 739
simulating billowing 775
simulating depth of 739
sky texture parameters 762
clusters
copying 862
copying members 862
notes and limitations 862
color
common shader parameters 736
in multi-lister 696
ramps 780
Index | 1189
1190 | Index
Index | 1191
1192 | Index
Curve fit
projection mode 339
curve loop cutting
when offsetting 189
Curve to Curve Continuity
option for blend curves 106
curves
closing 237
extruding 269
minmax deviation between 416
minmax deviation from a
surface 417
moving action 894
sweeping animated 273
templates in action window 899
curves-on-surface
creating at surface intersections 340
scaling 14
undoing 133
curvetools menu, in action window 890
custom playback
sequences 972
custom projection 794
customer involvement program 1116
customizing
window layouts 547
cutting
animation in action window 884
CVs
names in expressions 911
parameters in expressions 912
showing and hiding 553
Cycle Bookmark
options 1068
cylindrical projection 792
mapping a surface 795
D
D.O.F.
definition 942
displaying 942
DAG nodes
and expressions 910
animating cameras 958
animating visibility 907
desk lamp
example of skeleton 941
Detach tool 161
detaching
objects 161
deviation
when fitting curves 155
when rebuilding 1127
deviation combs
between curve and surface 417
between curves 416
between surface and point
cloud 418
between surfaces 417
deviation map
in Mesh Collar 380
in Mesh Reduce 374, 380
in Mesh Smooth 372
diagnostic shading 558, 564, 1130
highlights 561
surface evaluation 559
diameter
adding locators 415
measuring 415
diffuse light
from below a surface 738
reflecting 733
digital properties
camera 1038
dimensions
changing 13
direct render 629
example 630
options 630
Direct render 629
direction vectors
volume light 673, 834
directional lights
options 657658
dirty
metal, simulating 698
displacement
special effects 738
displacement map
converting to mesh 367
Index | 1193
1194 | Index
drawing precision
of geometry 556
duplicate geometry
options in Model Check 438
Duplicate Place tool 21
commit changes 22
option window 23
revert to original geometry 22
show pick mask 22
toolbox 21
dust, simulating 721
Dynamic Section
options 431
dynamic section plane
translations and rotations 432
dynamic shape modeling
conform rig 227
lattice rig 203
transformer rig 190
dynamics properties
shader parameters 747
E
eccentricity
environment glow 726
edge rolloff
sCloud texture 798
edit
in Multi-lister 696
edit comment 238
edit expression
in action window 884
edit file comments field 498, 501
edit menu
in action window 884
in multi-lister 693
edit menu (stage editor) 1031
edit points
showing and hiding 553
editing
channels 890
distance and angle locators 414
joints and joint nodes 937
keyframes 884
radial locators 415
Index | 1195
1196 | Index
F
face selection
1084
field of view
changing 396
field render
compensation 859
fiery bubbles, simulating 725
File > Export > VRML2.0 484
File > Import > Canvas image 462
file formats
camera depth files 616
mask or matte files 618
rendered files 616
file mask type
image planes 1046
file menu
in multi-lister 692
file name fields 703
File Texture Parameters 772
filenames
in animation output 606, 927
files
adding comments 498, 501
header information 501
saving header information 501
fillet curves
between two points on curves 139
with specific radius 137
fillet surfaces
Section Type option 289
Surface Type option 291
variable 291
film back properties
camera 1034
film grain 727
Filter menu
File texture 772
filters
photo effects 727
fingers
animation example 916
Fit Curve
options 155
fitting
to a projected curve 339
flames
simulating 825
flames See also fire 825
Index | 1197
freeform blend
different continuity on each
side 296
freeform fillet
creating between curves 139
frosted light bulbs
simulating 739
fullscreen view 551
functions
in expressions 914
funnel
creating surface like a 256
fur, simulating 739
fuzzy objects, simulating 740
G
G3 curvature continuity
in freeform blends 297
in profile blends 301
in surface fillets 289
gamma functions
in expressions 914
gases
simulating 742
GAUSS filter 772
gears
animating example 917
General Preferences option box
rotating camera 393
generation curves
rail options 259
geometric curvature
on blend curves 111
geometry
flipping 854
making cross sections into 1057
glare
reducing or removing 646, 651,
658, 662, 665, 670, 676, 815
removing 667
glass
frosted, simulating 746
simulating 744
global animation parameters
definition 928
1198 | Index
Global Auto-Shape
mask 1162
global cross sections 1052
global parameters
animation, toggling on/off 933
in animation 928
in rendering 605, 621
global quality parameters 607
globular clusters, simulating 825
glossy surface, simulating 731732
glow parameters
lights 818
shader 741
glows
camera star filter effects 726
color 725
definition 686, 811
fiery bubbles 725
light parameters 811
light through eyelashes,
simulating 726
listing 696
options 724
spectral 812
starburst effects 726
types of 811
grain parameters (spots)
sWood texture 808
Granite
version option for export 493
granite texture 804, 806
parameters 804
graph editor
display of locked keyframes 892
in action window 877
grid buttons
texture placement 713
grid placement
chrome texture 756
grid texture 775776
parameters 775
ground height
in Pedestrian Protection tool 445
H
hair
simulating 739
simulating depth of 739
halos
definition 812
lens flare 726
lights 819
on or off 812
on shaders 726
options 724
radial effects 727
types of 812
handles
in skeleton editor 936
haze, simulating 721
helical surface
creating a 254
help
customer involvement
program 1116
hidden line rendering
line color 736
render globals 620
shader parameters 747
hiding
animation parameters 879
controls 553
surfaces 741
hierarchy
example 941
highlights
adjusting 84
diagnostic shading 561
reflecting 733
shiny 734
horizontal
changing camera view 395
rotating camera about azimuth 393
rotating camera around center of
interest 393
hot spots
reducing or removing 646, 651,
658, 662, 665, 670, 676, 815
removing 667
hotkeys
for Canvas Layer Editor 1007
HSV color key
stencil texture 783
HSV color noise
ramp texture 781
hue
modifying in image 83
Hue Adjustment 83
hues
adjusting 83
hulls
showing and hiding 553
hybrid models in STEP 492
I
icons
in action window 875
padlock in action window 880
showing Renderer type 631
IGES entities
for keypoint curves 112, 118, 122
IGES export
generation of logfile 503
IGES files
export version 503
exporting trimmed surfaces 502
IGES format
export options 502
import options 464
IGES import
generation of logfile 465
IGES/VDAIS
environment variables 503
IK chains
modifying properties 935
IK handles
limitations 853
names of parameters 932
picking 847
IK types
in skeleton editor 937
Image field
File Texture 772
Index | 1199
image file
masking 1045
image file output
render globals 616
image files
automotive showroom 740
importing as image or mask
layers 462
image layers
converting to other types 1011
copying into another canvas 1010
importing 1015
moving, scaling, rotating 77
transformations 77
image parameters
image plane 1043
image placement
image planes 1047
image planes
display option 1042
image 1043
image placement 1047
keyframes 1043
parameters 1041
picking 8
properties 1041, 1050
scaling 13
scaling non-proportionally 15
impact curve
creating 444
impact curve samples
in Pedestrian Protection tool 446
impact zone
determining 444
in Pedestrian Protection tool 445
implied curvature
in rail 261
implied tangency
in rail 261
import anim options box 457
importing
animations 457
importing image files 462
incandescence
common shader parameters 736
1200 | Index
J
jade, simulating 739
joint DAG nodes
and IK handles 937
joint nodes
changing to DAG nodes
editing 937
936
joints
collapsing 937
creating and modifying 935
editing 937
expanding 937
in skeleton editor 936
seeing joint components 937
seeing limits 937
specifying range of motion 938
K
key shapes
interpolations 964
setting 963
setting, example 967
Keyframe Edit
in action window 884
Keyframe Edit command 887
keyframe stats window 887
opening 884
selecting multiple keyframes 889
keyframes
adding 904
adding to actions 890
behavior outside range 900
changing tangents 904
computing tangents 838
deleting 884
editing 884, 887
editing tangents 887
editing values 887
for animation parameters 928
image planes 1043
locking and unlocking 892
moving 894
moving with the mouse 895
picking in action window 881
position of 888
randomizing 897
redoing changes 887
reducing number of 891
scaling values 897
smooth transition 904
tangent types 904
undoing changes 887
L
label mapping
surface texture parameters
labels 698
Lambert shader 731
parameters 732
768
Index | 1201
lattice rig
center lattice pivot tool 209
commit dynamic shape modification
tool 210
delete lattice edge tool 209
fitting method 211
lattice clear selection tool 210
picking lattice points 207
revert to original geometry tool 210
show pick mask tool 210
split lattice edge tool 208
target geometry 206
toggle lattice engage state tool 206,
208
turning on 206
lattice rig options
apply trim-shrink to output 213
mesh output 213, 218
minimum degree (u,v) 212
minimum spans (u,v) 212
NURBS control 211, 217
show all geometry 211
show original geometry 211
warp
automatic recalculation 212,
218
scale tangent 212
warp control 212, 218
lava
simulating 736
layered fog
parameters 722
layered shaders 698
layering
shaders on objects 698
layers
duplicating during paste 527
turning off thumbnails in Canvas
Layer Editor 1008
Layouts
All windows 547
leather texture 803804
parameters 803
leaves, simulating 739
lens angle
definition 1036
1202 | Index
listing 696
listing objects linked to 698
manipulators 644, 649, 656, 660,
664, 668, 674
non-exclusive 697
on or off 810
opening link editor 627
parameters 809, 826
picking objects linked to 699
point 646
radial glow effects 824
rainbow glow 812
ray tracer soft shadows 817
removing link to surfaces 699
shadow parameters 817
shadows 810
simulating focusing 745
spectral glow 812
spot 648, 654, 827, 831
spotlight 650
swatches for 691
type setting 810
volume 667, 669, 673, 834
lightsource shader 731732
line 121
Degree option 123
line at angle 124
line perpendicular 127
line tangent from/to curve 126
line tangent to curve 126
linear lights 673, 811, 834
options 676
parameters 834
linear waves
water texture 784
lines
drawing tangent 126
link button
link editor 628
link editor 626, 628
opening 627
link lights command 699
linked lights 697
picking objects 699
linking
lights to surfaces 699
links
adding 628
creating 628
removing 628
removing between light and
surfaces 699
selecting 628
updating 628
list menu
multi-lister 696
list mode menu
anim stats window 950
render stats 622
skeleton editor 940
list objects 698
list type menu, skeleton editor 942
listing 697
forces 696
lights 696
linked lights 697
non-exclusive lights 697
picked lights 697
shaders 696697
ListMode menu, action window 883
local animation parameters 931
changing many items 933
definition 928
locators
deleting 537
diameter 415
protecting from deletion 537
radial, editing 415
Locators > Measure > Diameter 415
locking
keyframes 892
logfile
for IGES export 503
for IGES import 465
logical operations
in expressions 915
Look at
excluding lights 398
excluding texture objetcs 398
in Action window 898
including symmetric objects 398
Index | 1203
lookat point
animating 958
luminance
modifying in image
83
M
Magic Wand
select area 1169
selection mode 1169
tolerance 1169
magnet snap
to bounding box 679
manipulating
colors 81
manipulator
on lights 644, 649, 656, 660, 664,
668, 674
manipulators
for Align tool 179
map buttons 704
mapping
texture to a parameter 704
texture to color field 704
texture to environment 703
texture to light 703
texture to shader 703
marble
simulating 739
Marker
paint brush 30
marking menus
displaying in action window 907
editing in action window 907
marquee
circle and ellipse 67
cropping to 601
polyline and lasso 67
selection area 67, 1170
selection mode 67, 1170
square and rectangle 67
mask files
formats 618
masks
converting to other layer types 1011
image file 1045
1204 | Index
shape 69
mass properties
options 436
master lighting control 727
Match original
projection mode 339
matching knots
with another surface 352
material, realistic looking 737
mathematical functions
in expressions 912
matte files
formats 618
matte planes
uses of 460
matte surface
matte transparency 740
simulating 731732
max/min fog
parameters 723
Measure > Diameter 415
measuring
diameter 415
memory options
render globals 611, 613
menu fields
control window 703
merge 1031
merge all 1031
merging
geometry cross sections 1057
Mesh > Mesh Cleanup > Mesh Weld
Vertices 377
Mesh > Mesh Offset 382
Mesh > Mesh Repair 377
Mesh Collar
options 380
Mesh cut
options 369
mesh display
density 1129
flat shaded 1130
transparency 1130
Mesh Extract Theoretical Intersection
options 370
Index | 1205
Move CV
mouse sensitivity 1150
pick box size 1150
step size 1150
moving 894
image layers 77
keyframes 894
tangents 894
Multi Color
diagnostic shading 1132
multi-chain
IK animation 857
multi-handle
solver options 848
multi-lister 686, 699
definition 683
delete menu 697
edit menu 693
file menu 692
interface 686
list menu 696
menus 686, 691, 699
shading menu 697
swatches 686
title bar 686
Multi-lister
Title bar 686
multi-processor machines
for rendering 631
multi-surface draft
vector options 324
multiple knots
deleting on a surface 352
N
n-sided surfaces
construction history 286
creating 284
name fields
control window 703
naming
cross sections 1053
new stages 1023
new
light 693
1206 | Index
shader 693
new curves
displaying controls on 553
New menu
in Cross Section Editor 10521053
New Overlay Canvas 597
noise
sCloud texture 799
sMarble texture 801
sWood texture 809
noise parameters
projection texture 794
noise texture 778779
parameters 778
Non proportional scaling box
viewing option 1079
non-exclusive lights
listing 697
non-photorealistic effects 738
non-proportional
view scaling with a box 1079
non-proportional scaling 15
non-rational
rebuilding surface as 352
normal
projecting along 340
normals
reversing direction options 363
numeric fields
control window 704
O
Object Edit > Align > Align 166
Object edit > Attach > Detach 161
Object Edit > Extend 162
Object edit > Insert 161
Object Edit > Offset 187
Object Edit > Symmetric Modeling 164
Object Editor 237
object lister 1058
controlling visibility 1059
grouping and re-arranging 1059
organizing your scene 1058
scrolling 1058
search and pick 1061
object properties
text comments 238
object rendering parameters
render stats 623, 626
object types
icons in action window 878
ObjectDisplay > Control 553
ObjectDisplay > Draw precision 556
ObjectDisplay > Toggle Visibility 555
objects
and components 1099
animation parameters 928
appearing invisible 740
coordinating movement 882
following each other, example 918
listing 698
making active 875
moving with keyboard 896
projecting textures on 680
scaling 13
scaling non-proportionally 15
soft, fuzzy 740
objects window
multi-lister 698
occlusion textures, smoothing 642
off button
control window 703
Offset tool
options 187
offsetting
curve break connection when 187
curve loop cutting when 189
curves 187
images in File > Show image 523
meshes 382
surfaces 187
on button
control window 703
opacity
environment glow 726
of objects 739
opening
color editor 688
link editor 627
orientation
checking 363
P
Paint > Flood fill 65
Paint > PaintSymmetry > Modify canvas
brush symmetry 73
paint brushes
Airbrush 33
Eraser 44
Marker 30
Pastel soft 37
Pencil 27
Solid brush 40
Paint control panel
Canvas layer editor tool 1171
New canvas tool 1170
Pan tool 1171
Zoom tool 1171
Paint Edit > Color correction > Brightness
& contrast 87
Paint Edit > Color correction > Color
manipulation 81
Paint Edit > Color correction > Saturation
& value 89
pan
tracking 1171
paper, simulating 739
parallel line 123
param control
in animation menu 928
Index | 1207
1208 | Index
Index | 1209
printer
setting up 511
printing
canvases 517
modes 517
plot mode 517
preview window 518
window content 517
profile blend
different continuity on each
side 300
Project tool
options 339
projecting
along picked vector 340
curves onto surfaces 339
normal to a surface 340
texture placement objects 680
vector options 340
projection
direction of 340
projection texture 792
updating view direction 340
projection direction
for 3D Trim Convert 345
for 3D Trimming 342
projection geometry
ball texture 754
projection options
projection texture 679
projection texture 679
effects 796
noise parameters 794
options 679
polyset surface (U,V) definition 795
solid noise frequencies 794
projection textures
converting to surface texture 795
projection tools 792
Promote tool
in Cross Section Editor 1057
proportional scaling 13
PTC Granite
version option for export 493
Publish Bookmark
options 1068
1210 | Index
918
Q
QUADRATIC filter 772
quality
shader glow 725
QUARTIC filter 772
query edit 238
transformer rig 198
R
radial
type of cross sections 1056
radial glow effects
lights 824
radial noise
glow 726
radius
adding locators 415
creating curve fillet with
constant 137
measuring 415
rail surface 249
continuity 260
continuity options 267
control options 268
control window 249
curve segments 266
editing construction history 256
example 249
explicit control 266
fixed curve 265
generation curves 259
offset 257
options 259
rebuild interior generation
curves 262
rebuilding 257
spine sweep mode 257
surface degree controls 267
sweep mode 262
sweep pivot 263
249
rain
simulating 825
rainbow
lens flare 822
simulating 812, 825
Ramp Distance
for Mesh Collar deviation map 380
for Mesh Reduce deviation map 375
for Mesh Smooth deviation
map 372
ramp texture 779, 782
ramp textures
HSV color noise 781
value noise 781
ramps
color 780
Random Color 1134
randomize
keyframe values 897
randomizing
actions 897
ray tracer soft shadows
lights 817
raytrace
shader parameters 743
raytrace effects
shaders 745
raytracing maximum limits
render globals 609
raytracing memory options
render globals 611
realistic motion
along a path 952
rear-projection screen 739
rebuild options 351
changing degree 1126
Index | 1211
remove button
in link editor 628
remove from rig tool 197
removing
link in link editor 628
links to lights or surfaces 628
renaming
swatches 687
wire files 1025
Render > Direct render 629
render globals
anti-aliasing levels 609
blur effects 613
composite rendering options 610
hidden line rendering 620
image file output 616
memory options 611, 613
miscellaneous parameters 614
predefined resolutions 620
raytracing maximum limits 609
raytracing memory options 611
texture caching memory
options 612
render stats 623
rendered files
formats 616
rendering
anti-aliasing technique 772
direct render 629
on multi-processors 631
parameters 623, 626
seam/hard line at top of star 727
selecting type 631
sketch render 602
testing 631
rendering on fields
problems with IK 853
rendering options 632
repairing
automatically from inside Mesh
tools 378
Resize Canvas 598
resizing
canvases 598
1212 | Index
resolution
how displayed in Show > Show
image 522
rest pose
options 854
Restore button
in Align tool 179
result curves
definition 881
in action window 881
Reverse Surface Orientation
options 363
Reverse Surface UV
options 364
reversed orientation
showing 1133
reversing
normals direction (options) 363
orientation of surfaces 363
parameters U/V (options) 364
Revert button
in Align tool 179
revert to 9.0 607
revert tool 197
Revert tool 22
reverting
align operation 179
revolving
cameras about center of interest 392
rig, transformer
workflow 191
ripple center
water texture 788
ripple reflections
water texture 789
ripple wavelets
water texture 788
rotating
cameras about center of interest 392
dynamic section plane 432
image layers 77
rotoscoping
using image planes 460
rough surfaces
creating 738
simulating appearance of 737
roughness of features
mountain texture 776
run IK
single/spline IK options 858
rust on metal, simulating 698
S
S value 712
setting 717
safety guidelines
tool to help meet 444
saturation
modifying in image 83
save
in multi-lister 692
save as
in multi-lister 692
save options
edit file comments 501
edit file header 501
SBD window 1099
stage editor window, using
with 1028
texture placement object 753
scaling
canvases 600
image layers 77
non-proportional 15
objects and image planes 13
skeletons with IK handles 853
time 896
value 897
vertices 716
views non-proportionally with a
box 1079
scenes
illuminating with lights 1032
rendered as SDL files 1032
school of fish, simulating 897
sCloud texture 797, 799
edge rolloff 798
noise 799
parameters 797
screen resolutions list 620
SDL
rendering stages 1032
SDL files
creating in autofly 975
section type
for surface fillets 289
sectioning plane
in Dynamic Section tool 432
select all button
link editor 628
link editor (components list) 628
select menu
render stats 623
select menu, anim stats window 950
selecting
bookmarks 1066
in skeleton editor 945
inside surfaces 1084
links 628
polyset vertices 715
swatches 687
type of rendering 631
vertices 715
selection area
in Move CV 1150
on image layer 67, 1170
selection modes 1084
selection options 1084
self shadow correction
in ambient occlusion 642
spot light 830
set key shape 963
example 966
how to use 964
limitations 963
shapeshifter options 962
using 965
set keyframe
options 837
set menu, skeleton editor 943
set motion
example 953
setting
key shape 963
position of vertex 717
Index | 1213
1214 | Index
single/spline IK
run IK options 858
size
brush 1166
size of objects
changing 13
skeleton editor 935
buttons 940
description 935
global editing 945
list mode menu 940
list type menu 942
lister for handles 936
lister for joints 936
model pick menu 943
selecting 945
set menu 943
show D.O.F. menu 942
spreadsheet 937
skeleton editor window 945
skeleton hierarchies
creating and modifying 935
skeletons
hierarchies 935
options 989
scaling IK handles 853
sketch render 602
sketching
with symmetry 73
sky
defining location 754
environment textures 758, 765
sky environment parameters
sky texture 758
sky texture 765
atmospheric settings 760
calculation quality 764
cloud parameters 762
floor parameters 761
planetary surface 761
sky environment parameters 758
sun parameters 758
SLC formats
format options 479
sMarble texture 800801
parameters 800
Index | 1215
Smear brush
effect brush 53
smearing
textures 752, 796
vertices 717
smog, simulating 721
smoke
simulating 721, 814, 822, 825
smooth drawing
of geometry 1129
smoothing of occlusion textures 642
smoothness
when drawing geometry 556
snake
animating 955
snapping
blend curves 106
texture to surface 713
snow
snow levels 777
texture 796797
snow levels
mountain texture 777
snow texture
parameters 796
snow, simulating 825
soft objects, simulating 740
Solid brush
paint brush 40
solid noise frequencies
projection texture 794
solid texture 791
solid textures 809
converting 694
parameters 790, 792
swatches for 690
types 809
solver
add IK handle 848
sort by menu
render stats 622
sort by menu, anim stats window 950
sorting
geometry cross sections 1057
span distribution
maintain when rebuilding 352
1216 | Index
Index | 1217
intersecting 340
linking to light 699
matte 731732
metallic 731732
minmax deviation between 417
minmax deviation from a cloud 418
minmax deviation from a curve 417
rebuilding 351
reducing spans 352
reflecting diffuse light 733
reflecting environment texture 735
reflecting shiny highlights 733
reflecting surroundings 736
removing link to lights 699
reversing orientation 363
rough or bumpy 737738
selecting inside 1084
shading maps 738
texture placement 719
translucent 738
transparency of 737
trimming 342
with more than four sides 284
Surfaces > Swept surfaces > Extrude 269
surfaces palette
boundary surfaces > square 275
combine surfaces 334
swept surfaces > anim sweep 273
swept surfaces > extrude 269
swept surfaces > rail surface 249
surfaces, realistic looking 737
swatches
commands for 687
control window 687
editing 688
in multi-lister 686
sweeping
an animated curve 273
swept surfaces
animated curve 273
curves along two rails 252
funnel 256
helix 254
one curve along one rail 249
rail, construction history 256
Swept surfaces > Extrude 269
1218 | Index
T
T value 712
setting 717
tangency
implied 261
tangency at an angle
for rail surfaces 261
tangent
drawing keypoint arcs 119
drawing lines 126
Tangent Balance
for Align tool 171
tangent length
in surface fillet 293
Tangent options
in Align tool 177
tangent type menu, action window 904
tangent types 888
changing 889
displaying 889
when moving 896
tangents
angles between 888
changing 904
changing values with keyboard 896
copying 884
Fixed 904
maintaining relationship
between 888889
moving 894
moving with the mouse 895
of new keyframes 838
pasting 885
picked in action window 881
redoing changes 887
rules for moving 895
smooth 904
types 904
undoing changes 887
target geometry
lattice rig 206
target geometry, in transformer rig 192
telephoto lenses
and cameras 397
templates
in action window 899
in stages, 1032
templating curves 899
tessellation
fast versus accurate 1132
test rendering 631
text comments associated with
objects 238
Text Options
color 1169
font 1169
size 1169
strikeout 1169
style 1169
tracking 1169
underline 1169
texturable values
texture procedures 748
texture caching memory options
render globals 612
texture map
in multi-lister 696
texture placement 719
dimensions 712
display of surface and texture 719
flipping vertices 718
grid buttons 713
model view 719
Index | 1219
super 773
surface 790
swatches 687
three-point arcs
drawing 115
threshold
shader glow 725
thumbnails
turning off in Canvas Layer
Editor 1008
time
scaling 896
time slider
controls 986
current time bar 985
current time field 986
in action window 874
playback buttons 987
playing back animation 985
preview buttons 987
tips 987
timeview
display of locked keyframes 892
timing
adjusting 882
scaling 896
slowing down 896
speeding up 896
viewing for actions and
channels 882
Toggle 1085
Toggle Camera Only Mode
for bookmarks 1067
toggle fields 703
toggle textures options
texture placement 585
Toggle Visibility 555
toggling
visibility 555
tools
projection texture 792
topology
checks on meshes 379
torsion
showing 419
total internal reflection 744
1220 | Index
tracking
view in action window 899
transform
texture placement 718
Transform > Modify > Rotational
Scale 18
Transform > Non-p scale 15
Transform > Scale 13
Transform Layer
options 78
transform menu
in action window 894
texture placement 718
transformations
restricting joint motion 938
transformer rig 190
add clampers 196
add constraints 196
add flexible targets 194
add free modifiers 195
add predefined modifiers 195
add rigid targets 194
automatic recalculation 202
clampers 192
commit changes 197
constraints 192
draw clamp visualization 202
draw modifier sampling 201
fitting effort 200
fitting method 200
general workflow 191
mesh output 202
modifiers 190, 192
NURBS control 199
options
minimum degree (u,v) 200
minimum spans (u,v) 200
options window 198
remove item from rig 197
revert to original geometry 197
sampling density 202
scale tangent 201
show all geometry 199
show original geometry 199
show pick mask 198
target geometry 192
U
undercut
definition 434
undo
action window 887
in multi-lister 696
undoing
align operations 179
curves-on-surface 133
view in action window 899
unlink button
link editor 628
unlink lights from surfaces 699
unlocking
keyframes 892
Unpick 1085
unused shaders
deleting 697
update button
link editor 628
updating
pick list in link editor 628
view direction when projecting 340
Use Bands
for Mesh Collar deviation map 381
for Mesh Reduce deviation map 375
for Mesh Smooth deviation
map 373
Use Extension toggle 772
use result
in action window 890
user preferences
loading 1095
saving 1096
Index | 1221
using
background color
740
V
value noise
ramp texture 781
Variable Fillets 291
VDAFS
save options 495
VDAIS
save options 499
vector
picking in Project tool 340
Vector option
for Align tool 170
vector options
for 3D Trim Convert 345
for 3D trimming 342
for Draft 328
for Multi-surface Draft 324
for Parting Line in Tube Flange 314
Vector options
in Align tool 175
vectors 405
vegetation
simulating living 736
vertex 715, 718
vertex menu
texture placement 715, 718
vertical
changing camera view 395
rotating camera 393
rotating camera around center of
interest 393
vertices
flipping 718
scaling 716
selecting 715
smearing 717
view
animating camera along path 975
local move camera 392, 395
non-proportionally scaling with a
box 1079
viewpoint positioning 395
1222 | Index
W
walking
through a scene 975
walls
defining location 754
water texture 784, 790
concentric ripples 786
linear waves 784
ripple center 788
ripple reflections 789
ripple wavelets 788
wave frequencies 785
1019
Y
yaw/pitch
angles 396
entering angles from keyboard
icon 395
yellow
X in action window 881
395
Z
zoom
in perspective window
Zoom
dollying 1171
396
Index | 1223
1224