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- The Buddy System for Imagine - Master Text File
-
- BSI.index - The first column lists the entries that appear when you
- display the Topic Index within the Buddy System. The second column lists
- the Text links associated with each Index entry. A link refers to a named
- block of text, or Node, within the master text file. Blocks of information
- within the master text file are grouped between the labels Node and
- EndNode. The Title Immediately following the Node label, represents the
- name of that particular node. Text outside the Node & EndNode labels are
- considered to be comments.
- BSI.keys - this is a file generated by the Buddy System. It is a
- special table used for speeding up text Node access and searching.
- You may edit any of the files: BSI.txt, BSI.index or BSI.keys.
- Simply edit the .txt file with any ASCII text editor using the following
- rules:
- - only text between @Node and @EndNode labels is accessible text info.
- - line lengths max = 78 characters.
- - use the character · (Alt-8) to surround phrases you want
- highlighted. Make sure an entry exists for the phrase in
- the .index file.
-
- If you edit the BSI.txt file, select the Rebuild Text option from
- the Buddy System menu. This re-reads the text file and rebuilds the .keys
- file accordingly.
- When editing the .index file, place entries in the first column
- alphabetically to ensure proper searching. The Reread Index function
- within the Buddy System lets you reload the .index file without having to
- quit the Buddy System first.
-
-
-
- @Node 90_Degrees
-
- TOPIC LOCATION: ·Forms Editor·; ·Symmetry Menu (Forms)·
-
- PRECEDING TOPIC: ·Both Symmetry·
- FOLLOWING TOPIC: ·Click·
-
- See ·Front Symmetry· For Related Demonstration.
-
- 90 Degrees links the Front and Right views so as you move a point in
- either view, all corresponding points in the other view will also move.
-
- @EndNode
-
- @Node About
-
- Thank You for Purchasing & Supporting The Buddy System Tutorial Series!
-
- "Common Sense dictates that this tool is intended for
- use by REGISTERED Imagine owners."
-
- Support Superior Software - BUY IT!
-
-
- About The Buddy System
- **********************
-
- For those interested:
-
- The Buddy System was developed on an Amiga 3000 using the following tools:
-
- - SAS Amiga C Compiler and Assembler, version 5.10 from SAS Institute, Inc.
- - CygnusEd Professional, version 2.12 from ASDG, Inc.
- - PowerWindows, version 2.5 from Inovatronics, Inc.
- - DeluxePaint III, from Electronic Arts, Inc.
-
- Beta Testing performed on all Amiga models.
- All Packaging and documentation created with PageStream from SoftLogik, Inc.
-
-
- The Buddy System is available for:
-
- DeluxePaint III
- DeluxePaint IV
- PageStream
- Imagine
- AmigaDOS
-
- ACCESSORY DISKS:
-
- Extras For DeluxePaint IV (Advanced Tips & Techniques)
-
- COMING SOON FOR:
-
- The Video Toaster
-
- For further information contact HelpDisk, Inc. @ 407-798-8865
- 13860 Wellington Trace #12, Box 200, Wellington FL 33414
-
- We appreciate your support as a registered Buddy System owner.
-
- PLEASE MAIL YOUR REGISTRATION CARD TODAY!
- @EndNode
-
- @Node Action_Editor
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Delete (Stage)·
- FOLLOWING TOPIC: ·Action (Add)·
-
- The metaphor of "actors on a stage" is made even more familiar with the
- Action script editor. The Action script lists all the information that
- will be used to create any type of animation.
-
- Visually, you can think of the action script as a graph. Down the left
- column of the display, is listed all of the actors in the animation. At
- the top of the display, all of the animation frames will be listed. Each
- actor has six available controls listed down the right side of the display.
- The remainder of the display is divided into a grid. The existence and
- action of each actor over a series of frames will be displayed by colored
- bars. These bars are called·timelines·and they will allow you to
- visually get an idea of how an animation progresses; with the·timelines·
- you will be able to set and see where actors will exist, throughout the
- animation. Additionally, you will be able to:
-
- Create transition effects over any series of frames. Any actor's
- ·alignment·,·position·,·size·and even the actor itself can metamorphose
- over a series of frames.
-
- You can add special effects such as·hinging·and pre-defined·F-X·.
-
- The first 4 buttons along the bottom of the Action screen activate the
- modes:
-
- ·Add Mode·
- ·Delete Mode·
- ·Rename Mode·
- ·Info Mode·
-
-
- Cancel
- Cancel allows you to abandon an Add in progress. For example if you are in
- the process of adding an object - clicked on a starting frame in the actor
- channel - then decide that you don't actually want to add an object, click
- Cancel to abort the addition.
-
- Additional menu items provide the following functions:
-
- Undo
- Selecting Undo after making a change will restore the settings to what they
- were before the change. Only the last operation is undone.
-
- Highest Frame #
- Highest Frame # sets the total number of frames that will exist in the
- animation. As you increase the Highest Frame # the individual frame
- numbers will be displayed across the top of the action script. Only 50
- frames will be visible at any time. You can use the slider gadget at the
- bottom of the screen to display any extra frames. If you enter a number
- that is lower than the current number of frames, the animation will be
- shortened and all·timelines·will be adjusted automatically.
-
- The available·control channels·include:
-
- ·Actor Channel·
- ·Posn Channel·
- ·Align Channel·
- ·Size Channel·
- ·Hinge Channel·
- ·F-X Channel· (two separate F-X channels are available)
- @EndNode
-
- @Node Add_(Action)
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Action Editor·
- FOLLOWING TOPIC: ·Delete (Action)·
-
- Add
- Add mode allows you to add actors, positions, alignment, size, hinge and
- F-X timeline values for the current animation. After you select Add, you
- must position your cursor at an intersection of an existing frame and a
- specific control channel. As you move the mouse, frame numbers and control
- channels will become highlighted as feedback. In certain cases, you may
- click twice in a particular intersection or you may click to specify a
- range of frames. This will create a colored timeline in a particular
- control channel. Certain control channels can affect the availability of
- other control channels (i.e. you must have an actor specified for a
- particular set of control channels before·alignment·,·position·and
- ·size·can be adjusted).
-
- Actors can be added to an empty·action script·position. This is done by
- positioning the mouse at the intersection of an available actor
- ·control channel·and the starting frame where you want the actor to
- appear. If you have multiple frames you will need to click a second time,
- on the same·control channel·line, at the ending frame for the actor. A
- ·Specify type·requester will appear. This allows you to add either a
- normal object or a light source. If you select normal object a file
- requester will appear so that you can select an object file from disk.
- Selecting light source will add a light to the animation for the frames you
- specify. ·Timelines·will automatically be added or made available for the
- frames that you specified.
-
- @EndNode
-
- @Node Delete_(Action)
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Add (Action)·
- FOLLOWING TOPIC: ·Rename (Action)·
-
- Delete
- Delete allows you to remove entire actors or individual timelines from an
- animation. Clicking on an actor name in the left column, with Delete mode
- selected, completely removes it from the animation. Clicking on a
- ·timeline·, in Delete Mode, removes only that particular information.
- Deleting a·timeline·is mainly used to change default settings, such as
- those for the·camera·. For example, deleting the·camera·default align
- ·timeline·allows you to use·Add·to choose different options.
-
- @EndNode
-
- @Node Info_(Action)
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Rename (Action)·
- FOLLOWING TOPIC: ·Actor Channel·
-
- Info
- In Info mode, clicking on a·timeline·displays the actor,·position·,
- ·alignment·,·size·,·hinge·, or·F-X·info requester. This allows you to
- view or change current settings. For example, the start and end frame
- values are displayed in each of the info requesters. You can enter new
- values into the requester and the·timelines·will automatically be
- adjusted.
-
- @EndNode
-
- @Node Rename_(Action)
-
- TOPIC LOCATION: ·Action·
-
- PRECEDING TOPIC: ·Delete (Action)·
- FOLLOWING TOPIC: ·Info (Action)·
-
- Rename
- In Rename mode, clicking on an object name, in the left column, displays
- the new name requester. This allows you to replace old or default names
- and add more descriptive ones.
-
- @EndNode
-
- @Node Actor_(Light)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Actor (Normal)·
- FOLLOWING TOPIC: ·Camera·
-
- Light Source
- A Light Source is the other type of·variable actor·(besides a normal
- object). You can specify a maximum of 32,000 light sources in an
- animation. The Light Source info requester lets you set:
-
- Start\End Frame
- Start\End Frame represents the animation frames in which a light source
- exists. Changing these numbers will automatically adjust the actor
- ·timelines·for the light source.
-
- Spherical
- Spherical casts light in a spherical pattern. This can be compared to the
- light transmitted by a lightbulb; light shines in all directions.
-
- Cylindrical
- Cylindrical light acts like a spotlight where the light is concentrated in
- a beam. This light beam is defined by length (Y) and radius (X). It is a
- directional light that only shines on objects that fall directly in its
- path. The size control channel in the action script is used to set the X
- and Y dimensions for a cylindrical light.
-
- Conical
- A Conical light source casts a directional pattern that starts from a
- single point and spreads out in a cone shaped pattern. Its length (Y) and
- radius (X) dimensions are set using the size control channel in the action
- script.
-
- Cast Shadows
- By default, light sources do not cast shadows. This effectively decreases
- rendering time. Activating Cast Shadows will generate any possible shadows
- cast by objects. Full·trace mode·must be used in order to generate
- shadows.
-
- Diminish Intensity
- By default, the intensity of light sources remains constant; the distance
- of a light source from an object does not affect brightness. Selecting
- Diminish Intensity causes brightness to be affected by the light sources
- distance.
-
- Red\Green\Blue Intensity
- By Default, light source normally transmits white light (all R,G,and B
- values = 255). You can adjust the RGB values to cause a light source to
- transmit in any of over 16 million possible colors.
-
- Transition frame count
- The Transition Frame Count value is used to morph a light source's color,
- intensity, or shape. Morphing is achieved by adding a light source so that
- it exists in one frame (for example, lets say frame 1). Set the initial
- settings for the light source: ·Spherical·,·Conical·,·Cast Shadows·,
- ·Color·, etc. On the same actor control line a second light source
- ·timeline·is added from frame 2 thru the last frame; let's say our last
- frame is 20. Set the second light source's desired·Color·,·Intensity·or
- Shape. To create a smooth transition, we would enter 18 for the
- transition frame count. The light source's settings will morph smoothly
- from frame 1 to 20. Typically, a smooth transition is achieved by
- subtracting 2 from the total number of frames in the transition. Lower
- numbers create more abrupt changes.
-
- @EndNode
-
- @Node Actor_(Normal)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Actor Channel·
- FOLLOWING TOPIC: ·Actor (Light)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·A_Cycle_Actor.sdemo·
-
- "How to add a Cycle Editor object into an animation"
-
- * (Make sure CAMERA VIEW is selected from the Stage Editor's Display Menu)
-
- Normal Object
- Normal Object first displays a file requester that prompts you to·load·an
- object file. Once the object is successfully loaded, the object file info
- requester is displayed. This requester allows you to set:
-
- Start\End Frame
- Start\End Frame represents the animation frames in which an actor exists.
- Changing these numbers will automatically adjust the actor·timelines·for
- this object.
-
- Filename
- Filename displays the complete directory path and filename for the object.
- You may later change this if the object file was moved to a different
- location.
-
- Number of cycles to perform
- This value is for use with objects that were created with the
- ·Cycle Editor·. It sets the number of cycles that a cycle object will
- perform between the object's start and end frame. Suppose you created a
- cycle object of a walking man which consisted of a 10 frame walking cycle.
- Lets say the object's start frame is 1 and its end frame is 20; for a total
- of 20 frames. The number of cycles should then be set to 2 so that two
- cycles are performed to evenly fit within the range. Usually, you should
- divide the actors total range of frames by the number of frames in the
- cycle to get a value that will provide even animation. Even if the number
- of frames in the objects cycle does not evenly divide into the frame range,
- Imagine will automatically re-·tween·the cycle object so that it will
- still play for the number of cycles that you enter. If the number of
- cycles is set to 0, the first frame of the cycle will be repeated over the
- objects range of frames.
-
- Initial cycle phase (0.0..1.0)
- This value is for use with objects that were created with the
- ·Cycle Editor·. It is a value from 0 to 1. It sets the starting frame for
- a cycle object. For example, if you want to a cycle object to start its
- motion half way into its cycle of frames, you would enter .5 . Typically,
- you should divide the number of the frame you want to start at by the total
- number of frames in a cycle ( to start at frame 2 in a 10 frame cycle =
- 2\10 = .2).
-
- Reverse cycle motion
- This value is for use with objects that were created with the
- ·Cycle Editor·. Selecting this option causes the object to play its cycle
- backwards.
-
- Transition frame count
- The Transition Frame Count value is used to morph one object into another.
- Morphing objects requires that both objects are composed of an equal number
- of points. Morphing is achieved by adding an actor so that it exists in
- one frame (for example, lets say frame 1). The second actor is added on
- the same actor control line for frames 2 thru the last frame; let's say our
- last frame is 20. To create a smooth transition, we would enter 18 for the
- transition frame count. Typically, a smooth transition is achieved by
- subtracting 2 from the total number of frames in the transition. Lower
- numbers create more abrupt changes.
-
- @EndNode
-
- @Node Actor_Channel
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Info (Action)·
- FOLLOWING TOPIC: ·Actor (Normal)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·A_Morphing.sdemo·
-
- Actors are all of the individual elements that make up an animation,
- including the·camera·and·globals·settings. By default, the·camera·
- and·globals·already exist in a new·action script·because they are
- ·fixed actors·. A fixed actor will exist throughout the animation even if
- its·timelines·do not extend over all frames of the animation. Adjusting
- the·timelines·for these fixed actors allow you to create dynamic moves,
- zooms and global changes. Add is used to insert a new actor into the
- action script. These actors are called·variable actors·. They can either
- be normal objects or light sources. Variable actors are only present in
- the animation in the frames where their·timelines·extend.
-
- Deleting the default actor timeline and Adding a new actor timeline,
- displays a requester which lets you select:
-
- ·Normal Object Actor·
- ·Light Source Actor·
-
- @EndNode
-
- @Node Add
-
-
- RELATED TOPICS:
-
- ·Add (Action)·
- ·Add (Cycle)·
- ·Add (Forms)·
- ·Add Axis (Detail)·
- ·Add Axis (Stage)·
- ·Add Closed Path (Stage)·
- ·Add Edges·
- ·Add Faces·
- ·Add Ground·
- ·Add Light·
- ·Add Lines·
- ·Add Open Path (Detail)·
- ·Add Open Path (Stage)·
- ·Add Points·
- ·Add Primitive·
- ·Add Primitive (Cone)·
- ·Add Primitive (Disk)·
- ·Add Primitive (Plane)·
- ·Add Primitive (Sphere)·
- ·Add Primitive (Torus)·
- ·Add Primitive (Tube)·
- ·Add Sphere·
- @EndNode
-
- @Node Add_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Move·
- FOLLOWING TOPIC: ·Delete (Cycle)·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Add mode lets you create new·bone·segments connected to the starting
- axis. The size of each segment affects the relative size of an object that
- will be assigned to it. Only segments will be visible in the three editing
- displays. Any objects that you assign to the·skeleton·will only be
- displayed in the·Perspective·view.
-
- NOTE: Segments can only be added while you are in the first frame. Select
- ·FIRST·to go immediately to the first frame to add new segments if needed.
-
- @EndNode
-
- @Node Add_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Mode Menu (Forms)·
-
- PRECEDING TOPIC: ·Edit·
- FOLLOWING TOPIC: ·Delete (Forms)·
-
- See ·New (Forms)· For Related Demonstration.
-
- Add mode symmetrically places new points on a cross section. In other
- words, clicking along a cross section will add two points, one at the
- location where you clicked, and another at a position directly opposite
- from the clicked location.
-
- @EndNode
-
- @Node Add_Axis_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Snap to Grid (Detail)·
- FOLLOWING TOPIC: ·Add Sphere·
-
- ALL OBJECTS IN IMAGINE MUST START WITH AN AXIS. The·axis·represents the
- objects's center of·rotation·. Once an·axis·is added and picked you may
- proceed to add·points·,·edges·and·faces·to create an object. An axis
- can be used alone, without any·points·or·edges·, as a reference object
- that the·camera·can target.
-
- @EndNode
-
- @Node Add_Axis_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Load (Stage)·
- FOLLOWING TOPIC: ·Add Light·
-
- Add Axis allows you to place an axis object onto the stage. This object
- can then be used as a tracking target or a·hinging·object for the
- ·camera·(or even other objects on the stage).
-
- @EndNode
-
- @Node Add_Closed_Path_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Add Open Path (Stage)·
- FOLLOWING TOPIC: ·Rename (Stage)·
-
- See ·Add Open Path (Stage)· For Related Demonstration.
-
- Add Closed Path lets you load a path onto the stage which any of the
- ·actors·can be made to follow. A file requester will be displayed because
- you must specify a name for the path object so that its information can be
- saved to disk. ·Edit Path (Stage)·mode is used to adjust the shape of the
- path. This path is functionally similar to one created by
- ·Add Open Path (Stage)·with the difference being that this type of path
- forms a closed loop.
-
- NOTE: This function is also available within the Detail Editor.
- @EndNode
-
- @Node Add_Edges
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Faces·
- FOLLOWING TOPIC: ·Add Points·
-
- See ·Add Faces· For Visual Demonstration.
-
- Add Edges allows you to connect two points of a picked object with a line
- segment. This line segment is considered an·edge·.
-
- @EndNode
-
- @Node Add_Faces
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Pick Points·
- FOLLOWING TOPIC: ·Add Edges·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Object_Creation.sdemo·
-
- Add Faces allows you to connect groups of three·points·within a picked
- object to create a triangular·face·. ·Faces·are used to signify a filled
- area. ·Points·that do not have·faces·defined are considered open or
- will appear as holes in the object. When Add Faces mode is active a·face·
- is created by clicking on any three·points·within the picked object that
- can form a triangle.
-
- @EndNode
-
- @Node Add_Ground
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Sphere·
- FOLLOWING TOPIC: ·Add Primitive·
-
- Add Ground adds an infinite ground·plane·. You do not have to size the
- ground because it stretches infinitely along the X (left to right), and Y
- (front to back). There is no Z dimension. Creating a ground, places it
- automatically at zero on the Z·axis·. You may move the ground up or down
- as necessary.
-
- @EndNode
-
- @Node Add_Light
-
- TOPIC LOCATION: ·Action Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Add Axis (Stage)·
- FOLLOWING TOPIC: ·Add Open Path (Stage)·
-
- Add Light puts a light source on the stage at the current frame. Its
- existence throughout the animation is controlled from the·Action script·.
- It can be positioned using any of the ·Editing· options.
-
- @EndNode
-
- @Node Add_Lines
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Points·
- FOLLOWING TOPIC: ·Drag Points·
-
- See ·Add Faces· For Visual Demonstration.
-
- Add Lines lets you add·points·and·edges·at the same time to define an
- objects outline. An·axis·must be currently picked in order to be able to
- Add Lines. ·Lines·are added by clicking in any of the three views; each
- time you click the left button in a view, a·point·will be added. As you
- move the mouse a line will extend from the initial point. When you click
- the left button again, another·point·will appear and a line segment
- (·edge·) will automatically connect the previous·point·to the new
- ·point·. Clicking on the starting·point·will create a closed outline.
-
- @EndNode
-
- @Node Add_Open_Path_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Add Light·
- FOLLOWING TOPIC: ·Add Closed Path (Stage)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·S_Path.sdemo·
-
- Add Open Path lets you·load·a path onto the stage which any of the
- ·actors·can be made to follow. A file requester will be displayed because
- you must specify a name for the path object so that its information can be
- saved to disk. A path starts as a straight line with a beginning and
- ending point. The shape of the path is adjusted by moving or rotating any
- of the axis points along the path. Additional axis points can placed to
- add additional curves to the path and axis points can also be deleted to
- make the path more linear; a minimum of 2 axis must exist for a path.
- ·Edit Path (Stage)·mode is used to adjust the shape of the path.
-
- NOTE: This function is also available within the Detail Editor.
- @EndNode
-
- @Node Add_Points
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Edges·
- FOLLOWING TOPIC: ·Add Lines·
-
- See ·Add Faces· For Visual Demonstration.
-
- Add Points allows you to define additional·points·for the currently
- picked object. You can then use·Add Faces·or·Add Lines·to further
- describe the objects details.
-
- @EndNode
-
- @Node Add_Primitive
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Ground·
- FOLLOWING TOPIC: ·Add Primitive (Sphere)·
-
- Add Primitive displays the·Primitive Types requester·. These primitives
- are common shapes that can be completely manipulated. Each primitive
- displays a requester that will affect the number of·points·and·faces·
- used to create it. Generally, more·points·and·edges·create smoother
- objects with the expense of increased·rendering·time.
-
- The primitives available include:
-
- ·Sphere·
- ·Tube·
- ·Cone·
- ·Torus·
- ·Disk·
- ·Plane·
-
- @EndNode
-
- @Node Add_Primitive_(Cone)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Tube)·
- FOLLOWING TOPIC: ·Add Primitive (Torus)·
-
- Cone
- Cone is a pointed shape drawn with lines starting from a base and
- converging to a single point.
-
- Radius
- Radius defines the size of the cone's base. Radius is the distance from
- the center of the base to its outer edge.
-
- Height
- When a cone is first created, it is placed so that it extends along the Z
- ·axis·. Height is the value that sets the distance from the base to the
- point.
-
- Circle Sections
- The total number of·points·used in the circumference of the base.
-
- Vertical Sections
- The number of segments between the point and the base. Additional vertical
- sections are usually added if you intend to have multiple colored segments.
-
- Stagger Points
- Stagger Points offsets the·points·in each vertical section to improve
- ·rendering·smoothness.
-
- Close Bottom
- By default the base of the cone is left open; no·faces·are added. Close
- Bottom will add·faces·to create a solid look.
-
- @EndNode
-
- @Node Add_Primitive_(Disk)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Torus)·
- FOLLOWING TOPIC: ·Add Primitive (Plane)·
-
- Disk
- Disk is a circle with·faces·automatically defined.
-
- Radius
- Radius is the distance from the center of the circle to its outer edge.
-
- Sections
- Sections is the number of·points·used to describe the circumference of
- the disk circle.
-
- @EndNode
-
- @Node Add_Primitive_(Plane)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Disk)·
- FOLLOWING TOPIC: ·Quickdraw All·
-
- Plane
- A plane is a flat rectangle filled with·faces·. It is useful for creating
- surfaces such as walls, floors, ceilings, etc. It is also used for
- auto-facing with the·Slice·command. Also any surface can be defined by
- starting with a plane a assigning different·attributes·.
-
- Width
- Width is the size of the·plane·along the X·axis·.
-
- Height
- Height is the size of the·plane·as it extends on the Z·axis·.
-
- Horizontal Sections
- Horizontal Sections are the number of·points·along the X·axis·.
-
- Vertical Sections
- Vertical Sections are the number of·points·that will be place along the Z
- ·axis·.
-
- @EndNode
-
- @Node Add_Primitive_(Sphere)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive·
- FOLLOWING TOPIC: ·Add Primitive (Tube)·
-
- Sphere
- Sphere is used instead of·Add Sphere·if you want to create a completely
- editable sphere. The sphere parameters are:
-
- Radius
- The radius is the distance from the center of the·sphere·to its outer
- edge. This value defaults to 50 units.
-
- Circle Sections
- Circle Sections defines the number of·points·that will be used to describe
- the sphere's circumference (these are the lines that encircle the sphere in
- the way that the equator encircles the earth; latitude lines).
-
- Vertical Sections
- Vertical sections are the number of sections between·circle sections·.
-
- Stagger Points
- Instead of lining up points, each·circle section·is offset. This creates
- a more realistic sphere shape and smoother surface.
-
- @EndNode
-
- @Node Add_Primitive_(Torus)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Cone)·
- FOLLOWING TOPIC: ·Add Primitive (Disk)·
-
- Torus
- Torus creates a doughnut shaped object.
-
- Ring Radius
- Ring Radius sets the diameter for the torus' hole. The radius is the value
- from the center of the torus to the outer edge of the hole.
-
- Tube Radius
- Tube Radius sets the size of the ring sections that define the tube of the
- torus. The Tube Radius is the distance from the center of a ring section
- to its outer edge.
-
- Ring Sections
- Ring Sections sets the number of ring segments that will encircle the
- center of the torus.
-
- Tube Sections
- Tube Sections are the number of points that will describe the circumference
- of each ring.
-
- Stagger Points
- Stagger Points offsets the·points·between each ring section to create
- smoother·rendering·.
-
- @EndNode
-
- @Node Add_Primitive_(Tube)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Sphere)·
- FOLLOWING TOPIC: ·Add Primitive (Cone)·
-
- Tube
- Tube is a cylinder shape.
-
- Radius
- Radius is the distance from the center of the tube to its outer edge.
-
- Height
- Height is the length of the tube. By default, the tube extends along the Z
- ·axis·when it is first created.
-
- Circle Sections
- Circle Sections defines the number of·points·that will be used to
- describe the tube's circumference.
-
- Vertical Sections
- Vertical Sections are the number of sections or segments that will make up
- the tube. The default is to have one vertical section. You can specify
- multiple sections if you intend to have differently colored segments.
-
- Stagger Points
- Stagger Points offsets each·circle section·in the tube so that points do
- not line up. This creates a smoother·rendered·tube.
-
- Close Bottom\Top
- Normally,·faces·are not placed at either end of the tube; the tube is
- open on both ends. Selecting Close Bottom\Top will add·faces·to the ends
- creating a solid look.
-
- @EndNode
-
- @Node Add_Sphere
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Axis (Detail)·
- FOLLOWING TOPIC: ·Add Ground·
-
- Add Sphere creates a·perfect sphere·. With this type of sphere you are
- limited to sizing. You are limited to even·sizing·; you can not distort
- the sphere. It can only be made larger or smaller. The benefit of this
- type of sphere is that it takes up the least amount of memory,·renders·
- rapidly and·renders·very smoothly.
-
- @EndNode
-
- @Node Align
-
-
- RELATED TOPICS:
-
- ·Align (Object)·
- ·Align (Path)·
- ·Align (Tween)·
- ·Align Channel·
- @EndNode
-
- @Node Alignment_Bar
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Position Bar·
- FOLLOWING TOPIC: ·Size Bar·
-
- VISUAL DEMONSTRATION AVAILABLE: ·S_Alignment_Bar.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- To have an object's alignment change over the course of an animation, you
- would normally have to enter the Action script editor to break up the
- Alignment timeline in order to enter the changing alignment values. The
- Alignment Bar function allows you to interactively change the alignment of an
- object at certain frames within the Stage Editor screen.
-
- You must first have started by entering the Action script editor and
- setting the number of frames for the animation. Make sure that the object
- whose alignment you want to adjust, exists in the desired frames; set the
- starting and ending frames in the object's Actor timeline. Then enter the
- Stage Editor quad views.
-
- For a simple example, in a 30 frame animation, let's cause an object to
- start out in its normal alignment, rotate about 180 degrees at frame 15,
- then rotate back to its original alignment (for a complete 360 degree
- rotation we have to split the rotation into two 180 degree rotations) at
- frame 30. If you are not already at frame 1, just goto it by selecting
- First from the Frame menu. Use the interactive manipulation functions (R
- on the keyboard for rotate) or the Transformation function to adjust the
- alignment of the object in this frame. After the alignment is set, select
- Alignment Bar from the object menu. The values for the alignment timeline
- in the Action Script will automatically be set according to the current,
- visual alignment of the object. Now goto frame 15 and rotate the the
- object 180 degrees. Again, select Alignment Bar to adjust the alignment
- timeline. Finally go to the last frame (30), and rotate the object back to
- its starting alignment and select Alignment Bar a final time. If you enter
- the Action Script Screen, you should notice that the alignment bar has
- automatically been set and split appropriately over the 30 frames. You can
- then select Make to build the preview of the animation.
-
- @EndNode
-
- @Node Align_(Object)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Align (Path)·
- FOLLOWING TOPIC: ·Size Channel·
-
- Track to Object
- The Track to Object alignment option lets you set a specific target actor
- to follow. This is mainly used with the·camera·so that it will
- automatically follow the movements of a specific actor object.
-
- Start\End Frame
- Start\End Frame sets the range of frames over which an actor will track the
- specified object.
-
- Object Name
- Object Name specifies the name of the actor which will be tracked. The
- axis of the named actor is used as the target for tracking.
-
- NOTE: ·Add axis·, from the object menu, is usually used to place just an
- axis on the stage for tracking purposes.
-
- Initial\Final Y Rotation
- The actor that is tracking the named object can be made to rotate along its
- Y axis during the tracking movement. This is usually done to create
- effects with the·camera·.
-
- @EndNode
-
- @Node Align_(Path)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Align (Tween)·
- FOLLOWING TOPIC: ·Align (Object)·
-
- Align to Path
- Align to Path caused an actor to follow the path that was specified in the
- position·timeline·(the·Follow Path·option must have been selected for
- the position timeline). An actor is attached to the path such that it will
- move in the position indicated by the Y axis; movement occurs in a positive
- Y direction. Alignment·rotation·will then occur as the actor follows the
- path. The Align to Path info requester allows you to set:
-
- Start\End Frame
- Start\End Frame specifies the range of frames over which the actor will be
- aligned to the path.
-
- Keep Y Horizontal
- By default, in instances where the specified path has an incline the actor
- will rotate along its X axis so that its Y axis follows the incline; much
- like a car driving up a hill. Activating Keep Y Horizontal prevents this X
- axis rotation and keeps the Y axis horizontal as it follows a path.
- Therefore, even if an incline exists Y remains horizontal, much like a
- person riding up an escalator.
-
- @EndNode
-
- @Node Align_(Tween)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Align Channel·
- FOLLOWING TOPIC: ·Align (Path)·
-
- Tween Alignment
- Tween Alignment allows you to set absolute actor alignment with the
- following options:
-
- Start\End Frame
- Start\End Frame sets the range of frames in which the alignment settings
- will take effect.
-
- End Frame Position Values
- End Frame Position Values are values for the X,Y and Z axes ranging from
- +/- 0 to 360 (degrees). To have an actor's alignment change over a series
- of frames you must add two separate alignment·timelines·. Additionally,
- you must have two separate·timelines·for the actor·control channel·.
- For instance, for a 30 frame animation where you want an object to have a
- different starting and ending alignment you would add one alignment
- ·timeline·at the first frame and a second alignment timeline that extends
- from frame two thru 30. You would do the same on the actor·timeline·by
- adding the actor on frame 1 and again from frames 2 thru 30 (the transition
- frame count in the object file info requester for the actor, should be set
- to 28; total animation frames minus 2).
-
- @EndNode
-
- @Node Align_Channel
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Posn (Path)·
- FOLLOWING TOPIC: ·Align (Tween)·
-
- The Align control channel sets the axis·rotation·alignment of an actor.
- It is used for·rotating·an object through an animation. Additionally,
- the alignment·control channel·will let you set tracking; where one actor
- follows the motion of another. The specified type requester allows you to
- select from:
-
- ·Tween Alignment·
- ·Align to Path·
- ·Track to Object·
-
- @EndNode
-
- @Node Angular_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- ANGULAR
- The Angular texture creates color gradients by mixing color along the
- different axes. RGB color values are specified for The Positive X
- axis, Positive & Negative Y axes, and Positive & Negative Z axes.
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Pos X R: 255
- Pos X G: 0
- Pos X B: 0
-
- Neg Y R: 0
- Neg Y G: 255
- Neg Y B: 0
-
- Pos Y R: 0
- Pos Y G: 255
- Pos Y B: 0
-
- Neg Z R: 0
- Neg Z G: 255
- Neg Z B: 255
-
- Pos Z R: 255
- Pos Z G: 128
- Pos Z B: 0
-
- * The texture axis was applied direcly onto the object axis.
-
- * The Demo.imp Project in the Projects sub-directory of the
- BuddySystem drawer contains the staging used in Rendering the scene.
- @EndNode
-
- @Node Animate_Menu_(Cycle)
-
-
- RELATED TOPICS:
-
- ·Make (Cycle)·
- ·Free RAM (Cycle)·
- ·Play Once (Cycle)·
- ·Play Loop (Cycle)·
- ·Play Big (Cycle)·
- ·Animation Controller·
- @EndNode
-
- @Node Animate_Menu_(Stage)
-
-
- RELATED TOPICS:
-
- ·Make (Stage)·
- ·Free RAM (Stage)·
- ·Play Once (Stage)·
- ·Play Loop (Stage)·
- ·Play Big (Stage)·
-
- @EndNode
-
- @Node Animation_Controller
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Play Big (Cycle)·
- FOLLOWING TOPIC: ·Status Line·
-
- The Animation Controller Requester is displayed during animation preview
- (·Play Big·or·Play Loop·). The following options are available:
-
- Stop - pauses the preview at the current frame.
-
- Step - plays forward one frame each time it is selected.
-
- Back - plays backwards one frame each time it is selected.
-
- Rewind - cues the animation preview to the first frame.
-
- @EndNode
-
- @Node Assign
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Delete (Cycle)·
- FOLLOWING TOPIC: ·De-Assign·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Assign mode lets you attach an object that was previously created in the
- ·Forms·or·Detail Editor·to a·bone·segment. Clicking on a control
- point at the end of a segment, in the Assign mode, will display a file
- requester. This will prompt you to·load·the desired object file. Once
- loaded, the object will become attached to the selected bone segment. The
- size of the bone segments affects the relative size of the assigned object.
- You can use·Move·to rescale the object as necessary. Assigned objects
- will only be visible in the·Perspective·view; only segments will be
- visible in the editing views for clarity.
-
- @EndNode
-
- @Node Attributes
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Paste·
- FOLLOWING TOPIC: ·Attributes (Color)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Attributes.sdemo·
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
-
- The Attributes Requester allows you to choose·color·and physical
- appearance of your object such as:
-
- Object Name
- Each object that is added or created is automatically given a default name
- based on the type of object. For example, a·sphere·will automatically be
- given the default name of·Sphere·. As additional·spheres·are added, a
- number is added to the name (i.e. SPHERE.1, SPHERE.2, etc.). To keep your
- objects well organized, it is recommended that you give each object a
- descriptive name. NOTE: The object name in this field, NOT the name that
- the object is saved to disk with, is used for labeling objects within the
- different modules. For instance, in the Action Script Editor objects are
- listed according to object name.
-
- Fastdraw
- Fastdraw substitutes an object with a square outline representation. This
- is mainly used to speed up the display. Once you have created an object,
- especially a highly detailed one, turning Fastdraw on prevents the object
- from being displayed in detail. Since the outline is a representation of
- the actual x,y, and z dimensions you can still accurately position and
- re-position an object without the delay of long redraws.
-
- Phong
- Phong is a method of shading an objects surface so that it looks smooth.
- Clicking in the Phong selection box activates smoothing (an X in the box
- means that the option is active). Phong increases rendering time. When
- Phong is not activated, the surface of an object displays all the polygon
- ·faces·. The appearance will be faceted like a diamond.
-
-
- The Basic Attribute Settings are:
-
- ·Color·
- ·Reflect·
- ·Filter·
- ·Specular·
- ·Dithering·
- ·Hardness·
- ·Roughness·
- ·Shininess·
-
- You can also set:
-
- ·Index of Refraction·
- ·Brush Map·
- ·Texture Map·
-
- Internal Genlock
- Turning Internal Genlock on (an X will be displayed in its selection box)
- will render the entire object in color zero. This means that video images
- will be visible in place of the object when the scene is genlocked.
-
- Load\Save Attributes
- All of the settings that you have made in the·attributes requester·can be
- saved into a separate disk file in the form of an individual·axis·. Once
- saved, the·axis·can be loaded at a later time. The settings for the
- ·axis·will then be filled into the·attributes requester·. This allows
- you to attach attribute settings to various objects in a scene or use them
- in different projects.
-
- You can also load from the Load\Save Attributes requester, a previously
- saved object. This will use the objects attributes to fill in the
- requester.
-
- Bright
- Specifies that the object should have no shadows or shading. The object
- will be rendering in a single, solid color - the base color.
- This is good for simulating illuminated control panels or windows.
-
- Light (Light Objects)
- Makes an object become a light source. For instance, setting a sphere as
- LIGHT would cause it to become a round light bulb. Selecting this option
- displays the same requester used for adding light sources in the
- Stage Editor.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Brush)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Texture)·
- FOLLOWING TOPIC: ·Transformation·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·D_Brush_Map_Flat.sdemo·
-
- ·D_Brush_Map_Wrap.sdemo·
-
- * These demonstrations will show you how to wrap brushes (actually they
- are pictures) onto and around objects. The Flat demo will load
- ·Colorbars.pic· and place it onto a flat, primitive plane object.
-
- The Wrap demo will load a 2 color picture of the world, ·World.pic·,
- and wrap it onto a sphere to create a globe (Wrap X & Wrap Z were
- used).
- ·Globe.pic·
-
- Brush
- A Brush file created in a program, such as Electronic Arts' DeluxePaint
- III, can be attached to an objects surface for different effects (for best
- results, use high res.,16 color mode, to create the images necessary; save
- the desired pattern as a brush from DeluxePaint's brush menu - consult your
- DeluxePaint manual or The Buddy System for DeluxePaint III). When one of
- the four brushes is selected from the·Attributes·requester you will be
- prompted to load a previously saved·IFF·brush file from disk. The brush
- info requester will then appear. You will have to select the method for
- brush mapping from one of the four options mentioned below:
-
- Flat X - Wraps the brush flat on the X axis.
-
- Flat Z - Wraps the brush flat on the Z axis.
-
- Wrap X - Wraps the brush by following the horizontal contour.
-
- Wrap Z - Wraps the brush by following the vertical contour.
-
- Other options include:
-
- Apply to Child Objects
- Applies the brush map to any other members that the current object
- is grouped with.
-
- Edit Axes
- Clicking on the Edit Axes button takes you back into the ·Quad-view·
- so that you can interactively position the·axis·of the brush. This
- allows you to orient the·brush·on the surface of the object.
-
- Transform Axes
- Transform Axes takes you back into the·Quad-view·so that you can
- interactively transform the brush's axis. This allows you to
- ·rotate·or·scale·the object for different coverage over the surface of
- the object.
-
- The brush file can be used in four ways:
-
- Color Map
- Color Map is the usual method. The·IFF·brush will be·wrapped·onto the
- surface of the object.
-
- Reflect Map
- Reflect Map is used to create multi-colored objects. Normally you can
- only specify a single color for·reflection·. Reflect map lets an
- object ·reflect·multiple colors defined by the colors in the brush.
- As an example, you can use a multi-colored stripped pattern to create
- color bands on an object.
-
- NOTE: A reflect map is only visible in·trace mode·.
-
- Altitude Map
- An Altitude Map allows you to define surface detail such as bumps and
- ridges. By using an·IFF·brush the altitude map is defined by shades
- of gray. Dark areas of the brush represent indentations in the
- surface. White areas of the brush represent surface level. To create
- a smooth indentation you would define in an area where the color
- gradually changes from white to black. As an example, if the brush
- has a circular area which gradually turns to black towards the center
- creates a smooth dimple. The relative depth of an indentation is
- determined by the size of the brush map's Y·axis·(i.e., if the brush
- axis is 10 units long a black area in the brush will create an
- indentation that is 10 units deep.
-
- Filter Map
- Normally you can only specify a single color filter setting. Filter
- Map uses the colors defied in a brush to filter multiple colors. This
- allows you to create stained glass patterns.
-
- Full Scale Value
- This is used to create fog or smoke effects. The value entered
- controls the dissipation of color, primarily white, when the
- Filter Map type is set for the Brush Map. The default value of 255
- causes white to completely dissipate. Lower values provide less
- complete dissipation.
-
- Repeat & Mirror
- When wrapping brushes onto a large surface such as the ground, the
- Repeat & Mirror options allow you to use the brush map as the basis
- of a pattern that will be repeated across the surface of the object.
- With Repeat activated, the brush map will, in effect, create a
- "wallpaper" effect across the object's surface. The Mirror option
- will mirror the brush as it is repeated across the object's surface.
- In other words, the object will reversed at every adjacent copy in
- order to create a less regular pattern.
-
- MAX Sequence #
- This setting controls the display of a sequence of pictures on an
- object. You have the ability to create a "mini animation" of
- sequencing pictures on an object by setting the filename at the
- top of the brush map requester to the first in a numbered series
- of picture files (i.e. pic.0001, pic.0002,...) The MAX Sequence #
- value sets the number of picture files in the sequence. The rules
- for this function are that you must use the "pic" name exactly for
- the individual picture filename you want to use. Each filename in
- the sequence MUST be serialized by adding the 4 DIGIT extension of
- ".0000". This effect is extremely useful for simulating an active
- picture on a Television monitor within an animation. Therefore, if
- you wanted to animate a sequence of 20 picture files on an object,
- you would have them named: pic.0001, pic.0002, ...., to pic.0020,
- and you would set the MAX Sequence number to 0020.
- @EndNode
-
- @Node Attributes_(Color)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes·
- FOLLOWING TOPIC: ·Attributes (Reflect)·
-
- Color
- Color sets the surface color for an object. It is set by adjusting the
- Red, Green and Blue primary colors. Each setting has 256 possibilities
- (ranging from 0 to 255). You can use the slider gadgets to adjust the
- values or you can type the numbers in directly. This gives you the ability
- to work with over 16 million colors. The rendered color is affected by
- other settings in the·Attributes Requester·,(i.e.,·Specular·,
- ·Reflection·,·Textures·etc.).
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Dithering)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Specular)·
- FOLLOWING TOPIC: ·Attributes (Hardness)·
-
- Dithering
- Dithering is used to simulate more colors than the Amiga is capable of
- displaying. This is done by mixing pixels of different shades. The most
- noticeable sign of dithering is graininess on the surface of the object.
- Dithering is not used when rendering in·24 bits·since the full color
- palette (16.8 million colors) can be displayed. If dithering is turned
- off, color gradients will not be smooth and banding of colors will occur.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Filter)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Reflect)·
- FOLLOWING TOPIC: ·Attributes (Specular)·
-
- Filter
- Filter sets the colors that an object will absorb or allow to pass through.
- Adjust the red, green and blue sliders to set the range of colors that will
- be filtered. All colors in the scene at or below the values that you
- specify will pass through the object. Filter is used for creating effects
- such as tinted or stained glass and other similar transparent objects.
-
- NOTE: Filter effects can only be created in·scan line·or·trace mode·.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Hardness)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Dithering)·
- FOLLOWING TOPIC: ·Attributes (Roughness)·
-
- Hardness
- Hardness describes the surface quality of an object. This affects how
- light is reflected. A low value simulates a·soft·surface by reflecting
- light diffusely, in an even spread, over the surface. Increasing the
- hardness value makes light source reflections more defined. Hardness and
- ·Specular·work together to affect the appearance of the·hotspots·on an
- object.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Reflect)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Color)·
- FOLLOWING TOPIC: ·Attributes (Filter)·
-
- Reflect
- Reflect lets you set the reflection values for an object. Simple objects
- have only a surface color; a red·sphere·is actually reflecting red light.
- Setting the·RGB·values for reflection specifies the range of·colors·
- that an object will reflect. A value of zero for r,g,and b means no
- reflection; the objects surface color will be displayed normally. Setting
- the sliders to a certain color, blue for instance, will cause the object to
- reflect any shades of blue.
-
- As an example, take two·spheres·in a scene, a red one and a blue one.
- Setting the red sphere's reflection values to blue will cause the blue
- ·sphere·to be reflected off of the red one. Reflect is used in creating
- ·mirror·effects.
-
- NOTE: Reflections can only be generated in·trace mode·.
-
- @EndNode
-
- @Node Attributes_(Refraction)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Shininess)·
- FOLLOWING TOPIC: ·Attributes (Texture)·
-
- Index of Refraction
- The Index of Refraction is a measurement of the amount that light bends as
- it passes through a particular surface. This effect can be well
- illustrated by the effect of a pencil placed in a glass of water. In this
- case the pencil would appear crooked because of the way light bends as it
- passes through the water. Various surfaces each have their own constant
- index of refraction. For instance:
-
- Glass 1.66
- Air 1.00
- Water 1.33
- Crystal 2.00
- Salt 1.54
- Quartz 1.55
- Emerald 1.57
- Diamond 2.42
-
- @EndNode
-
- @Node Attributes_(Roughness)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Hardness)·
- FOLLOWING TOPIC: ·Attributes (Shininess)·
-
- Roughness
- Roughness is used to simulate rock surfaces where light does not·reflect·
- evenly.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Shininess)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Roughness)·
- FOLLOWING TOPIC: ·Attributes (Refraction)·
-
- Shininess
- Shininess is the overall glossiness of an object. High values for
- Shininess will create·plastic·or·glass·surfaces.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Specular)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Filter)·
- FOLLOWING TOPIC: ·Attributes (Dithering)·
-
- Specular
- Specular adjusts the·hotspots·or·highlights·of an object. Probably the
- most classic example of this detail is the familiar white spot that is
- usually rendered to highlight a sphere. The spot is actually a reflection
- of the light source on the sphere's surface. The settings for specularity
- involves setting the red, green, and blue values. Setting red, green and
- blue to the maximum values creates the traditional white highlight. For
- more realistic effect, set the Specular value to a lighter shade of the
- objects surface color.
-
- * See the ·Attributes Table· for a visual example of the basic texture
- settings.
- @EndNode
-
- @Node Attributes_(Texture)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Refraction)·
- FOLLOWING TOPIC: ·Attributes (Brush)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Textures.sdemo·
-
- * This demonstration requires the Buddy System to be hard disk installed.
-
- * For a visual sampling of the different textures click on the following
- filename to view a picture file:
-
- ·Textures.pic·
-
- Texture
- Aside from the standard·attributes·of an object you can also select from
- pre-defined textures. These are pre-calculated settings used for
- simulating different appearances such as; wood, marble, water, etc. An
- object can have up to four different Textures.
-
- When you select any one of the four textures you will be prompted to·load·
- a texture map file from disk (these should be located in the textures
- drawer, in the same directory as Imagine). The texture info requester will
- then be displayed. This requester allows you to set values that are
- specific to the selected texture. Not all fields in the requester will
- have to be entered.
-
- The Currently available (Imagine v1.1 release) textures include:
-
- ·Angular Texture·
- ·Bricks Texture·
- ·Camo Texture·
- ·Checks Texture·
- ·Disturbed Texture·
- ·Dots Texture·
- ·Grid Texture·
- ·Linear Texture·
- ·Radial Texture·
- ·Wood Texture·
-
-
- Example Pic: ·Textures.pic·
- @EndNode
-
- @Node Attributes_Table
-
- *** ATTRIBUTES TABLE ***
-
- The Buddy System provides Preset attribute settings for loading directly
- into the Attributes requester. They can save you from having to remember
- the necessary values needed for certain materials. Just load them into
- the Attributes requester from the ATTRIBUTES sub-directory within the
- BuddySystem disk directory. Presets include Diamond, Bone, Crystal, etc.
-
- The picture ·Materials.pic· displays rendered examples of these preset
- files.
-
- * Refer to the demo in the ·Attributes· lesson on how to load attribute
- files into the Attribute requester.
-
-
- The following information lists the settings used for the individual
- renderings in the ·Attributes.pic· picture:
-
-
- ·Attributes.pic· (1)
- +--------------------------------------------------------------------------+
- Basic, Single Color
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 0 | 255 000 000 000
- | Grn: 0 0 0 0 |
- | Blu: 255 0 0 0 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+--------------------------------------+
- +--------------------------------------------------------------------------+
-
- ·Attributes.pic· (2)
- --------------------------------------------------------------------------+
- Specular set close to an object's surface color
- ------------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 0 | 255 0 0 0
- | Grn: 0 0 0 127 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (3)
- +--------------------------------------------------------------------------+
- Maximum, Pure White Specular
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 0 0 0
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (4)
- +--------------------------------------------------------------------------+
- Maximum Specular, Medium Hardness
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 127 0 0
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (5)
- +--------------------------------------------------------------------------+
- Maximum Specular, Maximum Hardness
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 255 0 0
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (6)
- +--------------------------------------------------------------------------+
- Maximum Specular, Maximum Hardness, Medium Roughness
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 255 127 0
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (7)
- +--------------------------------------------------------------------------+
- Max. Specular, Max. Hardness, Max. Roughness
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 255 255 0
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (8)
- +--------------------------------------------------------------------------+
- Max. Specular, Max. Hardness, Medium Shininess
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 255 0 127
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (9)
- +--------------------------------------------------------------------------+
- Max. Specular, Max. Hardness, Max. Shininess
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 0 255 | 255 255 0 255
- | Grn: 0 0 0 255 |
- | Blu: 255 0 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (10)
- +--------------------------------------------------------------------------+
- Rear Sphere With Medium Reflection
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 255 127 0 255 | 255 255 0 0
- | Grn: 0 127 0 255 |
- | Blu: 0 127 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (11)
- +--------------------------------------------------------------------------+
- Rear Sphere With Medium Reflection
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 255 127 0 255 | 255 255 0 0
- | Grn: 0 127 0 255 |
- | Blu: 0 255 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (12)
- +--------------------------------------------------------------------------+
- Rear Sphere With Medium Reflection
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 255 127 0 255 | 255 255 0 0
- | Grn: 0 255 0 255 |
- | Blu: 0 255 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (13)
- +--------------------------------------------------------------------------+
- Rear Sphere With High Reflection
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 255 192 0 255 | 255 255 0 0
- | Grn: 0 255 0 255 |
- | Blu: 0 255 0 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (14)
- +--------------------------------------------------------------------------+
- Medium Filter, Default Refraction
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 127 255 | 255 255 0 0
- | Grn: 0 0 127 255 |
- | Blu: 255 0 127 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (15)
- +--------------------------------------------------------------------------+
- High Filter, Default Refraction
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 255 255 | 255 255 0 0
- | Grn: 0 0 192 255 |
- | Blu: 255 0 192 255 | Index of Refraction: 1.0 Phong: ON
- +-----------------------------------+---------------------------------------
-
- ·Attributes.pic· (16)
- +--------------------------------------------------------------------------+
- High Filter, 1.1 Refraction
- +-----------------------------------+---------------------------------------
- | Color Reflect Filter Specular | Dithering Hardness Roughness Shininess
- +-----------------------------------+---------------------------------------
- | Red: 0 0 255 255 | 255 255 0 0
- | Grn: 0 0 192 255 |
- | Blu: 255 0 192 255 | Index of Refraction: 1.1 Phong: ON
- +-----------------------------------+---------------------------------------
-
-
- @EndNode
-
- @Node Both_Symmetry
-
- TOPIC LOCATION: ·Forms Editor·; ·Symmetry Menu (Forms)·
-
- PRECEDING TOPIC: ·Right Symmetry·
- FOLLOWING TOPIC: ·90 Degrees·
-
- See ·Front Symmetry· For Related Demonstration.
-
- Both activates Right and Front Symmetry together. In other words, Right
- and Front Symmetry take effect. Points will be moved symmetrically while
- you are working in the Front or Right View; but only one view will be
- affected at a time.
- @EndNode
-
- @Node Bricks_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- BRICKS
- The Brick texture, as the name suggests, creates a brick pattern on an
- object's surface. The variables include:
-
- X, Y & Z size - describe the dimensions of each "brick" unit.
-
- Mortar Size - defines the "mortar" thickness, or the spacing
- between each brick layer.
-
- X Shift w/ Z - a value here, causes each brick to shift
- left or right, respectively for negative or
- positive values, as the texture progresses
- upwards on the object. This affects the appearance
- of the object's front & rear face.
-
- X Shift w/ Y - a value here, causes bricks to be staggered to
- the right or left in each layer of bricks
- along the Y axis. This affects the appearance on
- the top & bottom of an object.
-
- Z Shift w/ Y - causes the bricks to shift up or down in each layer
- of bricks along the Y axis. This affects the
- appearance of the right & left sides of an object.
-
- Mortar Color \ adjust the appearance of the "mortar" between the
- Mortar Reflect > brick layers. The same rules that apply for standard
- Mortar Filter / color, reflect, & filter are used in setting these
- values.
-
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- X Size: 10
- Y Size: 5
- Z Size: 5
-
- X shift w/ Z: 5
- X shift w/ Y: 2.5
- Z shift w/ Y: 2.5
-
- Mortar Col R: 150
- G: 0
- B: 0
-
- * The Texture axis was applied to center of the cube object
-
- * The Demo.imp Project in the Projects sub-directory of the
- BuddySystem drawer contains the staging used in Rendering the scene.
- @EndNode
-
- @Node Camera
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Actor (Light)·
- FOLLOWING TOPIC: ·Globals·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·S_Camera_Zoom.sdemo·
-
- ·S_Camera_Path.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- The camera is considered a·fixed actor·. It is already present when you
- start a new action script. As a fixed actor, the camera exists in all
- frames of an animation, regardless of how many frames its·timeline·
- extends over. The·align·,·position·,·size·,·hinge·and·F-X·
- ·control channels·can be used to dynamically affect the camera throughout
- the animation.
-
- @EndNode
-
- @Node Camera_View
-
- TOPIC LOCATION: ·Display Menu·; ·Stage Editor·
-
- PRECEDING TOPIC: ·Shaded·
-
- Camera View affects the·perspective·display; the upper right window in the
- editor screen. Camera View displays the·perspective view·based on the
- current position of the ·camera· within the ·Stage Editor·. As you
- position the camera, the perspective view is updated so that you can
- immediately see the effects of the current camera location.
-
- @EndNode
-
- @Node Camo_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- CAMO
- The Camo Texture, simulates a military camouflage pattern; random,
- irregular splotches of color are created. The following values are
- needed:
-
- Avg. Spot Size - Self explanatory. For best results, this value
- should be set to 1/4 of the objects basic size.
-
- Random Seed - This can be any number you want.
-
- RGB Color 1 - These set the 4 possible colors that will be
- " 2 randomly used for the texture.
- " 3
- " 4
-
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Avg. Spot Size: 40
-
- Random Seed: 369
-
-
- Red Grn Blu
-
- RGB Color 1: 255 0 0
- " 2: 200 0 0
- " 3: 150 0 0
- " 4: 100 0 0
-
-
- * The Demo.imp Project in the Projects sub-directory of the
- BuddySystem drawer contains the staging used in Rendering the scene.
- @EndNode
-
- @Node Cell_Menu_(Cycle)
-
-
- RELATED TOPICS:
-
- ·First (Cycle)·
- ·Last (Cycle)·
- ·Next Key·
- ·Prev Key·
- ·Goto (Cycle)·
- ·Next (Cycle)·
- ·Prev (Cycle)·
- ·Make Key (Cycle)·
- ·Unmake Key (Cycle)·
- ·Copy From (Cycle)·
- ·Remove·
- ·Snapshot (Cycle)·
- ·Load Pose·
- @EndNode
-
- @Node Checks_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- CHECKS
- The Checks Texture, is used to create the well known, Checkerboard
- pattern. The following values are needed:
-
- Check Size - Sets the dimensions of the check. Since each check
- pattern is square, this sets both height & width.
-
- RGB Color - defines the color of the check itself. The alternate
- color is defined by the standard base color in the
- Attributes requester.
-
- RGB Filter - The same rules that apply for standard reflect, &
- RGB Reflect filter are used in setting these values. This lets
- you create transparent (filter) or mirrored (reflect)
- check patterns.
-
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Check Size: 20
- Color R: 200
- G: 0
- B: 0
-
- Base
- Color R: 255
- G: 255
- G: 255
-
-
- * The Demo.imp Project in the Projects sub-directory of the
- BuddySystem drawer contains the staging used in Rendering the scene.
- @EndNode
-
- @Node Click_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Magnetism·
- FOLLOWING TOPIC: ·Drag Box (Detail)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Pick_Methods.sdemo·
- ·F_Pick_Methods.sdemo· (Forms Editor)
-
- The Click method of selection lets you pick points individually for
- adjustment simply by clicking on them. Holding down the shift key while
- picking points allows you to pick multiple points.
-
- @EndNode
-
- @Node Click_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Select Menu (Forms)·
-
- PRECEDING TOPIC: ·90 Degrees·
- FOLLOWING TOPIC: ·Drag Box·
-
- VISUAL DEMONSTRATION AVAILABLE: ·F_Pick_Methods.sdemo·
-
- The Click method of selection lets you pick points individually for
- adjustment simply by clicking on them. Holding down the shift key while
- picking points allows you to pick multiple points.
-
- @EndNode
-
- @Node Convert_IFF-ILBM
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Save (Detail)·
- FOLLOWING TOPIC: ·Group·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Convert_IFF-ILBM.sdemo·
-
- NOTE: This demonstration will use the ·ABC.pic· file included on DISK 1.
-
- Convert IFF\ILBM lets you load an IFF graphics file (created in an IFF
- paint program such as DeluxePaint III from Electronic Arts) and convert it
- into a 3D object.
-
- For best results, use Hi-Res, 640 x 400 mode and 2 colors (Black & White)
- to create a matte image of the object you want to import.
-
- The object which you load from the Convert IFF\ILBM requester will be
- scanned.·Points·and·edges·will automatically be created for the outline
- of the object.
-
- To add faces, you can either use the ·Add Faces· option from the modes menu
- or you can use the ·Slice· function to cut out faces automatically from an
- object such as a plane.
-
- @EndNode
-
- @Node Coordinates
-
- TOPIC LOCATION: ·Display Menu·
-
- FOLLOWING TOPIC: ·Interlace·
-
- Coordinates toggles the display of the pointer's dynamic coordinates in the
- status bar at the top of the screen. The X, Y and Z position of the
- pointer, as it moves in either of the three views, is displayed. This is
- mainly used for precise positioning of objects and placement of points.
-
- @EndNode
-
- @Node Copy
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Cut·
- FOLLOWING TOPIC: ·Paste·
-
- See ·Cut· For Visual Demonstration
-
- Copy allows you to make a copy of any picked object(s). The object(s) that
- you copy will remain on the screen. The copy of the object(s)will remain
- in the copy buffer until your next copy or cut.
-
- @EndNode
-
- @Node Copy_From_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Unmake Key (Cycle)·
- FOLLOWING TOPIC: ·Remove·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Copy From allows you to copy the frame information from any other key frame
- into the current key frame.
-
- Copy From will only work if the current frame is defined as a key frame (it
- is either the·first·or·last·frame, or·Make Key (Cycle)·was selected).
-
- @EndNode
-
- @Node Cut
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·UnGroup·
- FOLLOWING TOPIC: ·Copy·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Cut&Paste.sdemo·
-
- Cut will remove the currently picked object(s). This object(s) will remain
- in the copy buffer until your next cut or·copy·.
-
- @EndNode
-
- @Node Cycle_Editor
-
- TOPIC LOCATION: ·Cycle Editor·
-
- PRECEDING TOPIC: ·Editing·
- FOLLOWING TOPIC: ·New (Cycle)·
-
- Basically, the Cycle Editor is used for creating moving or·cycling·
- objects. A cycle object is actually a group of different objects that are
- connected using a·skeleton·structure. Once this skeleton has been
- defined, separately defined objects can be assigned to each·bone·segment.
-
- With this capability, the Cycle Editor allows you to create animated
- characters, simulate machinery or any other type of hierarchial objects.
-
- A hierarchial object can be best described by comparing it to the way the
- human body moves (the hip bone's connected to the thigh bone, the thigh
- bone's connected to the knee bone, etc.). Whenever you move your upper
- arm, naturally your forearm, hands, down to your fingers will also be
- affected in some way. With this in mind, the Cycle Editor lets you create
- similar types of motion. As you manipulate a cycle object, moving a
- "parent" object will automatically affect all "child" objects. This allows
- you to create complex motion with the least amount of effort.
-
- A cycle object is saved as a group of all its constituent objects along
- with any motion you have defined over a number of frames. A cycle object
- can then be loaded into the·Stage Editor·where it can repeatedly perform
- its cycle motion throughout an entire animation (i.e. you only have to
- define one·loop·for a walking character in order to have it continuously
- walk throughout an animation).
-
- @EndNode
-
- @Node Cycle_Editor_Menus
-
-
- RELATED TOPICS:
-
- ·Object Menu (Cycle)·
- ·Pick Menu (Cycle)·
- ·Mode Menu (Cycle)·
- ·Cell Menu (Cycle)·
- ·Animate Menu (Cycle)·
- @EndNode
-
- @Node Cycle_Setup
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Quickdraw None·
- FOLLOWING TOPIC: ·Cycle Shuffle·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Cycle_Setup.sdemo·
-
- Cycle Setup allows you to create Cycle Objects (objects for use in the
- Cycle Editor) in the Detail Editor.
-
- To use this option, objects must be grouped in a specific, hierarchial
- order. Suppose you were creating a leg object. For a simple example, let's
- say that it is composed of a thigh segment, calf segment and a foot
- segment. First, the object segments should be placed in their appropriate
- positions. Then pick the thigh segment as the parent object in this case.
- Use the Shift key to pick the adjoining calf segment as well. Group the
- two segments. Finally, group the foot segment to the calf. Remember,
- grouping must occur in the same order that the segments are visually
- connected (I.E. "The thigh is connected to the calf, the calf is connected
- to the foot... etc.").
-
- If the objects are properly grouped, picking the parent object in Pick
- Groups mode will automatically pick all the connected objects. Selecting
- Cycle Setup will adjust the size and alignment of each object's axis so
- that the grouped object will load properly into the Cycle Editor.
-
- Make sure you first save the newly adjusted objected as a group - in Pick
- Groups mode, with all associated objects picked.
- @EndNode
-
- @Node Cycle_Shuffle
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Cycle Setup·
- FOLLOWING TOPIC: ·Cycle Transforms·
-
- See ·Cycle Setup· For Related Demonstration.
-
- ·Cycle Setup· allows you to create Cycle Objects (objects for use in the
- Cycle Editor) in the Detail Editor.
-
- By re-positioning each of the objects within a Cycle object group, you can
- create different poses to use as key-frames for a cycle animation. After
- initially selecting Cycle Setup to prepare a grouped object for the Cycle
- Editor, and saving the object, you can re-position or reshape the
- constituent objects (NOTE: make sure you don't delete or add any new
- points; each pose must have the same number of points) to create a new
- pose. Select Cycle Shuffle to remake the the Cycle object so that it will
- properly load into the Cycle Editor. If any objects look out of place or
- misaligned after selecting Cycle Shuffle, you will have to make
- adjustments and reselect Cycle Shuffle. This is because the group is
- adjusted according to the movement capabilities of the Cycle Editor; you
- may have specified an impossible alignment or position.
-
- Make sure you save the new pose under a separate name from the original
- pose. I.E. Pose.1, Pose.2, etc.
-
- ·Load Pose· in the Cycle Editor is used to load these individual poses into
- specific key frames to create a cycle animation.
-
- @EndNode
-
- @Node De-Assign
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Assign·
- FOLLOWING TOPIC: ·First (Cycle)·
-
- See ·New (Cycle)· For Related Demonstration.
-
- De-Assign mode removes an object assignment from a selected segment.
-
- @EndNode
-
- @Node Delete
-
-
- RELATED TOPICS:
-
- ·Delete (Cycle)·
- ·Delete (Detail)·
- ·Delete (Forms)·
- ·Delete (Stage)·
- ·Delete Point·
- @EndNode
-
- @Node Delete_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Add (Cycle)·
- FOLLOWING TOPIC: ·Assign·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Delete mode lets you remove·bone·segments from the cycle object. All
- "child" segments, if any exist, will also be deleted.
-
- @EndNode
-
- @Node Delete_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Magnetism·
- FOLLOWING TOPIC: ·Join·
-
- Delete will erase the currently picked object or·group·.
-
- @EndNode
-
- @Node Delete_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Mode Menu (Forms)·
-
- PRECEDING TOPIC: ·Add (Forms)·
- FOLLOWING TOPIC: ·Off·
-
- See ·New (Forms)· For Related Demonstration.
-
- Delete mode removes any point that you click on. First activate Delete
- mode by selecting it from the Mode menu and then click on any points that
- you want deleted.
-
- @EndNode
-
- @Node Delete_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Rename (Stage)·
- FOLLOWING TOPIC: ·Show Path Length·
-
- Delete removes an object from the animation stage. The Delete command
- removes an object from the ENTIRE animation.
-
- Use the·action script·if you want to make an object pop in or out of the
- animation.
-
- @EndNode
-
- @Node Delete_Point
-
- TOPIC LOCATION: ·Stage Editor·; ·Path Menu (Stage)·
-
- PRECEDING TOPIC: ·Split Segment·
- FOLLOWING TOPIC: ·First (Stage)·
-
- Delete Point is only available in·Edit Path (Stage)·mode. This allows you
- to delete an axis from the currently picked path if more than 2 axes exist;
- a path must have at least 2 axes (starting and ending).
-
- @EndNode
-
- @Node Demonstrations
-
- VISUAL DEMONSTRATIONS AVAILABLE
-
- DEMONSTRATION DESCRIPTION
-
- ·C_Cells.sdemo· - Using the Cycle Editor's Cell Menu
- ·C_New.sdemo· - Create a Cycle Editor object from scratch
- ·D_Attributes.sdemo· - Introduction to the Attributes requester
- ·D_Brush_Map_Flat.sdemo· - Brush mapping onto flat objects (plane)
- ·D_Brush_Map_Wrap.sdemo· - Brush mapping/wrapping on curved objects
- ·D_Conform_To_Cylinder.sdemo·- The Mold function's Conform To Cylinder
- ·D_Conform_To_Sphere.sdemo· - The Mold function's Conform To Sphere
- ·D_Convert_IFF-ILBM.sdemo· - Convert an IFF picture into an object
- ·D_Cut&Paste.sdemo· - How to use the Cut, Copy and Paste functions
- ·D_Cycle_Setup.sdemo· - Prepare an object group for the Cycle Editor
- ·D_Editing.sdemo· - Introducing the Quad View Editor interface
- ·D_Extrude.sdemo· - The Mold function's Extrude option
- ·D_Finding.sdemo· - How to find and select objects by name
- ·D_Fracture-Taut.sdemo· - The Advanced object editing functions
- ·D_Grouping.sdemo· - Create and work with object groups
- ·D_Hide_Points.sdemo· - How to get to obstructed object areas
- ·D_Join.sdemo· - Combine multiple objects into a single one
- ·D_Magnetism.sdemo· - Using Magnetism smooth curves
- ·D_Normal_Extrude.sdemo· - Simple Object depth extrusion
- ·D_Object_Creation.sdemo· - Start an object from scratch
- ·D_Path.sdemo· - Create smoothly shaped Motion Paths
- ·D_Path_Extrude.sdemo· - Extrude an object along a path shape
- ·D_Pick_Methods.sdemo· - Picking objects, faces, edges and points
- ·D_Pick_Modes.sdemo· - The Detail Editor's different modes
- ·D_Skin.sdemo· - Auto-face two equal object outlines
- ·D_Slice.sdemo· - Use "Cookie Cutters" to auto-face an object
- ·D_Spin&Sweep.sdemo· - The Mold function's Spin and Sweep options
- ·D_Textures.sdemo· - Basic texture mapping
- ·D_Transformation.sdemo· - Using the Transformation requester
- ·F_New.sdemo· - Create a Forms Editor from scratch
- ·F_Pick_Methods.sdemo· - The Forms Editor picking procedures
- ·F_Symmetry.sdemo· - Understanding the Symmetry editing modes
- ·P_Rendering.sdemo· - How to get to the rendering stage
- ·S_Camera_Path.sdemo· - Attach the camera to a motion path
- ·S_Camera_Zoom.sdemo· - Incorporating the camera's zoom lens feature
- ·S_Path.sdemo· - Using motion paths in animations
- ·S_Alignment_Bar.sdemo· - Animate Object alignment interactively
- ·S_Position_Bar.sdemo· - Animate Object position interactively
- ·S_Size_Bar.sdemo· - Animate Object sizing interactively
- ·A_Cycle_Actor.sdemo· - Using Cycle Editor objects in animations
- ·A_Fireworks_FX.sdemo· - Introducing the Fireworks FX
- ·A_Grow_FX.sdemo· - Introducing the Grow FX
- ·A_Hinge_Channel.sdemo· - How to use the Action Script's Hinge Channel
- ·A_Morphing.sdemo· - Metamorph one object shape into another
- ·A_Ripple_FX.sdemo· - Introducing the Ripple FX
- ·A_Rotate_FX.sdemo· - Introducing the Rotate FX
- ·A_Velocity.sdemo· - Incorporating Ease In & Ease Out
- @EndNode
-
- @Node Detail_Editor
-
- TOPIC LOCATION: ·Detail Editor·
-
- PRECEDING TOPIC: ·Lock·
- FOLLOWING TOPIC: ·Load (Detail)·
-
- The Detail Editor is the main object design and creation module. The
- majority of the objects which you may need to create, will usually be done
- through the Detail Editor. A variety of tools allows you to work with the
- basic building blocks that compose every Imagine object: ·Axes·(all
- objects start with an axis),·points·,·edges·and·faces·.
-
- You can create objects either absolutely from scratch, by adding·points·,
- ·edges·and·faces·to an·axis·, or you can use built in·primitive·
- shapes to compose complex objects. You will be able to·scale·,·size·or
- ·rotate·any object and get immediate feedback, via the·Perspective view·.
-
- The Detail Editor, like all the other Imagine Editors, uses the·quad view·
- as your object modeling interface.
-
- The Detail Editor is where you will define an objects's appearance. You
- can give it any of 16.8 million colors, set·filtering·,·reflectance·,
- ·specularity·,·hardness·,·dithering·,·roughness·and·shininess·to
- create a myriad of looks. You can take·IFF·images and·wrap·them around
- or onto the surface of any object. Additionally, you can select from
- predefined textures that will automatically give you a specific appearance.
-
- The powerful manipulation tools help ease the design process by allowing
- you to·extrude·,·sweep·or·spin·simple shapes into·sculpted·objects.
-
- With the·boolean slice·function, creating shapes can be as simple as
- cookie cutting.
-
- @EndNode
-
- @Node Detail_Editor_Menus
-
-
- RELATED TOPICS:
-
- ·Object Menu (Detail)·
- ·Mode Menu (Detail)·
- ·Functions Menu (Detail)·
- ·Pick-Select Menu·
- @EndNode
-
- @Node Display_Menu
-
-
- RELATED TOPICS:
-
- ·Coordinates·
- ·Interlace·
- ·Grid On-Off·
- ·Grid Size·
- ·Redraw·
- ·Zoom In·
- ·Zoom Out·
- ·Set Zoom·
- ·Re-Center·
- ·Wireframe·
- ·Solid·
- ·Shaded·
-
- @EndNode
-
- @Node Disturbed_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- DISTURBED
- The Disturbed texture, simulates the disturbance effect caused by
- crossing, or clashing of 2 wave patterns (in Imagine's case, light
- waves). This tends to create a turbulent, rippling look mostly
- associated with water effects. Additionally, this can be use to
- create fire or flame effects. The following values are needed:
-
- Amount < 1 - This sets the disturbance factor from 0 - 1.
- I.E. .5, .9 etc.
-
- Wavelength - This sets the number of waves or ripples in the
- texture. A simple formula can be used: Divide
- the number of waves or ripples you want into the
- base size of the object surface. In other words,
- if you want 5 ripples in a 50 unit square plane,
- this value should be set to 10.
-
- X Separation - Sets the phase offset for crossing waves. I.E. one
- wave is phase shifted, in relation to another wave,
- along the X axis, by this amount.
-
- Small < 1 - This value from 0 - 1 (.1, .5, .9 etc.) creates an
- angular offset between the crossing waves.
- For instance, a value of .3 relates to a 30 degree
- angular offset (I.E. they will intersect each other
- at a 30 degree angle).
-
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Amount: .5
- Wavelength: 5
- X separation: 5
- Small: .3
-
- * The Texture axis was placed directly in the center of the sphere.
-
- @EndNode
-
- @Node Dots_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- DOTS
- Dots, as the name suggests, creates a simple polka dot pattern.
- The following values are needed:
-
- Dot Spacing - Simply, the space between each dot in the pattern.
-
- Dot Radius - Sets the size of each dot in the pattern
-
- RGB Color \ adjust the appearance of the dots. The same rules
- RGB Reflect > that apply for standard color, reflect, & filter
- RGB Filter / are used in setting these values. This lets you
- create transparent (filter) or mirrored (reflect)
- dot patterns.
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Dot Spacing: 20
- Dot Radius: 7
- Color R: 255
- G: 0
- B: 255
-
- Base
- Color R: 0
- G: 0
- B: 200
-
- * Texture axis is directly centered on object's axis.
-
- @EndNode
-
- @Node Drag_Box_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Click (Detail)·
- FOLLOWING TOPIC: ·Lasso (Detail)·
-
- See ·Click (Detail)· For Related Demonstration.
-
- The Drag Box method of selection lets you to pick multiple points by
- dragging a box around the desired points. You must hold down the SHIFT key
- in order to select multiple points.
-
- @EndNode
-
- @Node Drag_Box_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Select Menu (Forms)·
-
- PRECEDING TOPIC: ·Click·
- FOLLOWING TOPIC: ·Lasso·
-
- See ·Click· For Related Demonstration.
-
- The Drag Box method of selection lets you to pick multiple points by
- dragging a box around the desired points. You must hold down the SHIFT key
- in order to select multiple points.
-
- @EndNode
-
- @Node Drag_Points
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Lines·
- FOLLOWING TOPIC: ·Hide Points·
-
- See ·Magnetism· For Visual Demonstration.
-
- Drag Points mode lets you move·points·within the currently picked object.
- Using one of the selection methods (·click·,·drag box·, or·lasso·) you
- must pick the·points·you want to move. Selecting Drag Points will then
- let you pull the·points·in any direction that you move the mouse.
-
- ·Magnetism·can be used for different effects.
-
- @EndNode
-
- @Node Edit
-
- TOPIC LOCATION: ·Forms Editor·; ·Mode Menu (Forms)·
-
- PRECEDING TOPIC: ·Snap to Grid (Forms)·
- FOLLOWING TOPIC: ·Add (Forms)·
-
- See ·New (Forms)· For Related Demonstration.
-
- Edit mode is used to·pick·and move·points·within the object's views.
-
- @EndNode
-
- @Node Editing
-
- TOPIC LOCATION: ·Editors·
-
- PRECEDING TOPIC: ·Find Requester·
- FOLLOWING TOPIC: ·Cycle Editor·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Editing.sdemo·
-
- Editing or "Interactive Transformations" are the options for manipulating a
- picked object. They are accessed through the keyboard.
-
- * r=lower case r,R=shifted r - press shift then r
-
- ·Rotate·(r for entire object\group, R affects axis only)
-
- ·Move·(m for entire object\group, M affects axis only)
-
- ·Scale·( s for entire object\group, S affects axis only)
-
- x,y,z
- Typing x,y or z after selecting·rotate·,·move·or·scale·, toggles the
- specific axis on or off. This way you can selectively isolate
- manipulations to affect only the axes you want affected. For example, when
- scaling an object, if you only want to affect the x and y size without
- changing the z size, you would use the x, y and z keys to toggle x and y on
- and z off (x and y will be highlighted in the·status bar·at the bottom of
- the editor screen.
-
- X,Y,Z (SHIFTed x,y,z)
- Typing X,Y or Z after selecting·rotate·,·move·or·scale·, selects a
- particular axis and automatically excludes (unhighlights) the other two.
- For example, when scaling an object, typing X limits scaling to occur only
- along the X axis.
-
- Spacebar
- During·rotating·,·moving·or·scaling·, an object becomes a yellow box.
- While it is in this mode you can alternately switch between·moving·,
- ·rotating·or·scaling·. When you are satisfied with the adjustments that
- you have made, pressing the Spacebar will commit the changes. The object
- will be redrawn in its new orientation.
-
- Escape
- During·rotating·,·moving·or·scaling·, if you are unsatisfied with the
- adjustments that you have made, or want to revert to the objects original
- orientation, pressing the Escape key will abort all adjustments. The
- object will be redrawn as it was before entering the interactive
- ·transformation·mode.
-
- @EndNode
-
- @Node Editors
-
-
- RELATED TOPICS:
-
- ·Project Editor·
- ·Detail Editor·
- ·Forms Editor·
- ·Cycle Editor·
- ·Stage Editor·
- @EndNode
-
- @Node Edit_Path_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Mode Menu (Stage)·
-
- PRECEDING TOPIC: ·Pick Groups·
- FOLLOWING TOPIC: ·Save Path·
-
- Edit Path mode lets you interactively adjust the axes of an existing path
- in order to change its direction or shape. A path's axis determines how
- objects that will follow it, will move. The Y alignment of a path axis
- determines the direction in which the path proceeds; movement along the
- path occurs in a positive Y direction. Rotating an axis along X will
- change the pitch (incline or decline) of the path at that point.
- ·Rotating·an axis along Z changes the turn, or heading, of the path.
- ·Rotating·along Y, changes the bank of the path.
-
- SEE ALSO -> ·Edit Path (Detail)·
- @EndNode
-
- @Node F-X_Channel
-
- TOPIC LOCATION: ·Action Editor·;
-
- PRECEDING TOPIC: ·Hinge Channel·
- FOLLOWING TOPIC: ·Snapshot (Stage)·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·A_Fireworks_FX.sdemo·
-
- ·A_Ripple_FX.sdemo· ·A_Grow_FX.sdemo· ·A_Rotate_FX.sdemo·
-
- * These demonstrations require the Buddy System to be Harddisk Installed.
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- The F-X control channel allows you to load a predefined special effects
- routine. Two F-X channels are available, which means that you can combine
- two separate effects. Currently available are:
-
- * Fireworks (Explode)
- The Fireworks FX simulates explosion by breaking apart an
- object's faces.
-
- SETTINGS:
-
- LINEAR - moves outwards in a straight line from a selected axis.
- RADIAL - moves outwards in a circular form along a selected axis.
- SPHERICAL - explosion moves out in all directions from the center.
-
- EXPLOSION DISTANCE - sets how far the faces will move.
- EXPANSION ANGLE - sets the starting angle of the faces.
- TRIANGLE SCALING - increases or decreases the face sizes during
- the explosion; A value of 1 keeps the faces the same size.
- MINIMUM ROTATIONS - the lowest number of rotations allowed for
- a face
- MAXIMUM ROTATIONS - sets the highest number of rotations a face
- can perform.
- FRAME COUNT FOR EXPANSION - controls how many frames will be used
- to expand the exploded faces.
- DISTANCE TO FALL BY END - causes the faces to fall, creating a
- realistic gravity effect.
- RANDOM NUMBER SEED - any value other than 0, creates a random
- explosion.
- MAKE FACES SPARKLE - causes the faces to sparkle during the
- explosion.
-
- * Grow
- The Grow FX lets you extrude an object over time within an
- animation. This makes an object appear to be growing before your
- eyes. A special object must be prepared for this FX, in the
- Detail Editor. Create a path object. Then group it with the object
- to be extruded. Save the group for loading into the Action Editor.
-
- SETTINGS:
-
- Y ROTATION - causes the object to be rotated on its Y axis
- while being extruded.
- X SCALING -
- Z SCALING - decreases or increases the X or Z axis size of the
- extruded object. (I.E. a value of .5 gives you a half-
- sized object when the extrusion is completed.
- X TRANSLATE -
- Z TRANSLATE - causes the object to move off the path along
- its X or Z axis.
-
- ALIGN Y - forces the growing object to adjust to the curves
- of the path; the horizontal alignment of the object follows
- the path.
- KEEP X - forces the growing object to adjust to the curves
- of the path; the vertical alignment of the object follows
- the path.
- MIRROR ENDS - makes the end part of the growth a mirror image of
- the beginning.
- TIME REVERSED - starts the object at full growth and shrinks it
- down.
-
- * Ripple
- The Ripple FX, simulates wave motion over a period of time.
-
- SETTINGS:
-
- LINEAR - occurs along the X axis. Use this to create a waving
- Flag effect.
- RADIAL - occurs in a circular pattern around the Z axis. This
- simulates the effect of something being dropped into a
- pool of water.
- WAVELENGTH - sets the width size of each ripple.
- Z AMPLITUDE - sets the height of each individual ripple.
- TRAVEL DISTANCE - sets how far the ripple will travel along
- the object.
- RIPPLE COUNT - defines how many ripples will be created in
- the time of the FX.
-
-
- * Tumble
- The Tumble effect lets you tumble the individual members of a
- group. You must first create the object group in the Detail
- Editor. Making sure that you use an axis as the group's parent
- object; the group's parent will not tumble.
-
- SETTINGS:
-
- RANDOM AXIS - tumbling of each group member will occur randomly;
- Z AXIS - tumbling of each group member occurs around the Z axis.
- MINIMUM ROTATIONS - the lowest number of rotations allowed for
- a face
- MAXIMUM ROTATIONS - sets the highest number of rotations a face
- can perform.
- RANDOM NUMBER SEED - any value other than 0, adds more
- randomness.
-
- * Flash
- The flash effect lets you flash an object (the BRIGHT attribute
- of the object is turned on & off) at set intervals.
-
- SETTINGS:
-
- ON FRAMES - sets the number of frames to have brightness on.
- OFF FRAMES - sets the number of frames to have brightness off.
-
- START ON - starts the sequence with the object bright.
- START OFF - starts the sequence with the object normal.
-
- For example, in a 20 frame animation, if you set:
-
- ON FRAMES = 2
- OFF FRAMES = 3
- START ON
-
- The object would start Bright, remain bright for 2 frames,
- then return to normal for 3 frames (brightness off). The
- sequence would repeat for the remaining frames.
-
- * Boing
- The Boing FX lets you add "Squash & Stretch" to your objects.
- This can be used to exaggerate the effects of gravity or
- inertia on an object. For example, adding the Boing FX to a
- bouncing ball would cause the ball to flatten out to some
- extent when it reaches the bottom of its bounce movement.
-
- SETTINGS:
-
- X, Y or Z Axis - sets where the Boing FX will be applied. In
- our bouncing ball example, Z axis would be used so that
- the object squashes in height.
-
- SQUASH TO +(XY or Z) - an outward squash (actually a stretch).
- SQUASH TO CENTER - the object shrinks along the select axis.
- SQUASH TO -(XY or Z) - an inward squash.
-
- SHRINK FACTOR - the relative amount of squasing that will occur.
- I.E. a value of .5 would squash the object to half-size.
-
- NUMBER OF TIMES - sets how many times you want squashing to
- occur over the time of the FX. I.E. in a bouncing motion
- you would want the squash to happen 2 times: as the ball
- drops and again when the ball hits the ground.
-
- Check with Impulse for any possible new F-X files.
-
- @EndNode
-
- @Node Find_By_Name
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Sort·
- FOLLOWING TOPIC: ·Find Requester·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Finding.sdemo·
-
- Find by Name displays the name requester. This allows you to type in the
- name of the object that you want selected. An object's name is either, by
- default, its object type, or the name that is entered in the
- ·attributes requester·. If the object whose name you entered exists, it
- will become selected and centered in all of the editor views.
-
- @EndNode
-
- @Node Find_Requester
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Find by Name·
- FOLLOWING TOPIC: ·Pick Sharp·
-
- See ·Find By Name· For Related Demonstration.
-
- Find Requester displays the object list requester. This requester lists
- all of the existing objects in the editor by name along with information
- regarding each objects number of points, edges and faces. Click on the
- object name in the list that you want selected and the object will become
- centered in all of the views.
-
- @EndNode
-
- @Node First
-
-
- RELATED TOPICS:
-
- ·First (Cycle)·
- ·First (Stage)·
-
- @EndNode
-
- @Node First_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·De-Assign·
- FOLLOWING TOPIC: ·Last (Cycle)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·C_Cells.sdemo·
-
- NOTE: This demonstration will load the pre-existing object: "Body.obj" from
- the Objects directory on DISK 1.
-
- When you first enter the Cycle Editor you start at the first frame. The
- first frame is automatically a·key frame·. Cycle movement is defined by
- creating a set of·key frames·. ·Key frames·represent specific points in
- a series of frames. Motion across a series of frames is defined by
- specifying a beginning and an ending·key frame·. The computer generates
- the frames necessary between·key frames·. A cycle object always has two
- key frames - the First and the·Last·key frame. Changing a key frame will
- affect the motion between it and the next or previous key frame.
-
- Select First to go to the absolute start of the cycle series.
-
- NOTE: Segments can only be added while you are in the first frame. Select
- FIRST to go immediately to the first frame to add new segments if needed.
-
- @EndNode
-
- @Node First_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Frame Menu (Stage)·
-
- PRECEDING TOPIC: ·Delete Point·
- FOLLOWING TOPIC: ·Last (Stage)·
-
- Selecting First takes you directly to the first frame of the animation.
-
- @EndNode
-
- @Node Forms_Editor
-
- TOPIC LOCATION: ·Forms Editor·
-
- PRECEDING TOPIC: ·Rendering Parameters·
- FOLLOWING TOPIC: ·New (Forms)·
-
- The Forms Editor is used to create complex, organic shapes that are
- difficult to achieve by merely defining point, edges and faces. The
- Forms Editor can best be compared to working with clay where you can mold
- an object through pushing and pulling. Forms Editor allows you to model
- the contours of an object. By working with cross sections (also known as
- slices) and by getting immediate feedback in the perspective display
- window, molding an object becomes as simple as dragging points in any of
- the three views. You will create individual Forms objects that can serve
- as building blocks for even more complex objects. The objects you create
- can be loaded into the Detail or Cycle Editor for additional
- transformation.
-
- @EndNode
-
- @Node Forms_Editor_Menus
-
-
- RELATED TOPICS:
-
- ·Object Menu (Forms)·
- ·Mode Menu (Forms)·
- ·Symmetry Menu (Forms)·
- ·Select Menu (Forms)·
- ·CrossSection Menu·
- @EndNode
-
- @Node Fracture
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Merge·
- FOLLOWING TOPIC: ·Split·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Fracture-Taut.sdemo·
-
- Fracture is used to subdivide faces or edges in an object. This allows you
- to add more detail. To use Fracture, you must first pick the object to
- edit. Then enter Pick Edges or Pick Faces mode to define the area you want
- to subdivide. After you select Fracture, new points will be added in the
- middle of all picked edges. If faces are picked, they will have points
- added to their centers as well as their edges; New edges will also be added
- to connect to the center points.
- @EndNode
-
- @Node Frame_Menu_(Stage)
-
-
- RELATED TOPICS:
-
- ·First (Stage)·
- ·Last (Stage)·
- ·Next (Stage)·
- ·Prev (Stage)·
- ·Goto (Stage)·
- @EndNode
-
- @Node Free_RAM_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Make (Cycle)·
- FOLLOWING TOPIC: ·Play Once (Cycle)·
-
- An animation preview remains in memory until you select Free RAM. The
- memory that was taken up by the animation preview will then be made
- available to the system.
-
- @EndNode
-
- @Node Free_RAM_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Animate Menu (Stage)·
-
- PRECEDING TOPIC: ·Make (Stage)·
- FOLLOWING TOPIC: ·Play Once (Stage)·
-
- An animation preview remains in memory until you select Free RAM. The
- memory that was taken up by the animation preview will then be made
- available to the system.
-
- @EndNode
-
- @Node Front_Symmetry
-
- TOPIC LOCATION: ·Forms Editor·; ·Symmetry Menu (Forms)·
-
- PRECEDING TOPIC: ·Off·
- FOLLOWING TOPIC: ·Right Symmetry·
-
- VISUAL DEMONSTRATION AVAILABLE: ·F_Symmetry.sdemo·
-
- Front Symmetry affects the·Front View·. Both the right and left halves of
- the Front View will be affected simultaneously as you move points.
-
- (i.e. This mode moves points in the·Front View·two at a time)
-
- @EndNode
-
- @Node Functions_Menu_(Detail)
-
-
- RELATED TOPICS:
-
- ·Delete (Detail)·
- ·Join·
- ·Merge·
- ·Fracture·
- ·Split·
- ·Snap to Grid (Detail)·
- ·Taut·
- ·Add Axis (Detail)·
- ·Add Sphere·
- ·Add Ground·
- ·Add Primitive·
- ·Quickdraw All·
- ·Quickdraw Pick·
- ·Quickdraw None·
- ·Cycle Setup·
- ·Cycle Shuffle·
- ·Cycle Transforms·
- ·Make Sharp·
- ·Make Soft·
- ·Make Subgroup·
- ·UnMake Subgroup·
- @EndNode
-
- @Node Globals
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Camera·
- FOLLOWING TOPIC: ·Posn Channel·
-
- Globals is considered a·fixed actor·. It allows you to adjust settings
- that will affect the world of an animation. As a fixed actor, Globals
- exists in all frames of an animation, regardless of how many frames its
- ·timeline·extends over. The Globals info requester allows you to set:
-
- Start\End Frame
- If only one set of global settings exist, start end frame has no effect;
- the Globals settings exist throughout the entire animation. Start\End
- Frame is used to allow transition effects (see transition frame count).
-
- Brush Name
- Brush Name allows you to load an·IFF·picture file that will be used as a
- background\backdrop for the animation. Loading an·IFF·picture lets you
- simulate reflection in·scan line··rendering·mode. The picture you load
- will automatically be reflected off the surface of objects that have
- reflective·attributes·.
-
- Ambient R,G,B
- Ambient R,G,B adjusts the ambient light or overall brightness of an
- animation. It can be set to any of 16.7 million color values.
-
- Horizon R,G,B
- Horizon R,G,B lets you adjust the horizon color from any of 16.7 million
- possible color values.
-
- +Zenith R,G,B
- The Zenith is the highest point in the sky. This value allows you to set
- that area's color from 16.7 million possible color values.
-
- -Zenith R,G,B
- The Zenith is the highest point in the sky. This value allows you to
- change the color below the horizon.
-
- Sky Blending
- Sky Blending blends the positive and negative Zenith values to create a
- graduated sky. This value can be anywhere from 0 (no blending) to 255
- (maximum blending).
-
- Genlock Sky
- Genlock Sky makes the entire sky color 0 so that when you genlock the
- animation over video, the video will appear in place of the sky.
-
- Star Field Density
- If Star Field Density is set greater than 0 Imagine will automatically
- generate a random star field for your animation. Star Field Density sets
- the number of stars that will be generated. The value can range from 0 to
- .999999 . .01 is an average value that will create a good star field. The
- Imagine·config file·can be edited to change the color of the stars.
-
- Transition Frame count
- ·Globals·morphing can be achieved by having one set of·global·
- information existing in one frame (for example, lets say frame 1). Set the
- initial values for the·Globals·info requester. On the same control line,
- add a second set of·Globals·information from frame 2 thru the last frame;
- let's say our last frame is 20. To create a smooth transition, we would
- enter 18 for the transition frame count. The·Globals·settings will morph
- smoothly from frame 1 to 20. Typically, a smooth transition is achieved by
- subtracting 2 form the total number of frames in the transition. Lower
- numbers create more abrupt changes.
-
- @EndNode
-
- @Node Global_Search
-
- THE GLOBAL SEARCH FUNCTION
-
- The Buddy System For Imagine has a global search feature. This will
- allow you to search all of the text files for a particular string of text.
- When the function completes, a standard Buddy System Text file will be
- displayed. This text will list all of the text files containing the text
- string that you specified. The file itself is called:
-
- ·T:SearchText·
-
- You can view the contents of this file (if the file exists as a result of a
- previous search) at any time by clicking the above, highlighted name. You
- can also use the BookMark function while you are displaying the file, so
- that you can repeatedly call it up by using the Return key.
-
- To access the global search function, Press:
-
- Ctrl Spacebar
-
- and enter a search string.
-
-
- NOTE: This process may take a significant amount of time, if you are
- operating from a floppy drive system, due to disk access speed.
-
- Once The Search is completed you can start clicking on the file names in
- the list. This will take you into each of the text files where a match was
- found. Use:
-
- Left Alt Spacebar
-
- to search for the word you specified (The global search word is kept
- separate from the search word used during normal text display). Each time
- you press Left Alt & Spacebar, the search will continue through the current
- text.
- @EndNode
-
- @Node Goto
-
-
- RELATED TOPICS:
-
- ·Goto (Cycle)·
- ·Goto (Stage)·
-
- @EndNode
-
- @Node Goto_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Prev Key·
- FOLLOWING TOPIC: ·Next (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Goto lets you jump to any frame in the cycle series. When you first enter
- the Cycle Editor you start on frame one. At that point, Goto allows you to
- set the number of frames that will be in the cycle. The current frame will
- be copied into all of the new frames and you will be positioned at the
- frame you entered. You can add even more frames by specifying an even
- higher number. Again, frames will be copied from the current frame to the
- new frames.
-
- @EndNode
-
- @Node Goto_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Frame Menu (Stage)·
-
- PRECEDING TOPIC: ·Prev (Stage)·
- FOLLOWING TOPIC: ·Make (Stage)·
-
- Selecting Goto will display a frame requester which allows you to directly
- enter the frame that you want.
-
- @EndNode
-
- @Node Grid_On-Off
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Interlace·
- FOLLOWING TOPIC: ·Grid Size·
-
- By default, a grid is displayed in the three editor windows. It is used
- for scaling reference, positioning or use with the·Snap to Grid·and
- ·Lock·functions. Grid On-Off toggles the display of the reference grid.
-
- @EndNode
-
- @Node Grid_Size
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Grid On-Off·
- FOLLOWING TOPIC: ·Redraw·
-
- Grid Size displays the Grid Size requester which allows you to set the
- relative size of the reference grid in the editor views. The value you
- specify will change the size of the grid boxes.
-
- @EndNode
-
- @Node Grid_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- GRID
- Grid, as the name suggests, creates a grid pattern (a series of
- intersecting line segments). The following values are needed:
-
- Grid Size - defines the spacing, both horizontally and
- vertically of the intersecting line segments
- that will make up the grid.
-
- Line Size - defines the thickness of the intersecting line
- segments.
-
- RGB Color \ adjust the appearance of the lines. The same rules
- RGB Reflect > that apply for standard color, reflect, & filter
- RGB Filter / are used in setting these values. This lets you
- create transparent (filter) or mirrored (reflect)
- grid patterns.
- @EndNode
-
- @Node Group
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Convert IFF-ILBM·
- FOLLOWING TOPIC: ·UnGroup·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Grouping.sdemo·
-
- Group allows you to create a group of two or more objects. To group, click
- on the center or·axis·of the object that you wish to be the focal point
- of the group, hold the shift key and·pick·the remaining objects that you
- want as part of that group. When you then select Group, the different
- items that you had picked will be joined by an orange line.
-
- @EndNode
-
- @Node Group_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Save (Cycle)·
- FOLLOWING TOPIC: ·Object (Cycle)·
-
- Pick Group mode picks all objects in a previously designated·group·.
- Clicking on any object in a·group·picks the entire·group·. You can
- distinguish a·group·by the line that connects multiple object axes.
-
- @EndNode
-
- @Node Hide_Points
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Drag Points·
- FOLLOWING TOPIC: ·Edit Path (Detail)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Hide_Points.sdemo·
-
- Hide Points lets you temporarily remove selected points from the display.
- This will enable you to get a clear view of·points·that would usually be
- obscured. When you exit Hide Points mode, by entering ·Pick Objects· mode,
- your object will be redrawn with all points visible.
-
- Use any of the Pick Methods: ·Click·, ·Drag Box·, or ·Lasso·, while in Hide
- Points mode to select the points you want to hide.
- @EndNode
-
- @Node Hinge_Channel
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Size Channel·
- FOLLOWING TOPIC: ·F-X Channel·
-
- VISUAL DEMONSTRATION AVAILABLE: ·A_Hinge_Channel.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- The Hinge control channel restricts the movement of an actor so that it
- hinges, or swings in an arc, relative to a particular object. The Hinge
- info requester allows you to set:
-
- Start\End Frame
- Start\End Frame sets the range of frames over which the Hinge will take
- affect.
-
- Hinge Object
- Hinge Object specifies the name of the actor which will become the hinge.
- This must be an existing actor on the stage. The names for all existing
- actors, are listed down the left column of the action script. You must
- type the exact name, of a desired hinge object, as it appears.
-
- @EndNode
-
- @Node Home
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Pick All·
- FOLLOWING TOPIC: ·Select Next·
-
- Home selects the first object that was added or loaded onto the editing
- screen.
-
- @EndNode
-
- @Node Interlace
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Coordinates·
- FOLLOWING TOPIC: ·Grid On-Off·
-
- Interlace toggles between non-interlace (640 x 200) or interlace (640 x
- 400). The default is interlace. This gives you a high resolution screen
- which displays greater detail. On standard Amigas, without display
- enhancers, excessive flickering may occur with certain objects or scenes;
- especially when several, or highly detailed objects, are displayed.
- Additionally, the higher resolution requires more memory. You may want to
- work in non-interlace if either jittering or limited memory is a problem.
-
- Interlace can be preset by the Preference Editor
-
- @EndNode
-
- @Node Join
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Delete (Detail)·
- FOLLOWING TOPIC: ·Merge·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Join.sdemo·
-
- Join lets you turn a group of picked objects into a single object with a
- single·axis·. Unlike·Group·, Join will make the parent object's (the
- object that was first picked in the group)·attributes·effect all the
- other objects that are being Joined.
-
- NOTE: The key difference between Join and·Group·is that objects that are
- Joined will retain individual base color settings but will all share the
- same·attribute·settings of·reflection·,·filter·,·specular·, etc.
- Additionally, Join results in only one·axis·(the parent object's axis).
- ·Group·puts multiple objects together so that they can be manipulated like
- a single object, but retains all individual·attributes·and axes (the
- multiple axes in a group are visibly joined by·line·segments).
-
- Join is also used during object editing to connect·points·. When you drag
- the ends of two separate lines together, and both·points·are selected,
- Join will form a connected line; turning the two points into a single point
- at the junction.
-
- @EndNode
-
- @Node Lasso_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Drag Box (Detail)·
- FOLLOWING TOPIC: ·Lock (Detail)·
-
- See ·Click (Detail)· For Related Demonstration.
-
- Lasso selection is useful for picking multiple points even when the points
- you want are not in line or in the same area. Lasso lets you draw a
- freehand loop around the points you want picked. The loop or lasso becomes
- effective once you bring its two ends together. You must hold the SHIFT key
- while creating the loop in order to select multiple points.
-
- @EndNode
-
- @Node Lasso_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Select Menu (Forms)·
-
- PRECEDING TOPIC: ·Drag Box·
- FOLLOWING TOPIC: ·Lock·
-
- See ·Click· For Related Demonstration.
-
- Lasso selection is useful for picking multiple points even when the points
- you want are not in line or in the same area. Lasso lets you draw a
- freehand loop around the points you want picked. The loop or lasso becomes
- effective once you bring its two ends together. You must hold the SHIFT key
- while creating the loop in order to select multiple points.
-
- @EndNode
-
- @Node Last
-
-
- RELATED TOPICS:
-
- ·Last (Cycle)·
- ·Last (Stage)·
- @EndNode
-
- @Node Last_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·First (Cycle)·
- FOLLOWING TOPIC: ·Next Key·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Last goes to the absolute end of the cycle series. The Last frame is the
- last key frame that was defined.
-
- @EndNode
-
- @Node Last_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Frame Menu (Stage)·
-
- PRECEDING TOPIC: ·First (Stage)·
- FOLLOWING TOPIC: ·Next (Stage)·
-
- Selecting Last takes you directly to the last frame of the animation.
-
- @EndNode
-
- @Node Linear_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- LINEAR
- The Linear texture is functionally similar to the Angular texture.
- However, it is limited to 2 colors, for a more simple gradient
- pattern or color spread. Like the name suggests, the result is a
- straight color spread from one color to another. The standard
- base color, in the Attributes requester, defines the starting
- color of the gradient. The other color is defined in the Texture
- requester for Linear. The position and orientation of the texture
- axis determines where the spreading occurs and the direction of
- the spread. The following values are needed:
-
- Transition Z width - sets the distance between the 2 defined,
- originating colors. The blending or gradient
- will occur within this width.
-
- RGB Color \ define the second gradient color (the first is
- RGB Reflect > defined in the base color setting) the standard
- RGB Filter / procedure for defining color, reflect, & filter
- are used in setting these values. This lets you
- create transparent (filter) or mirrored (reflect)
- gradient patterns.
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Transition Z width: 100
-
- Color R: 0
- G: 0
- B: 255
-
- Base
- Color R: 200
- G: 0
- B: 0
-
- * The Texture axis was centered directly over the object's axis.@EndNode
-
- @Node Load
-
-
- RELATED TOPICS:
-
- ·Load (Cycle)·
- ·Load (Detail)·
- ·Load (Forms)·
- ·Load (Stage)·
- @EndNode
-
- @Node Load_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Object Menu (Cycle)·
-
- PRECEDING TOPIC: ·New (Cycle)·
- FOLLOWING TOPIC: ·Save (Cycle)·
-
- Load will load a previously saved Cycle Editor object. Objects created in
- either the Forms or Detail Editor will be converted into Cycle Object
- format when loaded. This allows you to use the Detail Editor to place and
- group objects - which is often much easier than using the Cycle Editor
- itself to build a Cycle object.
-
- @EndNode
-
- @Node Load_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Detail Editor·
- FOLLOWING TOPIC: ·Save (Detail)·
-
- The Load requester lets you recall and·edit·any object that you may have
- previously created with the·Detail Editor·.
-
- @EndNode
-
- @Node Load_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Object Menu (Forms)·
-
- PRECEDING TOPIC: ·New (Forms)·
- FOLLOWING TOPIC: ·Save (Forms)·
-
- The Load requester lets you recall and·edit·any object that you may have
- previously created with the·Forms Editor·. Only Forms objects can be
- loaded into the·Forms editor·.
-
- @EndNode
-
- @Node Load_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Save Changes·
- FOLLOWING TOPIC: ·Add Axis (Stage)·
-
- Elements that exists in the Stage Editor are called·actors·; the familiar
- metaphor of·actors·on a stage is used to simplify the creation of
- animation scenes. Load is used to load an·actor·object onto the stage.
- The object is loaded into the current frame. Its existence throughout an
- animation is controlled using the·Action script·(objects can also be
- loaded from within the·Action script·).
-
- @EndNode
-
- @Node Load_Pose
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Snapshot (Cycle)·
- FOLLOWING TOPIC: ·Make (Cycle)·
-
- See ·Cycle Setup· For Related Demonstraton.
-
- Instead of assigning and positioning objects using the normal functions of
- the Cycle Editor (which can become rather tedious for complicated objects),
- you can use another method. Load Pose displays a file requester that lets
- you load an object that was prepared in the Detail Editor using the
- ·Cycle Setup· & ·Cycle Shuffle· functions. You must ·Goto· each specific
- key frame in the cycle and select Load Pose to load the appropriate object
- for the key. A requester will initially inform you that the object you are
- loading is not a standard Cycle Object and ask if you want it converted.
- Just select 'Yes' to load the object and automatically adjust the skeleton.
-
-
- NOTE: Each pose must have the same number of points.
- @EndNode
-
- @Node Lock_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Lasso (Detail)·
- FOLLOWING TOPIC: ·Delete (Detail)·
-
- See ·Snap to Grid (Detail)· for Related Demonstration.
-
- Lock activates interactive use of the·SNAP TO GRID·function. When Lock
- is activated, picked points will snap to the nearest·grid·intersection as
- they are moved.
-
- @EndNode
-
- @Node Lock_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Select Menu (Forms)·
-
- PRECEDING TOPIC: ·Lasso·
- FOLLOWING TOPIC: ·Select (Forms)·
-
- See ·Snap to Grid (Detail)· for Related Demonstration.
-
- Lock activates interactive use of the·SNAP TO GRID·function. When Lock
- is activated, picked points will snap to the nearest·grid·intersection as
- they are moved.
-
- @EndNode
-
- @Node Magnetism
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Hide Points·
- FOLLOWING TOPIC: ·Delete (Detail)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Magnetism.sdemo·
-
- Magnetism lets you move·points·as if they were being pulled by a magnet.
- This lets you move·points·variably in order to create smoothly curved
- shapes.
-
- On\Off
- On\Off toggles the effect of·Magnetic·mode on or off. The status of
- ·Magnetism·is displayed at the·Status Bar·at the top of the screen.
-
- Setup
- Setup displays the·Magnetism·parameters requester.
-
- Radius of Influence
- Radius of Influence sets the·radius·from the pointer to describe the area
- that will act as the·Magnetic Field·. Only those points that lie within
- that area, at any given time, will be effected by·Magnetism·.
-
- Minimum Radius
- Minimum Radius is used in conjunction with·Random Radius·to set the
- minimum distance from the pointer, that will magnetically affect·points·.
-
- Percent at Radius
- Percent at Radius sets the strength of the magnetic effect at the outer
- edge of the·Radius of Influence·. This value can range from 0 to 100.
- Setting a low value allows the magnetic effect to diminish with·points·
- that are located farther away from the pointer but still within the
- ·Magnetic Field·(·Radius of Influence·).
-
- Magnetism Types
- Three magnetic effects are available:
-
- Cone creates a steep peak at the center point. This creates a very
- triangular peak.
-
- Dome creates a flattened area towards the center point. This gives
- the appearance of a tree stump.
-
- Bell creates a smooth bell shaped curve.
-
- Random Radius is used in conjunction with the other·magnetism·parameters to
- vary the·magnetism·effect. This is useful for creating irregular hill or
- mountain formations.
-
- @EndNode
-
- @Node Make
-
-
- RELATED TOPICS:
-
- ·Make (Cycle)·
- ·Make (Stage)·
- ·Make Closed Path·
- ·Make Key (Cycle)·
- ·Make Path·
- @EndNode
-
- @Node Make_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Load Pose·
- FOLLOWING TOPIC: ·Free RAM (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Once you have defined at least the first and the last key frame of a cycle,
- Make will create the cycle motion. The frames between key frames will be
- automatically adjusted to create smooth motion.
-
- @EndNode
-
- @Node Make_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Animate Menu (Stage)·
-
- PRECEDING TOPIC: ·Goto (Stage)·
- FOLLOWING TOPIC: ·Free RAM (Stage)·
-
- Once you have defined at least the·first·and the·last··key frame·of a
- cycle, Make will create the cycle motion. The frames between key frames
- will be automatically adjusted to create smooth motion.
-
- @EndNode
-
- @Node Make_Closed_Path
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Make Path·
- FOLLOWING TOPIC: ·Slice·
-
- See ·Make Path· For Visual Demonstration.
-
- Make Closed Path allows you to arrange multiple axes to form a closed path
- object where the first and last axes are joined to make a loop. Each
- ·axis·represents a key point along the path. You can align each Y axis to
- point in the direction that you want the object to face at that position on
- the path; the object's alignment on the path will be determined by these
- axes. Each of the axes must be picked in successive order. This order of
- selection determines how the path will proceed. ·Sort·, from the
- ·Pick-Select·menu, is then used to save the order of the axes. Finally,
- ·Make Path·will connect the multiple axes to form a path object.
-
- A Path object is primarily used in the ·Stage Editor·. The Detail Editor
- allows you to create the basic path object's shape. However, the Stage
- Editor is where you can precisely edit the curves or inclines of the path
- for use with other objects during an animation.
-
- See: ·Edit Path (Detail)·
- @EndNode
-
- @Node Make_Key_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Prev (Cycle)·
- FOLLOWING TOPIC: ·Unmake Key (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Only the first and last frames are automatically key frames. Therefore, if
- you want to specify any frame between the first and last frames, as a key
- frame, you must select·Make Key (Cycle)·.
-
- A key frame is indicated by an asterisk (*) beside the frame number at the
- top of the screen display.
-
- Make sure that you select Make Key after you have made any changes to a
- frame that you want to be a key frame; if it already isn't a key frame.
-
- @EndNode
-
- @Node Make_Path
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Skin·
- FOLLOWING TOPIC: ·Make Closed Path·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Path.sdemo·
-
- Make Path allows you to arrange multiple·axis·to form a path object.
- Each·axis·represents a key point along the path. You can align each Y
- ·axis·to point in the direction that you want the object to face at that
- position on the path; the object's alignment on the path will be determined
- by these axes. Each of the axes must be picked in successive order. This
- order of selection determines how the path will proceed. ·Sort·, from the
- ·Pick-Select·menu, is then used to·save·the order of the axes. Finally,
- Make Path will connect the multiple axes to form a path object.
-
- A Path object is primarily used in the ·Stage Editor·. The Detail Editor
- allows you to create the basic path object's shape. However, the Stage
- Editor is where you can precisely edit the curves or inclines of the path
- for use with other objects during an animation.
-
- See: ·Edit Path (Detail)· ·Add Open Path (Detail)·
-
-
-
- @EndNode
-
- @Node Merge
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Join·
- FOLLOWING TOPIC: ·Fracture·
-
- After·JOINing·an object,·points·may overlap causing an excess of
- unnecessary·points·. Merge should be as a cleanup function after using
- ·Join·, or after importing objects from other programs (object modelers,
- conversion programs, etc.) to remove any unnecessary·points·. Merge works
- by combining points that exist in the same, exact position into a single
- point.
-
- NOTE: Extraneous points & faces can add to the size and/or complexity of
- the object. This may significantly increase rendering (or screen updating
- during editing) time.
-
- @EndNode
-
- @Node Mode_Menu
-
-
- RELATED TOPICS:
-
- ·Mode Menu (Cycle)·
- ·Mode Menu (Detail)·
- ·Mode Menu (Forms)·
- ·Mode Menu (Stage)·
-
- @EndNode
-
- @Node Mode_Menu_(Cycle)
-
-
- RELATED TOPICS:
-
- ·Pivot·
- ·Twist·
- ·Move·
- ·Add (Cycle)·
- ·Delete (Cycle)·
- ·Assign·
- ·De-Assign·
- @EndNode
-
- @Node Mode_Menu_(Detail)
-
-
- RELATED TOPICS:
-
- ·Pick Group·
- ·Pick Objects·
- ·Pick Faces·
- ·Pick Edges·
- ·Pick Points·
- ·Add Faces·
- ·Add Edges·
- ·Add Points·
- ·Add Lines·
- ·Drag Points·
- ·Hide Points·
- ·Magnetism·
- ·Edit Path (Detail)·
-
- @EndNode
-
- @Node Mode_Menu_(Forms)
-
-
- RELATED TOPICS:
-
- ·Edit·
- ·Add (Forms)·
- ·Delete (Forms)·
-
- @EndNode
-
- @Node Mode_Menu_(Stage)
-
-
- RELATED TOPICS:
-
- ·Pick Groups·
- ·Edit Path (Stage)·
- @EndNode
-
- @Node Mold
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Transformation·
- FOLLOWING TOPIC: ·Mold (Extrude)·
-
- Mold converts a simple, 2-dimensional shape or outline into a 3-dimensional
- object using the following methods:
-
- ·Extrude·
- ·Replicate·
- ·Spin·
- ·Sweep·
- ·Conform to Sphere·
- ·Conform to Cylinder·
-
- @EndNode
-
- @Node Mold_(Cylinder)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Sphere)·
- FOLLOWING TOPIC: ·Skin·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Conform_To_Cylinder.sdemo·
-
- Conform to Cylinder
- Conform to Cylinder takes an object and·wraps·it around the shape of a
- cylinder.
-
- Cylinder Radius
- Cylinder Radius sets the size of the invisible cylinder shape that will be
- used as reference for wrapping. The radius is the distance from the center
- of the cylinder to its outer edge. For predictable results, the Cylinder
- Radius should be set to 1/4 of the width of the object to be wrapped.
-
- Object Width
- Object Width should generally be set to 1/2 the width of the object being
- wrapped. If the Cylinder Radius is set to 1/4 the object's width then the
- object will completely wrap to form a closed cylinder. A value greater
- than 1/2 the object's width will wrap the object partly around the cylinder
- shape. A value greater than 1/2 will stretch the object before wrapping
- completely around the cylinder shape.
-
- @EndNode
-
- @Node Mold_(Extrude)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold·
- FOLLOWING TOPIC: ·Mold (Replicate)·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·D_Normal_Extrude.sdemo·
-
- ·D_Path_Extrude.sdemo·
- Extrude
- Extrude adds thickness to a simple outline shape. This is done by
- specifying a length value (or thickness) or by specifying a·path·that the
- outline will follow for extrusion. The extrude data requester will be
- displayed:
-
- To Length
- To Length selects the simplest form of·extrusion·. This allows you to
- simply enter a value that represents the final thickness or depth of the
- extruded object.
-
- Length
- Length is the Y value used for extrusion and relates to the final thickness
- or depth of the object.
-
- Along Path
- Along Path lets you·extrude·an object by following a defined path. This
- lets you create such things as curving tubes (by extruding a circular
- outline).
-
- SEE -> `Add Closed Path (Detail)` & `Add Open Path (Detail)`
-
- Path
- Path specifies the name of the existing path object that the outline will
- follow during its·extrusion·. This name can be found or changed by picking
- the path and selecting Attributes. The name will be displayed in the
- Attributes requester.
-
- Align Y to Path
- Align Y to Path makes the outline follow the path's curves by rotating
- along the Z·axis·. This creates smoothly curved extrusions.
-
- Keep X Horizontal
- Keep X Horizontal prevents rotation along the X·axis·(tilting forward or
- backward) during extrusion along inclined paths. Align Y to Path should be
- turned off for this to work properly.
-
- Y Rotation
- Y Rotation allows you to rotate the outline along the Y·axis·as it is
- being extruded. This lets you create·corkscrew·or spiral shapes. The value
- you set will be the amount, in degrees, that each section is rotated.
-
- X and Z Scaling
- X and Z Scaling lets you taper the end of an object as it is being
- extruded. The value entered in this field represents a scaling factor
- where 1 represents no scaling, 2 doubles an objects size, and .5 reduces
- the size by half.
-
- X and Z Translate
- Normally, the object's axis stays on the path during extrusion. X and Z
- Translate lets you move the object in the X·axis·(left to right), or
- Z·axis·(up or down) during extrusion.
-
- Sections
- Normally an extruded object is composed of one section. If your planning
- on having an object with multi-colored segments you can have multiple
- sections created during the extrusion. If you are extruding along a path,
- the number of sections should be set to 1 less than the total number of
- points in the path (i.e. if the path has 9 points, set Sections = 8 ).
-
- Mirror Ends
- When extruding along a path, if you want the extrusion to be symmetrical at
- both ends select this option. The two ends of the extrusion will be "mirror
- images" of each other.
-
-
- @EndNode
-
- @Node Mold_(Replicate)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Extrude)·
- FOLLOWING TOPIC: ·Mold (Spin)·
-
- See ·Mold (Extrude)· For Visual Demonstration
-
- Replicate
- Replicate creates series of duplicate objects with a specified spacing.
- Replicate works in almost the same way as the normal Extrude function
- except that the duplicated segments are not connected. You can specify a
- length value over which to Replicate or you can specify a·path·that the
- successive duplicate outlines will follow as they are placed on the screen.
- The replicate data requester will be displayed:
-
- To Length
- To Length selects the simplest form of·replication·. This allows you to
- simply enter a value that represents the Y axis distance over which
- replicated outlines will be created.
-
- Length
- Length is the Y value used for replication and relates to the distance over
- which replication will occur.
-
- Along Path
- Along Path lets you·replicate·an object by following a defined path.
-
- SEE -> `Add Closed Path (Detail)` & `Add Open Path (Detail)`
-
- Path
- Path specifies the name of the existing path object that the outline will
- follow during its·replication·.
-
- Copies
- Copies specifies the number of replications (or duplicates) to create.
-
- Y Rotation
- Y Rotation allows you to rotate the outline along the Y·axis·as it is
- being replicated.
-
- X and Z Scaling
- X and Z Scaling lets you shrink or enlarge an outline as it is being
- replicated. The value entered in this field represents a scaling factor
- where 1 represents no scaling, 2 doubles an objects size, and .5 reduces
- the size by half.
-
- X and Z Translate
- Normally, the object's axis stays on the path during replication. X and Z
- Translate lets you move the outline in the X·axis·(left to right), or
- Z·axis·(up or down) during replication.
-
- @EndNode
-
- @Node Mold_(Sphere)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Sweep)·
- FOLLOWING TOPIC: ·Mold (Cylinder)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Conform_To_Sphere.sdemo·
-
- Conform to Sphere
- Conform to Sphere will mold a 2-dimensional object such as a·plane·into a
- spherical shape.
-
- Sphere Radius
- Sphere Radius specifies the size of the invisible·sphere·which will be used
- as reference for·wrapping·. Radius is the distance from the center of
- the·sphere·to its surface. This value should be set to approximately half
- the width of the object to be·wrapped·for predictable results.
-
- Object Radius
- Object Radius should generally be set to half of the object's width. Doing
- so will wrap the object around the sphere at normal size; no stretching or
- shrinking will occur. If a greater value is entered, the object will be
- shrunk before being wrapped onto the sphere. If a value less than half the
- object's width is entered, the object will be stretched to cover more of
- the sphere's surface area.
-
- @EndNode
-
- @Node Mold_(Spin)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Replicate)·
- FOLLOWING TOPIC: ·Mold (Sweep)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Spin&Sweep.sdemo·
-
- Spin
- Spin is used to simulate the creation of objects on a lathe. A lathe is
- machine for shaping a piece of wood, metal etc. by hold and turning it
- rapidly against a cutting edge; this carves a symmetrical shape. You must
- first create a·cross-section·outline. Spin creates sections by turning the
- outline along its Z·axis·.
-
- Spin Angle
- Spin Angle is the amount of·rotation·that will be used to spin the outline
- around the Z·axis·. Any value less than 360 (degrees) will create an open
- object.
-
- # of Sections
- This sets the number of sections that will be created as the outline is
- spun around the Z·axis·.
-
- @EndNode
-
- @Node Mold_(Sweep)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Spin)·
- FOLLOWING TOPIC: ·Mold (Sphere)·
-
- See ·Mold (Spin)· for related demonstration.
-
- Sweep
- Sweep is used to create symmetrical objects that have inside details, such
- as goblets. Sweep is functionally similar to Spin with the exception that
- points along the Z axis remain in place as the object is swept.
-
- Spin Angle
- Spin Angle is the amount of·rotation·that will be used to spin the outline
- around the Z·axis·. Any value less than 360 (degrees) will create an open
- object.
-
- # of Sections
- This sets the number of sections that will be created as the outline is
- spun around the Z·axis·.
-
- @EndNode
-
- @Node Move
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Twist·
- FOLLOWING TOPIC: ·Add (Cycle)·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Move is an edit mode which allows you to freely move a segment. Making the
- segment longer increases the size of the object that is assigned to that
- segment. Conversely, shortening a segment length reduces the·size·of an
- assigned object. Clicking on the axis moves the entire object.
-
- @EndNode
-
- @Node Movie
-
- TOPIC LOCATION: ·Project Editor·
-
- PRECEDING TOPIC: ·Stills·
- FOLLOWING TOPIC: ·Movie Script·
-
- This set of commands is used in the creation and·playback·of completed
- Imagine animations.
-
- It is important to understand that Imagine creates separate files for
- ·stills·and for animations. An Imagine animation consists of specially
- formatted animation files that are created from the·rendered··still·
- files. Animation files are stored in a separate directory than the·Still·
- files. Creation and Playback of a·movie·(Imagine's name for an
- animation) is controlled by the·Movie Script·. The·movie·options
- include:
-
- Load
- Once an animation has been created, this loads the respective
- animation frames into memory for playback.
-
- Play Once
- After an animation is loaded into memory, the Play Once button will
- become available. This plays the animation once, according to
- its·movie script·, and then returns to the·Project Editor·.
-
- Play Loop
- Once an animation is loaded into memory, the Play Loop button will
- become available. This plays the animation in an endless loop
- according to the ·Movie Script·. Press the·escape key·to return to
- the·Project Editor·.
-
- During animation playback, the following keyboard keys take effect:
-
- Function Keys (F1 - F10)
- These keys control the playback speed of the animation where F1 is the
- fastest (approximately 30 frames per second - depending on the speed
- of the Amiga being used) and F10 being the slowest.
-
- Spacebar
- Pressing the spacebar will pause the animation. Each consecutive
- press of the spacebar, advances one frame at a time.
-
- Escape
- The Escape key exits the animation and returns you to the
- ·Project Editor·.
-
- NOTE: If you are not returned to the·Project Editor·after typing
- ·escape·, it may be necessary to drag down the animation's screen(s)
- (by clicking and holding at the very top of the screen with the left
- button and dragging downwards). This should make the
- ·Project Editor·visible so that you can click into it and activate it.
- At that point, pressing the escape key will close the view of the
- picture.
-
- Drop
- An animation will remain in memory until you select Drop. This will
- unload the animation entirely from memory.
-
- Edit
- When·Make·is first selected, it will automatically create a
- ·Movie Script·based on the frames selected in the·Stills·
- ·frame counter·. Requesters will inform you of this, and will prompt
- you on whether or not you want to create a·looping movie·. Generally,
- this ·Movie Script·is sufficient to playback an animation.
-
- You can use Edit to enter a·text editor·(the default is Ed in your c:
- directory - this can be changed via the Preference Editor) which will
- allow you to edit the·movie script·(see·Movie Script·for details).
-
- Make
- This command generates an animation from the selected frames in the
- ·Stills··frame counter·. If a picture file already exists for any
- frames and·Generate New Cells Only·is selected, the frames without
- ·Stills· will be generated. Once all·Stills·for a selected·range·of
- frames have been generated, an animation will be created using the
- ·Stills·and placed in the·Anim·sub-directory for the current
- sub-project (as set by the ·Rendering Parameters·requester).
-
- @EndNode
-
- @Node Movie_Script
-
- TOPIC LOCATION: ·Project Editor·
-
- PRECEDING TOPIC: ·Movie·
- FOLLOWING TOPIC: ·Rendering Parameters·
-
- The Movie script is a standard ASCII text file, which contains certain
- playback commands. The following is an example of a movie script:
-
- SCENE ABC
- PLAY 1-30
-
- MOVIE
- PLAY ABC FOREVER
-
- Although it may seem cryptic at first, the Movie Script is relatively
- simple and allows you complete flexibility in creating animations. The
- line reading "SCENE ABC" acts as a label. "ABC" can be any name you want.
- The line reading "PLAY 1-30" specifies that frames 1-30 will be played in
- sequence for the animation. "MOVIE" is another label command that
- specifies the main part of the Movie Script. The line "PLAY ABC FOREVER"
- simply jumps to the "SCENE ABC" line and executes the specified "PLAY"
- command. The "FOREVER" specification means that this movie will play in a
- continuous·loop·. Omitting this specification would play the animation
- only once.
-
- Other possible variations include:
-
- SCENE ABC
- PLAY 1-30
- PLAY 29-2
-
- MOVIE
- PLAY ABC FOREVER
-
- This would play the animation continuously in a "ping-pong" fashion.
- The·Play·command can be used to specify individual frames such as:
-
- SCENE ABC
- PLAY 3
- PLAY 6
- PLAY 10
-
- MOVIE
- PLAY ABC FOREVER
-
- This animation would play frames 3, 6 and 10 continuously. Finally, you
- can specify a specific number of times for the·Play·command as in:
-
- PLAY ABC 5 TIMES
-
- As you can see, the Movie Script provides several possibilities for
- animation playback.
-
- @EndNode
-
- @Node New
-
-
- RELATED TOPICS:
-
- ·New (Cycle)·
- ·New (Forms)·
- @EndNode
-
- @Node New_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Object Menu (Cycle)·
-
- PRECEDING TOPIC: ·Cycle Editor·
- FOLLOWING TOPIC: ·Load (Cycle)·
-
- VISUAL DEMONSTRATION AVAILABLE: ·C_New.sdemo·
-
- New starts a new Cycle object by placing an axis in the editor.
-
- Add mode is automatically activated and the usual next step is the addition
- of segments to define a "skeleton" shape. Once this skeleton has been
- defined, objects can be attached or ASSIGNed to each·bone·segment.
-
- @EndNode
-
- @Node New_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Object Menu (Forms)·
-
- PRECEDING TOPIC: ·Forms Editor·
- FOLLOWING TOPIC: ·Load (Forms)·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·F_New.sdemo·
- ·F_Former_Views.sdemo·
-
- The New command displays a requester for creating a·Forms·object. The
- selections are:
-
- # OF POINTS
- Sets the number of·points·to use for the object's circumference.
-
- # OF SLICES
- Sets the number of·cross sections·used to build the object. Since the
- ·Forms Editor·begins with a basic spherical shape, this specifies the
- number of rings that will be used to create the·sphere·.
-
- X-Y CROSS SECTION
- This is the standard method for creating cross sections. Setting this
- option will use horizontal cross sections to create the object. This is
- used for modeling objects that change in shape horizontally; for example,
- if you wanted to create a snake.
-
- Y-Z CROSS SECTION
- Setting this option instead of X-Y CROSS SECTION will create the object
- using vertical cross sections. This is used for modeling objects that
- change in shape vertically, such as a human head, or a light bulb.
-
- The following three options control how manipulation of an object takes
- place within the Forms Editor's views:
-
- TWO FORMER VIEWS
- This mode uses all three editor views to work with the object. Depending on
- the type of cross sections you have defined (X-Y or Y-Z), you will have two
- "former" views and one cross section view. This mode is used when you want
- to have full control of the object shape from all sides.
-
- The former views display points that control the size of each cross
- section along the object. The cross section view controls the shape
- of a particular cross section; if the cross section shape is square,
- then the object will be squared at that particular section.
- Conversely if the cross section is round then the object will become
- rounded at that section.
-
- If you are working with an X-Y cross section, the Right and Front
- views will be used as the former views, while the Top view displays
- the cross section shape.
-
- If you are working with an Y-Z cross section, the Top and Front views
- will be used as the former views, while the Right view displays the
- cross section shape.
-
- ONE FORMER VIEW
- This mode uses two editor views to work with the object. Depending on the
- type of cross sections you have defined (X-Y or Y-Z), you will have one
- "former" view and one cross section view. This mode is used when half of
- the object will be symmetrical. For example, a car body is usually
- symmetrical on its left and right sides, while the top and bottom are
- different. This mode essentially lets you work with a profile of the
- object.
-
- If you are working with an X-Y cross section, the Front view will be
- used as the former view, while the Top view displays the cross section
- shape.
-
- If you are working with an Y-Z cross section, the Front view will be
- used as the former view, while the Right view displays the cross
- section shape.
-
- ONE SPACER VIEW
- This mode uses two editor views to work with the object. This is the
- simplest mode and is used to create a "tubular" object. You will be
- provided with a cross section view (the Top view in X-Y mode, or the Right
- view in Y-Z mode) and a "spacer" view. The spacer view displays a connected
- row of points. These points represent the separate cross sections of the
- object. It is called the spacer view since moving the points only affects
- the relative spacing between the cross sections. An object is created by
- defining specific cross sections as key slices. These key slices directly
- control the shape of the object.
-
- For example, you can simply define the two end points as key slices.
- Then, by adjusting one of those key slices to form a square shape and
- adjusting the other to form a circle, the object will "flow" in shape
- - from being square on one end to being circular on the other.
- Imagine automatically adjusts the shape of the middle cross sections
- so that a smooth transition in shape occurs. By adding additional key
- slices between the two on the ends, you can further define the objects
- shape. You can create a triangular key slice between the square and
- circle key slices. The object's shape will then flow from square to
- triangular to circular.
-
- SEAL TOP/BOTTOM/RIGHT/LEFT END
- Usually when a forms object is created, its ends are left open. You can
- selectively close the top, bottom, right or left ends of an object. You can
- seal the top and/or bottom in X-Y mode, or you can seal the right and/or
- left in Y-Z mode.
-
- CROSS SECTION SYMMETRY
- These selections set symmetry for editing the cross section view only.
- See ·Symmetry Menu (Forms)· for symmetrical editing of the other views.
-
- There are 4 cross section symmetry options:
-
- None - no symmetry when editing the cross section view; each point
- is moved independently.
-
- X/Z - (X is available if you are in X-Y mode; Z is displayed when you
- are in Y-Z mode). Symmetry will occur along X or Z.
-
- Y - Symmetry will occur along the Y axis.
-
- Both - Symmetry will occur along both axes in the cross section view.
-
-
- @EndNode
-
- @Node Next_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Goto (Cycle)·
- FOLLOWING TOPIC: ·Prev (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Next goes to a following frame.
-
- @EndNode
-
- @Node Next_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Frame Menu (Stage)·
-
- PRECEDING TOPIC: ·Last (Stage)·
- FOLLOWING TOPIC: ·Prev (Stage)·
-
- Selecting Next allows you to go to the next frame of the animation.
-
- @EndNode
-
- @Node Next_Key
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Last (Cycle)·
- FOLLOWING TOPIC: ·Prev Key·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Next Key goes to the next defined key frame.
-
- @EndNode
-
- @Node Object_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Group (Cycle)·
- FOLLOWING TOPIC: ·Pivot·
-
- Pick Objects mode lets you pick individual objects. Clicking on an
- object's·axis·picks the object.
-
- @EndNode
-
- @Node Object_Menu
-
-
- RELATED TOPICS:
-
- ·Object Menu (Cycle)·
- ·Object Menu (Detail)·
- ·Object Menu (Forms)·
- ·Object Menu (Stage)·
-
- @EndNode
-
- @Node Object_Menu_(Cycle)
-
-
- RELATED TOPICS:
-
- ·New (Cycle)·
- ·Load (Cycle)·
- ·Save (Cycle)·
- @EndNode
-
- @Node Object_Menu_(Detail)
-
-
- RELATED TOPICS:
-
- ·Load (Detail)·
- ·Save (Detail)·
- ·Convert IFF-ILBM·
- ·Group·
- ·UnGroup·
- ·Cut·
- ·Copy·
- ·Paste·
- ·Attributes·
- ·Transformation·
- ·Mold·
- ·Skin·
- ·Make Path·
- ·Make Closed Path·
- ·Slice·
- @EndNode
-
- @Node Object_Menu_(Forms)
-
-
- RELATED TOPICS:
-
- ·New (Forms)·
- ·Load (Forms)·
- ·Save (Forms)·
- ·Snap to Grid (Forms)·
-
- @EndNode
-
- @Node Object_Menu_(Stage)
-
-
- RELATED TOPICS:
-
- ·Load (Stage)·
- ·Add Axis (Stage)·
- ·Add Light·
- ·Add Open Path (Stage)·
- ·Add Closed Path (Stage)·
- ·Rename (Stage)·
- ·Delete (Stage)·
- ·Show Path Length·
- ·Transformation·
- ·Snapshot (Stage)·
- ·Position Bar·
- ·Alignment Bar·
- ·Size Bar·
- ·Camera Track·
- ·Reset Relative Position·
- ·Reset Relative Alignment·
- ·Quickdraw All·
- ·Quickdraw Pick·
- ·Quickdraw None·
- @EndNode
-
- @Node Off
-
- TOPIC LOCATION: ·Forms Editor·; ·Symmetry Menu (Forms)·
-
- PRECEDING TOPIC: ·Delete (Forms)·
- FOLLOWING TOPIC: ·Front Symmetry·
-
- See ·Front Symmetry· For Related Demonstration.
-
- Off resets any and all·Symmetry·selections. Only single points will be
- moved or manipulated at a time.
-
- @EndNode
-
- @Node Paste
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Copy·
- FOLLOWING TOPIC: ·Attributes·
-
- See ·Cut· For Visual Demonstration
-
- Paste allows you to transfer the most recently·cut·or·copied·item from
- the·copy·buffer and paste it onto your work surface. Paste places the
- item in the exact spot that it was·cut·or·copied·from.
-
- @EndNode
-
- @Node Path_Menu_(Stage)
-
-
- RELATED TOPICS:
-
- ·Save Path·
- ·Split Segment·
- ·Delete Point·
- @EndNode
-
- @Node Pick
-
-
- RELATED TOPICS:
-
- ·Pick All·
- ·Pick Edges·
- ·Pick Faces·
- ·Pick Group·
- ·Pick Groups·
- ·Pick Objects·
- ·Pick Points·
- ·Pick Select·
-
- @EndNode
-
- @Node Pick-Select_Menu
-
-
- RELATED TOPICS:
-
- ·Home·
- ·Select Next·
- ·Select Prev·
- ·Pick Select·
- ·UnPick Select·
- ·UnPick Last·
- ·Find By Name·
- ·Find Requester·
- ·Pick Sharp·
- ·Pick Subgroup·
- ·Unpick Subgroup·
- ·Pick Range·
- ·Unpick Range·
- @EndNode
-
- @Node Pick_All
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Cycle Shuffle·
- FOLLOWING TOPIC: ·Home·
-
- Pick All picks every object that exists on the editing screen.
-
- @EndNode
-
- @Node Pick_Edges
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Pick Faces·
- FOLLOWING TOPIC: ·Pick Points·
-
- See ·Pick Group· For Visual Demonstration.
-
- ·Edges·are the line segments that connect two·points·. Pick Edges mode
- limits selection to the lines of the currently picked object; an object
- must be picked before you can proceed to Pick Edges.
-
- @EndNode
-
- @Node Pick_Faces
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Pick Objects·
- FOLLOWING TOPIC: ·Pick Edges·
-
- See ·Pick Group· For Visual Demonstration.
-
- A·Face·is an area created by the connection of three points by three
- lines. Pick Faces mode limits selection to the·faces·of the currently
- picked object; an object must be picked before you can proceed to Pick
- Faces.
-
- @EndNode
-
- @Node Pick_Group
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Slice·
- FOLLOWING TOPIC: ·Pick Objects·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Pick_Modes.sdemo·
-
- Pick Group mode picks all objects in a previously designated·group·.
- Clicking on any object in a·group·picks the entire·group·. You can
- distinguish a·group·by the line that connects multiple object axes.
-
- @EndNode
-
- @Node Pick_Groups
-
- TOPIC LOCATION: ·Stage Editor·; ·Mode Menu (Stage)·
-
- PRECEDING TOPIC: ·Show Path Length·
- FOLLOWING TOPIC: ·Edit Path (Stage)·
-
- Pick Groups is the default operation mode in the·Stage Editor·. If a
- group is loaded in the·Stage Editor·, only the group can be manipulated.
- You will not be able to adjust the separate group elements individually.
- If you want to adjust individual objects in a group, you must go back to
- the specific editor (·Detail·,·Forms·or·Cycle·) in which the group was
- created.
-
- @EndNode
-
- @Node Pick_Menu_(Cycle)
-
-
- RELATED TOPICS:
-
- ·Group (Cycle)·
- ·Object (Cycle)·
-
- @EndNode
-
- @Node Pick_Methods
-
-
- RELATED TOPICS:
-
- ·Click·
- ·Drag Box·
- ·Lasso·
-
- @EndNode
-
- @Node Pick_Objects
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Pick Group·
- FOLLOWING TOPIC: ·Pick Faces·
-
- See ·Pick Group· For Visual Demonstration.
-
- Pick Objects mode lets you pick individual objects. Clicking on an
- object's·axis·picks the object.
-
- @EndNode
-
- @Node Pick_Points
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Pick Edges·
- FOLLOWING TOPIC: ·Add Faces·
-
- See ·Pick Group· For Visual Demonstration.
-
- Pick Points limits selection to the·points·in the currently picked
- object; an object must be picked before you can proceed to Pick Points.
-
- @EndNode
-
- @Node Pick_Select
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Select Prev·
- FOLLOWING TOPIC: ·UnPick Select·
-
- Pick Select is used after you have selected an object with either
- ·Pick All·,·Home·,·Select Next·or·Select Prev·. Pick Select allows you
- to·transform·the object(s) that is selected.
-
- NOTE: Picking and selecting must be distinguished. Only picked objects
- (those highlighted in the pick color; the default being blue\purple) are
- affected by·rotating·,·sizing·,·scaling·, setting attributes,
- transformations, etc. Whenever you click directly on an axis, that object
- will immediately become selected. Unselected objects are displayed in
- white. A SELECTed object is displayed in orange. This object cannot be
- manipulated until it is PICKed; usually with the Pick Select menu option
- (think of Pick Select as meaning "picking the selected object").
-
- @EndNode
-
- @Node Pictures
-
- EXAMPLE PICTURES AVAILABLE:
-
- ·Materials.pic· - rendered examples of the preset Attributes files *
- ·ABC.pic· - Black & White IFF for ·Convert IFF-ILBM· lesson
- ·Attributes.pic· - rendered examples of the basic attribute variations
- ·Globe.pic· - rendered example of a spherical brush wrap
- ·ColorBars.pic· - picture file used in example pics & flat wrap lesson
- ·World.pic· - picture file used in spherical brush wrap lesson
- ·Textures.pic· - rendered examples of the Texture map files
-
- * Preset Attribute settings exist in the Attributes sub-directory in the
- BuddySystem drawer. These can be loaded from the Attributes requester
- to instantly set values required for specific material simulations.
-
- @EndNode
-
- @Node Pivot
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Object (Cycle)·
- FOLLOWING TOPIC: ·Twist·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Pivot is an edit mode which allows you to swing a selected segment without
- affecting its size. This action can be compared to the way your forearm
- pivots at your elbow joint.
-
- @EndNode
-
- @Node Playback
-
-
- RELATED TOPICS:
-
- ·Play Big (Cycle)·
- ·Play Big (Stage)·
- ·Play Loop·
- ·Play Loop (Cycle)·
- ·Play Loop (Stage)·
- ·Play Once·
- ·Play Once (Cycle)·
- ·Play Once (Stage)·
-
- @EndNode
-
- @Node Play_Big_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Play Loop (Cycle)·
- FOLLOWING TOPIC: ·Animation Controller·
-
- Play Big is an option that allows you to display the animation preview on a
- full screen. You must select Play big, before selecting either·Play Once·
- or·Play Loop·. The·animation controller·requester will be displayed
- behind the full screen preview. You must pull down the animation screen to
- access the·animation controller·requester.
-
- @EndNode
-
- @Node Play_Big_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Animate Menu (Stage)·
-
- PRECEDING TOPIC: ·Play Loop (Stage)·
-
- Play Big is an option that allows you to display the animation preview on a
- full screen. You must select Play big, before selecting either·Play Once·
- or·Play Loop·. The animation controller requester will be displayed
- behind the full screen preview. You must pull down the animation screen to
- access the animation controller requester.
-
- @EndNode
-
- @Node Play_Loop_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Play Once (Cycle)·
- FOLLOWING TOPIC: ·Play Big (Cycle)·
-
- After an animation preview is created (using·Make·), Play Loop plays a
- continuous loop of the animation. The·animation controller·requester will
- appear during the preview. This allows you to either:
-
- Adjust the speed of the preview using the slider gadget.
-
- Step one frame at a time, forward, through the animation preview.
-
- Back - plays backwards one frame at a time.
-
- Rewind - cues the preview to the first frame.
-
- Stop - halts the animation.
-
- Quit - exits the animation preview.
-
- @EndNode
-
- @Node Play_Loop_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Animate Menu (Stage)·
-
- PRECEDING TOPIC: ·Play Once (Stage)·
- FOLLOWING TOPIC: ·Play Big (Stage)·
-
- After an animation preview is created (using·Make·), Play Loop plays a
- continuous loop of the animation.
-
- @EndNode
-
- @Node Play_Once_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Animate Menu (Cycle)·
-
- PRECEDING TOPIC: ·Free RAM (Cycle)·
- FOLLOWING TOPIC: ·Play Loop (Cycle)·
-
- After an animation preview is created (using·Make·), Play Once plays one
- loop of the animation preview then returns to the animation screen.
-
- @EndNode
-
- @Node Play_Once_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Animate Menu (Stage)·
-
- PRECEDING TOPIC: ·Free RAM (Stage)·
- FOLLOWING TOPIC: ·Play Loop (Stage)·
-
- After an animation preview is created (using·Make·), Play Once plays one
- loop of the animation preview then returns to the animation screen.
-
- @EndNode
-
- @Node Position_Bar
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Snapshot (Stage)·
- FOLLOWING TOPIC: ·Alignment Bar·
-
- VISUAL DEMONSTRATION AVAILABLE: ·S_Position_Bar.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- To have an object's position change over the course of an animation, you
- would normally have to enter the Action script editor to break up the
- Position timeline in order to enter the changing position values. The
- Position Bar function allows you to interactively change the position of an
- object at certain frames within the Stage Editor screen.
-
- You must first have started by entering the Action script editor and
- setting the number of frames for the animation. Make sure that the object
- whose position you want to adjust, exists in the desired frames; set the
- starting and ending frames in the object's Actor timeline. Then enter the
- Stage Editor quad views.
-
- For a simple example, in a 30 frame animation, let's cause an object to
- start out at the bottom camera's view, move to a higher position at frame
- 15, then move back to the bottom of the camera's view at frame 30. If you
- are not already at frame 1, just goto it by selecting First from the Frame
- menu. Use the interactive manipulation functions (M on the keyboard for
- moving) or the Transformation function to adjust the position of the object
- in this frame. After the position is set, select Position Bar from the
- object menu. The values for the position timeline in the Action Script
- will automatically be set according to the current, visual position of the
- object. Now goto frame 15 and move the the object to its top position.
- Again, select Position Bar to adjust the position timeline. Finally go to
- the last frame (30), move the object back to the bottom position and select
- Position Bar a final time. If you enter the Action Script Screen, you
- should notice that the position bar has automatically been set and split
- appropriately over the 30 frames. You can then select Make to build the
- preview of the animation.
- @EndNode
-
- @Node Posn_(Path)
-
- TOPIC LOCATION: ·Action Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Posn (Tween)·
- FOLLOWING TOPIC: ·Align Channel·
-
- Follow Path
- Follow Path is used to create a position·timeline·where an actor can be
- made to follow a complex motion path. A path must already exist on the
- stage. The Follow Path info requester lets you set:
-
- Start\End Frame
- Start\End Frame sets the range of frames over which the actor will travel
- along the selected path.
-
- Path Name
- Path Name sets the name of the existing path that the actor will travel
- along. When you add a path to the stage, you can find its name listed in
- the left column of the·action script·. You must type the name exactly as
- it appears.
-
- Children follow parent object
- When this option is set, all objects within a group will follow the path
- that the parent object follows; i.e. a group of objects will behave like a
- single object when following the path.
-
-
- NOTE: Setting the acceleration values will incorporate Velocity into an
- objects movement. Otherwise, the object travels at a constant speed;
- the speed necessary to travel the length of the path during the
- number of frames that the object is following the path (as specified
- by the length of the path and the position timeline).
-
- (AC) Acceleration frames
- This option sets the number of frames over which acceleration will occur.
-
- Starting Speed (units/frames)
- This sets the object's starting speed; if set to 0 the object will
- accelerate from a stopped position, otherwise this value is a speed
- based on the number of units traveled within a single frame.
-
- (DE) Deceleration frames
- Sets the number of frames over which an object will decelerate along the
- path.
-
- Ending Speed (units/frames)
- Sets the speed of the object at the end of the path.
-
- Let's take an appropriate example of a car object traveling along a path.
- Suppose the path occurs along 30 frames. We used ·Show Path Length· to find
- that our path is 300 units long (our normal, constant speed without
- acceleration would be 10 units per frame). We'll use the following
- settings:
-
- Acceleration frames = 5
- Starting Speed = 0
- Deceleration frames = 10
- Ending Speed = 0
-
- This means the car would accelerate for 10 frames from a stopped position,
- to the speed necessary to get to the first decleration frame. Then, over
- the last 10 frames, the car will decelerate to a complete stop.
-
- NOTE: ·Show Path Length· is used to find the normal speed by using the
- formula:
-
- length of path (pixel units) / # of frames in position timeline
-
- example: A 100 unit path set in a 10 frame timeline would give the
- object following the path, a normal speed of:
-
- 10 units / frame
- @EndNode
-
- @Node Posn_(Tween)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Posn Channel·
- FOLLOWING TOPIC: ·Posn (Path)·
-
- Tween Position
- Tween Position displays the position info requester which sets:
-
- Start\End Frame
- Start\End Frame sets the frame range where the position info requester's
- value will take effect.
-
- End Frame Position Values
- End Frame Position Values is the X,Y and Z position of the actor's axis in
- the last frame of the position·timeline·. To have an actor's position
- change over a series of frames you must add two separate position
- ·timelines·. Additionally, you must have two separate timelines for the
- actor·control channel·. For instance, for a 30 frame animation where you
- want an object to have a different starting and ending position you would
- add one position·timeline·at the first frame and a second position
- ·timeline·that extends from frame two thru 30. You would do the same on
- the actor·timeline·by adding the actor on frame 1 and again from frames 2
- thru 30 (the transition frame count in the object file info requester for
- the actor, should be set to 28; total animation frames minus 2).
-
- @EndNode
-
- @Node Posn_Channel
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Globals·
- FOLLOWING TOPIC: ·Posn (Tween)·
-
- Posn. is an abbreviation for the Position·control channel·. Every actor
- on the stage must have a position·timeline·. The information held by the
- position channel refers to the final position of the actor's axis while it
- exists in the animation. By default, a position·timeline·is added with
- every actor. This default position·timeline·creates a stationary actor.
- In·info mode·, the position info requester displays the X,Y and Z
- coordinate positions. You can either entire precise values into the
- requester, or you may interactively position the actor from the
- ·Stage Editor·(if interactive positioning is performed, it must take place
- on the first frame of an animation). The values in the position info
- requester will be updated accordingly.
-
- To access the other available positioning options, you must·delete·the
- default·timeline·and then·add·a new position·timeline·in its place.
- The specified type requester will be displayed. You will have two options:
-
- ·Tween position·
- ·Follow path·
-
- @EndNode
-
- @Node Prev_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Next (Cycle)·
- FOLLOWING TOPIC: ·Make Key (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Prev goes to a previous frame.
-
- @EndNode
-
- @Node Prev_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Frame Menu (Stage)·
-
- PRECEDING TOPIC: ·Next (Stage)·
- FOLLOWING TOPIC: ·Goto (Stage)·
-
- Selecting Prev allows you to go one frame backwards to the previous
- animation frame.
-
- @EndNode
-
- @Node Prev_Key
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Next Key·
- FOLLOWING TOPIC: ·Goto (Cycle)·
-
- Prev Key goes to the previously defined key frame.
-
- @EndNode
-
- @Node Project_Editor
-
- TOPIC LOCATION: ·Project Editor·
-
- FOLLOWING TOPIC: ·Sub-Project Options·
-
- The Project Editor is the main launching pad for creating 3-D animations or
- scenes.
-
- If you are only going to be designing objects in either of the·Detail·,
- ·Forms·or·Cycle·Editors, you can immediately proceed to that module.
- However, if you intend to·render·an object, you must·open·or create a
- ·new·project from the Project Editor.
-
- Every individual project that you work on, is composed of a directory and
- possibly several sub-directories for organizing the project's elements. It
- is important to understand the relationship between projects and
- sub-projects to avoid getting lost in directories and sub-directories. A
- project is created for a specific animation or scene. When a project is
- opened or newly created, you will have access to the·Stage Editor·. The
- preparations you make in the·Stage Editor·, control the final rendering
- phase. All information regarding a project is stored in the project's
- directory on disk. Sub-projects simply create sub-directories within the
- main project directory. These sub-projects allow you to create different
- versions of the main project in various·resolutions·and·formats·.
- Remember, sub-projects are only used as a way to organize different
- renderings of a main project. If you want to create a new scene or
- animation altogether, you should open an entirely new project.
-
- There are three areas within the Project Editors' screen:
-
- ·Sub-Project Options·
- ·Stills·
- ·Movie·
-
- @EndNode
-
- @Node Quickdraw_All
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
- ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Add Primitive (Plane)·
- FOLLOWING TOPIC: ·Quickdraw Pick·
-
-
- The ·Fastdraw· option in the ·Attributes· requester, substitutes an object
- with a square outline representation. This is mainly used to speed up the
- display. Once you have created an object, especially a highly detailed
- one, turning Fastdraw on prevents the object from being displayed in
- detail.
-
- Rather than setting this attribute option for each object on the Detail
- editor screen individually, you can use Quickdraw All to automatically
- display all objects currently on the screen in Fastdraw mode.
-
- ·Quickdraw None· reverses Fastdraw mode for all objects on screen.
- @EndNode
-
- @Node Quickdraw_None
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Quickdraw Pick·
- FOLLOWING TOPIC: ·Cycle Setup·
-
- ·Quickdraw None· turns off the Fastdraw settings for all objects on the
- screen - all objects will be displayed in their true appearance, with all
- points, edges and faces visible.
- @EndNode
-
- @Node Quickdraw_Pick
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Quickdraw All·
- FOLLOWING TOPIC: ·Quickdraw None·
-
- The ·Fastdraw· option in the ·Attributes· requester, substitutes an object
- with a square outline representation. This is mainly used to speed up the
- display. Once you have created an object, especially a highly detailed
- one, turning Fastdraw on prevents the object from being displayed in
- detail.
-
- Rather than setting this attribute option for each object on the Detail
- editor screen individually, you can use Quickdraw Pick to automatically
- display all currently Picked objects on the screen in Fastdraw mode.
-
- ·Quickdraw None· reverses Fastdraw mode for all objects on screen.
- @EndNode
-
- @Node Radial_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- RADIAL
- The Radial texture is another variation on the Angular texture.
- It is for creating gradient fills in a radial or concentric
- pattern. The texture starts with the base color defined in the
- Attributes requester and moves outward from the Z axis, radially
- along the X and Y axes to blend with the color defined in the
- Texture requester. The following values are needed:
-
- Start Radius - defines where the gradient will start out from
- the Z axis.
-
- Transition Width - defines the radial distance where the gradient
- will take place. I.E. The gradient occurs within
- this width.
-
- RGB Color \ define the second gradient color (the first is
- RGB Reflect > defined in the base color setting) the standard
- RGB Filter / procedure for defining color, reflect, & filter
- are used in setting these values. This lets you
- create transparent (filter) or mirrored (reflect)
- gradient patterns.
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Start Radius: 20
-
- Transition Width: 75
-
- RGB Color R: 0
- G: 0
- B: 255
-
- * The Texture axis was placed so that it aligned with the front face
- of the cube.
- @EndNode
-
- @Node Re-Center
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Set Zoom·
- FOLLOWING TOPIC: ·Wireframe·
-
- Re-Center allows you to center the views on a position that you click with
- the mouse. You must first select Re-Center, then click at a position in
- any of the views that you want to centered. Usually, you will have to
- Re-Center two views to get exact centering.
-
- @EndNode
-
- @Node Redraw
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Grid Size·
- FOLLOWING TOPIC: ·Zoom In·
-
- Redraw updates the display in all views of the editor. If a change you
- made either doesn't appear properly, or the display becomes cluttered,
- Redraw will·cleanup·all the views.
-
- @EndNode
-
- @Node Remove
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Copy From (Cycle)·
- FOLLOWING TOPIC: ·Snapshot (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Remove deletes either the first or the last key frame. You must be
- positioned on either the first or last key frame, for Remove to function.
-
- @EndNode
-
- @Node Rename_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Add Closed Path (Stage)·
- FOLLOWING TOPIC: ·Delete (Stage)·
-
- Rename allows you to change the name of any·actor·on the stage. When an
- object or group is picked selecting rename displays a new name requester.
- This requester allows you to type in a new name for the object. You can
- also rename an object from the·Action script·.
-
- @EndNode
-
- @Node Rendering_Parameters
-
- TOPIC LOCATION: ·Project Editor·
-
- PRECEDING TOPIC: ·Movie Script·
- FOLLOWING TOPIC: ·Forms Editor·
-
- VISUAL DEMONSTRATION AVAILABLE: ·P_Rendering.sdemo·
-
- The Rendering Parameters requester sets the resolution and format for final
- rendering. Additionally, it allows you to set the disk paths for saving
- ·stills·and animation files that are created in the rendering process.
-
- Rendering Method
- There are six available methods for rendering a sub-project.
-
- B\W-Wire
- This method creates two color·stills·or animation using
- ·hidden line removal·. It is comparable to the·WireFrame·
- ·perspective·view in the editors with·Solid·Mode selected.
-
- B\W-Shade
- This method creates a flat, non-smoothed,·still·similar to the
- ·perspective·mode, in the editors, with·Shaded·mode selected.
-
- Color Wire
- Creates a 16 color wire frame still with hidden line removal.
-
- Color Shade
- Creates a 16 color (high res) or 32 color (low res) flat shaded still
- or animation. No textures, brush maps or object attributes will be
- active in this mode.
-
- Scan Line
- Creates smooth shading in all resolutions. It is an intermediate
- method that·renders·all·attributes·except·shadows·and·reflections·.
-
- Trace
- Activates Imagine's full·ray-tracing·mode. This method severely
- increases·rendering time·(an accelerator is a requirement at this
- point!). However, it is the highest quality method that·renders·all
- possible shadows and reflections.
-
- Picture & Pixel Sizes
- You can set any possible screen size and aspect ratio for rendered images
- by specifying width and height. This allows you to·generate·images for
- high resolution devices such as·framebuffers·or film recorders (consult
- the information included with a specific device to obtain the correct
- resolution information). The·Presets·button displays a requester with
- predefined pixel sizes and aspect ratios. These include the standard Amiga
- display formats along with the formats for Impulse's·Firecracker·boards
- (presets will be made available by Impulse. Additionally, you can edit the
- configuration file with the Preference Editor to add new presets).
-
- Path For Stills
- All·Stills·will automatically be place into a SUB-PROJECT NAME.PIX
- sub-directory of the current project. You can enter a new location for
- saving·Stills·.
-
- File Format
- There are five currently available file formats. These formats specify how
- the image will be·generated·and·saved·. All·Stills·exist in the
- sub-directory defined by·Path for Stills·. Each·Still·is prefixed by
- PIC followed by a four digit number representing its frame number (i.e.
- PIC.0001, PIC.0002, etc.).
-
- RGBN-12Bit
- Will·render·and·save·generated images using up to 4096 colors (HAM
- mode). This is Impulse's proprietary file format.
-
- ILBM-12Bit
- Will·render·and·save·generated images using up to 4096 colors (HAM
- mode). This is the standard format compatible with many other Amiga
- paint and animation programs (Digi-Paint, Photon Paint).
-
- RGB8-24
- This generates a single·24 bit·file capable of displaying up to 16.8
- million colors using an appropriate display board. This is mainly for
- use with Impulse's·Firecracker·24 boards.
-
- ILBM-24Bit
- This generates a single·24 bit·file capable of displaying up to 16.8
- million colors using an appropriate display board. This is the
- ·24 bit· ·IFF·standard. It is compatible with such devices as Newtek's
- Video Toaster and Digital Creation's DCTV.
-
- Separate R,G,B
- This generates three individual files, one each for Red, Green and
- Blue. Each file will have either a .R, .G, or .B extension
- respectively. This is mainly used for devices that require raw RGB
- data in component form such as film recorders.
-
- Path For Movie
- This is the location for the·ANIM·sub-directory containing the animation
- files. The default·path·is in the current sub-project's .PIX directory.
-
- Movie File Format
- Animations can be generated using either Impulse's proprietary Imagine
- format or the standard ANIM OP5 format, which is the·IFF·standard
- compatible in programs such as DeluxePaint III (DeluxePaint III cannot
- display HAM images).
-
- @EndNode
-
- @Node Right_Symmetry
-
- TOPIC LOCATION: ·Forms Editor·; ·Symmetry Menu (Forms)·
-
- PRECEDING TOPIC: ·Front Symmetry·
- FOLLOWING TOPIC: ·Both Symmetry·
-
- See ·Front Symmetry· For Related Demonstration.
-
- Right Symmetry affects the·Right View·. Both the right and left halves of
- the·Right View·will be affected simultaneously as you move points.
-
- (i.e. This mode moves points in the Right View two at a time)
- @EndNode
-
- @Node Rotate
-
-
- RELATED TOPICS:
-
- ·Editing·
- ·Transformation·
- ·Align Channel·
- ·Mold·
-
-
- @EndNode
-
- @Node Save
-
-
- RELATED TOPICS:
-
- ·Save Changes·
- ·Save (Cycle)·
- ·Save (Detail)·
- ·Save (Forms)·
- ·Save Path·
- @EndNode
-
- @Node Save_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Object Menu (Cycle)·
-
- PRECEDING TOPIC: ·Load (Cycle)·
- FOLLOWING TOPIC: ·Group (Cycle)·
-
- Save will display a requester for saving a cycle object to disk. A cycle
- object is saved as a group of objects along with motion information over a
- series of frames.
-
- Cycle objects can be loaded into the Detail Editor for additional editing.
-
- @EndNode
-
- @Node Save_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Load (Detail)·
- FOLLOWING TOPIC: ·Convert IFF-ILBM·
-
- Save allows you to store the current object as a standard Imagine object.
- Once saved, the object can be reloaded into the·Detail Editor·for further
- editing. Resaving updates an object so that any new changes are accessible
- to any of the other Imagine modules that may use the object.
-
- @EndNode
-
- @Node Save_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Object Menu (Forms)·
-
- PRECEDING TOPIC: ·Load (Forms)·
- FOLLOWING TOPIC: ·Snap to Grid (Forms)·
-
- Save allows you to store the current object as a·Forms·object. Once
- saved, a Forms object can be reloaded into the·Forms Editor·or the
- ·Detail Editor·.
- @EndNode
-
- @Node Save_Changes
-
- TOPIC LOCATION: ·Stage Editor· or ·Action Editor·
-
- PRECEDING TOPIC: ·Stage Editor·
- FOLLOWING TOPIC: ·Load (Stage)·
-
- Save Changes updates the staging file for the current project. All new
- settings made within the Action Script Editor or interactively through the
- Stage Editor's views will be saved. Make sure you select Save Changes
- before exiting to other Imagine modules - if you want the changes to remain
- in place.
-
- @EndNode
-
- @Node Save_Path
-
- TOPIC LOCATION: ·Stage Editor·; ·Path Menu (Stage)·
-
- PRECEDING TOPIC: ·Edit Path (Stage)·
- FOLLOWING TOPIC: ·Split Segment·
-
- Save Path is only available in·Edit Path (Stage)·mode. This allows you to
- save a currently picked path to disk.
-
- @EndNode
-
- @Node Scale
-
-
- RELATED TOPICS:
-
- ·Editing·
- ·Transformation·
-
- @EndNode
-
- @Node Select
-
-
- RELATED TOPICS:
-
- ·Select (Forms)·
- ·Select Menu (Forms)·
- ·Select Next·
- ·Select Prev·
- @EndNode
-
- @Node Select_Menu_(Forms)
-
-
- RELATED TOPICS:
-
- ·Click·
- ·Drag Box·
- ·Lasso·
- ·Lock·
-
- @EndNode
-
- @Node Select_Next
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Home·
- FOLLOWING TOPIC: ·Select Prev·
-
- Depending on the object mode, Select Next allows you to·cycle·through the
- objects in the order that they were entered (i.e. in·Pick Edges·mode
- Select Next cycles through individual·edges·of a picked object; in
- ·Pick Objects·mode, Select Next cycles through individual objects).
-
- @EndNode
-
- @Node Select_Prev
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Select Next·
- FOLLOWING TOPIC: ·Pick Select·
-
- Depending on the object mode, Select Prev allows you to cycle through the
- objects in the reverse order that they were entered (i.e. in·Pick Edges·
- mode Select Prev cycles through individual·edges·of a picked object; in
- ·Pick Objects·mode, Select Next cycles through individual objects).
-
- @EndNode
-
- @Node Set_Zoom
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Zoom Out·
- FOLLOWING TOPIC: ·Re-Center·
-
- Set Zoom allows you to manually enter a magnification value. The default
- setting is 1.
-
- @EndNode
-
- @Node Shaded
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Solid·
- FOLLOWING TOPIC: ·Camera View·
-
- Shaded affects the full screen·perspective·display. The object will be
- ·rendered·showing all of its·faces·filled and shaded using 16 levels of
- gray.
-
- @EndNode
-
- @Node Show_Path_Length
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Delete (Stage)·
- FOLLOWING TOPIC: ·Transformation·
-
- VISUAL DEMONSTRATION AVAILABLE: ·A_Velocity.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- Show Path Length is used to find the size, in pixel units, of a path
- object. This information is most useful for incorporating velocity into an
- objects motion when following a path.
-
- See: ·Posn (Path)· for information on incorporating velocity.
- @EndNode
-
- @Node Size
-
-
- RELATED TOPICS:
-
- ·Editing·
- ·Transformation·
- ·Size Channel·
-
- @EndNode
-
- @Node Size_Bar
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Alignment Bar·
- FOLLOWING TOPIC: ·Camera Track·
-
- VISUAL DEMONSTRATION AVAILABLE: ·S_Size_Bar.sdemo·
-
- * (Make sure CAMERA VIEW is selected in the Stage Editor's Display Menu)
-
- To have an object's size change over the course of an animation, you would
- normally have to enter the Action script editor to break up the size
- timeline in order to enter the changing size values. The Size Bar function
- allows you to interactively change the size of an object at certain frames
- within the Stage Editor screen.
-
- You must first have started by entering the Action script editor and
- setting the number of frames for the animation. Make sure that the object
- whose size you want to adjust, exists in the desired frames; set the
- starting and ending frames in the object's Actor timeline. Then enter the
- Stage Editor quad views.
-
- For a simple example, in a 30 frame animation, let's cause an object to
- start out at a relatively small size, expand to a much larger size at frame
- 15, then shrink back to small size again at frame 30. If you are not
- already at frame 1, just goto it by selecting First from the Frame menu.
- Use the interactive manipulation functions (S on the keyboard for scaling)
- or the Transformation function to adjust the size of the object in this
- frame. After the size is set, select Size Bar from the object menu. The
- values for the Size timeline in the Action Script will automatically be set
- according to the current, visual size of the object. Now goto frame 15 and
- scale the the object to a larger size. Again, select Size Bar to adjust
- the Size timeline. Finally go to the last frame (30), reduce the size of
- the object and select Size Bar a final time. If you enter the Action
- Script Screen, you should notice that the Size bar has automatically been
- set and split appropriately over the 30 frames. You can then select Make
- to build the preview of the animation.
-
- @EndNode
-
- @Node Size_Channel
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Align (Object)·
- FOLLOWING TOPIC: ·Hinge Channel·
-
- The Size·control channel·allows you to change an actors size throughout
- an animation. For standard objects (other than the·camera·), the physical
- size of the actor is adjusted. When the size·control channel·is used for
- the·camera·, the camera's focal length is adjusted. This allows you to
- create different·zoom·to wide angle lens effects. The sizing info
- requester allows you to set:
-
- Start\End Frame
- Start\End Frame sets the range of frames over which the size values will
- take effect.
-
- End Frame Size Values
- End Frame Size Values represent the X,Y and Z scaling values for the
- actor's axis at the end of the sizing·timeline·. To have an actor's size
- change over a series of frames you must add two separate size·timelines·.
- Additionally, you must have two separate timelines for the actor
- ·control channel·. For instance, for a 30 frame animation where you want
- an object to have a different starting and ending size you would add one
- size timeline at the first frame and a second size timeline that extends
- from frame two thru 30. You would do the same on the actor timeline by
- adding the actor on frame 1 and again from frames 2 thru 30 (the transition
- frame count in the object file info requester for the actor, should be set
- to 28; total animation frames minus 2).
-
- When size is used with the·camera·, the focal length is adjusted. Only
- the X and Y settings will take effect. The Y size value represents the
- distance from the·camera·to the focal point. The ratio between X and Y
- determines the actual focal length. A normal focal length is set when the
- X value is half of the Y value. Setting the X value larger, creates a
- wider angle (lens view). A smaller X value, creates a telephoto lens view.
-
- @EndNode
-
- @Node Skin
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Mold (Cylinder)·
- FOLLOWING TOPIC: ·Make Path·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Skin.sdemo·
-
- Skin lets you take two or more outlines with equal·points·and connect them
- with·faces·. The outlines MUST have an equal amount of·points·. For
- instance, to create a tube shape, you would arrange the outlines of two or
- more circles to represent segments. You would then pick all of the
- segments, through multiple selection, and choose Skin.
-
- @EndNode
-
- @Node Slice
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Make Closed Path·
- FOLLOWING TOPIC: ·Pick Group·
-
- VISUAL DEMONSTRATIONS AVAILABLE: ·D_Slice.sdemo·
-
- Slice allows you to use one object to cut out shapes in another object.
- This function can be compared to·cookie cutting·. It is useful for
- punching out shapes from any object. The most useful purpose for Slice is
- to create·faces·for outlined shapes. Suppose you created a star shaped
- outline, you could manually add triangles to fill the shape. Slice will
- let you use the outline to cut a·face·out of any object; a·plane·if you
- want a flat face or a·sphere·if you want a curved·face·.
-
- The outline will act as the cutter. It must first be·extruded·in order
- to use Slice (see·Extrude·). The cutting object must then be·aligned·so
- that it passes through the object to be cut. The object that is going to
- be sliced must then be picked first, followed by the cutting object.
-
- It is important that·points·on each object do not overlap. You may have
- to re-align the objects in order to get a successful slice. When Slice is
- selected it may take a few moments before the operation is completed.
-
- If the Slice operation is successful you will end up with many pieces. To
- separate these pieces, first·Pick All·(from the·Pick-Select·menu),
- then·UnGroup·(from the Object menu). You must then·cycle·through
- each piece using·Select Next·or·Select Prev·(from the·Pick-Select·
- menu). As each piece is selected·delete·the ones you don't need.
-
- You can then use·Join·to put desired pieces together.
-
- NOTE: If you are having trouble slicing an object (the error message
- concerning the intersection of·points·or·edges·keeps appearing)·move·,
- ·scale·or·rotate·either object until the slice is successful.
-
- @EndNode
-
- @Node Snapshot_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Remove·
- FOLLOWING TOPIC: ·Load Pose·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Snapshot is used to save the contents of an individual frame as an object
- file.
-
- @EndNode
-
- @Node Snapshot_(Stage)
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Transformation·
- FOLLOWING TOPIC: ·Position Bar·
-
- Snapshot allows you to select a specific animation frame and save it to
- disk as a separate scene.
-
- @EndNode
-
- @Node Snap_to_Grid_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Split·
- FOLLOWING TOPIC: ·Taut·
-
- See ·Fracture· For Related Demonstration.
-
- Snap to Grid is selected after picking·points·. The picked·points·will
- jump to adjacent·grid·intersections. Snap to Grid works as soon as it is
- selected from the menu. Each picked point will jump to the closest grid
- intersection.
-
- Use ·Lock· from the ·Pick Method· option in the Mode Menu to activate
- interactive snapping to the grid.
-
- @EndNode
-
- @Node Snap_To_Grid_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·Object Menu (Forms)·
-
- PRECEDING TOPIC: ·Save (Forms)·
- FOLLOWING TOPIC: ·Edit·
-
- See ·New (Forms)· For Related Demonstration.
-
- Snap to Grid will snap·picked points·to the closest·grid·intersection.
- The normal procedure for this function is to pick the desired·points·
- and then select SNAP TO GRID from the Object Menu. Immediately after
- selecting from the menu, only the picked·points·will snap to grid
- intersections. Use·LOCK·from the·Select menu·to snap points to the
- grid as you·pick·and move them.
-
- @EndNode
-
- @Node Solid
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Wireframe·
- FOLLOWING TOPIC: ·Shaded·
-
- Solid affects the·perspective·display; the upper right window in the
- editor screen. Solid displays a wireframe·perspective view·with only
- normally visible lines displayed; hidden lines are removed.
-
- @EndNode
-
- @Node Sort
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·UnPick Last·
- FOLLOWING TOPIC: ·Find by Name·
-
- See ·Make Path· For Related Demonstration.
-
- Normally, the order of objects is determined by the order in which they
- were loaded or added into the editor. Sort allows you to rearrange this
- order. This is done through multiple selection; by holding the shift key,
- pick the multiple objects in the order desired and then select sort. The
- order that you selected will be used for further operations. Sort works
- with objects,·points·,·edges·or·faces·depending on the current pick
- mode.
-
- @EndNode
-
- @Node Split
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Fracture·
- FOLLOWING TOPIC: ·Snap To Grid·
-
- See ·Fracture· For Related Demonstration.
-
- Split is used to separate an individual object into two separate objects,
- with their own axis. To use Split, you must first pick the object. Then
- enter Pick Points, Pick Edges or Pick Faces Mode to define the part of the
- object you want to separate. In another words, pick the points, edges or
- faces you want to separate from the object. After you select Split, you
- will have two separate objects with their axes on top of each other - you
- can then use Select Next or Select Previous to cycle through the objects
- and Pick the one you want to work with.
- @EndNode
-
- @Node Split_Segment
-
- TOPIC LOCATION: ·Stage Editor·; ·Path Menu (Stage)·
-
- PRECEDING TOPIC: ·Save Path·
- FOLLOWING TOPIC: ·Delete Point·
-
- Split Segment is only available in·Edit Path (Stage)·mode. This allows you
- to add additional axes to a picked path. A new point is added in the
- midway between existing points.
-
- @EndNode
-
- @Node Stage_Editor
-
- TOPIC LOCATION: ·Stage Editor·
-
- PRECEDING TOPIC: ·Status Line·
- FOLLOWING TOPIC: ·Save Changes·
-
- Elements that exists in the Stage Editor are called·actors·; the familiar
- metaphor of·actors·on a stage is used to simplify the creation of
- animation scenes.
-
- The Stage Editor is the module in which lets you:
-
- ·Load·, position and align finished objects that were created in the
- ·Forms·,·Detail·or·Cycle Editors·.
-
- Position and align the·camera·either to set up a single scene or to
- "shoot" an entire animation. You will be able to dynamically track the
- ·camera·to certain objects or axes and perform any combination of pans,
- tilts, zooms, rotations, etc.
-
- Add and position·light sources·. These·light sources·can be controlled
- in a variety of ways including·intensity·and·color·.
-
- Adjust animation·global·values that will affect the entire·world·.
-
- Stage Editor is what "glues" the different Imagine modules together to
- create finished scenes and animation for final rendering in the
- ·Project Editor·.
-
- @EndNode
-
- @Node Stage_Editor_Menus
-
-
- RELATED TOPICS:
-
- ·Object Menu (Stage)·
- ·Mode Menu (Stage)·
- ·Pick-Select Menu·
- ·Path Menu (Stage)·
- ·Frame Menu (Stage)·
- ·Animate Menu (Stage)·
-
- @EndNode
-
- @Node Starting
-
- "The Buddy System For Imagine"
-
- Thank You for Purchasing & Supporting The Buddy System Tutorial Series!
-
- The Buddy System represents a unique kind of interactive education. It is
- designed for all types of users, from novice to advanced, as a source for
- instant, insightful and useful information.
-
- Please take a few moments to read the following text in order to become
- well acquainted with the Buddy System's operation and features.
-
- The most effective way to learn computer applications is to learn WHILE ON
- A COMPUTER and to practice as you learn. Books, manuals and videotapes
- exist to help with the learning process but above all, nothing works better
- than actual "hands-on" training.
-
- The Buddy System accesses a tremendous amount of information through an
- easy to use, point and click interface. This interface, along with speech
- narration and concise text descriptions, gives to you a functional and
- enjoyable learning system in a truly hands-on format.
-
- QUICK START
-
- Once loaded, The Buddy System is always available by pressing the HELP key
- or double-clicking the Right Mouse Button. When HELP MODE is activated,
- (the Help Disk pointer appears during HELP MODE), You will be able select
- an item from the Workbench menus and enter the Hypertext interface. You
- can display the Topic Index by going into the Buddy System menu and
- selecting the "Index Of Topics" menu item or you can press the Help key
- twice. Pressing any character key, during help mode, will also display the
- Topic Index. Finally, you can enter a search word or phrase, by pressing
- the spacebar while the HelpDisk pointer is active. This will search the
- index for the closest match and display the related text.
-
- HYPERTEXT
-
- All text in the Buddy System is displayed through a "Hypertext" interface.
- Certain words in one text file may have direct links to information within
- other text files. Clicking on a linked word, will take you directly into
- the text file, directly to the information it is linked to. In this manner
- you can continuously follow your idea flow when particular words spark your
- interest. More importantly, when you are searching for a particular topic
- or definition, this linking capability allows you to quickly get to the
- information you need without having to read through excessive amounts of
- text. This will tremendously increase your productivity and understanding
- of Imagine.
-
- To avoid getting lost in the shuffle of jumping between multiple text files
- and topics, We have provided some helpful functions. These are available
- through buttons along the bottom of the text window, or through keyboard
- equivalents.
- SEE ->·Interface.pic·
-
- "LAST READ" (or the BACKSPACE key)
-
- This function redisplays the most previous text file that was presented.
- For instance, if you find that a certain word did not take you where you
- needed to go, click the LAST READ Button or press the backspace key to get
- back to the last text file you read. This function is available while you
- are viewing text in a window or whenever the HelpDisk pointer icon is
- displayed.
-
- "SET MARK" (or the TAB key)
-
- This function works like a bookmark. By clicking SET MARK or pressing the
- TAB key, while a text file is displayed, you are marking the current text
- file to you can get back to it at a later time, with the GOTO MARK function.
- Only one text file is marked at a time; each time you select SET MARK or
- press TAB, the current text becomes the marked text.
-
- "GOTO MARK" (or the RETURN key)
-
- Jumps immediately into the text file marked by the SET MARK button or
- the TAB key. By default, the first text file you read is bookmarked until
- you select SET MARK or press the TAB with another file. This function is
- available while you are viewing text in a window or whenever the Help Disk
- pointer icon is displayed.
-
- By using the SET MARK & GOTO MARK functions, you can mark a topic location,
- peruse through as many other text files that you need for additional
- information. You will always be able to return to the same marked location
- immediately!
-
- "SEARCH" Button (or the SPACEBAR)
-
- SEARCH displays a text requester where you can enter a topic or keyword to
- look for. If the topic is found you will be taken directly into the
- associated text file. SEARCH attempts to find the word or phrase in the
- current text, after the current location. If a match is found, the text
- will become highlighted for visibility. If there is no match in the
- current text, the Topic Index is searched. If a match is found there, then
- the related text will be displayed. Otherwise the Topic Index will be
- displayed. If possible, the new text file will be positioned at the
- reference location and the associated information will be highlighted.
-
- "REPEAT" Button (or the ACCENT/TILDE key - above TAB)
-
- REPEAT will continue searching for the last word that was entered in the
- Search requester, or clicked in the text display. The current Search link
- is displayed in the title bar of the text window. Searching proceeds
- forward through the current text. If no further matches are found, then
- the Topic Index will be displayed.
-
- "CLEAR" Button (or the DELETE key)
-
- CLEAR will erase the current search word (displayed in the Title bar of the
- window). This prevents the interface from highlighting any further matches.
-
- A-Z: Pressing a letter from A-Z will display the Topic Index
- requester, positioned alphabetically in the list, according
- to the letter you pressed. This function is available
- whenever the Help Disk pointer icon is displayed.
-
- ESC: Exits the text display. Pressing again, exits HELP MODE.
-
- * Sends the current text file to your Preferences printer.
-
- PICTURES
-
- Some text files may provide access to demonstration pictures. This is
- indicated by a highlighted name ending in ".pic". You can also select
- Picture List from the Topic Index, to display a listing of all available
- pictures.
-
- VISUAL DEMONSTRATIONS
-
- The most significant part of the Buddy System is the Visual Demonstration.
- Nothing is more helpful than the ability to see a particular function being
- performed or applied directly. The Buddy System uses a unique presentation
- method. Procedures are demonstrated by actually taking over the computer
- and replaying a previously recorded demonstration created by a live
- instructor. Visual Demonstrations are available within certain text files
- and are indicated by the phrase:
-
- DEMONSTRATION AVAILABLE: <DemoName>
-
- Just click on the highlighted demonstration name, to present it. At
- important points within the demonstration, text captioning is provided at
- the top of the screen to give more thorough explanations of the visual
- actions.
-
- Additionally, the Buddy System's Narrator will vocalize the captions, as
- they are being displayed, using the Amiga's speech synthesis capability.
- The Narrator can be turned on or off (and adjusted) by selecting Adjust
- Narrator from the first menu during HELP MODE.
-
- · WARNING: DO NOT MODIFY The Imagine.config file in the Buddy System
- drawer. Certain settings are required for the demonstrations
- to run correctly.
-
- · WARNING: Certain Public Domain Screen Blankers & Mouse Accelerators
- may conflict with the Buddy System's demonstrations due to
- the nature of the playback process. Demonstrations are
- pre-recorded mouse & keyboard sequences that can be thrown
- off by programs that affect mouse movement. So, to make
- sure the demonstrations play correctly, disable any mouse
- acceleration. A3000 owners should not have the acceleration
- feature activated in their Input Preferences. Also, Make
- sure Mouse Speed = 1.
-
-
- PAUSING DEMONSTRATIONS
-
- Demonstrations can be paused by pressing the spacebar during playback. The
- status display will inform you when pause mode is activated. Press the
- spacebar again to restart the demo.
-
- NOTE: In many of the Shell demonstrations, Pausing may not be possible.
-
- ABORTING DEMONSTRATIONS
-
- Demonstrations can be aborted by pressing the ESCAPE key during playback.
-
- DEMONSTRATION INITIALIZATION SEQUENCE
-
- Each demonstration has an initialization sequence performed before it
- actually begins (and after it has completed). This is to ensure proper
- playback of the demonstration by defaulting certain Preference Settings.
- During this time it is important that you stand by and not interfere with
- the process by using the mouse or keyboard.
-
- PRACTICING
-
- The advantage of using the Buddy System is that you can learn so much by
- exploring the Hypertext information and watching the demonstrations.
- However, as we keep saying, there is still nothing better than hands-on
- training. With the Buddy System, you are given the opportunity to practice
- the examples you read and watch. Since, the interface coexists with
- Imagine, you can jump back and forth between the help interface and
- Imagine sessions very easily. This lets you try out the concepts that are
- presented, for yourself. You will be able to quickly reinforce your
- knowledge through practicing, and you will achieve a understanding of the
- important fundamentals. So, practice!
-
- ...
-
- TOOL TYPES
-
- (Accessed By Selecting Info/Information from the Workbench Menu when the
- BSI icon is selected)
-
- The BSI program icon uses the following Tool Types to configure the Buddy
- System interface. Here's each Tool Type with its default value listed:
-
-
- PICTURES=Pictures
-
- The path for Picture Files.
-
- STANDARD=BSI_2:Standard or STANDARD=Standard (harddrives)
-
- The path for the Standard Lesson Demonstration files.
-
- ADVANCED=Advanced
-
- The path for the Advanced Lesson Demonstration files.
-
- * NOTE: This Buddy System implementation does not contain any separate
- Advanced lessons. All included lessons are in the Standard
- lesson drawer.
-
- EXTRAS=Extras
-
- The path for the optional EXTRAS disk Demonstration files.
-
-
- NARRATOR=ON
-
- Enables (ON) or Disables (OFF) speech narration during the
- demonstrations. This can also be changed with the Adjust Narrator
- menu item.
-
- HELPKEY=5F
-
- The hexadecimal value for the key to activate help mode (5F = Help)
-
- QUALIFIER=NONE
-
- One of four possible values, to set a key required for activating
- help. In other words, this key must be pressed along with the
- specified help key. The default is to just press HELP, with no
- qualifier key required. This is provided so that you can change
- the key combination if it interferes with another operation
- you have running.
-
- AMIGA /* Right Amiga */
- ALT /* Right Alt */
- SHIFT /* Right Shift */
- NONE /* no qualifier*/
-
- You can also set: QUALIFIER=AMIGA, QUALIFIER=ALT, or QUALIFIER=SHIFT.
- For example, if HELPKEY=5F and QUALIFIER=AMIGA, then you must press
-
- Right Amiga AND Help, to activate help mode.
-
- RMB=OFF
-
- Enables (ON) or Disables (OFF), the activation of Help mode with
- a Right Mouse button double-click.
-
- INTERFACE=OFF
-
- Activates (ON) or Deactivates (OFF) the Buddy System immediately
- after it has loaded. I.E. With, INTERFACE=ON, The Buddy System
- is loaded and ready to run without the normal start-up displays.
- This lets you incorporate the Buddy System into your
- Startup-Sequence or WBStartup drawer.
-
-
- PRIORITY=60
-
- Input handler priority value. Enables you to change the Buddy
- Systems priority if some other program is interfering with its
- proper operation (i.e. Public Domain Mouse Accelerators or Screen
- Blankers, etc.).
- ...
-
- Now that you have been properly introduced to the Buddy System, it's time
- to use it! The best place to start is at the Introduction, of course!
-
- Click on the highlighted word below, to jump right into the text file:
-
- ·Project Editor·
-
- The ·Rendering Parameters· file can get you started with a demonstration to
- introduce the basic rendering procedures for Imagine. Otherwise you can
- press the Right Button now to display the Topic Index and start whereever
- you would like.
-
- ENJOY AND LEARN!
-
- @EndNode
-
- @Node Status_Line
-
- TOPIC LOCATION: ·Cycle Editor·
-
- PRECEDING TOPIC: ·Animation Controller·
- FOLLOWING TOPIC: ·Stage Editor·
-
- The Status Line in the Cycle Editor is located at the top of the screen.
- It displays pertinent information regarding the current cycle:
-
- This includes the current frame number. If the current frame is a key
- frame it is indicated with an asterisk (*) following the cell number.
- Additionally, the current mode is displayed -·Pivot·,·Twist·,·Move·,
- ·Add·,·Delete·,·Assign·or·De-assign·.
-
- @EndNode
-
- @Node Stills
-
- TOPIC LOCATION: ·Project Editor·
-
- PRECEDING TOPIC: ·Sub-Project Options·
- FOLLOWING TOPIC: ·Movie·
-
- In the middle of the·project editor·screen is the Stills area. This area
- provides commands that allow you to·select·and·render·individual scenes
- or an entire·range·of scenes. There is a grid area partitioned into
- seven sections. Each section holds a possible 10 frames for a total list
- of 70 frames immediately visible. Of course, more than 70 frames could
- exist - the Stills slider bar allows you to scroll beyond the initial 70
- frames. Frame numbers will appear in this area depending on the
- specifications you enter in the·Stage Editor·; namely the highest frame
- number via the Action script editor. For instance, if you create a 30
- frame animation, the numbers from 1 thru 30 will appear in the Stills frame
- counter. When you are ready for rendering, this·frame counter·area
- allows you to select an individual frame, by clicking on its frame number,
- or select multiple frames by holding the shift key. The buttons directly
- below the·frame counter·provide the following options:
-
- Generate
- This button will·render·the selected frame(s) using the settings of
- the ·rendering parameters·requester.
-
- Show
- Whenever a frame has been completely·rendered·an asterisk (*) will
- appear below it in the·frame counter·. Clicking Show will display the
- selected files(s). When you are finished viewing a file, press
- the·escape key·to return to the·Project Editor·screen.
-
- NOTE: If you are not returned to the·Project Editor·after typing
- ·escape·, it may be necessary to drag down the picture's screen (by
- clicking and holding at the very top of the screen with the left
- button and dragging downwards). This should make the
- ·Project Editor·visible so that you can click into it and activate it.
- At that point, pressing the ·escape key·will close the view of the
- picture.
-
- Delete
- This button will erase any existing picture files for the selected
- frames(s).
-
- Range
- This button allows you to select a range by specifying starting and
- ending frame numbers and the number of steps to take between those
- frames (entering 1, 30, 2 will select all even frames in a 30 frame
- animation).
-
- Info
- This button will display an informative requester that pertains to the
- selected frame(s). This includes·image file size·and·rendering time·.
-
- Import
- Import is used to mark selected frames with an asterisk (*). Its main
- purpose is in the creation of an Imagine animation from individual
- picture files. Usually, the Make function creates an animation from
- the stills that are generated by Imagine. An undocumented use for the
- Import function is to place a numbered series of RGBN or IFF
- compatible picture files into a SUB-PROJECT.PIX sub-directory. These
- files can come from other sources such as DPaint III, DigiPaint, DCTV
- etc., as long as the file format for the pictures are supported (see
- the·rendering parameters·for supported formats). The files also must
- be numbered using the following convention: PIC.0001, PIC.0002, etc.
- Since the Make function only works with existing stills in the
- ·frame counter·, You can use Import to mark the specific frames as
- already generated. This will allow Imagine to build an animation
- using the images you placed into the SUB-PROJECT.PIX sub-directory.
-
- Generate New Cells Only
- Frames that have stills generated are indicated with an asterisk (*)
- below the frame number. When Generate New Cells Only is selected, and
- frame(s) are selected, only those frames without·stills·will
- be·rendered·. Otherwise, all selected frames will be rendered. This
- affects both the ·Generate·and·Make·functions.
-
- Auto Dither
- Auto Dither is specifically used when·24 bit·files are generated.
- Since the Amiga can not normally display a·24 bit·image (without using
- a ·framebuffer·), Auto Dither allows you to view a·24 bit··Still·by
- converting the image "on the fly" when you select·Show·.
-
- Use Firecracker 24
- This option will·render·directly to Impulse's Firecracker 24
- ·framebuffer·board to display a·24 bit·file in 16.8 million colors.
- This option will only be available if the card has been installed.
-
- @EndNode
-
- @Node Sub-Project_Options
-
- TOPIC LOCATION: ·Project Editor·
-
- PRECEDING TOPIC: ·Project Editor·
- FOLLOWING TOPIC: ·Stills·
-
- New
- New allows you to create a sub-project for the current project. A file
- requester prompts you for a name. This name will be used in creating the
- sub-directory within the main project's directory. It is a good idea to
- make this name as descriptive as possible.
-
- Open
- Open displays a file requester that lets you load a previously created
- sub-project.
-
- Delete
- Delete erases a sub-project, and all its related files, from disk.
-
- Modify
- Modify lets you change the·rendering parameters·for the current
- sub-project. The·rendering parameters·requester is displayed.
- @EndNode
-
- @Node Symmetry_Menu_(Forms)
-
-
- RELATED TOPICS:
-
- ·Off·
- ·Front Symmetry·
- ·Right Symmetry·
- ·Both Symmetry·
- ·90 Degrees·
-
- @EndNode
-
- @Node Taut
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Snap To Grid·
- FOLLOWING TOPIC: ·Add Axis (Detail)·
-
- See ·Fracture· For Related Demonstration.
-
- The Taut function aligns selected, connected points into a straight line,
- as if the line segments connecting them became tightened or "taut". You
- must first pick at least 3, connected points before selecting Taut. The
- two end points will remain anchored. The points in between will become
- aligned along a straight line connecting the two ends.
- @EndNode
-
- @Node Transformation
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Attributes (Brush)·
- FOLLOWING TOPIC: ·Mold·
-
- VISUAL DEMONSTRATION AVAILABLE: ·D_Transformation.sdemo·
-
- Transformation allows you to enter precise values for manipulating an
- object or its·axis·. The XYZ fields on the right half of the requester
- are used for entering values for each specified option:
-
- Rotate
- Rotate will turn a group, object or·axis·. Set the values for any
- combination of X,Y or Z rotation with numbers from 0 to 360(degrees).
-
- NOTE: For predictable results, you should rotate one·axis·at a
- time.
-
- Scale
- Scale allows you to relatively adjust the x, y or z dimensions. The
- number that you specify for any of the·axis·, represents a scaling
- factor (i.e.,entering a value of 1 is original scale and does not
- change the size of the object, a value of 2 will double the size of
- the object, conversely a value of .5 will cut the current size in
- half).
-
- Translate
- Translate moves a group, object or·axis·in either an x,y or z
- directions. This movement is made relative to the current position of
- the object (i.e. a value of 5 for z will move the object 5 units up
- on the z axis FROM its current position).
-
- Alignment
- Alignment displays the current·rotation·of an object relative to its
- original alignment (before any rotations were made). Setting the x,y
- and z values to 0 will return an object to its original alignment.
-
- Size
- Size sets the absolute dimensions for the x,y and z of an object. The
- default·axis·size is 32 units for x,y and z.
-
- Position
- Position defines the absolute location of an object in the Imagine
- world. 0,0,0 (xyz) is the exact center of the world. Position
- displays the orientation of the object from the center of the world.
- You can enter any value for x, y and z to precisely position an
- object.
-
- World
- Setting the World option (an X will be displayed in the selection box) will
- cause any rotations or alignment to be made in relation to the worlds
- absolute·axis·. This means that no matter what the current·alignment·or
- ·rotation·is, x values specify left or right, y values specify in or out
- and z up or down.
-
- Local
- Setting the Local option (an X will be displayed in the selection box) will
- cause any·rotations·or·alignment·to be made in relation to the object
- axis' current orientation.
-
- To clarify the difference between local and·world·transformations, an
- example would be a simple 45 degree·rotation·along the x·axis·. If
- the world's axis is used, a 45 degree rotation on the x·axis·would
- provide a single·transformation·; the object would be·rotated·45
- degrees on the x ·axis·from the center of the·world·. If
- the·transformation·was attempted again with the same value the object
- wouldn't move since it is already·rotated·45 degrees. On the other
- hand, a local·rotation·on the x·axis·would keep turning the object
- each time the·transformation·was selected.
-
- Transform Axis Only
- Any changes you make in the Transformation requester when this option is
- activated will only affect the orientation of the object's·axis·. This is
- used for redefining the standard orientation of an object. Since an
- objects·axis·specifies the center of an object, TRANSFORM AXIS ONLY lets
- you reposition an objects·axis·through·rotation·or movement without
- affecting the object itself.
-
- @EndNode
-
- @Node Tween
-
-
- RELATED TOPICS:
-
- ·Cell Menu (Cycle)·
- ·Align Channel·
- ·Size Channel·
- ·Posn Channel·
-
- @EndNode
-
- @Node Twist
-
- TOPIC LOCATION: ·Cycle Editor·; ·Mode Menu (Cycle)·
-
- PRECEDING TOPIC: ·Pivot·
- FOLLOWING TOPIC: ·Move·
-
- See ·New (Cycle)· For Related Demonstration.
-
- Twist is an edit mode which allow you to·rotate·a segment without
- affecting its size. This action can be compared to the motion made by a
- planes propeller.
-
- @EndNode
-
- @Node Undo
-
-
- Selecting Undo after making a change will restore the settings to what they
- were before the change. Only the last operation is undone.
-
- @EndNode
-
- @Node UnGroup
-
- TOPIC LOCATION: ·Detail Editor·; ·Object Menu (Detail)·
-
- PRECEDING TOPIC: ·Group·
- FOLLOWING TOPIC: ·Cut·
-
- See ·Group· For Visual Demonstration.
-
- UnGroup will unlink any objects that you had previously grouped.
-
- @EndNode
-
- @Node UnMake_Key_(Cycle)
-
- TOPIC LOCATION: ·Cycle Editor·; ·Cell Menu (Cycle)·
-
- PRECEDING TOPIC: ·Make Key (Cycle)·
- FOLLOWING TOPIC: ·Copy From (Cycle)·
-
- See ·First (Cycle)· For Related Demonstration.
-
- Unmake Key changes a key frame into a standard frame. You can only unmake
- a key frame between the·first·and the·last·key frames. Unmaking a key
- frame will cause motion to be redefined by the key frames that were
- immediately before and after it.
-
- @EndNode
-
- @Node UnPick_Last
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·UnPick Select·
- FOLLOWING TOPIC: ·Sort·
-
- When multiple objects are selected, UnPick Last will turn the last Picked
- object to unselected state.
-
- @EndNode
-
- @Node UnPick_Select
-
- TOPIC LOCATION: ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Pick Select·
- FOLLOWING TOPIC: ·UnPick Last·
-
- When multiple objects are selected they are highlighted in blue with the
- currently picked object highlighted in purple. The UnPick Select will
- change the picked object to selected state (the object will turn from
- purple to blue).
-
- @EndNode
-
- @Node Wireframe
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Re-Center·
- FOLLOWING TOPIC: ·Solid·
-
- Wireframe affects the perspective display; the upper right window in the
- editor screen. It is the default display which shows all of an object's
- ·points·and·edges·.
-
- @EndNode
-
- @Node Wood_Texture
-
- PRECEDING TOPIC: ·Attributes (Texture)·
-
- WOOD
- The Wood texture creates the grain, ring or vein patterns associated
- with wood and marble surfaces. The base color is set in the
- Attributes requester. The other values required set the color and
- occurrence of the grain pattern:
-
- RGB Red, Green, Blue - define the color of the grain pattern.
- Typically, this should be set to a shade
- darker than the base color.
-
- Ring Spacing - sets the spacing of the grain patterns.
-
- Exponent - sets the thickness of the individual grains.
- Large values create thin, defined lines.
- Low values create thick, dithered lines.
-
- Variation - a value from 0 - 1 (.1, .5, .9 etc.) that controls
- the regularity of the lines. 0 creates perfectly
- round, concentric rings. Greater values create
- increasingly erratic ring patterns.
-
- Random Seed - works in combination with Spacing, Exponent &
- Variation values to add randomness to the texture.
- This value can be any number you want.
-
-
- Example Pic: ·Textures.pic·
-
- Texture Requester Values For Pic:
-
- Base
- Color R: 175
- G: 140
- B: 0
-
-
- ATTRIBUTES REQUESTER:
-
- RGB R: 100
- G: 50
- B: 0
-
- Ring Spacing: 10
-
- Exponent: 5
-
- Variation: .9
-
- Random Seed: 369
-
-
- * The Texture axis was placed directly on the objects axis
-
- * The Demo.imp Project in the Projects sub-directory of the
- BuddySystem drawer contains the staging used in Rendering the scene.
- @EndNode
-
- @Node Wrap
-
-
- RELATED TOPICS:
-
- ·Attributes·
- ·Mold·
-
- @EndNode
-
- @Node Zoom_In
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Redraw·
- FOLLOWING TOPIC: ·Zoom Out·
-
- Zoom In is used to magnify the display in all of the editor views by a
- factor of two (2x).
-
- @EndNode
-
- @Node Zoom_Out
-
- TOPIC LOCATION: ·Display Menu·
-
- PRECEDING TOPIC: ·Zoom In·
- FOLLOWING TOPIC: ·Set Zoom·
-
- Zoom Out decreases the magnification, in all of the editor views, by a
- factor of two (objects in the display appear half size).
-
- @EndNode
-
- /*** Imagine 2.0 Version
- ***
- *** UPDATED/NEW TEXT
- ***
- ***/
-
- @Node Preferences
-
- New to the latest incarnation of Imagine (v 2.0), is the Preferences
- editor. This editor allows you to configure Imagine's working environment
- to suit your own needs. The default settings are stored in a Config file
- named: Imagine.config. The process of modifying the file is taken care of
- by the Preference Editor. Among the settings you can modify are:
-
- Misc. Stuff - These are all of the settings that effect Imagine globally.
- For example, the colors used within the Imagine interface,
- formats used for the Quickrender function, and True or
- False toggle settings. Each setting has a short description
- in its Comment column. Simply click on the line you want
- to modify and enter the desired value(s).
-
- Rendering Presets - This is the list of formats and resolutions that will
- appear in the presets list of the Rendering parameters
- requester (Project Editor). By default, all of the standard
- resolutions are already included. If you have a special
- resolution which you would like available as a preset,
- add it by clicking on the line marked "<new..". Then enter
- the appropriate information.
-
- Function Keys - Imagine allows you to define the operation of the 10
- function keys along the top of your keyboard. You can assign
- any menu function to each of the 10 keys. Additional
- menu functions can be assigned to the SHIFTed function keys
- for a total of 20 custom functions per editor. Default
- assignments are included with Imagine, however, you can
- add or modify these settings to suit your own needs. There
- are basically three entries in the function key definition
- list: Key #, Menu # and Comment.
-
- The key numbers 1 through 10 represent the standard 10
- function keys. While the numbers 11 through 20 represent
- the function keys with the SHIFT key being held down.
-
- The Menu # is a special value the represents a specific
- menu function. The first digit specifies the Menu number;
- the number of the menu as it appears in the menu bar. The
- second digit is the number of a specific menu item within
- the menu; the number of the item as you move down through
- a menu. The third digit is used if the function you are
- assigning is within a submenu; it is the number of the item
- within the submenu.
-
- All digits are values from 0 through F, where letters are
- used to represent the numbers 10 through 15 (ie. 10 = A,
- 11 = B, 12 = C, 13 = D, 14 = E, 15 = F). So, the Menu #:
-
- 1C2
-
- represents menu 1, menu item 12, submenu item 2.
-
-
- NOTE: for the purposes of the Buddy System tutorials, the
- default Function key settings are used within most of the
- visual demonstrations. Therefore, it is important that
- you leave these assignments intact for the demonstrations
- to work correctly. You may add assignments, just don't
- modify the default ones.
-
- Additionally, function keys are not usable in all of
- the editors, namely the Project and Action Editors.
-
- User Gadgets - In addition to customizable function keys, you can also
- define your own gadgets. These custom gadgets will appear
- at the bottom part of each editor's display. To create
- a custom gadget you must define:
-
- Text - the text that will appear on the gadget. Try to
- use as few characters as possible so that you will
- have room for more gadgets.
-
- Menu # - this is the same numbering system used for
- defining the menu function for the function keys.
- (see above)
-
- Comment - labels the assignment you made - for reference.
-
-
- Once you have modified all of your desired settings, you can either SAVE
- them permanently to disk for future use, or you can just USE them for the
- current session. When saving preference settings, use the name:
-
- Imagine.config
-
- if you want Imagine to load the settings automatically when it is first
- started.
-
- @EndNode
-
- @Node Pick_Sharp
-
- TOPIC LOCATION: ·Detail Editor·; ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Find Requester·
- FOLLOWING TOPIC: ·Pick Subgroup·
-
- Pick Sharp only works while your are in Pick Edges mode with the current
- object. It allows you to quickly pick all edges that have been made sharp
- with the ·Make Sharp· option in the Functions menu. All such edges will
- immediately become picked and ready to manipulate with the following
- functions:
-
- ·Split·
- ·Fracture·
- ·Make Soft·
-
- SEE -> ·Make Sharp·
- @EndNode
-
- @Node Pick_Subgroup
-
- TOPIC LOCATION: ·Detail Editor·; ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Pick Sharp·
- FOLLOWING TOPIC: ·Unpick Subgroup·
-
- Pick Subgroup lets you pick previously defined subgroups by name.
-
- Subgroups are object faces which have been grouped under a single name by
- the ·Make Subgroup· function. This allows you to isolate and individually
- color particular groups of faces. The object list requester displays all
- the existing subgroups which have been defined.
-
- You may be in any one of three pick modes when using Pick Subgroup: Pick
- Points, Pick Edges or Pick Faces. Depending on the mode that is currently
- active, the Pick Subgroup function may offer additional options after you
- have clicked on a subgroup name from the Object list requester:
-
- In ·Pick Points· mode, selecting Pick Subgroup and clicking on a
- subgroup name will bring up another requester with the following
- question and options:
-
- Which Points ?
-
- - Interior Points - the points making up the subgroup except
- the outer, or boundary, points will become
- picked
-
- - Boundary Points - only the points around the perimeter of
- the subgroup will become picked
-
- - All Points - All of the points in the subgroup become
- picked
-
- REMEMBER: you can move, scale, or rotate picked points.
-
- In ·Pick Edges· mode, selecting Pick Subgroup and clicking on a
- subgroup name will bring up another requester with the following
- question and options:
-
- Which Edges ?
-
- - Interior Edges - the edges making up the subgroup except
- the outer, or boundary, edges will become
- picked
-
- - Boundary Edges - only the edges around the perimeter of
- the subgroup will become picked
-
- - All Edges - All of the edges in the subgroup become
- picked
-
- Picked edges can be manipulated with the following functions:
-
- ·Split·
- ·Fracture·
- ·Make Soft·
-
- In ·Pick Faces· mode, selecting Pick Subgroup and clicking on a
- subgroup name will immediately cause the subgroup faces to become
- picked. You can then modify the color attributes of the picked
- subgroup faces, or use the·Split·or·Fracture·functions.
-
- Picked faces can be manipulated with the following functions:
-
- ·Split·
- ·Fracture·
-
- SEE -> ·Make Subgroup·
- @EndNode
-
- @Node Unpick_Subgroup
-
- TOPIC LOCATION: ·Detail Editor·; ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Pick Subgroup·
- FOLLOWING TOPIC: ·Pick Range·
-
- Unpick Subgroup is the opposite of ·Pick Subgroup·; the chosen subgroup
- becomes unpicked.
-
- SEE -> ·Pick Subgroup· & ·Make Subgroup·
- @EndNode
-
- @Node Pick_Range
-
- TOPIC LOCATION: ·Detail Editor·; ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Unpick Subgroup·
- FOLLOWING TOPIC: ·Unpick Range·
-
- Individual points, edges and faces of an object are numbered. For instance,
- in ·Pick Faces· mode, selecting the ·Home· option selects the first face of
- the object. By using the ·Select Next· & ·Select Prev· options, you can
- move forward and backward through the individual faces. When moving forward
- through the faces of a primitive object, such as a sphere, you will notice
- that the faces proceed in an orderly fashion. The same would be true if you
- were in Pick Points or Pick Edges mode; points or edges would proceed in
- order.
-
- With Pick Range, you can pick specific ranges of points, edges or faces. A
- Start, End, Step requester lets you enter the values for the Starting &
- Ending point, edge or face along with an increment value. As an example,
- let's say we have a primitive sphere and are in Pick Faces mode. When the
- Pick Range option is selected, the Start, End, Step requester appears and
- contains the default values, say:
-
- 1,528,1
-
- Accepting this default, will cause all faces to become picked. By changing
- the Step value from 1 to say, 2, every other face starting from the first,
- would become picked. With a Step of 3, every third face would become
- picked, and so on...
-
- @EndNode
-
- @Node Unpick_Range
-
- TOPIC LOCATION: ·Detail Editor·; ·Pick-Select Menu·
-
- PRECEDING TOPIC: ·Pick Range·
- FOLLOWING TOPIC: ·Editing·
-
- Unpick Range simply performs the opposite function of Pick Range; points,
- edges or faces become unpicked.
-
- SEE -> ·Pick Range·
- @EndNode
-
- @Node Cycle_Transforms
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Cycle Shuffle·
- FOLLOWING TOPIC: ·Make Sharp·
-
- Cycle Transforms is a toggle option that makes it easier to create and
- manipulate objects for the ·Cycle Editor·, from within the Detail Editor.
- When you use the functions: ·Cycle Setup· and ·Cycle Shuffle·, the object
- you are working with is adjusted to work correctly within the Cycle Editor.
-
- As an example, let's say you are creating a finger object composed of 3
- segments. You would arrange and group the individual segment objects to
- create the finger shape. Then you would select ·Cycle Setup· to properly
- align the axes. With this basic finger object, you would then create
- different ·Poses· for the Cycle Editor by rotating the individual segments
- accordingly. Cycle Shuffle is used to re-align the individual segment axes
- to their new positions. It's during this manipulation process that Cycle
- Transforms comes in handy.
-
- With Cycle Transforms off (no check mark appears by it in the menu), the
- individual segments of your object will rotate relative to their axes.
- Basically, this means that when you rotate a segment, its movement won't be
- visually correct; the segment doesn't pivot at its "joint". REMEMBER,
- cycle object segments are arranged so that the end of one segment's Z axis
- is connected to the axis center of another segment to form a "joint".
-
- SEE -> ·Cycle Setup·
-
- By turning on Cycle Transforms (a check mark will appear by it), each
- segment WILL pivot at its designated joint. This way you will correctly
- see how each segment moves in relation to another.
-
- @EndNode
-
- @Node Make_Sharp
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Cycle Transforms·
- FOLLOWING TOPIC: ·Make Soft·
-
- Make Sharp affects the Phong Shading of an object. When you select the
- Phong option in the Attributes requester, the polygon edges of an object
- are smoothed to eliminate a faceted appearance. In some cases you may want
- to limit this smoothing to certain areas. An example situation would be
- during the creation of 3D font objects where you would normally want the
- side detail to be smooth while the front and back faces remain sharp and
- well defined. By selecting the front and back edges in Pick Edges mode and
- selecting Make Sharp, you are limiting smoothing to the side edges only;
- smoothing will not be applied to the front and back.
-
- @EndNode
-
- @Node Make_Soft
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Make Sharp·
- FOLLOWING TOPIC: ·Make Subgroup·
-
- Make Soft affects the Phong Shading of an object. When you select the
- Phong option in the Attributes requester, the polygon edges of an object
- are smoothed to eliminate a faceted appearance. In some cases you may only
- want to smooth specific areas of an object. First, leave the Phong option
- in the Attributes requester off. Then, by selecting the desired edges in
- Pick Edges mode and selecting Make Soft, smoothing will be applied to the
- picked edges only.
-
- @EndNode
-
- @Node Make_Subgroup
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Make Soft·
- FOLLOWING TOPIC: ·UnMake Subgroup·
-
- A Subgroup is a series of faces grouped by name. After picking the desired
- faces in Pick Faces mode, Select Make Subgroup to assign a name to the
- Subgroup. You can then use the ·Pick Subgroup· and ·UnPick Subgroup·
- functions to get directly to those specific faces.
-
- Since subgroups are merely a group of faces, you can modify their color to
- create surface details on an object. You can also modify the Subgroup faces
- with the Split and Fracture functions.
-
- NOTE: You can only modify the Color, Filter or Reflect attributes of a
- subgroup. The remaining Attributes will be unchangeable. If you
- want to be able change more attributes, you must first separate the
- faces from the object - to make an entirely separate object.
- SEE -> ·Split·
-
- @EndNode
-
- @Node UnMake_Subgroup
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Make Subgroup·
- FOLLOWING TOPIC: ·Pick All·
-
- UnMake Subgroup simply removes the name that was previously assigned to a
- subgroup. The faces of the subgroup become regular object faces.
-
- SEE -> ·Make Subgroup·
-
- @EndNode
-
- @Node Add_Open_Path_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Primitive (Plane)·
- FOLLOWING TOPIC: ·Add Closed Path (Detail)·
-
- SEE -> ·Add Open Path (Stage)·
- @EndNode
-
- @Node Add_Closed_Path_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Open Path (Detail)·
- FOLLOWING TOPIC: ·Add Font Object·
-
- SEE -> ·Add Closed Path (Stage)·
- @EndNode
-
- @Node Add_Font_Object
-
- TOPIC LOCATION: ·Detail Editor·; ·Functions Menu (Detail)·
-
- PRECEDING TOPIC: ·Add Open Path (Detail)·
- FOLLOWING TOPIC: ·Quickdraw All·
-
- Imagine 2.0 now gives you the ability to directly import standard Amiga
- bit-mapped fonts. Previously, the only way to convert Amiga fonts into 3D
- objects was to first use a program such as DPaint IV, that was capable of
- creating and saving an IFF/ILBM picture file using the desired font. Then
- you would use the ·Convert IFF-ILBM· to convert the bitmapped image into an
- object. It is now much quicker and easier! Just select the Add Font
- Object item and select from the requester list of available font styles and
- sizes. You can enter a single character, word, or sentence, into the entry
- area below the requesters font list. After you click OK, Imagine will
- automatically create an editable object for you. During the process, a
- requester will ask if you want faces to be added to the object. If you
- answer No, only an outline will be created for you. You will then have to
- add faces manually or with the Slice function.
-
- NOTE: This function does have limitations, particularly when it comes to
- very large fonts. In these cases, the Add Font Object function may
- not be able to successfully create a 3D object for you. If this
- happens, you can resort to the ·Convert IFF-ILBM· function.
- Additionally, the quality of this conversion process may not be as
- good, in some cases, as the Convert IFF-ILBM function mentioned
- above. Learn both methods, then decide which one is best for your
- purposes.
-
- @EndNode
-
- @Node Edit_Path_(Detail)
-
- TOPIC LOCATION: ·Detail Editor·; ·Mode Menu (Detail)·
-
- PRECEDING TOPIC: ·Hide Points·
- FOLLOWING TOPIC: ·Magnetism·
-
- SEE -> ·Edit Path (Stage)·
- @EndNode
-
- @Node Quick_Render
-
- The 2.0 release of Imagine now allows you to render an image while you are
- in the Detail, Forms, Cycle, or Stage editor. This will let you see how
- your editing work is progressing. The Quick Render image will be generated
- based on the image displayed in the current editor module's Perspective
- view. A requester appears after you select Quick Render from the menu.
- This requester lets you set up the lighting angles that will be used for
- the Quick Render scene. By default, both the Horizontal and Vertical
- lighting angles will be 0. Accepting this values would place the light
- source directly in front of the object.
-
- NOTE: The lighting requester does not appear when you choose Quick Render
- in the Stage Editor. Light sources are added through the functions
- within the Stage Editor.
-
- If you want to change the angle values, enter positive or negative angle
- values. For the Horizontal lighting angle: positive values move the light
- to the right, while negative values move left. For example, a Horizontal
- angle of 90 would move the light source so that it is directly right of the
- object scene. For the Vertical lighting angle: positive values move up
- and negative values move down; a Vertical angle of 90 would move the light
- source directly above the object.
-
- There is an option called "Don't Add Light Source" in the requester. This
- is used if the object(s) you are rendering are defined as ·light objects·;
- Since the objects are emitting light themselves, a light source isn't
- necessary.
-
- The Preference editor controls the Quick Render image format. In the Misc.
- Stuff section of the editor, there are 4 values that affect Quick Render:
-
- QUIK
- QURM
- QUFF
- QPTH
-
- QUIK - specifies the rendering preset to use for Quick Rendering. All of
- the currently defined preset names can be listed by clicking on
- the Rendering Presets.
-
- QURM - specifies the ·Rendering Method·; wireframe, black & white, color,
- scanline, trace, etc.
-
- QUFF - specifies the ·File Format·; RGBN, RGB8, IFF, 24Bit, etc.
-
- QPTH - specifies the path for the Quick Render image. Usually this would
- be RAM:. However, you may want to specify a disk directory if you
- are limited in memory or want to keep the image on disk.
-
- @EndNode
-
- @Node Select_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·CrossSection Menu·
-
- PRECEDING TOPIC: ·Lock (Forms)·
- FOLLOWING TOPIC: ·Make Key (Forms)·
-
- Select lets you choose the Key Slice (Cross Section) to work with. When you
- start in the Forms editor, a single key slice exists. You must use the
- ·Make Key· function in the CrossSection Menu to define other key slices;
- you will get an error message if you choose Select when there is only one
- key slice. The points belonging to the available key slices will become
- highlighted after you choose Select. Choose a key slice by clicking on a
- point. The selected key slice will appear in the ·Form View· ready for
- editing.
-
- @EndNode
-
- @Node Make_Key_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·CrossSection Menu·
-
- PRECEDING TOPIC: ·Select (Forms)·
- FOLLOWING TOPIC: ·UnMake Key (Forms)·
-
- The Forms Editor lets you edit an object's basic form as a series of cross
- sections or Key Slices. The term "Slice" is used since the Forms editor is
- actually showing you a sliced section of an object - just as if you sliced
- a loaf of bread and viewed the individual pieces. By breaking down certain
- types of objects into these simple slices, they become easier to work with.
- Once you understand the concept of key slices, you will be able to
- visualize how an object, like a rocket body for instance, flows in shape
- from one end to another. More importantly, you will be able to model
- organic objects -- natural, usually non-symmetrical objects that appear in
- the world around you -- like rocks, tree stumps, skulls, blobs, etc.
-
- When you start in the Forms editor, a single key slice exists. Additional
- key slices are added by selecting Make Key. This will let you create new
- key slices by clicking on specific points. The existing key slices are
- highlighted.
-
- @EndNode
-
- @Node UnMake_Key_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·CrossSection Menu·
-
- PRECEDING TOPIC: ·Make Key (Forms)·
- FOLLOWING TOPIC: ·Copy From (Forms)·
-
- UnMake Key reverses the effect of the Make Key function on a selected cross
- section. The cross-section becomes a normal cross-section; if any Key
- slices exist before or after it, its shape will be adjusted according to
- those key slices.
-
- SEE -> ·Make Key (Forms)·
-
- @EndNode
-
- @Node Copy_From_(Forms)
-
- TOPIC LOCATION: ·Forms Editor·; ·CrossSection Menu·
-
- PRECEDING TOPIC: ·UnMake Key (Forms)·
- FOLLOWING TOPIC: ·Cancel·
-
- Copy From, allows you to copy the shape of another ·Key Slice· to the
- current one. For instance if you wanted the two ends of an object to be
- identical in form, you would copy the shape from the first key slice to the
- last key slice of the object. When you select Copy From, Imagine will
- highlight the points of all the available key slices. Just click on the
- point belonging to the key slice you want to copy from.
-
- You will only be able to copy from key slices - only those that are
- highlighted.
-
- See -> ·Make Key (Forms)· for detail on creating key slices.
- @EndNode
-
- @Node Cancel
-
- TOPIC LOCATION: ·Forms Editor·; ·CrossSection Menu·
-
- PRECEDING TOPIC: ·Copy From (Forms)·
- FOLLOWING TOPIC: ·Detail Editor·
-
- The Cancel function is made available when you are in the process of using
- one of the ·key slice· functions such as:
-
- ·Select (Forms)·
- ·Make Key (Forms)·
- ·UnMake Key (Forms)·
- ·Copy From (Forms)·
-
- For example, if you select UnMake Key and then change your mind, you can
- select Cancel (either from the menu or by clicking the gadget) to abort the
- operation; you won't have to follow through with the operation.
-
- @EndNode
-
- @Node CrossSection_Menu
-
- RELATED TOPICS:
-
- ·Select (Forms)·
- ·Make Key (Forms)·
- ·UnMake Key (Forms)·
- ·Copy From (Forms)·
- ·Cancel·
- @EndNode
-
- @Node Camera_Track
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Size Bar·
- FOLLOWING TOPIC: ·Reset Relative Position·
-
- The Camera (Re)Track function allows you to quickly point, or track, the
- camera at a target object. When you select the Camera (Re)Track function,
- a small requester will appear. You will need to specify the name of an
- object to track to. Remember, the name of an object is defined in the
- ·Object Name· field of the Attributes requester. Immediately after entering
- this name, the Perspective view in the Stage Editor will be redrawn to
- show the new view (you should have ·Camera View· activated in the Display
- menu).
-
- NOTE: This function is only a temporary way to point the camera at an
- object. If you move the camera or object, you will have to use the Camera
- (Re)Track function again to re-aim the camera. Additionally, the camera
- must have an ·Alignment Bar· defined at the current frame in order to be
- able to use the (Re)Track function. You must either add an alignment bar
- through the Action Editor or by using the Alignment bar menu option
- (Right-Amiga 8) within the Stage Editor.
-
- Once you are satisfied with where the camera is aimed, use the Alignment
- and Position bar menu option to save the settings for the camera at the
- current frame.
-
- @EndNode
-
- @Node Reset_Relative_Position
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Camera Track·
- FOLLOWING TOPIC: ·Reset Relative Alignment·
-
- The Stage Editor does not allow you to manipulate the individual objects in
- a group; you will only be able to pick, move, rotate or scale a grouped
- object as a single unit. So, if you want to move multiple objects as a
- single unit while still being able to access them independently, don't
- group them in the Detail Editor; save them as individual objects.
-
- You can then use a combination of the Hinge channel along with the Reset
- Relative Alignment or Reset Relative Position functions to maintain
- consistent alignment and positioning between the objects.
-
- 1. Set up the Animation Frames using the Action Editor. Then load the
- objects to use for the animation either through the Action Editor or
- through the Stage Editor.
-
- 2. Decide which object will be the main, or parent, object. This object
- will be the one which all the other objects will follow.
-
- 3. In the Action Editor, Add a hinge bar to all of the objects which
- will follow the movements of the parent object. This bar should extend
- for as long as you want the objects to follow the parent. When the
- Hinge Info requester appears, enter the name of the parent object as
- the Hinge Object.
-
- 4. Back in the Stage Editor, start at the first animation frame. Position
- all of the objects accordingly and make sure you use the·Position Bar·,
- ·Alignment Bar·, or·Size Bar· menu options to save the settings you
- have made into the Action Script.
-
- 5. Set up another key frame later in the animation. Move or rotate the
- parent object. Make sure you save the current settings of the parent
- object by using the Position Bar or Alignment Bar functions.
-
- 6. Now, to place the other objects back in correct relation to the parent,
- you will use the Reset Relative Position or Reset Relative Alignment
- (or both) functions.
-
- Start by picking the Parent object first. Then pick the objects you
- wish to reset.
-
- NOTE: it is important that the Parent object is picked first!
-
- Reset Relative Position
-
- If you just moved the parent object, then select the Reset Relative
- Position function. A requester will appear. You will need to enter the
- frame number to use as reference. Imagine will compare the position of
- the objects to the parent in the current frame, to their relative
- position in the frame you specify. Imagine will then reset the
- objects in the current so that they maintain the same relative position
- with the parent.
-
- Reset Relative Alignment
-
- If you just rotated the parent object, then select the Reset Relative
- Alignment function. A requester will appear. You will need to enter the
- frame number to use as reference. Imagine will compare the alignment of
- the objects to the parent in the current frame, to their relative
- alignment in the frame you specify. Imagine will then reset the
- objects so that they maintain the same relative alignment with the
- parent.
-
- If you both moved and rotated the the parent object, then select both
- Reset Relative Position AND Reset Relative Alignment.
-
- @EndNode
-
- @Node Reset_Relative_Alignment
-
- TOPIC LOCATION: ·Stage Editor·; ·Object Menu (Stage)·
-
- PRECEDING TOPIC: ·Reset Relative Position·
- FOLLOWING TOPIC: ·Quickdraw All·
-
- SEE -> ·Reset Relative Position·
-
- @EndNode
-
- @Node Find_(Action)
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Info (Action)·
- FOLLOWING TOPIC: ·Sort (Action)·
-
- The Find menu function is useful for Action scripts with several objects.
- The list of names along the left side of the Action Editor can become long
- causing you to search through the list using the scroll bar. Sometimes this
- process may become tedious. Find simply lets you specify an object name to
- go directly to.
-
- @EndNode
-
- @Node Sort_(Action)
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Find (Action)·
- FOLLOWING TOPIC: ·Cancel Add·
-
- Sort organizes the Action Script by listing the names, along the left of
- the Action script, in alphabetical order. This should make it easier to
- locate objects by name, particularly when the Action script is long.
-
- SEE ALSO -> ·Find (Action)·
-
- @EndNode
-
- @Node Cancel_Add
-
- TOPIC LOCATION: ·Action Editor·
-
- PRECEDING TOPIC: ·Sort (Action)·
- FOLLOWING TOPIC: ·Stage Editor·
-
- If you are in the middle of an Add process, such as adding an Actor, Posn,
- Align, Size, Hinge, or F-X timeline, the Cancel function will be made
- available so you can abort procedure. You can either select Cancel from the
- menu or the gadget at the bottom of the Action Editor display.
-
- @EndNode
-
-
-
-