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-
- Menus
-
- Click-hold to expose a menu listing; drag down the menu listing to highlight/select list items; release mouse-key to activate highlighted list item.
-
- List item with right-pointing arrow indicates a submenu; submenus operate
- as described above.
-
-
- File menu
-
- Open Model… [-o]
- Access standard Open dialog box; locate a Presenter 3D file (v3.6.x or
- Presenter Professional v3.x), then click on Open button to Open the
- database file.
-
- Close Model
- Closes the active database file.
-
- Save Model [Ô£ø-s]
- Overwrites named file.
-
- Save Model As…
- Access standard Save dialog box; enter name in the Save as: data field;
- choose a location, then click on Save button to Save the database file.
-
- Close Window [Ô£ø-w]
- Closes the current, active window.
-
- Import Model…
- Not active.
-
- Export Model…
- For exporting to EIAS FACT file format (Save dialog box). Click Save button to
- export the model.
-
- Prefs (button)
- Click button to access File Conversion Options dialog box.
-
- On Input -- has no effect on export
- On Output (2 data fields; two check boxes)
- Spline Breakup (data field)
- Make an entry (1 < whole number >20); Low numbers are “coarse”;
- high numbers are “smooth”.
- Surface Breakup (data field)
- Make an entry (1 < whole number >20); Low numbers are “coarse”;
- high numbers are “smooth”.
- Write Invisible Groups (check box)
- Create Groups for Unsupported Elements (check box)
-
- View Image/Movie… [-e]
- Access Standard Open dialog box.
- Locate/Select a PICT or QuickTime movie file; view the image/movie.
-
- View 3DMF file…
- Access Standard Open dialog box; locate/select the 3DMF file; view image.
-
- Re-scan for plug-ins…
- Relocates the files in the Presenter Plug-ins folder. To avoid re-launching
- Presenter when a new Attribute file (Texture, Sound, Animator, Shader) is
- placed into the Plug-ins folder; so Presenter will recognize the newly-
- placed Attribute.
-
- Page Setup…
- No effect.
-
- Print Window…
- No effect.
-
- Transfer to Modeler
- Quits Presenter and launches ModelPro.
-
- Quit [Ô£ø-q]
- Quits Presenter (to Finder).
-
-
- Edit menu
-
- Undo <operation> [Ô£ø-z]
- Returns model status to pre <operation> (20 levels).
-
- Cut [Ô£ø-x]
- Removes selected item from database (to Presenter clipboard).
- The Presenter clipboard is separate from the System clipboard; it handles the
- special dataset created by Presenter; this data cannot be pasted into
- other applications.
-
- Copy [Ô£ø-c]
- Copies selected item to Presenter clipboard.
-
- Paste [Ô£ø-v]
- Pastes contents of Presenter clipboard into database.
-
- Clear
- Removes selected item from database (cannot Undo or Paste).
-
- Select All Cells [Ô£ø-a]
- Selects all of the event markers in the Script window.
-
- Redo <operation> [Ô£ø-r]
- Applies the previous <operation> (determined by Undo).
-
- Animation Settings…
- Access Animation Settings dialog box.
- Total Time (data field)
- Make a data entry (1 < whole number) to set the time length of the
- animation. Default is 240 (24 seconds).
- Offset (data field)
- Make a data entry (1 < whole number) to make the initial time marker
- other than zero. For example: with the Total Time set to 240 and the
- Offset set to 100, the initial time marker will be at 1 second and the final
- time marker will be at 34 seconds. This is useful for aligning the initial time
- marker with the final time marker of some existing animation. Default is 0.
- Time Scale (data field)
- Make a data entry (1 < whole number). Corresponds to the number of
- frames to be rendered per second of animation; dictates the number of tic-
- marks displayed in the timeline along the top of the Script window.
- Default is 10.
- Start Time (data field)
- Make a data entry (1 < whole number). Indicates the beginning frame to
- be rendered in an animation. Dictates the position of the right-pointing,
- blue wedge in the timeline along the top of the Script window.
- End Time (data field)
- Make a data entry (1 < whole number). Indicates the final frame to
- be rendered in an animation. Dictates the position of the left-pointing,
- blue wedge in the timeline along the top of the Script window.
- Play Rate (data field)
- Make a data entry (1 < whole number). Corresponds to the number of
- frames to be previewed in the Active Camera window per second of
- animation. Default is 10.
- Looping Animation (check box)
- not operational.
-
- Environment Settings…
- Access Environment Settings dialog box.
- Rendering Background (color chit)
- Click on the chit to access standard color picker. Select a color.
- Affects View windows only.
- Rendering Background (color chit)
- Click on the chit to access standard color picker. Select a color. Affects
- Active Camera Preview, and final renderings only.
- Ambient Light (one data field; one color chit)
- Brightness <(data field)> %
- Make an entry (0 < number > 100). Determines the intensity of the
- ambient lighting. An entry of zero would be equivalent to setting your
- scene into a covered black box. An entry of 100 would have the effect of
- cancelling any other lighting you have in the scene, and would make no
- shading across surfaces. Default is 10%.
- Color (color chit)
- Click on the chit to access standard color picker. Select a color.
- Determines the color of the Ambient light. Default is white.
- Stereoscopic (one data field; one check box)
- The settings made here affect the “lenses” when the Camera type
- is Stereoscopic or Stereo (red/blue).
- Separation <(data field)> °
- Make an entry (1< whole number > 10). Determines the separation
- between images.
- Cross-eye Viewing (check box)
- Click to toggle “on/off”. Determines the separation between images.
- Rotation Order (pull-down menu)
- Make a selection from the pull-down menu. The rotation order is
- important when an object is made to rotate on multiple axes from an
- initial orientation to some other final orientation.
- See in-depth discussion in Presenter Reference Manual.
- Fog (one data field; one color chit)
- This effect applies only when rendering using MacRenderMan rendering
- engine (does not apply to raytracer or phong).
- The effect is to alter the color of an item using the “fog” color to tint the
- item. Items further from the camera will be tinted more by the “fog” color.
- Items closer to the camera will be tinted less by the “fog” color.
- Max. Visibility (data field)
- Make an entry (0 < number). Determines the density of the “fog”.
- Color (color chit)
- Click to access standard color picker. Determines the color of
- the “fog”.
-
- Movie Compression…
- Access standard QuickTime movie compression settings dialog box.
-
- QTVR Settings…
- Access QTVR Settings dialog box; includes settings for Panorama and
- Object movie types.
- See the special portion of this CD devoted to QTVR for an in-depth explanation
- of QTVR technology, and how to create Panorama and Object movies
- using Presenter.
-
-
- Action menu
-
- New Folder
- Inserts empty folder into the Script window Items list.
-
- Recalculate ND Cells
- Select to “calculate” ND Cells.
- In order to preview/render an animation that employs the Collision Detection
- Animator, the ND Cells must be “calculated”.
- Applies only when using the Collision Detection Animator. The Animator
- generates these ND Cells (event markers) to show, in the Script window, the
- frames at which a collision is detected.
-
- Recalculate Interactive
- Select to “calculate” ND Cells.
- Updates the display in the View windows and Active Camera window for each
- frame, as the “calculation” of ND Cells progresses.
-
- Delete ND Cells
- Removes all ND Cells from the Script window; in preparation to fine-tuning the
- animation (changing the characteristics of Collision Detection Animator or the
- item that it is attached to.)
-
- For example: suppose you use the Collision Detection Animator to make a ball
- bounce on a floor; you would use Recalculate ND Cells prior to previewing the
- animation (generates ND Cells in the ball’s channel in the Script window);
- upon preview, you decide to increase the elasticity of the ball to make it bounce
- higher and for a longer time; use Delete ND Cells to clear the ball’s channel,
- then use Recalculate ND Cells to generate the cells for the new animation.
-
- Mix Sound Track
- Select to prepare the final sound track when employing sound in your
- animation.
-
- In order to preview/record the sound you have applied to your animation, you
- must first prepare the final sound track.
-
- For example: suppose you have set up an animation with a train passing
- quickly by the camera, and have attached a whistle sound to the train, and
- set-up microphones near the camera to detect the whistle sound as it passes
- by. This scenario will generate a Doppler sound effedt (the frequency of the
- whistle sound will change from high to low as it approaches, and passes the
- microphones). Use Mix Sound Track to prepare the final sound track. Now
- suppose you add a musical score as background. To preview/record the new
- final sound track use Mix Sound Track.
-
-
- Windows menu
-
- Clean-up Windows
- Arranges windows/palettes into default configuration.
- Fits default configuration to monitor size.
-
- Re-display
- Redraws images in the View windows and the Active Camera window.
-
- Auto Re-display (check mark)
- Select to toggle “on/off”.
-
- Top
- Makes the Top View window the active window.
-
- Front
- Makes the Front View window the active window.
-
- Right
- Makes the Right View window the active window.
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- Active Camera
- Makes the Active Camera window the active window.
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- Script
- Makes the Script window the active window.
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- Attributes
- Makes the Attributes window the active window.
-
- Activity Log
- Makes the Activity Log window the active window.
- The Activity Log displays rendering activity and statistics.
-
- Tool Palette
- Displays the Tool palette.
-