"##OnFileNew##" "You have created a new, empty RealiBase, to form the basis of your virtual world. Start by adding shapes and models, then adding materials, textures and behaviours as well as cameras, lights and atmospherics to bring the world to life. Each time you take a step in RealiMation a Hint Card will appear to show you what to do next. We recommend that you start by defining a view for the world for displaying your world - do this using the 'Create | View' menu. Use the Create menu to create the different object types from the drop down menu - some default materials have already been created for you to use! Use the File | Import option to import objects from other sources, such as DXF, 3DS, Windows Clipboard. Follow the instructions for more information. RealiMation's coordinate convention is that the X and Z axes define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft,for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder." "##OnFileOpen##" "Opens an existing RealiBase. If you are new to the world of RealiMation, then why not look at some of the example databases supplied, found in the samples directory. When you close the hint card, a standard File Open dialog will appear - simply select the RealiBase you want to open. " "##RealiMateStart##" "You have just started the RealiMation sequence set up for the current views. You will see that all the placements with actions attached will begin to move. If the camera currently being used by a view is attached to an action, the camera (your viewpoint) will also move. Stop the RealiMation using the Stop button or F10. You can also configure how the RealiMation is controlled by using the 'Customise | RealiMate' option." "##RealiMateStop##" "You have just stopped the RealiMation sequence for the current view. Re-starting the sequence will continue from the exact position where it stopped. You can restart the RealiMation from the beginning, by pressing the Rewind button or F11 (the RealiMation will reset to zero) followed by the Play button or F10. To move to a particular point in the sequence, type in the number of seconds in the edit box, and press the key." "##RealiMateRewind##" "This has stopped the RealiMation and reset it back to time zero. You can now start to play the RealiMation again (F10)." "##RealiMateForward##" "This has stopped the RealiMation and moved it to show the last frame (at the end of the sequence)." "##RealiMatePrevious##" "You have just stepped back to the previous frame. You can use the Customise | RealiMate option to change the time / frame difference." "##RealiMateNext##" "You have just stepped forward to the next frame. You can use the Customise | RealiMate option to change the time / frame difference." "##CreateView##" "You have just created a new 3D View window in the RealiBase, which can contain shapes, cameras,atmospherics (set up by default), multiple placements etc. (A RealiBase can have multiple views, where each one can contain the same or different placements, cameras, and atmospherics.) A reference has also been added to the Views Lister. (If you cannot see the Lister, click on the View button on the Lister toolbar, or on the icon at the bottom of the application window.) Everything contained in a view is displayed in this Lister. Click on the small plus sign next to the name of the view and you will notice that default atmospherics and cameras have been created. As you add other objects and shapes to the view the Lister will be updated to include them. If you are new to RealiMation, try creating a new shape to put in the view by using the Create|Shapes menu. Choose anything but 'Empty', which does not have any faces to see! AutoTile the windows with the F5 key helps tidy up the desktop. RealiMation's coordinate convention is that the X and Z axes define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder." "##F3Locate##" "The F3 / Edit | Fit to View option moves the camera within the scene to fit the selected placement in the view window. You can only 'fit' one placement at a time - if two or more placements are selected, then the option is disabled. You can use the Fit to View command for more than just finding placements. For example: Display action nodes in the view, highlight a node in the Action Properties, then use Fit to View to move the camera to be at the node. If a 3D view is active, the Fit to View command will move the camera so that all objects are visible. Additionally, when used with action nodes or placements, it adjusts the Orbit centre, so that the thumb wheels rotate the camera about the located object. Also, the speed of camera flight is scaled to adjust to the size of the located object. This is useful if you find flying too sensitive. Note: any cameras which are either attached to a placement, or have an action associated with them, will not move if you try to locate a placement." "##DisplayMode##" "Each view is rendered using the currently selected display mode. The modes available are wire-frame, flat shaded, and smooth shaded, and can be toggled from the 'View' toolbar which appears after you have opened a view window, or the View menu. You can toggle the toolbar from the Toolbars menu. Anti-aliased displays are currently only available with certain specialised display drivers. If the driver you are using is not capable of anti-aliased display, the option will be disabled. NB: You can select different display modes for different placements in a view by changing the Placement Properties. To do this: select the placement (select it in the View window, or a Lister) and double click on it to display the Properties. Override the different options in the Display page." "##DropGeomOnView##" "You have automatically created a placement of the selected shape and added it to the view. Notice how the placement has been added to the Placement Lister and to the View object in the View Lister and the Placement Lister. The placement is autonamed - to rename it, select it in the Lister and either use the Edit|Rename option, Ctrl+R to display the Rename dialog box or change it on the Name page in the Placement Properties." "##DropInstOnView##" "You have added the selected placement to the view. Notice how the placement name has automatically been added to the View object in the View Lister. From here you can rename the placement by using either the Ctrl+R hot key shortcut, the Edit|Rename option or the Placement Properties. To make the placement move (i.e. RealiMate it), you can attach actions to the placement. The appearance of the placement can be modified with the Display page of the Placement Properties." "##DropAtmosOnView##" "The selected atmospheric (ambient light and other effects, e.g. fog) have been added to the view. You can edit the atmospherics by doubling clicking on the atmospheric in any of the Lister windows, to display the Properties." "##DropCameraOnView##" "You have changed the camera used in the View window. A reference to the camera has also been added to the view object in the View Lister. You can manipulate the camera with a variety of tools. The thumbwheels on the sides of the 3D view allow you to navigate through a scene. Additionally you can select camera flight mode (Pick | Mouse flies camera or F9), and drag the mouse in the view to control camera flight. The online help gives full information on how to control camera flight. Another way to control the camera is to attach an action to it. If you do this, then the camera will move along the action when you RealiMate a scene. When a camera is flying along an action, you could try changing the camera's offset (accessed from its properties). This will enable you to follow a vehicle that is also travelling along the same path, for example." "##DropImageOnView##" "This has changed the background in the current view to use the selected image. Any image can be set up for use as a background, and you use the View properties and the View | Set Size options to setup the display and effects. If you have a large image, you can set up a panning background that moves with the camera. You need to set up the background information of the image properties, and also select Move With Camera in the View Properties. See online help for more detailed information." "##DropGeomOnGeom##" "When you drop a shape onto another shape in a Lister or View Window, you create a placement of the shape and embed it as part of the destination shape as a hierarchy." "##DropInstOnGeom##" "By picking up a placement of a shape and dropping it onto a different shape in the list, you have embedded the placement as part of the shape. By this mechanism, you are creating an object hierarchy." "##DropGeomOnInst##" "By picking up a shape and dropping it onto a placement in the Lister, you can either change the shape which is referenced by the placement, or add the shape as another level of detail. To edit the level of detail thresholds, select the placement in a Lister and double click the mouse over it. Use tab in the Properties called 'Level of Detail', to control the threshold values. You can also choose to switch levels of detail according to either the distance or the projected size of the object. You can change the order of the shapes referenced by a placement by selecting one of the shapes, and using the 'Edit | Move Up/Down' menu (also available on ALT + Up/Down arrow) options in the lister window." "##DropPathOnInst##" "You have just added an action to the selected placement. The placement will now move, following the settings defined for the action and will affect the object's behaviour in all views in which it exists. To preview the motion, press the Play button (F10) from the main RealiMate control bar. Note: When an action is assigned to a top level object (i.e. immediately referenced from a view), the location of the action is in world space. This means that the placement will move to the first node position (but be offset from it by its current transformation). If, on assigning an action to a placement, your placement disappears off into space, you will need to reset your placement transformation. Do this from the Placement Properties. A side effect of top level actions being fixed in world space is that making an object spin, say, about its local axis (no matter where in the world it is placed) requires an extra step. You need to create an extra level in the hierarchy, to put the object in. For example, a shape called TOP, needs to be spinning about its own axis, but the placement of TOP is away from the origin. Here, create a new empty shape called TOP- MASTER, and put the original shape TOP into it as a child object. Then put a placement of TOP-MASTER into the view. If you attach a spin path to the placement of TOP (i.e. the child object), it will now spin around its local axis." "##DropPathOnCamera##" "You have just added an action to a camera, to move the camera along the defined action when you begin the RealiMation sequence. The camera behaviour will change position and orientation following the settings defined for that action. This will affect the camera wherever it is being used. When an action is associated with a camera, you can change the viewpoint using the thumb wheels at the side of a view using the camera. However, you cannot fly around with the mouse, or use the Fit to View / Find options. You can offset a camera's position and orientation in the Camera Properties when the camera is attached to an action to change the view as you move around. To preview the motion, press the Play button in the RealiMate control bar." "##DropInstOnPath##" "By dropping a placement onto an action you have selected the 'terrain following' function of RealiMation. This feature has been designed to make terrain following very simple - instead of having to create the different action nodes individually, you can make placements follow a landscape within the RealiMation world. For example drop a landscape over an action, and any placements associated with that action will travel over the landscape. " "##DropImageOnMaterial##" "You have just added a texture to a material to bring realism to the scene. An image must be set up as a Texture Image to make sure that it is displayed. Other image properties can be set to change how the texture is displayed e.g. enable 'Mix Colour with Face' blends the underlying material colour with the colour the image. Try the different options to see how the effects differ. Once you have associated an image with a material you can use RealiMation's powerful texture mapping tools to align the image accurately on your model." "##RenameObjects##" "You have just renamed the selected objects in the RealiBase. These names can be used by RealiMation applications to access objects directly and independently of the RealiBase. Object names must be unique but can be made up of any characters, including numbers and spaces. User defined names are optional, and all objects are named automatically using the following sequence: , where OBJECT_TYPE can be shape, placement etc. and NUMBER is derived from RealiMation's internal storage mechanism which assigns a unique number (or ID) to each object." "##EditDetach##" "You have just detached selected faces or objects from another object. When you detach faces, you can choose to create another new object using them. This option is useful for breaking up large complex shapes into smaller, more manageable ones. Detached objects and faces are not deleted from the RealiBase." "##EditDelete##" "You have just deleted the selected objects from their hierarchy. Objects deleted from their own Lister will be deleted from the RealiBase. However, if you are simply deleting objects from a view object then they still exist but are no longer part of the hierarchy. You can restore the deleted objects using the Undo button or the Edit | Undo menu." "##EditDelete_Detach##" "You have deleted some objects and also removed others from their parent objects. This action can be reversed by selecting Undo." "##CreatePrimitive##" "You have just created a new shape. If AutoView is enabled (the default), then a placement will be created automatically and placed in some, or all, of the views. A placement has been added to the view objects and the placement Lister. You can also add objects to a view 'manually' by dragging the new shape from the Shapes Lister into the View windows. NOTE: RealiMation's coordinate system uses the X and Z axes to define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder." "##CreateMaterial##" "You have just created a new material. Materials are used to define how light reflects off surfaces to determine how an object looks. Images can be used as textures which are then applied to the materials for a more realistic appearance. Materials can be assigned to individual faces in a shape." "##CopyObject##" "You have just created copies of the selected objects. The new objects are displayed at the bottom of their corresponding Listers. You can use the Edit | Rename option to rename objects." "##AppStarted##" "Welcome to RealiMation, Datapath's desktop Virtual Reality World Builder. These pop-up Hint Cards will appear as you move through the program, to introduce you to the various features of RealiMation as you work your way around. Once you have read a Hint you can click on the check box 'Do not show this again' and the Hint will not re-appear. You can also disable and re-enable the hints from the Customise menu. You can also show the last displayed hint card again, by selecting the Help|Show Last Hint option from the menu bar. Now that you have the application running you can: 1. Start by running through the tutorials. We STRONGLY recommend that you do this. The tutorial is accessed from the Help menu, and has been designed with new users in mind, explaining some of the powerful features and functionality of RealiMation. 2. Load an existing RealiBase from the Examples directory supplied with RealiMation, by using the File|Open menu. 3. Create your own new RealiBase from the File|New menu. NOTE: RealiMation's coordinate convention uses the X and Z axes to define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder." "##CreatePlacement##" "You have just created a placement referencing the selected shape. The placement stores it's own position and movement through space. Once you have created a placement, you can edit it in several ways. Using the editing features of RealiMation you can move within your world, adding motion characteristics with actions. Drag them over other shapes to build up hierarchical models, which you can then articulate separately or together. You can also define placements to act as 'terrain models' for automatic terrain following. The display characteristics of placements can be set to optimise your scene's display processing. See the Frequently Asked Questions section of the online help for more details of this powerful feature." "##CreateCamera##" "You have just created a new camera object. Cameras can be added to views by dragging and dropping them from the Camera lister window into the view window. A view can only contain one camera at a time, although one RealiBase can contain multiple views each one with a different cameras. You can then view your world from different angles, using multiple views and multiple cameras. You can also add actions to cameras to move them around a scene automatically." "##CreateOrthoCamera##" "You have created an ortho camera, i.e. one that is restricted to the selected axis fixing its orientation. Any view can be split into four with the Window | Split menu, where the view uses three ortho cameras and the current normal camera." "##CreateImage##" "You have created a new image, which you can use either as a texture (associated with a material) or as a background image to a view. If you have a large image as a view background, you can set it up to pan with the camera. You need to set up the background information of the image properties, and also select Move With Camera from the view's properties. See online help for more detailed information." "##CreateAtmospheric##" "A new atmospheric object has been created. Atmospherics allow you to change the ambient lighting in a scene by changing the colour values and intensity. You can also add atmospheric effects, such as fog. An atmospheric object can also contain any number of light source objects. You can use the Create | Light option to create either a directional, positional or spot light source, then simply drag the light source onto the atmospheric object. Alternatively, you can drag the light source into a 3D view, and it will be added to the atmospheric which the view is currently using. (If the view does not use an atmospheric, then one will automatically be created for you.)" "##CreateSpinPath##" "You have created a spin action, which you can associate with a placement or a camera, to cause it to spin - either on a roll, pitch or yaw orientation. You can also add a spin action to another action, to create nested actions, so when you associate the action with a placement or camera, it will spin at the same time as it moves along the main action." "##CreatePath##" "The general action you have created can be assigned to any placement or camera in a world. General actions are not restricted and any number of nodes can be positioned anywhere with any orientation at a particular speed. To start a placement moving, drag an action over the placement or camera, and press F10 to start the RealiMation. RealiMation has extensive action editing features, which are accessed from the Action Properties. (Select the action in the Lister and double click or select Edit | Properties) You can drag an action (completely or as separate nodes) around the world, smooth the motion, and change the speed, as well as alter the orientation etc. To manipulate an action directly in the 3D view, use the 'Display' option from the Action Properties, select the pick mode to select either actions or action nodes, and then pick the actions directly. NOTE: RealiMation's coordinate convention is X and Z axes define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder." "##F3FitToView##" "The option you have just used will move the camera in or out of the scene to fit the selected placement in the view window. This option can be accessed either from the Edit | Fit to View menu, or by using the F3 key. You can only 'fit to view' with one placement at a time - when two or more placements are selected, the option is disabled. Instead of selecting a view in the Views lister window, select a single top level placement. Pressing F3 will move the camera so it is looking at the placement. The Fit to View command can be used for more than just finding placements. For example, when action nodes are visible in the view, and a node is highlighted in the Action Properties, then the Fit to View option will move the camera to the position of that node. If a 3D view is active, the Fit to View command will move the camera so that all objects are visible. A useful benefit is when it is used with action nodes or placements, it adjusts the Orbit centre, so that the thumb wheels rotate the camera about the located object. Also, the speed of camera flight is scaled to adjust to the size of the located object. This is useful if you find flying too sensitive. Note : any cameras which are either attached to a placement, or have an action associated with them, will not move if you try to locate a placement." "##ImportFiles##" "You have just imported geometry files from another source. Use the Listers to see what has been added to the RealiBase. All new objects will be added to the end of the lists. Imported geometry can often be unsuitable for fast 3D display, particularly in formats not originally designed for 3D e.g. DXF. Common faults include inconsistent face directions, superfluous vertices and faces and lack of information for smooth shading and texture mapping. One of the tutorials takes you through correcting some of these faults using RealiMation's powerful model manipulation facilities. Generally, the first steps you should take after importing a model is to use the Merge Vertices and Faces commands to get rid of unnecessary information. Once these have been merged, other features such as normal smoothing, normal flipping, and face orientation will work much better. All these options can optimise your imported data for faster display." "##ExportFiles##" "You have just exported all of the geometry information of the current RealiBase to another file. This export has ignored views, cameras, and atmospherics, and only exported the data objects required to describe shape, position, motion, and material of the elements of your scene." "##CameraFlight##" "You have just toggled the camera flight option. When it is enabled, any mouse picks in a 3D view will let you control, or fly, the camera using the mouse. When disabled, mouse picks select objects that can be subsequently edited by dragging them around the screen. There are a number of 'flight options' available which affect the way the camera moves - 'ground flight mode', 'solid camera', 'terrain following camera' and 'sliding camera'. Refer to the online help for details on flying the camera with the mouse." "##IDProperties##" "This displays the Property information for the selected object. Move between the different tabs/pages to change different Properties. The Properties remain visible, even when they do not have focus. This means that you can continue to work, change different Properties, edit the shape, change more Properties etc. without closing and reopening the Properties. To change a value, click on the form, select a new setting, and then hit or click on the Apply button to apply the changes. Any views using that object will be updated. You can change the object currently referenced in the Properties, by selecting a new object of the same type in a Lister and dragging it over the Properties page. As you release the mouse button, the information will be updated. Certain types of Properties contain a preview window which can be customised in a number of ways using the 'Customise | Preview'. Options include changing the background colour, and turning on/off the spin of the object in the preview. " "##ActionProperties##" "The Action Properties allow you to change the parameters of a general action object. Since an action can be very complex, the Properties splits the action up into its different components - position, orientation, scale, speed, and orientation rate. The individual nodes (or keypoints) of a general action are listed in a listbox on each page. By selecting a single node, you can type in new parameters for applying only to that node. However, if you select more than one node (either by using the Control/Shift keys while picking, or by dragging the mouse over the list), you can change the individual Properties of a number of nodes simultaneously." "##OnPlacementMode##" "You have just selected a placement. The placement has been surrounded by an 'edit box', which allows you to alter the position and/or scale of the placement. The edit box is in 'translation mode' by default - to alter the orientation, double-click over the edit box. You will notice that the 'handles' around the object have changed - this is to show that the box is now in 'rotation mode'. Hold down the Control key to select multiple placements. The last object selected has the focus for the editing. When you have changed the object with main focus, i.e. translated or rotated it, all other selected placements will change when the selected one is changed. Drag anywhere in the edit box to move the placement around, parallel to the viewing plane. A helpful hint is to split the view into multiple ortho views (which can be activated using the Window|Split option or Ctrl + W shortcut). The triangular corners of the box can be used to scale the placement. Simply click and drag on any corner, and the placement will scale about the opposite (diagonal) corner. To scale the placement about the object's local origin, hold down the Shift key whilst dragging. The square 'face handles' in the centre of each face can be used to either scale or translate along a single axis. Dragging a face handle will translate the placement, and if you hold down the Control key as you drag, the placement will be scaled along the selected axis. The default setting is to scale about the opposite face, to scale the placement about the object's local origin hold down the Shift key as you drag. The keyboard can also be used to control placements. Refer to the online help for details." "##OnRotationMode##" "You have just double-clicked over an edit box to switch it into 'rotation mode' - in this mode you can alter the orientation of the placement. Dragging one of the triangular corners of the edit box will rotate the placement as if it is surrounded by a trackball, and you are spinning that trackball. The circular 'spin handles' (normally located in the centre of each face) allow rotation about a single axis. These spin handles are aligned with the local origin of the placement, and so may appear to be offset from the centre of the faces - or, in some cases, not even on the face at all. By holding down the right mouse button, and dragging on the spin handles, you can alter the local origin of the shape, and, thus, the point about which the shape will rotate. The keyboard can also be used to control placements. Refer to the online help for details." "##OnCollisionDetect##" "You have just enabled 'collision detection'. While you are using the edit box mechanism to alter the position, orientation and scaling of a placement, the collision detection option will prevent the placement from intersecting with any other placements. If the placements are already intersecting, then they will continue to do so until you separate the placements. Please note that enabling collision detection can slow down the interaction." "##OnPickFilter##" "The pick filter allows you to choose whether to edit lights, cameras, actions or placements, or alter the actual geometry of a shape (using the 'Face Pick Mode' option)." "##OnFacePickMode##" "You have selected shape pick mode. Picking on a shape will now select either a face, edge or vertex in the shape, depending on which 'Snap to' option is enabled in the 'Pick|Snap to'menu. This option can be temporarily overridden by holding down one of the 'F', 'E' or 'V' keys as you pick, to pick faces, edges or vertices, respectively. The Control key can be used to select multiple faces, edge or vertices, or a mixture of the three. Selected vertices are marked with a small cube, the size and colour of which can be altered in the 'Customise|Edit Display...' and 'Customise|Edit Colours...' dialogs. Dragging the cube will drag the vertex. Selected faces are marked in a 'highlighted face' material, the colour of which can be altered in the 'Customise|Edit Colours...' dialog. By dragging faces/vertices about, you can alter the actual shape in any way you wish. There are a number of options available to help you whilst you are dragging : By holding down any of the 'x', 'y' or 'z' keys whilst you are dragging, then you can restrict the drag to the shape's local x, y and z axes If you are dragging a face about, then holding down the Control key whilst you drag will restrict the drag to the direction of the face normal. Also, if you are holding down the Shift key when the drag starts, you will 'extrude' the face from the shape, creating new faces around the edges. While a drag is taking place, information is displayed in the status bar at the bottom of the screen. This information remains visible until another drag takes place. RealiMation's coordinate convention is that the X and Z axes define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder. " "##OnShowVertexNorms##" "With this feature enabled, all selected faces will have normals shown at each vertex. These normals are shown as coloured 'wires', the length of which can be altered in the 'Edit Display Options' tab of the 'Customise | Edit Display' dialogue." "##OnShowFaceNorms##" "With this feature enabled, all selected faces will have normals shown at the centre of each face. These normals are shown as coloured 'wires', the length of which can be altered in the 'Edit Display Options' tab of the 'Customise | Edit Display' dialogue." "##OnFlipVertexNorms##" "This operation has reversed the direction of all the vertex normals for the selected faces." "##OnFlipFaceNorms##" "This operation has reversed the direction of all the face normals for the selected faces. This will effect whether the faces are shown, if back-face culling is enabled." "##OnSmoothVertexNorms##" "This operation will alter the vertex normals of the selected faces, in order to produce a 'smooth' appearance when the view display mode is set to 'smooth shaded'. The process relies on adjacent faces sharing vertices. You can make sure that this is the case by using the Edit | Merge Vertices option. If the adjacent faces are not sharing vertices, then this option will force the vertex normals point in the same direction as the face normal (which gives a 'faceted' appearance to the shape, even when the view display mode is set to 'smooth shaded'). The vertex normals can be aligned with the face normal (even when adjacent faces share vertices), by using the Tools|Unsmooth Vertex Normals option. If you are performing the operation on a large number of shapes, the temporarily closing down any realised views should make the operation faster." "##OnUnsmoothVertexNorms##" "For each face, this option will align all the vertex normals which that face uses to the same direction as the face normal. This means that, even when the display mode is set to 'smooth shaded', the shape will still have a 'faceted' appearance, with sharp edges visible between adjacent faces. This can be usefully for shapes like cubes, or 'cut diamonds', which are angular in nature. If you wish the shape to have a smooth appearance, you can use the 'Tools|Smooth Vertex Normals' option. If you are performing the operation on a large number of shapes, the temporarily closing down any realised views should make the operation faster." "##OnMergeVertices##" "Depending on how a shape has been created (or from where it has been imported), some shapes may have more vertices defined than they need to. Faces which appear to share common vertices may actually be referencing different vertices which are set to the same point in space. This will slow down any processing of the shape (including rendering), increase the size of the RealiBase, and prevent some options (such as 'Match Face Orientations' and 'Smooth Vertex Normals') from working as expected. The option searches through the list of vertices, looking for any which are closer together than the distance specified in the dialog, and removing any duplicated ones. If you are performing the operation on a large number of shapes, then temporarily closing down any realised views should make the operation faster." "##OnMatchFaces##" "This option will attempt to match all the face orientations, so that all the faces are pointing in same direction (i.e. 'inside' or 'outside'). The orientation of a face can have an effect if back face culling is turned on. If the faces turn out to all be oriented in the 'wrong' direction, you can use to 'Tools|Flip Face Normals' option. This option relies on the faces sharing vertices and edges, so you may wish to use 'Tools|Merge Vertices...' if it does not appear to have the correct effect. If you are performing the operation on a large number of shapes, the temporarily closing down any realised views should make the operation faster." "##OnCentreShapes##" "This operation will centre the geometry of the selected shapes (in local coordinates), so the local origin now coincides with the centre of the bounding box for the object." "##MergeShapes##" "You have just created a new object by merging all the faces of selected shapes." "##CreatePathCircle##" "You have just created a circular action. Like any action, this can be attached to cameras and placements to make them move over time. A circular path can often act as a good starting point for creating your own actions, since actions can be interactively modified in a number of ways. You can edit each node's position, orientation, speed etc. from the Action properties pages." "##CreatePathLinear##" "You have just created a linear action. Like any action, this can be attached to cameras and placements to make them move over time. Having set the start and end point, RealiMation distributes the chosen number of nodes evenly between them. You can edit each node's position, orientation, speed etc. from the Action properties pages. " "##CameraSolid##" "When moving the camera, either by flying the mouse or using the view thumbwheels, you can normally pass through any objects in the scene. The solid camera option gives the camera some 'solidity', so that it is no longer possible to walk through solid objects, such as walls, floors, vehicles etc. Solid cameras are used in conjunction with Hotlinks. Hotlinks are special properties of placements (set up from the placements properties view) that enable the activation of external programs, the loading up of other RealiBases, or the automatic connection to a World Wide Web browser. For example, you may have a model of the outside of a building, and another RealiBase describes the interior. By attaching the interior RealiBase to the door of the exterior and flying into it with a solid camera, RealiMation will automatically load up the model of the inside of the building. Another example is that you could attach a spreadsheet file to a placement of an object (an engine, say). Then, when the Hotlink is activated, RealiMation will automatically invoke your spreadsheet program with the specified file, which may list performance information, parts lists etc. Please note that enabling Solid Cameras may slow down your frame rate slightly. " "##DropPathOnPath##" "You have just embedded one action within another. There is no limit to the depth of embedded actions. A good example of this in use is to create a circular action, and then a spin action that defines a roll motion. By attaching the roll to the circle, objects following the circular action will simultaneously roll about their axes. You are not limited to, say combining only actions which alter only position and orientation. For example, you could create two actions - one circular, and one linear - both which alter position and orientation. By combining these together, you can produce a helical path." "##RecordToAVI##" "You have just selected the Record to AVI option. This will record a RealiMation in the current view to an AVI format file, that you specify. The dialog box will allow you to alter settings which affect the quality/size of the AVI file produced, along with the start and finish times of the RealiMation. By default, these times are set up from the longest action in the RealiBase. You may wish to alter them to record only a section of the RealiMation." "##DetachFaces##" "You have just selected the option to detach the set of selected faces from the current shape, and create a new shape consisting of these faces. By default, the new shape created will be added back into the hierarchy. Also, you may wish to select the 'Don't delete faces from shape' - this will still create a new shape containing the face, but will not delete the faces from the original shape. The detach faces option is useful for breaking up a large shape into a number of smaller shapes, which may be rendered more quickly, especially if the camera is inside the shape (e.g. a building), and there are large parts of the shape which are not currently in the cameras field of view. Detach faces may also be used as a mechanism for producing different levels of detail for the same shape." "##SelectUnused##" "You have selected the option to select all the unused items in the current Lister window. This option will look through the list of all objects in the window, and check if any of them are referenced by another object. The ones which are not referenced by another object will be highlighted. This provides you with an quick way to remove all the unused objects from your RealiBase, thus reducing its size. Since the unused items are selected in the lister, you can just hit the Delete key (or Edit | Delete), and the spare objects will be removed. Note that view objects are considered to be unused if they are not currently realised (shown). The recommended way of cleaning your entire RealiBase is to work through you lister windows in a 'top down' way. First, select and delete from the views lister. Then do the same in order for placements, shapes, cameras, actions, atmospherics, materials and images. In some situations you may need to repeat on the placements and shapes listers a few times, due to the hierarchical nature of objects. To find out which objects are currently referencing another object, you can use the Edit|Usage option." "##UsageList##" "This option will search the entire RealiBase for any objects which reference the currently selected object. For example, if you have an image object selected, you could get a list which includes any views using the images for their background, and any materials which are using the image for a texture. If you wish to find out which objects are currently 'unused' (i.e. not referenced by any other object), you can use the Edit|Select All Unused option." "##ApplyTransformation##" "For each of the selected placements (which currently have 'edit boxes' around them), the placement transformation will be permanently applied to the referenced shape, and the placement transformation reset back to no rotation, scaling or translation, so that the object does not appear to move. This can be useful if you know the placement transformation is correct, and will not change, since a placement with an 'identity' transformation (i.e. no rotations, scaling or translation) can be rendered slightly quicker than one with a more complicated transformation. If you merely wish to alter the local origin of the shape (the point about which it rotates), you can do this when the edit box around it is in 'rotation' mode, by holding down the right mouse button, and dragging the spin handles where you want the new origin to be. RealiMation's coordinate convention is that the X and Z axes define the ground plane, and the Y axis defines height. The positive Z axis is also treated as 'forward', so an aircraft, for example, would have its nose pointing along the Z axis, and the wings spread out across the X axis. This is important when making the models move automatically with actions. We recommend that you follow this convention, though it is not mandatory. To help you remember, just think of 'Looking down from on Y', which is a terrible pun, but will hopefully work as a reminder. " "##AlignOrientation##" "This option will alter the orientation of all the selected placements (which currently have edit boxes around them), so that they are the same (in world space) as the last placement selected. This placement will be shown with a coloured edit box, whilst all the others are shown in a 'disabled' state. You can also match position and sizing of the selected placements using the 'Tools|Align Placements|Position...' and 'Tools|AlignPlacements|Sizing...' commands." "##AlignPosition##" "This option will alter the positioning of all the selected placements (which currently have edit boxes around them), so that they can be made to align (in world space) with the last placement selected. This placement will be shown with a coloured edit box, whilst all the others are shown in a 'disabled' state. You have the option to align either the minimum, maximum or centre points of each placements bounding box, and any, or all three, of the x, y and z axes. Please note, the alignments are made in world coordinates, not the local coordinates of the current edit box. You can also match orientation and sizing of the selected placements using the 'Tools|Align Placements|Position...' and 'Tools|AlignPlacements|Orientation' commands." "##AlignSizing##" "This option will alter the scale factors all the selected placements (which currently have edit boxes around them), so that they are the same size (in world space) as the last placement selected. This placement will be shown with a coloured edit box, whilst all the others are shown in a 'disabled' state. You will have the choice to match the sizes in any, or all, of the x, y and z axes. You can also match position and orientation of the selected placements using the 'Tools|Align Placements|Position...' and 'Tools|AlignPlacements|Orientation' commands." "##OnEnterFacePaint##" "You have just switched to 'Face Paint' mode - either by dragging a material over a face in a 3d view, or by choosing the 'Tools|Face Paint' options from the menu. Note that the cursor in the View window has now changed into a paint brush. In this mode, you can paint the individual faces with any material - just left-click over the face you wish to paint. To leave Face Paint mode, use the 'Tools | Face Paint' option from the menu. You can select a new material to paint with, either by using the 'Tools|Select Material...' option, or by picking up a new material from the materials lister window, and dragging it over face to be painted." "##CreateFace##" "This option has created a single, 3-sided face, using the vertices which were selected, and added it to the current shape. The option has taken a 'guess' as to which way the face should be oriented (i.e. which side is 'inside', and which side is 'outside'). If this is wrong, then use the Flip Face Normals option on the menu to correct the orientation." "##StartMappingTool##" "You have just invoked a texture mapping tool. The mapping tools are designed to help you set up the texture coordinates for selected faces, and work by mapping the texture onto the surface of a mapping tool (which is a 'simple' shape), then the mapping tool will map the texture down onto the selected faces in the shape (which may be complex). The mapping tool is surrounded by handles, just like the edit box for a placement. By using the handles, you can alter the orientation, position and size of the mapping tool in relation to the shape. In addition, a dialog entitled 'Texture Map Tool Configuration' has been created. This mainly controls how the texture is mapped onto the surface of the mapping tool. From here, you can control how many times a single image is tiled over the surface of the mapping tool, how much of an offset to use, and whether to mirror the image in either, or both, axes. Also in this dialog is a 'continuous update' check box. If this is checked, then any changes you make (on either the dialog, or with the spin handles in a 3d view') will be applied immediately - so you can position the texture interactively. In this case, the 'Apply' button is always disabled. If the continuous update is not checked, then no changes you make are applied to the shape until you press the 'Apply' button - this includes using the changes made by dragging the mapping tool in the 3d view. If you are using the 'Planar Mapping Tool', then the 'Align to Faces' button will be enabled. This will attempt to align the tool so that it is 'flat on' to the selected faces." "##StartTCE##" "You have just started the Texture Coordinate Editor (TCE). This allows you to 'fine tune' the texture coordinates already assigned to faces. In the background is the image being used as a texture, with the selected faces drawn over this, in texture coordinate space. By dragging either vertices, edges, single faces or all faces, you can interactively alter the texture coordinates for the selected faces. The green cross represents a centre point, for scaling, rotation and 'flipping' faces about. " "##RestoreLastSelection##" "This option has restored the previous set of faces which were selected. " "##InvertCurrentSelection##" "This option will invert the set of selected faces. All faces in the shape that were not selected become selected, and all the faces which were selected become unselected. " "##DropLightOnView##" "You have just dropped a light source on a 3d view. This has added the light source to the atmospheric the view was using. If the view did not have an atmospheric object, then one will be created." "##DropDepthImageOnView##" "This has changed the image the current view is using as a depth buffer. When used in conjunction with a background visual image, this allows for the effect of objects in the view disappearing behind part of the background image. Some display drivers do not support the ability to use an image as a depth buffer." "##DropMaterialOnGeom##" "By dropping a material on a shape, you have painted all the faces in the shape with the same material. " "##DropPathOnLight##" "You have just added an action to a light source, which will now move along the defined action when you begin the RealiMation sequence. The light sources position and/or orientation will change over time, depending on the type of light source (infinite, point or splot). When an action is associated with a light source, the value of the light source's position and orientation do not have any effect - the information is taken from the action. You can build up nested actions, by dropping on action on another, to create complex actions for a light from simple ones. " "##DropLightOnAtmospheric##" "You have just added a light source to an atmospheric object. An atmospheric object can contain any number of light sources of different types (infinite, point or spot)." "##OnMergeFaces##" "A major factor in the speed of 3D graphics is the number of polygons (or facets) defined in your scene. Often, after editing or importing data, you can optimise your use of polygons by merging together those faces that are in the same plane (or surface). The Merge Faces operation does just this. If you are performing the operation on a large number of shapes, then temporarily closing down any realised views should make the operation faster. Whether neighbouring faces are considered to be planar is decided by the 'coplanar angle tolerance'. Faces which are at an angle to each other which is greater than this tolerance will not be merged together. By setting large tolerances (eg > 10 degrees), faces can be produced which are not planar. These non-planar faces may or may not be rendered correctly. Another possible result of a large tolerance is 'fracturing' of a curved surface. This is where some faces can be pulled-away from their neighbours, resulting in a hole." "##OnCullHierarchy##" "Due to the way some import filters work, 'extra' levels of hierarchy can be created when they are not needed. For example, placements with no transformation, no actions, and which reference 'empty shapes' (ie, shapes with no points or faces) will not affect the final display. This option will search down a hierarchy, removing any of these 'extra' levels (placements and shapes). This can result in a hierarchy which is not only clearer, but may also improve performance." "##OnMergeHierarchy##" "This option will create a single new shape from an entire hierarchy. If there are any actions present in the hierarchy, then the resultant shape will be like a 'snap-shot' of the hierarchy at that particular time." "##OnPurgeRealiBase##" "This option will search through the current RealiBase, looking for any objects which are unused, and then deleting them. The option is 'recursive' - for example, if it removes a placement, it then checks the shapes that the placement referenced to see if any of those are now unused. It then checks any placements that those shapes referenced, and so on... The entire hierarchy is checked. One exception are 'Views' - these are never considered to be 'unused', and so are never deleted." "##OnPreLightOn##" "Normally, lighting calculations are performed on every object in a scene every time a view is displayed. For complex objects/scenes, this can involve a significant amount of work. In many cases, the lighting calculations for an object remain the same each time the view is displayed. For example, if the object is not moving. By turning on pre-lighting for an object, the lighting calculations are performed once, and the results stored with the object. Each time the view is displayed, these stored results are then used, instead of performing the lighting calculations. This can significantly increase performance."