Modeling
- Powerful lofting tools allow model construction from multiple spline
cross sections (even with different numbers of points per cross section)
interpolated along a 3D spline path. Lofted objects can be edited as splines,
and the splines can be animated within the loft model. Lofter deformation
curves (scale, twist, teeter, bevel, and fit) can be animated over time,
eliminating the need for morphing to achieve "blobby" model effects.
- Object Modifiers let you deform objects in their own coordinate system,
and they each have an animateable 'gizmos' apparatus that allows the modifier
to be transformed relative to the object over time. Modeling operations
can thus be manipulated as "objects" in their own right. Object
Modifiers included are Bend, Taper, Twist, Skew, Noise, Lathe, Ripple,
Wave, Optimize, Displace, Edit Mesh, Edit Spline, Edit Patch, Extrude,
Xform and Linked Xform.
- Space Warps let you bind scene-based effects (explosions, ripple, wave,
gravity, wind, deflector, displacement fields) to groups of objects. Each
object can also have its own specific parameters associated with the warp
(so some buildings can be 'hard' and others 'soft' for the Explode Space
Warp).
- Particle systems are completely extensible and include all-purpose
Spray and Snow systems. Particle systems are visible in real-time in the
user interface. Emitter size is adjustable and constraints such as wind,
gravity and collision detection can be applied to particles.
- Modeling operations can be animated (e.g. increase number of segments
in a cylinder, animate smoothing, or animate material assignment over time).
- Polygonal editing capabilities include ability to work at either vertex,
face or edge sub-object levels. Dozens of enhanced polygon modeling tools
include vertex magnet (with user-defined magnet field curves) for patch-like
editing control over polygonal surfaces, interactive face and edge extrusion,
face planarity control, face normal display and modification.
- Built in polygon optimization with level-of-detail control for both
the interactive viewports and the production renderer. Polygon reduction
options include the ability to preserve material and smoothing along boundaries.
- Ability to model with animated shaped displacement fields, either from
pure energy or modulated by bitmaps -- turns models into 'virtual clay'.
- 3D Boolean operations are fully-interactive, and the boolean operators
can each have their own animated construction histories, providing infinite
boolean animation effects. Boolean operations include animated difference,
intersection, union.
Geometry
- An infinite variety of model geometries are supported, including parametric
objects, polygons, splines and patch models. Parametric objects include
Box, Sphere, Cylinder, Torus, Utah Teapot, Tube, Cone and Infinite Polyhedra
(hedral families include tetrahedron, octahedron, dodecahedron, icosahedron,
stellated hedrons). These may all be edited in either mesh or patch form.
- Bezier spline-creation tools include Line, N-gon, Donut, Rectangle,
Circle, Ellipse, Helix, Arc, Star and Text shapes.
- Spline models can be automatically constructed from top, front and
side profiles.
- The geometry of an object can be cut and pasted into another object,
providing infinite geometric flexibility even after the animation for an
object is complete.
Cameras
- An unlimited number of named cameras with real-time cursor zoom, window
zoom, roll, orbit, perspective, dolly and field-of-view control can be
used. Cameras can either be Targeted or Free quaternion. Cameras controls
include selectable stock lenses, horizon indicator, animateable environment
ranges, near/far clipping planes and field of view. (Interactive clipping
planes can be manipulated to animate cross sectional views of 3D models.)